Professional Documents
Culture Documents
Overarching Plot:
Natasha’s Ascendance
Natasha the Dark, born in Siberia, Russia Realm hopper (been to Earth, Faerun, Lye’arda, and
Eldinar), saw this low magic world as an opportunity to conquer/ rule/ create her own legacy, is
destabilizing the government by using mages who have joined her cult so she can take control of
PW: ER4bu49$5bq94ueca
Possible Stories
Syndry Anakis finds his sister and entrusts her with her biggest task yet- find Joshua Dranden
and kidnap him, bringing him to Syndry. Josh turns out to be a 7 year old kid, the son of a
powerful figure in The Order who just led a team that intercepted an Edict drug shipment,
stealing it and killing an Edict operative. The Edict plans to murder and mutilate the child before
dropping him back at his house. If the players give him over, Syndry calls upon them 36 hours
later to pick up a strange 4 foot by two foot by 2 foot box with a sealed note that, if opened,
reads, “A gift for Vince Dranden. An eye for an eye.” If they open it, they see the boy’s mutilated
body, broken fingers, toes, burn marks, etc with his eyes gouged out and his eyes, nose, and
mouth filled with the drug that was stolen: a substance known as Quicksilver: a silvery leaf that,
when brewed in hot water, adds a +1 to all ability scores for 2 hours and removes any levels of
4 Emerald Authority guards lead by Commander Bree Aldritch (butch woman, short blonde hair)
take characters in for questioning, to the Capital District into the Emerald Garrison, large, blocky
stone building, IF AFTER LOOK THE OTHER WAY, BUILD UP TENSION OF BEING
CAUGHT throught double doors to office of Inquisitor Nina Coranzin (tall, long, raven black
hair, knowing smile, in a relationship with Commander Aldritch.) Nina asks what they saw at the
tavern, and talks about eyewitnesses seeing PCs defeating the creature with magic. Asks if they
saw anyone leave. There have been two small incursions in the Labyrinth, one in a brothel,
killing 4 and injuring 7 before the Emerald Authority got there and killed it, the attack at Artie’s
Alcove, she wanted to investigate it, but was overruled by the nobles in the government. Only
now, that there has been an incursion in the Vistali quarter, will they let me do my fucking job.
(Vistali invasion happened in a Theater known as The Palace Emperium Theater, leaving several
important nobles injured. (hellhound).) She thinks it is some sort of powerful magic user.
Why them?:
1. My people are too recognizable, need people who can blend in, not cause panic or rumors
2. I think this is a magical summoner, so I need magic users to take them down.
Pay is 3 gold a piece for ever kill of a summoned creature, plus 2 GP every week as a stipend,
plus 100 gold each if they can find the root cause of this and stop it from happening
Session 1
Start w/ CK, freeze at leaving the monastery
Jump to Wren, all the way to her talking to Serge, have CK walk in
Wren told by Sindry to collect 50 gp in payment from Serge’s Grain Shop (Trusting you with a
lot of gold, here: don’t fuck it up) and to bring it back to him at sunset in the Alenook Tavern
(actually a front for The Edict. If she does, Sindry gives her 4 GP
A one story wooden building, the sign outfront is faded and the whole place feels worn and old.
Serge- Male dwarf, dark brown, shoulder length hair, dull brown eyes, wearing a simple tunic
with a symbol of Fraeda around his neck, (weaved lines inside a circle) gives Wren 50 gp after
CK purchase.
Mica hears message from stone* Retrieve a letter from the Box of Transference. Do not read it.
Deliver it to Trindel Proalorn on Glire Alley in a building marked with a green hexagon.
Trindel is a Ky’Lirie deep cover agent being extracted from the field. Disguise is very
charismatic guy, black, short-cropped hair, open smile, dark brown skin wearing a simple shirt
As she leaves, she notices Wren and CK walking down the street, and recognizes Wren.
appears from rift in the floor, kills a patron, Emerald Authority arrie right after incident, question
players. 20 or above perception check shows figure in a cloak leaving the tavern in the chaos
*Stone of Missive: 2/day you can speak 30 words into the stone, which are sent to its sister stone.
When a stone receives a message, it pulses with white energy until the attuned creature taps it
World:
Creation story: The Goddess Ay’il lived in an empty void for eons. At long last, unable to stand
the loneliness, she tore herself apart, creating a planet. Her blood became water. Her body
became the Earth. Her soul and consciousness was shattered into 8 pieces. 5 became moons. 1
the Sun. 1 became the sentience of the Earth. 1 became the stars.
Pantheon:
Azrael Life, Death Lawful The Sun, short, Top half of a sun
blonde hair, blue in a circle, the
eyes, simple tunic bottom blank (like
iridescent setting or rising),
gold/black. Calm candle, fly
smile.
Player thoughts:
Like?
Chloe- Likes solving things (mysteries + creative thinking) Combat w/ reason PUT MIKE THE
Morgan- Likes solving things , adventure/ nail-biting just barely make it out, espionage-type
Dislike?
Towns-
MAGIC STIGMA
Mica concept- little human guy, lives in small village two supportive parents bunch ofYOUNG
SIBLINGS silver hair, silver eyes, fey?? Azrael kinda believer, lanky, black ANAKIN
Morgan Concept- Wren Anakis she/they Tiefling Teen protective, jealous, 5 foot tail, fair skin w/
blue, blue hair, silver and black eyes, Navarra and Lavinia, Iron, black/ silver robes with purple
corset brothers amnon is youngest-5 syndry-21 (thief also, gets Morg into it) is oldest, fang- 12
oren-8
Chloe Concept- teen, apprenticed to guy smithy abusive, burn mark from iron, hermit in the
woods, goes to city because saw blacksmith in a hunting party good at manipulating people-
been in city 2 weeks, taking in at a monastery of Umber primary connection Elena Sterldin- old
woman matronly, a bit strict, old badass. Martial arts instructor- Eli Wydno values discipline,
Blacksmith- Silas Braith CK to refer to him as “sir,” imposing human with short, black hair as a
short beard, wearing a wide smile. Runs the local smithy which makes agricultural equipment for
local farmers and weapons for the town guard. Well liked, thought of as jovial, sociable, a staple
Rogue,
Morg notice mica, mica notice CK, Ck, Morgan?
Faerie Kingdom-
Possible quest- babies go missing from cribs, replaced with faceless straw infant dolls (Mica’s
sibling?)
Mica Character
Contact-
Rhyndell
Rhyndell is a prosperous, powerful country that is the only formally declared nation on the
continent of Arleer. It has one of the strongest navys in the world, and exports many goods to
other nations, including steel, adamantium, jewels and fine jewelery, hempen rope, and lumber
from Blueheart trees, a rare wood only found on Arleer that resists all weathering and damage
(fire, water, wind, what have you) and is incredibly sturdy while being surprisingly light. The
dark wood also has a strange blue hue which makes it prized aesthetically as well. The country is
run by a Royal Family* who grants jurisdiction over various towns, cities, and districts to Lords
and Ladies.
*The ruler is His Majesty King Maximilian the Wise- Pros: well intentioned, level headed,
peace and statue-quo oriented. Cons: Averse to change/reform/risk, not a great charismatic
force.
His husband: His Royal Highness, King Consort William Lindron- older than Max, more
His mother- Her Royal Highness Lady Isabelle Lindron- abdicated the throne to her son,
His Sister- Her Royal Highness Princess Violet Lindron- next in line for the throne, similar to
His sister’s daughter- Her Royal Highness Princess Lily Lindron- next in line after her mother,
Her father and her sister’s husband- His Royal Highness, Prince Harold Lindron- Ambitious,
wants Violet to be queen, power hungry, hides it with an unassuming, bland demeanor.
Port Wyland
Population: 103,081
Guard:
The Emerald Authority- 2,500 well trained soldiers for defense and law enforcement, where
Criminals:
The Order- Criminal organization, in direct competition with The Edict, controls South Labrinth
The Edict- Criminal Organization, drug, rare animal, destructive magic smugglers, controls
North Labrinth, run by The Countess. (Lady Mira Oryndele, well-known philanthropist, kind
smile, eyes, reserved but strong rich woman who lives in the Vistali Quarter. As leader, she is
only known by most as a figure in fine clothes, face shrouded in black smoke from a magical
choker around her neck, with only her hands visible which she uses to torture (sadist)) All
Districts
Where all imported goods arrive and all exported goods depart. Large galleons and other grand
ships are moored here, and the streets are clean and civilized if not a bit busy. The rest of the
Locations
NPCs
The South Docks is home to the large fishing industry of Port Wyland. The streets are much
more rowdy, rarely cleaned, and the smell of fish is overpowering. Small, short-distance fishing
vessels take up most of the docks and the district is otherwise made up of warehouses for gutting
Locations
NPCs
The Grand Market
A bustling, loud part of town. The buildings are generally housing for merchants upstairs and
their respective shops downstairs. Temporary stands selling fruits, nuts, fish, and spices among
other goods are set up as well. Barkers shout their wares and there are stores for nearly any
occasion.
Locations
NPCs
The Metalworks
The industrial center of the city, the Metalworks is filled with the heat of hundreds of furnaces,
the sounds of striking metal, and countless large forges and factories. Black smoke hangs
Locations
NPCs
The Vistali Quarter Surrounds the Capital District, it’s clean, alabaster streets lead to very nice
Locations
NPCs
Locations
NPCs
The Capital District
The capital district, full of old, austere stone buildings, is the seat of government for Wyland.
Locations
NPCs
The Labyrinth
The slums of the city, named for its incomprehensible, winding streets.
Locations
The Way of the Bending Road Monastery- Housed in an unassuming building, the interior is
state of the art Devoted to Umber, improving people’s fates and opportunities by martial arts
The Alenook- Ramshackle, one-story building, small interior with a bar on the back wall and
mismatched, rickety tables and chairs. Dirty windows provide muddy light during the day. 2
Tavern keepers, switch out, Simon- strikingly normal man, as average as they come. Lily, tiefling
with green skin and entirely white, pupil-less eyes. Black horns extend up and curl back, smooth,
unnerving voice. Both work for Edict, When someone says “Do you have any Firebird Ale?”
They say “Sure, what kind?” you say “I was hoping to see your selection” and they would lead
you to the storage room in the back and move aside a crate to reveal a trap door.
