14th Level AdventurePlayer

Post/Author/DateTimePost
#1

UmbraCarmen

Feb 15, 2015 13:16:01

Hi,

 

I am a somewhat experienced DM and I decided to run a scenario I had written for 14th level characters.  The sessions went well I thought and since there seem to be a lack of higher level scenarios currently out for D&D 5th I have decided to post here in case anyone wants to run this.  Please feel free to modify or take from this as you wish.  The scenario is set in the Forgotten Realms and draws on some existing realms lore.

 

Player Information.

 

The PC’s were part of an adventuring company of seven members that broke up or semi-retired when the leader of the party - a human NPC Fighter called "Carlyn Lim" - settled down to establish a border duchy and get married to an Aasimar "Lady Ansiel."  The Keep he established was built around the (refurbished and refitted) ruins of Iniarv's Tower, just south-east of the Mere of Dead Men and sanctioned by both the Lords of  Waterdeep and several of the factions of Neverwinter to help guard and be a waystation on this important trade route.

 

The party had an arcanist forge a Bracelet of Friends and each member (i.e. the PC's) agreed to answer it's summoning should Carlyn Lim ever activate it at need.  Each party member (then 9th level - approximately five years ago) went his or her own way - they have not seen each other in five years.  The party members are now 14th level and have sensed that the Bracelet has been activated without any other warning or notice.  The party each have one round to act before being teleported off to the Bracelets location and likely trouble...

#2

UmbraCarmen

Aug 06, 2015 9:21:00

DM's Background

 

An ancient undead Netherese arcanist named Tarchamus has made a deal with the Horned Devil Malacoda to end the line of the Deva Adriel.  The pregnant wife of Carlyn Lim - the Lady Ansiel - is of this line.  Malacoda was defeated in single combat by the Deva Adriel hundreds of years past and has recently re-emerged from the disgrace and loss of power this defeat cost him.  Tarchamus himself is in the process of regaining power as he has found he is able to access the new weave without restriction whereas his links with the previous weave were severed:

 

  • Tarchamus the Unyielding was a legendary Netherese arcanist who lived approximately 5,000 years ago. Tarchamus was so powerful he was able to directly harness the power of other planes to rain destruction on his enemies.  He didn't particularly care much for his fellow arcanists and frequently argued with them. One feud with the arcanist Arion grew so vicious that Tarchamus created a spell that opened a gate to Phlegethos to create a volcano that destroyed the floating city of Tenish.

 

  • After the destruction of Tenish, the most powerful arcanists led by Tarchamus' friend Emrys banded together and found a way to block Tarchamus' access to the weave.  After his magical powers were revoked, Tarchamus built a huge library inside a mountain.  Since he was unable to access the weave, he was unable to achieve lichdom but was somehow able to transform himself into an extremely powerful mummy with the help of his apprentices. He was also able to transfer most of his consciousness into a magical book, the Book of Tarchamus.

 

  • Above two paragraphs taken from Forgotten Realms Wiki.

Tarchamus was cut off the weave (and his usefulness to Phlegethos) and lost much of his power.  Expending the entire resources of his floating city (all of its wealth and even eventually its citizens souls) he was able to forge the interior of Mount Azzirhat into a pyramidal hollow that would function to allow him to become a Type IV Ancient Dead (Mummy Lord).

 

When the weave was destroyed (resulting in the Spellplague) this did not impair Tarchamus as he no longer had access to it but when it was re-created by the re-emergence of Mystra there were no longer any restrictions or blocks to it.  Tarchamus began to relearn his arcane powers and re-forge links (and usefulness) to the Nine Hells and particularly Phlegethos – it’s fourth layer.

 

In order to secure the services of a company of minor devils (who now protect Mount Azzirhat) he has made a deal with the Malebranche (Horned Devil) Malacoda to end the line of Adriel.  He then double crossed Malacoda and used knowledge of his truename to bind him as a guardian. 

 

Tarchamus hired the Company of Held (an extra-planar mercenary band) via a meeting with Calyx of Held (the bands Ultroloth leader) on the empty estates of the Neverember family in Waterdeep to do the dirty work and equipped them with a cursed dart made from his re-fired forges.  Lord Dagult Neverember is aware of the deal and the attack on Iniarv’s Tower but was careful to be away at the time and so have plausible deniability.  Tarchamus has currently not yet returned to the epic level of arcane might he previously enjoyed but it is only a matter of time...

(Reply to #2)

UmbraCarmen

Adventure Summary

 

  1. Attack at Iniarv's Tower
  2. Identifying the attackers
  3. The Mere of Dead Men
  4. The Uthtower
  5. Waterdeep
  6. Skullport
  7. The Bazar of the Bizarre
  8. The Tent of the Oracle
  9. Skull Gorge
  10. Mount Azzirhat - Base
  11. Mount Azzirhat - Centre
  12. Mount Azzirhat - Summit

 

Will continue to post the details of the adventure as I have time.

(Reply to #3)

UmbraCarmen

Parts 1 and 2 - Attack at Iniarv's Tower and Identifying the Attackers

 

The attack involves 3 Nycaloth's trying to slay the heavily pregnant Lady Ansiel.  This attack takes place in the castles Grand Hall (a largish rectangular room with pillars down each side).  An Invisible Ultroloth (the Company of Held's master) lurks invisibly in the shadows of the Hall.

 

As the party arrive they see old comrades unseen for the most part for five years next to them.  At the head of the hall is Carlyn Lim shielding the Lady Ansiel from the Nycaloths.  The Lady Ansiel has a greenish dart in her bleeding shoulder.  Behind the pair is a (lockable and sturdy) safe room but unless the party distract or drive off the Yugoloths in this room the couple will not reach it.  From elsewhere in the castle can be heard the screams of dying servants.

 

  • The party should attempt to slay the 3 Nycaloths.
  • Calyx of Held will wait and observe the fight and throw in a Firestorm if the party are on the verge of destroying the Nycaloths.  He will then attempt to Dimension Door out to another part of the castle and flee.
  • None of the (Neutral Evil) Yugoloths will fight to the death and they will all flee an obviously lost fight.
  • If the party succeed in this battle Carlyn Lim will ask them to secure the rest of the castle whilst staying to defend his wife in the safe room where he can look to her injuries.  If the party attempt to heal the Lady Ansiel the wounds will not respond to magical healing though do not appear to be obviously life threatening at this time.

 

I have not included a map of the castle - any fairly simple keep with a grand chamber will do.  The party should not be able to take a short rest at this point as people are dying in other parts of the castle.  The DM's aim will be to burn up some of the parties resources before allowing them a short rest.  Some other sample encounters witht he Company of Held can be:

 

  • 8 Mezzoloths running amok in the servants quarters and the castles kitchen.
  • An Arcanoloth atop a gatetower directing a pack of Hellhounds (suggest around 12) to slay soldiers at the castle main gate.  The Arcanoloth has defensive spells cast which might include Fireshield and Mirror Image.  Immediately meleeing the Arcanoloth should be somewhat difficult - ranged (or highly mobile) characters should shine here.
  • The Ultroloth in the castle treasury attempting to loot it before he flees.  He casts Wall of Fire to block the partry entrance before mesmerising any already in the treasury with him and then unleashing sword attacks on the helpless victim.

