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SJ-DC-SYL-01

Prismatic Invitation
Unravel the Mysterious Weave of Magic at Syl Cimura:
A Sanctuary for Spellcraft
Whether you are a wisdom weaving wondrous wards, or a warrior wielding weighted weapons,
you have drawn the attention of a secret society of spellcasting scholars.
Be welcomed, but be prepared.

A Four-Hour Adventure for Tier 1 Characters.


Optimized for APL 3.
CONTENT WARNING:
Darkness | Environmental Hazards (Water)
Author: Mitch Gatt
Version: 1.0
SJ-DC-SYL-01

PRISMATIC
INVITATION
Unravel the Mysterious Weave of Magic at Syl Cimura:
A Sanctuary for Spellcraft
Whether you are a wisdom weaving wondrous wards, or a warrior wielding weighted weapons,
you have drawn the attention of a secret society of spellcasting scholars.
Be welcomed, but be prepared.

A Four-Hour Adventure for Tier 1 Characters. Optimized for APL 3.

CONTENT WARNING:
Darkness | Environmental Hazards (Water)

Author: Mitch Gatt


Version: 1.0

DUNGEONS & DRAGONS, D&D, Spelljammer, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers
League, all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinctive
likenesses are property of Wizards of the Coast. The materials described in this statement are protected under the copyright laws of the United States of America and around the world under
international intellectual property treaties. Any reproduction or unauthorized use of the materials contained herein or artwork contained herein is prohibited without the express written
permission of Wizards of the Coast.

©2022 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro, De Entrée 240,
1101 EE Amsterdam, NL. Hasbro UK Ltd., P.O. Box 43 Newport, NP19 4YH, UK.
Credits
Project Leads: Chris Lindsay, Chris Tulach, Claire Hoffman, D&D STUDIO
Greg Marks
Executive Producer: Ray Winninger
Writer: Mitchell Gatt
Director of Studio Operations: Kyle Brink
Editor: Mitchell Gatt
Game Architects: Jeremy Crawford, Chris Perkins
Graphic Design: Vic Hanlon
Design Manager: Steve Scott
Cover Illustrator: Artificially Generated using Midjourney.com
Design Department: Justice Arman, Judy Bauer, Eytan
Cartography: Mitchell Gatt; Bernstein, Janica Carter, Makenzie De Armas, Dan Dillon,
digitally created using Dungeon Draft Amanda Hamon, Adrian Ng, Ben Petrisor, F. Wesley Schneider,
Jason Tondro, James Wyatt
Art Department: Matt Cole, Trystan Falcone, Bree Heiss, Kate
Irwin, Bob Jordan, Emi Tanji, Trish Yochum
Senior Producers: Lisa Ohanian, Dan Tovar
Producers: Bill Benham, Robert Hawkey, Andy Smith
Director of Product Management: Liz Schuh
Product Managers: Natalie Egan, Chris Lindsay, Hilary Ross,
Chris Tulach

MARKETING
Director of Global Brand Marketing: Brian Perry
Senior Global Brand Manager: Shelly Mazzanoble
Associate Global Brand Manager: Sara Chan
Senior Marketing Communications Manager: Greg Tito
Community Manager: Brandy Camel
Social Media Marketing Managers: Joshua Morris,
Nicole Olson

ORGANIZED PLAY
D&D Adventurers League Wizards Team: Brandy Camel,
Chris Lindsay, Chris Tulach
D&D Adventurers League Administrators: Ma’at Crook,
Claire Hoffman, Greg Marks, Toni Winslow-Brill, Travis Woodall
Playtesters: Ben C, Chris, Clancy, Louie, Markus, Myf Coghill,
and Pris

DUNGEONS & DRAGONS, D&D, Spelljammer, Wizards of the Coast,


Forgotten Realms, the dragon ampersand, Player’s Handbook,
Monster Manual, Dungeon Master’s Guide, D&D Adventurers
League, all other Wizards of the Coast product names, and their
respective logos are trademarks of Wizards of the Coast in the USA
and other countries. All characters and their distinctive likenesses
are property of Wizards of the Coast. The materials described in this
statement are protected.

DUNGEONS & DRAGONS, D&D, Spelljammer, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers
League, all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinctive
likenesses are property of Wizards of the Coast. The materials described in this statement are protected under the copyright laws of the United States of America and around the world under
international intellectual property treaties. Any reproduction or unauthorized use of the materials contained herein or artwork contained herein is prohibited without the express written
permission of Wizards of the Coast.

©2022 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro, De Entrée 240,
1101 EE Amsterdam, NL. Hasbro UK Ltd., P.O. Box 43 Newport, NP19 4YH, UK.

3 Not for resale. Permission granted to print or photocopy this document for personal use only. SJ-DC-SYL-01 Prismatic Invitation (Version 1.0)
Adventure Primer
“If you don’t know when to be a human being, Part3: A Brief Respite. The party find themselves on a
you don’t know when to be a witch” tranquil isle, floating in the Astral Sea with a familiar
— Terry Pratchett, A Hat Full of Sky face. They must demonstrate creativity. This is Story
Objective C.
This adventure is designed for three to seven 1st-4th level Part4: The Final Test. The party finds themselves squaring
characters and is optimized for five characters with an off against newfound friends. They must demonstrate
average party level (APL) of 3. Characters outside this level control. This is Story Objective D.
range cannot participate in this adventure.

This adventure begins on the Material Plane before


relocating to the Astral Sea, and an Astral Dominion Adventure Hooks
known as Syl Cimura.
Players might draw from their characters’ backstories, or you
might provide this list of adventure hooks to inspire them.
Background
Adventure Hook 1. The character is a spellcaster is curious
SYL CIMURA is an Astral Dominion concealed within the to expand their knowledge of the Weave.
Astral Sea. Syl Cimura is a hidden sanctuary for mages and
Adventure Hook 2. The character is martially-inclined, but
their martial protectors, who inhabit the PRISTMATIC
eager to devote themselves to a just cause.
TOWER, a single-spire crystalline glass building constructed
upon the remnants of a dead god known as CIMURA. As
Cimura died, their essence coalesced into a gravitational
pocket; Cimura’s bones formed the land, their blood
crystalized into glass-like mineral, while their tears wept
into the SEA OF SORCERY. The spiritual essence of the dead
god Cimura has left a lingering magical anomaly within
this dominion, the nature of which impacts the sensory
experience of spellcasting. The mages of Syl Cimura have
dedicated their lives to studying this anomaly, to better
understand the Weave of Magic and what part they play in its
pattern.

Overview
The adventure’s story is spread over 4 parts and takes
approximately 4 hours to play. The adventure begins with a
Call to Action scene.
Call t o Action: A Dream of Welcoming. Each party member
experiences a dream, where they are introduced to
Qui’Indylin, a representative of Syl Cimura, who invites
them individually to a woodland location on the night of
the next full moon.
Part1: The Forest. The party find themselves in a woodland
glade. They have an hour to complete the first challenge
by opening the portal to the next objective. They must
demonstrate the ability to filter information. This is
Story Objective A.
Part2: The Cave. The party are teleported into a raging
whirlpool. They must overcome both physical and
mental challenges, in order to enter the next area. They
must demonstrate the ability to sacrifice. This is Story
Objective B.