Artie’s Alcove- Rowdy, unclean tavern run by the enigmatic Artie, a nonbinary dwarf with firy
red hair who just likes to bring a smile to people’s faces. The rest of the staff includes the blonde
human player/flirt Jack who is the bartender, Jade the human playful, sarcastic barmaid, and
The Hearth
The main residential district, full of unassuming houses, mid-price taverns and restaurants, inns,
Locations
The Dancing Horse Inn & Tavern- A large, simple two story building, the top story leans slightly
to the side, but the outside is pristine and warm light emanates from the windows. The first story
holds a large dining area, with a long bar in the back. Behind that is the large kitchen. Up a flight
At the end of the hallway sits Mica’s rooms. The first room is a relatively large space,
dominated by a sitting room set up, a couch an a few chairs around a short table, behind which is
a desk in front of a window, stocked with ample paper and a quill, as well as a well-crafted
wooden box known as the Box of Transference. Off this room are three doors. Two lead to small
closets with intricate runes on the floor. One leads to a simple bedroom, a single bed with a small
The Staff- The owner and primary operator is a woman named Matilda. Half-elven, with
iron grey hair pulled into a tight bun wearing an apron and often seen with a broom, cleaning or
behind the bar serving. The other bartender is a half-orc man named Elios who wears a constant
friendly grin. He had large muscles visible due to his sleeveless shirt. Nyla Rinton is the cook.
She is pretty quiet and shy, human, with mousy brown hair and sad-looking green eyes. Sylvie is
A thick wall surrounds the city, and the interior serves as a barracks for the Emerald Authority.
Marbryn
Population: 273
The Order- Criminal organization, in direct competition with The Edict, controls South Labrinth
The Edict- Criminal Organization, drug, rare animal, destructive magic smugglers, controls
North Labrinth, run by The Countess. Your brother is a member, you freelance, you usually meet
Things to tell CK
Things to tell Mica
Tavern Characters
Key:
Seedy S
High Class H
Middle M
Sindry Anakis
● Ostrun
● I’ndor
● Faithhaven
● Ardina
Common(ish) Races
● Human
● Elf
1. Drow
2. Wood Elf
3. High Elf
● Half-Elf
● Dwarf
1. Hill Dwarf
2. Mountain Dwarf
3. Duergar
● Halfling
Unusual Races
● Gnome
● Goliath
● Half-Orc
● Dragonborn
● Fey
Rare Races
● Tabaxi
● Tiefling
● Aasimar
● Kenku
● Triton
Religions of Lye’arda
Good Religions
Evil Religions
● The Ruiner
Military Forces
The Mazioan Armada- The Ostrunic Navy- the bulk of which based on the southern coast of
Ostrun 30 miles to the West of the port town of Stoneshore at the naval base known as the Sea
Dragon's Den
Talran
Population: 121,040
Government
The King, currently King Emeric Ostrun, rules with the help of a council called the Council of
Ostrun. His wife in Elara Ostrun and their children are Gale (16) Isabelle (14) Frederick (11),
Selene (9), and Runya (6). The council consists of the following:
The Arcane Councilor- Councilor Maesia Fidelis (Lawful Good, Female, Half-Elf, Long light
Head of Intelligence- Spymaster Olin Redshade (Lawful, Good, Male, Halfling, Bald, brown
eyes, Rogue)
Secretary of Wealth- Grand Treasurer Tharwa Granitegold (Lawful, Good, Female, Dwarf,
Councilor of Security- Counselor Ioan Steel (Lawful, Evil, Male, human black hair short
Councilor of the People’s Voice- Councilor Margaret Reade (Lawful Good, Female, human,
Councilor of Culture- Counselor Vaerill Dapplewood ( Lawful, Good, Elf, Male, Long, Black
Councilor of Diplomacy- Grand Diplomat Zephora Burk (Lawful, Good Female Gold
Admiral of Ostrun’s Royal Navy- Admiral Kereck Itsasoa (Lawful, Good Male Half-Elf crew
The Holy Gauntlet, A guild of religious leaders reaching out to the populous through charity
and kindness, any Paladins, Clerics, or religious Monks can join this guild.
The Greenwardens of Talran, Only one sector of this guild that originated in In’dor, they strive
to protect nature and stand against those who scorn it. Druids, Rangers and those who worship
Melora my join.
The Religiously Unaffiliated Confederation of Arcane Users Dedicated to the Gaining and
Using of Knowledge as Well as the Betterment of All Peoples For the Good of the World -
wizards, sorcerers, and sometimes bards and warlocks can join this prestigious guild.
Shoemaker’s Guild,
Sculpture’s Guild,
Districts of Talran
● The Kingshire District- On a raised stone wall, it is in the center of the city, home to
nobles, high ranking military officials, and the palace. Guards only let in those who have
special permission.
Places of Interest:
The Tower of The Arcane Councilor : As the current Arcane Councilor, Maesia Fidelis lives in
● The Thariun Quarter- Home the rich and powerful, it’s streets are clean and no poverty is
permitted.
Places of Interest:
Sir John R. Demal Park- A beautiful park dedicated to the knight who killed the Orc King Lud
The Silver Hawk Lounge- A fine tavern catering the wealthy and also a front for The Purple
● The Lawbearer's Ward- The smallest of the districts, you will find only prisons,
The Holding Center- A place for those who have committed small infractions of the law of low
● The Fenverse Galleria- The main commercial district, Cafes, shops, and culture dominate
The Realm-gate Royal Theater- A grand theater that puts on a variety of things such as ballets,
concerts, dramas, and comedies. It caters to those between high 1st class to high 3rd class.
You see a small tent dwarfed be the stone, tudor and wood buildings surrounding it. The tent is a
dark purple with silver whorling patterns and star-like dots. A sign hangs above to tent flap
reading in an elegant script, the Fengari Emporium. The tent flap itself is slightly ajar and
Cassandra, Nia, Circe, Cleo, Maya,- White tabaxi in voluminous purple and silver robes.
The Deal- If she learns that they are adventurers she offers 10% discount for advertising
Inventory-
Driftglobe- 240 gp
+1 Dagger 200 gp
+1 Rapier 200 gp
+1 Bow 200 gp
+1 Greatsword 200 gp
+1 Glaive 200 gp
+4 Shield 296 gp
The Pink Mayfly- An upscale bar, also traditionally a go-to spot for actors.
The Gradient Marketplace- The main marketplace in Talran, it sells most everything.
The Golden Hen- A fine gambling facility, the golden he n is also a popular meeting place for
The Shade Market- In a long forgotten sewer under the city, lies a black market mainly run by
the Purple Hood where you can find anything from bread to poison.
The Thundermight Colosseum- A colosseum dedicated to Kord, the Stormlord, where those
The Raven’s Heart- A small temple at the outskirts of the sanctuary dedicated to The Raven
Queen.
The Wildmother’s Garden- A large untamed garden dedicated to the Melora, the Wildmother.
The Slaughtered Pig- a shady, rowdy tavern where the ale is more water than anything else.
The Laughing Owl Tavern- a slightly raucous tavern and a hotspot for locals
Guild HQs-
● The Outer Farmlands the country outside of the walls is full of farms and fishermen’s
houses
The Dock
Organizations in Talran
The Purple Hood is the biggest crime organization in Ostrun, with sectors in other cities
Grevel Sind- An elven Jewler who caters to the wealthy and informs TPH about them.
Leah Frelly- A servant in the palace, Leah is the reason for much of TPH’s intelligence
The Goldstaff
The Opalstaff
The Enforcers
The Shadows
Mechanics for Suud(drug)- Lasts 2 hrs- when rubbed on the skin, strength increases by 6 DC
19 con save at the end of duration on failure, the target in addicted and every day without it, they
must make a DC 18 save, on failure, roll d6, on a 1, target gains 1 level of exhaustion which
cannot be erased by sleep, on a 2-6, character max hp drops by 1. Greater restoration, when done
Hangs around the Veldine Tavern- a small, cozy, upscale place full of private booths full of
Manshoon: normal intro- Manshoon says “The seventh and final task is here. Tomorrow, the
day of the new moon, you must enter the Throne Room within the palace and recite a ritual
which will be provided. Once you have done this, you will no longer owe me any tasks. For this
ritual, you must have four allies help you. They must be people that you have fought alongside,
however this can be anyone from those you travel with now, to the other connections you have
First paragraph: You watch as a sphere of blue crackling energy erupts from the scroll and
encompasses the room, you watch as royal guards start running toward the chamber only to hit
At end: A phantom wind whipped through the chamber, marble statues of previous monarchs fall
and are smashed by the gust. Behind the throne, on which King Emeric Ostrun sits, paralyzed
with fear and confusion, a doorway suddenly appears, and you have to shield your eyes as,
through it, a blue light shines as bright as the sun. Presently, you see a robed figure, silhouetted
in the doorway.slowly, he raises two fingers and turns them abruptly saying a word in a
language none of you recognize and King Emeric Ostrun falls to the floor, dead. As this happens
the figure steps through the gate as it closes behind him and you see a blue-robed man with a
hood that falls low enough that you can see nothing other than his chin and mouth which is tilted
“Thank you Sytrian. You have freed me. I suppose I owe you an explanation at the very least.
Nearly 1,650 years ago, I was a powerful mage, the most powerful in the land in fact. I led an
army in battle against the city of Ilvanir, hoping to claim it for my own. We had breached the
gate and I was within the walls of the palace when, in a final act of desperate “heroism,” two
unremarkable commoners, Elaine Findley and Haemir Tellagossia, created an imprisonment
curse that kept me in a small demiplane where I had little to no influence on the material plane.
Such a powerful curse was made possible by a strong generational influence. The line of Findley
must completely end for the imprisonment to be broken. Even then, a Tellegossia must recite the
ritual for me to be released. So, thank you Sytrian, you have done well. Gamora was the last
Findley, and since I can't risk a second imprisonment, you will be the last Tellegossia. As he says
this he raises his arms and begins to cast something towards you, Sytrion.
Roll initiative.
As Manshoon dies, The blue energetic field around the throne roo fades and nearly a hundred
guards swarm in, immediately arresting you. In the aftermath, you go to court, where you all are
charged with accessory to regicide, the act of killing a king. After arguing the side of not
knowing what Manshoon would do once he was through the portal, Most of you get 11 years in
prison except Sytrion who gets 15 and Silva who gets nothing since the judge feels that she was
What would your characters like to do with the rest of their lives? Go around the table.