 

With the castle secure the parties old leader Carlyn Lim will have his servants organise refreshments for them.  This will include cold food, wine and towels with basins of water to wash and clean wounds.  Carlyn Lim will catch up with the players over the course of a short rest of one hour whilst his priest treats the Lady Ansiel's wounds.  This will be a good opportunity for the players to explain what their characters have been doing for five years and any changes (alignment or new multi-classes) that have been noted.

 

At the end of the short rest the castle priest will gravely interrupt Carlyn Lim to inform the group that the Lady Ansiel is not recovering and is in fact growing worse despite attempted healing magics and potions.  The party will note the following with suitable investigation:

 

 

Lady Ansiel will enter a feverish state and reveal to the party

  • “Follow the trail of skulls…” and in a hushed whisper “…they will lead you to the Book of Tarchamus."
  • Carlyn Lim will reveal that the Lady Ansiel is a seer/diviner of some repute.
  • Knowledge Arcana Hard reveals the First Paragraph regarding Tarchamus (see earlier Realms WIKI quote).
  • Knowledge Arcana Elite the second Paragraph regarding Tarchamus. 

The Dart

  • Knowledge of forging or martial weapon proficiency will reveal that it is of infernal origin.
  • Knowledge of ore/smithying will reveal the ore is not of the Realms (Elite check might reveal that it has been seen in meteorites that have fallen from the skies).

The Legion of Held

  • A Yugoloth mercenary band led by Ultraloth Leader : Calyx of Held.
  • Divinations will reveal they operate out of Sigil. 
  • Neutral Evil in origin they will take any work that will turn a profit.

 

Other divinations will not reveal much as the principles Calyx, Tarchamus tend to be concealed with Mind Blank magics.  That Tarchamus resides in Mount Azzirhat at this moment in time should not be revealed to the party at this stage.  Carlyn Lim will note to the party that the Yugoloth Mercenaries entered the keep from the swamp (his surviving soldiers have reported this to him) and that they might be tracked back to where they came from (or survivors fled back to) if the party follow promptly.

 

  • The party have already had a short rest.
  • Let the party know that if they take a long rest they will effectively lose the trail as overnight any traces left by the Yugoloths in the shifting swamp will vanish.
  • Remind the party if needed (particuarly Lawful or Good members) that they should care about or have made oaths to protect their former leader and his family from harm.  Tracking will be difficult but not impossible if started the same night.

 

 

 

 

 

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(Reply to #4)

UmbraCarmen

Parts 3 and 4 - The Mere of Dead Men and The Uthtower (external features and encounter)

 

Recap

The party are having to follow a trail of Yugoloths (The Company of Held) through the Mere of Dead Men to try to track them back to where they came from.  The shifting waters of the swamp means the party have had the opportunity for a short rest fopllowing the attack on Iniarv's Tower but no opportunity for a long rest.  The party have been told to "Follow the trail of skulls... this will lead to the Book of Tarchamus."

 

The Mere of Dead Men

Use standard tracking rolls to keep the party to the trail and impose a potential encounter on the party if these go very badly.  I did not use a map for the Mere other than the overview provided above.  I was aware that the party were heading generally north-west towards the sword coast.  Encounter that I wanted to run in the swamp included:

 

  • A trio of Green Hags forming a Coven with collective spells as listed in the Monster Manual.  Awakened Trees, Giant Crocodiles and Shambling Molds brings this encounter up to the Challenge Rating.  
  • The Green Hags try to avoid melee by diving underwater if any party members come too close (remember they are amphibious).
  • The Green Hags try to support the Shambling Molds with lightning bolt strikes to heal them and harm party members.
  • Crocodiles await the party members who follow the Hags into the water.
  • Awakened trees try to restrain more mobile party members.
  • The Green hags are spread out on separate "islands" in the swamp and party members that cannot fly/walk on water etc. will have to jump between these to progress from one area to another.

The Uthtower

A map of this place can be found on the Forgotten Realms Wiki (google Uthtower).  Hundreds of years ago (prior to the Spellplague) it was a temple to Myrkul and a few remnants of the priesthood remain.  The tower is currently held by a Rakshasa who has struck a deal of mutual cooperation with the Adult Black Dragon "Acerbian."  The Rakshasa runs the portals/gateways present in the tower as a business and sometimes uses one of these which opens into Sigil and another which opens into Waterdeep to act as a middle man in obtaining rare goods or services.  Sometimes (as is the case with the Company of Held) he merely charges for the portals use.

 

The top of the tower is open to the sky and stores some of the Dragons more perishable treasure in watertight chests.  A 5' wide path is the only approach to the Uthtower and the (amphibious) Black Dragon lairs underwater guarding this.

 

  • Use standard Black Dragon stats for Acerbian.
  • Add the following Spells each usable once per day : Magic Missile (6 missiles), Stoneskin, Lightning Bolt
  • Anybody approaching down the long thin path presents a perfect target for the (line shaped) acidic breath weapon.  The Dragon will surface and breath along the line of the path hitting anyone on it.  Use stealth checks if attempted opposed by the Black Dragon to pass without the Dragon noticing.
  • The Dragon will take to the air and flee if on low HP or obviously beaten.  This is actualy a poor tactic if the party has ranged weapons/spells and try to bring it down as it flees.

 

Steps lead up from the path to the barred door.

 

1 Door

The cobblestone path that leads up the steep incline of the rocky pinnacle has been swept free of debris, but the slick mossy coating makes for a treacherous ascent - possible easy acrobatics checks if attempted without due care and attention (eg if in combat) to avoid slipping sideways into water.  Any noise and the Black Dragon surfaces from the water and uses its Breath Weapon on the party.

 

Alternatives might be to Dimension Door etc. into the tower - allow these as the upper portion of the Uthtower is not protected against these.  The party may also scale the towers sides (moderate Athletics check as the rock is rough but slippery).  This action will take the party directly to locations 10, 11 and 12.

 

2 Gatehouse

The entrance to the gatehouse is a pair of steel-reinforced duskwood doors (see 1 above).  A Glyph of Warding (Investigation : 18 to detect) is activated by anyone who attempts to open the inner door who is not one of the designated guards – damage = 5D8 thunder, Dex save 18 for half.  A bell chime is here which may be pulled triggering a bell throughout the whole chamber.  If this happens then the Hobgoblin guards will be on alert but they will open an eye slot and talk with the party.  The party might Deceive their way in (with a convincing story and a DC :15 check).  This will mean the guards open the door bypassing the Glyph.  The DM should remember that the Rakshasa inside is running a business and does have clients.  The Hobgoblins will not however provide clues to this unless appropriately tricked (Deceived) by the party.

 

The rest of the Uthtower will be added shortly...

 

(Reply to #5)

UmbraCarmen

Part 4 continued - The Uthtower (Upper Levels)

 

Please Google Uthtower for this map.

 

Areas 1 and 2 have been described above.

 

3 Great Hall

All that is left of the original chamber are twin bleached Myrkulyte skulls adorned with green Faerie Fire that rests atop pillars.  Black tiles have been laid on the floor and tapestries of desert wastelands adorn the walls.  The party will hopefully note the Green Glowing skulls and consider that this might be a sign that they are on the right track (following the path of skulls as Lady Adriel directed).

