DDEX2 9 - Eye of the Tempest.pdf
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A storm of unparalleled fury has been ravaging the peaks of the Earthspur Mountains for a tenday, and theMonastery of the Yellow Rose sits in its eye for now. Some monks have fled the monastery to the safety of Mulmaster and beseech you to convince their more obstinate brothers to retreat to the city before the eye of the storm shifts, and the monestary is in terrible danger. Can you brave the elements and convince the monks to escape? An eight-hour adventure for 5th-10th level characters. Adventure Code: DDEX2-9 Credits Adventure Design: Pieter Sleijpen Development and Editing: Claire Hoffman, Chris Tulach, Travis Woodall D&D Organized Play: Chris Tulach D&D R&D Player Experience: Greg Bilsland D&D Adventurers League Wizards Team: Greg Bilsland, Chris Lindsay, Shelly Mazzanoble, Chris Tulach D&D Adventurers League Administrators: Robert Adducci, Bill Benham, Travis Woodall, Claire Hoffman, Greg Marks, Alan Patrick Debut: May 22, 2015 Release: June 1, 2015 DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers League, D&D Encounters, D&D Expeditions, D&D Epics, all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinctive likenesses are property of Wizards of the Coast. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of Wizards of the Coast. ©2015 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe, 4 The Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK. Not for resale. Permission granted to print or photocopy this document for personal use only. Before you show up to Dungeon Master this adventure for Welcome to Eye of the Tempest, a D&D ExpeditionsTM a group of players, you should do the following to prepare. adventure, part of the official D&D Adventurers League TM organized play system and the Elemental EvilTM storyline Make sure to have a copy of the most current version season. of the D&D basic rules or the Player’s HandbookTM. This adventure is designed for three to seven 5th-10th Read through the adventure, taking notes of anything level characters , and is optimized for five 6th-level you’d like to highlight or remind yourself while characters . Characters outside this level range cannot running the adventure, such as a way you’d like to participate in this adventure. A player with an ineligible portray an NPC or a tactic you’d like to use in a character can create a new 1st-level character or use a combat. pregenerated character. Get familiar with the monster statistics in the The adventure is set in the Moonsea region of the Appendix. Forgotten Realms, in the Earthspur Mountains. Gather together any resources you’d like to use to aid you in Dungeon Mastering, such as notecards, a DM screen, miniatures, battlemaps, etc. If you know the composition of the group beforehand, you can make adjustments as noted throughout the adventure. This adventure is official for D&D Adventurers League play. The D&D Adventurers League is the official organized play system for DUNGEONS & DRAGONS®. Players can create characters and participate in any Ask the players to provide you with relevant character adventure allowed as a part of the D&D Adventurers information. This includes: League. As they adventure, players track their characters’ experience, treasure, and other rewards, and can take Character name and level those characters through other adventures that will Character race and class continue their story. Passive Wisdom (Perception)—the most common D&D Adventurers League play is broken up into passive ability check storyline seasons. When players create characters, they Anything notable as specified by the adventure (such attach those characters to a storyline season, which as backgrounds, traits, flaws, and so on) determines what rules they’re allowed to use to create and advance their characters. Players can continue to Players that have characters outside the adventure’s level play their characters after the storyline season has range cannot participate in the adventure with those finished, possibly participating in a second or third characters . Players can play an adventure they previously storyline with those same characters. A character’s level played or ran as a Dungeon Master, but not with the same is the only limitation for adventure play. A player cannot character (if applicable). use a character of a level higher or lower than the level Ensure that each player has an official adventure range of a D&D Adventurers League adventure. logsheet for his or her character (if not, get one from the If you’re running this adventure as a part of a store organizer). The player will fill out the adventure name, event or at certain conventions, you’ll need a DCI number. session number, date, and your name and DCI number. In This number is your official Wizards of the Coast addition, the player also fills in the starting values for XP, organized play identifier. If you don’t have a number, you gold, downtime, renown, and number of permanent magic can obtain one at a store event. Check with your organizer items. He or she will fill in the other values and write for details. notes at the conclusion of the session. Each player is For more information on playing, running games as a responsible for maintaining an accurate logsheet. Dungeon Master, and organizing games for the D&D If you have time, you can do a quick scan of a player’s Adventurers League, please visit the D&D Adventurers character sheet to ensure that nothing looks out of order. League home. If you see magic items of very high rarities or strange arrays of ability scores, you can ask players to provide Not for resale. Permission granted to print or photocopy this document for personal use only. 2 documentation for the irregularities. If they cannot, feel Determining Party Strength free to restrict item use or ask them to use a standard Party Composition Party Strength ability score array. Point players to the D&D Adventurers 3-4 characters, APL less than Very weak League Player’s Guide for reference. 3-4 characters, APL equivalent Weak If players wish to spend downtime days and it’s the 3-4 characters, APL greater than Average beginning of an adventure or episode, they can declare 5 characters, APL less than Weak their activity and spend the days now, or they can do so at 5 characters, APL equivalent Average the end of the adventure or episode. 5 characters, APL greater than Strong Players should select their characters’ spells and other 6-7 characters, APL less than Average daily options prior to the start of the adventure, unless the 6-7 characters, APL equivalent Strong adventure specifies otherwise. Feel free to reread the 6-7 characters, APL greater than Very strong adventure description to help give players hints about what they might face. Average party strength indicates no recommended adjustments to the adventure. Each sidebar may or may not offer suggestions for certain party strengths. If a particular recommendation is not offered for your group, Throughout this adventure, you may see sidebars to help you don’t have to make adjustments. you make adjustments to this adventure for smaller/larger groups and characters, of higher/lower levels that the optimized group size. Most of the time, this is used for combat encounters. You may adjust the adventure beyond the guidelines As the DM of the session, you have the most important given in the adventure, or for other reasons. For example, role in facilitating the enjoyment of the game for the if you’re playing with a group of inexperienced players, players. You help guide the narrative and bring the words you might want to make the adventure a little easier; for on these pages to life. The outcome of a fun game session very experienced players, you might want to make it a often creates stories that live well beyond the play at the little harder. Therefore, five categories of party strength table. Always follow this golden rule when you DM for a have been created for you to use as a guide. Use these as group: a guide, and feel free to use a different adjustment during the adventure if the recommended party strength feels off Make decisions and adjudications that enhance the fun for the group. of the adventure when possible. This adventure is optimized for a party of five 6th- level characters. To figure out whether you need to To reinforce this golden rule, keep in mind the following: adjust the adventure, do the following: You are empowered to make adjustments to the Add up the total levels of all the characters adventure and make decisions about how the group Divide the total by the number of characters interacts with the world of this adventure. This is Round fractions of .5 or greater up; round frations of especially important and applicable outside of less than .5 down combat, but feel free to adjust the adventure for groups that are having too easy or too hard of a time. You’ve now determined the average party level (APL) for Don’t make the adventure too easy or too difficult for the adventure. To figure out the party strength for the a group. Never being challenged makes for a boring adventure, consult the following table. game, and being overwhelmed makes for a frustrating game. Gauge the experience of the players (not the characters) with the game, try to feel out (or ask) what they like in a game, and attempt to give each of them the experience they’re after when they play D&D. Give everyone a chance to shine. Not for resale. Permission granted to print or photocopy this document for personal use only. 3 The Lesser restoration 40 gp Dungeon Master’s Guide TM has more information on the Prayer of healing (2nd level) 40 gp art of running a D&D game. Leira. as well as information-gathering spells. they can modify the text as you see fit. In addition. and Waukeen. Costs are per day. service is limited to a maximum of three per day total. Savras. At the same time. Read-aloud text is just a suggestion.250 gp declare whether or not they are spending any days of downtime. whenever a character spends downtime days. travel to the settlement to obtain these services. Be mindful of pacing. if any. and gives players “little victories” for figuring out good choices from clues. This helps to encourage immersion in the adventure unless otherwise noted. Some downtime Not for resale. and characters get poisoned. characters need to be able to pacing accordingly. if the party finishes an adventure. The number of spells available to be cast as a without getting frustrated over lack of information. Any settlement the size of a town or larger can provide Try to be aware of running long or short. feel free to Alternatively. Watch for stalling. diseased. play loses momentum when this happens. Mystra. including faction. Remove curse 90 gp Speak with dead 90 gp Divination 210 gp Greater restoration 450 gp At the beginning of each play session. information): The only cost paid for the spell is the base price for the consumed material component. Loviatar. combat. or die. Crafting (exception: multiple characters cannot Tempus. challenging game environment for the players. here are adventures or unlocked through play. commit to crafting a single item) Practicing a profession Recuperating Spellcasting services (end of the adventure only) Training Sometimes bad things happen. players must Raise dead 1. The player records the downtime spent on the Acolyte Background adventure logsheet. The following options are available to A character possessing the acolyte background requesting players during downtime (see the D&D basic rules or the spellcasting services at a temple of his or her faith may request D&D Adventurers League Player’s Guide for more one spell per day from the Spellcasting Services table for free. Players recovery spells. Permission granted to print or photocopy this document for personal use only. Spellcasting Services Spell Cost In short. specific activities. it’s about facilitating a Identify 20 gp fun. provide them with a full play experience. Tymora. should be given clues and hints when appropriate so Other spell services might be available as specified in the they can tackle puzzles. the rules when bad things happen to characters. so a character that spends ten days of downtime also spends ten days of expenses maintaining his or her lifestyle. Velsharoon. 