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Campaign 2:

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

the continent and then the world.

PW: ER4bu49$5bq94ueca

Possible Stories

Look the Other Way

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

exhaustion. It is highly addictive.

King & Contract

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

Jump to Mica as ck and Wren leave

Elena Sterldin gives CK 14 GP to buy grain for the week

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

Serge’s Grain Shop

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.

Wren recognized CK, remembers childhood friend

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

and trousers. Comes to door if knocked on,

As she leaves, she notices Wren and CK walking down the street, and recognizes Wren.

Path 1: At tavern, magma mephit BEEF UP STATS SLIGHTLY AND DESCRIBE AS

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

after mephit dies. They disappear into the night.

*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

thrice, releasing the message.

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:

Common Name Domain(s) Alignment Appearance Symbols

Aldiya Knowledge Neutral Blue-tinged moon, Raven, A triangle


large, bright/ within a hexagon
Androgynous within a circle, a
figure in flowing geode, an open
blue robes and tome emiting
hood, clutching a smoke
small, beaten, old
leatherbound
book, green eyes

Fen Nature Lawful Mount ____, A large willow


tallest mountain in tree, three
the world, ebony upward-facing
skinned young arrows,
woman in a overlapping in a
simple green dress circle, an owl
and soil colored
eyes

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.

Fraeda The Hearth/ Lawful Small bright Weaved lines


family yellow moon, inside a circle. A
young woman lioness, a fireplace
with
shoulder-length
brown hair,
homespun simple
tunic, warm smile/
eyes

Cirwyn Love Chaotic Small, dull red A circle with an


moon, infinity symbol
androgynous made of chains, a
figure with long stag, a white rose,
dark hair, blue
eyes, wearing a
well-
tailored suit

Indrion Sea, weather Chaotic dull white moon Zig-zag lines


with dark craters, horizontally inside
small male child, a circle, salt,
messy dark hair, seagull
seafoam green
eyes, fine
turquoise tunic

Fei Pleasure, art Chaotic Small purple-hued A circle with a


bright moon, many- pointed
Young, merry star, a dove,
figure in grapes
purpleclothes who
bounces
constantly
between the
femme and the
masc

Umber Fate Neutral Stars, coffee- Butterfly, two


skinned curving horizontal
androgenous lines that cross
figure in long dark inside a circle, a
robes that glitter loom, a curving
with stars, high road
cheekbones all
black eyes

Player thoughts:

Like?

Chloe- Likes solving things (mysteries + creative thinking) Combat w/ reason PUT MIKE THE

ORC SOMEWHERE things that aren’t too world-shattering sometimes, roleplay

Morgan- Likes solving things , adventure/ nail-biting just barely make it out, espionage-type

everything panders to someone's skills bar fights exploration, roleplay

Mica- Aventure, exploration roleplay- in character often, fast-paced- bite-sized objectives

Dislike?

Chloe- Pointless, prolonged, battles

Morgan- Splitting the party for a long time

Mica- allow non-lethal damage

Towns-

Marbryn? Good starting location, port city?

Ideas- “The Carpenter” as potential villain,

MAGIC STIGMA

START AT 1st Level


Allow for fun silliness as well as plot

Boundaries- Ebbs and flows in intensity. Be aware of power dynamics.

Shoot for later sessions- not before 10:30 am.

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

Daycare with wholesome teacher

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,

intense, not cruel- noticed CK but hasn’t interacted with

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

of the community. Flies into fits of rage behind closed doors.

Ambassador from fey Kingdom

Tied together by village

Rogue,
Morg notice mica, mica notice CK, Ck, Morgan?

PUT MIKE THE ORC SOMEWHERE

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

vivacious, twinkle in his eye, witty and playful.

His mother- Her Royal Highness Lady Isabelle Lindron- abdicated the throne to her son,

soft-spoken, kind, quiet

His Sister- Her Royal Highness Princess Violet Lindron- next in line for the throne, similar to

Max in beliefs and temperament.

His sister’s daughter- Her Royal Highness Princess Lily Lindron- next in line after her mother,

a care-free, inquisitive 6-year-old

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

Government: Run by a lord who answers to the royals

Lord Caleb Layton- Ruler of Port Wyland

Guard:

The Emerald Authority- 2,500 well trained soldiers for defense and law enforcement, where

green uniforms, nicknamed “the authority”

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

members branded on bottom side of tongue by The Duchess.

Districts

The North Docks

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

District is mostly warehouses and the offices of shipping companies.

Locations

NPCs

The South Docks

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

fish and seedy bars where fisherfolk congregate after work.

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

delicately over the whole area.

Locations

NPCs

The Vistali Quarter

The Vistali Quarter Surrounds the Capital District, it’s clean, alabaster streets lead to very nice

manor houses. Theaters, galeries, and museums and spread throughout.

Locations

NPCs

The Temple District

This smaller district boasts large temples to all the gods.

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

training and good works.

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

Ally, the bubbly gnome chef.


NPCs

The Hearth

The main residential district, full of unassuming houses, mid-price taverns and restaurants, inns,

and, sprinkled throughout, arts venues.

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

of stairs is the rooms including-

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

chest of doors and a window looking out onto the street.

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

the black-haired waitress. She is personable, but often tired.