As the sun sets on each of your respective lives, the world continues on. Wars are waged. Peace
is had, laughter, joy, sorrow, pain and love all prevail. While in the grand sense, not much
Government
The King, currently King Emeric Ostrun, rules with the help of a council called the Council of
Ostrun. His wife in Elara Ostrun and their children are Gale (16) Isabelle (14) Frederick (11),
Selene (9), and Runya (6). The council consists of the following:
The Arcane Councilor- Councilor Maesia Fidelis (Lawful Good, Female, Half-Elf, Long light
Commander of Ostrun’s Royal Armies- Sir Terricus Grell, the Valiant (Lawful, Good, Male,
Head of Intelligence- Spymaster Olin Redshade (Lawful, Good, Male, Halfling, Bald, brown
eyes, Rogue)
Secretary of Wealth- Grand Treasurer Tharwa Granitegold (Lawful, Good, Female, Dwarf,
Councilor of Security- Counselor Ioan Steel (Lawful, Evil, Male, human black hair short
Councilor of the People’s Voice- Councilor Margaret Reade (Lawful Good, Female, human,
Councilor of Diplomacy- Grand Diplomat Zephora Burk (Lawful, Good Female Gold
Admiral of Ostrun’s Royal Navy- Admiral Kereck Itsasoa (Lawful, Good Male Half-Elf crew
Districts of Talran
● The Kingshire District- On a raised stone wall, it is in the center of the city, home to
nobles, high ranking military officials, and the palace. Guards only let in those who have
special permission.
Places of Interest:
The Tower of The Arcane Councilor : As the current Arcane Councilor, Maesia Fidelis lives in
● The Thariun Quarter- Home the rich and powerful, it’s streets are clean and no poverty is
permitted.
Places of Interest:
Sir John R. Demal Park- A beautiful park dedicated to the knight who killed the Orc King Lud
● The Lawbearer's Ward- The smallest of the districts, you will find only prisons,
Places of Interest:
The Holding Center- A place for those who have committed small infractions of the law of low
● The Fenverse Galleria- The main commercial district, Cafes, shops, and culture dominate
The Realm-gate Royal Theater- A grand theater that puts on a variety of things such as ballets,
concerts, dramas, and comedies. It caters to those between high 1st class to high 3rd class.
The Pink Mayfly- An upscale bar, also traditionally a go-to spot for actors.
The Gradient Marketplace- The main marketplace in Talran, it sells most everything.
The Golden Hen- A fine gambling facility, the golden hen is also a popular meeting place for
The Shade Market- In a long forgotten sewer under the city, lies a black market mainly run by
the Purple Hood where you can find anything from bread to poison.
The Thundermight Colosseum- A colosseum dedicated to Kord, the Stormlord, where those
The Raven’s Heart- A small temple at the outskirts of the sanctuary dedicated to The Raven
Queen.
The Wildmother’s Garden- A large untamed garden dedicated to the Melora, the Wildmother.
The Slaughtered Pig- a shady, rowdy tavern where the ale is more water than anything else.
The Laughing Owl Tavern- a slightly raucous tavern and a hotspot for locals
Guild HQs-
● The Outer Farmlands the country outside of the walls is full of farms and fishermen’s
houses
The Dock
“Now, I should warn you that there is a chance that the spell will not work correctly and you will
be crushed as the entire cosmos snuffs you out of existence in a flash of agony more intense than
anyone has ever felt in the history of life. But the pain should only last a second or less and then
you will feel nothing forever. Again, only a possibility, since this has never been attempted
solution evaporates into the air, leaving a thick fog in the air, smelling faintly of metal, rotten
eggs, and a strange sweetness. He then has all party members kneel in the ritual circle and take a
vial of raven’s blood and puts three drops in the left palm of everyone hand, and tells everyone to
You watch as Yussa steps to the center of the circle and lays the loadstone on the floor in the
center. He then takes the morningstar, swings it back, and smashes the loadstone, sending a
ripple of energy through the room as the runes in the ritual circle begin to glow. Yussa briskly
walks out of the circle as the runes grow in luminescence until they are nearly blinding. You hear
Yussa say
“Goodbye, Realmtravelers.”
Darkness envelops all of you and you find yourselves parylized and unable to move as you see
nothing for 1 second, 2, 3, 4, until suddenly a bright light erupts all around you and you find
yourselves falling and falling and falling, looking at an overcast, gray sky above you as you
splash down into three feet of muddy, cold, swamp water. Taking in your surroundings, you see
that you are in the center of a giant swamp. In the distance to the North, you notice a large
mountain range, blue-tinted from this distance. To the East, the swamp stretches as far as the eye
can see. To the West, rocky hills are just barely visible beyond miles and miles of swamp and to
the South, plains stretch beyond the edges of the watery terrain.
Survival DC 16-see large boulder protruding from the water- run up onto it, see corn fields
At night, Hydra- hear sounds of snuffling and low grunts and hisses
As you enter the village, you see around ten buildings, outside of which, wheat fields stretch in
all directions. The largest building in town seems to be a wooden, two-story building that seems
to serve as a governmental center. The second building that catches your eye is the only other
two-story building. A sign hangs above the doorway that says The Bruised Chicken Inn and
Tavern. Inside, you see an array of halflings with the occasional human, all in plain work
clothes, smiling and laughing with one another, presumably after a long day of hard work.
Barkeep, halfling man with large sideburns and a smile. Name- Garrett.
Gives name of town, says the road out of town will take you to the Arborite Roadway, which
leads to Talran.
Notice board has work advertisements, various town ordinances, and a poster, which in bold
As you wake up in the morning, each of you, separately discover a letter that has been tacked to
By order of our great ruler, King Emeric Ostrun, you are summoned to The Palace for an
audience with him in the Throne room. He asks that you come in haste. An escort awaits you
10 royal guards show up in red and gold garments escort. Through the golden gates of the palace,
into the throne room which is a grandiose room, statues in marble of previous monarchs line the
walls and the high, vaulted ceiling gives the room a cathedral-like effect. At the end of the
chamber, a white marble throne sits atop a dais and perched on it, head tilted to one side, King
Emeric Ostrun looks at you with piercing grey-green eyes, his dark brown hair falling down to
his shoulders and a slight smile on his lips. What do you do?
“I assume you know why I have invited you here. I hear from my ally Arian of Jamal that your
espionage was instrumental in the winning of the Seven Day War against the now-disbanded
Zalamnian Empire. When I was told of your arrival into the city, I knew that I must personally
thank you. Your bravery saved many lives. Therefore, it has come to my attention that you, as a
group, do not seem to have a home of your own. To show our thanks, we would like to present
you with a manor in the Kingshire District as well as access to the palace and its grounds.”
You see a human man in a red and gold tunic approach with a red satin pillow, on which you see
a ornate, golden key, and a red and gold badge with the insignia of a crown on it.
“The key is to your new home, and the badge will grant you access to the palace.
The Manor is a block away from the palace, andhas golden gates. A black marble pathway leads
through the gardens with apple, plum, oak, and cherry trees to either side and up to the house. A
sprawling manor made from white marble is before you. Dark poisonwood double doors lead
Human messenger boy knocks on the front door. Hands them scroll with a seal that has a goblet
House is dark wood. Front door. Opened by a dwarven woman who ushers you into a lavish
sitting room.
Salzyien explains of Sonath Dranden, rich merchant lives in city, buying up all of the art and
artifacts that I want. I need you to kill him. However, I need it to look accidental since we have
been very open about our feud and the blame would fall on me if he was murdered. Whether you
make it look like a drug overdose, suicide, or freak accident, make sure it doesn’t look this
murder
Oh, and if it helps your conscience, he is also the head of a trafficking ring that enslaves
hundreds of people, mostly children, every year. So, he isn’t particularly innocent.
Head back towards Balenpost, remind that ship is parked there, ask if they want to enter or skirt
around, they see at the gates five figures (2 mages, 3 appr.) discussing intensely in low voices
and then strike out in the direction of the ruins. If they are seen, chased to the boat.
Nicodranas-
Would you like to do anything on the two week journey? A week and a half into the journey,
This is Yussa, when you have a moment, please stop by Tidepeak Tower. I have an ally with an
interesting proposition.
As you pull into port, you see the familiar streets of Nicodranas. The wharf full of ships and
weathered sailors, and beyond, the colorful silks and buildings of the Opal Archways District. To
the West, you also register the Open Quay, with the formidable Onyx tower at its center, barely
Make a perception check as you walk toward the tower. DC 10 A scroll posted on a large notice
At the Ruby and the Sapphire, talk to middle aged female dwarf behind desk, disappears,
Yussa asks how doing, takes flesh if given, then messages Allura.
A few seconds later, you hear a thump from upstairs. Presently, you see a beautiful, tall human
woman in a long, elegant blue dress come down the stairs. Her long, blonde hair is artfully
Yussa speaks up: Everyone, this is Enchanter Lady Allura Vysoren of the Tal’Dorei Council and
Allura speaks to everyone, asks for introduction of each party member, gives SPECIAL attention
to Morida… :-)
“I, as a member of the Tal’dorei Council, have a connection in the Airship business from whom I
She holds up a goose-egg sized slate-grey smooth stone from which you feel pulses of
electromagnetic energy.
“I am willing to give this to the effort, however, I do have a condition. Ever since Yussa alerted
me to this experiment in the limits of Arcana, I have been curious to say the least about if this
ritual will actually send a group of people through the cosmos and to a different world. I would
love it if for scientific purposes, you would bring this with you.”
“If you reach your destination, simply write the word “yes” on this chalkboard and I will be
alerted to the fact that you have arrived, thus proving the ritual a success. Does this seem like a
fair trade?
Journey by boat to Rotthold,
You find yourself in a small port, houses and hut made from driftwood, mud, and the occasional
stones sit under an overcast, gloomy sky. Humanoids wal swiftly through the streets, all
The wastes of Blightshore are overcast and gloomy as you make your way North. The eerie quiet
of the land is enough to set you on edge as the terrain gets more and more jagged. No life seems
evident save for the occasional vulture circling overhead. Every so often, you notice the traces of
ruins, nearly eradicated by wind and time, all that remains are stone foundations. On the five
days of trekking, is there anything anyone wishes to do or talk to one another about?