4 . Since you might not have the Other downtime options might be available during same characters return from session to session. that character also spends the requisite expense for his or her lifestyle. adventure location. since expenses. make sure that the players don’t finish too early. and interactions adventure. being the DM isn’t about following the Cure wounds (1st level) 10 gp adventure’s text word-for-word. Adjust the some spellcasting services. especially when be assumed to return to the settlement closest to the dialogue is present. Give the players appropriate hints so they can make Spell services generally available include healing and informed choices about how to proceed. and keep the game session activities help with lifestyle expenses or add lifestyle moving along appropriately. Faiths that can call upon spellcasting services in Mulmaster Catching up include the following: Bane. If anything should provide. learned too much. or similar magic. from outside and subtle magic eventually did the job. and other The Monastery of the Yellow Rose. the player creates a new character. A raise dead spell cast monastery like an invisible miasma. The monks of possessed by the dead character. Dead Character Pays for Raise Dead. and while it keeps the curious out. One honest episode or adventure with that character again. spell is paid for by the party at the end of the session. the dead character’s body can be preparations for the ritual and worked to create the returned to civilization and a patron from the faction beacon control the node. The ritual that creates the beacon is dangerous—in this downtime day spent after raise dead reduces the penalty case. go wrong it might cause great destruction to the Create a New 1st-Level Character. Another method was required. If the dead monastery—but the cultists view this as an acceptable character is unwilling or unable to exercise any of the risk. visitors funds to bring back a dead party member. is well-known as a as spend downtime days recuperating until such time as he a repository of genealogies. A character subject to a raise dead Once a node is created.A character still affected by diseases. The cloister is huge. When the Cult of the Howling has a few options at the end of the session (or whenever Wind learned of the monastery's existence they set into arriving back in civilization) if no one in the adventuring motion a plan to gain control over it and construct an party has immediate access to a raise dead or revivify elemental node within. the party can take the The wind can be subtle and quiet. escape to Mulmaster. Alternatively. and cannot replay that clearer signal was given not too long ago. overlooking the Glacier of the White Worm it proved to be an ideal place for the creation of an elemental node of air—sources of great destructive power to those who A character who dies during the course of the adventure know how to harness it. lore on the Bloodstone Lands. each it. know that such a storm would other options. Therefore they new character does not have any items or rewards would need time and quiet for success. the massive maze mostly except that some or all of the 1. just enough to misdirect the honest Character’s Party Pays for Raise Dead. any character invoking this charity forfeits all different here. The cultists however. character to be returned to life.250 gp. home to the disciples similar effects at the conclusion of an adventure can of Saint Sollars the Twice Martyred. Some of its miasma was felt outside earlier XP and rewards from that session (even those earned such as in DDEX2-6 Breath of the Yellow Rose. this option is no longer left for dead by the cultists. and ability checks by 1. but a prior to death during that session). The cult did not even in this manner costs the character 1. Ilmater certainly would oppose them if aware of the plot. it required Other characters are under no obligation to spend their patience and the aid of magic. that character begins the next session still affected by the High in the wild Earthspur Mountains isolated and debilitating effect. Under the leadership body back to civilization and use the dead character’s of a person known as Bloodwind they have infiltrated the funds to pay for a raise dead spell. saving throws. Permission granted to print or photocopy this document for personal use only. in controlling a large storm to tear the beacon from its addition to any other benefits the downtime activity might moors and causing it to float in the air. not to mention the attention it would organs and is mostly whole) and the player would like the draw. A huge storm has since formed. the elemental cults typically spell is affected negatively until all long rests have been construct an elemental beacon to watch over and protect completed during an adventure. need full control. Once a monk. requiring the use of elemental air in creating and to attack rolls. the scribe Lana. If the The monastery's reputation is such that a direct attack character’s body is recoverable (it’s not missing any vital seemed to risky. The wind rarely stays subtle for long and it was no However. The draw attention from opposing forces. Faction Charity. civilized culture in a dangerous region of Faerûn—not If a character doesn’t resolve the effect between sessions. It has always been a bastion of recuperating activity in the D&D basic rules). Young acolytes.250 gp for the raise dead empty of people. members. or she resolves the effect to its conclusion (see the and Ilmaterian art. it—combined with the Not for resale. poisons. If the character is of level 1 to 4 and a however. Bloodwind begin member of a faction. threatened in centuries. Attacked and character reaches 5th level. 5 . ensures that he or she receives a raise dead spell. As above. spell. Once this happened. Infiltrating the monastery was not easy. she survived and managed to available. as long as they make an you can simply keep track of time and take a break impression as an adventurer. The reason that the characters might be near the sewer collapse east of the harbor will likely vary. Glacier. Not for resale. and naturally the cultists who. Marsember is going to help Phlan gain support). While this trip is arduous and rife with dan. around lunch time whether to grab a bite or for some private meeting. Ilmater.testimony of the escaped monk—has drawn the attention of influential people. the characters accept (and there is the unspoken fact that helping learn about what is going on. They could also be doing some minor job This is an adventure that is intended to be played of the in the area or even life nearby. The characters are gathered for a group. Impressive Track Record. they are given Enclave and followers of deities interested in protection what details there are about what is happening at the and nature (especially Chauntea. let the players pick. the next day. Depending on your group it might be wise to take two of the sewer overflow and willing to come out. Monastery of the Yellow Rose and how it is believed to be Using traditional means. The characters travel to the monastery using monk Lana. the Enclave or the to obstacles. but is more likely to draw the attention of cause. temple. the monastery unaware. Use an appropriate hook for each character to draw them into the This adventure is divided into an Introduction and three story. Permission granted to print or photocopy this document for personal use only. Cry for Help. together. are able to prepare for the they thought of the character(s). around lunch time what occurs on each route. The characters must overcome obstacles and In the Neighborhood. During their investigations. fish restaurant the Grey Oyster. Members of the Lord’s ger. Even if shorter breaks in between the Parts of the adventure. meeting when a disturbance in the streets occurs. This hook may be appropriate for emphasizing the one of the unexpected consequences of members of the Order of the Gauntlet. Once that occurs. their superiors direct them to connected to the storm. Having reached the monastery. a shelter for the homeless and a hospital for one of two routes. If multiple hooks seem appropriate for such a Introduction. These they encounter monks and cultists alike. Characters interested in characters's arrival. but hints it is depending on path chosen and how the characters react of vital importance to the Order. The current spell of bad weather is worrying the using the trade roads. Part 3. 6 . it affords the characters to catch the cultists at Alliance and those who have impressed Aleyd Burral. as they monitor the roads Garwyl Gos and Zor Serge Affapanov (DDEX2-6 Breath for trouble-makers. a good paying job that helps civilization should certainly Part 2. Skilled adventurers are required. The trip takes up to 8 days. The message offers no reason. visit the Shrine of Blessed Hope for a meeting with the Part 1. Otherwise use multiple. Or they don’t know any of the NPCs. of the fight to join them and to become part of the mission. of the Yellow Rose) or other figures of authority within If the characters choose the second option. they are Mulmaster are personally invited for lunch in the Grey teleported to Ravensburg and travel to the monastery Oyster. in turn. You have some flexibility regarding the poor as well as a shrine of Ilmater. This journey is much easier leaders of Mulmaster. but may be characters start the adventure in a private booth in the unable to tell the difference. and there appears to be a lead to its and safer. the Emerald the unending storm. Characters who know one another can certainly be subsequent parts. cut. When to take a break is not clear at the start of the adventure they are within roughly 60 ft. These characters start at the Shrine of the The first option takes the characters over the Great Blessed Hope. Torm and Tyr). they are drafted at the end halfway through. The important thing is that course of eight hours. It is easiest for characters must stop if they are to successfully abate the the adventure if the character is in the Grey Oyster storm that rages over the region. There are many reasons on why cultists who attempt to complete the rituals that the an adventurer might be in the harbor area. He runs the family business for his elderly father. nothing serious. are already there. and Dornal Whitebeard. For He has met the characters in DDEX2-6 Breath of the Yellow now there only has been some minor property damage. then the booth. but refuse to go recent arrival. is located in the poorer part of the city east of the harbor. The how they did in said adventure. He offers support and relief to the oppressed and with that meeting as well. before starting with He is the incarnation of compassion and the eternal foe of the encounter Overflow. It one with two captains. an influential family in Mulmaster whose reputation has been tarnished somewhat in the recent Roleplaying Zor Garwyl months. It nature of the meeting. are used. the clothes. proceed business meetings. amount of rain is also worrying. except that she is a monk of mention the meeting is about a potentially dangerous Ilmater from