NPCs

The Wall (barracks)

A thick wall surrounds the city, and the interior serves as a barracks for the Emerald Authority.

Marbryn

Population: 273

The Kingdom of Ky’Lirie

Things to tell Morgan

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

him at the Alenook tavern for jobs, etc

Things to tell CK
Things to tell Mica

Tavern Characters

Key:

Seedy S

High Class H

Middle M

Name Description Interactive Element Best Suited for:

Sir Gavin Ordight Handsome,


well-dressed man in
early 50s, full, grey
hair, Gorgeous,
Decorative rapier at
his side.

Sindry Anakis

Campaign 1: The Crew of the Jackdaw and Sytrion’s Folly


Continents

● Ostrun

● I’ndor

● The Island of Accord

● Melora’s Tears Archipelago

● 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

● Tanim, the Archeart

● Grem, The Allhammer

● Avandra, the Changebringer

● Bahamut, The Platinum Dragon

● Erathis, The Lawbearer

● Ioun, The Knowing Mistress

● Kord, the Stormlord


● Melora, The Wildmother

● Pelor, The Dawnfather

● The Raven Queen

● Sarenrae, The Everlight

● Ithelae, The Moonweaver

Evil Religions

● Zahir, The Cloaked Serpent

● The Crawling King

● Lolth, The Spider Queen

● Asmodeus, The Lord of the Hells

● The Ruiner

● The Strife Emperor

● Tharizdun, the Chained Oblivion

● Tiamat, the Scaled Tyrant


Ostrun

Military Forces

The Egunzaldi- An Elite Cavalry and part of Ostrun’s Royal Army

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

37% Human, 13% Elf, 9% Half-Elf, 10.5% Dwarf, 10% Halfling,

7% Dragonborn, 6% Gnome, 3% Half Orc, 2% Tiefling 2.5% Other

Religions: Common; Tanim, the Archeart,

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

brown hair, striking blue eyes, Wizard)


Commander of Ostrun’s Royal Armies- Sir Terricus Grell, the Valiant (Lawful, Good, Male,

Human, close-cropped dark blonde hair, brown eyes, Fighter)

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,

Dark Brown Hair, green eyes)

Councilor of Security- Counselor Ioan Steel (Lawful, Evil, Male, human black hair short

cropped, bright blue eyes)

Councilor of the People’s Voice- Councilor Margaret Reade (Lawful Good, Female, human,

Pixie Cut, light brown hair, hazel eyes.

Councilor of Culture- Counselor Vaerill Dapplewood ( Lawful, Good, Elf, Male, Long, Black

Hair, green eyes)

Councilor of Diplomacy- Grand Diplomat Zephora Burk (Lawful, Good Female Gold

Dragonborn, brown-gold eyes)

Admiral of Ostrun’s Royal Navy- Admiral Kereck Itsasoa (Lawful, Good Male Half-Elf crew

cut blonde hair


Guilds of Talran

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.

Carpenter and Woodworkers Guild,

Shoemaker’s Guild,

Tailor and Seamstress’ Guild,

The Metalworker’s Guild,

The Performing Artist’s Collaborative can be joined by bards

Sculpture’s Guild,

The Painter’s Guild,

The Farmer’s Collaborative

The Rancher’s Guild

The Jeweler's Collective

The Guild of Butcher and Cheesemakers

Tanner’s and Leatherworker’s Guild

The Fisher’s Guild


The Order of the Wine Connoisseurs

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 Palace- it’s, well, the palace.

The Tower of The Arcane Councilor : As the current Arcane Councilor, Maesia Fidelis lives in

this ancient tower of books and mysterious arcane technologies.

● 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

when he made his attack against Ostrun.

The Silver Hawk Lounge- A fine tavern catering the wealthy and also a front for The Purple

Hood, the main crime organization in Ostrun.

● The Lawbearer's Ward- The smallest of the districts, you will find only prisons,

courthouses, and offices of law here.


Places of Interest:

The Holding Center- A place for those who have committed small infractions of the law of low

to medium seriousness who are waiting for a trial.

The Ironstock Bastille- the prison of Talran

The Courthouse- A large courthouse

● The Scholar Ward- A place of learning institutions.

The Cerulean Academy- A private school for nine to 18-year-olds.

The Marble Atheneum- A compilation of arcane knowledge curated by wizard professors

● The Fenverse Galleria- The main commercial district, Cafes, shops, and culture dominate

and there is virtually no residential use.

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 Artist’s Promenade- A street of art studios and galleries.

The Fengari Emporium

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

glimpsing the interior, you see only darkness.

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-

6 potions of healing- 50 gp each

2 potions of greater healing- 125 gp each

1 potion of superior healing- 330 gp

Potion of Fire Breath- 134 gp

2 Potions of Climbing- 57 gp each

Driftglobe- 240 gp

Box of Rings- all together 236,000 The Deal- 200,000

Ring of Three wishes 100,000 gp

Ring of Invisibility 79,000 gp

Ring of Fire Elemental Command 57,000

Bag of Holding- 199 gp

Keoghtom’s Ointment- 237

2 Immovable Rods- 250 gp each

+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

those doing business with the Purple Hood.

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 Worship Sanctuary

The Everlight’s Beacon- A temple to Serenrae

The Thundermight Colosseum- A colosseum dedicated to Kord, the Stormlord, where those

who wish to prove themselves fight.