The first sign of your destination arrives on the morning of the sixth day. Black specks on the
horizon fly around a black keep. Two parapets rise high into the sky whilst the rest of the
building stays skinny and tall on the top of a steep hill, surrounded by plains. Pinpricks of early
morning light come from the ten or so huts scattered through the plain, the first signs of
intelligent life you’ve seen in days. As you get closer, the creatures above Ghor Veles become
more apparent. Black leathery wings and clawed feet emerge from these creature’s aura of black
smoke. Gloomstalkers.
As you approach the ruins, you see a young halfling woman, dressed in homespun, simple
love recently went in search of treasure, and I am afraid that they have perished. I need to go
after them, but I barely know how to use my dagger, so if you are going, I beg you to let me
come.” Grace.
Door- The great iron door before you holds three things of note. The first, a black spindle,
viciously sharp, second, a poem carved into the iron the third, a piece of blank parchment, with a
drop of blood.
An eater lacking mouth and even maw; yet trees and beasts to it are
daily bread. Well fed it thrives and shows a lively life, but give it water
and you do it dead.
Proceed into large room with black steel walls, at the other end of the room there are three
unmarked doors. Before each door, there are vials, each with different liquids. In the left door’s
vial, there is a liquid as red as blood. The center door has a dark green liquid. And the right is
pitch black. A phrase above the doors carved into the steel says, “To enter the door, drink from
its vial but beware, for death awaits in all but one.”
The door swings open to reveal a smaller, unmarked chamber. Bare, save for the large, hulking
figure standing at its center. Created out of a collage of skin stitched together over its massive
frame, a humanoid creature stands dormant. That is until it notices all of you and gives a loud
As you enter the next room, you find yourselves facing a disturbing sight. A giant room, filled
nearly completely by undead creatures, some humanoid, some monstrous, some orcish, and some
beastial. Close to 850 undead creatures stand in this room, unmoving in various state s of decay.
They all look straight forward, blinking occasionally. There is a small 4 foot wide path through
the middle of the room where no undead are and you see on the other end of the room, a grand
As you pull open these great doors, you see the best sight yet. A room, 90 feet tall, with arched
ceilings and tapestries of various religious myths on the walls. The ground at the center of this
holds piles of gold, silver, copper, and platinum, along with several miscellaneous items and
artifacts. Two giant Minotaur skeletons guard the gold. Lounging atop the pile of treasure, you
see a dragon. Black, leathery scales tattered and wrecked. Under which the dragon’s exposed
skeleton is very visible. Two milky-white eyes peer out from its skull as it’s skeletal wings flare
“Not many adventurers make it all the way here. Many who come seeking treasure fall to my
antechambers. I do not often get the pleasure of killing you myself but I will enjoy it even if I will
have poisoned these lands for far too long Oracs, Shadowcurse.”
THE GOLD IS FROM THE AGE OF THE JULUS DOMINION AND IS THEREFORE
“Now, I should warn you that there is a chance that the spell will not work correctly and you will
be crushed as the entire cosmos snuffs you out of existence in a flash of agony more intense than
anyone has ever felt in the history of life. But the pain should only last a second or less and then
you will feel nothing forever. Again, only a possibility, since this has never been attempted
Yussa melts the Dracolich’s treasure in a cauldron with holy water and the flesh of a god. The
solution evaporates into the air, leaving a thick fog in the air, smelling faintly of metal, rotten
eggs, and a strange sweetness. He then has all party members kneel in the ritual circle and take a
vial of raven’s blood and puts three drops in the left palm of everyone hand, and tells everyone to
You watch as Yussa steps to the center of the circle and lays the loadstone on the floor in the
center. He then takes the morningstar, swings it back, and smashes the loadstone, sending a
ripple of energy through the room as the runes in the ritual circle begin to glow. Yussa briskly
walks out of the circle as the runes grow in luminescence until they are nearly blinding. You hear
Yussa say
“Goodbye, Realmtravelers.”
Bright daylight
Blindfolded, feel sand on feet, then dirt, then stone, sat roughly in chairs blindfolds off plain
Dark figure:
“Well when I was told that I was to interrogate the Worldbetrayers, I didn’t know that you were
the bunch that caused the civilized world to fall into darkness. But when does life not surprise
us”
Into the lantern light, you see S, a rueful grin on her face.”
Explain world ending, Zalamnian Empire take over, except the United Resistance Against
Zalamn. Explains, that for her and many criminals, tyranny is bad for business. So work with the
IF TIME, BATTLE ROYALE BETWEEN PLAYERS (two teams, Pick by random order
generator.
As you crest the hill, you see a city of colors. Silks and gems and paint and banners create even
from this distance a vibrancy of color and life that is unparalleled in your experience. The city
gives way to a bustling dock, full of ships. This merges with the sapphire sea, stretching to the
end of your vision. You have to squint because of the countless flecks of light, like diamonds
reflecting on the water. The sun beats down at a temperature that is nearly too hot but a welcome
heat after the biting dryness of Zadash in North-Westrn Wynandir. As the sea breeze gently ruffles
Male Goblin well groomed WENSWORTH 19 months, 3 weeks, 6 days next meeting
DREAM FOR ZACK FROM MANSHOON “GET BACK HERE, YOU CAN’T DO MY
BIDDING THERE”
YUSSA ERRINES- level toned short, on balcony with teacup in morning. Great posture, darker
On the inside a simple sitting room tea service on table- Yussa descends white hair short on sides
and back, a wave of curly hair swooped to one side slight wrinkles, so very old elf. A gold
This is quite ideal! I have recently delved within an heirloom sphere previously owned by the
archmage Halas and found, among other things, a book of experimental new spells from
thousands of years ago. I have wanted to perfect and use these spells for research. One such
spell does, in fact, send people to different worlds I believe. I don’t think that it has ever been
attempted before, and not many people in this world want to be transported to another world I’m
afraid. So, this is good. The spells are written in extremely ancient Issylran Draconic. I will need
roughly three days to translate it fully, and adjust it to the current arrangement of the universes
within the cosmos. If you come back in three days, I will have the spell translated and adjusted,
but with the cursory glance that I gave it, it seemed to be an extremely complicated and
expensive ritual so there may be objects that must be found to complete the spell. Do we have a
deal?
The Gilded Crown- Five story inn and gambling hall upper-class
https://geekandsundry.com/run-the-gambling-games-of-marquet-in-your-own-campaign/’
5. A mithral telescope---HAS
6. A Vestige of Divergence
7. Something originating from the universe that the spell is sending the people to.
8. A frog’s eye---HAS
Most of these things I have and am willing to sacrifice for the spell, however, since I am not
requesting monetary compensation for my time, my rare magics, or these items, it is only fair
that you bring me the rest of the objects yourselves. Don’t you agree.
While I don’t know where you will find the others, I do know of, as luck would have it, the
location of a Vestige of Divergence. The vestiges are ancient relics of the Calamity, given to the
champions of various gods by their patrons. Some are evil, some are good, some are neutral.
Most have been lost to time. The shady pricks known as the Cerberus Assembly have found one
such vestige and are hiding it in the vault of the Halls of Erudition in Zadash however, my
contact within the assembly has informed me of their plan to inconspicuously transport it to their
headquarters in the capital city of the Dwendalian Empire, Rexxentrum. Wisely, they are
avoid burglary however, this means that they aren’t able to bring much might on the trip because
everyone must look like unassuming merchants, and having twenty merchants in one cart would
be strange indeed so, by my estimate, there will be between two and five less-powerful mages
guarding the wagon. Usually, I try to avoid illegal activity, but I believe that this is for the benefit
of the world since the Assembly is full of power-hungry murderers who are praised by the
Empire. They are to leave Zadash in two week’s time, about the time it takes to enter back into
the Empire and find your way to Freely Road which connects the two cities. You can accost them
there.
Caravan- ten wagons, all selling different things the 3rd wagon from the front says “De Rogna
Spices and Medicinal Herbs.” Guiding horses, man in early twenties blond hair (Wizard
Apprentice)- Inside wagon, Blonde 40s half elf women with a black tattoo on neck (Mage) 13
year old boy with brown hair (wizard apprentice)- if killed- bounty on heads
Investigation 17- under sacks of spices, hidden trap door in floor of wagon, black wooden
Smash works
The Bloody End- An Adamantine morningstar with foot-long spikes and a jagged blade
protruding from the pommel. With a phrase inscribed in infernal on the handle.
STATS IN DOC
possessing a loadstone.
If approach, accosted by two Revelry ships, boarded, asked business, escorted to island.
Ramshackle city
Bloody maggie and her crew if catch wind of stealing want to help
BOOP
Rumors of a great worm, frozen in ice and the offspring of Torog, the Crawling King. Known as
Old, rugged human explorer Jake Landon has a small ship, offers to take characters to Eiselcross
Describe start warm climate occasional jungle islands then slightly cooler until you see land on
both sides- a dense jungle to the East and white cliffs to the west- “We’re pass’in through the
Eldoin Strait. It’s the closest that the continents of Wildemount and Tal’dorei to each other”
It gets colder and until in the distance a snowy land mass appears. This is Gelier. Jake docks
Mountain pass- Young white dragon demands a toll to pass. Asks players to make an offer but
warns if too low he may get insulted and eat them. (10,000 gp is sufficient in gold or magic
items.)
Snow field- Characters meet 14 drow and one drow elite warrior named Lieutenant Aramil
Liadon of the Kryn Dynasty. Asks allegiance, fights if necessary, if not invites them to Vurmas-
he has nice apartment on the Soulsailor, wants to talk about them and their mission and divulges
Vurmas plan to recruit the wildfolk for the Luxon, Bright Queen, and war effort instead of
competing for Aerian artifacts. (secret from the Empire) WARNS THEM ABOUT TOMB OF
THE WORM
Greeted by a human couple- Eileen and Joshua Reankiln. Kind, welcoming. “Welcome to the
Wormhearth!”
Enters, sees a giant cavern with about 175 buildings. The walls of the cave are ice, but the back
wall holds the outline of a giant, purple tube of flesh, hundreds of feet tall. The flesh is exposed
in two places and people on top of giant ladders are cutting meat from the creature and putting it
in baskets. The flesh regrows almost instantly. They lead through town, answering questions
eagerly and showing them to the largest building. Meet with Galgonos. He is a well-groomed
to them, they decline, he is easy-going, charming, keeps pushing it on them. He freely gives
them all the meat that they want. If they decline too much, he forces it on them and has others do
it too. REGENERATIVE PROPERTY (5 hp per turn) Con 15 or turned into wormkin in 1d4
hours.