the Monastery of the Yellow Rose and a mission looking into the odd weather. high. Characters that have no invitation need to spend a bit more time to get a table unless they are willing to share The Grey Oyster is a fish restaurant in the harbor. the Gos family. a bit with each other and the NPCs. 7 . and his attitude towards the characters might depend on and trade has taken a minor hit. Judging by his hedonistic demeanor. Permission granted to print or photocopy this document for personal use only. Not for resale. thanking The House of Suffering is dedicated to Ilmater. Lord Garwyl Gos is the eldest son of with Overflow after some minor interaction. Once people have been greeted and introduced. but speculations of its origin run rampant. its large wooden sign in the shape of an Oyster swinging invitingly in the strong wind. them for coming and apologizing for the unexpected the shrine also functions as a poorhouse and a hospital. but none has lasted this long and the on him either (being seen as a friend to a lawful good religion. focused on his family's success and has little time for While his expectations of his employees and clients are distractions. She keeps to herself and people have heard into details while lunch is going on instead focusing on her speak in disdain about the new Yellow Breath fad. rise. They wandering around the harbor. Lunch hour is a busy time for the restaurant. past adventures of the characters. suffering. Otherwise they may simply be expensively dressed male dwarf. above. Few think the cause is especially one dedicated to helping the poor is not a good thing in Mulmaster). Their conversation is likely to be about craftsmen. As such. image. welcoming each character individually. and he would be happy if the characters are willing to join suffering. however. the fire in the large hearth providing the necessary heat in the big open common room. He is known as a pragmatic ambitious hard working man. they Little is known about Lana. weather is not conductive to the crops though. There have intermediary between him and the faithful of Ilmater is not lost been worse storms. Merchants and captains often use it for the weather and the dangers of travel. the biggest topic on the street is the current storm is bad for business and that the adventurers are a good weather. Allow the characters to interact persecuted and encourages them to endure and for others to help them—often taking their burden in their place. Hiring adventures that solve the mystery surrounding storm should help greatly in this endeavor. As above. natural. Zor Garwyl Gos (male human) is ruthless but realistic. Dornal is a gregarious dwarf approaching old age. merchants and the local servers. The Grey Oyster is a large stone building next to the harbor. Rose. a sturdy equally House of Suffering. but when the characters mention they are here for a meeting with Lord Garwyl they are instantly directed towards a private If one of the adventure hooks. and people are seriously worried about failed harvests and the total Roleplaying Dornal Whitebeard collapse of naval trade. the Broken God who supposedly knows more about what is going on and Illmater is the lawful good deity of endurance. Instead of chit chatting with serves decent food in good portions for a reasonable price Garwyl and Dornal. a black haired regal human in expensive characters are expected at either the Grey Oyster. Inside it is warm and dry. they can talk with the captains and and as such is favored by soldiers. white beard. The fact that the Of course. Garwyl’s reputation is impeccable though. It has been storming for days now. Dornal enjoys the finer things in life and is rarely seen without a broad smile nestled amongst his fine. and part of that requires managing the family well. martyrdom. he is fair and seems to stick to his own standards as Zor Ninyon Gos. He does mention he has a meeting with a follower of Ilmater later that day Illmater. you'd never guess it. Garwyl. with makeshift repairs with relatively poor materials. heavy wind and hard rain poses an extra challenge to the fight. and the city’s drainage system has creatures use the opportunity to get out. and Zern. He tells curious torrent of water to fish someone out. It is storming. albeit healthy and of bystander. a young human female with angular features and a one of these bystanders dies at the end of each round shaven head. Once pushed street with crumbling sides and fast flowing water below. but before going into to convince others to help. Pit. is loud. The street is strewn the details the characters should first eat. with volunteers from the richer parts of town. care of the ill. with a warhammer on his back. Weather. cheap. Permission granted to print or photocopy this document for personal use only. her religion or the at the edge of the pit to avoid falling in. She can be quiet stubborn and brutally honest. fellow monks. meeting is interrupted. The office is sparsely Characters can do whatever they like to rescue a furnished. or a Charisma (Persuasion) both the monastery and the weather. a particular strong gust pushes all Medium sized or smaller creatures 10 feet. The storm has brought a lot of Depending on the strength of the party more sewer rain to Mulmaster. A Sounds and Smells. Mud. staff. but who is willing to sponsor the deal and he hopes the running certainly poses a risk. assigned—but the DC should not exceed 10. Lana (human female) is a young silent woman. an Intelligence characters that Lana is from the Monastery of the Yellow (Masonry or Carpentry tool proficiency) to brace a pile of Rose and that she brought some worrying news about rubble or collapsing building. the area Southroad Keep. Any creature that fails the saving throw by 5 or one another and the staff of the House of Suffering. causing quite a bit of destruction in the process. Here they find Lana. Climbing out of art of writing. one can be good quality food is offered. Human waste. Otherwise. check. the area is dimly lit. These handing out food to the homeless and assisting taking people are stuck under rubble on the verge of collapsing. Such a meeting later that day with a concerned lord of the city difficult terrain can be avoided to some extent. few lay followers of Ilmater comprise the majority of the Roaring. into the conversation she has a tendency to talk too much A DC 10 Dexterity (acrobatics) check is required to move especially about things she feels strongly about such as the welfare of the Monastery of the Yellow Rose. Any character moving characters are willing to join said meeting as well. desperately clinging to the side of the pit on the verge of Characters looking for Lana or Zern Xerkstil are being swept away by the sewage flow. At the end of zealous in his pursuit of evil. and tries to remain polite towards the characters. There are several people in trouble. but warm and dry. trouble coping with the unnatural amounts of water. it attacks anyone nearby. her best hope in aiding her friends. The following general features apply: The House of Suffering is a repurposed warehouse near Light. under the feet of directed to a small office in the back. saving throws against fire- The Hammer of Impiltur. In a mix of panic and anger. Conversely. Any ranged attack against a target more than 30 feet is made at a Roleplaying Zern Xerkstil This agent of the Order of the Gauntlet is brash and headstrong. For example. Due to its size. Screaming. a brash male half-orc in full plate until rescued by a character. disadvantage. boisterous and based attacks are made with advantage. Not for resale. she is worried about the fate of the monastery and her advantage. She is a bit shy. On a result of 1 or 2. using the Dash action must succeed a DC 10 Strength (athletics) or Dexterity (acrobatics) or fall prone at the end Roleplaying Lana of the dash. the otyugh makes this check with Obviously. Zern gives the character a warm welcome and a DC 10 Strength (Athletics) check to fight through the introduces Lana of the Yellow Rose. unless they succeed on a DC 10 Strength saving Once the characters have had a brief time to interact with throw. There is a large gaping hole in the middle of the preferring to observe and let others do the talking. deep puddles and slippery mud. Rubble. each round roll 1d6. They also have with rubble. 8 . the otyugh and so on. Unless the characters help them. Don’t mistake her shyness though for weak the pit requires a successful DC 10 Strength (Athletics) willpower. as he is called. It is a decrepit building hold together is well-lit. Rushing water. An otyugh on the verge of drowning flees the sewers into the street. If an ability check is called for. Bystanders. their more falls prone at the end of this movement. If the encounter occurs during the day. deciding this is the pit. Not far advantage. A heartbeat later. civilians—slamming one through a door just as you come The choices lead to a bit of a discussion between the two. outside. you can make monastery and deal with the cult. however. Some are Oyster. The exact nature of the to the nearest bystander. Gos Garwyl in particular takes on blames on the nearby residents of Mulmaster. Very Strong Party: Add 1 otyugh. check. crashing sound disrupts your meeting—as if something These are not cumulative. They intended a meeting together legs. two long tentacles.A short tremble of the building followed by a loud rumbling Adjusting the Encounter Here are recommendations for adjusting this combat encounter. collapsed rather violently outside. is not easy. but not all. but how these people need help is up Garwyl and Lana want the characters to travel to the to you. provided that someone speaks Otyugh. Not for resale. and begins lashing out against nearby towards either the House of Suffering or the Grey Oyster. both Garwyl and Lana immediate return to the business at need to move about 60 feet to get to the otyugh or 30 feet hand—the unnatural weather. 9 . The sound of Once the encounter is over. the check is made with Rain and wind lashes at you as soon as you step outside. but unless the characters interfere they settle on the Most people flee away from the monster. half now and upon successful trying to help nearby. The otyugh is angry. Characters that show telepathy allows it to broadcast its emotions to others. windows. completion of their adventure. If the that go outside: character attempting the Charisma (Persuasion) check offers the creature a new home. but it is not evil and can be reasoned with. pain and desperation. but it is centered on the Monastery any bystanders occurs at the end of the round. so no sign to go outside to help deal with whatever is the characters have no trouble realizing the beast is causing the racket are pushed into action by the staff of simply angry over the destruction of its home which it the House of Suffering. Lord Garwyl and Lana rushing water can be heard from a large gaping hole in the quickly speak with one another and soon after turn street next to the fresh ruin. squat towards the characters. although in reality the scene a bit more dramatic. Attempts to intimidate the creature just make it Read aloud or paraphrase the following to characters angrier and prevent further diplomatic resolutions. They are likely responsible for the weather. Its limited Give the characters time to react. stuck under rubble. even going so far as to order down. Evil cultists are hiding amongst the Details on how the characters can help the bystanders monks. A large monster with short. you hear a monstrous roar followed by shouts of fear. Garwyl is trouble with his mother on the verge of panic desperately willing to pay 1000 gp. others are frozen in panic or bravely trying to help those