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Tip of the

Tongue
A Fifth Edition adventure for
four to five 7th–8th level PCs
◀◁⸺◆⸺▷▶

PART TWO

irsli Aptal embodies the


H finest qualities of Bellek, the

city of scholars—disciplined, studi-

ous, and dedicated to the pursuit

of knowledge. Lately however, her

perfect memory (itself a product

of the alchemy she practices) is

proving to be elusive at times and

unreliable at others.

After months of researching the phenom-


enon, debating with her fellow noble scientists,
and several failed attempts to get to the bottom
of the enigma, she’s posted a sizable reward for writing Mike Myler
anyone able to determine what is happening to Christopher Kugler
both her and the other nobility in Bellek. Will editing Christopher Kugler
the adventurers be able to get to the bottom of color art Gennifer Bone
this mystery and, if so, survive the dangerous 5e conversion Mike Myler
knowledge they’re destined to awaken? layout Eric Life-Putnam

EN World EN5ider
Chapter 2: The Tomb of
Ipo Aisun-aiji
Ipo Aisun-Aiji was a companion of Queen Pami- Mitk’s Motivations
etac, and remained so until meeting his end. He The otherwordly entity has intricate plans in place
was one of the qfirst mnemonics, a sect of warriors that are only now coming to fruition centuries after
that gain mastery over the mind by perfecting their its last appearance. Mitk’ is aware of the mnemonics,
physical bodies. Unbeknownst to the Aptals of to- the search for its history by Hirsli Aptal, and most
day, the monarchy and nearby temple of cerebral of all the doings of Kurtaric Kahraman. Its proxy Kit
soldiers were great allies and aided one another Mha acts to counterbalance the mind warrior’s influ-
in an event forgotten in time, only remembered ence on events by embroiling the PCs in the ongoing
by the mnemonics and held as a sacred event: the conflicts that will raise his patron. By leaving his mas-
Great Supposition. In a ritual that ultimately ended ter’s tome in a tomb of the mnemonics, he puts the
his life, Ipo Aisun-Aiji destroyed both himself and means to unleash Mitk’ into the protective security of
the very idea of a monstrous force from beyond— the adventurers while simultaneously casting a dark
or so they thought. shadow onto the legacy left by Ipo Aisun-Aiji that fur-
Mitk’, an entity that only exists as thought, is the ther isolates the order.
pernicious nemesis that the mnemonic contained
with his dying breath. Over the centuries how-
ever it has eroded the seals that separate it from Entrance to the Crypt
the Material Plane, slowly seeping into the realm The crypt’s entrance's unwelcoming appearance is
and infecting any so unwise as to seek forbidden meant to dissuade troublemakers and thieves.
knowledge—Kit Mha (see the Index for his sta-
tistics) was one such foolish individual. The elf’s After descending rough-hewn stone stairs for several
original name is as lost as his sanity, and he has miles, you see the baleful red glow of unnatural torches
been acting on Mitk’s behalf for several centuries, in the darkness far below. The flickering light reveals
carefully sowing the seeds of the conscious idea’s crude markings scraped along the walls the nearer you
plots. Hirsli Aptal is indeed quite brilliant but get to the illuminated doorway at the bottom of the
without the subtle clues placed by the mad oracle steps. Each of the depictions are of some type of hu-
she never would have broken the deranged cipher manoid striking other creatures and drawing something
of the Kitabu Mitk’. Once Kurtaric stole the book away—it isn’t easy to tell, but it looks as though all of
and hid it within the tomb of his great ancestor, Kit them aggregate toward the unnaturally dark archway
Mha (aided by his patron in the nether) infiltrated where an imposing and vicious maw leers down on any-
the crypt, modifying the ancient markings with- one that dares enter.
in and using rituals to summon forth dangerous
beasts that further indemnify the mnemonics to The crypt is not rigged with traps but it does have
ensure that Mitk’s grand plans play out as intended. its own inherent dangers exacerbated by the

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Tip of the Tongue, Part Two  |  EN World EN5ider