The Raven’s Heart- A small temple at the outskirts of the sanctuary dedicated to The Raven

Queen.

The Moonweaver's Haven- A temple of the Moonweaver.

The Holyfire Forge- A temple/forge of the Allhammer

The Temple of the Four Winds- A temple to Avandra the Changbringer.

The Dawnfather’s Chapel- A temple to Pelor, the Dawn Father.

The Wildmother’s Garden- A large untamed garden dedicated to the Melora, the Wildmother.

Tanim’s Amphitheater- A theater/ temple to the Archheart.

The Knowledge Shrine- A library/ temple to Ioun

The Order Lodge- Temple to Erathis

The Platinum Sanctuary- a temple to the platinum dragon


● The Slums

The Slaughtered Pig- a shady, rowdy tavern where the ale is more water than anything else.

Run by Gertrude Foulgrave, a low-level criminal- think Master of the House

● The Central Locale

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 Farmer’s Market

The Dock

Organizations in Talran

The Purple Hood

The Purple Hood is the biggest crime organization in Ostrun, with sectors in other cities

throughout Ostrun. It has many contacts throughout the city, including:

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

concerning the government of Talran and Ostrun.


The Oakstaff- The mastermind and leader of all of the Purple Hood, The Oakstaff carries a

magical Oak Staff.

The Ironstaff- Leader of the Enfor

The Goldstaff

The Opalstaff

The Oaken Apprentice, Rell Sanathir

The Enforcers

The Shadows

The Grim Force

The deal closers

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

on two consecutive days can purge addiction

Sonath Dranden is a noble and goes everywhere with 2 thug bodyguards.

Hangs around the Veldine Tavern- a small, cozy, upscale place full of private booths full of

pillows and comfort, the air is hazy with smoke.

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

amassed through your travels. Persuade them at any cost.

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

this energetic wall.

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

upward in a slight smile.

“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.

What is everyone doing?

Roll initiative.

Second mashoon turn, he summons Mother Telllegossia and attempts to kill.

If Manshoon dies, Sytrian’s spells go away.

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

too young to know what was happening.

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

changes, it is irrefutably true that each of you made an impact on Lye’arda.

And that is where we are going to end the campaign.

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

brown hair, striking blue eyes, Wizard)

Commander of Ostrun’s Royal Armies- Sir Terricus Grell, the Valiant (Lawful, Good, Male,

Human, close-cropped dark blonde hair, brown eyes, Fighter)

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,

Dark Brown Hair, green eyes)

Councilor of Security- Counselor Ioan Steel (Lawful, Evil, Male, human black hair short

cropped, bright blue eyes)

Councilor of the People’s Voice- Councilor Margaret Reade (Lawful Good, Female, human,

Pixie Cut, light brown hair, hazel eyes.


Councilor of Culture- Counselor Vaerill Dapplewood ( Lawful, Good, Elf, Male, Long, Black

Hair, green eyes)

Councilor of Diplomacy- Grand Diplomat Zephora Burk (Lawful, Good Female Gold

Dragonborn, brown-gold eyes)

Admiral of Ostrun’s Royal Navy- Admiral Kereck Itsasoa (Lawful, Good Male Half-Elf crew

cut blonde hair

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 Palace- it’s, well, the palace.

The Tower of The Arcane Councilor : As the current Arcane Councilor, Maesia Fidelis lives in

this ancient tower of books and mysterious arcane technologies.

● 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

when he made his attack against Ostrun.


The Silver Hawk Lounge- A fine tavern catering the wealthy and also a front for The Purple

Hood, the main crime organization in Ostrun.

● The Lawbearer's Ward- The smallest of the districts, you will find only prisons,

courthouses, and offices of law here.

Places of Interest:

The Holding Center- A place for those who have committed small infractions of the law of low

to medium seriousness who are waiting for a trial.

The Ironstock Bastille- the prison of Talran

The Courthouse- A large courthouse

● The Scholar Ward- A place of learning institutions.

The Cerulean Academy- A private school for nine to 18-year-olds.

The Marble Atheneum- A compilation of arcane knowledge curated by wizard professors

● The Fenverse Galleria- The main commercial district, Cafes, shops, and culture dominate

and there is virtually no residential use.

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 Artist’s Promenade- A street of art studios and galleries.

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

those doing business with the Purple Hood.

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 Worship Sanctuary

The Everlight’s Beacon- A temple to Serenrae

The Thundermight Colosseum- A colosseum dedicated to Kord, the Stormlord, where those

who wish to prove themselves fight.

The Raven’s Heart- A small temple at the outskirts of the sanctuary dedicated to The Raven

Queen.

The Moonweaver's Haven- A temple of the Moonweaver.

The Holyfire Forge- A temple/forge of the Allhammer

The Temple of the Four Winds- A temple to Avandra the Changbringer.

The Dawnfather’s Chapel- A temple to Pelor, the Dawn Father.

The Wildmother’s Garden- A large untamed garden dedicated to the Melora, the Wildmother.

Tanim’s Amphitheater- A theater/ temple to the Archheart.

The Knowledge Shrine- A library/ temple to Ioun

The Order Lodge- Temple to Erathis

The Platinum Sanctuary- a temple to the platinum dragon


● The Slums

The Slaughtered Pig- a shady, rowdy tavern where the ale is more water than anything else.

