Valley of the Balancing Stone
-
Solve the mystery of the missing balancing stone
-
Restore the balancing stone and repair it
o
The missing valley is covered with mist and a
wall of storms, when ever someone tries to penetrate it they find themselves on
the other side of the storm, in the same valley.
o
Flying over the range reveals nothing.
o
The mountains are taller than anywhere else you
have seen. Close to 35,000 feet
elevation.
o
When the balancing stone is restored, the
mountain shimmers and splits to reveal that valley is between two mountains of
this size and the mountains in the hidden valley are even larger.
The valley can only be reached through a torturously
narrow pathway (5’ at most narrows down
to a 1’ across for 100s of feet), above a raging torrent of rapids and
waterfalls that drops 2500m over the 20km path.
When the exit is found, the early Spring experienced at the Devil’s
Forge gives way to Winter. The air is
crisp clear and thin. Actual elevation
above sea level is closer to 5000m.
everything is Winter, though the people here, refer to it as an early
Spring. The Dwarves claim that they won’t
go this way because it is the end of their territory. The dwarves they meet here are at peace with
the others, but they are not well liked.
The valley is bigger than the lower valley and it is filled
with large Fir forests and tall scenic waterfalls, there is a frozen lake, many
very tall snow-covered mountains and wide valleys. There are valleys off of this one and there
is danger too. There is a dwarven
outpost, a Mountain elf enclave, Mountain Giants, Stone Giants, free kobolds,
Snow gnomes, Ice Dwarves, Alpine Halflings, Free Dragonborn, Deep Gnomes, Druegar,
Kou-Toa, an aboleth, Rhemoraz, Death Dragon Alpine Dragon, Ice Dragon, Mist
dragon, Water Dragon. There is no
Balancing Stone.
Some believe that a thousand years ago the dwarves were
mining the mountain and they inadvertently disturbed the stone and caused it to
roll off the mountain where it sat. The
rock rolled down in the Winter and for a long time it sat on top of the thick
lake ice turning. When summer came the
rock disappeared below the surface and has never been seen again. If the top of the mountain were found they
would indeed find a dwarven outpost, in the mountain, but it is not near the
summit and could not have disturbed the rock.
The Dwarves do not know what happened to the Rock, but they tell a tale
where a thousand years ago a prosperous frontier city vanished, every single
person there vanished and could not be found.
The road to the city vanished and only the people in this outpost
survived and had to cross the valley on the surface before they found access
the empire again. The Northern Dwarven
Empire lost one connection route to the Dhewtudum Dwarven Empire and it took
hundreds of years to recover. What is not
known because how could they know is that there was a titanic three way battle
in the Hidden Valley and one of the great dragons cast a spell that went awry
and moved the rock off its pedestal. The
rock tumbled down the mountain, but the rock was holding open a
interdimensional space that instantly closed when the stone was moved. The valley and all the people in it vanished,
and all the people under it too; it just vanished. It appeared to be the fault of the Dwarves
and they were blamed by the Stone Giants who viewed the stone as a religious
site above all others. The elves have
been here for a long time but they came after the events told. They do not believe there was a valley there,
because there is no magic, the magic created the valley. The are not that many Elves, there was more
but a score dozen years ago there was an attack from some where and they lost a
lot of territory, the survivors moved a valley over to build again and prepare
to retake their citadels.
There is an aboleth in the bottom of the lake. It is in possession of the spinning rock, it
is still covered in glowing runes. The
runes provide the only light at this depth.
This part of the lake is 3500m deep.
In the high Summer the light penetrates 100m, in the winter half
that. The waters are clear and
cold. The water dragon that lives here is
lord of the lit reaches of the lake, but the vast depths are controlled by the
Aboleth. The aboleth came to this lake
hundreds of years ago just after the Stone elves lost their city. Druegar along with Kuo-Toa defeated them
after they tunneled into their deeper tunnels.
The way to the lake was quickly made and the young aboleth swam in. The city of lake elves quickly fell, because
the attack was launched in early Autumn just after the ice began to form. The Aboleth rules the entire depths and suffers
the Dragon because it only cares about the lit waters.
The Dragon of Death.
Originally the dragon was a forest dragon, but a curse laned upon the
forest. There was a tomb built here
before memory. Of the tomb little is
left, but when the hidden valley vanished the two forests on either side of the
hidden valley came crashing together and
smashed the tomb and its unholy plans.
The changes happened slowly, the forest was cloaked in thick fog even in
the Summer, the cold never really lifted and the snow only really melted on the
hottest days. The tress grew slowly and
stunted and the dead ceased to decay.
Dragons avoided the forest except for one, and this dragon grew to be
like that forest it lived, it is dark and black like shadows made solid. It smelled of rot to the point dragons were
lured in and when they died, the dragon of death only consumed a small part and
raised them as skeletal dragons. Its
Kobolds are dark like shadows and its Dragonborn too. all its spells are necromantic. Xeric has said whom ever slays this beast and
lifts the curse shall be blessed above all else. Drogath cares not, as this beast does not
kill or spread its disease and thus if it were his design, it failed. One spell that they name shall forever be
without concentration.
Step one: the path into the valley
The path is a canyon it starts as a wide river valley
narrowing quickly the mountain rising to the side, the river cuts into the
mountains as a deep ravine and the ravine becomes a canyon. First the path is the river but then as they
move the path down into the canyon. The
canyon top rises up too. the river is
below it is a rough cataract, a rough treacherous rapids and waterfalls it
climbs quickly as the canyon deepens.
If the players decide that they are going to fly to the next
location, let them see dragons circling and then much larger wings drop and
grab the dragons snapping their necks and dropping them on the ground, to
resume soaring above their heads, Rocs.
If they decide to stay in the open, the roc will take and interest. Baby rocs learning to hunt with a protecting
mother watching. The path will become
treacherous and the footing poor. If
they fly they will be attacked in the air.
If they move through the canyon they will also be attacked
but by smaller creatures. Griffons,
hipogriffs, Pterons, feathered flying dinosaurs, elementals. Rock demons, and treacherous footing.
When they emerge out of the canyon they will see that they
have been walking the last little bit in a more pleasant environ, except for
the weather. The weather is a throw back
to Winter. Deep snow, but not terribly
cold, rising to near zero during the day and plunging to sub zero at
night. The path in the canyon gets to a
point where they are forced up the walls and on to a foot of a mountain. They see the large waterfall leading into the
canyon. But they also see a wide winter
land, tall mountains, wide valleys, a distant lake and several waterfalls in
the distance. In the morning they are
massive icicles, in the afternoon they have melted and are misting. There is a town close by, with three story
A-frame houses and a palisade surrounding it.
Central to the town and a taller house with a taller roof is
a temple to Candelmas, God of artificial fire, there is a large bonfire on the
roof that is constantly burning. The
town is filled with people, Humans, halflings, dwarves and gnomes. The gnomes are rock gnomes, the dwarves are
Ice Dwarves, hair all white and their skin a blue white. There are free kobolds, living under the
town, Alpine Halflings. There are a few
Stone Elves from the city nearby. There
are half orcs and half elves. There are empire
dwarves and a few half dwarves too. free
dragonborn too.
When they arrive they come for the High Spring, First day of
Summer and the Festival of Welcoming! It
is a week long festival that all are welcome to. The locals have stock piles of coloured snow
that they throw at everyone. The snow
everywhere is a multitude of bright colours and the PCs will be ambushed by
multiple children of all types throwing coloured snow. The common spaces are all filled with people,
but that won’t stop residents from opening their doors to the PCs and letting
them bunk with them, at no cost. They
will even say “Nonsense! How could we turn away anyone during the festival of
Welcoming?”
The commons is filled with mounds of ash in the morning, in
the morning the ash is cleared and wood is stacked in a large pile, stacked ten
feet high and in the late afternoon it is set alight to burn through the
night. Meals are free, for the festival
week and all are welcome. Great tents
are set up with braziers designed to keep them warm, giants and other large
outsiders are invited to celebrate, to talk, to conspire. Some come to watch.
Trade is brisk here for many of the races. The humans here are the best farmers in this
valley and have been for decades. The
larger number of druids and spells they cast make them more productive than
others. Some of the races come here to buy
the services of the druids. Some come
for excess food stuffs. Many come for
the celebration. The Goliath, the Ice
Dwarves, Rock Gnomes, Wild Elves, Alpine Halflings, Snow Gnomes, and the Giants
Stone and Alpine are here for trade. The
Forest Gnomes are here to trade too, they have druids and have learned from the
humans. The Empire Dwarves are also here
to trade.
The Lake Elves are here to watch. So too the Black Dragonborn, and the
Duergar.
There are people that come here that bare a grudge for
others here. The Stone Giants and the
Empire Dwarves are at perpetual war. The
Alpine Giants are neutral in this dispute, but side with the stone giants. The southern Empire dwarves also are
suspect.
There are some people in this town from all over the
valley. Some of whom are here to spy for
various factions. There are Lake elves
that are part of the Aboleth’s empire, there are Dark Dwarves here to learn the
weaknesses of the Elves. There is a
dragonborn darker than the very night that is hear for its master.
Gnomes, rock
|
race |
# |
race |
# |
race |
# |
|
Forest Gnome |
25 |
Northern Emp
Dwarves |
25 |
Goliath |
5 |
|
Rock Gnome |
15 |
Ice Dwarves |
15 |
Half Orc |
20 |
|
Human |
170 |
Half Dwarves |
5 |
Snow Gnomes |
10 |
|
Wild Elves |
5 |
Dark Dwarves |
3 |
Alpine Halfling |
50 |
|
Mountain Elves |
10 |
Free Kobolds |
100 |
Urban Halfling |
1 |
|
Lake elves |
3 |
Free
Dragonborn |
12 |
Alpine Giant |
6 |
|
Southern Emp Dwarves |
5 |
Death
Dragonborn |
1 |
Stone Giant |
15 |
Total population 500, but about 100 are visitors or spies.