Level up maybe
Balenpost - Wardlow Akron meets them, gets a feel for them, asks if want to work for
Through the perpetual blizzard you see the outline of a three-mile wide crater. As you get closer,
you realize that it is filled with the ruins of a vast city. Much of the buildings are partially or fully
encased in ice as if the ruins had been here for thousands of years and the ice had built up in that
time. Welcome to the Aeor crash site. What would you like to do
As you reach the bottom of the Inverted Tor, you hear quiet footsteps behind you. As you turn to
look you see descending the stairs, Morgan, if you could describe your character.
As the two black stone doors glide open, you find yourselves looking into a sawdust ring
surrounded by black marble. You hear an omnipresent booming voice say as the doors behind
you seal,
“Welcome Blackwood and the Crew of the Jackdaw, you have been afforded the honor of
counselling the High Tzar but first you must display your worthiness.”
You now see a portcullis at one end of the ring open as a giant hulking figure appears, shuffling
forward. Its form is covered by a ragged brown cloak and its skin is a dull blue. Its stringy white
hair hangs down to its shoulders as it lets out a ROAR! Roll initiative.
Oni
AFTER Battle
You watch as a door that you hadn’t noticed before open. Beyond it there are a set of stairs going
upwards.
As you enter the room, you see smooth obsidian walls with no adornment, and a black oak table
dominating the room. On the left side of the table, you see a black-furred tabaxi in dark brown
leather armor with a shortsword to his side, a large goliath with a greataxe slung across his back
wearing only a loincloth, an ancient goblin woman in black robes and holding a gnarled wooden
wand, and a half elf with greasy blond hair and a thin moustache wearing luxurious purple
robes. On the right side, you see a half orc woman with black dreadlocks and many scars in full
plate armor with a greatsword at her side, a copper-colored dragonborn man in all black
studded leather armor and an assortment of weapons, a hobgoblin in grey scale male and a
purple tiefling wearing a coat made of what looks to be human skin impulsively shuffling a deck
of cards with a strong magical essence. At the head of the table, you see the Tzar himself. A
voluminous black robe that seems to suck up light covers a figure that stands seven and a half
feet tall. All that you can see of the face of this figure is a small protruding red-scaled snout.
“Welcome Comrades! You have, in some way proven your unwavering, whole-hearted loyalty to
Zalamn. As a reward for your heroic actions, you each have been afforded a place within my
Inner Circle. Now, if each of you will kneel by my chair, we will knight each of you.”
You watch as he pulls a beautiful polished silver sword with green accents from his robes.
The black tabaxi in an uninterested voice says, “Sir Trent, the Heartless”
The Goliath goes (LOW COCKNEY) “Alright, my name is Sir Gorg Dackenfeld, the
Disembowler.”
The Old Goblin says (witchy) “Hello, I am Dame Geddel Frockfoot, the Poisonous”
The Elf in the purple says (GREASY ENGLISH), “Sir Geldonair Valdez, the persuasive at your
service”
The Half Orc with dreadlocks says (raspy, strong) “Dame Gruumshess, the Death Knight”
The Copper Dragonborn introduces himself=Sir Heskun, the Shadow, would you like to
Finally, the purple tiefling with the cards grins and says “New meat, I am Henzai Kuam
The Tzar speaks up now, “Alright, now that we are all acquainted, we are simply waiting on...
At this moment the door you came through bursts open and a duergar in full plate armor and a
familiar figure in General Astra Thornwhip, the tall, long-haired drow woman who some might
say knows Gamora inside and out. The two come in bickering, but fall silent as they sit at the
table.
The Tzar picks up again saying, “Perfect. Now, Let’s address the elephant in the room:
Garthock- your duergar troops breached Altaq without the order from me possibly jeopardizing
The Duergar pipes up: “I’m sorry ‘bout that, General Cragmaw spearheaded that without the
knowledge of our King or I and against our orders, but he has been demoted.
Astra drawls, “Respectfully, this is what you get when you ally with the boar-headed duergar,
The duergar responds “And I’m sure you think you drow scumbags are so much better huh?”
“Duergar? Calling drow scumbags? Don’t you think that that's a bit hypocritical, oh sorry, my
The Tzar jumps in with “Silence! We will all have to work together if we are to be victorious.
Now, I know that today is most auspicious in that today I will finally reveal to all of you my plan.
Some of you know elements of it, but now, I will tell all”
● Fabricating Suude from Uldac Root. Gives a boost of strength but extremely addictive-
without those who are addicted slowly die over the course of a week or two.
● While that, first, duergar will enter altaq in three groups One portal in Opairo one in well
● Drow armada and air cavalry surprise attack from sea the small port town of Hesfrey in
Jamal
● Push inland
● An eighth of the Zalamn Imperial Army join duergar in altaq, army stays for occupation,
● Small strike team pose as scholars and go to the Great Library in Tanin set up ritual to
open portal, allows the entire rest of ZI Army 100,000 strong, to enter library and burn
all books to recreate history in zalamn’s image. The ZIA forge ahead and take Tanin and
then push through Greatwood forest to In’dor and take that too
● All while ostrun is crippled from mass death from poison and withdrawal.
● Enslave/ occupy all of both the continents of Ardina and I’ndor become rich in resources,
● Take over
● Any questions?
General Garthok, you will lead your army to the portals in two days and breach one day after
that.
General Astra, you will lead your armada and cavalry in the assaut in four day’s time
Blackwood, Crew of the Jackdaw, Gedel, and Heskun, you will make up the strike team on the
Great Library. You set sail the day after tomorrow from Kek’te. The rest of you will march with
me and the Zalamnian Imperial Army in the assault on I’ndor from the portal in the library.
I have waited hundreds of years for this moment. Today, we begin. The old world will burn in the
fires of industry and from its ashes, a new order will rise. We will no longer be the Zalamnian
Empire, we will be the Grand Realm of Zalamn, a world of one country where everyone will bow
to the people at this table. We will be the most powerful land existence has ever seen and each of
you will have a hand in molding the world in your image. For tonight, however, I order each of
you to celebrate me and our great nation. Any expenses of revelry tonight I will pay for
Revelry:
Gambling-
The Serpent’s Wager- down and dirty gambling hall, two stories, downstairs gambling, upstairs
brothel
The Gilded Crown- Five story inn and gabling hall upper-class
https://geekandsundry.com/run-the-gambling-games-of-marquet-in-your-own-campaign/
Bar
The Trough- Dive bar- specializes in a green liquor called Karl’s Potion (con check 16, DRUNK
Brothels
Theatre
Playing “The Hobgoblin and the Elf” Passionate love story of a hobgoblin man named Oemor
“Thank you for the info- you may have single handedly prevented world domination! Continue
with your mission to the library, but don’t let the ritual happen. Any other members of your
library team who you think you can turn to your side, do so. If they were in theTzar’s inner
circle, they must be powerful indeed! For every person you bring back, you will get a bonus of
15 platinum pieces and they will also get compensated. Your #1 mission is however to stay safe.
Any questions?
Meet everyone docks of Kek’te- captain Roman Warbly- ship The Elucidation
Sail sea 5 days, 6th day perception 15 long dark shape keeping pace with the boat.
Swaivain Basilisk
Battle
GREDEL-
50 HP
17 Armor Class
1 meteor swarm/wish
3 Fireball
LAUGH
“You all wake up with a pounding headache, feeling very hungover. As you stumble to your feet
you instinctively look up to the night sky. Weirdly enough, you see two moons instead of one.
Looking around, you notice that it is about three in the morning and you are on a grassy hill
surrounded by plains. To the East you see plains leading to a small forest. To the North you see
plains rolling into a small mountain range. To the South, you see a similar sight; only the
mountains are farther off and larger, and to the West you make out the outline of a large city, a
few light twinkling behind its walls and the towers rising from its center. Welcome to, well, you
Zadash
Gentleman- evening nip- Find a woman by the name of Anaelec Neihtodras tell her that she must
pay what she owes and that, if she does, she will receive many gifts. She owes me 200,000
platinum pieces and you must come back with that and I will see what I can do.
(I know a man by the name of Yussa Eriness in the city of Nicodranas. Go to him, he lives in
Tidepeak tower. You’ll know it when you see it. He may be able to help you)
Pillow trove
The Invulnerable Vagrant (yea, that quite a predicament right there I can’t help)
The Archive of the Cobalt Soul investigation 20- find book speaks on traveling from one
As you all leave the Underdark, blinking at the blinding light of the sun, you now see around 25
grey tents but burned and slashed as if there had been a fight. You then see bodies littering the
ground, most of them duergar, but you spot three or four soldiers in gold and blue armor among
the dead. Looking higher, you see a host of over 20 soldiers in similar uniforms to the dead
picking through the encampment, making sure all the duergar are dead. At this moment, a short
human woman with long dark brown hair and a scar from her left forehead to her right jaw in
Captain Amalia Seoulxan (Soul-Zan)- Captain, gruff, not unkind, ready for battle at any time.
21 city guard plus one Mage, one priest and one City-Watch-Captain
Brings to Shea-tal
Wyvern attack-
You see two dark spots on the horizon they come closer and closer at tremendous speed, the
soldiers around you draw their weapons as you see two drow in full battle armor on wyverns
Shea Tael
You see for the second time a gleaming golden tower stretching into the sky and even though you
are miles away from it and it is a relatively cloudless day, you cannot see the top of the tower.
Below the tower, stretching in all directions is a city that, from this point of view, looks like a sea
of sparkling red. Beyond that, you see a network of docks with ships and a deep cerulean ocean
stretching to the horizon. As you get closer, you see the red in the city is from the fact that almost
all of the buildings have roof tiles made of what looks to be a red glass.
As you walk through the city, you see bright colors everywhere, the sound of shouting, laughter,
and the ocean are prominent and street vendors bark their wares to people walking past. The city
itself is full of narrow winding roads and broad, open thoroughfares. The sun shines brightly and
up to the wall of the tower and tap the wall five times. Suddenly, a door appears in the wall in
You see a winding staircase going up. Taking it, you climb for 10 minutes, 20, 30, 40, 50, and
hour, somehow, your legs aren’t tired. After an hour and a half, you come to a large, gold door.
