Session 4: The Day After
Players
Thick Thokk, Zan Nialo, Astrid Allanter, Adyln Fircrown, Zadian Flyersen, Sellara
Kennickanick
Recap
Fig has acquired a map leading to the Forge of Trikilli, a magical artifact deep
underground said to contain unlimited power.
Glasstaff is dead and his body is missing. The Redbrands are leaderless and
will cease their reign of terror. New leadership may emerge from Bug and
Lug, whose objectives are far less nefarious.
The players may wish to visit Endermath Orchard to speak with Daran
Endermath, who they suspect to be the Spider Knight. The Spider Knight was
the person Glasstaff was answering to and will know the location of Wave
Echo Cave and the Forge of Trikilli.
Part I: Introduction to the Day-After
Dream Scenes (For Astrid):
Rising thousands of feet into the air, sleek ivory towers stretch. These
structures seem perfect in their placement, elegant and sleek in their design.
Above these spires in the inky blackness of the void, the sky is obstructed by
a large red planet. The planet appears to become bigger and bigger. Your
gaze is averted from the heavens as you feel something wet upon your brow.
You go to touch it and look at your hand. A familiar black oil flecked with gold.
You are woken by the mewing of a cat or, rather, your companion.
Players will likely be staying in the hayloft at Alderleaf Farms. Have players begin
late morning they day after they return from the Redbrand hideout.
Part II: Looking for Answers
Potential Scenes:
Breakfast at Alderleaf Farms with Quinlin Alderleaf giving information on the
state of Phandelin and Carp giving the party a Bag of Holding.
Confront Daran Endermath at Endermath Orchard to demand answers related
to involvement with the Redbrands and the location of the Forge of Trikilli.
Head to Barthen’s Provisions to get supplies. Elimina Barthen is indisposed
because of her experience jailed by the Redbrands, but the players can
engage with her assistant Umelli.
Go to Stonehill Inn to inquire about how to get to Wave Echo Cave. Erda
Steinhaus will indicate that it is along the Miner’s trail, south of the town, but
that it has remained abandoned for some time.
Secrets and Clues:
Daren Endermath is the Spider Knight . His motivations in directing Glasstaff
and the Redbrands was to prevent people from looking for the Forge of
Trikilli, which holds immense power. Wishes to keep it hidden.
A precursor civilization known as “The Ancients” created the artifact known
widely in Io as the Forge of Trikilli. The artifact is in fact is a device created
by the Ancients and powered by a shard of the Amber Obelisk.
The Ancients currently reside on the only remaining moon above Io, called
Keroessa. Legend holds that Kerossa had a twin moon, named Epaphus,
which broke up and is now a ring of debris.
The Ancients’ goal is to terraform the world. Outside of the continent of Io,
the Ancients have been successful in installing additional obelisks. “A land of
crimson rust turns to verdant green fields and then black as ash; white
towers extending the heavens and yellow monoliths around. Wollof. Wollof.
Wollof”. This is unknown to the denizens of Io.
The Forge is protected by a conclave of automaton calling themselves “The
Others”. These automatons are ancient in their own right. While not as old as
the Ancients, they recall creating the artifact with the Ancients.
Daren Endermath wishes to protect the Others from outside interference and
will fight those who wish to do them harm.
Astrid is one of the Ancients, albeit without memories. Detect Thoughts may
uncover additional memories. “
Locations:
Endermath Orchard: Nestled between rolling hills and a babbling brook, the
Endermath Orchard is a picturesque haven of serenity and bounty. Rows of
gnarled apple trees stretch as far as the eye can see, their branches heavy
with ripe, crimson apples. The air is sweet with the scent of fruit and floral
blossoms, mingling with the earthy aroma of damp soil.
Endermath Hut: The hut is made of rough-cut logs and untreated lumber, its
wooden shingled roof hidden by a deep heap of fallen leaves. A stone
chimney is built against the side of the cabin. Decoration within the hut is
fairly spartan, a few bottles, some apples, an old beaten table with an
assortment of chairs and a fur carpet under the fireplace.
Barthen’s Provisions: The shop holds an assortment of goods and is in modest
organized chaos. The heavy scent of burning herbs and oils fills the room.
Barthen’s Well: The modest red brick well behind Barthen’s Provisions is
dilapidated and crumbling. The well’s walls are toppled over. Chunks of brick
and stone litter the nearby grass, and the well’s rook is splintered and caved
in.
Stonehill Inn: Large roadhouse with a common room. Currently in disrepair
because of the Redbrands. Cracked tables and splintered chairs litter the
sitting room.
Shrine of Samafar: One is located on the edge of Endermath Orchard. The
shrine consists of a strange assemblage of rocks and stones. A single bright
stone crowns the top of the arch. Inside there is an ornate bowl filled with
water which is used for rituals.
Important NPCs:
Daran Endermath
Gustavo Fring from Breaking Bad (or Giancarlo Esposito in any role).
Extremely calculating and explains anything very eloquently.
“I think you are confusing me for someone else.” and, if pressed, “Sir, if you
have a complaint, I suggest you submit it to townmaster.”
“Have you been followed?” and “Where are my manners. My apologies, I
have been an inhospitable host. Please, join me in my humble abode.”
Successful DC15 Social Check or Insight: “Glasstaff was motivated by
greed and a lust for power. I was a fool for not reigning him in”.
“There are some things that are better left forgotten and buried.”
“You have two options. Fix the problem you have created, potentially saving
hundreds of thousands of people and leave or simply just leave. It is your
choice.”
“That’s the thing about spiders. They are completely harmless. That is, until
their prey, always unsuspecting, step into its web.”
Umelli
“I am working on a few new remedies. Should be able to solve most
ailments.” Will sell a Potion of Healing (4 GPs) or a Potion of Water
Breathing (8 GPs).
“If you find any new and interesting ingredients, I would really appreciate you
bringing it back here to me. I would be happy to make you something.”
“I don’t think I have anything for bad dreams, but I can get Elimina who may
know what else to do.”
If given the purple flowers. “Wow. These are special. I can feel the magical
energy radiating from them. Where did you get them?”
Annex
Locations:
NPC Spells:
Magic Items:
Wild Magic Table (Thick Thokk):
Character Profiles:
Daran Endermath, the Spider Knight
*Named Greatsword: Venom
BONUS ACTIONS
Blink: The Spider’s Carapace allows Daran to vanish and reappear at will. The user
may use the Blink spell as a bonus action to an unoccupied space 10ft away from
the player character. This bonus action does not provoke opportunity attacks.
REACTIONS
Shield (Recharge 3): The Spider’s Carapace allows Daran to cast the Shield spell
as a reaction.
LEGENDARY ACTIONS
Daran can take 2 legendary actions choosing from the options below. Only one
legendary action option can be used at a time and only at the end of another
creature’s turn. Daran regains spent legendary actions at the start of the turn.
Blink Stike: Daran initiates a blink strike by bending reality itself. Each creature
within a 10ft line from where Daran is located takes an additional Multiattack.
Teleport: If Daran is below 10 HP, he will initiate the Teleport spell to a safe
location.