 

Creatures : Hobgoblin Bodyguards             x4           (Hobgoblin Warlord stats)

 

4 Waiting room

Waiting area.  This chamber is adorned with couches and a lit brazier.  Inexpensive wine is here.

 

5 Store room

Sacks and barrels are in this room.  Tools and ropes may also be found here.

 

6 Staircase

This leads up to 7 or down to 13.

 

7 Guard Room

8 Hobgoblin Guards :       Hobgoblin Captain template (minus the extra 1D4 to attacks)

8 Warlocks Chamber

A great table lies is the centrepiece for this room with a very large and map of modern Faerûn on it.

 

Warlock :            Use stats from the Warlock "Farideh" NPC on the D&D/WOTC Website.  Choice of "skin" or look is up to the DM - I had this as a Hobgoblin but given that the party will encounter a functioning gate to Sigil City later in the tower you might go for something more exotic or indeed Farideh herself?

9 Warlords Chamber

The kitchen appears to still be in use and likely the most well preserved (and least foul-smelling room in the tower.

 

Warlord :             Outcast Githyanki Knight.   Again use own choice of "skin."  I think an outcast Githyanki is fine though.

 

10, 11 and 12

All now broken into one room with a slight overhang in which the Young Black Dragon stores several chests that it prefers to be kept dry.  The Black Dragon sometimes comes here when it is not underwater.  

 

Treasure: Wand of Magic Missiles, 3 x Black Pearls 500 gp each and 3000 GP’s.

 

 

 

 

 

 

 

 

 

 

 

 

(Reply to #6)

UmbraCarmen

Part 4 continued - The Uthtower (Lower Levels)

 

Please Google Uthtower for this map.

 

13 Entrance Hallway

Passing through the hallway triggers a Magic Mouth trap which will echo the ghostly, bone chilling chanting Myrkulyte priests.  This feature has been left by Ravnos the Rakshasa though he finds this annoying at times.

 

14 Storeroom

North door :                      Arcane locked but opens to the Key from room 9.

North-Eastern door :       Arcane Locked

South-Eastern door :       Barred from other side (no lock) must be broken down or Knocked (each option creates loud noise)

Western door:                   Locked but opens with DC 20 pick lock (new and expensive lock)

 

 

15 Wine Cellar

Much better quality wine is held here – suitable for more eminent guests.  This is a room designed to be shown off. Those with a noble background will recognise that some bottles may fetch upward of 100gp each.  Total (fragile) treasure worth around 1000 gp.

 

16 Trapped Hallway

When the eastern most door of this corridor handle is turned the westernmost door slams shut (and relocks – STR 18 check to stop door) and yellow mould (DMG Page 105) spores drift down affecting anyone in the room or anyone who touches anyone affected.

 

17 Library

Once the chambers of an ancient High Priest now converted to a functional library/study.  There are books of history here but ultimately little of use to the party.

 

18 Inner Waiting Room

Used for more important guests - better quality furnishings and wine are here.  There is a curtained alcove and a made up bed behind it in the north part of the room doubling as a safe sleeping quarter.

 

19 Cooridoor

Empty

 

20 Wine Cellar

A refurbished wine cellar – new bottles and old sit side by side on restored racks.  It is clear that many vintages come from places (off world) completely unknown to the PC’s.  Those characters with a noble background might recognise some of the bottles of wine as valued up to 150gp each.  These are fragile though ans will require some padding to be stored safely (unless in a Bag of Holding etc.).  A total of around 5000gps worth of quality wine might be collected if the 10 minutes is spent searching.

 

21 Guard Chamber

Six Hobgoblins - use Hobgoblin Captain stats - with four Deathdogs.

 

22 Kitchen

Organised and run by a Djinn slave.  This creature has accepted a Geas of 100 years slavery for debts run up in Sigil.  The Djinn  cannot flee or aid the p[arty directly except with information.  The Djinn knows about Ravnos and his servants and about this dungeon but not anything specific about the parties mission or goals.  The Djinn does not know the portal key to get back to Sigil.

 

23 Trapped Vault

Gust of Wind traps blow unfortunates who step across the inner alcoves on sharp, impaling spikes set into the north side.

STR 15 saving throw – Damage 8D10.

 

24 Barracks

Currently empty.  Spartan but not particuarly clean reflecting the Hobgoblins who normally reside here.

 

25 Dining Quarters

Eternal Candles light this room and calming incense burns in braziers.  A silver dinner service is set on a sideboard. 

 

26 Armoury

Weapons racks and suits of Plate Armour adorn this room.  Four Helmed Horrors lurk among them these activate and seek out any loud sources of noise.  Unrecognized beings are attacked.

 

27 Throne Room

Stone steps climb to a vaulted, octagonal chamber thirty feet high at its domed peak. The room is well lit with torches that give off a fragrant scent and the marbled floor is polished.  Arched passages, each just as high lead north, west and east into darkness.

 

Ravnos is here and will initially order the parties destruction unless the party have bluffed/diplomed there way in.  Ravnos will certainly not fight to the death.  If he surrenders for the price of his life (and strong oaths from more lawful party members that he be allowed to safely leave) he will reveal that the Legion of Held did indeed travel from the Sigil portal (though he will not mention its portal key) but that the leader Calyx travelled from Waterdeep.

 

Lord Ravnos                                     (Rakshasa)

Four Hobgoblins                              (Use Hobgoblin Warlord stats - these are elite bodyguards)

Two Displacer Tigerbeasts            (Enhanced Displacer Beasts - Use Displacer Beasts with around +4 on attacks and incremented damage.  These are "skinned" as Tigers but with the tentacles of the standard Displacer Beasts.  This give s them reach meaning they can stand in the rear and attack over the Hobgoblins.

 

Ther party should gather information here that:

 

  • Ravnos denies anything to do with the attack.
  • Ravnos is a business man and has allowed Calyx to use the portal to and from Waterdeep - specifically to the mansion of Lord Neverember which is currently vacated.
  • Ravnos knows the first paragraph of basic lore about Tarchamus if asked but nothing further.  He does not know Tarchamuse hired Calyx and his company or anything further of him and has no contacts with him.
  • If the path of skulls is mentioned Ravnos will muse that Skullport lies beneath Waterdeep and can inform the party that somewhere in Undermountain there are rumours of a great Oracle.  Ravnos knows that a wary and well protected party might hire a ship to Skullport from Waterdeep.

 

The party should have enough information to follow the trail of Ravnos to the Neverember estate in Waterdeep.

 

28 Sigil Planar Gate

This powerful portal is linked to a festhall in Sigil.  It’s portal key is a Garter (the Succubus wears two) and if the body of the Rakshasa is specifically checked for this will be found to be (somewhat humorously) wearing one.

 

29 Teleportation Circle

Teleportation circle leading to a crypt in Waterdeep’s graveyard – no key.  On a shelf here lie six potions of Invisibility and several discarded (empty) bottles.  Part of the fee to use the circle is for the user to render themselves unseen.  If the user cannot then 500gp was added to the fee for one of the bottle which Ravnos has the Mere Green Hag Coven make for him.

Treasure : six potions of invisibility.

 

30 Private quarters of Ravnos

An elegant four poster bed with a succubus consort waits here.  As the party arrive the lady will sigh and gather together her clothes smiling coyly to the party as she attempts to depart for the Sigil gate.  She will flee if needed but might take time to Charm a party member first to protect her retreat.