creatures summoned by Kit Mha: yithians await Get Me Out of This Crazy Thing!
anyone they can swap bodies with, and colonies The inherent properties of the dungeon make it dif-
of caulborn wander through the confusing cor- ficult to track an explorer’s progress, but every maze
ridors. During their journey to the tomb of Ipo architect leaves failsafes of some kind to navigate
Aisun-Aiji each was briefly touched by Mitk’ and their labyrinths. PCs that make a DC 18 Intelligence
are not better for it—their alignments are now (Investigation) check or DC 20 Wisdom (Perception)
chaotic evil, and they are disposed to malevolence. check notices faint markings in the corners of some
Having already lost some of their members to the of the chambers (sometimes multiple corners) that
yithians, the caulborn avoid them (and likewise as reveal to the skilled where they should go next. In-
the outsiders proved too difficult to kill easily) and terpreting the symbolic importance of the markings
are now driven mad from hunger. requires a DC 14 Intelligence ability check using a dif-
Simply navigating through the identical, non- ferent skill depending on the room—1st, 4th, and 7th
descript rooms within the tomb can prove to be room: Religion, 2nd, 5th, and 8th room: Nature, 3rd
dangerous. Traveling through the corridors in the and 6th room—Arcana. There is no clue for how to
wrong order brings a creature back to the entrance exit from the last chamber into the tomb.
to the crypt. Every three times a creature has been
inexplicably transported back to the first room in an item (such as a rope) is stretched between two
the dungeon, it must make a DC 14 Intelligence barriers, it is perfectly cut in half once it connects
saving throw. On a failure, its Intelligence score is two rooms. Any items left in the hallways that
reduced by 1d4. The creature dies if this reduces are smaller than 15 feet in length are automati-
its Intelligence to 0. Otherwise, the reduction lasts cally thrown into the next chamber once the last
until the target finishes a short or long rest. person to have touched them passes through the
Secondly, each time a creature first enters into threshold.
a chamber roll 1d100. On a 1–10 a yithian is wait-
ing for them, on a 11–20 a group of 1d4+2 caulborn You step through the darkness and enter into an unre-
are waiting for them, on a 21–95 the room is empty, markable stone chamber 30 feet across and wide—there
and on a 96 or higher they walk into a pitched bat- are doorways in each cardinal direction and more of the
tle between the two! ominous red torches, but little else to speak of.
,
Mnemonic s Maze Magical markings made in these rooms are au-
To correctly navigate through the tomb of Ipo tomatically erased when the occupants leave the
Aisun-Aiji the adventurers must follow this route area, and any objects left within them are auto-
exactly: north, west, west, west, west, north, matically transported to the final chamber of the
west, west, south. When a creature travels in an maze (as are the corpses of slain creatures). Clever
incorrect direction, it can only realize this after adventurers may think to use chalk, ink, paint, or
completely entering the next room and succeeding another mundane substance to mark their trail,
on a DC 15 Intelligence (Investigation) check or DC which works for a time, but after 1d4 – 1 minutes
17 Wisdom (Perception) check. (minimum 1 minute) the marking either changes
Each doorway (including the entrance to the direction to confuse them or disappears entirely.
maze) is completely and totally enveloped by Marring the walls or chipping away at the floor is
20-foot long hallways of void that is not just the ab- also fruitless, and any damage to the labyrinth au-
sence of light (darkness) but nothing at all, totally tomatically repairs itself 1d6 + 10 rounds after the
blocking all types of vision and sensory organs. If room’s occupants leave.

EN World EN5ider |  Tip of the Tongue, Part Two


,
Ipo Aisun-Aiji s Intentional Illiteracy
Sepulcher Some adventurers are going to be mad about not
When the adventurers eventually find the tomb being able to read the Kitabu Mitk’ past its cover, es-
of the long dead warrior they recover the Kitabu pecially since it seems that anyone who looks upon
Mitk’ as well as a corked urn filled with a concoc- the tome can decipher its name and they may have
tion of unknown origin or purpose. The GM may certain features that let them do precisely that. This is
roll secret DC 18 Wisdom (Medicine) checks, and an intentional ploy of Mitk’—the otherworldly antici-
on a success reveal that it contains the ancient ash pates the name of the indecipherable book will travel
of some kind of dead spirit (Ipo Aisun-Aiji, stolen far greater distances more quickly if its contents are
from the mnemonic stronghold by Kit Mha and so mysterious and hard to translate. The writing
placed here with the accursed tome). There are within it appears to be a variation on the Voynich
also the treasures of dead explorers (3 uncom- manuscript, but only the book’s name is readily
mon magic items and 1 rare magic item) alongside known. Anyone that makes a DC 25 Intelligence (Ar-
whatever the party can recover from the corpses cana) check knows that whatever is within the book
of any of the creature’s they’ve slain thus far in the must be dangerous knowledge indeed, but literacy of
dungeon. No magic, despite how powerful it may the unique cover makes it difficult to determine what
be, functions on the book—only a DC 26 Intelli- the hazard is.
gence check allows a creature to read it. This last An adventurer with the Eyes of the Rune Keeper
exit back into the maze does not incur any kind of eldritch pact has advantage on checks made to deci-
damage to ability scores and deposits the adven- pher the Kitabu Mitk’.
turers back at the entrance of the crypt.
far wall. On the stand sits an ancient tome written in
As you pass through the darkened hallway once again, an indecipherable language, but on the cover the title
the room you enter into is finally a distinct one—an “Kitabu Mitk’” is prominently displayed in recognizable
ancient urn sits on a raised plinth in the center of the letters from across the realm.
circular chamber, with a pedestal between it and the Beneath the plinth is a sarcophagus with bas-relief
carvings along the sides. One length depicts people
being assaulted from an amorphous evil in the sky as
they clutch their heads in pain. The next panel shows a
man battling the abstract sky-demon, relieving some of
the pained figures from the previous carving. In the last
two carvings, the same robed figure performs a ritual of
some kind and is then worshiped by those he’s saved.
Dead bodies litter the floor. Some are the corpses of
the creatures you’ve felled already, but others are too
old to recognize—the remains of graverobbers that
found their way in but not back out.