The Professor is a mountain Elf and Geomancer he was said to
be the only survivor of the attack on the University he is only 11th
level but he has been traumatized by the event and can no longer use his
Mountain elf mold stone ability and can only use cantrips. Fortunately there are a lot of jobs in the
village that cantrips can solve.
Honest Earl is the Urban Halfling, he manages the General
Store. He claims to be from a far
distant location where it is always warm and he dresses in colourful silk
cloths that include a turban. His accent
marks him as clearly from Stuj, but few these days can identify that. Everything about him screams dishonesty
except he is one of the most charitable people in the village. He came here from far away fifty years ago in
the early Spring. He set up shop when
all the root stores were nearly gone and people were looking at each other with
a hungry eye. His shop is always full
even in the darkest parts of Winter. He
will trade for anything furs, wood crafts and IOUs. None in need are turned away. He has Ivankor’s portable shop, and monster
part bags.
The free DragonBorn are all whitish blue with hints of
green. There are only 12 of them here
and are valued in the winter for their immunity to the cold. They stick close to the village because it is
known that dragons all want to snack on Dragonborn and kobolds.
The free kobolds colonize the under part of the
village. Their tunnels reach every house
and hall, each has a front door and a lower door. The underways are perfect for travel in
Winter, warmer and dry and well lit, thanks to Ivankor the Torcher’s Torches
and the cleric of Candelmas.
Few humans in this town are more respected than the Bright
and Fire, the two married clerics of Candelmas.
Both of them are 10th level and they have a couple under
priests and a few acolytes who make sure the community is strong and healthy
and well lit. The Everfire burns atop
their temple.
There is a mix of druids in the area, most are 5th
level or lower, but there are at least three that are 9th. They live in the town amongst the people and
bless the fields with bounty. It is a
fact that the fields are more productive than any others. They have to be, because for most of the long
year the land is locked in snow and ice.
In the high Summer, the people can get nine full harvests that must last
for the twenty-four years of a long year.
There is hope that one of the kobolds, a druid of fungi might extend the
supplies with a massive mushroom farm in the lower levels.
There is an inn, but it is also the town hall. The mayor of the town, the founding family. There is much mythology about how they came
here with and provided succor for the free kobolds as they were being corralled
by a dragon. They founded an alliance
together and sought out the people around them.
The stories were about the twenty founders that spent the first long
Winter in the great hall and how the stores were extended through judicious use
of Goodberry. The Inn has the facilities
to produce large meals, but most of the space in the great hall is filled with
people come for the festival.
The Dark Folk
The Dragonborn Xangerkral Voice of Doom. Agent of the Death
Dragon, covered in a dark cloak that conceals, the Dragonborn underneath is white
in colour, less like snow and ice and more like bone with dark black stripes. In combat its breath is that like necromantic,
it withers flesh and heals itself. Its
claw attacks deal necromantic damage and heal half. Anyone killed will rise as a skeleton or
zombie the next round. Any undead it
creates will be under its control until it dies. Its presence is generally unnerving and any
creatures that die within 50’ will not heal and will rise as undead. As a warlock it can cast 3 5th
level spells. It is here to observe the
festival for its liege the Death Dragon of the Dead Forest.
It wants to know what is happening in the valley and to
evaluate threats. It is aware of the
powers of the Valley, like the Duergar, the Lake Dragon and the Darkness of the
Depths. It will share information about
each of those enemies to get information about the PCs. It does not fear any in the Valley and it
believes that it is the most powerful being around. Its goal are to lead the Lake Dragon into its
domain and to devour it. it will want to
devour all dragons it can find. It also
knows that any attempt to change the status quo in the valley will be bad news
for it.
Duergar are the occupiers of the Mountain Elf city. they have teamed up with the spirit of a
powerful necromancer. The Necromancer is
not truly dead but stuck in stasis. The
necromancer is a powerful lich but was out of body when the Balancing Stone was
disrupted and the Hidden Valley seemingly destroyed along with its lair. It has helped the Duergar hoping that it aid
would restore the stone and free the lair.
But the Duergar have a different agenda.
They have used the Lich to raise powerful undead to guard the city. they are asking questions though about the
lore of controlling magics. They will
not be more specific because they don’t want to give up too much especially to
their allies.
The duergar are aware of the true nature of the Lake because
they are working with the Kou-Toa; their dark good lives in the Lake. They are also aware that the Dark God is more
powerful than it used to be. It invades
their dreams. They are looking for
heroes that will kill it. let that sink
in, they are seeking someone to kill their ally’s dark god.
Lake Elves are the innocent pawns of the Lake’s Dark
God. They have been in its presence and
have been so thoroughly dominated that they have been allowed out to gather
information. They claim to be citizen’s
of the benevolent Nation under the ice, ruled by the Lake Dragon. The lake dragon does exist, and there are
lake elves in its domain, these are not them.
These elves are the eyes, ears and mouth of the Lake’s dark God. 90% of the Lake elves in the lake have been
enslaved to this god and its chosen ones.
One of the elves has broken the Dark God’s control and is seeking aid
free it’s people, but in the end, it will head back with the others, knowing
that it will be a mindless slave again.
The trio will often talk together at once or switch off, sentences
spoken by each of the three in turn without pause. It is unnerving and few in the town speak to
them after the first time. When they
speak to the players, it will start this way but part way, one of them will stop
speaking in unison or will stumble on its part of a speech. Attempts to get this one alone will get a
plea for assistance. Then they may go
into shock and fall unconscious.
Afterwards they will be back in unison, and they will say that they need
to go back to the lake . . . the we must wet our gills.
The PCs can meet for food in the local trading post, where
there is a large hall and food can be found along with drink. And they can learn the local lore and talk to
the residents and the visitors. There
are nightly bonfires in the commons, the fires leap two stories into the air
and provide enough heat to allow people to stay out all night if they
wish. They can learn the history of the
area. The Elf city that was attacked a
couple hundred years ago. The elves wont
talk about it much but they are trying to finance an expedition to retake the
city. you learn about the hatred of the
Stone Giants and the Northern Empire Dwarves, there have been battles but few
remember why, only there are religious reasons.
A strange shadowy creature in a dark cloak they see skulking around the
houses at night. The dark dwarves that
stay away from the Mountain elves and vise versa. The Founding story of the humans that built
this town with the help of the locals about sixty years ago. The Black Forest, the bottomless lake. The Dwarven outpost, the entrance to the
Dwarven Empire (northern) the Mystery of the Missing City of Dwarves, happened
1200 years ago . . ..
The Dragons. The lake
dragon, the Death Dragon (mystery or legend) the skeletal dragon, the Mist
Dragon, the Stone Dragon, the Green Dragon.
The Ice Dragons.
Secrets: The Lich, the Necromancer. The Necromancer built its lair at the
entrance of the hidden valley. The lich
was tapping into the Balancing stone to draw its energy to fuel magic. When the stone is restored, the lich will be
restored and the valley mouth will be opened.
The Dead Forest at its mouth will be split apart and the tower
revealed. It will expel most of the necromantic
energy from the forest.
The Abeloth. Koa-tao,
the Drugar. The Stone Giant’s won’t talk
about the religious meaning behind their war with the dwarves.
The City of the Stone Elves
The Stone elves built a magnificent city here on a mountain
top. The spires circle the mountain,
fifty great spires in a spiral pattern.
Each step around the mountain rises 100m, each step includes a tower, a
spire made of thinly sculpted stone.
Each spire rises internally with rooms to house a family of stone
elves. The bottom level the level where
people are greeted and where commerce is done.
The great height of the bottom chamber where the skill of the head of
the family is made evident. The bottom
level where the bragging between houses is accomplished. It is here that the family spends its social
time and where the gardens run. The room
made comfortable with warm water pools.
The upper levels of the spire have plumbing cold an hot water. The tower rises in as few as 5 levels and as
many as ten, but each spire rises 250m. landing
next to it is up stairs that lead 100m up.
in a series of winding ways that have heated floors free of ice to the
next platform. Only 1 in ten of the
spires still has warm water and is therefore ice free and is a good place to
rest. Half of the spires just have
running water that keeps them free of ice but not comfortable. And four in ten have no water and are loaded
with cold and ice and are dangerous as the undead are more preserved here and
will stay here if possible. The ways
between spires are warm a third of the time, cool another third and frozen the
other third. If the area is warm there
is an abundance of over grown plants green and vibrant, some wild and deadly
varieties. The cool areas are the safest
as the vegetation is dead and ice free, the cold ones are slippery and
dangerous. Together the Mountain Elf
city appears invisible from a distance, the outside is camouflaged to appear
like an untouched mountain. The air in
the warmer areas is refreshing and spending a night here will erase all exhaustion,
the plants make the air thicker.
The mountain city is tall, the valley is 3500m above sea
level. The entrance to the city is up a
bit at 500m above the valley, with a waterfall covering the pathway. The top spire ends at 9000m above sea level,
the spire has no heated pools but is free of ice, there is a deep bore in the
middle of the floor and there is a warm air rising from it, warm and
smelly. There are large icicles hanging
from the roof, the levels that exist in the other spires do not here, the
levels have fallen here in great chunks.
The bore drops into the depths of the mountain and there is a ramp that
spirals around the edge. The bore drops
down a long way.
Not far below the lip there is a ledge that goes from the
edge to the near center of the bore that shows a glowing diagram on the walls
under the ramp on the opposite side of the bore. It shows a stick figure falling spread eagle
and a few in other poses. The pose in
spread eagle has a time of 15 combat rounds under it and then followed by an
arcane symbol for feather fall spell. The
other poses clearly show bad ends. As
does 20 and 26 combat rounds. The
symbols were a millennial old hazing ritual where after studying the runes
carefully young students were pushed off the ledge after being asked if they
knew the feather fall spell, if they did they would make sure they had not had
it prepared. The last 20’ of the bore
was enchanted with the spell to prevent horrible accidents and suicides. The walk down will take the entire day
because it is steep and tiring. They
will descend 8000m.