 

Treasure:  14000 gp, 1400 pp, Bottle of Exotic Wine (250 gp), Porcelain Vase carved with Knotwork (250 gp), Wood Framed Painting (250 gp), Silver Necklace set with Sardonyx (250 gp), Electrum Cloth Vest (250 gp), Ermine Gloves (250 gp), Potion of Healing, Spell Scroll (Protection from Poison), Dust of Sneezing and Choking, Elemental Gem : Air, Bag of Holding

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

#8

UmbraCarmen

Feb 21, 2015 16:58:02

Part 5 - Waterdeep

 

Recap : The party were in the Uthtower in the Mere of Dead Men.  It is unlikely they will figure out the Gatekey to the Portal to Sigil (this was a worn Garter) but in any event they should now be aware that the Portal to Waterdeep - from where the Ultroloth Calyx of Held came through - is probably the better option to look for clues.  This portal is open - i.e. it has no required Gatekey.  The party may wish to take a long rest either before of just after stepping through the portal to Waterdeep.  By now they should have earned it!

 

 

The (hopefully now fully rested party) find themselves in the closed  (as the noble family are not in residence) Neverember Estate.  The party may wish to investigate the estate and grounds and may initially be concerned about being seen trespassing however the mansion is in fact currently empty.  Dust sheets cover furniture - beds are unmade, the kitchens stone ovens are cold and no one is about.  Lord Neverember has taken his family back to Neverwinter and ordered his personal guard troop to patrol the outer grounds only.  His level of involvement with the Ultroloths attack on Iniarv's Tower is up to the DM.  In my campaign Lord Neverember has knowledge of it and took money to allow Calyx use of his mansion and the Portal to the Uthtower and emptied his home so that he could have plausible deniability if Calyx was captured and made to talk.

 

Searching the mansion reveals no treasure (paintings and the more expensive furnishings have been locked in safe storage with a Waterdeep Banker) but one (rather splendid) guest room shows signs of use.  Rumpled bed sheets, remains of a bloody meal and a journal bound with human skin lies on a desk.  Handwritten notes from Calyx can be found within the latter although these are written in Infernal.  The party will have to make their own arrangements to translate this but when they do the following information can be surmised.

 

·        Calyx took the contract to attack Iniarv's Tower from Tarchamus the Unyielding.

·        Calyx is unsure why Tarchamus would want to attack Iniarv's Tower but notes that Tarchamus has worked with the forces of Phlegethos many centuries ago whilst yet living.  Moderate Arcana check to note that Phlegethos is the fourth layer of Hell.

·        Calyx notes that the Lady Ansiel and her unborn child were the primary target of the attack and speculates that this may be to do with their angelic lineage.

·        Calyx's notes indicate a level of respect for the magical might this Undead Spellcaster has regained though notes he is just beginning to rebuild his martial forces.

·        Calyx refers to the heat of the forges at Tarchamus's base and that he puts the volcano's resources to good use.

·        Calyx notes further that he had to use fixed portals to return from the mountain to Skullport as the crashed City of Thultanthar (the Shade Enclave) and the damaged or destroyed Mythallar within has cast chaotic arcane energies across a wide area.  This  is blocking or making extremely hazardous the use of Teleportation spells across a significant portion of the Realms local to it.

 

The players will now have some more information but need further guidance.  This may come in several forms but allow the players to take the lead/responsibility for obtaining these.  Unless the players are inexperienced they should be able to identify further useful activities.

 

·        Taking advice from Sages in Waterdeep

·        Casting Divination spells.

·        Researching from established libraries.  They might use those in the mages guild in Waterdeep or one of the temples if they are in good standing or can pay for these.  They may choose to use teleportation magics to take them to Candlekeep.

·        Obtaining an audience with with the Lords of Waterdeep, Harper or Moonstar or other organisational contacts.

At these levels the players should have the resources to identify and follow these sources up.  Regardless of the method used the actual information gleaned is that Tarchamus has protected his location against any divinations known to man or God in the verse.  Seek information then from beyond... she who sees from beyond dwells well-hidden beneath the city of the skulls.

 

This is a reference to the City of Skullport and the hidden layer of Undermountain several levels below it.

 

If the party choose to walk out of the mansion into the City of Waterdeep they will be challenged by a patrol of 8 Knights whilst still on the outer grounds of the mansion.  These are the Lawful Neutral Order of the Phage patronised by Lord Neverember.  The Knights will offer the party a called out chance to surrender from a distance of around 50'.  The Knights are mounted on Warhorses and will use trample and Lance attacks and attempt to keep out of reach melee characters by virtue of superior speed.  Remind Lawful players that they are in fact trespassing and that the Knights are acting according to their duty.  

 

This is not intended to be a serious fight for this parties challenge rating (unless the DM wishes to increase the numbers of Knights within repsonding time on the extensive estates outer grounds) but a flashy or noisy battle (including fireball spells etc.) will attract attention.  This will initially be city guards who will attempt to detain the party but will escalate into Force Grey being called.

 

 

Knights :           From the Monster Manual (also use Warhorses)

City Watch :     Use Veteran's from the back of the Monster Manual.

Force Grey :    New Force Grey will be tasked with “inviting” the party to Castle Waterdeep.  This consists of a Cloud Giant, 8 Elite Guards and an   Arch-Mage.  The Arch-Mage can cast a Sending to summon a further patrol of 9 Elite Guards and a second Arch-Mage who will arrive via a higher level variant of Dimension Door.

 

 

From here the party may choose to make their own way into Skullport (move the adventure to Part 6) or be brought before the Open Lord of Waterdeep - potentially under arrest on serious charges potentially including trespass, damage to property, resisting arrest or even murder.

 

 

Laeral is the Open Lord of Waterdeep.  Vajra (the new Blackstaff) has been told by Mystra that the party will face a threat to the (new and fragile) weave itself from one of the "ilk of Karsus" - i.e. an ancient Netherese Arcanist.  Laeral and Vajra are aware that Mystra does not wish Tarchamus to access the weave but is too weak at this stage to make an exception to the rules and exclude him from it.  Essentially given her newly resurrected status and the fragility of the new Weave this would cause Mystra too much personal damage to make it viable as yet.  Instead they are willing to aid the party in their quest to confront and hopefully defeat Tarchamus.  When the party arrive Laeral is talking with the emissary of Neverwinter.  In an annoyed manner she curtly dismisses “demands” on road taxes presented by an oily human diplomat.  She states “…aaahh the emissaries from Iniarv’s Tower – stay diplomat… an attack on the tower also concerns Neverwinter.”

 

The party will pick up that clearly Laeral is aware of certain recent events.

 

·        Laeral is a Level 20 human Sorceress with long silver hair (other DM's may prefer to make her a Wizard - FR canon states she was a multi-class sorcerer wizard I think).  She has two epic boons (of the DM's choice - see DMG) as a gift from Mystra.  I would choose Blessing of Beauty (+2 Charisma making this 22) and Blessing of Magic Resistance (advantage on saving throws against spells and other magical effects).