Once Hirsli sees the book something begins to


stir in her memory, but she can’t be sure of what.
Over the course of a few hours she tests and re-
tests the contents of the mysterious urn recovered
from Ipo Aisun-Aiji’s tomb. The alchemist distills,
mixes, decants, and centrifuges samples of the
stuff numerous times before giving it to one of her

Tip of the Tongue, Part Two  |  EN World EN5ider


amnesiac relatives in the hopes of restoring their are hailed as heroes and awarded their 15,000
memory—and it works. In short order, Hirsli doles gp—with a bonus 2,000 gp for returning the book,
out enough of the curious liquid to her fellow no- though it is clear that their benefactor isn’t sure
bles to return each of them to their normal selves that it is truly the end of her problems (and she’s
(along with another 2d4 + 2 doses). The adventurers right).

Chapter 3:
Assassinated Aptals
The adventurers are welcomed into Aptal Manor, Entering the room from whence it came you find the
given luxurious guest rooms, and treated to a limp body of Gorsal Aptal, his skull brutally caved in.
sumptuous feast, night of carousing, and whatever King Halfviti is in a fit as High Mage Apdomat attempts to
minor boons they ask of King Halfviti or his reti- calm him and the Master of the Guard surveys the scene.
nue of nobles. Minor figures from the region are in Everyone in the room looks about with some amount
attendance and make sure to interact with the PCs, of paranoia, and the guards on patrol are standing dis-
getting a measure of the city’s recent heroes—Lord armed in the corner, answering a barrage of questions
Percival Budalist (an assassin), Duke Girman Kai, from their superiors with flustered, exasperated replies.
and Baroness Tenvi Sahasika. All have a need for
a group of adventurers from time to time, and each No one knows how someone could have entered
is eager to trade stories of epic journeys across the Gorsal’s room and no one is above suspicion—
realm from their days exploring the land (before though it remains uncertain of how exactly it
retirement in the regions around Bellek). could have been done. Anyone that makes a DC 13
Wisdom (Medicine) check confirms that his time
With the memories of the nobles restored King Halfviti of death was about 7 hours before the body was
calls for a grand banquet and the lords of the nearby discovered. When questioned, the guards nearby
towns make all haste to be in attendance for the grand can't remember anything suspicious happening—
event—and grand it is. The halls of Aptal Manor are filled because Kurtaric ripped the event of his arrival
with beautiful music from across the ages and realm, from their minds. The guards know a blue-robed
exotic drinks, and perfectly prepared foods of delicacies figure spoke to them and that Gorsal was mur-
both familiar and new. The revelry is far more raucous dered in his sleep with a brutal strike; otherwise
than one would expect for the City of Scholars, and the they can’t offer any useful information.
wine flows late into the evening well after most of the The mnemonic has learned that the Aptals hired
nobles of Bellek retire. adventurers and have somehow cured themselves
of amnesia. With no recourse he begins to sys-
The next morning, to the horror of King Halfviti tematically assassinate the Aptals, two each night
and the remainder of the Aptals, the body of Gor- after the first. There are seven Aptals living in the
sal is found lifeless and inert in his room. manor (including King Halfviti), and Kahraman
is no longer taking any chances. If nobody inter-
A piercing scream erupts from the southwestern corri- venes, the Aptal line will end much sooner than
dors of the castle! anyone expected.

EN World EN5ider |  Tip of the Tongue, Part Two


high as he judges how best to cave in the sleeping no-
ble’s skull with movements evident of decades devoted
to unarmed combat—those of a trained assassin.