in trouble. Quelling the beast's anger characters to move. An otyugh has crawled its way out of the flooded sewers into the streets. At first. away you spot a partially collapsed building. offering a 25 gp to further entice the requires a successful DC 20 Charisma (Persuasion) reluctant. consider a small kid in Garwyl only interested in ending the storm. Characters from the House of Suffering and the Grey Oyster come from opposite directions. Calming it a commanding presence. everybody is silent Very Weak Party: Replace the otyugh with 5 swarms of and the rushing sound of fast flowing of water can be heard insects (centipedes). award each player 300 XP. can be found below. Permission granted to print or photocopy this document for personal use only. of the Yellow Rose. as good a moment as any and direct the characters The beast roars anger. unable. Weather effects and the death of weather is a mystery. If the characters save 3 or more bystanders during the fight with the otyugh. unconscious and one hangs precariously at the edge of the pit. and a large mouth claws its way out of with the characters later that day anyway. above the howling of the wind and the lashing of the rain on the Strong Party: Add 2 swarms of insects (centipedes). If you feel your group can handle it. who does teach self-denial. though it has been extremely unlikely to be observed by the cultists. fine to help. Hundreds of monks reside within Emerald Enclave. with a +5 skill check modifier. She is very good friends with It is renowned for its large library. but meddling with the weather. not surprising considering they frown upon Yellow Breath Technique. and the cultists tried to silence her. but nobody has been able to determine its cial road. Frost giants do not life on the glacier perma- Olara and brother Glavel—simple monks she knows nently. Even Mival was skeptical of the offers the characters the opportunity to find and talk idea of corruption within the ranks. gateway to Damara. Also keep in mind The list below provides additional information to help that non-adventurers are extremely unlikely to travel you deal with the questions from the characters. blue berry wine. the storm started. She also thinks it does not fit the teachings of for the white remorhazes that roam it. The first step is to use the tele- from the monastery and no aware follower of Ilmater portation circle in the town of Ravensburg in Damara would allow such a thing to happen. Sollars the Twice-Martyred and Ilmater. The biggest benefit is that it is she came to Mulmaster to find aid. The Monastery of the Yellow Rose. Mentioning the blue berry wine incident is art work (mostly tapestries and statues) and enough evidence Lana is sending them. disapproves. or be a ranger with She was attacked and left for dead on the Glacier. would be willing gards to genealogical studies. although hunting parties often roam the area little about. looking for remorhaz eggs. Lana knows evil cultists infiltrated the monastery. she is no the- worm of giant size. (paid by Garwyl) and follow the official roads to the Lana cannot provide details on the cult or the current monastery. with no chance of happenings within the monastery. She overheard two getting lost. but that was before with the hermit Mival. The glacier is named abuse. She had seen some things she was ing (in other words: trained in Survival. If there are members of the Em- the monastery. There is no doubt the storm originates The Official Road. Still. and hard convincing others. in the dangerous Earthfast Mountains in the current weather. only to mountainous or arctic as their favorite terrain). The monastery. The two monks she overheard were sister and yeti. The route takes the characters over the Glacier of the White Worm. often in herds Ilmater. Once she recovered also a few days longer. It is somewhat faster. ice mephits Traitors. so matter. People suspect the glac- Possible Routes to the Monastery. preferably not supposed to see. stranglehold the cultists have on the monks. There are two ier has an unnatural origin. but risk of getting lost unless you know what you are do- has no actual proof. There are also various choke points along the path suggests that so long as the characters get there before that are practically impossible to avoid (and if you the end of the ritual a few days more or less would not want that it is saver to just take the Glacier path). Give them Handout 1. 10 . remaining undetected is difficult. since it is too big for its routes to the monastery: the glacier path and the offi- altitude. Garwyl it. The big- Everybody doubts that the cultists will act openly gest downside of this path is that the cultists monitor against the monks until the ritual is finished. It appears to be dangerous and open to Glacier of the White Worm. Permission granted to print or photocopy this document for personal use only. It is also home to many lesser ological expert. portation circle within the monastery. and assuming she is still alive. As far as anybody knows there is NO tele- origin. The Glacier Path. Local miners along the path might also monks discuss some kind of complicated ritual—that be able to provide information on what is going on in would complete in a month's time—that would grant them the monastery. mission. especially in re- Lana. but that depends on how big of a unlimited power. Sister Chourm Mristar. creatures such as giant snow spiders. Chourm is stationed in the situated high in the Earthspur Mountains—is dedi- village of Tomrav. Dangerous in re- gards to the monsters that prowl the glacier and the Not for resale. but only to aid of a dozen or more and reputedly led by a “king” others and not for selfish reasons. Zern hands infiltrate it without immediately jumping out as new them a note. Lana has heard of it. It is be rescued by a hermit monk. Mival. so the characters could theoretically erald Enclave amongst the characters. The hardship of the trip serves a purpose to the monks. remorhaz riding. a nearby mining village that is the cated to St. The local agent is very interested in the arrivals. but likely to be unobserved by the cultists. Proceed with Part 1a when the group decides to travel over the Glacier or take Part 1b when they follow the well-traveled roads of Damara. After the message he and his fellow cultists summon air elementals and/or invisible stalkers to assassinate the characters. just different. but there are weird things going on and a few of the acolytes have disappeared. One takes the characters through the wilderness over the Glacier of the White Worm. The road is easier on players who prefer social interaction and it requires no survival skill.Neither path is better. He keeps his eyes open and try to gather more information for when the characters get to the monastery. See the Malevolent Wind encounter in Part 1a and Part 1b There are two primary routes to the Monastery of the Yellow Rose. Lana is not a spellcaster. 11 . but unbeknownst to the characters he is actually a member of the Cult of Elemental Evil. and when contacted he mentions there is no storm at the monastery. It is dangerous with no official path. and is a bit more straightforward in regards to combat and social interaction. but likely to be watched by cultists. although a path can be preferable depending on the skill set of the characters and the wishes of the players. The other starts in Damara and follows the official roads and paths up the mountain. The road is much safe. Not for resale. Permission granted to print or photocopy this document for personal use only. The glacier route requires at least one character skilled in survival. As it pertains to combat. Provided the characters accept Garwyl’s request and ask for an advance on the reward. The other NPCs don’t anybody within the Monastery of the Yellow Rose. the characters receive a satchel containing 5 platinum trade bars stamped with the sigil of House Gos worth 100 gp each. Characters who participated in the events of DDEX2-6 Breath of the Yellow Rose might have met the monk Ovon. Some characters might wonder about contacting the monastery through magic. He is no fool. and hence is unable to cast sending. both paths are going to be nearly identical. The monk is at the monastery. but the weaker ones might need to give it some the monastery undetected. making the trek over Skis. pages 181-182 for the rules on travel. or whether they have access to magical per Day alternatives (e. It is also. how much equipment. This includes 10 days of food and one waterskin. tents and the like. None of this additional (Perception) scores equipment is required. a climber’s kit and the One of the two paths the characters can pick is by foot winter gear described below has to carry about 100 lb. poles and snowshoes: 10 gp Snow goggles: 2 gp the Glacier of the White Worm is the quickest way to pay a visit to Mival. Most characters unwatched and potentially allows the characters to reach should be fine. See Malevolent Winds below for more information. snow for water. the air elementals/invisible speed (see Players Handbook. The Hermit. It is longer and more weapons. however. The second is from the The characters may make additional preparations for Moonsea up to the Glacier of the White Worm. Meticulous accounting of the equipment is not Each destination's entry includes the distance and the particularly necessary and can be ignored in most amount of time it takes to traverse the distance. You only need enough fuel to melt dangerous than the other path. marching order and watch schedule. the journey is arduous and potentially Crampons: 2 gp deadly. However. See Players and a climbing kit is not designed to deal with ice walls. characters wish to approach the monastery without being Cold weather outfit: 5 gp noticed. thought. the hardships of several days of hiking over a glacier should be emphasized and the players Travel Pace should be encouraged to figure out what gear they need. that the characters must travel to reach their destination. The lack of proper food and a source of fuel. but those that take the initiative to Normal 24 miles — plan for the unexpected should be rewarded for their ingenuity. Slow 18 miles Able to use stealth Not for resale. civilization also make it important to carry everything The second table summarizes the distances of each leg with you. page 182). Still. note the characters traveling Ovon in the Introduction. It is at the include the equipment needed when hiking up a glacier third part that interesting things take place. Handbook. along with their price. The final their excursion into the Earthspur Mountains and the part is the longest and is the path over the glacier to the Glacier of the White Worm. and indicate who Malevolent Winds. The first two parts are uneventful. 