Run by Gertrude Foulgrave, a low-level criminal- think Master of the House

● The Central Locale

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 Farmer’s Market

The Dock

Describe entry into tower, Yussa explains:

“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

before. Would you still like to go through with this?

Describe a ritual circle with various geometric designs within.


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

press it against their sternum.

“Are you ready?”

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.”

As you feel yourselves leave Exandria.

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

farther out on the plains to the South, probably 50 miles off.

At night, Hydra- hear sounds of snuffling and low grunts and hisses

Next night- uneventful

Evening of next day- make it to the town of Handerkin.

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

lettering, says: Give poster to players


DC 16 survival to track Remorhas.

FOR EXTRA NUDGE TO TALRAN, DREAM MANSHOON

Roadway on horseback, nine days to Talran.

Silver Hawk Lounge-

As you wake up in the morning, each of you, separately discover a letter that has been tacked to

your door. It reads:

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

outside of this building.

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

into a foyer with a grand staircase winding up to the second floor.

Let day of doing whatever.

Human messenger boy knocks on the front door. Hands them scroll with a seal that has a goblet

atop a tome on it.

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,

Squiggles, you receive a telepathic message:

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

visible from this angle.

Make a perception check as you walk toward the tower. DC 10 A scroll posted on a large notice

board catches your attention.

At the Ruby and the Sapphire, talk to middle aged female dwarf behind desk, disappears,

presently, elizabeth's character comes down the stairs.


At tower, nock, Door appears, muffled “come in”

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

braided down her back.

Yussa speaks up: Everyone, this is Enchanter Lady Allura Vysoren of the Tal’Dorei Council and

the Arcana Pansophical.

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

was able to procure a Loadstone.”

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.”

She holds out a chalkboard and a piece of bright orange chalk.

“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

weathered and tough looking. Welcome to Rotthold.

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.

What would you like to do?

As you approach the ruins, you see a young halfling woman, dressed in homespun, simple

clothing, tentatively walks up to you.


“Excuse me, but if you are going into Oracs the Shadowcurse’s lair, I would like to join you. My

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.

1 Gloomstalker per minute

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

ROAR! And begins shambling toward you at an alarming rate.

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

set double doors, gilded with gold.

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

out behind it as it notices you.

“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

just reanimate your bodies to join my army.”

Describe Grace turning into Silver Dragon

“I am Sendiel’eh (Send-Deal-ay), Hammer of Bahumat, no creature should seek immortality. You

have poisoned these lands for far too long Oracs, Shadowcurse.”
THE GOLD IS FROM THE AGE OF THE JULUS DOMINION AND IS THEREFORE

UNUSABLE THEY GATHER THAT THIS IS A VERY OLD DRAGON.

On the way back to the ship, Hydra.

Describe entry into tower, Yussa explains:

“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

before. Would you still like to go through with this?

Describe a ritual circle with various geometric designs within.

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

press it against their sternum.

“Are you ready?”

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.”

As you feel yourselves leave Exandria.

Bright daylight

Splash into ocean.

See ship perception DC 17

Flag down, sends longboat.

Brings back to ship but handcuffed.

Avandra says all will be explained, put in ship’s hold.

Blindfolded, feel sand on feet, then dirt, then stone, sat roughly in chairs blindfolds off plain

stone room handcuffed to chairs.

Wait, five hours.

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

surviving fighters of the former countries of Lye’arda

IF TIME, BATTLE ROYALE BETWEEN PLAYERS (two teams, Pick by random order

generator.

INQUIRE ABOUT WAND OF WONDERS

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

each of your hair, what would you like to do?

The Lavish Chateau- Opal archways

The Salty Siren- in the Restless Wharf

The Traveler’s Rest- Open Quay- owned by a worshipper of Traveler

Tidepeak tower- Closer taller, farther shorter- ever-changing

Male Goblin well groomed WENSWORTH 19 months, 3 weeks, 6 days next meeting

Next morning maybe

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

skin on the shorter side

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

threaded simple robe with a long train.

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/’

Three days later. Successfully completed translation needs certain objects.

1. The loadstone of a kraken

2. An Electrum tuning fork---HAS

3. The Scale of a Metallic dragon---HAS


4. A pound of flesh cut from a god

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

9. The Treasure of a dracolich

10. The blood of an ancient raven---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

disguising themselves as spice merchants in a merchant caravan from Zadash to Rexxentrum to

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.

Travel through the Wyun gorge-- “Who is your sovereign?”

Find yourselves camped in the Zemni Fields.

AT NIGHT TWO DISPLACER BEASTS

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

nondescript box. Won’t open- magic wards can be dispelled,

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.

Says: The Bloody End

STATS IN DOC

Old sailors, members of Revelry talk of The Plank King

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

Plank King in Throne Roost

Loadstone is on pedestal under Throne Roost guarded by five Pirates

LEVEL UP BY 2 FOR COMPENSATION!!!!

BOOP

Rumors of a great worm, frozen in ice and the offspring of Torog, the Crawling King. Known as

The Undermaw (Quajath). Gelier, Eiselcross.

Old, rugged human explorer Jake Landon has a small ship, offers to take characters to Eiselcross

+ share expertise for 149 gold.