When ambushed or found Kurtaric throws down a


packet that explodes with smoke (as the fog cloud
spell) and disappears, taking as many rounds as
possible to study the tactics and abilities of the ad-
venturers. If they go out of their way to block the
exits from the room he attacks a spellcaster with
thought strikes, stealing away teleportation and in-
visibility spells (or their nearest equivalents) and
briefly engaging the party before fleeing.
Above all else, Kurtaric Kahraman preserves
his own life—accepting death now would doom
the world and the mnemonic is keen to stop that
catastrophe. Once the fight is over each adventurer
can make a retroactive DC 13 Intelligence (Investi-
gation) check or DC 15 Wisdom (Perception) check,
on a success realizing that throughout the entire
battle he was carefully studying their movements
like a tactician at a game board. When asked about
the assassin directly, King Halfviti recalls the man
Hirsli Aptal pleads with the adventurers, im- who they are speaking of and identifies him as
ploring them to root out the assassin and truly Kurtaric Kahraman, though he notes it’s strange
bring an end to the troubles of Bellek. Kahraman they have seen him. His father knew the mysteri-
is no fool however and doesn’t make himself eas- ous warrior but he hasn’t been seen since Halfviti
ily caught—the PCs have to ambush him, playing was but a child and should have died of old age
a deadly “cup game” with the lives of the remain- some time ago.
ing Aptals to lure the mnemonic into a combat of During the intervening days Hirsli has been
the party’s choosing. The adventurers make DC 14 obsessively studying the Kitabu Mitk’ and finally
Intelligence or DC 16 Wisdom checks to determine reaches a breakthrough. While she hasn’t com-
which of the nobles is likely to be targeted next. On pletely decoded it, the book warns several times
a success, the GM reveals one of the two rooms of the coming of a great and terrible threat from
most likely to be targeted next. Note that the party beyond, an entity that defies description and por-
can still use divination magic to predict the next tends ill-comings for the entire world—it is known
victim. only as Mitk’.
When they finally catch up with Kurtaric, read That night before resting (and before the party
the following: can act on this new information) messengers
come in from Duke Kai, Baroness Sahasika, and
The shadows of the night slowly seep away from them- Lord Budalist. Utterly inexplicable, definitively
selves to reveal a bald old man wrapped in deep blue otherworldly creatures have been seen in the re-
robes and covered in geometric tattoos on his hands, gion around Bellek. The retired adventurers know
neck, and face. He creeps toward the sleeping form of a danger when they see one and if their tried in-
the Aptal, his callused fists wrapped together and raised stincts are true, these sorties are exploratory

Tip of the Tongue, Part Two  |  EN World EN5ider


forces for a military force that definitely threatens curious creatures, and, if necessary, raise armies
the settlement. Without much of a recourse, King to defend his realm. In the meanwhile he triples
Halfviti (still paranoid about his own well-being) the guard and restricts his family—all save Hirsli—
asks the PCs to seek out each of the three minor to a small corner of Aptal Manor until the troubles
rulers, investigate the recent appearances of the are resolved.

Chapter 4: Banding
Behind Bellek
The threat of the invaders is quite real—bands of Trained Citizens
vergeten warriors wander through the realms and A vast majority of the denizens of Bellek’s satellite
there’s a 30% chance during every day of travel that settlements are proficient in combat or professions
the adventurers run into a patrol of them (1d4+2 that grant them class levels and—if the need arises
vergeten soldiers and 1 vergeten commander). and they can be swayed to do battle—can be mobi-
They fight to the death and use precision tactics, lized into an army.
focusing their attacks on the weakest target after
the second round of combat. If the vergeten notice
the PCs first, they stalk them for a while and at- Settlements
tempt to ambush the party as they rest. Bellek and the settlements near it play a large role
Each of the three settlements—Budal, Sahasi, in Tip of the Tongue, and to make them easier for
and Zakai—is about 30 miles from Bellek. They are GMs to use they each follow the same basic rules.
all ruled over by one of the nobles previously met For example, Bellek is a city that is Aging, Friendly,
by the party, adventurers from that region that Historical, Scholarly and Wealthy. Ability checks
have retired and now manage towns that support made that the GM deems relevant to one of those
the City of Scholars. five words gain a +3 bonus or take a –3 penalty
As the party travels through the smaller towns, (based on whether or not that quality of the city
Kurtaric Kahraman attempts to isolate PCs or has a positive or negative effect on the task, if it
ambush them as they sleep, trying to strip away has any effect at all).
their memories of Mitk’ and contain the dam- Marketplace. Settlements that are without a
age the adventurers are inadvertently causing. If hedge wizard, particularly wealthy merchant, or
combat ensues he retreats at the first opportunity, magic item shop may still have a few unique items
disappearing into the settlement’s citizenry like of value owned by retired adventurers or kept as
a walking ghost. Furthermore, the likelihood of treasured family heirlooms. In these instances it
encountering vergeten while travelling between may require more than gold for a PC to acquire a
towns increases by 10% for every one of the three magic item but it gives a general measure of how
they visit (to a maximum of 60%). likely the party is to find one in a gritty campaign
setting. For a standard campaign setting double
the amount of items listed in this column and for
a populous campaign setting triple them instead.

EN World EN5ider |  Tip of the Tongue, Part Two


Settlement Size. Note that depending on the Humble, Idyllic, Industrious, Insular, Isolated, Labor-
size of the campaign setting this adventure is ing, Lakeside, Landmark, Lawful, Leering, Luxurious,
being played in, the given populations on Table: Militaristic, Mountainous, Mountainside, Natural,
Settlements might be doubled, tripled, or multi- Nature, Naval, Neutral, New, Odorous, Old, Old Fash-
plied even higher. ioned, Orderly, Pious, Political, Populous, Productive,
Signifier Words and Modifier. These are what Progressive, Remote, Resilient, Resort, Resource-
make one settlement unique from another. The ful, Respected, Resplendent, Responsive, Riverside,
GM should choose no more signifier words for a Rumor-Mongering, Salt of the Earth, Scholarly, Sea-
settlement than listed on the Settlements table, port, Seaside, Sleek, Sprawling, Spread Out, Storied,
but they need not select the maximum amount Structured, Subterranean, Technological, Towered,
either. Signifier words are chosen from the follow- Towering, Tradehub, Unusual, Urban, Waystation,
ing list (although the GM may use any they deem Wealthy, Weathered.
fit): Aging, Angling, Arctic, Ardent, Aristocratic, Ar- Whenever the GM feels that a PC (or NPC) is
tistic, Blessed, Bureaucratic, Canals, Capital, Chaotic, making an ability check where a signifier word
Coastal, Competitive, Content, Cramped, Criminal, would apply, the Signifier Modifier (in part or in
Crossroads, Defensible, Defensive, Disorganized, Dis- whole) is added as a bonus or subtracted as a pen-
persed, Elevated, Enchanted, Free, Friendly, Generous, alty (depending on whether the task is aligned
Gourmet, Hardworking, Heavenly, Historical, Holy, with or against the Signifier Word).