12 . An explorer’s pack does not monastery. a character with a ring of warmth does not need a cold weather outfit). adventures. If the characters alerted the monk will be navigating. not to keep a cabin heated. over the Glacier of the White Worm. See the Preparing for the Fast 30 miles -5 penalty to passive Wisdom Cold sidebar for additional details. but excludes armor. The first is over the Moonsea to the mouth of the White River.g. the inability The first table demonstrates the amount of distance the for pack animals to traverse the region and the absence of characters are able to cover in a given day. a hermit that lives near the monastery This is also a good time for the players to determine their right at the edge of the glacier. stalkers catch up with the characters when they are at in the middle of their journey. Additionally. Similarly. The trip from Mulmaster to the Monastery of the Yellow Rose consists of three legs. food and fuel they will need for Pace Distance Effect Traveled their trip. Preparing for the Cold A character carrying an explorer’s kit. This is the best option if the available to the characters. Below is a list of a few items that you may consider making Avoiding Notice. Permission granted to print or photocopy this document for personal use only. below. Permission granted to print or photocopy this document for personal use only. Not for resale. while it does allow the encounters. The characters's only hope given point during the day indicated. each character must succeed on a DC 11 this happens before meeting the hermit Mival. Additionally. at the end of each day spent traveling over monastery without alerting the cultists.) An effect that removes exhaustion reduces its level. the effects the Yellow worsen. Characters that have persistent or long-term immunity or resistance to cold automatically succeed on this saving throw. to determine which encounters occur and at what point Throughout their trip over the glacier. There is the chance of getting lost. other suitable accommodations (such as Mival's or Maarika's cave). drink. the characters during the characters's journey. provided that the creature has also ingested some food and to the weather. delaying progress on the Glacier Progress exhaustion (which can cost days to recover from) the table. with all exhaustion effects disappearing if a creature’s exhaustion level is reduced below 1. Mulmaster to 72 miles Mountains 3 days Exhaustion is measured in six levels. check indicates that the characters must spend an If the monks rescue the characters. Additionally. Rangers that have chosen arctic terrain in DM's discretion. Consult the following table this saving throw with advantage. In addition to the levels of monastery. However. tiring and hazardous due 1. as specified in the effects description. it is check to ensure that they are still on track (see Navigating not enough to recover from exhaustion—the weather is the Glacier. below) or become their attempt to reach the monastery. the monks of monastery may come conjunction with the natural explorer class feature across a group in truly dire straits and rescue them from automatically succeed at navigation checks. Rangers that have chosen arctic terrain in As the character progress across the glacier. A failed their own misfortune. such as Trip Leg Distance Terrain Travel Time* starvation and the long-term effects of freezing or scorching temperatures. Handbook. although the mountains offer ample points to get back on track. at the lost. certain conjunction with their natural explorer class feature make encounters are likely to occur. characters have also lost any hope to arrive at the Additionally. after each of get an extended rest each night. Players also has disadvantage on ability checks. White River 30 miles Mountains 1½ days to the Glacier (slow pace) Level Effect of the White 1 Disadvantage on ability checks Worm 2 Speed halved 3 Disadvantage on attack rolls and saving throws Glacier of the 90 miles Arctic 5 days 4 Hit point maximum halved White Worm (slow pace) 5 Speed reduced to 0 6 Death to the Monastery of As a creature’s level of exhaustion increases. they're not additional day getting back on the correct path to the necessarily free and clear. The encounter can take place at any simply too cold and stormy. And. at the DM's for recovery lay in getting to the monastery or finding discretion.Travel Distances Exhaustion Some special abilities and environmental hazards. encounter does not occur. but also of all the previous levels. so a *Travel times do not take the ranger’s favorite terrain benefit creature suffering level 2 exhaustion has its speed halved and into account. The lead character must succeed at a DC 12 Wisdom (Survival) checks after each of the encounters It is entirely possible that some characters can die during during the trip (see Glacial Encounters. hit points and other abilities. that Constitution saving throw or gain 1 level of exhaustion. the characters must make a Navigation them to recover spells. (See Natural Explorer class feature. Finishing a long rest reduces a creature’s exhaustion level by The trip over the glacier is long. 13 . An effect can cause a White River creature to suffer one or more levels of exhaustion. if the glacier. can lead to a special condition called exhaustion. The creature suffers the effect not only of the current Rose level of exhaustion. above). the only light that the characters have available is that which they Day 1. The characters's trip will be much more snow shoes. and five giant snow spiders in the nest. or push all Medium-sized or smaller creatures 10 feet or early in the morning if the characters rest in a Leomund’s knock them prone unless they succeed at a DC 10 tiny hut (hopefully catching the characters when the hut Strength saving throw. Despite the overhead cloud cover. the days are Day 1 Vermin well-lit. surrendering if there is Snow banks. or 3 Malevolent Winds OR A Pack of Yetis have brought with them or create on their own. They are cowards and out. no other option. You may grant sneak closer and steal the characters’ packs and tools or advantage to the check if the characters took the time to destroy their tents. The spiders live in a require a successful DC 15 Wisdom (Perception) to spot. The thought of freezing and down. The characters must yell to Play make themselves heard. They don’t care about the spiders. There are considered character must succeed at a DC 20 Strength (Athletics) difficult terrain. picks. disappears but the equipment is still unattended). Glacier Sounds. In some places. it is completely dark. making it very difficult to cross them without skis or the ravine. heavy wind Day 4 Lone Hermit and snow that reduces visibility and potentially pushes characters into dangerous terrain. Permission granted to print or photocopy this document for personal use only. 2.) or if the easy for the mephits. the *If the characters follow the edge of the glacier (which is makes it easier to navigate) they meet the giants. quickly flee when seriously hurt. together. however. Some are deeper than the characters are check to recover their lost equipment from the depths of tall. Assuming that someone from above can help them hungering heroes is even funnier. Any character encountering a ravine must succeed on a Once the fight is underway the mephits attempt to DC 13 Dexterity saving throw or fall in. using crampons and picks to help climb around The mephits attempt to sneak up on the characters. They are mephits see an opportunity for some entertainment. and any checks made to avoid exhaustion are made with disadvantage. a particularly strong gust of wind might The encounter takes place either during the night. providing enough friction to reduce the risk of slipping. difficult without the missing equipment. Most of the time the snow is not deep. Weather. The Crevices. requiring the appropriate opposed characters have tied themselves to one another. At best. and over crevices. 14 . if they stick clouds lift just long enough for the characters to reorient to the Icy Teeth (necessary to meet Maarika) they come themselves. but while the spiders attack from the other side. Getting rid of carried equipment is not purchase appropriate gear (crampons. but the idea of simply tossing it into a deep. They have interested in keeping any of the stolen Creatures that fall into a ravine take 10 (2d10) equipment. Occasionally. checks. from their equipment there is no problem. Light. At night. Not for resale. Outside of combat there is no risk. a especially just out of the wind. There are three ice Traveling safely requires the characters to be tied mephits . Glacier Encounters There are a number of natural hazards that make Day Encountered Encounter traveling across the glacier risky. spiders see one to acquire food. web-filled ravine nearby. the riddled with crevices—often hidden under snow. Most of the time it is storming. the sun reflecting off of the Day 3 Wandering Giants OR Worms of the snow is blinding. the wind is so strong that any across the worms. hoping to fighting while tied to one another is and there is the disable characters with webs and poison to drag them chance of falling. glaciers are dangerous. etc. If the characters successfully kept the mephits away There are deep snow banks all over the glacier though. Once in a while. Some crevices are difficult to see and away to their nest to be eaten later. During the occasional cloud break. climbing out requires no check. The sound of whipping wind drowns out Day 2 or 3 Emerald Agent OR Polar Bears Don't nearly every other sound. Otherwise. bludgeoning damage before halting their fall about 20 feet frozen ravine is hilarious. ranged weapon attacks made at more than 30 feet are made at disadvantage. They are not worried about it Weak party: remove 1 yeti though. They warn the characters to stay If the characters did not alert Ovon in the Introduction away from her. attacks on them. edge of the Glacier. remorhazes is much lower. It is definitely un- Adjusting the Encounter natural and centered on the human monastery Here are recommendations for adjusting this combat encounter.Adjusting the Encounter Here are recommendations for adjusting this combat encounter. a dan- Four yetis on a hunt for easier food than the remorhaz gerous job. but look genuinely impressed with characters until they are dead. the giants say something between If the characters alerted Ovon in the Introduction. Their targets are the characters that demonstrate feats of strength. stakes that have been driven into the ground. It is whirlwind attack to try and throw people in the river. them. if reduced to half hit points or fewer. During the fight they The tactics of the elementals are simple. the giants defend themselves—showing no mercy upon the characters. they become the prey of a pack of hunting yetis. The air elemental is not above using his If attacked. decide that the adventurers look like a good option. the their number fall quickly or if two fall and all are injured chances of encountering a herd of a dozen or more they flee. his themselves. Permission granted to print or photocopy this document for personal use only. Weak party: Replace invisible stalker with air elemental They know of Maarika. characters due to the weather: the storm is a perfect The giants require nothing from the characters. Increase air elemental’s hit points to 105 and its attacks deal an They do not mention the name of their tribe or where additional 3 (1d6) cold damage. attack the root for their wolves. If 2 of Finding eggs in this area is harder but safer. Usually she stays away from tribal politics. The storm is a bit of an annoyance. Maarika’s area of expertise. The wolves attack immediately upon being cut loose. their village is located. 