4 Not for resale. Permission granted to print or photocopy this document for personal use only. SJ-DC-SYL-01 Prismatic Invitation (Version 1.0)
Call to Action: A Dream of Welcoming
Estimated Duration: 20 minutes

Character Introductions
As you welcome your players to the game, encourage them At first the sound is faint, but it steadily grows, echoing
to introduce their characters and explore: outward into your surroundings: you hear a monastic,
ethereal chant. The vibrations warble through your skin,
1) What does your character look like? What fashions do your blood vessels, your nervous system. You become one
they wear and what equipment do they carry? with the echoes and you become music itself. Your spirit
dances to the pulsing of your heartbeat. And then silence.
2) Your character has recently performed a wondrous marvel
beyond mortal capabilities, or uncovered ancient knowledge, A figure, cloaked with robes of golden silk; her elven face
researched breakthrough evidence, or demonstrated a framed with platinum silver hair, her mouth veiled by a
daring feat of combat. Something that would catch the gilded shawl. appears before you.
divining eye of an secret organization. Describe this.
“Forgive this trespass upon your dream; My name is
Qui’Indylin. I represent the scholars of Syl Cimura; a
The Realm of Dreams Sanctuary for Spellcraft and I come bearing invitation. We
seek to unravel the mysteries that thread the weave of
magic. Your endeavors are well-known to us, and we divine
Wherever you are within this vast universe, you find a promising and fruitful future, together. On the night of the
yourself in the comfort of your bed, at the end of a next full moon, seek a glade in the heart of the Cormanthor
long and exhausting day. The brilliance of the full moon Forest. If you pass the trials presented, you will be granted
illuminates your surroundings and you feel the safety of access to the greatest magical sanctuary throughout the
certainty; the certainty that shields you from secrets that universe.
would hide within shadows.
Be welcomed, but be prepared.”
The lids of your eyes grow ever-heavier, as you feel the
deep, irresistible drag of dreaming slumber. You find As she speaks, the landscape of your dreams shift into new
yourself within the realm of dreams. Where are you? locations; a tall crystalline tower floating within the Astral
What do you see? What emotions do you experience? Sea, vast halls framed with lore-stacked bookshelves,
mages flying weightlessly up and down channels created
within the tower walls, warriors garbed in robes of white,
Player Prompts and Discussion meditating on floating isles and practicing their fighting
forms beneath a prismatic sky, a moonlit woodland
Encourage the players to individually describe how their clearing bearing a circle of twelve sturdy oak trees.
character experiences dreams. Each player should be
allowed up to two minutes to explore and entertain these You wake suddenly from your slumber.
details. If players are struggling, don’t hesitate to prompt
them with questions.

Qui’Indylin (Kwee-In-Dill-In)
LN High Elf (she/her)
Qui’Indylin is dedicated to the School of Enchantment,
as represented by her gold cloak. She proudly bears the
responsibility of ‘Master of Initiations’, she who welcomes
and guides those new to Syl Cimura.
Ideals. “We all make mistakes, this is how we learn”
Bonds. Home is where the hearth-fire burns.
Flaws. I am quick to trust and take people at their word.

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Part 1: The Forest
Estimated Duration: 75 minutes

Bhoxujisssk (Bo-Shu-Jiss-sk)
Cormanthor Forest N Blue Dragonborn (he/him) Druid (MM)
Bhoxujisssk has affinities with the schools of Evocation and
Story Objective A Divination. His name in draconic translates into: ‘Throat-song
Unlocking the portal before time runs out is of the Angry Sky’, aka Chants-of-Thunder. He wears simple
Story Objective A. clothes and carries a staff.
Ideals. The natural world is more important than
civilization.
Player Prompts and Discussion Bonds. I am most comfortable surrounded by nature.
The players have had roughly one month since their Flaws. I speak without thinking, invariably insulting others.
invitation. Prompt and allow them to explore: What draws Bruna Stoneshield (Brew-na)
them to accept this invitation? How have they prepared over LG Dwarf (she/her) Acolyte (MM)
this time? Have they had to travel far? How early, if at all,
are they arriving at the forest glade? Each player should be Bruna is a priestess of Ilmater, the God of Endurance. Her
allowed up to two minutes to explore and entertain these magical affinity is toward abjuration and the regenerative
practices of necromancy.
details.
Ideals. I always try to help those in need, no matter the
personal cost.
Area Information Bonds. Everything I do is for the common people.
Flaws. I am inflexible in my thinking.
The area has the following features.
Dimensions and Terrain. The forest glade contains twelve Doylemish (Doy-le-mish)
10-foot-by-10-foot leafless oak trees, spread out in a NG Deep Gnome (he/him) Scout (MM)
circle. Between the trees is a small 15-foot-by-15-foot What Doylemish lacks in height, he makes up for with speed
pond with clear water. On both the eastern and western and martial prowess. Doylemish is skilled with dexterous
side of the pond, there is a small 5-foot table bearing a weapons. He carries a scimitar.
set of alchemist’s tools and herbalism kits. Ideals. Our lot is to lay down our lives in defense of others.
Bonds. I will never leave a friend behind.
Lighting. The light of the full moon shines dim light onto Flaws. I overlook obvious solutions in favor of complicated
the center of the glade. The area between the trees and ones.
beyond is considered darkness.
Evelyn Ward (Ev-eh-lyn)
Detect Magic. There is currently nothing that emits a CN Human (she/her) Apprentice Wizard (MP:MotM)
magical aura.
Due to Evelyn’s time on the Astral Plane, her mind has aged
where her body has not. Evelyn’s physical body is in her late
The moonlit glade is tranquil, but you quickly realize that teens, but she is well over 100 years old, a grand metaphor for
you are not alone. You see handful of other humanoids, her profound proficiency with Illusion and Enchantment magic.
standing awkwardly. She is the survivor of an attempted mind flayer ceremorphosis.
Ideals. I must prove that I can handle myself without the
coddling of my family.
Bonds. No one else should have to endure the hardships I’ve
Creature Information been through.
The number of NPCs present should equal the amount of Flaws. I bluntly say what other people are hinting at or
players. Each of the NPCs are high ranking members of Syl hiding.
Cimura, disguised as awkward newcomers. They underplay
Professor Mason Ward (May-sun)
their abilities in order to pass as applicants, as represented CG Human (he/him) Apprentice Wizard (MP:MotM)
by their flavored stat blocks. Their goal is to assess the player
characters from up close. Throughout the module you will Mason is Evelyn’s uncle, he took her in after the death of her
hear of three oaths that Syl Cimurian scholars swear. It’s parents. Mason once taught archaeology at an esteemed
important to adhere to those oaths while roleplaying these university. He is well established with Transmutation and
NPCs. Non-Malfeasance, Autonomy, Transparency. The truth Conjuration magic. He is often found nose-deep in his favorite
a Syl Cimurian scholar tells is not always the truth you think romance novel: Djinn and Tonik.
Ideals. Respect is due to my because of my position, but all
you hear.
people regardless of station deserve to be treated with dignity.
Bonds. I take great pains to always look my best and follow
There are five NPCs you can use for this story. Feel at liberty the latest fashions.
to make substitutions. Flaws. My pride will inevitably be my downfall.