Table: Settlements
Size Words Modifier Gritty Standard Populous Marketplace
Hamlet 1 +1 6–12 10–19 25–49 —
Outpost 2 +1 13–24 20–49 50–99 1d4 common potions
Village 3 +2 25–49 50–79 100–249 2d4 common potions, 1 common magic
item
Town 4 +2 50–99 80–149 250–499 2d4 common potions, 1d4 common
magic items
City 5 +3 100–299 150–499 500–1,499 Various common potions, 2d6 common
magic items, 1d4 uncommon magic
items
Metropolis 6 +4 300+ 500+ 1,500+ Various common potions, 3d8 common
magic items, 2d6 uncommon magic
items, 1d4 rare magic items

Tip of the Tongue, Part Two  |  EN World EN5ider


Budal, Port of Sahasi, the Thorned
Profiteers Town
Town (Chaotic, Dispersed, Rumor-Mongering, Town (Defensible, Insular, Humble, Nature)
Seaport) Notable NPCs: Baroness Tenvi Sahasika, Guard-
Notable NPCs: Lord Percival Budalist, Priva- ians (veterans), Wardens (druids)
teers (bandit captains), Shiphands (bandits) Nestled several miles into the forest, the Thorned
No matter which direction Budal is approached Town lives up to its name—Sahasi’s buildings and
from or what time it is, the sound of raucous ca- houses are built right against trees, all overgrown
rousing, smashed bottles of liquor, and the painful with thick green vines that bear plenty of thorns.
cries of the recently bludgeoned fill the air. The The inhabitants here have eschewed many of the
settlement is like a madhouse—it’s a bit of a miracle trappings of modern civilization for a more natu-
it even exists at all—and the citizens all carry the ral and holistic life, granting a definite sense of
look of men and women that have experienced the calm from the air deep in the woods.
rougher trials of life. The Port of Profiteers always Tenvi Sahasika spent decades on the high seas
has a dozen or so ships docked at it, though few if and earned reputations in far off coasts as a ruth-
any fly colors designating their point of origin. less and cunning individual. The entire time the
Very few things keep Percival Budalist’s atten- halfling missed her homelands dearly however,
tion—so long as the ships keep coming in, coin and after a particularly lucrative year she finally
trades hands, and the booze keeps on flowing he retired and bought the rights to a large forest near
considers his retirement from adventuring to be a the City of Scholars (for the sale of both exotic,
stellar success. With the value of the port city, he rare items and a princely sum of gold). Since then
knows that should it come down to it there are oth- she’s taken on a far less malevolent disposition
er allies he can call upon to resist any imminent and has become at one with the world around her,
doom (threats he clearly does not appreciate the spending most of her time making sure the town’s
gravity of). Without anything to sweeten the pot fervent devotion to nature continues unabated.
the PCs can earn the aid of his Shiphands to fight The Warden of the Woods is reluctant to involve
off the invasion. her settlement and its forces in a battle, sure that
However, he’s always prepared to make a deal, in the forests they can sufficiently defend their
and something has been troubling him recently: homelands. Near the coast however is an elusive
some type of sea monster has been destroying the dragon named Verspathiel. King Halfviti hasn’t
occasional ship and trade is beginning to suffer. If been willing to help track down and slay the beast
the party can slay it and prove the deed, putting (which lives two miles away from Sahasi in a sea-
to rest any rumors that traveling to Budal is dan- side cove) and it is up to the adventurers to kill the
gerous, they’ll earn the aid of Privateers in the creature; if they can do it, Baroness Sahisaka dis-
upcoming battle as well. The creature is actually penses both her Wardens and Guardians to aid the
two enormous dinosaurs (see the Titanohydrosau- defense of Bellek and if not, they will only have the
rus in the Appendix) that attempt to flee when help of the former. The dragon is actually a dragon
reduced to 20 hit points or less. disciple named Corwin the Balewind. Corwin and
Tenvi Sahasika have a long history, though the hal-
fling ranger wouldn’t remember killing Balewind’s
teacher—early in her career she inadvertently
ended the ethically-questionable tutor’s life, and
Corwin has decided that terrorizing Tenvi’s home-
town is the sweetest revenge, making swift assaults
on the settlement in his draconic form