Journey is 36 days. Does anyone want to do anything?

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

ship on the shore.

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.)

ROLL ON TABLE ON PAGE 122 Levels 1-4

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

Roll of table on page 122 levels 5-10

The 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

man in his early fifties. Offers meat

ALL WORMKIN ARE SCOUTS MECHANICALLY

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

Assembly, mercenaries try to gather Aeorian items from ruins.

If journey, role 11-16 on 122 and modify for level

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.

“I DUBB THEE Dame Morida Chase, the Cunning”

Sir Sytrion Tellegossia, the Power-Hungry

Sir Sir Squiggles, the Unfettered

Dame Onyx Backwood, the Ruthless

Sir Aspen Aldaus, the Silent Fear

“Join us at our table”

“Introduce yourselves to the newcomers!”

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

describe what they see?

The hobgoblin goes (BORING) “Hey, Dame Arknot, the Beige”

Finally, the purple tiefling with the cards grins and says “New meat, I am Henzai Kuam

Wynzear, the Everstorm”

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

our element of surprise. Explain.

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,

they are like untrained dogs. Adorable but useless”

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

bad, you don’t think, as is evidenced by your kin’s blatant impulsiveness!”

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.

● Ostrun-biggest military superpower so best to weaken instead of assault head on.

● Sending suud over to ostrun- selling like crazy on black market

● Get as many hooked as possible


● Next shipment will be poisonous: no shipments after so those who take die, the rest die

too because of lack of supply.

● While that, first, duergar will enter altaq in three groups One portal in Opairo one in well

in the country, one in Anar’Saba

● Draw Jamal troops take over altaq

● 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,

duergar march and join drow to take Jamal

● 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,

brainwash public, build army for a year

● Launch an assault on Ostrun breaching from Kell and Silvercliff.

● Take over

● From there, take storfeld and all the little archipelagos

● Should only take a year and a month

● 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

personally. Good evening to you all.

As you leave Astra: “Do I know you?”

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 Gifted Grape- high end wine place

The Sloppy Sasquatch- Respectable inn

The Trough- Dive bar- specializes in a green liquor called Karl’s Potion (con check 16, DRUNK

(poisoned)) Tastes sweet for a second, then like rubbing alcohol.

Brothels

The Jungle-flower- high end

Mick’s Mansion- low end

Theatre

The Imperial Theatre- High end

Playing “The Hobgoblin and the Elf” Passionate love story of a hobgoblin man named Oemor

and a Elven women named Teiluj (Tie Loojj)

Meeting with Arian-

“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

“Pleasure seeing you here again! What a coincidence! I got a promotion!”

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

2 Finger of death/ prismatic spray

3 Fireball

Gredel catches wind- transports party ROLL, TAKE A MOMENT,

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

don’t know where. What do you do?

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

universe to next, only powerful mages can do it)

The Halls of Erudition (Zaubrespire)


TRACKER

Travel back through tunnels, come to the portal,

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

armor more ornate than any of the others, spots you.

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

Takes to camp, gold tent- inside asks their story

Brings to Shea-tal
Wyvern attack-

As you travel down the road, make a perception check- 15

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

streaking towards you, eyes locked on Gamora.

THE WYVERNS/RIDERS LEAVE IF ONE DYES OR IF GAMORA IS CAPTURED.

Priest and mage work together and dispel tracker.

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

your breath is taken by the beautiful architecture surrounding you.


Amalia leads you to the base of the giant golden tower. It is beautiful and intimidating. She walks

up to the wall of the tower and tap the wall five times. Suddenly, a door appears in the wall in

front of her. She opens it as ushers you all through.

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.

Amalia, without a word, starts heading back down the stairs.

The Auric Tor

Throne Room-

Knock, booming voice “Enter”

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

Sariel: Angel of the Original Triumvirate. Solaar Angel

● Has them recount story

● Explains Zalamn is planning for war, shows how the tower works, tries Zalamn.

● Need spies to infiltrate Z


● On good authority that Z knows all current spies used by Jamal

● Need knew faces, seems capable

● Paid 3,500 gold per person after completion

● Go in, pose as mercenaries looking for work in Z, do what they ask and gather intel, work

your way up the ranks to gather more info. Report to Zarelei

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.

● The more info, the better.

● 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

● Receive Rod of Scry-Seeing and Mirror of Speech

● Recommends Zamnochkava’s (Zam-no-ch-ka-va) Arcanic Bazaar for other magic.

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.

Zamnochkava’s Arcanic Bazaar-

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

that showcases rows of sharpened, white teeth.

“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?”

