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Divinity Unleashed

ivinity Unleashed is intended for four Dael Formir is built into one of the great ironwood trees,
characters with an average party level a plant magically designed to grow hundreds of feet into
(APL) of 8. Characters who complete this the sky and hold an entire city in its branches. The center
adventure should earn enough of the tree is also partially hollow to allow the elves to
experience to reach halfway to 9th-level. travel from the forest floor to the branches above. The
An elven oracle seeks an item of power path, however, is mazelike and guards protect it from
to prevent an apocalypse. This campaign various hiding places. No outside invasion force has ever
takes place in Arden, although it can be set in your own successfully scale a great ironwood.
world. Any party composition should be able to finish the When the characters arrive at the lowest branches of the
adventure with intelligent play. tree, they are greeted by the Bladewardens, the elven
protectors of this great city.
Background
The great elven oracle, Keishara Grelar, has foreseen a "Greetings travelers! Welcome to Dael Formir!
terrible fate for her people. The gods seek to move against Home of the Bladewardens and the Great
the elves once more, and without the power to stop them, Oracle. What brings you to our lands?"
the elven kingdoms will once again fall to ruin. In order to
prevent this, the greatest oracle among them has enlisted
the help of a band of adventurers to seek out an item of If the characters indicate that they're interested in the job
great power, a shard of pure divinity, that would allow her being offered by the Great Oracle, Tiarsus, the leader of
to elevate herself to godly status and protect her people. the Bladewardens offers to take them up to the visitor's
The item is hidden away in an ancient elven ruin deep level and get them settled. They're led up through the
within the Great Forest and will require great skill and great ironwood tree to the lowest branches where visitors
effort to reach. Long forgotten and only recently often stay and given lodging at a modest boarding house.
discovered, it's a race against time to acquire it before the Nearby, the characters can peruse the lower markets
gods learn of its existence and bring down their fury upon where goods are sold and traded.
the elven people. The elves of Dael Formir are remarkable artisans. They
are able to warp and shape wood as if it were metal. As

Adventure Hooks such, anything the characters wish to purchase while in


the city costs 1.5x its normal amount as the craftsmanship
An Ancient Wrong. The characters know of the history of is of such high quality and weighs only half as much.
the elves and how they were smote by the gods thousands Once settled, Tiarsus tells the characters he will return
of years ago. Seeking to right this wrong in the name of the next day to take the characters to meet the Great
goodness, they heeded the oracle's call for help. Oracle.
Power Discovered. The characters learned of the
existence of this item of divinity through the oracle's call to
action and, seeking to learn more about this item of
Meeting the Great Oracle
power, have come to her aid. The next day, Tiarsus arrives in the morning just after
A Great Reward. The characters became aware of a breakfast to collect the characters. He leads them through
great reward being offered by the elves for assistance in the city, climbing higher and higher through the branches
recovering a long lost relic deep within the Great Forest. of the great tree. The journey takes over an hour, and the
Eager to collect, they seek out the oracle. characters get to see sights that few outsiders have ever
seen: homes built into the tree, statues grown from