EN World EN5ider |  Tip of the Tongue, Part Two


Zakai, Town of Shades An Early Death
Town (Criminal, Friendly, Resplendent, Urban) While unlikely, the PCs may be the true source of
Notable NPCs: Duke Girman Kai (an assassin), Kurtaric’s end and slay him in battle. His psychic es-
Brutes (berserkers), Thieves (assassins) sence resonates the dialogue below, but otherwise
All of the houses in Zakai are of fine make—the the order of events changes little: the aliens still at-
wood of every homestead along the main boule- tack the city and his spirit still returns later on in the
vard is sanded down and polished to a fine luster, adventure. The spear that strikes him is a singularly
but even the less wealthy quarters of the town are unique item, crafted by Mitk’ itself and treated like an
filled with sturdy homes. Citizens wave politely arrow of slaying keyed specifically for Kurtaric. If the
when passing by and on the surface it seems as adventurers somehow compromise Kurtaric or cap-
though this is a perfect, quiet settlement—yet in ture him during Chapter 3, Kit Mha acquires potions
the shadows there are eyes on travelers pockets of levitate and invisibility, enough for a strike force of
and more than one tough-looking fellow gazing 6 vergeten soldiers and a vergeten commander to
intently on a new mark from the safety offered by sneak into the palace to kill the mnemonic at the first
one of the resplendent buildings. opportunity.
To anyone visiting the prosperous town of Zakai
its Duke Girman Kai is highly respected and laud- a DC 22 Dexterity (thieves’ tools check) over the
ed as a brilliant politician, statesman, and man of course of 1d4+1 rounds gets the door open, though
esteem. In truth he’s a duplicitous sort, running a it’s trapped with an alarm spell keyed to Apdomat
thieves’ guild with a ruthless efficiency and bru- only noticed with a DC 23 Intelligence (Investi-
tal hand that ensures the “government” runs like gation) check. Giving Girman Kai the necklace of
a well-oiled machine. He knows that if the need netted stars earns the assistance of every combat-
arises he can pack up a handsome sum before es- ant he can muster and the party adds Thieves to
caping to obscurity elsewhere. There’s still money their armed forces.
to be made in Zakai though, so he’ll dispense forc-
es of Brutes to assist against the vergeten invasion. Back to Bellek
Girman Kai desperately wants King Halfviti’s Once the party has returned to Bellek (with armies
necklace of sparkling constellations (a treasured in tow) Kurtaric attempts to confront them about
bit of jewelry passed down through generations). what is going on directly and explain that they
In exchange for his help in the coming battle he must stop the spreading of even the entity’s name.
commissions the PCs to acquire the necklace. The Unfortunately he barely finishes his second sen-
adventurers can convince the king to part with it tence before an otherworldly spear strikes him
by making a DC 23 Charisma (Persuasion) check, down and a squad of the aliens (6 vergeten sol-
though it is difficult as any magical attempts to diers, 2 vergeten commanders, and a vergeten
augment it are undone by Apdomat Aptal (an scion) assault the adventurers!
archmage).
Every night when he retires for the evening, Reality seems to ripple slightly and break like water on
Halfviti gives the enchanted necklace to High a stone, but rather than a rock appearing from nothing,
Mage Apdomat, who in turn takes it to the vault the bald old man from Bellek steps out of nowhere and
under the escort of 3 elite soldiers (gladiators). holds up his hands in a gesture of peace. “Please,” he
Every night after the assassinations begin, 4 elite pleads, “you do not understand what you are doing. The
soldiers watch over the vault, and there is a 20% fate of the world hangs in the balance, and your spre–!”
chance that Sambhavana is checking the patrols The old man is suddenly cut short as a strange spear
when the party scopes out the treasury. Making pulsating with magenta energy slams into his skull, killing

Tip of the Tongue, Part Two  |  EN World EN5ider


him instantly as a booming laughter echoes against the the techniques involved in the ritual Kurtaric did
walls of the city. A fusillade of force blasts from the not complete, binding acts that completely sever
ground he stood on, obliterating his corpse and send- information from the living world. When he dies,
ing his robes, weapons, and a scroll case flying as half a those dangerous thoughts locked away from the
dozen of the huge alien warriors charge into the street! Aptals spread freely on the winds, further sun-
dering the veil between realities and allowing the
Within the scroll case are the rituals required to entity’s invasion to begin in earnest—led by ver-
lock away the knowledge of Mitk’ with Kurtaric’s geten ground troops that appear within a mile of
soul, a months-long process that the mnemonic Bellek! They begin their march to bring low the
was unable to complete. Anyone that makes a DC City of Scholars as the PCs rally their own recently
18 Intelligence (Arcana) check recognizes some of arrived forces and the War for Ideas begins.