6 Not for resale. Permission granted to print or photocopy this document for personal use only. SJ-DC-SYL-01 Prismatic Invitation (Version 1.0)
As midnight peaks, the glade overflows with magical Material
Position Language Cantrip Ingredient
Component
changes. All twelve oaks suddenly sprout leaves, and at the
base of each tree trunk, a patch of alchemical ingredients
appear. Newly-formed acorns begin to glow with warming 1 Elven Firefly Light Marigolds
light. The pond’s water begins to glow a faint red.
Minor
2 Dwarven Fleece Candlestem
Lighting. The area is now lit with bright light, as if the Illusion
acorns of each oak tree had the ‘light’ spell cast upon it.
Thorny Thorn
3 Gnomish Nightshade
Detect Magic. The oak trees and acorns emit an aura of Stem Whip
transmutation magic. The pond’s surface emits an aura
of evocation and abjuration magic, but the under layer 4 Goblin Make Up Friends Hagstooth
of the pond emits conjuration magic.
Oak Tree. The trees represent remaining time, as if they Living
were numbers of a clock face. If five minutes passes 5 Infernal Infestation Foxglove
Flea
in real time, the tree that represents one o’clock loses
its leaves and the light cantrip is extinguished. A Dancing
6 Celestial Phospherous Briarnettle
successful DC 12 Investigation check reveals that each Lights
tree trunk has a word inscribed. The word is written
in an uncommon language and represents the material Miniature
7 Draconic Resistance Ironleaf
component of a cantrip. If the correct cantrip is cast Cloak
while within 5 feet of the tree, it will reveal whether the
alchemical ingredient below is required for the solution. 8 Druidic Mistletoe Shillelagh Snakeweed
Candlestem, Firegrass, Ironleaf and Snakeweed will
glow golden, indicating they are the correct ingredients. Holy Word of Fey
9 Sylvan
Alchemical Ingredients. A character can successfully Symbol Radiance Kiss
identify an ingredient with a DC 12 Nature, Medicine
Copper
or Herbalism Kit check, though this is not required to 10 Gith Message Waspbane
Wire
complete this puzzle.
Alchemy Stations. A character must mix the four required 11 Primordial Loadstones Mending Firegrass
ingredients: Candlestem, Firegrass, Ironleaf, and
Snakeweed and then achieve either a Alchemist’s Booming
Corn
Tools or Herbalism Kit check with a DC of 10 to create 12 Giant Weapon Blade/Green
Glass
a single dose of solution. A check that is 15 or greater Flame Blade
creates two doses.
Pond. If a character attempts to enter the pond without An Alchemical Solution!
drinking the correct solution, they are ejected onto the
grass and suffer 1d6 force damage. Once the correct formula has been identified and the
solution consumed, the player can enter the portal located
Social. Some of the NPCs will intentionally try to misdirect within the pond without taking damage. They are teleported
the party without lying. If a character is unable to cast into the next part of the adventure. If a player does not
the required cantrip, they can make a DC 12 Persuasion succeed, they can try to make a DC 12 Persuasion or
or Intimidation check on an NPC to assist. As per their Intimidation check to encourage an NPC to share their
updated stat-blocks, Bhoxujisssk can cast Shillelagh, additional dose.
Bruna can cast Resistance, Evelyn can cast Minor
Illusion and Mason can cast Mending. A failed check will
result in the NPC still casting the cantrip for their own As you step into the pond, you feel the warmth of
benefit, however that character will have disadvantage the magical weave spreads across your body. You’re
on all interactions involving this NPC throughout the transported; you see the blackest of nights illuminated
remainder of this module. by the brightest of stars; scarlets, embers, umbers;
chartreuses, azures, violets; prismatic brilliance. You have
abandoned the material and feel the unencumbering
embrace of the Astral Plane.

For a moment you linger, weightless, but only


momentarily; an invisible force of gravity pulls you towards
an open rift of glinting crystalline.

7 Not for resale. Permission granted to print or photocopy this document for personal use only. SJ-DC-SYL-01 Prismatic Invitation (Version 1.0)
Part 2: The Cave
Estimated Duration: 60 minutes

Story Objective B Enter the Whirlpool


Escaping the whirlpool and confronting the Guardian is During the character’s first turn of initiative, they roll 1d4
Story Objective B. at the beginning of their turn. The result determines which
layer of the whirlpool they fall into. Creatures with a flying
speed can negate their fall, and fly themselves safely to the
A. The Whirlpool cavern ground. A creature affected by the Feather Fall spell
can roll twice and choose their result.
Area Information
1 | First Layer | DC 16
The area has the following features.
2 | Second Layer | DC 14
Dimensions and Terrain. The portal opens 60 feet above 3 | Third Layer | DC 12
a raging 40-foot-by-40-foot whirlpool which sits in 4 | Fourth Layer | DC 10
the center of a 100-foot-by-100-foot stone cavern of
glinting crystals. Once all creatures have cleared the whirlpool, read on.
Crystal Dragon Statues. There are four medium-sized
dragon statues, each along the north, south, east and
west walls of the cavern. Each holding a beggars bowl
filled with tangram key stones. As detailed in the next
section: The Guardian
Lighting. The crystals within the cavern magically emit
bright light, each individually colored in a shade of the
color spectrum.
Whirlpool. The whirlpool has four layers: the first layer
is the innermost and the fourth is the outermost.
A character must use their action to succeed on an
Athletics check to escape the whirlpool, or use another
means of escape such as teleportation. The Escape
DC is determined by which layer of the whirlpool
the creature lands in. Creatures with a swimming
speed have advantage on their check, though use of
movement speed is not required to exit the whirlpool.

A creature who ends their turn in the whirlpool, takes


1d4 bludgeoning damage, as they are thrown about.
Creatures can assist one another from the shoreline by
throwing rope, giving that creature advantage on their
athletics check.

The rift opens into a dark cavern, lit with lustrous stones.
You’ve not the time to inspect; as immediately, you begin
to feel yourself fall. You look down and see that you are
dropping into a raging whirlpool.

Roll for initiative.