·        Vajra Safahr Blackstaff (the heir of Khelben) is diminutive with olive skin and short, dark hair.  Treat as an arch-mage with a particularly deadly spell selection.  She has a Staff of the Magi with Foresight and Mindblank spells pre-cast and has (through spells and magical items) AC: 19.

·        Enough guards stand around in the throne room to make any reasonable players have second thoughts about causing trouble here - use large numbers of Knights and Mages from the Monster Manual.  In the event of trouble the mages will attempt to bind the party with multiple Hold Person spells and then they will be hogtied and spell shackled with all equipment and items removed.  Mages and Laeral and Vajra will use Counterspells to block any magics that the party use and they outnumber the party significantly.

 

The party will have to answer for any of their crimes in Waterdeep.  It is likely that this may at the least include trespass on the Neverember estate which the envoy of Neverwinter will wish to vigorously pursue.  This is a social encounter that you should play out with the characters.  Ultimately resolve by a combination of player argument/debate and social skill checks (Persuasion or Deceit) modified by the force or skill (or lack thereof) of the players statements.  Intimidation is unlikely to be successful in this location.  Difficulties should be set by how much trouble (or how many crimes) the players have carried out.  As the DM have some fun with this!

 

The party can either be found innocent or guilty.  In either case (this is an example of Hobson’s Choice DMing) the party are heading to Skullport.

 

If innocent Laeral will curtly dismiss Neverwinters envoy before discussing the parties findings with them.  Laeral will grant passage into the Port of Shadows and to seek out the Oracle Beyond in Skullport.  She will hastily summon a scribe to write out a writ of passage for the good ship Stormseeker.

 

If guilty Laeral will sentence the party to Exile into Undermountain before dismissing the envoy and then proceeding exactly as above.  In this case the trip will be a little rougher for the PC's however and any excess money on the characters may be taken as payment against damages to the city or harm to its defenders.  Arriving in Skullport without any money in their pockets will make life temporarily more difficult for the PC's.   Do however make a point of returning the parties items and equipment to them to avoid gross unfairness.

 

This part of the adventure ends with the party en-route to Skullport to seek out the Oracle Beyond.  I will post this over the next few days.

 

#9

Coredump00

Feb 17, 2015 10:30:46

This looks pretty cool.  You may want to attach it as a word doc or pdf or whatever. Or a link to it. 

(Reply to #9)

UmbraCarmen

Coredump00 wrote:
(Reply to #10)

UmbraCarmen

Part 6 - Skullport

 

Recap : The party will in all probability enter Skullport by the ship the Stormseeker.  If they have done well in their trial/encounter with the Lady Laeral then they should be in good condition and well rested.  If not then they may be entering Skullport peniless (though with equipment intact).  In either case they should know that they are to seek out the Oracle Beyond for clues to a cure for there old adventuring buddies Aasimar wife.

 

This is an open ended part of the adventure with the players seeking out sources of information in Skullport which will lead them to the Oracle Beyond.  Money (for bribes) and payments is what makes things happen in Skullport.  Without this characters will find the DC's of any social skill checks made one stage more difficult, important NPC's (fences, informants etc.) will not meet with them - they won't even be able to have a sit down meet with potential contacts within an Inn.

 

Use the following link to access the FR wiki for skullport information and a smallish map.

http://forgottenrealms.wikia.com/wiki/Skullport

 

If you can access the Dungeon 200 article for Skullport this would also be useful.

 

The characters will arive by the ship Stormseeker which departed Waterdeep and entered  a surface sea cave not far from the great city.  There the ship entered a magic supported hoist and was winched down to progressively lower level lakes until finally reaching the Underdark River Sargauth (see inset).  The Stormseeker then travelled the river to the underground lake which abuts the southern part of Skullport.

 

 

Sargauth

 

 

 

 

Potential initial encounters for Skullport are a shakedown by gang members at the docks 

 

 

  • Use NPC gladiators for these as these are thugs who can handle themselves
  • Advanced (Flame) Skulls if this encounter gets out of hand, damage starts to be done to property, shipping, storage crates etc. Remember this is a port with lots of burnable things.  Use Flameskull stats but increase HP and use Arch-Mage spell list.
  • Contingencies wink them out if they would be destroyed but another will arrive in its place within three rounds.  These are the Legendary Skulls of Skullport.

 

The party will probably eventually need to break off or evade this encounter if Skulls start to arrive.  Fog Clouds, Invisibility and Stealth may be required before the party are able to get back on track.

 

The nearest usable Inn for the party to seek out a Fence or information seller is the Pick and Lantern Inn. This is run (see Dungeon 200 article) by the Dwarf Wilgold Gunderbradt who if approached casually and bought  a drink will negotiate a very reasonable fee for an introduction to a contact (suggest 25gp). This contact is the Eladrin (use DMG race rules) Moriana Duskwalker.  An ex-pirate by trade Moriana has the bad reputation background feature (DM's please feel to use as they feel appropriate) though note that Moriana and Wilgold have a professional relationship and this is reasonably safe ground (at least so much as anywhere is safe in Skullport) for Moriana.

 

The party will no doubt want to ask about the Oracle Beyond.  Moriana already knows where she can be found but will negotiate a stiff fee, bluffing that she will have to ask around and make bribes.  Social skills (or mind reading) from PC's might let some or all of this slip.  Moriana will leave asking the party to remain where they are.  She will actually travel to a different Inn - the Scupperden - for a bite to eat before returning.  Treat Moriana as Charisma 14, Wisdom 10 and Intelligence 12.  She is a 11th level Rogue and hence her Proficiency Bonus is +4.  At the DM's discretion she may have expertise in Stealth and Deceipt.  Her Passive Perception is 14.

 

Ultimately is up to each individual DM to flesh out Skullport as much as they wish.  When I ran this part of adventure it was as a stepping stone to the next part.  I suspect each DM will choose according to how much background info they have on Skullport (eg. Wiki, Dungeon 200 article or sourcebooks from earlier additions).  I have access to these but will not reproduce too much from them here because of copyright.

 

Succinctly for around 1000 gps (allow PC's to haggle this down 50 gps for each level of success - casual, easy. hard etc. -  of skill success) information will be provided.  The following is not common knowledge in Skullport but easily known to those with Moriana's long history in the port of shadows.  This is not to say this will parted with without expenditure!

 

  • The Oracle Below is a part of the Bazar of the Bizarre.  This is a travelling show that has resided in Undermountain for the better part of three years.  The show is run by a travelling Gypsy clan of Vistani.  DM note (do not tell party!)  PC's may get the Ravenloft connection but this is a red herring.  This particular Vistani Clan Fortune Teller has made contacts with the Far Realm and thereby escaped the realm of mists.
  • The Bazaar of the Bizarre is set up on the Lost Level of Undermountain.  This may be accessed by the Pit of Ghaunadaur.

 

Characters who make DC 15 religion checks (Elves have advantage) may be reminded that Ghaunadaur is an ancient Drow deity who made contact with the Far Realm and reputedly went insane.  His domain (a portal to which lies at the bottom of the Pit) comprises slimes and oozes which he claims the portfolio/domain for.

 

The Pit is a huge shaft linking the Sargauth level (of which Skullport is a part) down to many other levels.  It is one of the few natural accesses to the Lost Level.