Throne Room-
As you open the door you see a room of gold. The room is bare save for a small pedestal, gilded
curtains on all the walls, and a large dais on which you see a beautiful creature hovering two
feet from the ground, legs crossed and eyes closed. Their complexion is dramatic, with
protruding cheekbones leading back to extremely long, pointed ears extending over 7 inches from
the face itself. Their luminescent brown skin radiates a golden light and their abnormally long
fingers are extended to either side facing up. Long, white hair cascades down to the floor and a
simple, golden circlet is delicately placed upon their head. They wear a simple gold tunic and as
you enter, their eyes open and look at you, and you see that they are completely black.
Arian
● Explains Zalamn is planning for war, shows how the tower works, tries Zalamn.
● Go in, pose as mercenaries looking for work in Z, do what they ask and gather intel, work
You see a figure you didn’t notice until now in dark blue silk robes and a large cowl partially
obscuring a surprisingly delicate-featured half orc woman’s face step out of the shadows. She
nods to you.
● If you take out key players, good, but don’t jeopardize position.
● Only one way into Zalamn from the North is The Oedixin (Ed-is-in) Ravine Outpost.
● Questions
Rod of Scry-Seeing
This simple metal rod has three charges. It regains all three daily at dawn. You can use
one of these charges to activate the rod. It stays activated for 10 minutes and, if anyone is scrying
on you or someone within 30 ft. of you, you see the scry spell in the form of a glowing blue orb.
This scry can be dispelled using Dispel Magic and the scry is ended.
Mirror of Speech
This handheld ornate gold mirror has two charges. It regains both charges daily at dawn. You can
use one of these charges to connect the mirror to its partner mirror. This allows you and whoever
holds the other mirror to see one another and converse for up to five minutes.
You see a large golden storefront in front of you with large columns and a set of large double
doors. As you enter, you see a brightly lit shop with various items displayed around from bowls,
to rings, to armor. You see some movement at the back of the shop as, gliding around the corner,
you see a tiefling woman with coppery gold skin, a long reptilian tail and large horns curling
back to meet a cascade of golden hair. She is dressed in a flowing gold tunic, and wears a smile
“Hello strangers! My name is Katerina Petrovna Zamnochkava and this is my bazaar. Welcome!
Is there anything you are looking for, or do you simply wish to browse our selection?”
dunes. As you enter this strange area, the harsh wind that blows through the desert seems to
If anyone gets lower than DC 15, EVERYTHING GOES DARK. YOU CAN STILL SEE, BUT IT
CREATURES WITH ASH WHITE TRANSLUCENT SKIN PULLED TAUT AGAINST THEIR
Three wights
As you draw closer to the black mountain range, you find it strange the lack of transition
between the farmlands of Altaq, and the impenetrable fortress that is the Northern border of
Zalamn. Green grass with sporadically placed farmhouses and cows grazing ends abruptly as
where the Blackrock Mountains begin. The seemingly ever-present stormcloud over Zalamn in
tandem with the austere mountains casts an ominous shadow over the last few miles of Altaquian
farmland. As you reach the base of the mountain range, you see a small ravine, closed off by an
Do you approach?
As you approach, you see about twenty crossbows come over the top of the outpost and aim at
armor march out and escort you in, the doors immediately closing behind you.
You see a large encampment of around 200 soldiers before you. You are led to a tall wooden desk
“Well, I need you to sign these contracts, and we can get you started!”
“I presume you are a group, so you wish to go on missions as such? What is your group’s
name?”
Kisht Journey
Black carriage 13 hour ride, sees out of window barren, black landscape with little vegetation.
See sprawling city, no buildings above 2 stories. Welcome to the capital of Zalamn, Kisht.
Dow the winding streets, limited color pallet, grey, black, some green, mainly humans, but you
see half orcs, goblins, half-elves, goliaths, drow, and the occasional duergar.
You come to a large black 2 story building near the center of the city, w/ a sign reading Opal
Steel Inn.
You are set up w/ four rooms all adjacent to one another. Rooms are elegants, simplistic, and
smallish. A bed, nightstand, bathroom with a bathtub, a desk, and a vanity all in grey black and
green.
Balding man in his forties in luxurious black robes enters each of your rooms, saying: “Meeting
in ten minutes in meeting room 2” and leaves without saying anything else.
Meeting Room:
As you enter, you see a shady-ass group of people. About 45 in total, you see figures ranging
from giant goliaths with enormous blades, to halflings in black rogue’s leathers and everything in
You see the balding man from before step onto a small platform and clear his throat. All
“For those of you who are new, I am Gildred Veldstien, Head of Mercenarial Relations for the
great empire of Zalamn. Every evening that you are here, you will meet in this room with me and
I will give missions to those who have them, and communicate any special announcements. Now,
let’s start. The following people have new missions or tasks. They will find their tasks or mission
in their rooms after this meeting. Astrid Hawthorne, The Deathmangglers of Dunsinane,
Vas’ildan Frieler, Belfort and Company, The Shits, Edmund Verduff, Nott the Best Detective
Benjamin Varlie, and Nostrovia: A Boy Band. Approach me with any questions you may have.”
As you enter Kek’te, you see a pretty normal looking port town save for the neutral color palette
This Elucidation is a relatively large but nondescript ship, with the look of a Merchant’s vessel.
After some asking around, you find Captain Roman Warbly in an upscale bar in the port,
contemplating a martini he is human, with a finely tailored sea green coat that reminds you of
the stereotypical pirate. This look is perpetuated by his matching tricorn hat, sporting a
● Job is to provide muscle for the trade of the ship’s contraband for money.
● Escort me to the meeting place, looking menacing, and, if push comes to shove, rough up
Drop off
You dock and wait quietly with Warbly. Presently, you see five carts drive up and stop on the road
each sporting, in bold lettering, Buffington’s Beer. You watch as 5 figures step out of the back of
the carts and head down to the beach in the darkness, you make out that each of them wear
some combination of travel-worn cloaks and leathers. In reaction, Captain Warbly gives the
signal to lower a gangplank and you and warbly step down to the beach. You notice that the
other five are sporting a variety of weapons. Warbly deliberates quietly with the leader of the
other group and then, simultaneously, they both gesture to the ship and the carts respectively.
The sailors from the ship begin to roll the barrels with the label Buffington’s Beer off the ship,
while the group from the carts carry three large chests to the beach. From there, the Captain and
the other man shake hands, and he gestures for you to get back on the ship.
You get back to the Opal Steel Inn just in time for the evening meeting.
Many of the same people are at the meeting, but their are some new faces and some missing,
most probably still on missions. Gildred goes through the groups who have new missions and
“We have discovered that there is a mole in our mercenariel ranks. This could be a group, or an
individual. His Esteemed Majesty has offered a reward for whoever finds this traitor and proves
that they are the one. The prize you might ask? The honor of being admitted into His inner circle.
This would give you access to all of our plans, and the ear of the Tzar as well as status and a
penthouse in the Inverted Tor. the 20,000 gold doesn’t hurt either.
Perception check DC 15
Edmund Verduff- SPIE in Zalamn for Ostrun, tall man early thirties, a sword at his side
As you walk down the hallway to your room, you catch a glimpse of a room through its ajar door
and see a man in leather armor speaking in an urgent voice to a mirror, through which, reflected
back, you see a large office with the sun streaming through the windows and a desk behind which
you see a bald, mid-forties halfling in a black suit. You, Sytrion recognize this as the Councilor of
Intelligence for the country of Ostrun, Councilor Olin Redshade. Do you stay and listen?
The man says “All I know so far is that they are bolstering their army, allying themselves with
the Duergar of the Underdark, and even perhaps the Drow of Elemori. They have been recruiting
more and more mercenaries. I believe whole-heartedly that they are preparing to launch an
assault, most probably on Altaq. I have also seen strange shipments being deployed under
merchant ship flags, heading toward the West. They also might be on to me so I will have to make
You see Olin sit with this for a moment before replying: “Alright, thank you for the in formation,
and I thank you for your service. Continue to pose as a mercenary, and try to work your way
higher in the chain of command. Make sure that your reports to me only happen when you are
If presents info to Gildred, hold person, ask 4 proof, says interrogation, after verified, prize.
Figure in billowing black leather robes w/ giant hood appear, grabs Verduff’s arm, and they
disappear.
Approved, gets 20,000 gp from Gildred + personal congratulations and directions to the Meeting
Room for the Inner Circle. There you will meet The Esteemed Majesty, High Tzar Ivan VIII,
Conqueror of the Seven Tribes of the North, Slayer of the Christruun Balurgura, and Protector of
the Great Nation of Zalamn. You will be knighted and attend the meeting.
You see what looks to be a large circle of solid black stone, about the size of the foundation of a
very large tower in the center, you see six guards standing around a small spiral staircase that
twists into the stone foundation and out of sight. The guards, seemingly expecting you, step aside
without a word.
As you descend the steps, you see door after door, all made of black stone. You continue down
for another five minutes, uncomfortable with how deeply underground you are
If they go back to Avandra, she is a woman of business (magical expenditure), 1 trip to the
Ardina: Altaq: (HISTORY CHECK DC 14) Altaq is a socialist society. It is mainly agricultural,
with almost no military might, but it is known for it’s happy people and collaborative ideology. It
Opairo
As you ease into port, you see modest docks jutting out from a mid-sized town. The town itself is
unremarkable, but charmingly quaint. You see many fishing boats, in the process of unloading
nets filled with freshly caught fish, crabs, and lobsters. Everyone here, it seems, wears
functional, plain clothing, but the brilliant smiles on most faces and the pleasant remarks
exchanged throughout the harbor make up for the lack of finery. As you walk down the
gangplank, a tiefling woman in her mid fifties, with a small tome approaches you with a big
smile.
Good evening! It is lovely to see new faces! Where are you all from?
(pleasantries exchanged)
Alright. How much did you earn this month? To keep it fair and equal for all, those who
make more money, pay more for dock space rental, and those who make less pay less. Great!
Your total is (if tell the truth) 7 gold a day (if lie) 2 copper a day. Just pay before you leave or
The Galant Dane Inn and Tavern- Small, low-lit, cozy. Serves hard cider, but nothing else
alcoholic.
Help! My father! I… Somebody! These dwarfs, and Fire and the farmhouse! The young man
bartending says Whoa, whoa, whoa. Take a deep breath. Sit down, let me fix you a hot cocoa and
tell your story from the beginning. After a few deep breaths the boy begins again.