8 Not for resale. Permission granted to print or photocopy this document for personal use only. SJ-DC-SYL-01 Prismatic Invitation (Version 1.0)
B. The Guardian Social. If there are spellcasting characters who have not
yet sacrificed a spell slot, the party can attempt to
persuade the NPCs to sacrifice their spell slots. A DC 12
Area Information Persuasion or Intimidation check will convince the
Crystal Dragon Statues. Each dragon and the stones they NPC, and the DM must mark off either a spell slot, or
hold, are made of Cimurite, a transparent mineral mark one spell as used on that NPC’s stat block.
formed by the crystallised blood of the dead god Cimura.
Unless a character has been to Syl Cimura, they will be A failed roll will result in that NPC not sacrificing a
unable to ascertain this knowledge. The Northern statue spell slot, until one of the remaining PCs have sacrificed
has seven activated tangram stones glowing inside of theirs.
its structure. Players can choose to attack the statue,
leading them to Combat Encounter B. If an NPC is coerced through intimidation into making
the sacrifice, the stone remains inert, as the sacrifice was
Tangram Key. A DC 12 Investigation or a Passive not “freely given”.
Perception check alerts a character to a carving on the
pedestal of the northern dragon’s statue. A tangram
puzzle of seven activated stones must be completed
in order to conjure the portal leading to the next
trial. Further information of tangram puzzles can be
found in the appendices. If the players struggle, or
your game format doesn’t allow for the ease of using
a tangram puzzle, a DC 15 Intelligence check will
allow a character to solve the puzzle. If the players
complete the tangram puzzle without activating them
as discussed below, go to Combat Encounter A.
Tangram Stone. A DC 12 Arcana check allows the player
to understand that each stone can be activated by
infusing it with magic, which they can do by sacrificing
a spell slot. A number of stones can be activated equal
to the level of the spell slot expended. Two inert
tangram stones can be found at each of the eastern,
southern and western aspects of a cave, in the bowls
held by dragon statues. The seventh stone is held by
the northern dragon. This check also allows the player
to understand the northern dragon statue has seven
activated stones inside of its structure, which can be
broken out by attacking the statue.
If the inert tangram stones are removed from the
beggar’s bowl, a spirit of a Crystal Dragon Wyrmling
briefly animates the statue, reciting:
“A sacrifice of seven, to be freely given;
Or confront your fears, shadow-driven.”
Detect Magic. Activated stones glow with conjuration magic.
Playing the Pillars. Suggestions for this encounter:
Combat. There are two combat encounter options here,
depending on the players actions.

Combat Encounter A. This encounter occurs if the


players solve the tangram stone puzzle without
first activating the stones by sacrificing spell slots.

 Combat Encounter B. This encounter occurs if the


players willingly attack the northern statue to take
the activated stones located inside.

Exploration. If the players sacrifice spell slots in order


to activate the stones, they can bypass the combat
encounters.

9 Not for resale. Permission granted to print or photocopy this document for personal use only. SJ-DC-SYL-01 Prismatic Invitation (Version 1.0)
Combat Encounter A Combat Encounter B
You slide the tangram stones into place. It’s a perfect fit! The Running the Encounter
echoes of the wyrmling’s rumbling verse repeat once more:
The players have made a conscious decision to attack the
“A sacrifice of seven, to be freely given;
wyrmling. During the first round of combat on initiative
Or confront your fears, shadow-driven.”
count 20, the wyrmling will remove all bright light from the
The wyrmling reverts to its crystalline statue form; it never cave, causing the environment to become darkness, and
intended to harm you. You feel a horrifying cold wash over you as Heavily Obscured; a creature without darkvision will be
the lights within the cavern extinguish and darkness shrouds over. considered blinded.
Roll for initiative.
On subsequent rounds, if the wyrmling’s health is whittled
down too quickly, and you feel the characters have not
Running the Encounter been sufficiently challenged, consider animating any of the
A number of Shadows appear equal to the number of player remaining three wyrmling statues on initiative count 20.
and non-player characters. Each shadow appears within 5 This option is not required to complete this encounter.
feet of their character counterpart. Immediately roll a shared
stealth check for the Shadows (+4 Stealth). A character that The wyrmling is unlikely to use its Scintillating Breath unless
has a Passive Perception higher than this roll will be not be it can target three or more creatures. Be mindful that this
surprised within the first round of initiative. tactic can be deadly for low level PCs, potentially outright
killing them. Consider reducing the 4d8 damage by one or
Consider placing one shadow after each of the character’s two dice.
turn in combat, to emphasize the narrative that each shadow
With allied NPCs joining the combat, consider allowing your
belongs to that character and is more likely to target that
players to control an NPC of their choice, giving them more
character. Staggering the Shadows turns will reduce bogging
tactical autonomy and easing your workload as DM.
down of combat.
Adjusting the Scene
With allied NPCs joining the combat, consider allowing your
players to control an NPC of their choice, giving them more Here are some suggestions for adjusting this scene:
tactical autonomy and easing your workload as DM. Share • Very Weak: As per Weak, and the wyrmling has 25 hit points.
the fun around! • Weak: Maintain brightly lit environment. Avoid using the
wyrmling’s Scintillating Breath.
If your players are struggling, reinforce the importance of
• Strong: a wyrmling has 40 hit points.
environment. Darkness makes the environment Heavily
Obscured and a creature without darkvision will be • Very Strong: Begin the encounter with an additional
considered blinded. Bright light will remove the shadow’s wyrmling animated.
ability to hide as a bonus action. A simple light cantrip can
mean the difference between life and death in this encounter Re-enter the Whirlpool
Once a shadow has been defeated, the necrotic magic is The Players must surrender themselves to the whirlpool, as
absorbed by the closest tangram stone which then becomes they would surrender themselves to the weave of magic.
activated.

The tangram stones flare, each with a different color of the rainbow.
Adjusting the Scene The crystal pedestal rumbles, and emits a beam of light that targets
Here are some suggestions for adjusting this scene: the center of the water. The rushing gurgles of the raging whirlpool
begin to dampen. You note the water becomes still, reflective. The
• Very Weak: As per Weak, and each shadow has 8 hit points. whirlpool starts up once more, only this time in the reverse direction.
• Weak: Maintain brightly lit environment and remove the At the depths of its center a portal opens. The voice of the wyrmling
shadow’s stealth check to gain a surprise round at the start of spirit announces:
the encounter. “As you would surrender yourself to the Weave of Magic,
• Strong: Each shadow has 20 hit points. so to must you surrender yourself to this raging current. How could
you ever hope to control forces far greater than you, if you are
• Very Strong: Each shadow has 24 hit points.
unwilling to ride the tide?”
The water is cold, but you take a breath, and you surrender to the
pull. As you are the conduit that channels the weave of magic, this
whirlpool serves as the conduit to channel your spiritual self. As you
reach the center of the whirl, it opens up like a leviathan’s maw to
swallow you whole.
Do you recoil? Do you resist? Do you surrender?
You close your eyes. The cold waters no longer bite, but rather, you
feel the warm hypnotic embrace of tranquility. You open your eyes to
the prismatic brilliance of the Astral Sea.

10 Not for resale. Permission granted to print or photocopy this document for personal use only. SJ-DC-SYL-01 Prismatic Invitation (Version 1.0)
Part 3: A Brief Respite
Estimated Duration: 25 minutes

Story Objective C Where is Syl Cimura?