Pit of Ghaunadaur

 

The entrance is about half way down so Featherfall might not last long enough to get the party there given the many hundreds of feet down.  Also the party will be able to see the entrance to slow down but will float by it out of reach unless they quickly manouevre themselves about thirty feet sidways during this slow fall.  Flying is clearly one of the best ways but ultimately sit back and let the players figure this one out.  It is too far to rope down. Moriana Duskwalker will be able to purchase common and uncommon magic items in Skullport for the party if needed and the party think to ask. 

 

If the party overshoot or actually fall then they may have a soft landing (for half maximum falling damage).  This is the "good" news - the bad is that they will actually land in a huge slime/gellatinous cube (DM's choice).

 

Assuming the party can navigate this challenge (which given they are 14th level don't go too easy on them) the party will pass into the entrance into the Lost Level of Undemountain and find the Bazaar of the Bizarre.

 

Next part to follow...

#12

cowleymen

Mar 02, 2015 14:54:58

I really like the opening and background info. and it sounds like a great way to start off at a greater level. I might change the levels to be closer to our groups as well. Over all, this is a great few sessions and great campign starter

(Reply to #12)

UmbraCarmen

Thanks - will keep posting the remainder.  It is in a word file but the notes have to be typed up in such a way that it makes sense to people who are reading it.

 

cowleymen wrote:
(Reply to #13)

UmbraCarmen

Part 7 - The Bazaar of the Bizarre.

Recap : The players have found out in Skullport that the Oracle Beyond is on the Lost Level of Undermountain and has accessed this, probably via the Pit of Ghaunadaur.  The players hope that they can find out how to stop the deterioration of there friends dying wife as divinations originating from the known world and planes are blocked.  It is only by reaching out beyond these that knowledge might be obtained...

 

The Bazaar is in operation 24 hours a day as many different races come here and there is no universal agreed "daytime."   I have not mapped out the Bazaar - rather let the players wander and encounter some or all of the following features.  The DM is free to add further encounters before the party reach the Tent of the Oracle.  Many of the races here should be unfamiliar to the PC's - sources might include Spelljammer or other "alien" settings.  

 

The aim here for the DM is to have the alien, aberrant feel to the Bazaar rather than the Infernal or demonic.  More bizarre creatures of the underdark are suitable.  

 

What little amount of order the Bazzar has is maintained by the Vistani clan master and his stewards.  Use NPC stats for Bandits and Bandit Captain.  These are obviously far inferior in power to the PC's or many other races here.  In the event of major trouble the various sellers will simply start packing up and leaving by unseen/hidden exits which may involve alien technology or magic.  The instigators of the trouble (PC or otherwise) will however find themselves under a powerful Vistani Curse.  This will have a fairly high DC to resist (suggest DC: 18) with disadvantage on the save and will be permanent requiring a special quest to remove (Remove Curse effects will not work).  Details of a cure may include atonement (which can only be granted by a Vistani elder) divesting themselves of any valuables (including equipment and magic) their offending behaviour has gained them and possibly some other significant loss.

 

Exotic creatures that the PC's notice or encounter as they wander about may include:  Giff, Hadozee, Vodoni, Illithids, Yuan-ti, Vampire Spawn, Spell Weavers, Slaad, Ethergaunt.

 

Sketch Artist

A somewhat mad but gifted Arcane Trickster sketches hand sized portraits here and will attempt to sketch and then sell to one particular party member that passes by.  Even if the PC does not buy this (cost 100gps - expensive but an excellent rendition) they will find this in their pocket at a later time.  This item will return as a belonging even if destroyed or thrown away (similar to other cursed items).   If the PC is ever in the future energy drained (i.e. has there maximum HP reduced by an effect) this picture absorbs this attack instead.  This is an ongoing protective effect but the player will start to notice the portrait looks "withered" - pale complexion, reddish eyes, malevolent look etc. as more effects are absorbed.  Eventually the figure will leave the portrait (Dorian Gray style) as an undead NPC version of the player and seek his ruin.  This may be later in this or a future adventure.

 

Vistani Organ player

A Vistani fiddler acompanies the Organ player when suitably wealthy patrons stop to listen.  The fiddlers music functions as an Otto’s Irresistable Dance spell for all within 30 feet.  This should be a crowd including but not limited to the PCs.  Pickpockets operate here taking advantage of the disdvantage to rolls to notice or foil them.  As the DM try not to take the players favourite equipment.  The pickpockets do not want to be pursued to the death because they have taken an heirloom, they want to get away with minor pieces and gold pouches that are more trouble than they are worth to recover and then dissapear.

 

Old lady selling stew from a cookpot

This Night Hag sells larvae stew from a continuously stirred cauldron.  This functions as a long duration (several hours) maxed out False Life spell if a CON save DC:15 is passed.  If failed the character gets the Poisoned condition (see PHB) for a similar duration.

 

Preacher

A human stands on box reading out scripture to all who will listen.  Religon checks (Easy) will reveal that he worships the domain of knowledge and his preachings initially appear (Moderate) to be quite sound.  Difficult checks will reveal however that this Cleric of Oghma has gone somewhat beyond established doctrine however into the downright dangerous.  The Cleric has multiclassed into a Warlock of the Far Realm.  His preachings contain enough dangerous teachings to allow interested or swayed listeners to also make contact with a Far Realms patron and hence multi-class as he has done.

 

Courtesans

Regular courtesans will be mixed up with the odd Succubus and Incubus here.  Yuan-ti Pureblood and enthralled Drow also slave here under the direction of an Illithid master.  The Yuan-ti are spies assigned to ths menial position to try to pick up bits of information.  One escort might be a doppleganger.  Costs are as the DM recomends.  An escort/guide can be hired here to help the PC's tour the market.

 

Magic items for sale

The following items can be found for sale in the Bazaar.  These costs approximate to those recomended within the DMG.  DM's may wish to add in rare or other more powerful items at there discretion.  This may be a time to add in cursed items or those with drawbacks or trash mixed in (Arcana check : DC 15 to spot fakes).  Let the buyer beware...

 

Common                                                        GP Value

  • Potion of Climbing                                         75
  • Potion of Healing                                           50
  • Scroll of 1st level Spell                                 100   (150 if scribed)
  • Cantrip Scroll                                                  50

 

Uncommon                                                   GP Value

  • Ammunition +1 (20)                                       200
  • Bag of Holding                                                400
  • Cap of Water Breathing                                500
  • Driftglobe                                                         300
  • Dust of Disappearance                                  300
  • Helm of Comprehend Languages              350
  • Immovable Rod                                              300
  • Keoghtom’s Ointment                                   500   (100/application)
  • Lantern of Revealing                                     500
  • Periapt of Health                                            400
  • Potion of Greater Healing                            200
  • Potion of Poison                                             250
  • Quiver of Ehlonna                                          400
  • Scroll of 2nd Level Spell                                  200   (300 if scribed)
  • Scroll of 3rd Level Spell                                  400   (550 if scribed)
  • Scroll of 4th Level Spell                                  800   (1000 if scribed)
  • Sending Stones                                              400
  • Shield, Armour or Weapon  +1                   500 + non-magic item cost
  • Wand of Magic Detection                            500
  • Wand of Secrets                                             450

 

Vistani Fortune Teller

This is not the Oracle Beyond though the players may not initially know this.  The Vistani Matron is mature though no old crone.  Her powers are real and equivalent to a Contact Other Plane spell.  She will charge approximately 300gps for this.  The players may find a use for this though the Vistani cannot access the central information the party need to know (for that they need to visit the Tent of the Oracle which the Vistani will tell them if they ask).  