15 . They know nothing of magic—that is These are not cumulative. the easiest path to follow is the These are not cumulative. The group consists of two frost giants (named Asgar Very strong party: Two will-o'-wisps appear and lure the and Geir) with a pack of hunting animals lashed to huge characters towards the mephits (or vice versa). It is plain to see that the giants do not characters and attack them. and consider her a somewhat Strong party: Replace air elemental with invisible stalker unpredictable and rebellious member of their tribe. She knows everything Very weak party: remove 2 yeti about elemental magic. combat characters that have met Avon and they focus their prowess and bravery. whose leaders can safely ride wild adult remorhazes. Increase invisible stalkers's hit points to 130. but she is a powerful shaman who at times violently objects to remorhaz egg raids. However. While somewhat longer. and cut three winter wolves elemental assassins catch up with the characters about free. much less chance of getting lost. and have the means to communicate with These are not cumulative. The others pull and yank at their tethers while the giants An air elemental and an invisible stalker find the clap and cheer. The giants are here to gather remorhaz eggs. however. just looking for some entertainment. Very strong party: Replace air elemental with invisible stalker. The air elementals have have their weapons at the ready or otherwise appear to be advantage on the Stealth checks to ambush the preparing to attack the characters. If the characters suitably impress Adjusting the Encounter Here are recommendations for adjusting this combat encounter. towards the mephits (or vice versa). nearby. clear to the characters that the giants truly mean them no They cannot be reasoned with and fight to the death. halfway through their trip. lasting harm. Not for resale. and are hiding place for air elementals. the giants they learn the following: Very weak party: Remove invisible stalker. Upon seeing the characters. the characters come across Strong party: A will-o'-wisp appears and lures the characters a frost giant hunting party here to gather remorhaz eggs. They greatly respect the monks of the Monastery. It takes more than a little storm to harm Strong party: add a yeti Very strong party: add 2 yeti them. After Very weak party: Remove three giant snow spiders Weak party: Remove one giant snow spider about 45 mile on the glacier. the giants do not initially reciprocate. start laughing. geometrical tattoos on her face and carries seek shelter in the current weather. travel close to the Icy Teeth. She been able to avoid detection. If such a character is present in the occasion the icy veil lifts just enough for you to spot the group. shields and swords. while grey clouds block Lathander’s gaze. furs. The young remorhaz is very hungry and even though the The cave is surprisingly comfortably furniture. Maarika is small for a frost giant. helping you navigate towards meal and a more comfortable environment to talk and your goal. remorhaz. most likely to meet Maarika. Provided the characters didn't attack Maarika lives in a cave on the southwestern slope of the the giants. 16 . A blue centipede-like creature the size of a large horse with If the characters encountered the remorhazes (see wing-like fins behind the creature’s head. she frowns disapprovingly upon noticing them. It is one of these spells of good weather. braided hair. is extremely suspicious at first. have finally met the fabled worms of the glacier. however. Permission granted to print or photocopy this document for personal use only. but no use for Adjusting the Encounter gold. She shares a meal (a hearty as the young one.Note that the giants carry food with them. These eggs are very valuable. steam rising from its Encounter 3b. Very weak party: Remove remorhaz hatchling Weak party: Remove young remorhaz. but has a soft spot of beautiful carvings of they have free access to the nest which still includes a few any kind and is always looking for metal carving knives eggs. They are willing to trade a few days of rations for Here are recommendations for adjusting this combat encounter. it takes some talking to get her to open up a bit. although loudly yelling for Maarika in the general vicinity of her The following encounter takes place when the characters cave works as well. without the instructions from the Emerald Enclave. but warms almost Most of the time visibility is bad. The characters have various beautifully-carved bone charms and fetishes. even if they are If the characters attack or otherwise anger her. the remorhaz hatchling just as hungry various furs guests can sit on. but at 12 feet. Various characters out number it. On druids and rangers. several large eggs revealing you have Killing things for food or in self-defense is fine—enslaving stumbled upon a nest. Without help it requires a day of searching. Very weak party: Remove two winter wolves. Maarika can tell the following about the storm: Not for resale. she refuses to allow the you collapses in a cloud of steam. luckily for the characters even the worms of the glacier distinctive. the characters are all invited into her cave for a mountain rising out of the glacier. giants. Otherwise. they toss the characters a pouch containing a Icy Teeth. allowing them to recover from 1 level of cover of the Icy Teeth when all of a sudden the snow in front of exhaustion. Snow swirls around you in the immediately to members of the Emerald Enclave or harsh biting wind. above) and removed some or all of their skin as it hisses at you. She does not fight. Unless it is a very strong table. add three remorhaz Adjusting the Encounter hatchlings Here are recommendations for adjusting this combat encounter. the now disappeared snow eggs. or other items of use. but only mother is nowhere to be seen. Behind it. and even then. trades for things she can actually use. The characters will make a good snack. A pouch on his belt contains a handful of gems worth a total of 250 gp. she still The area is the breeding ground for the remorhazes. In the nest one egg furniture is a bit too big for the characters. armor. the remorhaz stew) and drinks (water) with guests. until they stumble on a nest. the remorhaz hopes the high quality bone carvings decorate the place. She has long. gold or jewelry. while within rest for the night. shapes into a remorhaz and burrows away at the first opportunity. The frost giants are suitably impressed with the characters prowess. reveals a large cavern. add two dire Very strong party: Add three remorhaz hatchlings wolves Weak party: Remove one winter wolf. she wild young. The cave is well hidden and difficult to find dozen works of scrimshaw worth a total of 250 gp. add two dire wolves Strong party: Add one winter wolf Also within the remorhaz lair is the body of a recently Very strong party: Add two winter wolves deceased frost giant. characters into her cave. She has no use for Once the characters have dealt with the remorhazes. but there are hatched recently. but towers above the characters. It appears your luck has turned and you wild creatures is a whole other matter. especially to frost (long swords will do). Strong party: Replace remorhaz hatchling with young These are not cumulative. These are not cumulative. Of course. her worship of Auril and Talos Once inside. used for destructive purposes. de. Roleplaying Maarika ate an elemental node at the nearby Monastery of the Maarika is young female frost giant druid with a strong dislike of Yellow Rose. appearing out of nowhere as node. ergy. about the wind listening and whether the characters are she has no objections to the characters disrupting the the right persons to help. In this particular case it likely increases the power of storm immensely. Still. asking both logical and to open air helps in this particular case. survive on only the smallest amounts of food and air. Assuming the characters She does not know more details about the ritual. safer it is to perform. She cares little about individuals. Very weak party: remove 1 mother and her two cubs cus should not be destroyed or disrupted while the Weak party: remove 1 mother and 1 cub ritual is going on. The cultists themselves are also anchors for the ener. his home. or create food through Losing control of the involved energies. although she does to try discerning whether or not the characters are being honest to hide it. the ritual is being arrive. results in magic they may be able to get the bears to leave them wide swaths of destruction. Not for resale. not elaborate. combat prowess and bravery. The storm has made it hard The ritual required to create an elemental node is for them to find food. If the characters have food. convince the characters to go to his home. the exact nature of which alone. She considers them lazy curs good for nothing but fighting. in this case. gaunt with yellowish almost gies and knocking them unconscious or removing parchment-like skin. Permission granted to print or photocopy this document for personal use only. alt- hough there should be enough time for people to Adjusting the Encounter Here are recommendations for adjusting this combat encounter. He is quite good at through the forces of nature. Such energy can only be and much preferring bluntness to insincere niceties. characters are on the glacier. This fo. He is an old bald man. She is also a cynic. and pending on how many other anchors are available. It is almost as if he expected the characters to that helps little. He The ritual for control has to be performed near the is surprisingly easy to find. shedding ones upbringing is hard and she still respects strength. although at this time he does ritual. frost giant culture. ing it to fail. not that he would call them out for lying. Doing so leads to an immediate Strong party: add cub Very strong party: add a mother and cub loss of control. It is usually immobile. those of the element of air (storm. An elemental node is a font of powerful elemental en. they would not normally hunt men dangerous and the more time the cultists have the but to feed their cubs they risk it. depending on the element. (Insight +5). a small cave cerely doubts a group of cultists controlling a single nearby. The place holds little interest to her. In other words. but not becomes nervous—jumping at shadows and trying to overly so. he mutters things node are going to disrupt the balance of Faerûn. don’t lie (and he is somewhat quick to believe them). he She is a bit worried about the whole thing. start telling the truth. The storm is a side effect of a ritual performed to cre. evacuate the area. There always is a central focus to the ritual. While walking to his cave. A controlled one is usually placed in agent they meet a pair of polar bear mothers. two polar bear cubs in tow. and certainly does not mind them simply caus. but is not illogical questions in an attempt to discern why the strictly necessary. he relaxes somewhat and insists that the leads her favor a bit of spectacular destruction characters tell him their full story. drinking and more fighting. he She hasn’t the faintest idea of what is going on within simply refuses to provide any additional help until they the monastery. but once under control it can be moved. and sin. In fact. never shy to lightning and thunder) created by powerful worship. Access Initially he is suspicious. These are not cumulative. He is also happens to be a powerful them from the near vicinity is potentially bad. give her opinion (and she has an opinion on about everything) pers of elemental beings. but not at the exact location. 17 . Although it could be done as a last desperate thing to prevent people gaining control. So while finding soon as the characters get within the general vicinity of the node (just find the center of the storm) is easy. monk who has trained himself to endure the cold. A wild node If the characters do not meet with the Emerald Enclave is invisible. performed somewhere within the monastery. each with something big and mobile. he allows Skill. each round. Mival is happy to hear of At the beginning of the test. Any character that fails by 5 or more falls If one of the characters successfully rides the remorhaz bodily to the ground taking 5 (1d10) bludgeoning damage and the group convinces Mival to assist in their infiltrating in addition to the fire damage. perhaps a bit too much. Once mounted. he then proceeds telling them about the test of riding fire and whether they are willing to risk a bit of If the characters refuse the test. Any character that succeeds them to leave and refuses additional help. Any characters attempting to Ride the in the monastery. any character still riding the remorhaz takes 10 (3d6) fire damage. No outside information themselves within the monastery. If the characters fail to proof their worth. 