Closer than you think, but still much farther than when you
This part of the story allows for both players and characters
first started your journey. Continue to impress, and you will
to take a moment, pause and reflect on their experiences.
soon see its grandeur.
This is Story Objective C.
Who are you exactly?
A. Tranquil Isle I am Qui’Indylin, Master of Initiations and an Archmage of
the School of Enchantment. Let me break it down for you:
Area Information a) You may call me Qui if it is easier.
The area has the following features. b) The Master of Initiations is responsible for overseeing the
Dimensions and Terrain. The tranquil isle is a floating piece invitation and induction of Syl Cimura’s Initiates.
of land located within the Astral Sea. It is 50-feet- c) Should you pass this initiation trial, and you are doing well
by-50-feet. In the south western corner of the isle to achieve progress this far, you shall be granted the rank of
is a 20-foot-by-20-foot pond with a wooden bridge Initiate. Depending on your proficiency with spellcraft, you
connecting the north and the east. There is a single will have opportunities to eventually progress to: Adept,
Bronzebark tree that stands 10-feet-by-ten-feet in the Master and then finally Archmage or Grand Warden.
north eastern corner.
d) Syl Cimura, like the Weave, is broken down into eight
Lighting. The area is brightly lit with the swirling colors of factions, represented by the eight schools of magic. Each
distant stars within the Astral Sea. School is represented by the color associated with the
Bronzebark Tree. A creature can make a successful DC Weave. These colors are filtered differently throughout the
12 Nature check to recall that Bronzebark trees are various Planes of Existence, but on Syl Cimura, the School of
renowned for their sturdiness. Their bark has been Enchantment is represented by the color yellow/gold, which
utilized by druids as an alternative to metal-based is why I wear this cloak of gold. Though not a requisite,
armor, though their population is dwindling. The rough scholars of Syl Cimura typically dress to the palette of
bark appears to have an almost metallic reflective their school. It makes for colorful parades during the great
surface. debates.

The A
 stral Sea. Creatures do not age, nor feel hunger or What are the colors of Syl CImura?
thirst while on the Astral Plane. Creatures also gain a Abjuration: Blue | Conjuration: Orange | Divination: Silver
flying speed equal to five times its intelligence score | Enchantment: Gold | Evocation: Red | Illusion: Purple
(score, not modifier). | Necromancy: Green | Transmutation: Brown. Initiates
Detect Magic. There is currently nothing in this area that typically wear black, while our Wardens don white.
emits a magical aura.
Who leads Syl Cimura?
The individual is usually self-governed, however each
A Familiar Face school nominates one scholar to represent their discipline
Qui’Indylin sits beneath the branches of the Bronzebark at the Council of Eight. This scholar represents the “soul”
tree, a top soft pillows. She is brewing a pot of medicinal or “essence” of that particular school’s philosophy. They
tea and invites the newcomers to join her. She engages any are titled with the prefix “Syl” before their profession:
questions that are asked, and speaks no lie. If she does not “Syl-Enchanter” is the scholar representing the School of
wish to be entirely truthful, she will construct her response Enchantment. ‘Syl’ translates into “Soul”.
diplomatically. The truth a scholar speaks is not always
the truth you think you hear. Qui’Indylin will then invite What is the ‘Soul of Cimura’?
the party to take a short rest, and hopefully join her in her Cimura is the name we have given the remnants of a dead
favorite downtime activity, composing haiku. god that floats within the Astral Sea. Not much is known
about the entity, but it is said that when this god died, their
What is Syl Cimura? soul inter-threaded with the Weave of Magic, creating
a magical anomaly. Cimura’s blood crystallised into a
Syl Cimura is plainly: a sanctuary for those dedicated to the mineral, one that you have recently discovered, which we
preservation and exploration of the Weave of Magic. We call Cimurite. Finally Cimura’s tears wept into the Sea of
hide ourselves from greater society so that we may not be Sorcery, which spans the isle that Syl Cimura itself is built
encumbered with the trivialities of the material plane. Not upon, which just so happens to be the petrified remnants of
every two-bit street magician can become a scholar of Syl Cimura’s eye.
Cimura, nor can any mercenary become a Cimurian Warder.

11 Not for resale. Permission granted to print or photocopy this document for personal use only. SJ-DC-SYL-01 Prismatic Invitation (Version 1.0)
What is this magical anomaly on Syl Cimura?
Some things are best left to be discovered for yourself. I’d
Qui’Indylin
rather not ruin your surprise, but it does play an important Eight schools of magic,
role in how an individual decides which School of Magic they A swirling constellation.
align themselves to. Beauty through linking.

What is a Cimuran Warden?


BHOXUJISSSK
A Warden is one gifted with martial prowess; they are our
dedicated protectors. The scholars of Syl Cimura owe our Bhoxujisssk will politely decline. Metaphors aren’t his strong suit.
lives to our Wardens. A Scholar may perform a ritual known
as the Oath-Bond with a Warden. This ritual establishes a BRUNA
psychic connection between the two, and allows them to I must be the light,
greater understand one another. The relationship between
Lest the shadows take control.
scholar and warden is usually platonic, but what consenting
Will I burn too bright?
adults do is their own business.

Are there any rules or laws within Syl Cimura? DOYLEMISH


We have governed ourselves around three strict oaths. Grass for my pillow,
a) First, Non-malfeasance, do no harm. One must not use Adventuring by moonlight;
magic as a weapon to harm another creature, unless in Let the blade unsheathe.
extreme defense of their own life, or the life of another.
Another exception is within Syl Cimurian trials and EVELYN
examinations. Hello, I’m Evie.
b) Secondly, Autonomy. All have a right to informed Tonight I made some new friends!
consent where appropriate; especially when dealing with Isn’t poetry fun?!
Conjuration, Enchantment and Necromantic magic. The
circumstances of the living do not outweigh the rights of the MASON
dead. All of our Scholars sign a DNR, a Do Not (Reanimate,
Revivify, Raise, Reincarnate or Resurrect). These wishes are A breathless whisper;
deeply respected and enforced. Help will come to those who Exotic escape, surreal.
are willing to ask, but that help must be freely given. Sip; Djinn and Tonik.
c) Thirdly, Transparency. Scholars of Syl Cimura are
oathbound to honesty. One cannot speak an untrue word. The Final Test
Though there are diplomatic approaches to this. The truth
that a scholar speaks is not always the truth you think you Once the party have finished short resting. Qui’Indylin
hear. motions for the party to fly toward a series of separate
floating isles nearby.
Bronzebark Brew
By the time Qui’Indylin finishes answering the party’s
questions, the tea is brewed. She invites the party to enjoy
a sample, and join her in composing poetry; with magic, the
Astral Sea, or the adventure thus far as the subject.

A character will be asked to recite a haiku poem, while


correctly pouring the tea by making a Performance,
History, Medicine, Sleight of Hand, or Brewer’s Tools check
with a DC of 12. A creature who recites the haiku earns
Inspiration and if they succeed on the check, they will gain
1d8 Temporary Hit Points. All NPCs can restore one of their
expended spells.

A Haiku is a three-lined poem that often reflects upon


relationships, emotions or experiences, while using nature as
a metaphor. The structure of the poem is five syllables on the
first and third lines, and seven syllables on the second. Haiku
do not need to rhyme.