Dael Formir magical wood, and beautiful outdoor spaces full of plants
and flowers from all across Arden.
Town Size: 7,000 Eventually, the group is led to the highest branches in
Notable Places: Hall of Creation the tree and finds themselves standing before a large,
Defenses: Countless hidden ballistae mounted along the ornate door. Tiarsus stands before the the group and
branches of the tree. addresses them.
Defenders: 750 scouts, 48 veterans
Leader: The Great Oracle, Keishara Grelar
Recent Events: Keishara Grelar has foreseen the "Beyond this door lies the hall of the Great
destruction of the world. She seeks an item of great power Oracle. She is one of our greatest minds, and
capable of seeing beyond the veil of time and
to stop it.
space. Heed her words and show respect. I
will wait for you here."
Just then, the door swings open and Tiarsus gestures for d6 Encounter
the characters to proceed. The characters come across a powered down iron
Once inside, the doors gently close behind them. The golem. If the characters investigate the golem using
1
room they find themselves in is bathed in bright light and Intelligence (Arcana) or cast any spells on it, the golem
powers back up and attacks.
a thin fog. Suddenly, a voice calls out from ahead.
Two gorgons are patrolling a clearing the characters
need to pass through. They can avoid it by circling
2
"Welcome travelers. I have been expecting around, however, the extra time needed adds another
you. I am Keishara Grelar, the Great Oracle. two days to their journey.
We have much to discuss." The characters come upon a group of five flesh golems
wandering aimlessly near the entrance to a long
abandoned ruin. If the characters go around, the
creatures ignore them. If they approach, however, they
From the fog comes a tall, beautiful elf clad in glittering 3
immediately attack having been programmed to
robes and wielding a bright white staff. She descends a defend this place centuries ago. The ruin they are
small flight of stairs, and with a wave of her hand, guarding is mostly caved in, however, in the one open
disperses the fog and lowers the light to a more chamber the characters discover a dancing rapier
manageable level. With the fog gone, the characters can The ruins of a small settlement lie ahead. When the
see that the room is an office of sorts with tall characters enter it, three ghosts appear from the
bookshelves, an elevated platform with a desk and chair, 4 rubble. They are confused and afraid. If the characters
and assorted couches and lounges spread about. The elf are able to calm them, they can pass in peace. If not,
the ghosts attack.
woman stands before the characters, slowly eyeing each
of them, before returning to her desk and taking a seat. The characters come across some kind of crashed ship
buried in the overgrowth. If they choose to investigate
Over the course of the following conversation, she 5
it, they release two captive fire elementals that had
explains the following. been used as its power source centuries ago.
She has foreseen a great apocalypse will befall her The trees overhead begin to sway and shake.
people soon. 6 Suddenly, a roc plunges through the canopy and tries
to grab one of the characters!
In order to prevent this, she requires an item of great
power hidden away in an ancient elven ruin.
The ruin in question is from before the fall of the elves.
She cannot send her people there for fear of incurring
The Ancient Elven Ruins
the wrath of the gods. With the journey behind them, the characters find
themselves standing above the entrance to an ancient
The relic is located deep within the Great Forest in ruins elven ruin. Two large statues flank the entrance and old
from before the fall of the elves. This area of the forest is rocks jut out of the ground. As the characters approach
not populated and is in fact actively avoided as it contains the entrance, a shimmering filed of energy covers it and
relics from the old days that the elves are trying to both of the statues animate revealing themselves to be
distance themselves from. The journey there would stone golems. It takes them two rounds to get fully
normally take the characters three months, however, the mobile, so any attacks they make for those two rounds are
elves can teleport the group part of the way there meaning at disadvantage. Once the golems have been dealt with,
they should only have to manage four weeks on foot from the energy field vanishes and the stairway is clear and
the teleportation site to the ruins. The characters should ready to be descended.
leave as soon as possible. The complex below has long since been abandoned and
As soon as they're ready, they can report to the left to dust and decay. It has the following features unless
teleportation chamber on the mid-level branches and the otherwise noted.
mages there can begin the transport process. Ceilings. The ceilings are made of stone and rise 10 ft.
above the floor.
Into the Woods Floors and Walls. The floors are made of neatly cut
stone while the walls are made of a well hewn limestone.
Doors. The doors are made of solid oak with metal
With a flash of light, the wooden structure reinforcements. They're all unlocked unless otherwise
around you vanishes and you find yourself stated.
standing among broken stones and Lighting. The complex is pitch black.
overgrown ruins somewhere deep within the Unlabeled Rooms. Each time the characters enter a
Great Forest.
room without a label, roll a d12. On a roll of 1 or 2, they
have a random encounter from the table below.