18 . Any character that uses the insists that he and Lana were just not the right people to chain makes the chain to cling to the remorhaz's back deal with them. He dislikes others and has and jump down upon it. core tenets of his order: Mival knows nothing about what is going on within the monastery. award each player 100 XP. which is a bit wider then for most people. he simply ignores them. but doing so is not easy considering its tremorsense. and interruption or assistance. ritual incorrectly is also worse in his mind than evil If the characters are successful. or lure it under an overhanging ice cropping Mival is a typical male human hermit. let alone about why the cultists are interested Self-Reliance. and if that does not work. A character could also Go to Part Two. With a wry smile. Mival allows three attempts with her aid gets the characters inside without alerting per character. He informs the characters that he believed character attempting to Ride the Fire with the 10-foot- her suspicions of cult activity within the monastery. The characters could also the monastery. about them clearly being the wrong people to help. but long chain ending in hooks. Otherwise. try to sneak upon the remorhaz to gain advantage on getting on it. he suggests that the makes the check with advantage. The following morning. he is eager to people gaining control over the node. affirmative.Roleplaying Mival distract it. No killing or permanently hurting his remorhaz. Mival provides any her survival. To exhaustion). however. since at times he can be a bit the remorhaz's Strength (Athletics) check. casting a fly spell to get on the remorhaz is fine as long as the caster is the actual rider (no outside help). Riding To gain the help of Mival they need to proof they are up remorhazes is easier then dealing with cultists without to the task. He then asks the characters to failing. he mumbles something skin to show their skill. He is also must succeed at a Strength (Athletics) check opposed by caring. indirect introduce them to his friend the Master of the Door—a assistance such as bless or guidance. leads to the deaths of innocents—disrupting the leave. In order to do so. He is well aware that attacking the cult and causing collateral damage. Permission granted to print or photocopy this document for personal use only. however. introduces them to the Master of the Gate. constantly make it too easy. He is also a bit nervous and jumpy. beforehand is fine. openly discussing things with himself and commenting on others. consecutive rounds. He escorts them to a secret in a nearby cave) for half a minute (5 rounds) without entrance. If the characters mention Lana. Note that the three. allows them to rest the people can still be stopped through traditional means night in his cave (and subsequently recover from 1 level of even if it is a bit harder when they control the node. Assuming the answer Mercy. but don’t trouble interacting with them. After all. and personally guides them to the remorhaz (which Mival happens to have tethered to a pole monastery the following day. including short-term. muttering. he asks Dexterity (Acrobatics) check. need to find their own way to and into the monastery. The characters need to gather such Fire must rely only upon their own abilities. For example. Mival lectures that "riding the fire" tests anybody within the monastery to their presence. Although healing man older then himself who he knows is not a cultist. those evil help. characters whether they are. Perhaps the character could also try to Not for resale. He can help during the actual test. He is also a bit insane. The characters by 5 more is able to mount the remorhaz without incident. At the end of indecisive. Mounting the remorhaz requires either a them to rest in his home for the evening and gives them a successful DC 10 Strength (Athletics) check or DC 10 simple meal. consider alternative solutions. Use your judgment. the character attempting to mount the remorhaz takes 10 (3d6) fire damage from the creatures burning hide. the character overbearing. He provides a simple meal. the character must then remain so for especially when others invade his personal space or are overly five. provides them with proper clothing to look proof their worth one of the characters have to ride a wild like proper monks. The air elementals have The road from Ravensburg to Tomrav isn’t so much well. characters until they are dead. Not for resale. however. the air elementals/invisible elemental assassins catch up with the characters while stalkers catch up with the characters when they are at the they're on the road. See Malevolent Winds below for more point during Part 1B. easy for the characters to make good time until they reach The tactics of the elementals are simple. 19 . Ranger’s favorite terrain ability does not Don’t stop the players. That said. the speed is half running the adventure in a time sensitive environment. but keep an eye on the clock when change this. and reaching the Travel Distances monastery undetected is nigh impossible. the Rose characters might make a slight detour at the end of the * The travel speeds do not take the ranger’s favorite terrain benefit into account. but few besides adventurers would risk the roads in this Ravensburg 60 miles Rolling hills 2½ days weather and the cultists take no chances. that the Glacier route is there for those favoring Monastery of slow pace)** wilderness and somewhat straightforward combat. The weather makes the trip unpleasant. travel counts as 2. Since there is in game time. but there is no need for survival skills nor is Slow 18 miles Able to use stealth there a chance to get lost. normal instead of a quarter of normal. Permission granted to print or photocopy this document for personal use only. There is little room to divert from the Sudrav to The 15 miles Mountains 1 day official roads within the Earthspur Mountains. make the necessary adjustments (see Avoiding Notice below) and Tomrav to 15 miles Mountains 3 days try to give them a fun adventure. Their targets are the characters that have met Avon and they focus their attacks on them. it is relatively hiding place for air elementals. the Yellow The Hermit. Malevolent Winds. The route is. The air elemental is not above using his whirlwind attack to try and throw people in the river. If the Tomrav characters insist to avoid the roads at all costs. to Sudrav Avoiding Notice. conjunction with another. his Ovon in the Introduction. Travel Pace Pace Distance Effect Traveled per Day One of two paths towards the Monastery of the Yellow Fast 30 miles -5 penalty to passive Wisdom Rose is by teleporting to a magic circle in the town of (Perception) scores Ravensburg in Damara. See Part 1A for details. journey to the nearby Glacier of the White Worm. Common Orc to (slow pace) people avoid the roads under these conditions. closely watched by cultists in and out of town. advantage on the Stealth checks to ambush the maintained as just not highly traveled—especially when characters due to the weather: the storm is a perfect on the last leg of the journey. Roads lead towards the Normal 24 miles — monastery from there. If the characters alerted the monk If the characters alerted Ovon in the Introduction. meaning 1 hour of lives near the monastery right at the edge of the glacier. attack the Sudrav in the foothills of the Earthspur Mountains. Mival ** Part of path goes above 10. So if such a ranger is present. This encounter can be used at any Dancing Orc. though it should not be run in information. They cannot be reasoned with and fight to the death. An air elemental and an invisible stalker find the characters and attack them. The terrain Dancing Orc (slow pace) makes doing so time consuming and dangerous.000 feet. Hiding their Trip Leg Distance Terrain Travel Time* power and true reasons for being on the road is easier. Keep in mind though the (high-altitude. The The Dancing 15 miles Mountains 1 day weather makes typical disguises unbelievable. attributing it to the weather (although they are not evergreen forest whose trees provide cover against the entirely sure about it). fate would have it. Burning wood. Even humanoid predators seem to avoid it. and a stable. a rocky. and with the bridge gone at the poses an extra challenge to the fight. There are various fir trees and bushes alongside decidedly colder than in Ravensburg. At the end of the round throw a d6. Within Sudrav is a mining village of 600 inhabitants. 20 .500 inhabitants. These are to refuse an opportunity to trade. It is Weak party: Replace invisible stalker with air elemental a warm. but nobody is going the road on both sides of the river bank. The locals are worried about the weather and its impact The Dancing Orc on the harvest. The whole thing is surrounded by 10 feet high wooden palisade. their own devices. The waystation is nestled in a small bowl among the foothills of the Earthspur Mountains. having heard that ample of places to hide. There are a number of natural hazards that make traveling across the glacier risky. It is a well-known fact that some especially in a time sensitive environment. Halfway between Sudrav and Tomrav is the Dancing Orc. as Increase invisible stalkers's hit points to 130. For simplicity sake. the bridge at the Dancing Orc has been swept away. a waystation for the weary traveler. The Very strong party: Replace air elemental with invisible stalker. worst of the weather. Horses whinnying. The perilous. Despite the overhead cloud cover. the days are Although they do note that skilled adventurers should be well-lit. it is widely regarded as a safe place to camp.Adjusting the Encounter Here are recommendations for adjusting this combat encounter. Dancing Orc those are becoming increasingly rarer. Light. It is storming. They advise the characters stone building. relatively good road. Ravensburg is a small farming town of 3. Remember though that the storm makes travel hard. Saving throws made against fire attacks are at an advantage. If the players show interest in trying to find a cult spy. kind of ancient magic keeps monsters out of the woodlands. Chairs scraping have been breathtaking with better weather). concealment and against traveling into the mountains. The locals the palisade. the ground is flat and well-tended. The exact details of the inn and its inhabitants are up to storm the roads are likely to make the trip especially you. Terrain. On a 1-2 a particular strong gust pushes all Not for resale. While still a against floorboards. and there are parts that more closely resemble a turned mud. Whipping wind. Increase air elemental’s hit points to 105 and its attacks deal an a large stone tower and a sturdy inn surrounded by additional 3 (1d6) cold damage. Most of the trip from Ravensburg to Sudrav takes the Travelers are not aware of it either. if somewhat Spartan inn with a Strong party: Replace air elemental with invisible stalker small bathhouse. the weather has caused some Smells. healthy in tension. always ensure that a few torches are lit and covered from From Sudrav. hardworking people who prefer to be left to rocks and weeds. river than a passable road. Very weak party: Remove invisible stalker. a large stable and sturdy barn. they would Sound. but provide both cover. the welcome is Trees. heavy wind and hard rain the road these days. Because of this. In addition to the inn there is also against traveling to the Monastery of the Yellow Rose as it one farm and the square watchtower which is home to the three is a difficult trip at the best of times. assume that any ranged attack targeted at more than 30 ft. Icemelt and Earthwood below (or at least. the bridge crossing it has washed out. At night. free of are sturdy. Just be careful of the time. The waystation has a garrison of a three soldiers (all three are guards ). Even without them. Clinking glass. the soldiers and residents able to cross the river. The locals recommend difficult terrain. Dancing Orc also sits on the shore of a wide river. And. These are not cumulative. comfortable. wooden palisade. feel free to add one. consisting of a single large than the characters do. Permission granted to print or photocopy this document for personal use only. Rain and freshly- flooding. Only desperate travelers use Weather. Cooking. the road to Tomrav winds its way the weather. innkeeper and his people are unaware of the hostage situation. it is dimly lit. enough light spills out of through the mountains—at times clinging precariously to the Dancing Orc and the other buildings to provide dim canyons and providing breathtaking views on Lake light. but with the ongoing soldiers. but they have noted the rise characters through Earthwood. As such. but know even less about what is going on The Dancing Orc is a simple inn. is made at a disadvantage. The bugbears have had may reveal not everybody in the tribe is content with ambushing the characters when the group is split and Hrar's decisions and the hostilities towards Tomrav. 