At the base is the entrance to the fabled Library of
Geomancy and the entrance to the University of The Earth. The air is sickening. The smell is like rot and decay and something
unimaginable and the base is covered with a slick of water that smells worse
than the communal bathwater of a village of shepherds after. the first bath of
Spring. The water is coming from four
different corridors leading from the chamber beyond.
The stone Elf city was overrun from within. The top levels are filled with dead and
deceased elves and undead looking demons the spawn of Orcus.
The inside is filled with the guards to the lower level Duergar.
The Library level where the codex lies. The books are mostly torn from their binding
and soaked in water, the print and the pages rotting to sopping mess has been
built up into dams that fill the corridors with water between three to six feet
deep and the Fish people live here, and they worship the great goddess of the
deeps
The lowest level heads deep into the mountains and the other
into the deeps as it goes down with many stairs all filled with water.
QIbDaq 'e' QIbHa'choHbe'chugh, lo'laHbe'chugh, jaj
QuchchoHbe'chugh. nuqneH vItlhutlh, chenmoHwI'pu' wInej, QIjDaq 'e'
QIbHa'qu'chugh, yIcha'ghach vIparHa'.
maSuvta'pu'vaD ngoS DujDu' DujQar, cha'DIch chenmoHwI'pu'
Suqqa'ghach. tugh luqaDqu', pagh ghotpu''e', cha'maH vaghpu''e' vItlhutlh
ngeHbe'chugh.
tlhIngan Hol vIjatlhlaHbe'chugh, qaStaHvIS potlh ghoSvam'e'.
chay' vIparHa', chay'wI' vIghoSbe'chugh, QIbDaq QIbHa' vIghojchoHbe'chugh.
Translation:
In the depths of the ocean's might, It lurks in darkness,
waiting to strike. Where it comes from, no one knows, Only its presence strikes
fear in foes.
Its body covered in slimy scales, Swimming through the ocean
with terrifying wails. It can hear your thoughts, and infect your mind, Leaving
you lost, with no hope to find.
In the Darkspeech, I speak of its name, A creature feared,
with power to maim. Beware its presence, beware its might, For the Aboleth
lurks out of sight.
The Basement
The lower reaches are free of duergar and it is free of Kou-toans. There are two paths that the tunnel leads one
is down and the water trickling from above flows this way. The path gets lower and lower and then ends
at a pool and a cave in. if they dig the
cave-in continues for over a kilometer.
The other way leads to the Lake. At first it rises gently and then the rise
tappers off and begins to drop and get steeper.
Soon the path stops pretending that it is gradually heading down and starts
to use stairs. At the bottom of the
stairs the path ends at a large set if wooden doors. The doors are swollen with moisture and
jammed into the frame. Once they are
opened they reveal stairs heading up and another door, which is sealed as
tightly as the other. There is a flat
stretch with another set of doors. The
doors are recessed and tight too. then
there are stairs leading down. And these
stairs end at a pool of water.
The water is lit with phosphorescing algae running along the
length of the passage and there are weeds and grass the wave in the water near
on the floor. There are little fish eating
the grass and the algae. The fish
scatter when approached but quickly come out of hiding and resume when left
alone.
The way is pretty much the same boring passageway except it
is teaming with life. Grottos open up
off the edges of the pathway. With beds
of freshwater pearl oysters and cuttle fish swimming around. There are some giant octopi and baby kraken
here and there. And there are a dozen
grottos filling the place. There are
artifacts and cave writings found in some locations. There are sculptures to be found under
crusted corals. Some of these are
written in an elven dialect, which any who know river common can understand—once
they learn to decipher the letters which are all different. The other type of artifact is of the fish
men.
There are four example grottos, the first and deepest is
filled with mostly undisturbed plant and animal communities. Beds of oysters, with cuttle fish and a giant
octopus. Broken disheveled statues coral
encrusted trident, a broken throne. The
next cavern is more overgrown with the bioluminescence in a riot of tall algae,
hiding giant crawfish and a small kraken.
The third has sparse vegetation with darker patches of algae. Inside there are thin giant gar pike that
resemble sharks in ferocity, one might notice that this one and that one have
collars. The last one is darker
still. The grass has been trimmed short
to the ground, and there are tens of thousands of little foot long fish that
look like a cross between fish and tadpole. Occasionally one of them will attack and swallow
a smaller one, or a dozen will gang up on and tear another to bits. Larger pike patrol the edges keeping the
fries in the grotto.
The pathway widens and opens up. the bioluminescent plants grow further apart
and as the path opens into the wider region, they stop entirely. The water is warm and dark but clear. There are spires around you tall and climb
like trees made of rock. There are gems
on the sides. Taking any of the gems
causes a black water smoke to shoot out the spot where the gem was and the
offending had takes 4d10 heat damage from boiling water, ½ if they make a con
save. If they take more than one stone
off the small volcano, there is a chance, a cumulative 10% chance per stone
beyond one, 10%, 30%, 60%, 100%. If one
of the mounts collapses the area becomes boiling hot and the water will become
acidic too. The attention of all the
intelligent creatures will turn their way.
Between the mounts there are
farms growing kelp with Lake elves tending those fields. Further up closer to the heights of the
seamounts there are bladder mounted cages filled with kelp used strain the smoke
from the water. The kelp is used to feed
fish and the fish is used to feed the masters.
The masters are a civilization of five thousand Kou-Toa and their dark
god.
Beyond the line if smokers is a cliff that plunges deeper
into the lake. The rift opens up and it
is tens of kilometers long and plunges down a kilometer or more. There is luminescent rocks and algae in the
rift and all through the length are and tight
groups of Kou-toa. They control the lake
elves with brute force and their dark god keeps them pacified too.
In the center of the rift there is a magical boulder,
perfectly round and spinning in place generating light. The glyphs glow upon its surface and the water thrums close by.
If the characters attempt to disturb the rock they are hit
with a solid command to stop! And they
are attacked by a wave of kou-toa and a wave of mindless lake elves, and when
it starts to become too much three great eyes from below the depth of the rift,
below the depth with the spinning rock.
The best way to do this is with a plan. If they try to do it by the seat of their
pants they might succeed, if they form a good plan then they should succeed. Give them an extended dramatic sequence. No planning DC 15, good planning DC 10 and
everything in between.
The deeper waters weigh more and are magically rich in
oxygen thanks to the magic of the spinning rock. After they climb above the smokers by a 1000m
the waters get cold and frigid. By 2000m
the waters are black and very cold, the characters will get attacked by the
Aboleth if they did not kill it below.
The boarders of the Aboleth’s empire ends at about 500m below the
surface. Above this depth the water gets
lighter and free elves will approach.
When they get above the surface the rock asserts it’s full weight and
can be rolled up on to the edge, where it will sit and spin. Before it is the dead Forest. And a mountain
that the rock has to be pulled up and repositioned on.
The Rock cooperation between the dwarves and the
giants works the best. Engineering and
strength. But failing that there are
ways to do this with magic and PC imagination.
But it must be brought through the dead forest because it is the most
direct path and the easiest way up the mountain is there.
Stalblind
Armor Class 20 (natural armor, shield)
Hit
Points 187 (22d10 + 66)
Speed 30 ft.
Saving
Throws Str +10, Con +8
Skills Deception +8, Intimidation +8, Stealth +5
Damage Vulnerabilities radiant, thunder
Damage Resistances cold, fire,
lightning; bludgeoning, piercing and slashing from nonmagical attacks
Damage
Immunities necrotic, poison
Condition
Immunities charmed, exhaustion, frightened, paralyzed, poisoned
Senses darkvision 120 ft., passive Perception 12
Languages Blin, Common, Stal
Challenge 13
(10,000 XP)
Brute. A melee weapon deals one extra die of its
damage when the stalblind hits with it (included in the attack).
Regeneration. The stalblind regains 10 hit points at the start of its turn if it has at least 1 hit point.
Sunlight Weakness. While in sunlight, the stalblind
has disadvantage on attack rolls, ability checks, and saving
throws.
Undead Fortitude. If damage reduces the stalblind to
0 hit
points, it must make a Constitution saving
throw with a DC of 5 + the damage taken, unless the damage
is radiant damage or from a critical
hit. On a success, the stalblind drops to 1 hit point instead.
Multiattack. The stalblind makes three melee attacks
Longsword. Melee Weapon Attack: +9 to hit, reach 10 ft.,
one target. Hit: 18 (3d8 + 5) slashing damage or 21 (3d10 + 5)
slashing damage if used with two hands.
Dark Breath (Recharge 5-6). The stalblind exhales
darkness in a 30-foot cone. Each creature in that area must make a DC 16 Constitution saving
throw, taking 45 (13d6) necrotic damage on a failed save, or
half as much damage on a successful one.
Reaction Shield Wall. The stalblind adds 4 to its AC
against one melee attack that would hit it. To do so, the stalblind must see
the attacker and be wielding a shield
Skull Hunter
Armor Class 17 (natural armor)
Hit Points 161 (19d8 + 76)
Speed 30 ft.
Saving
Throws Dex +9, Wis +8, Cha +8
Skills Perception +8, Stealth +14
Proficiency
Bonus +5
Damage Resistances cold, fire;
bludgeoning, piercing, and slashing from nonmagical attacks that aren't
silvered
Damage
Immunities necrotic, poison
Condition
Immunities charmed, exhaustion, frightened, paralyzed, poisoned
Senses blindsight 60 ft., darkvision 120 ft., passive Perception 18
Languages the languages it knew in life
Bound Skull. While the skull hunter's skull is
separate from its body, it has a speed of 0, AC 17 and 50 hit points. Whenever the skull hunter regains hit points, the skull regains an equal number of hit points. If the skull is lost or destroyed, the skull hunter can
bind itself to a new skull through a ritual that requires a humanoid skull that
the skull hunter must touch for 24 continuous hours.