● 17 Healing Potions (50 gp)

● 10 Greater Healing Potions (199 gp)

● 5 Superior Healing Potion (2000 gp)

● 2 Supreme Healing Potion (20,000 gp)

● 2 Potions of Fire Breathing (265 gp)

● Potion of Heroism (410 gp)

● Helm of Comprehending Languages (300 gp)


● 7 Philters of Love (49 gp)

● Keoghtom’s Ointment (235 gp)

● Potion of Clairvoyance (605 gp)

● Elixir of Health (531 gp)

● Potion of Stone Giant Strength (657 gp)

● Potion of Cloud Giant Strength (7,401 gp)

● Oil of Sharpness (9,000 gp)

● Potion of Flying (9,310 gp)

● Portable Hole (14,000 gp)

● Universal Solvent (70,000 gp)

● Necklace of Adaptation (201 gp)

● Winged Boots (291 gp)

● Sentinel Shield (102 gp)

● Staff of the Adder (221 gp)

● Hat of Disguise (459 gp)

● Bracers of Archery (217 gp)

● Ring of Warmth (107 gp)

● Silver Raven (129 gp)

● Hammer of Thunderbolts (90,076 gp)

● Crystal Ball of Telepathy (87,442 gp)

The Desert of Jamal Encounter


As you traverse the desert of Jamal, you find yourself entering into a triangle of three small sand

dunes. As you enter this strange area, the harsh wind that blows through the desert seems to

dissipate. Everything Is now eerily quiet. Make a stealth check.

If anyone gets lower than DC 15, EVERYTHING GOES DARK. YOU CAN STILL SEE, BUT IT

IS AS IF YOU SUDDENLY STUMBLED INTO NIGHT. YOU SEE THREE HUMANOID

CREATURES WITH ASH WHITE TRANSLUCENT SKIN PULLED TAUT AGAINST THEIR

SKULLS CLAD IN BLACK BATTLE ARMOR AND DRAGGING LONGSWORDS BEHIND

THEM EMERGE FROM THE DUNES.

Three wights

The Oedixin (Ed-is-in) Ravine Outpost

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

outpost spanning from one end to the other.

Do you approach?

As you approach, you see about twenty crossbows come over the top of the outpost and aim at

you as you hear a voice say:

“Halt right there! What is your business in the Zalamnian Empire?


You watch the large black gates of the outpost swing open as six soldiers in black and dark green

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

with a small, older goblin sitting behind it.

“So you want to become mercenaries of Zalamn?”

“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?”

450 GOLD TO EACH PLAYER

GOBLIN TAKES SEVEN DROPS OF BLOOD FROM EACH PLAYER IN A VIAL

Opal Steel Inn

Kisht Journey

Black carriage 13 hour ride, sees out of window barren, black landscape with little vegetation.

Occasional village, always grey and gloomy due to heavy clouds.

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.

Is there anything you would like to do? AKdovr

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

between. It makes for quite a motley crew.

You see the balding man from before step onto a small platform and clear his throat. All

murmuring in the room stops.

“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

Agency, ______________(NAME OF GROUP), The Felderwin Crepe Lovers, Deraj Silop,

Benjamin Varlie, and Nostrovia: A Boy Band. Approach me with any questions you may have.”

In rooms black wax-sealed letters


PASS out letters

Carriage down to Kek’te

As you enter Kek’te, you see a pretty normal looking port town save for the neutral color palette

that is present throughout all of Zalamn.

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

ridiculously large white feather plume.

FLAMBOYANT GAY, IS HOT FOR SQUIGGLES

Explains once on boat

● Job is to provide muscle for the trade of the ship’s contraband for money.

● The trade will happen on the shore of Ostrun

● Escort me to the meeting place, looking menacing, and, if push comes to shove, rough up

whoever doesn’t do what they are supposed to do.

Voyage over is smooth sailing

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.

DESCRIBE TRIP BACK/ PARTING WITH ROMAN

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

then says in a grave voice.

“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

wearing non-descript brown leathers. (Encounter)

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

our communications more sparing.”

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

SURE that no one is listening. you cannot blow your cover.”

With that, the mirror turns back to ordinary glass.

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

SHIP NAME: The Jackdaw

If they go back to Avandra, she is a woman of business (magical expenditure), 1 trip to the

entrance cost: 80 PP.

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

is world-renowned for its honey.

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

harbor! Enjoy yourself whilst you are here!

The Galant Dane Inn and Tavern- Small, low-lit, cozy. Serves hard cider, but nothing else

alcoholic.

Hafling boy, 14 bursts in the door.

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.

(HISTORY CHECK: GREY DWARVES=DUERGAR=DENISONS OF THE UNDERDARK=

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

spell ends if the hat is removed.

1 ½ day’s travel to:

Small Duergar Encampment

The first thing you see is grey smoke rising a you crest the hill. Then, you see the charred

remains of a farmhouse. Around a large, crumbling well, is eight grey tents.

7 duergar asleep, one on watch, invisible.

DC 20 stealth to get past the duerguard.

Through the well, three duergar coming up from inside.

ON EACH DUERGAR: 2d4 gold, 3d4 silver, 1 War Pick, 3 Javelins, 2 sticks of Dynamite

(5d12 damage in a radius of 40 ft., 1 torch.

The Duergar City of Tharunthalla ahead, skirt around, through the Underdark to Elemori.

General Astra Thornwhip-

General of the Shadowflame Calvary

Her shadow dragon, Selena, takes up a large room in the back of the third floor.

Drawling british accent.


Thornwhip Manor

● 2 Drow guard gates

● 1 drow guards door

● 4 slaves in pens

● 3 prisoners in cells

● 2 slaves in kitchen (scullery maid and cook)

● Gamora, asleep chambers, bruises on wrist, ankles, and cut across face.

● Drow Elite Warrior (Astra) In chambers

● Shadow dragon in cage.

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

wood with gold accents. It is beautiful.

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?

Then I can make you very uncomfortable.