The characters will need to spend the next twenty-eight d6 Encounter


days traversing the forest. Every seven days there's a 1 Three flesh golems wandering aimlessly
chance the characters encounter something dangerous.
2-5 Five animated armors patrolling the complex
Roll 1d6 every seven days. On a roll of 3 or less, they have
6 One iron golem with half its hit points
one of the random encounters below.
1. Entrance Hall 6. Bathroom
The stairs from above lead down into a stone chamber This room is covered in a toxic black mold that has formed
with two collapsed hallways to either side. Ahead, two over the many years the place has been abandoned.
doors lead east with a metal table of some sort in-between Anyone who enters the room must succeed on a DC 15
them. Constitution saving throw taking 4d8 poison damage on a
Conveyor Belt. The table is a conveyor belt meant to failure or half as much on a success. If they fail on the
carry items from one side of the security checkpoint to the save, they are also poisoned until they take a long rest.
other. If anyone places an item on the conveyor belt, it Encounter: Puddings. Two black puddings reside in
immediately moves east and ends up on the other side of the toilets. If someone passes by, they slide out and attack.
area 2.
7. Animech Garage
2. Security Checkpoint
This large chamber has sixty foot tall ceilings and eight
Red crystals line the walls of these two narrow chambers. large alcoves. Each one holds a massive animech, an
If anyone steps into the chamber with magic items on ancient elven creation, magical constructs designed to be
them, the crystals flash red and the doors to area 3 locks. piloted into battle. They've long since fallen into disrepair,
The only way to unlock the doors is to remove all magic but anyone who investigates one can determine what they
items from the crystal rooms. were used for.
Encounter: Golem. An iron golem once tended to the
3. Hall of Armor animechs. When the characters enter the chamber, it
animates and attacks. Luckily, it only has half its hit points
This chamber contains four immobile suits of armor and a and makes its attacks at disadvantage.
large door on the eastern wall.
Encounter: Armors. If someone with magic items on 8. Mechanic's Office
them come within fifteen feet of one of the armors, they
all animate and attack (use the animated armor stat This office contains various tools and blueprints for the
block). animechs, although as soon as someone touches the
Secret Doors. There are two secret doors, one on the blueprints they crumble to dust.
north wall and one on the south wall. They can be noticed Treasure: Clockwork Dagger . Sitting on the desk is a
with a DC 20 Wisdom (Perception) check. clockwork dagger. It functions exactly as a +1 dagger
Treasure: Contraband. The northern secret area except once per day, when the wielder makes an attack
contains six +1 daggers while the southern one holds a roll with it and rolls a 9 or less, they can treat the roll as a
berserker axe. 10 instead.

4. Jail Cells 9. Mechanic's Bedroom


This is where the elves held prisoners they captured or The lead animech mechanic lived here centuries ago. Now,
criminals they caught. Each cell contains a decrepit elven all that remains of him is a heavily augmented corpse lying
skeleton clad in ancient clothes. The doors to the cells are in the bed.
locked and require a DC 16 Dexterity check with Thieves' Encounter: Golem and Armor . The corpse in the bed
Tools to open. is a flesh golem. Standing at the ready against the wall is
Treasure: Thieves' Tools. One of the corpses had a an animated armor. If anyone disturbs the corpse, both
set of +1 Thieves' Tools hidden on them. It can be creatures animate and attack.
discovered with a successful DC 15 Intelligence
(Investigation) check. 10. Storage Hall
5. Guards Quarters Large crates dominate this chamber. Moving them to and
froe is a large metallic creature.
This is where the front guards resided when the complex Encounter: Iron Golem . The creature is an iron
was in use. Now, it's home to two shambling mounds golem. Unlike its fellows that have been damaged or
that crept in through cracks in the ceiling. destroyed, it's in fine condition as it has kept busy over the
Encounter: Mounds. The two shambling mounds centuries. It ignores the characters unless they try to
reside in the fireplace. They descend and attack if anyone disturb any of the containers, at which point it attacks.
comes within five feet of it. Treasure: Potions . One of the crates contains six
potions of superior healing.
11. Outer Forge Leaving the Ruins
Two small forges glow in this room. A large ornate metal As the characters leave the ruins, they find themselves
door can be seen to the east flanked by two smaller doors. face to face with Tiarsus (a veteran) and Keishara (an
The smaller doors lead to small offices with desks. archmage) along with three dozen elven veterans. As
Treasure: Scrolls. Each office contains a scroll of heat they survey their surroundings, Keishara steps forward
metal. and addresses the group.