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Part 4. The Final Test
Estimated Duration: 60 minutes

Story Objective D Rolling Initiative


The party finds themselves squaring off against newfound As the players roll Initiative, also have them roll 1d4 to
friends. They must demonstrate control. This is Story determine which of the floating isles they start upon. Roll
Objective D. this for each NPC as well, and make sure there is ample
distance between all characters sharing an isle. The NPCs
will fight to put the player characters down non-lethally.
A. The Battleground Below is an advised strategy guide on how to use each
character in combat. Players may observe the NPCs work
Area Information well together; player who makes such a remark can use a
free action to make a DC 12 Insight check to determine that
The area has the following features.
their strategy seems well-rehearsed, as if they had done this
Dimensions and Terrain. The battleground is a collection before. Anyone with a Passive Perception of 15 or higher,
of four floating isles located within the Astral Sea. will notice that whenever Bruna or Doylemish take damage,
They are sparsely populated with 10-foot-by-10-foot the other winces slightly.
bronzebark trees. Each has a single Arcane Gate, linking
it to a twin which a character can traverse using their Bhoxujisssk. Boxujisssk’s main strategy will be to attack
movement speed, or if they are forced into that space. players in melee with shillelagh. If he can target more than
one creature, he will use entangle or thunderwave if the
The F
 irst Isle. The first and lowest isle is 40-feet-by-40-feet. targets are non-bloodied. He will only use moonbeam if
The First Isle is connected to the Third Isle by an Arcane creatures do not approach him in melee and will only target
Gate. non-bloodied characters
The S econd Isle. The Second Isle is 40 feet above and 30
feet to the west from the First Isle’s western ledge. The Bruna. Bruna will spend her first turn casting Shield of
Second Isle is 40-foot-by-20-foot. The Second Isle is Faith on an ally, likely Doylemish. She will cast sacred flame
connected to the Fourth Isle by an Arcane Gate. on non-bloodied targets. She will attempt to non-lethally
incapacitate a target with her club, or by casting Inflict
The T
 hird Isle. The Third Isle is 50 feet above and 30 feet to Wounds.
the East of the First Isle’s eastern ledge. The Third Isle
is 20-foot-by-20-foot. The Third Isle is connected to the Doylemish. Doylemish will only use his longbow on
First Isle by an Arcane Gate. characters that are non-bloodied and if he is unable to close
The F
 ourth Isle. The Fourth Isle is 70 feet above the First the distance in a single turn. He will prioritize spellcasters
Isle. The Fourth Isle is 30-foot-by-30-foot. The Fourth that rely on ranged attacks.
Isle is connected to the Second Isle by an Arcane Gate.
Evelyn. Evelyn will reserve Hideous Laughter for a target
Lighting. The area is brightly lit with the swirling colors of that favors martial combat and is less-likely to make the save.
distant stars within the Astral Sea. If Evelyn is feeling mischievous, she may use Disguise Self
Detect Magic. Each Arcane Gate emits conjuration magic. to mimic the appearance of a player character she is within
5 feet of. A character must use an action to make a DC 12
The Final Test Investigation check to determine which is the real character
Qui’Indylin informs the party that their final test is a and which is Evelyn. The player that Evelyn has disguised
demonstration in both power and control. The party is herself as does not need to make this check.
separated into two groups, as indicated by the color of a
cloak that Qui’Indylin hands to each individual. The player Mason. Mason will recognise that grease will be largely
characters are of the black team, and they are to face off ineffective due to flight granted by the Astral Sea, he will
against the NPCs, who don white cloaks. If the PC’s party concentrate on fog cloud to shut down sight on an entire
have three or fewer players, consider allowing an NPC to join island, and retreat into the cloud between ranged arcane
the PC’s group. bursts on non-bloodied characters, allowing his allies to
finish them off non-lethally.
Qui’Indylin remarks that in order demonstrate control of
their abilities, an individual must incapacitate their enemy Adjusting the Scene
without dealing lethal damage, which can be done using any
weapon or spell melee attack, or with spells such as Hideous Here are some suggestions for adjusting this scene:
Laughter or Sleep. • Very Weak: An NPC is unlikely to use their levelled spells.
• Weak: An NPC is unlikely to use damage-dealing levelled spells.
• Strong: Maximize an NPC’s hit points.
• Very Strong: As Strong, and restore an NPCs used spell.

13 Not for resale. Permission granted to print or photocopy this document for personal use only. SJ-DC-SYL-01 Prismatic Invitation (Version 1.0)
Epilogue. Syl Cimura
Estimated Duration: 10 minutes

Epilogue
Qui’Indylin raises her hand serenely, suggesting a pause
The party is judged; an individual is either approved as an in discussion. “Perhaps we should relocate, and begin the
Initiate or banished altogether from Syl Cimura. Ceremony of Initiation?”

A. The Battleground Evelyn gives a nod of approval, and Qui’Indylin begins


to outline arcane sigils upon the ground, before casting
Teleportation Circle. The NPCs, led by Evelyn, all travel
The Illusion Dispelled through the circle.
As the combat closes, the NPCs join with Qui’Indylin, and
finally reveal themselves (if not already discovered) to As you step through, your eyes widen as you momentarily
already be in the ranks of Syl Cimura. The cloaks given by lose your breath in disbelief. Before you, stands a 1,000-
Qui’Indylin are in fact a Cloak of Many Fashions, and the foot tower, made of the crystalline glass-like mineral. The
NPCs shift their current design into something more fitting. tower spans a small grove of trees, with eight floating isles
orbiting. The shallow waters below, the Sea of Sorcery,
Bhoxujisssk. Boxujisssk is an Archmage of the Evocation reflect the prismatic brilliance of the Astral Plane above.
school of magic and dons a red cloak.
“Welcome to Syl Cimura, welcome home”.
Bruna. Bruna is a Master Abjurer and wears a blue cloak.

Doylemish. Doylemish is a Master Warden, who is bonded


with Bruna. Doylemish dons a white cloak.

Evelyn. Evelyn is the highest ranking of all present, as she is


the current Syl Illusionist, representing the School of Illusion
on the Council of Eight. She wears a cloak of purple.

Mason. Mason is an Archmage of the Transmutation school,


and wears a brown cloak.

Player Prompts and Discussion


How is each character feeling after the test? Do they feel
excited at the prospect of finally seeing Syl Cimura, or
are they disheartened by any apparent hypocrisy of the
challenges posed? The NPCs will ask each character to reflect
on their experiences. Each player should be allowed up to
two minutes to explore and entertain these details.

Weighed and Measured


If characters demonstrated effective teamwork throughout
the module and were capable of incapacitating their target
non-lethally, they will be offered a place as an Initiate of
Syl CImura. Characters who were observed to display poor
teamwork and self-control, are to be awarded the ‘Syl
Cimura: Banished’ story award, and will no longer be able to
play adventures in this series with that particular character,
but are welcome to join in future adventures with a different
character.

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Rewards
Character Rewards 3rd-level. Once you use this pearl, it can’t be used again until
the next dawn.

Advancement Tangram Cimurite Stone: This item is one of the seven pieces
A character participating in this adventure gains one level. of cimurite found within the whirlpool caverns during your
initiation into Syl Cimura.
Gold This item has the Beacon property: the bearer can use
If found during the adventure the following items are a bonus action to cause the item to shed bright light in a
converted to gold and added to any coins found during the 10-foot radius and dim light for an additional 10-foot, or
adventure. The gold is split among the party members. If extinguish the light.
someone wants to keep an item in particular that character
can either take it as part of their share, or pay for it with
their own gold. Mundane items are not duplicated nor
Story Awards
included in this.
Banished from Syl Cimura
Item Gold Value Your character has been judged by the Scholars of Syl
Awarded Gold 500gp Cimura; you are found to be unsuitable in representing the
Sanctuary of Spellcraft. You are Plane-Shifted to any plane of
Alchemist’s Tools 50gp existence of your choice, and your memory of this event, and
of Syl Cimura as an entirety, has been wiped. You retain the
Herbalism Kit 5gp
awarded gold and magical items as a gift of parting grace.