Where are your friends?

Who are your friends?

Where are your friends heading?

Do you have, in your supplies anything of theirs?

Where are the eggs now?

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.

Torture= Sticks under fingernails, montage blah blah blah

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

the makings of a hard worker.

Bid on for 95,000 by tall, imposing looking drow woman, late middle aged. Taken too a beautiful

manor house.

Finish Zack’s Level Up!

Ring of Summoning

When turned in a semicircle, this gold ring will instantly transport the bearer of the other ring to

the first ring’s location.

Ever-burning Torch

This torch emittes light like any other torch but burns forever and does not emit heat. It

can be turned on and off using the word Velarisifanconacocingojambamsoupulleopolused.

Wand of Direction

This gnarled birch wood wand is fairly plain but, when placed in a flat, open palm, the

wand rotates seemingly of its own volition.


The wand has 5 charges per day. It regains 1d4+1 (maximum of 3) daily at dawn. Three

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.

So what do you say?

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-

Down the cavern Black Pudding

Bigger Cavern, Stalagmites/tites all around= 3 Darkmantles

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

pp 17 gp 29 sp 42 cp. Ever-burning Torch.

BIG lake (Kaev) in giant cavern they go by.


Enter giant plain can’t see top of cavern, or sides, Temple and city of Elemori, plains crawling w/

Drow. Stealth

Temple

Small, crumbling, octogonal black stone temple, no seeable entrances (WALK THROUGH

WALLS) 3 drow outside- 1 Drow Elite Warrior.

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

damage every round holding it.

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-

The Velorian Bazaar-

Colorful array of merchant tents and wagons-


Galiah’s Fine Spices and Herbs-

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

multi-colored herbs and spices.

I small box of spice

Roll d4 1=6cp, 2=1sp, 3=3sp, and 4=8sp

Suud- 9 gp per small vial (3 uses)

Exotic Armorers

Small Goblin named Merp, kind of CRAZY! All kinds of weapons sold in booth made of

scrap metal.

Serafina’s Scents

Lavender tent, Firbolg woman, Serafina inside

The Ethereal ball

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

tome in his hand.


Asks for their names and looks through book- Ah! You are listed to travel on the Frederick

Kirnin. Right this way.

The Frederick Kirnin

Captain- Captain Grant- Hardened sailor/soldier gruff but not unkind- Veteran- Veteran

First Mate- Hack Vegdeg- Goliath, loyal, gentle, dumb Thug

Bosun- Elizabeth Felderwin- Confident, barky

Quartermaster- Salk Cerveau- Elf, smart,

12 other sailors- Commoner

The Soldier’s Scream

Avandra- stays on ship during attack

First mate- Delryn Jardin- Tabaxi creepy, violent, french- Assassin DAGGERS NOT SWORD

17- other pirates

Gnome- Calvin Hillborn- inventor

Attack on Fred-

Mazioan Armada ship approach w/ Emerald flag- audience w/ captain. Four planks come down

connecting the two ships, illusions shimmers/comes 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

of this is so here it is: TELLS THE REASON FOR DEED

WHEN CREW DISPERSES SHE LOOKS AT PARTY

I haven’t introduced myself, I am known as Avandra, the Sea-Queen, you seem capable, we will

test that in time.

PARTY RECEIVES BLINK DOG

W- Roll d4 1=darts (1 piercing dmg on failure of 13 dex) 2= Arrows (1d6 prc DC 14 dex) 3=

blades (2d8 slashing DC 15 dex) 4= giant hammer (1d12+2 bludg DC15)

B- Bullywig

R- Skeleton

K- Minotaur Skeleton

S- Spector

Z- Ogre Zombie
Awakened shrub

Velcar- shanty town with small port

Sam Jensen- mayor of town, simple human can be found town hall.

The Sailor’s Mead Inn and Tavern-

Ulysses, tavern owner-gruff dragonborn british accent

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,

behind the bar, a heavy-set silver dragonborn polishing a glass.

If they sit down to eat,

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

table over, make a perception check.

DC 16

The man says :

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 “ Yes. we have kept this secret very well”

F “how much gold are we talking?”

M “100 pieces”

F “Per person?”
M “no! What are you, out of your mind?”

F “75 per person or no deal!”

M “……..Fine! But you make sure you bring your best people”

F “Very well. Where is the transaction happening?”

M “Just East of town, there is a beach a couple hundred feet from the main road, meet us

there at midnight. Don’t be late.”

F “I’m never late”

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

carry three large chests to the beach. Make a history check


DC 12 success = Buffington’s beer is made in Talran, so why would it be shipped overseas?

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 commoner drives each cart

1 thug (F)

4 bandits (one is M, others are F underlings)

Ships

Five commoners with bows (+1 to hit) on the ship,

The five from the beach (bandits) retreat immediately if attacked.

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

on two consecutive days can purge addiction


Courtroom Proceedings

Magistrate hears Syt/Gam defend themselves then bring in witnesses and question

George Hill-

Mag- Explain exactly what happened that night

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

I banged on it until the City Watch let me out.