12. Inner Forge


”My friends, it’s good to see you alive and well.
This room contains a roaring fire in an ancient massive I apologize for our sudden appearance, but I
forge. Stoking the fire are two large flame creatures. sensed that the relic had been unearthed.
Encounter: Elementals The two creatures are fire Now, quickly, before the gods themselves
elementals. As soon as one is disturbed, both attack. take notice, give me the shard. I must begin
the ritual immediately."
13. Audience Chamber
It appears as though this room was once used for If the characters refuse her request, her men advance
meetings. Benches sit on the lower area while chairs and slowly and she makes it quite clear that they cannot be
statues stand on the elevated platform to the north. allowed to leave with it. If they agree to her request, she
Encounter: Ghosts. Three ghosts sit on the chairs. takes the shard in her hands and begins allows its power
They are the spirits of the facility's original caretakers. If to flow through her, attuning to it. When the attunement is
the characters are cordial and don't show signs of hostility, complete, Keishara glows with a radiant light.
the ghosts will let them pass. If they act otherwise, the
ghosts will attack.
"YES! I FEEL IT NOW! THE POWER OF THE
14. Grand Orrery SHARD FLOWS THROUGH ME! SOON I WILL
COMPLETE THE RITUAL AND ASCEND TO
This room is dominated by many desks and an elevated GODHOOD! MY PEOPLE WILL NEVER HAVE TO
platform upon which sits a giant spinning hollow iron LIVE IN FEAR EVER AGAIN!"
globe surrounded by gears and cogs. Hovering inside the
globe is a glowing white shard.
Encounter: Marilith . A lone marilith is trying to grasp At this moment, the forest grows oddly quiet and the
the shard as the characters enter the room. When she sounds of birds and other animals cease. Suddenly, the
does, a bright flash of light permeates her body. She turns canopy above opens and a bright column of light shines
and hisses at the characters claiming the gods both above down upon Keishara. As it strikes her, she cries out in pain.
and below cannot allow the elves to gain godhood. She
fights to the death. Only upon being slain can someone
"NO! IT'S NOT FAIR! IT IS MY TIME! THIS
retrieve the shard from her.
POWER IS MINE!"
Shard of the Divine
Wonderous item, legendary, requires attunement
As she fights against this radiant force from above, her
While attuned to this item, your ability scores become 20,
body begins to immolate and in a flash of light she is
unless they are already higher. You gain expertise in all
turned to ash, the burned out relic dropping upon her
skills and you can cast the wish spell once without any of
charred remains. At the sight of this, Tiarsus and his
the negative consequences. Doing so requires a ritual that
bladewardens turn and flee into the forest, in fear of
takes seven days and results in the destruction of the
further reprisals from the gods.
shard itself.
As the characters adjust to this horrific sight, Mycera, the
Treemother, goddess of the forest descends from the sky
above and lands before them. As she does, each character
is overcome with a feeling of peace and safety. She
appears to be a tall, lithe humanoid with green skin and
various flora growing out of her. She smiles and addresses
the characters.
"My children, forgive me for forcing you to
witness such pain and suffering. I promise if
there was another way, I would have sought it
out. I am Mycera, goddess of the forest.
Despite what the elves believe, not all the
gods despise them. In fact, I do my best to
watch over them and protect them from the
others. In this case, I had to act to prevent
something terrible from occurring. You see,
the apocalypse the oracle foresaw was a self-
fulfilling prophecy. Had she been allowed to
absorb the full power of that shard and
gained a fraction of the divine power we gods
possess, the rest of the pantheon would
surely have destroyed her and her people.
Thus, I had no choice but to strike her down
to save all of elvenkind."

Mycera offers to send the characters anywhere they wish


in the world as well as an emerald worth 10,000 gp as an
apology for everything they've been through and as thanks
for their understanding.
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 COPYRIGHT NOTICE Open Game License v 1.0a
Copyright 2000, Wizards of the Coast, Inc. System
Reference Document 5.0 Copyright 2016, Wizards of
the Coast, Inc.; Authors Mike Mearls, Jeremy Crawford,
Chris Perkins, Rodney Thompson, Peter Lee, James
Wyatt, Robert J. Schwalb, Bruce R. Cordell, Chris Sims,
and Steve Townshend, based on original material by E.
Gary Gygax and Dave Arneson. &RS\ULJKW
$GYHQWXUHV$ZDLW6WXGLRV

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