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1.

THE BRIDGE d6 Encounter


Damp fallen log sunken in the muddy water 1 d2 Glow Lizards try to catch an escaped Firefly with nets
• Primary entrance to the lizard village 8 2 A frog Pilgrim skeptic asking questions of an annoyed Glow Lizard
• Deteriorating from the damp and chewed on by bugs
▪ Center of the log has been chewed and scraped away to form a
9 3 Bored Glow Lizard and a Pilgrim entranced by Stonespire’s architecture
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cramped tunnel under the Guardhouse into Sizzle's Mudhut
4-5 2 frustrated Glow Lizards search for the lost Artifact that Sizzle stole
2. LILY PADS 10
A few lily pads float on the water just past some towering reeds 7 6 6 Mouse Pilgrim, afraid of the dark, trying to escape d3+1 Glow Lizards

• Lily pads could be used as unwieldy makeshift boats to bypass the


Guardhouse
3. GUARDHOUSE 5 d6 Artifact (re-roll duplicates)
Soul Cache - Obsidian amulet carved with a rune. 6 Uses - While
Two woven reed towers with cattail head floors
1 worn, each point of Miscast damage instead fills a usage dot.
• Two glow lizard guards with bows stand watch Recharge: Lose 6 WIL, take the Drained Condition.
▪ Allow admittance of aspiring Pilgrims that surrender their weapons 4 2 Black marble sphere with unnaturally perfect, parallel veins, 500p
▪ Pilgrims are given a brown robe and directed towards the Stonespire
3 Starhelm - Wearer can see through illusions
4. VILlAGE
2 Tablet of Babble - 4-slots, Polished obsidian tablet. When a
Bustling lizard village, light provided by Fireflies tied to stakes. 4 creature speaks in its presence, a universally readable transcription
Basking Rock: Flat stone carved into an eight-pointed star. Standing-stones at
each point are carved with arcane symbols
3 temporarily appears in ethereal text on the tablet (2000p)
Dull gray bell-shaped stone. Makes a tinny chime only when a
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• During the day: d6+2 glow lizards, basking in the sun creature makes a hollow promise in its presence (1000p)
• At night: carved symbols glow a pale green 6 Spell - Stoneform

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Mudhuts: Majority of the village, made of hardened mud and woven reeds 7. GLOW POoL 9. VESTRY
• Each hut contains acolyte robes and Loot (d4): 1. Typha-stuffed bedroll Pool of bioluminescent glowgoo casts a soft, green light over the stone room • Typha tapestry of a lizard priest with glowing eyes
2. Bolas 3. Sharpened notched metal blade (key), Heavy d10 4. Herbs
(200p) - Hallucinogenic if smoked, anesthetic if crushed (ignore effect of • Glow worms squirm above the pool, hanging from typha twine ▪ Behind is a secret tunnel leading to Zon's Abode
Injured Condition for a Watch) ▪ Sizzle and 1d3 other Glow Lizards squeeze glowgoo from them into • On a stone table: two Artifacts and a stained spell tablet: Arcane Cloak
High Priest Zon's Abode: A warm boot lying on its side, pungent odor of rubber the pool • An unlit staircase descends to the Chamber of the Second Sun
• Barren save for a bed and vestments ▪ Sizzle is biding their time waiting to retrieve an Artifact they stashed • Multi-limbed lizard statue, an Eye of the Second Sun embedded in its eye
in the pool
▪ Some of the typha straw floor is torn up near the bed: underneath is 10. ROoM OF ASCENSION
a book and secret tunnel leading to Vestry • d6 Firefly eggs in a pile against the wall
8. CHAPEL Air is thick with the scent of incense leaking from a censer
▪ Book, typha paper bound by twine: copied runic markings and
scrawled translations "Soul storage .. magic conduit .. Release?" • Incense is a hallucinogenic herb that lizards are unaffected by. Causes
Sound echoes throughout the vast, high-ceilinged chamber of the hollow stone hypersensitivity to light and extreme disorientation
• Symbols on walls drawn in glowgoo glow a pale green: eight-pointed star
and many tally marks • Completely dark save for pillars traced with glowgoo eight-pointed star • Opening to a small vision chamber, nearby stone slab serves as a door
patterns, dim glowgoo lamps, and a mesh chandelier full of d4+2 Fireflies
5. STONEspire Entrance ▪ Once sealed, a lever outside is used to open the trapdoor floor and
• Ring of stone pews face a central pulpit funnel pilgrims to the Chamber of the Second Sun
Boulder sunken into the muddy water that towers over the village • Statues of figures with four legs, four arms, and a crudely carved lizard
head throughout, one prominently displayed in the pulpit 11. CHAMBER OF THE SECOND-SUN
• Unearthed ancient entrance surrounded by arcane carvings
• Stone door carved with an eight-pointed star • Alcove with a sunken offering bowl in the floor, 300p and a silver chain (2- Oppressing darkness lit only by the Star-Eater clinging to a luminescent web
slots, 500p) in the bowl. An Artifact sits on a pedestal on the far wall • Husks of soul-drained initiate mice ring the chamber, staring at the Star-
▪ Crack in the center just large enough to squeeze through Eater, a few are missing eyes
▪ Bowls contents only occupy the far side of the bowl
6. SANCTUM OF THE SACRAMENT ▪ Floor of the alcove is on a hinge, weight on the far side swings the • High Priest Zon, perched atop a stone pedestal, mid-ritual to channel the
Eight-pointed altar carved from the rock, a glow worm hangs from a chain above floor open. Beneath is a slick tunnel down to the Chamber of the Star-Eater's magic through the Light Spell in his hand to create a Second Sun
Second Sun ▪ If complete, a Second Sun is created that rises at dusk and sets at
• A Glow lizard paints fresh symbols of the devout on other glow lizards
dawn. Visible only in this and all neighboring hexes
▪ Pilgrims are promised the same treatment after they "ascend"
• Among the webs is an Artifact

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