Chapter 5: A War for


Ideas
The enemies are literally and quite suddenly at the
gates of Bellek! With their normal leaders (Lord
Budal, Duke Kai, and Baroness Sahasika) days
away, the martial forces of the City of Scholars
look to the adventurers for command—assign one
army to each member of the party (preferably as
close in theme to the PC as possible) and prepare
the party for mass combat. Rules for mass combat
and the party’s armies are located in the Appendix.
The fortifications of Bellek’s walls are not ex-
ceptional and only provide a minor defensive
bonus (already factored into the armies’ statistics),
though adventurers with sufficient spellcasting
abilities can easily supplement them. A number
of vergeten armies appear equal to the number
of armies the PCs have at their command, though
there is always a vergeten soldier army, a ver-
geten commander army, and a vergeten scion
army—the types of the remainder are entirely at
the discretion of the GM.

The vista of the setting sun is broken by first one gigantic


astral tear, then another and another. They expand into
huge portals and hundreds of the bizarre aliens spill out

EN World EN5ider |  Tip of the Tongue, Part Two


of them, covering the hillsides around Bellek in waves Survivors of the Conflict
of otherworldy warriors that all chant one name as they Make sure to keep track of how much damage each
march on the City of Scholars—Mitk’! army takes; not only is it important now (read be-
low!), it becomes pivotal in the aftermath of Tip of the
After the tide of the battle turns to favor the forces Tongue. When the adventure finally comes to a close,
of Bellek the adventurers locate Kit Mha—Mitk’s survivors of the battle will be left roaming throughout
oracle and one of the true enemies of the realm— the region; if left unchecked, they quickly give rise to
directing the vergeten invaders. The opportunity a second coming of Mitk’ as tales of the conflict cir-
to end the battle decisively has come and the PCs culate. Divide the final number of hit points for each
can break the opposing forces by descending on army (aside from the Alchemists or City Guard) by 5—
the deranged elf, denying the vergeten their com- these are the number of survivors the PCs must hunt
manders. He is not alone however, and the party down and either kill or strip of their memories with
will have to contend with 1d4+2 vergeten soldiers, the mirrored weapons of Kurtaric Kahraman (see the
2 vergeten commanders, and a vergeten scion as Kurtaric Weapon sidebar), not including anyone else
well! they’ve told since!

Amidst the chaos of the enormous battle one figure foreheads of all the warriors still standing on battlefield,
directs the alien forces—a deranged elf surrounded coalescing as a terrifying, howling laugh booms off of
by swirling spirits gestures wildly at the otherworldly the mountainside and a gargantuan face appears above
armies, sometimes casting spells to hamper the defend- Bellek. Scores of warriors are swatted away as the red-
ers or outright strip the leading warriors of their lives. dish energy expands to enormous size and it becomes
In turn the elf notices you as well and yells at his sub- clear that the War for Ideas has not yet ended.
ordinates, commanding them in a harsh alien language
that no mortal native’s tongue should utter. Over the After one or two rounds of combat with the god-
din of battle you can hear him scream in Common how- like entity the spirit of the mnemonic appears and
ever as he points at you aggressively in a voice tinged by disperses itself, placing Kurtaric weapons into the
madness, screaming, “you unwitting fools! You are the hands of each of the PCs (of the type they normally
architects of your own destruction!” use in melee or ranged combat) and fully restor-
ing the party’s hit points (though not spell slots,
Once the party has successfully routed the armies or uses of any class features). Each is capable of
of vergeten it seems the day has been won—but draining intellect, a property essential for undo-
only briefly. Mitk’, being an infectious idea, need- ing Mitk’ or its presence within any creature that
ed only to spread knowledge of itself to manifest knows of it.
in the realms material. By gathering together Attacks against Mitk’ using a Kurtaric weapon are
armies to oppose him (and killing Kurtaric Kah- made with advantage and score a critical hit on a
raman) the PCs have created a huge resonance for roll of 18–20. Mitk’ is otherwise immune to spells
the strange creature to occupy, bringing it into the and effects that reduce a creature’s Intelligence
Material Plane and down onto the City of Scholars! score. Each successful hit against Mitk’ consumes
1 charge from the Kurtaric weapon.
As the last of the aliens fall beneath the blades of the
defenders and cry out their death throes the sun finally As the armies of Bellek engage the alien force, a swirl of
sets and all seems well—but then dark, roiling clouds ap- cyan energy erupts from the City of Scholars and gathers
pear from out of nowhere and blot out the center of the across the battlefield from Mitk’. The face of the old man
battlefield. The very seams of reality break apart in a rift assassinated by the aliens briefly forms before breaking
miles long as streams of ethereal energy rise from the apart into millions of reflective shards. Weapons form