Well, I guess it all started when the old well started acting all weird. We bought the farm from a
weird wizardy fella, and the well had always been there. It had dried up before we bought the
place. I was playing down there one afternoon, when a rock flew out of the well. I was freaked
out so I ran back to the house. Two days later, I went to the well again and I heard voices,
speaking in a language that I hadn’t heard before. I went to investigae, and saw three dwarves
with ash-grey skin carrying warpicks and torches standing around the well. I ran back to warn
my father, but they must have seen me because they started running after me. My father told me
to run, and I did. The last thing I saw was the farmhouse catching flame. I need some able
bodied people to find my father, kill the creatures that destroyed my home, and close up the well.
WELL IS PORTAL) As you look around, people seem eager to help but none seem capable in the
slightest.
If they decide to go, Bartender gives hat of disguise May it aid you in your travels!
Hat of Disguise
Requires Attunement
While wearing this hat, you can use an action to cast the Disguise Self spell from it at will. The
The first thing you see is grey smoke rising a you crest the hill. Then, you see the charred
ON EACH DUERGAR: 2d4 gold, 3d4 silver, 1 War Pick, 3 Javelins, 2 sticks of Dynamite
The Duergar City of Tharunthalla ahead, skirt around, through the Underdark to Elemori.
Her shadow dragon, Selena, takes up a large room in the back of the third floor.
● 4 slaves in pens
● 3 prisoners in cells
● Gamora, asleep chambers, bruises on wrist, ankles, and cut across face.
Sytrion, Squiggles:
Avandra,
Do you have the egg? Oh, two that’s even better. She takes them and throws them as hard as she
can and thousands of midnight black spiders swarm out and promptly turn to smoke.
You have done this world a great service. I’m sorry that you lost your friend, but, on the bright
side, you get to split her portion of the gold! She has three pirates each lugging a small chest- the
platinum comes to 300 platinum. The Stormwind is yours although you can rename it if you
like… She leads you to the beach where you see a smaller looking ship made out of a dark, dark
Gamora:
Wakes up small, damp cell- hears screams/various torture implements hands and feet tide
Taken by drow to chamber with a chair and a swinging lantern hanging from the ceiling bound
again.
ASTRA- long white hair, twisted black and purple armor, cruel features.
Alright, here’s your situation. You are in the possession of the drow of Elemori. You will not
escape. However, I can make you quite comfortable if you answer my questions, and if you don’t?
Constitution= whatever you role, the difference between that and twenty is added every time.
Once gets to 42, wisdom DC 14 not to tell her to the best of you ability.
Knocked out.
Wakes up cage w/ 17 other people smelly, foul, surroundings= bustling city streets filled with
drow some look at the cage but it seems to be every day life, to the right you see a wooden
platform w/ a sign on the front in undercommon (auction tonight) later door unlocks male drow
w/ curled moustache takes out one and begins auction you see people bidding so on so forth.
Gamora goes up t
This one almost succeeded in a raid against our fine nation so you better believe that she is
strong. Probably good in bed, too with some training. All around a strong and healthy slave with
Bid on for 95,000 by tall, imposing looking drow woman, late middle aged. Taken too a beautiful
manor house.
Ring of Summoning
When turned in a semicircle, this gold ring will instantly transport the bearer of the other ring to
Ever-burning Torch
This torch emittes light like any other torch but burns forever and does not emit heat. It
Wand of Direction
This gnarled birch wood wand is fairly plain but, when placed in a flat, open palm, the
questions may be asked of the wand: “What plane of existence are we on?” (1 charge) “Where
are we?” 2 charges) “What is down each (hallway, corridor, road, path, tunnel, etc.) in my
general vicinity?” (3 charges). The wand then answers the question telepathically to the user.
Avandra:
I am a worshipper of Asmodeus. In the past, Asmodeus, Lord of the Hells, and Lolth the Spider
Queen made an alliance to get through the Divine Gate and conquer the lands of Lye’arda. Near
the end of the process however, Asmodeus learned that Lolth was planning to leave him behind.
This made Asmodeus furious and, after halting her plans, he has always been fixated on
obstructing any attempt that she makes. Lolth’s main followers are the drow. These are dark elves
who live throughout the Underdark, their capital city being Elemori (el M or ee). To my patron’s
chagrin, the drow are close to releasing Lolth into this world. When the Betrayer Gods began to
lose the Calamity, Lolth layed eight divine eggs and scattered them throughout the Prime
Material Plane and the Underdark. When these eggs have been brought together in a certain
ancient temple and eight lives are sacrificed within the temple, Lolth will be brought to this
world. My intelligence tells me that they have already acquired six eggs and are well on their
way to the seventh. Which brings us to today and your mission. I need you to enter the
Underdark, find the ancient Temple of Lolth, and bring me back one of the eggs. At first I thought
the temple was in Elemori but I have recently become aware of the fact that the temple, having
been built before the city, actually resides by itself in the Underdark. This (she pulls out a gnarled
wand of birch wood) should help you in your journey. There will be guards, but not as many as
you would think since they are trying to keep this on the down low. Still, You will probably be
intensely outnumbered so it is best that you do not engage, but instead get in, and get out. Once
you are somewhere safe, turn this ring in a semicircle and I will be summoned. Needless to say,
though I am sure you are not worshippers of Asmodeus, this is a worthwhile endeavour for you
since it prevents an ancient evil goddess from conquering this world. Plus, the gold never hurts.
She opens portal from island to hill within the forest. Cavern within. Wishes them good luck,
bamps away. As they walk through the cavern, pitch black goes down, down, down for eternity
and then shift in atmosphere as you know your in Underdark. Soon, come to passage that forks
left and right. Right= Duergar civilization of Kivorda. Left= Illithid Citadel of Xelyandur and
Elemori and the drow civilization and Kaev Lake and the Vasselheim gate and the Mines of
Spurt.
Encounters-
Seven Umber Hulks but 20 move speed push them toward tunnel w/ gradually more and more
cobwebs (Umber hulks are shaken), to the point where they obstruct movement. Perception,
spider on cavern roof above party. IF DEFEATED FINDS HORDE- Corpses collectively w/ 2
Drow. Stealth
Temple
Small, crumbling, octogonal black stone temple, no seeable entrances (WALK THROUGH
Inside, one Priestess of Lolth in center surrounded by eight stone slabs. Alcove in each wall with
egg inside (EGGS ARE 2 FT TALL and 1 ½ FT Wide Black- SUCK UP LIGHT 1d4-2 min 1
Stoneshore
As you crest a hill, you see a large and ancient stone wall curving around what seems to
be the city of Stoneshore. All you can see beyond the wall is the roofs of a few tudor buildings,
the masts of ships in the harbor, and two dark purple-nearly black towes rising up in the
distance. The sapphire ocean stretches beyond, covered in tiny diamonds of reflected light. It is
quite a sight to behold. The road that you are taking leads to a large pair of iron gates where
guards seem to be inspecting each person before allowing them in. You gather that, since
Stoneshore is the hub of trade for Ostrun, there is a lot of smuggling in and out of the city.
Copper Cauldron-
A wagon painted bright red w/ gold lettering reading Galiah’s Fine Spices and Herbs,
freshly shipped from Ardina, these exotics are sure to spice up any meal!
You see a woman in her 50s sitting within the wagon, surrounded by jars and boxes of
Exotic Armorers
Small Goblin named Merp, kind of CRAZY! All kinds of weapons sold in booth made of
scrap metal.
Serafina’s Scents
Pie eating
Arm Wrestling
https://geekandsundry.com/play-these-winters-crest-games-to-celebrate-the-holidays-with-your-d
d-group/
Trinkets
HARBOR:
Harbormaster Geronimo Fois- small human man, balding with half-moon glasses and an open
Captain- Captain Grant- Hardened sailor/soldier gruff but not unkind- Veteran- Veteran
First mate- Delryn Jardin- Tabaxi creepy, violent, french- Assassin DAGGERS NOT SWORD
Attack on Fred-
Mazioan Armada ship approach w/ Emerald flag- audience w/ captain. Four planks come down
As you watch, the ship seems to shimmer and the illusion of the Ostrunic ship disappears as you
see the true shape of the vessel emerge. Scrawled on the hull is the name The Soldier’s Scream.
The mast flies a purple flag dominated by the image of an eye, crying tears of blood. You now see
at least fifteen pirates armed with swords charging over the planks connecting the to ships.
Battle, after a few rounds- the pirates take control and hold remaining soldiers and party
members.
Tabaxi has them taken capture and they see two pirates take the chest to their ship
They disconnect and sail off, party hands behind bahe on knees on the deck.
Meet Avandra- Fine clothes, rather unkempt wavy black and purple hair
She sees the chest, smiles opens it: I know that I haven’t told many of you what the importance
I haven’t introduced myself, I am known as Avandra, the Sea-Queen, you seem capable, we will
W- Roll d4 1=darts (1 piercing dmg on failure of 13 dex) 2= Arrows (1d6 prc DC 14 dex) 3=
B- Bullywig
R- Skeleton
K- Minotaur Skeleton
S- Spector
Z- Ogre Zombie
Awakened shrub
Sam Jensen- mayor of town, simple human can be found town hall.
As you walk into the Tavern, you see what looks to be a jovial if not slightly rowdy
atmosphere filled mostly with sailors, many looking weathered and experienced. You also notice,
As you sit at the only available table which is near the corner of the tavern, you see a
man and a woman, both dressed in black, travel-stained cloaks talking in low voices at the next
DC 16
M “It’s just a quick, one-night gig. You provide a little security and you get paid in gold.”
F “and you’re sure that Chase fellow and his paladin friends won’t make an
appearance?”
M “100 pieces”
F “Per person?”
M “no! What are you, out of your mind?”
M “……..Fine! But you make sure you bring your best people”
M “Just East of town, there is a beach a couple hundred feet from the main road, meet us
With that, the woman leaves the bar and, after finishing his drink, so does the man.
At beach:
You see a large ship moored to the shore flying the nondescript blue flag of trade.
Presently, you see five carts drive up and stop on the road each sporting, in bold lettering,
Buffington’s Beer. There You watch as 5 figures step out of the back of the carts and head down
to the beach in the darkness, you make out that each of them wear some combination of
travel-worn cloaks and leathers. In reaction, you see the ship lower a gangplank and five figures
step down to the beach. This group seems to be dressed mainly in sailors clothes and both groups
are sporting a variety of weapons. You see a member from each group deliberating quietly and
then, simultaneously, they gesture to the others in their respective groups. The ones from the ship
begin to roll barrels with the label Buffington’s Beer off the ship, while the group from the carts
The leader of the sailors proceeds to look inside one of the chests at which point, you see that
they are filled with gold. The group from the cart begins to load what you estimate to be about 40
barrels from the beach onto the carts. After shaking hands, the ones from the ship retreat back to
their vessel, carrying the chests with them. What do you do?