The skull
hunter always knows the location of its skull and the most direct route to
reach it if they are both on the same plane of existence.
Claw. Melee Weapon Attack: +9 to hit, reach 5
ft., one target. Hit: 11 (2d6 + 4) slashing damage.
Fire Ray. Ranged Spell Attack: +8 to hit, range
120 ft., one target. Hit: 10 (3d6) fire damage
Hurl Skull. The skull hunter throws its skull at a
point within 120 feet of it that it can see, causing one of the following
effects:
Dreadful Skull. The skull emits an aura of chilling
terror in a 30-foot radius centered on it. Each creature within that area must
make a DC 16 Wisdom saving
throw. On a failed save, a creature takes 21 (6d6) cold damage
and is frightened for 1 minute. On a successful save, a creature takes
half as much damage and isn't frightened. An affected creature can repeat the saving
throw, ending the effect on itself on a success.
Screaming Skull. The skull emits a piercing cry
audible out to 30 feet. Each creature within that area that can hear the skull
must make a DC 16 Constitution saving
throw. On a failed save, a creature takes 21 (6d6) psychic
damage and is deafened for 1 minute. On a successful save, a creature takes
half as much damage and isn't deafened. An affected creature can repeat the saving
throw, ending the effect on itself on a success.
Withering Skull. The skull emits an aura of crippling
pain in a 30-foot radius centered on it. Each creature within that area must
make a DC 16 Constitution saving
throw. On a failed save, a creature takes 21 (6d6) necrotic
damage and is paralyzed for 1 minute. On a successful save, a creature takes
half as much damage and isn't paralyzed. An affected creature can repeat the saving
throw, ending the effect on itself on a success
Teleport Skull. The skull hunter magically teleports,
along with any equipment it is wearing or carrying, up to 120 feet to an
unoccupied space it can see that is within 10 feet of its skull. Alternatively,
if its skull is within 120 feet of it and the skull hunter can see it, the
skull magically teleports to an unoccupied space within 10 feet of the skull
hunter that it can see.
Pale Pegasus
Armor Class 17 (natural armor)
Hit Points 133 (14d10 + 56)
Speed 120 ft., fly 180 ft.
Proficiency Bonus +5
Damage Immunities necrotic,
poison, radiant
Condition
Immunities charmed, exhaustion, frightened, poisoned
Senses darkvision 120 ft., passive Perception 12
Languages the languages of
its creator
Confer Death's Resistance. The pale horse
can grant resistance to necrotic and radiant damage to anyone riding it.
Master's Bond. The pale horse is bound to a
single master. The horse's master can use an action to summon it, causing the
pale horse to immediately appear in the closest unoccupied space to its master.
Trample. If the pale horse moves at least 20 feet straight
toward a creature and then hits it with a hooves attack on the same turn, that
target must succeed on a DC 15 Strength saving throw or be
knocked prone. If the target
is prone, the pale horse can
make another attack with its hooves against it as a bonus action.
Multiattack. The pale horse can use its
Frightful Presence. It then makes two attacks with its hooves.
Hooves. Melee Weapon Attack: +10 to hit,
reach 5 ft., one target. Hit: 22 (3d10 + 6) bludgeoning damage
plus 13 (3d8) necrotic damage.
Frightful Presence. Each creature of the pale
horse's choice that is within 120 feet of the pale horse and aware of it must
succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A
creature can repeat the saving throw at the end of
each of its turns, ending the effect on itself on a success. If a
creature's saving throw is successful or
the effect ends for it, the creature is immune to the pale horse's Frightful
Presence for the next 24 hours.
Dust Lich
Armor Class 16 (natural armor)
Hit
Points 91 (14d8 + 28)
Speed 0 ft., fly 30 ft. (hover)
Saving
Throws Con +7, Int +10, Wis +6
Skills Arcana +15, History +10, Insight +6, Perception +6
Damage Resistances necrotic
Damage
Immunities poison; bludgeoning, piercing, and slashing from nonmagical
attacks
Condition
Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained, stunned
Senses truesight 120 ft., passive Perception 16
Languages the languages it knew in life
Amorphous. The lich can move through a space as narrow
as 1 inch wide without squeezing.
Legendary Resistance (3/Day). If the lich fails
a saving
throw, it can choose to succeed instead.
Spellcasting. The lich is a 14th-level spellcaster.
Its spellcasting ability is Intelligence (spell save DC 18, +10 to hit with spell attacks).
The lich has the following wizard spells prepared:
Cantrips (at will): mage hand, prestidigitation, ray
of frost
1st level
(4 slots): detect
magic, magic
missile, shield, thunderwave
2nd level
(3 slots): acid arrow, detect
thoughts, invisibility, mirror
image
3rd level
(3 slots): animate
dead, counterspell, dispel
magic, fireball
4th level
(3 slots): blight, dimension
door
5th level
(2 slots): cloudkill, scrying
6th level
(1 slot): disintegrate, globe of invulnerability
7th level
(1 slot): finger
of death
Touch. Melee Spell Attack: +10 to hit, reach 5
ft., one target. Hit: 9 (2d8) necrotic damage.
The lich can take 3 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. The lich regains spent legendary actions
at the start of its turn.
Cantrip. The lich casts a cantrip.
Touch. The
lich uses its Touch.
Swirling
Dust (Costs 2 Actions). The lich moves up to 60 feet without
provoking opportunity attacks. Each creature within 10 feet of
the lich as it moves must succeed on a DC 18 Constitution saving
throw or be blinded until the end of its next turn.
Yurei
Armor Class 17 (natural armor)
Hit
Points 149 (23d8 + 46)
Speed 40 ft.
Saving
Throws Con +6, Wis +6
Skills Acrobatics +10, Athletics +8, Insight +10, Intimidation +14, Perception +10, Stealth +14
Proficiency
Bonus +4
Damage Resistances bludgeoning,
piercing and slashing from nonmagical attacks
Damage
Immunities cold, necrotic, poison
Condition
Immunities exhaustion, paralyzed, poisoned, stunned
Senses darkvision 60 ft., passive Perception 20
Languages the languages it knew in life
Innate Spellcasting. The yurei's innate spellcasting ability
is Charisma (spell save DC 18). She can innately
cast the following spells, requiring no material components:
At will: blink, spider climb, water walk
3/day each: bestow curse, dream
1/day: mislead
Painful Grasp. Melee Weapon
Attack: +11 to hit, reach 5 ft., one target. Hit: 9
(1d6 + 6) slashing damage, plus 27 (6d6 + 6) psychic damage.
Slimy Suffocation. The yurei forces
a creature she can see within 120 feet of her to make a DC 18 Constitution saving
throw. On a failed save, foul foreign matter chokes the target's
airway and it begins suffocating. The target can use its action to repeat the saving
throw, coughing up the matter and ending the effect on a
success. Its allies within 30 feet of it that see this horrific display
become frightened of the creature until the start of its next turn.
Face of Death. The yurei
exposes her face, forcing a creature that can see her within 5 feet of her to
make a DC 16 Wisdom saving
throw. On a failure, the target is stunned and must make a DC 13 Wisdom saving
throw or drop to 0 hit points. The target can make a DC 16 Wisdom saving
throw at the start of each of its turns, ending the
stunning effect on itself on a success. If a creature's saving
throw against the stunning effect is successful or the
effect ends for it, the creature is immune to the yurei's Face of Death for the
next 24 hours.
Flicker. The yurei adds 4 to its AC
against one weapon attack that would hit it. Long black hair obscures the face
of this pale woman. With each motion, her body twitches and jerks.
Restless Nights. A yurei's lair
is most often tied to an area or structure where she was brutally murdered, and
the yurei tortures living creatures by subjecting them to her pain. When
characters in or near a yurei's lair would attempt a long rest, they must make a DC 18 Wisdom saving
throw, or be wracked with disturbing nightmares the entire
night. The creature will only regain half its maximum hit points at the conclusion of the long rest. If they fail the saving
throw by 5 or more, they instead regain no hit points, and regain no spell slots. If they fail by 10 or more,
they do not benefit from the long rest, and gain one level of exhaustion. Creatures that don't sleep, such as elves, can't be
affected by this ability.
Martial
Glory
Armor Class 17 (half plate)
Hit
Points 117 (18d8 + 36)
Speed 0 ft., fly 40 ft. (hover)
aving
Throws Str +8, Dex +7, Wis +5
Skills Intimidation +3, Perception +5
Proficiency
Bonus +4
Damage Resistances acid, cold,
fire, force, necrotic, thunder; bludgeoning, piercing, and slashing from
nonmagical attacks
Damage
Immunities poison
Condition
Immunities charmed, exhaustion, frightened, paralyzed, poisoned, prone
Senses darkvision 60 ft., passive Perception 15
Languages the languages it knew in life
Antimagic Susceptibility. The martial
glory is incapacitated while in the area of an antimagic field. If targeted by dispel
magic, the martial glory must succeed on a Constitution saving
throw against the caster's spell save DC or fall unconscious for 1 minute.
Multiattack. The martial
glory makes three attacks, only one of which can be with its Cross Slash
Battleaxe. Melee Weapon Attack: +8
to hit, reach 5 ft., one target. Hit: 15 (2d8 + 4) slashing
damage plus 7 (3d4) force damage.
Axe Spear. Melee or
Ranged Weapon Attack: +8 to hit, reach 5 ft. or range 20/60 ft., one
target. Hit: 11 (2d6 + 4) bludgeoning damage plus 7 (3d4)
force damage.
Uppercut. Melee Weapon
Attack: +8 to hit, reach 5 ft., one target. Hit: 9
(2d4 + 4) bludgeoning damage plus 7 (3d4) force damage. If the target is a
Medium or smaller creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.
Cross Slash. Melee Weapon
Attack: +8 to hit, reach 5 ft., one target. Hit: 22
(4d8 + 4) slashing damage plus 15 (6d4) force damage. The martial glory must
have two axes in hand.