Tip of the Tongue, Part Two  |  EN World EN5ider


out of the mirrored dust as they float toward you, taking Read the following when the PCs strike the kill-
the shape of familiar blades as the creature lets loose ing blow against Mitk’:
another cacophonous booming laugh.
As the armies of Bellek finally begin to break against the
With the weaponized remains of Kurtaric Kahra- enormous alien’s ghostly blows, the face starts to split
man in hand the adventurers must lead a second, apart. Yet another cacophonous scream bounds off the
far more desperate struggle against the entity now mountain behind the City of Scholars, rebounding in
known to all present as Mitk’. your skull before a gusting wind overcomes it. High in
While the PCs are busy engaging the creature in the clouds a pinpoint of kaleidoscopic energy appears
combat scenario, the armies they led in the pre- and begins to draw the energy of Mitk’’s body into it. The
vious battle are also fighting Mitk’—use the Mitk’s otherworldly thing fights the and claws at the air out-
Presence statistics block in the Army Index and side of it as less and less of its body can be seen. It nearly
grant the now leaderless forces of Bellek a morale succeeds—but then with a loud popping noise it disap-
bonus or penalty depending on how well the party’s pears entirely, replaced only by the stars of the night sky.
battle with the otherworldly’s central conscious-
ness is going. The nature of the otherworldy entity A few minutes after the battle comes to an end—
defies normal defenses, and the armies of the city once the party has enjoyed a brief moment of
of scholars gain no bonus from its fortifications. respite and their surviving armies are patting
themselves on the back—read the following:
New Magic Item
Kurtaric Weapon
Weapon (varies), very rare
This magical cold iron weapon appears as though it
were made of an extremely reflective substance not
unlike a mirror.
You have a +4 bonus to attack and damage rolls
made with this weapon. The weapon begins with 52
charges. Each time the weapon’s property to cast a
spell or reduce a creature’s Intelligence is used, it los-
es 1 charge. For every 13 charges lost by the weapon,
its bonus to attack damage rolls is reduced by 1 until
it has no charges left and becomes a nonmagical cold
iron weapon.
Whenever you hit a creature with this weapon, in
addition to dealing damage you can expend a charge
to either strike at its intellect or its mind.
Strike Intellect. The target’s Intelligence score
is reduced by 1d4. The target dies if this reduces its
Intelligence to 0. Otherwise, the reduction lasts until
the target finishes a short or long rest.
Strike Mind. The target makes a DC 20 Intelligence
saving throw or is affected by the modify memory
spell, though you are only able to erase memories
of your choosing and can remove any memory from
within the last 10 years.

EN World EN5ider |  Tip of the Tongue, Part Two


A cry of dismay erupts from some of the surviving sol- All the boulevards of the City of Scholars are thronged
diers as they frantically point toward the sky. Peering with cheering citizens as you walk through Bellek, lau-
into the darkness you can see a broiling black cloud ex- rels of mountain flowers thrown upon you as songs play
pand outward rapidly, blotting out the stars again. For a to celebrate the victory over the strange invading aliens.
moment everyone seems to hold their breath—but the The applause peter out as you enter into Aptal Manor
cloud dissipates and blows away on the wind. and die entirely as you are led into the throne room.
King Halfviti stands in counsel with several robed
The victorious adventurers are greeted as heroes figures—all bear the same strange tattoos as the bald
in Bellek though celebrations are short; when they old warrior. The only one not solemn is Hirsli Aptal, who
arrive in the throne room of Aptal Manor, King vividly argues with them all about the importance and
Halfviti and Hirsli are talking very solemnly with value of knowledge. The king raises his hand and brings
several robed individuals dressed in exactly the silence to the room as you enter and the cold, calculat-
same manner as Kurtaric Kahraman. The mysteri- ing gaze of the sage warriors of the mind pierce your
ous mnemonics have made their presence known soul—it is clear that the danger is not yet over.
because the conflict with Mitk’ is not yet over.

Aftermath: The
Forbidden Inquisition
The mnemonics are quite sure they will be able to Conclusion
once again wipe the memories of Mitk’ from the Like all good things Tip of the Tongue must come to
minds of the populace (as their ancestors had to an end somewhere—this is it. That doesn’t mean
centuries ago) but only for the citizens of Bellek. the adventure has to conclude though, and this is
The soldiers from the armies of the satellite cit- a great opportunity for GMs to seed a plethora of
ies are another matter entirely and though orders new plots!
were issued swiftly, half the survivors have already Tracking down all the survivors from the battle
disbanded. The cerebral warriors are unable to de- shouldn’t become a true focus unless the party
vote any attention to the memories of these soldiers strongly engages with it. Instead allow these en-
and it is up to the PCs to track down and strip the counters to be fewer in number and a means to
thoughts of Mitk’ from their minds (or kill them). advance the PCs to a larger story or the next ad-
Every member of the party is given an ancient venture! Between the myriad different NPCs to be
elixir that insulates them from the invasive en- tracked down and the Spire of Knowledge nearby,
tity, and they should have enough charges in their the adventurers have both the motivation and
Kurtaric weapons to see the deed done. Many of the means to research potential quests and locales of
survivors are otherwise destined to turn insane both the realms nearby and beyond, leading the
but there are always a few that survive to spread party to anywhere in the known world—and may-
the knowledge of the creature, and should it ap- be farther. e
pear again so soon and without any army prepared
to fight it—nevermind the spirit of a powerful an-
cient protector—the world is surely doomed.

Tip of the Tongue, Part Two  |  EN World EN5ider

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