Carts
1 thug (F)
Ships
Mechanics for Suud(drug)- Lasts 2 hrs- when rubbed on the skin, strength increases by 6 DC
19 con save at the end of duration on failure, the target in addicted and every day without it, they
must make a DC 18 save, on failure, roll d6, on a 1, target gains 1 level of exhaustion which
cannot be erased by sleep, on a 2-6, character max hp drops by 1. Greater restoration, when done
Magistrate hears Syt/Gam defend themselves then bring in witnesses and question
George Hill-
Hill
Me and Violet and Sarah were finishing up washing dishes in the kitchen from tea when they
barged into the kitchen brandishing weapons and she killed Sarah who was just standing
there. Then, I tried to escaped to call the City Watch, but a dragonborn in a dress who’s not
here knocked me out and, next thing I know, I ended up in a closet with the door locked and
Violet Feir
Well , I was washing dishes with the others when out of nowhere these people leapt out at
us, that one (pointing to Sytrion) slashed out at me and then there was a splatter of blood to
the side of me and I just ran to the guards barracks, and then everything went black that the
next thing I know, I’m being carried to my room and set down on the bed before I blacked
out again.
As a group
Gamora-
Murdering a citizen without justification- Life sentence in prison or hard labor up to 15 years and
Sytrion
the Gaining and Using of Knowledge as Well as the Betterment of All Peoples For the Good
Veiro Household
A human family from the north of Ostrun, they keep mainly to themselves, only showing up at
the most required events. They serve as representatives of the people of Northern Ostrun and
large manor in the most elite section of the Thariun Quarter on a street
Archibald- called Archy by his friends is a bit dopey but likable and full
of humour.
Myra- Archibald’s wife and the head of the household, strict but fair and
Guards-
In hall upstairs: 1
Barracks: 8
Commoners
In kitchen 3
In Stable- 1
Master Bedroom
Perception check to spot fake bottom. DC 18 to pick lock, Myra holds key to safe
Inside hidden safe: 200 Platinum Pieces, Veiro family heirloom necklace delicate silver-blue
snowflake on silver chain Retail = 7500 gold and book w/ red seal
Shae Tael Description
As you crest a sand dune, the first thing you see is a gleaming golden tower stretching into the
sky and even though you are miles away from it and it is a relatively cloudless day, you cannot
see the top of the tower. Below the tower, stretching in all directions is a city that, from this point
of view, looks like a sea of sparkling red. Beyond that, you see a network of docks with ships and
a deep cerulean ocean stretching to the horizon. As you get closer, you see the red in the city is
from the fact that almost all of the buildings have roof tiles made of what looks to be a red glass.
Resurrection
● Each makes a check based on tactic they use DC determined by how effective the tactic
is.
● Resurrection check w/ no modifier by DM, DC= 10 -3 for every successful help and +1
Loot-
Every Kobold:
Dagger,
Sling
6 cp
On Kethar:
3 PP 15 gp
Tiamat amulet
Main Shrine
20 PP
Ceramic bowl
Kethar’s room:
spell scrolls, Fire bolt, Shocking Grasp, Acid Splash, Message, Melf’s Acid Arrow,
This ball, when coming into contact with water or colliding with a hard surface, creates a
20ft. By 20ft. cube of fog. All creatures within the radius are effectively blind. This lasts for one
minute.
This ball, when coming into contact with water or colliding with a hard surface, creates a 5ft. By
5ft. cube of fog. All creatures within the radius are effectively blind. This lasts for 45 seconds.
Backstories
Zack-Sytrion Tellagossia
● Lady Elara Sylvari- Female- 726- House Matriarch, kind and gracious on
power-hungry
entitled, boastful
Salziyen’s Proposition-
Salziyen Ehk’fonege- Proper English accent w/ weird undertone. Salziyen is a Tiefling Mage.
Chaotic good, a wealthy artifact collector. Mildly condescending. Snooty, but truthful.
“Excuse me, but I couldn’t help overhearing your conversation. So, you fancy yourselves
and adventuring troupé do you? Well, I have the perfect undertaking for you.
If adventurers seem intrigued, Salziyen takes them to his room in tavern, and sits them
down.
recently came into contact with the information that a certain object that I have had an interest
in for many years is allegedly hidden in a nearby ruin. From what I know, a miserly aristocrat
collected magical items. Not willing to part with them, he hid them in the ruins along with a
small portion of his money for safekeeping. Selfishly, he refused to tell anyone where they were
hidden when he died. Only recently has this knowledge become apparent to me. What I ask is
this. I will provide you with directions to the ruin, a small monetary reward, and a few things to
help you along your way, and, in return, you give me one object that I specify from the trove. The
rest is yours! I would assume that the trove includes a fair amount of money and multiple items
If the adventurers agree, Salziyen gives them three potions of healing (2d4+2), and stone
of sister-stone summoning (he carries the other). He also promises them 15gp after they give him
“The ruins are approximately three night’s journey on horseback from here. The item that
I would like you to retrieve is a Helm covered in gems. The rest is yours to do what you will with.
“As you journey down the road, you see only a few other caravans, most of them carrying
supplies to be sold in mountain mining towns such as Phandalin. The sun is just beginning to
leave the center of the sky when you come upon what looks to be a covered cart by the side of the
road, one of its axles seemingly broken. Beside it, stands a younger-middle aged woman with her
hands on her hips and a burly, blonde-haired man lies under the cart with tools in hand.”
If succeeds DC 19 Perception- movement in trees behind cart.
“At which point, the man looks out from under the cart and sees you… “Oi! Would you mind
If players decide not to help, they are ambushed by the bandits that night. The cart is left
by the road near the party’s campsite. A DC 18 ACTIVE Perception check reveals that the
If the players decide to help, the man (Thug) thanks them and has two of them get under the cart
and hold the axle while he grabs a wrench. In actuality, he grabs a mace from the cart and
whistles. The woman (Bandit) grabs a scimitar while two other bandits come slightly closer to
Bandit’s treasure- together, the bandits carry three heavy crossbows, three scimitars, one mace,
Cart- holds 27 gp, 105 sp, and 78 cp along with 3 daggers, a scimitar, 3 bottles of wine, a keg of
Ruins
1 Ghoul attacks
Trapdoor- when opened, DC 15 Strength check to open, DC 15 Dex check or takes 1d4+2
Ladder- DC 18 perception to see the ladder goes down farther than floor advantage if dark
Magical Items
This stone allows you to concentrate for one minute on the sister stone to the one
you hold and summon it and anything it is touching to your location. This only
Potion of Healing
If you use your bonus action to drink this potion, you regain 2d4+2 hit points. You
If you use your bonus action to drink this potion, you regain 4d4+4 hit points. You
Bag of Holding
This bag has an interior space considerably larger than its outside dimensions,
roughly 1 foot in diameter at the mouth and 2 ½ feet deep. The bag can hold up to
500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds,
regardless of its contents. Retrieving an item from the bag requires an action.
Cloak of Elvenkind
Requires Attunement
While you wear this cloak with its hood up, Wisdom (Perception) checks made to
see you have disadvantage. and you have advantage on Dexterity (Stealth) checks
made to hide, as the cloak's color shifts to camouflage you. Pulling the hood up or
Requires Attunement
While you wear these boots, you have a flying speed equal to your walking speed.
You can use the boots to fly for up to 4 hours, all at once or in several shorter
flights, each one using a minimum of 1 minute from the Duration. If you are flying
when the Duration expires, you descend at a rate of 30 feet per round until you
land.
The boots regain 2 hours of flying capability for every 12 hours they aren't in use.
Javelin of Lightning
This Javelin is a Magic Weapon. When you hurl it and speak its Command Word,
it transforms into a bolt of lightning, forming a line 5 feet wide that extends out
from you to a target within 120 feet. Each creature in the line excluding you and
the target must make a DC 13 Dexterity saving throw, taking 4d6 lightning damage
on a failed save, and half as much damage on a successful one. The Lightning Bolt
turns back into a Javelin when it reaches the target. Make a ranged weapon Attack
against the target. On a hit, the target takes damage from the Javelin plus 4d6
lightning damage.
The javelin's property can't be used again until the next dawn. In the meantime, the
When you drink this potion, you gain Resistance to fire damage for 1 hour.
Necklace of Fireballs
This necklace has 5 beads hanging from it. You can use an action to detach a bead
and throw it up to 60 feet away. When it reaches the end of its trajectory, the bead
You can hurl multiple beads, or even the whole necklace, as one action. When you
do so, increase the level of the Fireball by 1 for each bead beyond the first.
Helm of Brilliance
Requires Attunement
This dazzling helm is set with 9 diamonds, 15 rubies, 20 fire opals, and 30 opals.
Any gem pried from The Helm crumbles to dust. When all the gems are removed
or destroyed, The Helm loses its magic.
• You can use an action to cast one of the following Spells (save DC 18), using one
of the helm's gems of the specified type as a component: Daylight (opal), Fireball
(fire opal), Prismatic Spray (diamond), or Wall of Fire (ruby). The gem is
destroyed when the spell is cast and disappears from The Helm.
• As long as it has at least one diamond, The Helm emits dim light in a 30-foot
radius when at least one Undead is within that area. Any Undead that starts its turn
• As long as The Helm has at least one ruby, you have Resistance to fire damage.
• As long as The Helm has at least one fire opal, you can use an action and speak a
Command Word to cause one weapon you are holding to burst into flames. The
flames emit bright light in a 10-foot radius and dim light for an additional 10 feet.
The flames are harmless to you and the weapon. When you hit with an Attack
using the blazing weapon, the target takes an extra 1d6 fire damage. The flames
last until you use a Bonus Action to speak the Command Word again or until you
Roll a d20 if you are wearing The Helm and take fire damage as a result of failing
a saving throw against a spell. On a roll of 1, The Helm emits beams of light from
its remaining gems. Each creature within 60 feet of The Helm other than you must
damage equal to the number of gems in The Helm. The Helm and its gems are then
destroyed.