Magic Item(s) You will be unable to play in other SJ-DC-SYL adventures


using this particular character, however you are welcome to
If found during the adventure, the characters can keep the bring along a character that does not bear this Story Award.
following magic items; these items are described below.

• Pearl of Power
Dungeon Master Rewards
• Cloak of Many Fashions For running this adventure, you earn a DM Reward. See
the Adventurers League Dungeon Master’s Guide for more
Cloak of Many Fashions information.

Wondrous Item, common.


While wearing this cloak, you can use a bonus action to
change the style, color, and apparent quality of the garment.
The cloak’s weight doesn’t change. Regardless of its
appearance, the cloak can’t be anything but a cloak. Although
it can duplicate the appearance of other magic cloaks, it
doesn’t gain their properties.

This cloak is gifted to newly accepted scholars of Syl Cimura.


The original design of the cloak is a fine silk with hues of
wildspace black. The tail end of the garment is trimmed with
the eight bands of colour, symbolising the eight schools of
magic.

This item has the Gleaming property: this item never gets
dirty.

Pearl of Power
Wondrous Item, uncommon. Requires attunement by a
spellcaster.
While this pearl is on your person, you can use an action to
speak its command word and regain one expended spell slot.
If the expended slot was of 4th-level or higher, the new slot is

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Creature Statistics:
Part One-Four
Apprentice Wizard
Small or Medium Humanoid, Any Alignment
The following creatures appear in this adventure. Armor Class 10 (13 with mage armor)
Hit Points 13 (3d8 + 0)

Acolyte Speed 30 ft

Small or Medium Humanoid, Any Alignment STR DEX CON INT WIS CHA
Armor Class 10 (13 with mage armor) 10 (+0) 10 (+0) 10 (+1) 14 (+2) 10 (+0) 11 (+0)
Hit Points 9 (2d8 + 0)
Speed 30 ft
Skills Arcana +4, History +4
STR DEX CON INT WIS CHA Senses Passive Perception 10
23 (+5) 12 (+1) 20 (+5) 10 (+0) 13 (+1) 15 (+2) Languages Common
Challenge 1/4 (50 XP) Proficiency Bonus +2

Skills Medicine +4, Religion +2


Senses Passive Perception 12
ACTIONS
Languages Common Arcane Burst. Melee or Ranged spell attack: +4 to hit, reach 5 ft, or
Challenge 1/4 (50 XP) Proficiency Bonus +2 range 120 ft., one target. Hit: 7 (1d10+2) force damage.

Spellcasting. The acolyte is a 1st-level spellcaster. Its spellcasting Spellcasting. The apprentice casts one of the following spells, using
ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). It Intelligence as the spellcasting ability (spell save DC 12):
has the following cleric spells prepared:
At will: mage hand, prestidigitation.
Cantrips (at will): light, sacred flame, thaumaturgy. 1/day each: burning hands, disguise self, mage armor.
1st level (4 slots): bless, cure wounds, sanctuary.

ACTIONS NPC Alterations


Club. Melee weapon attack: +2 to hit, reach 5 ft, one target. Hit: 2 EVELYN WARD
(1d4) bludgeoning damage. Size. Small.
Languages Common, Deep Speech. Telepathy 60 ft.
Spellcasting. The apprentice casts one of the following spells, using
NPC Alterations Intelligence as the spellcasting ability (spell save DC 12):
At will: mage hand, minor illusion.
BRUNA STONESHIELD
1/day each: charm person, disguise self, hideous laughter.
Size. Small.
Languages. Common, Dwarven.
MASON WARD
Spellcasting. The acolyte is a 1st-level spellcaster. Its spellcasting
Languages Common, Primordial.
ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). It
Spellcasting. The apprentice casts one of the following spells, using
has the following cleric spells prepared:
Intelligence as the spellcasting ability (spell save DC 12):
At will: mending, prestidigitation.
Cantrips (at will): resistance, sacred flame, spare the dying.
1/day each: expeditious retreat, fog cloud, grease.
1st level (4 slots): healing word, inflict wounds, shield of faith.

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Druid Scout
Medium Humanoid, Any Alignment Medium Humanoid, Any Alignment
Armor Class 11 (16 with barkskin) Armor Class 13 (leather armor)
Hit Points 27 (5d8 + 5) Hit Points 16 (3d8 + 3)
Speed 30 ft Speed 30 ft

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
10 (+0) 12 (+1) 13 (+1) 12 (+1) 15 (+2) 11 (+0) 11 (+0) 14 (+2) 12 (+1) 11 (+0) 13 (+1) 11 (+0)

Skills Medicine +4, Nature +4, Perception +4 Skills Nature +4, Perception +5, Stealth +6, Survival +5
Senses Passive Perception 14 Senses Passive Perception 15
Languages Druidic plus any two languages. Languages any one language (usually common)
Challenge 2 (50 XP) Challenge 1/2 (50 XP) Proficiency Bonus +2

Spellcasting. The druid is a 4th-level spellcaster. Its spellcasting Keen Hearing and Sight. The scout has advantage on Wisdom
ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). It (Perception) checks that rely on hearing or sight.
has the following druid spells prepared:

Cantrips (at will): druidcraft, produce flame, shillelagh. ACTIONS


1st level (4 slots): entangle, longstrider, speak with animals,
thunderwave. Shortsword. Melee or Ranged spell attack: +4 to hit, reach 5 ft., one
2nd level (3 slots): animal messenger, barkskin. target. Hit: 5 (1d6+2) piercing damage

ACTIONS Longbow. Ranged weapon attack: +4 to hit, ranged 150/600 ft.,


one target. Hit: 6 (1d8+2) piercing damage.
Quarterstaff. Melee weapon attack: +2 to hit (+4 with shillelagh),
reach 5 ft, one target. Hit: (1d6+0) bludgeoning damage or 4
(1d8+2) bludgeoning damage with shillelagh, or if wielded with two NPC Alterations
hands.
DOYLEMISH
Size. Small.
NPC Alterations Languages Common, Gnomish, Telepathy 60 ft.
BHOXUJISSSK
Languages. Common, Draconic, Druidic, Telepathy 60 ft.
Spellcasting. The druid is a 4th-level spellcaster. Its spellcasting
ability is Wisdom (spell save DC 12, +4 to hit with spell attacks).
It has the following druid spells prepared:

Cantrips (at will): druidcraft, guidance, shillelagh.


1st level (4 slots): entangle, healing word, speak with
animals, thunderwave.
2nd level (3 slots): gust of wind, moonbeam.