Force Wave (Recharge 4-6). The martial glory uses its essence to push back
attackers. All creatures within 30 feet of the martial glory make a DC 18 Strength saving
throw. On a failed save, a creature takes 17 (5d6) force damage,
is hurled 40 feet directly away from the martial glory in a straight line, and
is knocked prone. On a successful save, the creature takes half as much
damage, is hurled only 20 feet directly away from the martial glory in a
straight line, and isn't knocked prone.
Haunted
Armour
Armor Class 20 (natural armour, shield)
Hit
Points 119 (14d8 + 56)
Speed 30 ft., fly 30 ft. (hover)
Saving
Throws Str +8, Dex +6, Con +8
Skills Athletics +12, Intimidation +8, Perception +5
Damage Resistances necrotic;
bludgeoning, piercing, and slashing from nonmagical attacks that aren't
adamantine
Damage
Immunities poison
Condition
Immunities blinded, charmed, deafened, exhaustion, frightened, paralysed, petrified, poisoned
Senses blindsight 60 ft., darkvision 60 ft., passive Perception 15
Languages the languages it knew in life
False Appearance. While the haunted armour remains
motionless, it is indistinguishable from a normal suit of armour.
Magic Resistance. The haunted armour has advantage on saving
throws against spells and other magical effects.
Multiattack. The haunted armour makes three melee
attacks.
Longsword. Melee Weapon Attack: +8 to hit, reach 5 ft.,
one target. Hit: 13 (2d8 + 4) slashing damage, or 15 (2d10 + 4)
slashing damage if used in two hands.
Shield Bash. Melee Weapon Attack: +8 to hit,
reach 5 ft., one target. Hit: 9 (2d4 + 4) bludgeoning damage. If the
target is a Medium or smaller creature, it must succeed on a DC 16 Strength saving
throw or be knocked prone.
Parry. The haunted armour adds 4 to its AC against one
melee attack that would hit it. To do so, the haunted armour must see the
attacker and be wielding a melee weapon.
Wraithguard
Armor Class 16 (natural
armor)
Hit
Points 125 (10d10 + 70)
Speed 20 ft.
Saving
Throws Wis +4, Cha +4
Proficiency
Bonus +4
Damage Resistances acid,
force, necrotic, psychic
Damage
Immunities fire, poison; bludgeoning, piercing, slashing from nonmagical
attacks
Condition
Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses blindsight 60 ft., passive Perception 10
Languages Elvish, Sylvan; telepathy to 60 ft.
Immutable Form. The
wraithguard is immune to any spell or effect that would alter its form
Magic Resistance. The
wraithguard has advantage on saving
throws against spells and other
magical effects.
Magic Weapons. The
wraithguard's weapon attacks are magical.
Undead Nature. The
wraithguard's creature type is both construct and undead.
Multiattack The Wraithguard
makes two slam attacks
Slam.Melee Weapon Attack: +11
to hit, reach 5 ft., one target Hit: 16 (2d8 + 7) bludgeoning damage.
Wraithcannon (Recharge
5-6). The wraithguard fires an eldritch projectile at a point within 90
feet it can see. The projectile tears open an interplanar rift which occupies a
15-foot radius sphere centered on that point. Each creature which starts its
turn within that area must make a DC 14 Constitution saving
throw, taking 33 (6d10) force damage on
a failed save, or half as much damage on a successful one. On a failed save, a
creature’s movement speed is also halved until the end of its next turn.
The
interplanar rift closes at the end of the wraithguard's next turn. Any creature
that is still within the rift's area when it closes must succeed on a DC
14 Dexterity saving
throw or be teleported to the
highest point in the room.
Duergar
One duergar
warlord AC20 HP 75, three attacks, call of attack. +7 d10+4
20 duergar
stone guard four groups of five, AC18, HP 39, one attack +6 d6+4
10 Duergar
Cavalry AC 18, HP 26, two attacks +4 d8+2
10 Steeders AC14 HP30, one attack +5 d8+3 +poison 2d8
40 Duergar
8 groups of 5, AC16, HP26 one attack +4 d8+2
Kou-Toans
Insane Fishmen
400 Kou-toa
regulars AC 13, HP18 one attack +3 d4+1, or spear +3 d6+1 20/60
80 females 6hp,
80 fries 1hp 200 elven slaves
1 Assassin
14th AC 18 HP 140 +10 8d6+poison
2d8
8 Assassins
8th AC 16 HP 80 +6 5d6+
poison 2d8
Chief Whip
Monk 12th AC 18 HP120 Move
50, 4 attacks +10 d8+5+dex save DC17 or fall prone
2 Whips
Monk 8th AC 16 HP 80 Move 45,
4 attacks +8 d6+4+Strength save DC15 or push 15’
20 Monitors
Monk 3rd AC14 HP 30 Move 40, 3 attacks +6 d4+3 no reactions
1 10th
cleric AC18 HP 100 two spells in combat Spirit guardians and Spiritual weapon 5d8
within 15’, +9 2d8+5
2 8th
cleric AC 18 HP 80 Two spells in combat Spiritual guardians, 4d8, Spiritual weapon
+7 2d8+4
4 6th
Cleric AC 18 HP 60 Two spells in Combat Spiritual Guardians 3d8, Spiritual
weapon +5 d8+3
The Codex of the
Earth
The Codex is a big
book, 4’ tall, 3’ wide and 1’ thick, the cover is made of a 1” slab of granite
and the pages are made thin flexible sheets of stone; the entire book weighs a
ton. In the pages are the description of
the steps to become a geomancer, to attune the energies of the self with that
of the stone and earth of the world around them. In the pages are all the Earth based spells
that have ever been written and several rituals that allow the creation of earthly
wonders. One allows a geomancer to make
the stone paper in the book, it is not a spell per se, but a process involving the
spell ‘wall of stone.’ There are rituals
that summon small earth-like elementals, similar to Xorn and the like additionally, there are rituals
that allow the casting of monumental creations, including those that cast 10th,
11th and 12th level spells. Attuning to the codex does many things but
primarily it allows the attuned to lift it with ease. The Codex is the life work of many Stone Elf
Geomancers and locating the book and gifting it to them will ensure that all
the persons descendants will be the friend of the Stone Elves.
-
Attune
can lift the book
-
Skin
turns grey over time until it resembled the native stone of the area
-
AC
increases by 2
-
Speed
drops by 10 feet, 30 becomes 20, 25 becomes 15, but not climbing or walking
through earth.
-
Weight
doubles, strength increases by 2
-
Earth
elementals instantly follow wielder, other elementals dislike; no earth
elemental will attack the holder, Persuasion check DC CR to request a service
(curiously this also affects druids in elemental form both ways)
The Death Forest
and the Dragon Doom
The valley
collapsing on itself and crushing the Litch’s citadel unleashed a necromantic
taint into the local area. The taint
filled the mountain side and the forest that grew upon it. The forest it grew dark and slowly the taint
filled the air. A dragon lived in that
taint and the taint filled it. it was
unique amongst all of history of all dragons that grew in the world, it was
tainted. The taint manifest in the
dragon turning its scales pale yellow white.
Its fearsome breath was necromantic and feasted upon the energy of the
world, draining it from everything.
Drained energy healed the dragon and filled it with power. Other dragons it fought fell before its power
and it grew, but it could not digest the bones of its kills and these it left
and after a time it learned spells that allowed it to animate the bones. As its power grew it got better and better
and cast up the bones of its kills as greater and greater undead. The dragon stank of age and power but also
rotting flesh that drew other dragons closer to this forest. Few dragons stay in one location for long and
few grow large in one place as dragons need to sweep a wider and wider domain
clearing more potent dragons before them and evolve and grow in power. This dragon stayed close to its domain,
living in the taint.
|
Stats |
AC: 21 |
Bite/Claw/Claw/Tail/Wing
4d12+10/3d10+10/3d10+10/3d6+10/4d4+10 |
|
S: 30 |
HP: 546 |
BW 180’cone 36d6 necrotic damage, ½ dam
heals the dragon |
|
D 26 |
Sor: 20 |
Cantrip 6, 1st 4, 2nd
3, 3rd 3, 4th 3, 5th 3, 6th 2, 7th
2, 8th 1, 9th 1. |
|
C 10 |
SAB: +14 |
Legendary actions: Detect, tail attack,
wing buffet (2), Roar disadv 1 attack, |
|
I 24 |
SDC: 18 |
Make save. Lair Actions:
Blight-upon-the-land(10’square drops 10’), |
|
W 24 |
Prof: +7 |
Summon swarm Undead Swarm, Bone spurs
(difficult terrain 100’ rad), |
|
Ch 24 |
CR: 22 |
Awaken dead, draw on the dead (damage
undead and heal 1:1) |
Raised a small host
of Draco-liches, dragon skeletons, swarms of skeleton animals there is also a small host of awakened
necromantic plant life. Bone Naga, bone
golem, dead creature amalgam, undead squirrels
Skeletal Dragon
CR10 S18 D18 C15 I6 W8 Ch5 HP210 AC15 +8
to hit,
|
bite |
claw |
claw |
tail |
Wing rake |
|
2d10+4 |
2d8+4 |
2d8+4 |
1d6 DC14 dex |
2d4 one target |
Giant Elk Zombie
S19 D6 C16 I3 W8 Ch5 HP47 AC9 +6 to hit Speed 50
Swarm of Zombie woodland
critters HP 31 AC 8 +2 to hit 2d6 damage, con save DC5+1/2 damage taken or no
damage caused
Swarm of skeletal
woodland critters HP 38 AC10 +2 to hit 2d6
Swarm of skeletal
Pixies speed 50 fly HP28 AC15 +5 to hit 4d4, DC18 Con save or disadvantage
10min, immunities to Slashing, Piercing, charm, petrified, paralyzed,
restrained, stunned, prone, frightened, poison.