 

If crossed the Vistani will attempt to defend herself with the Eyebite spell (this is her Evil Eye power) and will utilise a powerful Bestow Curse (disadvantage to resist this).

 

Fish seller/Rat Seller

Fried fish and cooked rat steaks are on sale.  They will not actually harm the eater but see the arena for further details.

 

The Arena

A smallish fighting arena is here for the players to bet on or particpate in as they may wish.  Use Gladiators and if the PC's beat these then enthralled or highly paid monstrous humanoids (advanced Ogres or Githyanki) might then be available for individual contests.  Not all fights are to the death - unless the PC's manage to offend an owner.  Blows being pulled to incapacitate rather than kill are seen even here as good form.  Wrestling (grappling) matches are also popular here - the winner is whoever can hold an opponent for three rounds.

 

Death matches will be clearly announced beforehand and make for better fees however though are generally between inferior quality (or less relative worth) slave races.  Bodies are dragged from the pits and then dropped through an arcane magical hoop.  As they pass through this the bodies are polymorped into largish rats and fish before being boxed and set aside for future use (see above).

 

 

 

Additional stall/encounter ideas (I haven't fully fleshed these out) :

 

  • Auction House - valuable items that have something wrong with them.  Intelligent weapons with malevolent spirits, cursed items or items that are on the verge of discharging or that will break on use on a roll of a 1.
  • Freakshow - a tent of caged or bound creatures that have been magically or otherwise experimented on.  Should provoke disgust or sympathy from the party.
  • Tatoo artist - potentially expensive magical tatoos that function as potions.  Use other Realms resorces such as Red Wizard or Runecaster Tatoos (see Forgotten Realsm 3.0 Campaign setting).
  • Mushroom and other rare "spice" stall - may include poisons or other "recreational" substances.

 

 

When as a DM you are ready and the players are ready to move on the party can be directed to the Tent of the Oracle (to follow).

(Reply to #14)

UmbraCarmen

Part 8 - The Tent of the Oracle

 

Recap : The party have made their way to the Tent of the Oracle at the very edge of the Bazaar of the Bizarre on the Lost Level of Undermountain.  They have learned by now that sages and divination magics are not enough to penetrate the various masking spells their unseen adversary has in place.  They have been told to "seek outside" for information and this oracle has sources of information from outside the known planes that might identify a cure for the stricken wife of their old adventuring comrade.

 

As the party approach the tent they are stopped outside by a near human Yuan-ti Pureblood flanked by four Yuan-ti Malison guards.  The Pureblood will explain to the party that they may enter for a price (negotiate something like 100 gp per party member or a minor magic item).  Additionally they must agree under Geas not to interrupt the ritual.  The Pureblood explains that any interruption may cause it to fail and answers will not be forthcoming.  This will be a sworn agreement under any oath the players wish to make and the players must voluntarily accept the magic Geas before entering.  Encourage each player to swear their own oath individually as a role playing/character exercise.  The Pureblood will give assurances that although the ritual is not without risk no-one in the tent will deliberately seek to harm them.  The party should be encouraged to enter as a whole (i.e. not split up) as this will help the Oracle to divine better answers.  Just before the party enter the previous group of supplicants will stagger from the tent.  Several of them will be noted to have a somewhat "empty or dead" look to their eyes but none will show any signs of injury though physical and mental exhaustion should be obvious.

 

As the party enter the tent they will note a slightly raised stage area and internal partition to the north and several rows of seats facing this in an audience seating area.  Slightly smoking braziers flank the seating area giving off a sweetly/cloying incense.

 

·        This is drugged smoke.  CON save DC: 16 or this will temporarily lower each characters Wisdom by 1D4 points.  This lasts for the duration of this encounter.

 

Other supplicants/audience members arrive as the party waits including:

 

·        a Wearer of Purple

·        a Gold Elf wearing the Insignia of House Starym

·        an Ogre-Magi 

·        a Flind Shaman

·        several robed humanoid figures

·        a Deep Gnome.

 

After an indeterminate period of time faint haunting, discordant music starts to play.  This has the effect of relaxing the audience.

 

·        WIS save DC : 17 or this will introduce Level 2 of exhaustion to the characters.  This will only last as long as the characters remain in their bodies (see below).

 

The Oracle - a Yuan-ti Abomination will slither out on stage from the partitioned area shortly afterwards.  The Yuan-ti will hiss and a telepathic voice will appear in each supplicants mind telling them to relax and think only of the question they have come here to seek answers for.  As the characters do this they will drift off into unconsciousness (no save) even characters who would not otherwise sleep. When they wake the characters find themselves in a  silvery/starry realm... they have travelled to the Astral Plane as should be immediately obvious from the Astral Cords tethering there floating bodies.

 

An arcana check should reveal that the characters should be reasonably safe here.  As memories of their questions surface the party will feel an urge to travel in certain (otherwise featureless) direction.  See the DMG rules for travel in the Astral Plane remembering that speed = 3 x INT when in combat.  As the party move forward they may pass colour pools, drifts of Astral Wind or even in the distance a huge floating corpse of an unknown race.  They will be pulled past these however and as they travel onwards the silvery radiance around them will seem to slowly "thin" growing perceptibly somewhat fainter.  As they move onwards their ability to move themselves through power of thought will seem to slow and eventually, as the characters reach a place where the silvery radiance around them gives way entirely to a pervasive darkness most of the characters may come to a stop.

 

  • The characters have reached the end of the Astral Plane.  Beyond the edge of it lies a darkness lit in the distance by a single point of ruby light.  It is to this point of light that the party members feel themselves pulled.
  • Characters will find ti extremely difficult to move any further in the direction that they seek - Characters below INT 18 will drift randomly, Characters of INT 18 or above will be able to continue to direct their movement at a rate of 5' round at INT 18, 10' at INT 19 and 15' at INT 20.  Characters who can move may pull others after them (the are effectively weightless - ignore inertia).  Other methods of movement such as Fly spells work normally and the characters can use Light spells for visibility as normal.

 

As the characters approach the ruby glow they will see that it appears to be a medium sized oblong object which lies atop a rocky spar floating in the nothingness.

 

  • Observant characters (DC:15) note that small creatures appear to skitter around the spar focussing on the ruby object.
  • Characters may also note that their Astral Cords appear to lose some of their glow and perhaps fray slightly as they move further away from the astral.  This is largely a cosmetic affect - reassure the party that they are in danger of immediate breakage if required.

 

The ruby object will be revealed as a translucent ruby coffin as the party move closer to the rocky spar/island it rests upon.  The small creature that skitter about it are Intellect Devourers.  These creatures appear to ignore the party and be largely either resting or scratching/tapping at the coffin in an apparently vain attempt to get at the incorporeal Drow figure that lies within.  Note the party should be aware they are in Astral Form rather than their real bodies so the "brain swapping" attack of the Intellect Devourers may not work.