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

Robbery- hard labor up to 1 month-Damages plus 500 gp (2,500+ necklace + book)

Gamora-

Murdering a citizen without justification- Life sentence in prison or hard labor up to 15 years and

damages up to 1,000 gp paid to victims kin

Burglary- Imprisonment up to 3 months

Assaulting a citizen- Imprisonment-tenday, damages up to 1,000 gp

Brandishing weapons without due cause- fine up to 10 gp

Sytrion

Assaulting a citizen- Imprisonment-tenday, damages up to 1,000 gp

Burglary- Imprisonment up to 3 months

Brandishing weapons without due cause- fine up to 10 gp


IF THEY CLAIM TO HAVE SOLD BOOK: Fencing stolen goods:

fine equal to value of goods- (9,450 GP)

INTRODUCE 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 Society and the World at Large

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

report to Councilor of the people’s voice, Margaret Reade. They live in a

large manor in the most elite section of the Thariun Quarter on a street

called Arkeya Avenue

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

kind to those she favors

Nessa Myra’s daughter, sweet, sheltered, smart.

Malcolm Nessa’s older brother, charismatic, folk-hero type.


Veiro Manor

Guards-

Outside front gate: 2

Walk around outside wall: 1

Outside main door: 2

In hall upstairs: 1

Barracks: 8

Commoners

In servant’s quarters 9 asleep

In kitchen 3

In Stable- 1

Master Bedroom

Rug of Smothering triggered when chest compartment is opened

Hidden safe in mantelpiece is opened using lever in secret compartment in chest. DC 14

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

● Up to three party members help

● Each makes a check based on tactic they use DC determined by how effective the tactic

is.

● Advantage/disadvantage if contribution is good/bad

● Resurrection check w/ no modifier by DM, DC= 10 -3 for every successful help and +1

for every failed help.

● +1 to DC for every time the character has died in the past.

18 Kobolds= Hard challenge

Kethar+ 4 kobolds= Hard Challenge

Loot-

Every Kobold:
Dagger,

Sling

6 cp

1 wooden medallion TIAMAT EMBLAZONED

On Kethar:

3 PP 15 gp

Tiamat amulet

Multi-Colored armor (leather)

Main Shrine

2 large fog balls, 6 small

50 ft. silk rope

20 PP

Ceramic bowl

Kethar’s room:

spell scrolls, Fire bolt, Shocking Grasp, Acid Splash, Message, Melf’s Acid Arrow,

Suggestion, Rope Trick, Cone of Cold, Feeblemind

poison rapier (dagger of venom),

8 bottles fine wine,

50 pp, 83 gp, 430 sp.


Kobold barracks

5 gp, 29 sp, 67 cp.

Large Fog Ball

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.

Small Fog Ball

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

The Sylvari Family-

Alive family members-

● Maria Sylvari- Female- 107- keeps to herself, studious, quiet - training at

the School of Magecraft to be a wizard

● Lady Elara Sylvari- Female- 726- House Matriarch, kind and gracious on

the outside but cunning and brutal


● Lord Immerral Sylvari- Male- 727- Patriarch- socially polite but stiff,

power-hungry

● Zoulkarn Sylvari-Male- 173- Ladies-man, always getting into trouble,

entitled, boastful

● Lael Sylvari- Male- 589- A Captain in the Griffin Cavalry of Syngorn,

pure-hearted, wants to help out others and, therefore, is ostracized .

Morgan- Gamora Findley

The Emerald Enclave

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.

“My deal is simple, I am a collector of sorts, I take an interest in magical artifacts. I

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

with notable qualities. What do you say?

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 Helm of Brilliance.

“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.

Complications on the road- Three Bandits/ one thug

“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.

If players don’t initiate conversation,

“At which point, the man looks out from under the cart and sees you… “Oi! Would you mind

helpin’ me with this here axle?

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

bandits follow the party.

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

road and fire crossbows.

Bandit’s treasure- together, the bandits carry three heavy crossbows, three scimitars, one mace,

9 gp, 4 sp, and 16 cp.

Cart- holds 27 gp, 105 sp, and 78 cp along with 3 daggers, a scimitar, 3 bottles of wine, a keg of

ale, a lockpick kit, and 50 ft. hempen rope.

Horses- 2 draft horses pull the cart.

Next night, DC 14 perception, Dire Wolf attacks the camp.

Ruins

1 Ghoul attacks
Trapdoor- when opened, DC 15 Strength check to open, DC 15 Dex check or takes 1d4+2

piercing damage from dart.

Ladder- DC 18 perception to see the ladder goes down farther than floor advantage if dark

vision. DC 25 athletics to pull back up.

Magical Items

Stone of Sister-stone Summoning

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

works if both stones are on the same Plane of Existence.

Potion of Healing

If you use your bonus action to drink this potion, you regain 2d4+2 hit points. You

can also feed this to another person using your action.


Potion of Greater Healing

If you use your bonus action to drink this potion, you regain 4d4+4 hit points. You

can also feed this to another person using your action.

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

down requires an action.


Winged Boots

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

Javelin can still be used as a Magic Weapon.

Potion of Fire Resistance

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

detonates as a 3rd-level Fireball spell (save DC 15).

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 gain the following benefits while wearing it:

• 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

in that area takes 1d6 radiant damage.

• 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

drop or stow the weapon.

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

succeed on a DC 17 Dexterity saving throw or be struck by a beam, taking radiant

damage equal to the number of gems in The Helm. The Helm and its gems are then

destroyed.

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