Resistance to Bludgeoning, magic and advantage on magic saves. Vulnerabilities iron and thunder
Treant, Vampiric
Family: Treant
Huge plant, chaotic
evil
Armor Class 16 (natural armor)
Hit Points 212 (17d12 + 102)
Speed 30 ft.
|
STR |
DEX |
CON |
INT |
WIS |
CHA |
|
23 (+6) |
12 (+1) |
22 (+6) |
12 (+1) |
16 (+3) |
14 (+2) |
Saving Throws Dexterity +7, Wisdom +9, Charisma +8
Skills Perception +9, Stealth +7
Damage Resistances bludgeoning, cold, lightning, necrotic,
piercing; slashing from nonmagical attacks
Damage Immunities poison
Damage Vulnerabilities fire
Condition Immunities poisoned
Senses darkvision 120 ft., passive Perception 19
Languages Common, Druidic, Elvish, Sylvan
Challenge 17 (18,000 XP)
Multiattack. The vampiric treant makes
two attacks, only one of which may be a Charm attack.
Slam. Melee Weapon
Attack: +12 to hit, reach 5 ft., one target. Hit: 16 (3d6 + 6)
bludgeoning damage plus 10 (3d6) necrotic damage. If the target is a creature,
the target’s hit point maximum is reduced by an amount equal to the necrotic
damage taken, and the vampiric treant regains hit
points equal to that amount. The reduction lasts
until the target completes a long
rest.
Rock. Ranged Weapon
Attack: +12 to hit, range 60/180 ft., one target. Hit: 28 (4d10
+ 6) bludgeoning damage.
Charm. The vampiric treant targets
one humanoid it can see within 30 feet of it. If the target can see the
vampiric treant,
the target must succeed on a DC 17 Wisdom saving
throw against this magic or be charmed by
the vampiric treant.
The charmed target
regards the vampiric treant as
a trusted friend to be heeded and protected. Although the target isn’t under
the vampiric treant’s control,
it takes the vampiric treant’s requests
or actions in
the most favorable way it can. Each time the vampiric treant or
the vampiric treant’s companions
do anything harmful to the target, it can repeat the saving throw, ending the
effect on itself on a success. Otherwise, the effect lasts 24 hours or until
the vampiric treant is
destroyed, is on a different plane of existence than the target, or takes a
bonus action to end the effect.
Animate Trees (1/day). The
vampiric treant magically
animates one or two trees it can see within 60 feet of it. These trees have the
same statistics as a treant,
except they have Intelligence and Charisma scores
of 1, they can’t speak, and they have only the Slam action option. An animated
tree acts as an ally of the vampiric treant.
The tree remains animate for 1 day or until it dies; until the vampiric treant dies
or is more than 120 feet from the tree; or until the vampiric treant takes
a bonus action to turn it back into an inanimate tree. The tree then takes root
if possible.
Children of the Vine (1/day).
The vampiric treant magically
calls 4d6 awakened shrubs. The called creatures arrive in 1d4 rounds, acting as
allies of the vampiric treant and
obeying its spoken commands. The creatures remain for 1 hour, until the
vampiric treant dies,
or until the vampiric treant dismisses
them as a bonus action.
The vampiric treant can
take 3 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. The vampiric treant regains
spent legendary actions at
the start of its turn.
Move. The vampiric treant moves
up to its speed without provoking opportunity attacks.
Slam. The vampiric treant makes
one Slam attack.
Rock. The vampiric treant makes
one Rock attack.
Entangle. The vampiric casts
an entangle spell
(spell save DC 17) without the need for material components or concentration.
The Balancing Rock
The Rock is a sphere 30’ in
diameter on every axis without being
smooth. There are magical runes embossed
upon the skin of the rock that glow with an internal light. When the stone is at rest the runes glow
brighter until they shine, when allowed to the stone will spin naturally
clockwise. The rock is perfectly
balanced and when it spins it becomes more stable. Resting in one’s hands the rock will stop
spinning and one must force it to do things for you. It is sentient after a fashion and after it
slowly dominates its master it will enforce its desire to make more land. When it is aligned properly it will open new
land at a rate of a foot per year and land that it already opened to full. This stone would open the Hidden Valley, a
land that it had opened over the last three hundred millennium, ten kilometers
wide and thirty kilometers long. The
valley is at a stable size until the rock was knocked off its stable perch
hundreds of years ago.
This is an artifact like none
other. It requires three attunement
slots to control it. it acts like a
Stone of Earth Elemental control and can hold up to four elementals at
once. The first elemental requires a DC0
check, the second requires a DC10 check, the third requires a DC20 check. The
fourth elemental requires a DC30 check.
·
While attuned to
the Rock any wizard becomes a Geomancer and if already a Geomancer, their
powers double in strength.
·
While attuned, the Rock
becomes near weightless for the attuned
·
Every year of
attunment the possessor grows an inch.
·
Gain Constitution or
Wisdom saves, if the attuned already has both then they gain double
Constitution saves.
·
Holding the rock
and spinning it clockwise will rip a creature apart on a successful
Concentration check DC(Monster CR/level) causes creature’s HDd6 damage.
·
Holding the rock
and spinning it counter-clockwise will compress a creature, on a successful Concentration
check DC(MonsterCR/level) heals HDd6, or on a fail HDd6 damage.
·
Tunnel vision any
creature that holds the rock longer than their HD in days must succeed in a DC HD/level
Charisma save with a -1 for every additional HD/level days of possession.
·
Non-detection. If magic detection is cast or someone uses locate
object to find it, the spell fails to find this rock.
Geomancer Level 2 power. Feel of Earth while standing on the ground
the mage gains tremorsense of 10’ + their spell attack modifier. Their feel through the ground also allows
them to understand and speak Terran, the language of Earth Elementals and their
Ilk.
Level 2 power Control of Earth. The mage begins to exert control on their
surroundings, difficult terrain becomes normal proficiency score feet distance
of them. Sand becomes solid under their
feet and the mage will get advantage on spells meant to knock the mage over
that involve earth or when they are standing on Earth. Spells of water, air, fire, plants or other
effect are not affected. Additionally,
when a Geomancer casts a Earth related spell, they gain absolute control over
the shape of the rock. Wall of Stone for
example could contain striations, folds and other patterns that make the
conjured stone look natural, or the stone may look completely unnatural, made
of rainbow quartz, or it could be made thinner, or have handholds crafted
directly into the stone. Getting the precise
changes requires a Masonry + Intelligence check. Casting wall of stone to make a bridge
requires no roll to make a slab. DC10 to
make an arch, DC15 to provide a columns to support the bridge and to have a
simple lip on the edge. DC20 to give the
appearance that each stone was quarried and set in place. DC25 makes the stones have the appearance of
native stone, with the quarried stone placed in different directions. DC30 the columns of the bridge look like giants
holding the bridge on their backs, the railing slats on the edge are carved
into individual people in different positions.
The latter example might require a little planning to pull it off in one
go.
Level 6, Expert Geomancer. Beginning at 6th level, casting Earth-based spells comes so
easily to you that it expends only a fraction of your spellcasting efforts.
When you cast a earth-based spell of 2nd level or higher using a spell slot,
you regain one expended spell slot. The slot you regain must be of a level
lower than the spell you cast and can't be higher than 5th level.
Level 10, Stone-hold
the mages feet and or hands are able to sink an inch into rock or stone to give
them superior purchase, they can climb walls with advantage, crawl along the
ceilings or other similar movement. Additionally,
the Mage can relax on a stone surface and slowly sink into it, 1” per round
until they are completely submerged where they can rest for one hour before
exiting the rock. Lastly, if they are
using a spell that allows movement through rock or earth the mage may end its
turn without taking damage if they make a DC(25-(Int+masonry)) Con save.
Level 14, Body
and Mind of Stone, the mage becomes proficient in Constitution Saves, and gains
expertise in Masonry, additionally the Stone Skin spell no-longer requires
concentration when cast on self.
The Rift
The rift is
a mighty chasm that has opened up in the floor of the lake depths. The dimensions of the chasm are 500’x1500’
and over 7500’ deep (160m x 500m x 3000m).
if it were to close suddenly the force would knock over the seamounts
and raise the water of the lake by 1.5 meters or five feet. Causing a flood of water to go down the
river. Unlike the rest of the lake
bottom there is no light here and anyone traversing it would need to bring a
light. There is one light source, the
Rock; the rock is spinning lighting up the water, except that the aboleth is
clouding up the water. The effect is
that everything is black but the further one goes down the lighter it gets.
If the PCs are
reticent to head into the rift the Aboleth will rise to the lip of the Rift
holding the spinning Rock above its head where it will do battle then sink down
into the depths again.
When the
Aboleth is defeated and it dies, the rock will fall to the base of the rift
unless it is caught and attuned to. It
requires three atonement slots. Once
attuned, the Rock becomes weightless for the attuned. And when it breaches the rift the choice to
close the rift will be given, mentally.
Gargantuan aberration (greater), any Lawful Evil
Armor Class 18 (natural
armor) 60’-80’ size
Hit points 261 (18d20 + 72)
Speed 10 ft., swim 40 ft.
|
STR |
DEX |
CON |
INT |
WIS |
CHA |
|
27 (+8) |
7 (-2) |
18 (+4) |
22 (+6) |
19 (+4) |
20 (+5) |
Saving Throws Con +14, Int +11, Wis +9, Cha +10
Skills Arcana +11, Deception +10, History* +16, Insight +9, Nature* +16, Perception* +14
Damage Resistances psychic, normal weapons
Senses darkvision 120 ft.,
passive Perception 24
Languages Deep Speech, telepathy 240 ft.
Challenge 16 (15,000 XP)
- Amphibious. The ancient aboleth can breathe air and
water.
- Mucous Cloud. While underwater, the ancient
aboleth is surrounded by transformative mucus. A creature that touches the
ancient aboleth or that hits it with a melee attack while within 5 feet of it
must make a DC 17 Constitution saving throw. On a failure,
the creature is diseased and poisoned for 1d4 hours. The diseased
creature can breathe only underwater.