17 Not for resale. Permission granted to print or photocopy this document for personal use only. SJ-DC-SYL-01 Prismatic Invitation (Version 1.0)
Creature Statistics:
Part Two
Shadow
Medium Undead), Typically Chaotic Evil.
Crystal Dragon Wyrmling Armor Class 12 (natural armor)
Medium Dragon (Gem), Typically Chaotic Neutral Hit Points 16 (3d8 + 3)
Armor Class 14 (natural armor) Speed 40 ft
Hit Points 32 (5d8 + 10)
Speed 30 ft., burrow 15 ft., climb 30 ft., fly 60 ft. STR DEX CON INT WIS CHA
6 (-2) 14 (+2) 13 (+1) 6 (-2) 10 (+0) 8 (-1)
STR DEX CON INT WIS CHA
14 (+2) 12 (+1) 14 (+2) 14 (+2) 13 (+1) 15 (+2) Skills Stealth +4
Damage Vulnerabilities Radiant.
Saving Throws DEX +3, CON +4, WIS +3, CHA +4 Damage Resistances Acid, Cold, Fire, Lightning, Thunder;
Skills Perception +5, Stealth +5, Survival +3 Bludgeoning, Piercing, and Slashing from Nonmagical attacks.
Damage Resistances Cold, Radiant Damage Immunities Necrotic and Poison
Senses Blindsight 15 ft., Darkvision 60 ft., Passive Perception 15 Condition Immunities Exhaustion, Frightened, Grappled, Paralyzed,
Languages Draconic, Telepathy 120 ft. Petrified, Poisoned, Prone, Restrained.
Challenge 2 (50 XP) Proficiency Bonus +2 Senses Darkvision 60 ft., Passive Perception 10
Languages -
Challenge 1/2 (50 XP) Proficiency Bonus +2
ACTIONS
Amorphous. The shadow can move through a space as narrow as 1
Bite. Melee weapon attack: +4 to hit, reach 10 ft., one target. inch without squeezing.
Hit: 7 (1d10+2) piercing damage plus 2 (1d4) radiant damage.
Shadow Stealth. While in dim light or darkness, the shadow can
Scintillating Breath (Recharge 5-6). The dragon exhales a burst of
take the Hide action as a bonus action.
brilliant radiance in a 15-foot cone. Each creature in the area must
make a DC 12 Constitution saving throw, taking 18 (4d8) radiant
Sunlight Weakness. While in sunlight, the shadow has disadvantage
damage on a failed save, or half as much damage on a successful
on attack rolls, ability checks, and saving throws.
one. The dragon then gains 5 temporary hit points by absorbing a
portion of the radiant energy.
ACTIONS
Spellcasting (Psionics). The dragon casts one of the following
spells, requiring no spell components, and using Intelligence as the Strength Drain. Melee or Ranged spell attack: +4 to hit, reach 5
spellcasting ability: ft., one target. Hit: 9 (2d6+2) necrotic damage, and the target’s
Strength score is reduced by 1d4. The target dies if this reduces
At will: dancing lights, guidance. its Strength to 0. Otherwise, the reduction lasts until the target
finishes a short or long rest.

If a non-evil humanoid dies from this attack, a new shadow rises


from the corpse 1d4 hours later.

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Appendix 1: Cimurite Cavern Map

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Appendix 2: Floating Isles Map

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Appendix 3: Moonlit Glade Map

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Appendix 4: Tranquil Isle Map

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Appendix 5: Tangram Puzzle
Tangram Puzzle
Cut the shape into the seven outlined pieces. You can utilize
this puzzle in Part 2: The Cave. There are a multitude of
shapes that you can allocate for your puzzle. The author
recommends any variation of ‘Arrow”. Show your players
a blackened out version of the shape, and encourage them
to solve the puzzle as a team. If they find the exercise too
difficult, allow their characters to make the required skill
check, or give them a hint by revealing the placement of one
particular piece.

Tangram cutout provided by Wikimedia Commons, the free media repository:


https://commons.wikimedia.or/wiki/File:Make_a_tangram.svg

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Appendix 6: Dungeon Master Tips
To DM an adventure, you must have 3 to 7 players - each select their characters’ spells and other daily options prior
with their own character within the adventure’s level range to the start of the adventure, unless the adventure specifies
(see Adventure Primer). Characters playing in a hardcover otherwise. Feel free to reread the adventure description to
adventure may continue to play too, but if they play a help give players hints about what they might face.
different hardcover adventure, they can’t return to the first if
they level beyond its level range.
Adjusting the Adventure
New to D&D Adventurers League? To determine whether you should consider adjusting the
adventure, add up the total levels of all the characters and
http://dnd.wizards.com/playevents/organized-play divide the result by the number of characters (rounding .5
or greater up; .4 or less down). This is the group’s average
https://yawningportal.dnd.wizards.com/ party level (APL). To approximate the party strength for the
adventure, consult the table below.
https://discord.gg/dnd
Determining Party Strength
Preparing the Adventure Party Composition Party Strength
3–4 characters, APL less than Very Weak
Before you start play, consider the following:
3–4 characters, APL equivalent Weak
• Read through the adventure, taking notes of anything you’d
3–4 characters, APL greater than Average
like to highlight or remind yourself of while running the
adventure, such as a way you’d like to portray an NPC or 5 characters, APL less than Weak
a tactic you’d like to use in a combat. Familiarize yourself
with the adventure’s appendices and handouts. 5 characters, APL equivalent Average
5 characters, APL greater than Strong
• Gather any resources you’d like to use to aid you in
running this adventure - such as notecards, a DM screen, 6–7 characters, APL less than Average
miniatures, and battlemaps. 6–7 characters, APL equivalent Strong
• Ask the players to provide you with relevant character 6–7 characters, APL greater than Very Strong
information, such as name, race, class, and level; passive
Perception score, and anything the adventures specifies as
notable (such as backgrounds, traits, and flaws).
Safety Tools
Players can play an adventure they previously played as a
Safety tools ensure that players aren’t pushed beyond their
player or Dungeon Master but may only play it once with
comfort levels. They let your players know that you want them
a given character. Ensure each player has their character’s
to have a positive experience. Some common safety tools are
adventure logsheet (if not, get one from the organizer)
provided below—each with a summary of how they work. Make
with their starting values for level, magic items, gold and sure you discuss them with your players before the game.
downtime days. These are updated at the conclusion of the
session. The adventure information and your information There are a broad range of safety tools available for you and your
are added at the end of the adventure session—whether they players online, but for more information reach out to your Event
completed the adventure or not. Organizer or to community@dndadventurersleague.org

Each player is responsible for maintaining an accurate


logsheet. If you’ve time, you can do a quick scan of a player’s
character sheet to ensure nothing looks out of order. If you
see magic items of very high rarities or strange arrays of
ability scores, you can ask players to provide documentation
for the irregularities. If they cannot, feel free to restrict item
use or ask them to use a standard ability score array.

Point players to the D&D Adventurers League Players Guide


for reference. If players wish to spend downtime days and
it’s the beginning of an adventure or episode, they can
declare their activity and spend the days now, or they can
do so at the end of the adventure or episode. Players should

24 Not for resale. Permission granted to print or photocopy this document for personal use only. SJ-DC-SYL-01 Prismatic Invitation (Version 1.0)

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