 

DM INFO

 

This is actually the tomb of an ancient  Netherese Arcanist called simply Chronomancer.  Prior to the Spellplague Chronomancer was released from a Phezult's Sleep of Ages (temporal stasis) ritual by a party of high level adventurers investigating the Hall of the Beast Tamers in Myth Drannor.  Subsequently Chronomancer was destroyed by the same party of high level adventurers when he travelled back in time to the Fall of Myth Drannor in an attempt to change history.  Chronomancer exists now only as a Vestige floating outside the known universe perilously close to borders of the Far Realm. 

One of Chronomancer’s ancient colleagues, the world traveller Nezram (of Ruby Ray fame) came to pay his respects to what remnants there were of Chronomancer’s existence and entombed the remains in a magical ruby coffin, anchored to this rocky spar providing what burial rites he was able to.

 

If the party ignore the Intellect Devourers they will be ignored in turn as the small creatures are as noted either resting or trying to vainly get to Chronomancer’s remains inside.  The party might identify the entombed figure from his robes and other items as a Netherese Arcanist with a History or Arcana check (DC:20).  The party will not be able to get anywhere without breaking the coffin however.   This can be done with any form of sonic/thunder damage or a blow with a blunt weapon (STR DC: 20).  If this requires several attempts more and more Intellect Devourers will gather around in apparent interest.  The Ruby fragments and dust if collected will be worth 10 000gps.

 

Once the coffin is breached one of the Intellect Devourers will immediately vanish and Chronomancer’s will become corporeal.  Chronomancer’s eyes will flick open (though look empty and dead) and he will smile (somewhat chillingly) to the players, telling them to ask their questions.  Whilst the original Chronomancer persona has long since ceased to be the Vestige has been given a new existence by being "infiltrated" by an Intellect Devourer.  The purposes and insane goals of this this new being are driven by the Far Realms but it has all the memories, lore and arcane might of the ancient Arcanist it has now taken over.  This new Chronomancer will attempt to delay the party to destroy them - silently calling down the attention of the Far Realm as it slowly gives out the answers that the Oracle's ritual forces it to answer.

 

  • Chronomancer has ancient knowledge of Tarchamus and his divinations (coming from outside the known universe as they do) can bypass arcane wards.
  • Chronomancer will talk of the binding of Tarchamus in Mount Azzirhat and his severing from the Weave.  He will tell of the Infernal forging techniques he has access to through his connections with Phlegethos and how he built these in his stronghold in Mount Azzirhat in ancient Netheril (which has since become Anauroch and more recently the Empire of Shade).
  • Chronomancer will indicate that the Book of Tarchamus is at the summit inside Mount Azzirhat and that Tarchamus is of the Ancient Dead.
  • Chronomancer will state that Tarchamus cannot be destroyed without destroying his Book though the Book can be commanded to reveal (or even produce) the cure for one stricken by cursed hell-forged weapons.

Treat Chronomancer as an Arch-Mage from the Chronomancy School/Tradition with the following additional notes:

 

  • 6th level feature : Chronomancer can use his Arcane Recovery as a bonus action in combat rather than only during a short rest.
  • 14th level feature : Chronomancer is permanently hasted.
  • Chronomancer has the Alert feat and a Dexterity of 16 giving him initiative modifier of +8.
  • On the first turn he notes the party are preparing to attack him (he cannot be surprised) he casts Timestop.
  • He then recovers his 9th level spell slot as a bonus action and casts Foresight, Stoneskin and Mirror Image.

Chronomancer will not directly attack the players if possible.  He may use Hold Person on troublesome melee attackers or Power Word Stun.  He will Counterspell direct powerful magical attacks against him or his allies.  As Chronomancer (as slowly as he can - playing for time) gives out the answers to the parties questions from a vast distance the dread powers that the time mage has called upon from the Far Realm answer his call.  From an unseeable and unreachable source infinitely long  tentacles reach out to grapple with the players as the Intellect Devourers attack as one. 

 

  • Treat the tentacles as a powerful Evard’s Black Tentacles spell.  This is renewed each turn and can affect players in this entire area (whether on the rocky spar or not).
  • Movement on the rocky spar is normal.  Remember limits to the players movement as noted above whilst off this however.
  • Tentacles will not appear to wrap around the party members but will instead seek to attach themselves to the characters back at the same site that the characters Astral Cords are attached.  As characters take damage from the tentacles the tentacles will grow visibly stronger and the Astral Cords will seem to weaken and fray.
  • The tentacles are organic in nature and appear grossly as intestines.  The party should be repulsed by this and by the idea that if there astral bodies die they will not be drawn home to the universe they know by their displaced cords but instead to the Far Realm by these tentacles...
  • Intellect Devourers cannot switch brains with the characters as the characters real bodies are not here.  When they try to do this instead 3D6 psychic damage occurs.  If a DC: 14 INT save is failed then a character will attract permanent psychic injury.  Roll on the Indefinite Madness table (DMG Page : 260).  This is likely to be long lasting and represents a long term Far Realm Influence on the characters mind.  Encourage role playing of this.  The other PC's (and the character themselves - not realising he or she is afflicted) will not intentionally seek out a cure for this.

 

This fight lasts as long as it takes for the party to get the answers they need from Chronomancer (determined by the accuracy of their questions) and then flee.  If they stay more and more bad things will eventually turn up or tentacles will grasp the rocky spear itself and start dragging it away from the astral.  Party members who insist on staying or going along for the ride as their astral cords fray and eventually snap get what they deserve (which will not be pleasant - see the Event Horizon movie for details!).  Players making it back to the edge of the Astral Plane will find themselves drawn back into their bodies and awaken back in the Tent of the (now wisely vanished) Oracle.  The characters may note some others in the tent including the Wearer of Purple and possibly one or more of their own have slightly dead looking eyes.  They might recognise that the Far Realm has gained some influence over the thought patterns and actions of these individuals.  How this (or the fate of Chronomancer) fits into future campaigns will be left to the individual DM.  If the party chooses to take vengence of the remaining Yuan-ti they may do so but by now they may well have even more levels of exhaustion so this might not be wise.

 

The party now know who they need to seek out and where they need to go to find the cure they need.  Returning to their source in Skullport or a sage in Waterdeep will tell them how to get to Mount Azzirhat (see next instalment).

 

 

 

#16

UmbraCarmen

Aug 06, 2015 9:16:28
Part 9 - Skull Gorge

 

Reserved will complete this in August 2015

#17

mykesfree

Aug 07, 2015 7:09:50

What CR is  Laeral?  An arch Mage is only CR 11 and is 18th level Wizard.  

 

 

(Reply to #17)

UmbraCarmen

Hi - not sure but I think there was an alternate thread about this somewhere - Determining the CR of Spellcasters.  For the point of this encounter the party are meeting with the ruler of a city state.  That the ruler has many guards and a secondary arch-mage and multiple other mages and other defences around them is basically broadcasting to the players this is one place not to start a fight.  Multiple Hold Person and Counterspells along with guards to do multiple grapples and who are able to fetch chains should make everyone play nice/use social skills to resolve things.

 

mykesfree wrote:
#19

BRJN

Aug 08, 2015 20:44:31

mykesfree wrote:
#20

mictrepanier

Aug 10, 2015 13:33:20

I will play it in my own campaign set in Byzantium in 1120. Devils against demons. Byzantium factions Comnene vs Dukas. And Levantine Christians against Muslim.... (find/replace in Word)!