- Legendary Resistance (3/Day). If
the ancient aboleth fails a saving throw, it can choose to succeed
instead.
- Probing Telepathy. If a creature communicates
telepathically with the ancient aboleth, the ancient aboleth learns the
creature’s greatest desires if the ancient aboleth can see the creature.
The target of this effect can make a DC 19 Charisma saving throw to resist,
becoming immune to the ancient aboleth’s Probing telepathy for the next 24
hours if successful.
- Multiattack. The ancient aboleth makes three
tentacle attacks.
- Tentacle. Melee Weapon Attack: +13 to
hit, reach 30 ft., one target. Hit: 17 (2d8 + 8) bludgeoning
damage. If the target is a creature, it must succeed on a DC 17 Constitution saving throw or become
diseased. The disease has no effect for 1 minute and can be removed by any
magic that cures disease. After 1 minute, the diseased creature’s skin
becomes translucent and slimy, the creature can’t regain hit points unless it is underwater,
and the disease can be removed only by heal or another disease- curing
spell of 6th level or higher. When the creature is outside a body of
water, it takes 6 (1d12) acid damage every 10 minutes unless moisture is
applied to the skin before 10 minutes have passed.
- Tail. Melee Weapon Attack: +13 to
hit, reach 15 ft., one target. Hit: 18 (3d6 + 8) bludgeoning
damage.
- Greater Enslave (3/Day). The ancient aboleth targets one
creature it can see within 30 feet of it. The target must succeed on a DC
19 Wisdom saving throw or be
magically charmed by the ancient aboleth
until the ancient aboleth dies or until it is on a different plane of existence
from the target. The charmed target is under the ancient
aboleth’s control and can’t take reactions, and the ancient aboleth and the
target can communicate telepathically with each other over any distance.
Whenever the charmed target takes damage, the
target can repeat the saving throw. On a success, the effect ends. If a
target is charmed by the ancient aboleth for
a week, this effect can only be removed with the use of a greater restoration spell,
or similar effect.
- Psychic Twisting (Recharge 5-6). A
chosen creature within 60 feet of the ancient aboleth must succeed on a DC
19 Intelligence saving throw or take 63
(14d8) psychic damage and be incapacitated until the end of its next
turn. On a successful save, it takes half as much damage instead and is
not incapacitated.
The ancient aboleth can take 3 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. The ancient aboleth
regains spent legendary actions at
the start of its turn.
- Detect. The ancient aboleth makes a Wisdom (Perception) check.
- Tail Swipe. The ancient aboleth makes one
tail attack.
- Psychic Drain (Costs 2 Actions). One
creature charmed by the ancient aboleth
takes 14 (4d6) psychic damage, and the ancient aboleth regains hit points equal to the damage the
creature takes.
- Mind Shock (Costs 3 Actions). One
chosen creature within 60 feet of the ancient aboleth must succeed on a DC
19 Intelligence saving throw or be stunned until the end of its next
turn.
Aboleths’ domains are usually subterranean lakes,
linked to the rest of their kind by long submerged tunnels.
Inside its lair, the aboleth can take a lair action
on initiative count 20
(losing all initiative ties).
- Devotee’s Call. The aboleth teleports a devotee
(consenting or enslaved target) inside its domain to another location of
its choice in its domain. By default, the devotee is a creature of the
GM’s choosing with a CR less than or equal to 4.
- Enslavement. A creature within 120 feet of the
aboleth must succeed on a DC 19 Charisma saving throw or fall under
the aboleth’s control until the aboleth’s next lair action. Any
creature that succeeds on the saving throw or for whom the effect ends
becomes immune to the aboleth’s Enslavement for the next 24
hours.
- Read Intentions. Until its next lair action, the aboleth
benefits from a +2 to AC and a capped bonus of +2 to its saving throws
(see Grimoire, Living magic: Capped Bonus).
The presence of an adult or ancient aboleth is felt
in nearby caverns, in a 2-mile radius. The air becomes particularly humid and
brackish, with a waft of something viscous. Intruders constantly feel an
unpleasant and oppressive sensation, as if they were being watched by a cruel
and malevolent being.
- Inane Prophecies. The adult or ancient aboleth
can make mysterious writings appear at will on the walls of its domain.
Guests of the domain can understand the texts, but if any other creature
tries to read them, they’ll require a DC 16 (for an adult aboleth) or DC
19 (for an ancient aboleth) Wisdom saving throw, receiving
long-term madness on a failure.
- Master of Their Domain. The aboleth can cast the control weather, dream, mirage arcane, and stone shape spells once per day each.
Its spellcasting ability is Intelligence (spell save DC 16 for an
adult aboleth, DC 19 for an ancient aboleth).
- The Drink of Slaves. The first time a creature
drinks water within an aboleth’s domain, it seems
undrinkable and can induce vomiting. However, some prisoners persist,
pushed by thirst and despair. As they continue drinking this water, their
body grows accustomed at the same time as their mind is enslaved by the
abyssal master. The following table provides an overview of the body’s
acceptance and the mind’s degradation. The following saving throws are
made once per day, when the first drink of water is taken each day.
|
Drinking
Attempts |
Vomiting Constitution
Saving Throw |
Servitude Wisdom Saving
Throw |
|
1st |
DD 21 |
DD 5 |
|
2nd |
DD 18 |
DD 10 |
|
3rd |
DD 15 |
DD 15 |
|
4th |
DD 12 |
DD 20 |
|
5th |
DD 9 |
DD 25 |
|
6th |
DD 6 |
DD 30 |
|
7th |
The water is delicious! |
Automatic failure |
An aboleth’s disciples can
carry this water. If the container is ritually prepared, it will keep its
properties until the aboleth’s death; if not
prepared, the effects subside after 3d10 days or the aboleth’s death.
The Shallows
Under the ice there are two kingdoms,
the home of the water dragon and the Lake elves. The lake elves number close to two thousand
elves. They speak River Speak which is
closely related to River Elvish, they
claim that they came here several generations ago and stayed here. they are familiar with many legends about the
area. They knew about the balancing rock
but know the disappearance as the day the bigger river disappeared. They claim that a whole river disappeared and
with it several families including the king of the elves. When the king of the Elves disappeared, they
began to go into decline. The king was rallying
support to conquer the depths of the lake.
They claim that lake has more than one name, the lake of three kingdoms,
and the lake of unknown depths. The
Elves used to call it the lake of three Rivers.
The kingdom is now known as the Kingdom of light, because it is the
region that has the most light. The
building rest on a narrow strip of underwater land about 100m from the shore to
150m of the shore, any closer and they are too accessible to the surface
dwellers but any further and the land is too dark to live in. the water is cold all the time but in the
summer the Elves spend more time close to the surface. They trade with the Humans and the other
races nearby but in the fall to the late Spring they are cut off. the Elves
know that the Middle Kingdom is controlled the lake Saugin and the Kuo-toans. They don not know who controls the lower
kingdom but rumours say that it is controlled by a dark god. And there are water ghosts that look like
elves, but the elves of many generations ago.
The elves know about the lake dragon and they pay tribute to it and they
are allied with it. The dragon says that
it has met the dark god and it is afraid.
The Dragon is CR14. +10 to hit 20 in all stats +5, AC 18, HP 414 Bite/claw/claw/tail/wings 3d12/2d10/2d10/2d6/2d4, breath weapon 22d6 ½
thunder, ½ lightning cloud, Con save DC18, spells Sorcerer13, water radiant
electricity. 3 lair actions, one
legendary action. Some healing, but more
druid like. Huge in size. It is blue in colour but the tips are
silvery. It is a Cobalt Dragon.
The lair of the dragon floats in the
middle of the lake about 200m to 50m down.
It is made of glassy ice that is persistent at any temperature. It is populated with a dozen dragon born and many
kobolds, all breathe water and are dark blue with white highlights. The dragon is actually a Cobalt dragon,
meaning it is mostly good. It is wary of
the forest even though the smell of the forest is intoxicating and draws it to
the forest. Which is why the dragon will
not approach that edge ever. The dragon
will not drop below a certain depth either because it has sensed a very strong
evil in the depths and it is afraid. It
will tell anyone that acts contrite or helpful that the middle kingdom is a watery
section deep in darkness. And warns any
that goes there that the water is quite clear, but there are three things they
need to know. Light will be seen out to
x10 distance. Dim light will be out to
2x distance, but the light source can be seen for 5x that. There are some light sources on the way down
but there are many creatures that hunt by watching the creatures in those
places. And there are some creatures
that are completely at home in total darkness.
The Middle Kingdom.
Saugin and Kou-toas live here at the
edges, they come out only in force in the open water. There are things like squid and octopi in the
water column and there are angler fish too.
There are angle mimics, which float outside the light of the angler fish
to attack the creature that attack the angler fish appendage. There are barracudas that cast dancing lights
out in the water to draw creatures out. The
middle kingdom is very big, it stretches from 300m down to 3000m down and
creatures live everywhere. Some of the
creatures use electricity to fight but mostly poison and acid.
The things in the depths pay lip
service to the thing in the Lower Kingdom.
Any emissary will be allowed to pass through the middle kingdom. But they will only be give a couple hours to
pass through. And the saugin will
venture out in those times. The walls of
the Saugin castles are well lit deep inside.
And have less light towards the openings
The Stone Giant steadying.
On the far side of the valley from the
humans there is a larger river that enters the lake. The river flows down from the mountains in
three tributary each has a large cascading waterfall. Close together atop the plateau sits fortress
that encompasses the plateau. The
fortress walls rise only fifteen feet tall and so from afar it is hidden,
especially now that it is covered with ice and snow. The stone work here is ancient, at least ten
thousand years old, the structures seamless and seem to be made form the parent
stone. It would be easier to conceive
that the structure was carved from the rock.
The entrance is at ground level and
there are two guards, armed with tetsubo, at the entrance of the fort and four
at the entrance to the valley. Before
the valley the land is pristine. Behind
the guard post there is a packed trail where the Giants have moved up and down
the path to the fort. Other paths join
the main path way, some of them include foot prints of giant goats and regular
sized goats. These pathways lead out to
mountains valleys around. Frost Giants
attack! Four average lead by a 5th level
champion. The battle will go until one
Frost giant is killed then the group will attempt to retreat. They are smart and it there are any
elementals they will target the mages with missile weapons and spread out
scatter in different directions and maintain minimum range with the mage. If they see the artifact, they will start the
melee with a minor avalanche and attempt to divide and kill.
When the journey continues the party
will arrive at an ancient roadway that leads into the mountain. They will see the guards at this entrance
have a mantle made of flexible stone, a wrap.
If asked they will say only the honour guard gets this ancient
mantle. They dismiss the stone giant
guard, unless he is injured, and an honour guard member will escort the group
inside. There are many stairs and slopes
that lead to a great cavern that is filled with light, reflected off many
crystals high up. There are many stone
homes at the base of the cavern, some of them appear stacked on top of each
other like stone adobe houses. Moss,
lichen and grass grow along the floor and there are even some small shrubs. The air is warm, and the ground is
spongy. There are many flocks of sheep
and goats, giant and otherwise with many young.
They explain that the young are born here and when they are weened they
join the flocks outside in the Spring.
They are brought up past a large and very long flight of stairs in a basket
like elevator to the mid reaches of the cavern, several hundred feet up. The King of the Stone giants meets you here.
The king wears no crown, he wears the
mantle that the Honour guard wears and a matching kilt. The room you are brought into has a glorious
window of ice, a frozen waterfall. The
party was brought here to show them the valley and show them where he needed
them to go. To do this he will hit the
window causing the structure to tumble into the lake below, and allow the wind
to whip in. but he can point out the
Elven City where the artifact was in last.
He says he respects the elves a lot and does not want to damage the
city, it is elf sized and not giant sized.
He would like to reclaim an artifact that he claims was on loan to them,
but with the fall of the University they have no use for.
Except, there is another trouble that
has cropped up in the past few days. He
is sure that he and his people can solve this issue, but at great cost. Normally they would have to, and would, but
now that they are here, there is great opportunity that cannot be ignored. We have been beset with an invasion over the
last week. It started with Spring. Frost giants from a distant peak have crossed many mountain pass to lay siege
on our lands. We have spent many
generations with a strong reputation which has been weakened over the last
several centuries. That is part of the
reason why we would like you to retrieve the Codex of Earth from the city. With it we can revive the powers that our
ancestors developed and the recovery of Earth’s Heart, is a great first step
and we wish to build upon that success, however, we know that the recovery of
the Codex will not mean instant strength.
So, I must plead with you to assist us repelling the invaders and then
to recover the Codex. We will repay your
services with the friendship of the giants to all your children for twenty
generations, which you have already earned by recovering Earth’s Heart. We can give you a few trinkets that we have
acquired but have no use for.
The Raiders.
White Cave bears, Small white dragons,
Frost Giants, Champions, Shamans, Rhemoraz, Cloud Giants.
Frost giant raid
4 frost giants, one Champion, one
shaman, and a white dragon in a box. The
way will be blocked by a recent avalanche, broken trees and ice, large
boulders. When they approach it a ice
shelf breaks off a mountain beside them and the avalanche fills the way behind
and makes the PCs make a check or two.
The giants break open the box and release the dragon and sic it on them. Then they engage in melee. The shaman can cast a entangle spell but with
snow and ice, a sleet storm and melf’s minute snowballs. The quickness they deal with threats
determines what the shaman and the giants do.
They will flee if the PCs kill one of them and they will protect the
Shaman.
Refugees teenage stone giants with
small children and babies leading a dozen head of cattle. There are ten Giants and they will be
fearful, some of the teens show wounds.
They say that the other giants attacked early or late yesterday and they
were sent away. They say they got their
wounds from approaching a small village, it had been attacked earlier
apparently, we were attacked when we got close.
We got away by sending the majority of our herd toward them.
Mountain village. Fifty heads of mountain goat and a dozen
giant mountain goat lie slaughtered in the pass before the tall buildings on
the slope. A boulder is thrown from the village
and narrowly misses a character (unless it is a 20) followed by laughter. There are ten Giants here lazing about. They will visibly wager about who hit one of
the characters or not. They will be able
to see them exchange small pouches. Four
will only throw until the PCs get within short range, then the giants will
attack on masse and the leader will loose his pet Rhemoraz. There are four 5th
level Champion, five surviving regular giants and a 11th level
champion, king of the frost giants. If
the shaman escaped it will be here. deep
inside the group of houses is a pleasure house with three female stone giants,
tortured to 1 hp.
The Mountain in a
cloud with a castle. The castle appears
to sit on the edge of the mountain with clouds all around. There is a village within the cloud and there
are five groups of two giants sleeping in non-demolished houses. The castle rests on the ‘snow’ but is
actually the cloud the castle is not of Stone or Frost Giant type. On the outside there are three Stone Giants
chained to the wall, two of them is dead but they all appear dead. They are wearing the mantle of the honour
guard. One perks up when the PCs come
by. ‘Beware’, he croaks and passes
out. The leaders are three Cloud Giants. If the PCs defeat the Cloud Giants first the
surviving Frost giants will attack the PCs.
The cloud Giants have some magic.
The prince of the stone giants is attached to the wall with manacles of
Immobility. the others are nailed to the
wall. The lead Cloud Giant is a level 5
champion with boots of speed and a horn of Blasting. His second has a cape of the Mountebank each of the Cloud giants is equipped with
weapons with a +1 or +2 ring. The Giants
in the village have +1 rings supplied by the Cloud Giant. Additionally Leader has a Disruption Ring of
power on his weapon. There is a 500lbs
of raw jade taken out of the stone in the village, it needs to be carved to get
extra value. There are 5 colours and 100
pounds of each. Green 100gp/#, Blue 150gp/#,
white 200gp/#, red 200gp/# and yellow 250gp/#
carved it could be worth x10-x100
the giants have 23000sp, 35000cp, 3000gp, 550pp.
The Last
Palace
The very
top of the sacked and nearly abandoned Stone Elf city is a tall edifice that
resembles the other castles that you have past over the last couple of days
with a few exceptions; this tower is more complete than the others, there are
no windows poking through the walls and the entrance is shut and barred. There appears to be only one entrance.
As you
approach you see the outside of the palace has been camouflaged so that from a
distance the mountain is just another snow covered peak. Closes up, you can see that there are holes
and handholds that would collect snow and ice in the winters and much of that
up here would not melt ever.
The door is
blocked by snow an ice on the other side of the door piled five feet high at
the bottom of a short flight of stairs.
Inside the castle at the doors the inside feels just below freezing. After climbing the stairs, the room is above
freezing. The floor is scattered with
large piles of furniture, all of it made from stone. There are a lot of chairs and tables, but
there are also quite a lot of mobile chalkboards. There are signs that there once was some
wood, the walls of the entire hall are covered with smeared ash and some sort
of lard. There are a few spots that the
smear of ash has been rubbed away revealing glass underneath those look upon
approaches to the outside of the Palace.
There is a
single staircase that spirals around the edge of the gigantic open room with a
diameter of at least 200 feet. The
spiral is 20’ wide and rises up 10’ every 40’, the long spiral makes two and a
half circuits before disappearing into the level above, 200’ above the floor
and even then, that level has a circular balcony at least 100’ in diameter
through which you can see another balcony above that. All told the roof of this room is over 300’
tall at its pinnacle. From the outside
the palace looked to be 1000’ tall.
There is a
sloping walkway that descends into the floor beside the central pit. There is a small plaque set into the floor
beside the lip presumably warning about the lip being a dangerous position. There is graffiti permanently scrawled on the
side of the pit with writing in elvish.
There is a steady blast of warm humid air rising out of the depths that
smells vaguely of rot. There is another
breeze that heads down the spiral one that is cool and fresh.
There is an
army of duergar dwarves here. They have
had plenty of warning to set up the trap as they have been watching at the
clean spots along the walls. They
believe that the Heroes have been hired by the Stone elves to clear them out,
they have been trying for years to get some heroes to do the job. And some of their number went to the human
village earlier this Spring. The
earthquakes and the wave in the lake have made them believe the Characters are
very dangerous. They have had some
warning from the Kou-toas below. There
are five on each landing in the spiral, they will fire crossbow bolts at flying
creatures and flying characters, as they can directly attack the Dwarves. Every half spiral in height that the Duergar
has adds +2 damage when they hit because of the added velocity of the
bolts. There is an additional 20 on the
next balcony as well. There are 100
Duergar on the floor in 20 groups of five that will start out as invisible and
the duergar will not shoot at characters on the ground because they might hit
other duergar. The waves of duergar will
come in waves 3 groups of 5 that will drop invisibility and enlarge at the same
time until they are all dead. Each
Duergar can only take one hit before it drops as they are all minions. Only the first 200 are minions, the rest will
require some real fighting. While they
have minion hit points, they do normal damage.
If someone thinks to negotiate they will be disbelieving and counter
with their feats previously done. They
will say things like you are working for the Stone Elves. And You slaughtered the creatures here, or
there. They are remarkably well informed
about some of their recent feats. If
there is an elf in the party, they are even less likely to listen. If they agree to leave if they are given the
Codex of Earth, they will see if they can get this codex for them. And they will give it to them too. Convincing them will require a Performance
role that exceeds a DC15 three times.
Once to call for a parley, second to prove they don’t want to fight, and
lastly that they will leave after they get them the Codex. If they fail any of these they can attempt
one last time but need to beat a DC20.
The last 50
in the upper levels will be full hp and the last 15 are leaders including 10 5th
level fighters and 5 fifth level clerics. The last level is a library with the
codex included in the whole.
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