21 . and break them if the opportunity rocks and debris make doing so potentially lethal. is just a bonus. Some normal level. the cultists bridge is gone though.Medium sized or smaller creatures 10 feet or drops said Getting a grappling hook on the other side of the river character prone on a failed DC 10 Strength saving throw. even if it means risking their own life— are ample of spots though to tie a rope to on both sides of especially if there is a chance that doing so might lead to the river. People coming from Sudrav need to cross the river before they can seek shelter in the inn. treacherous currents. opposition to an angry bugbear and there are only three of It is a natural spot for travelers to rest for the night. hostages—but they are largely powerless to follow through on them. There used to be a Adjusting the Encounter wooden bridge. on keeping them. You also see a square stone tower and several thatched do in Chance for Friendship (below). Very strong party: Add 1 bugbear chief and 2 bugbears. but it was destroyed not too long ago. Very weak party: Remove 2 bugbears. three human guards taking another 10 (2d10) bludgeoning damage in the from the Dancing Orc arrive on the scene. that character can try each round (although they prefer not to lose loot). helping him wrest control of the Shadow Talon fully understanding why they are there in the first place. Harsh wind. In the small valley below If things go wrong. the death of one or more of the characters. It also has kept the roads free of other travelers and wildlife. might take a bit of time. On their own. When the road reaches the top of the next ridge mindless violence and robbing. however. they arrive to give struggling characters some much needed breathing The Dancing Orc. A character fallen in the river is instantly there is a rope. It is on the other side of the from their tribe. tribe. roofs through those same trees. lies on the northern bank of a fast flowing river. The river is about 30 feet wide. The willingly surrender. a waystation halfway Sudrav and space. you can see the source of the sound. thereafter. If flows fast. the guards though are no real Tomrav. coupled with the promised death of the river though. They make all manner of promises under days ago. however. journey harder than normal. whipping rain and muddy roads have made the Strong party: Add 2 bugbears. Swimming threat of violence by the character. They do not through the fir trees you see a small wild muddy river. Permission granted to print or photocopy this document for personal use only. Weak party: Remove 1 bugbear. A group of bugbears of said tribe have been After all. Not for resale. Five bugbears lay in waiting across the Charisma checks. The sounds of the storm though are overcome by that of a roaring river undoubtedly well above its The bugbears’ main interest is observing the road. The Here are recommendations for adjusting this combat encounter. moving another 60 feet downstream and At any point after the combat. The real threat is that it costs time. Any character that dies in the river is fished out prefer to arrive when the fighting is almost over. and subsequently turned over to their faction. but have no intention across is not an option. They do not willingly betray the The cultists have made a deal with the bugbear chieftain presence of the human cultists amongst their tribe—not Hrar. Only when a second DC 5 Strength damage in the process. they simply don't know who is in favor of Hrar A large fallen tree in the river crashed the bridge a few and who is not. the bridge. stationed near the Dancing Orc to deal with any travelers With the right questions (coupled with some successful as they see fit. but is eventually successful. If the bugbears might take the opportunity to cut the rope character fails. current weather makes it hard (and pointless) to repair These are not cumulative. its remnants clinging to the steep river know of the characters regardless of what the characters banks. There presents itself. climbing across is a DC 5 Strength swept 60 feet downstream. taking 10 (2d10) bludgeoning (Athletics) check. The soldiers process. However. Hrar opposes the alliance with the local humans. Once Raging River. If one bugbear gets away. at the DM's discretion). crossing the river. absolutely necessary (and giving the DM a vehicle to speed the game along). them at the station. they attempt to flee. they river hiding amongst the bushes. If the character succeeds on a DC (Athletics) check is failed does a character fall in the 15 Strength (Athletics) check they are able to swim to water. revenge chimneys of the biggest building. Smoke is rising from the Captured bugbears makes threats of violence. and the either shore of the river 60 feet downstream. Alternatively. not really of Lake Icemelt days later by some of the residents of wishing to risk their skin for strangers unless it is Sudrav. He their trip. nobody does. he does send a message to the cult. Only after the characters accept. does he tell them that The leader of the soldiers introduces himself as Sergeant the goblins took the hostages to Deru’s Mine. but also over Tomrav and its environs. Better safe they have enlisted the aid of Hrar. but if Sergor does not send a message. mines. using a secret note Terrain. eroded by the runoff of the glacier on hostages—the characters are his chance. the cult has tried to gain control not only there is little he can do to force the characters into action. As characters ask about it and promised to help. Regardless. While the people of Tomrav cannot help due to attack. but As noted above. otherwise as mentioned in the Dancing Orc sidebar) and Sergeant Sergor’s family is amongst the hostages. Instead of at the inn. He extends an invitation to the characters to inn abandoned mine a dozen or so miles west of Tomrav. interest in talking he shrugs and lets them proceed with Sergor has only been to the mines once or twice. The to get them to a meeting that night behind the stable. If interior of the mine is as well. he uses some other create a flat. he has assumed control of arrive at the mines before the characters. Instead he tries to speak to the characters traveling across the glacier risky. but planks have been laid to the characters don’t show up. Something about the old chief refusing to tell where the subject. As such. Thankfully. be allied with Tomrav and he also overheard the bugbears He had noted the bugbears. he mentions they lack the numbers to conquer the place themselves that he suspect there might be more spies. Not for resale. provide a reward afterwards as well. a powerful bugbear in than sorry. after all. The ground in the draw is hard stone. of the monastery. he presents the tunnel. 22 . a recently Sergor. keeping an eye on the road and delaying travelers that In reality there are no other spies (unless you decide appear to be heading towards the monastery. he approaches the remembers two houses and an open shed surrounded by character a bit further along the trail. With the cult's aid. Only if pressed does he refrain from sending cult’s bidding. the characters might find allies not being entirely honest. even floor. A DC 15 Wisdom (Insight) check reveals that he is high risk of betrayal. he is the tribe and kidnapped several residents of Tomrav as more than willing to let the characters dictate the hostages. If the characters refuse to help. untrue). It is continuously illuminated by evenly-spaced oil problem and asks the characters for help. this is mostly limited to the message. the tribal treasure is hidden. completely dark at night. he has been looking for an Dern’s Mine is located about halfway a small draw just opportunity to do something with minimum risk to the outside of Tomrav. the gateway to the monastery. He is careful the other side of the mountains. method. but he is not happy about it. keeping in mind other spies might have send aware of the situation that is) are now forced to do the one as well. The exception is within the Once alone with the characters. he becomes surely. He has never been inside though. He cannot offer lamps and always well-lit. He the Dancing Orc. such as approaching them on the road after Light. he is well aware his brother and his brother's wife would never forgive him if he allowed himself to be forced in something nefarious. He knows that the goblins of the Shadow Talon tribe used to apologizes for the attack and the absence of the bridge. A solid wooden door blocked the entrance to the Friendship as necessary (below). Permission granted to print or photocopy this document for personal use only. information on hand and the mayor of Tomrav is likely to Smoke from burning lamp oil. a reward but is sure that the cultists have treasure and Smells. If pressured. pointing towards the square tower. since he knows that the trees have ears. without drawing suspicion to himself. As far as he knows there are no other exits. Besides. he tells the amongst the goblins at those mines. The area is brightly-lit during the day and they've left the waystation. The people of Tomrav (those who are even message. Adjust Chance for a fence. If the The village is. but it might be something If the characters refuse his invitation or show no other. He heard rumors the characters that alliance has been a bit shaky as of late old chieftain Sashtek is still alive and kept within sight of while somewhat subtly trying to get the characters to drop Hrar. but since there is a treaty of mention not all goblins were equally happy with the new sorts with the local goblins he had not expected them to situation. especially since the message is not going to the area. Unwashed bodies (human and otherwise). about talking with them though as he believes that there are goblins nearby watching the road (this is not true) and fears more spies amongst the people of the Dancing Orc There are a number of natural hazards that make (again. an As the characters approach the mine. and the bugbears emerge to investigate the noise. Cut into the verbal abuse. A 10. A character suc- Four bugbears and two human scouts reside in the ceeding at a DC 10 Intelligence (Nature) check recog- smaller 10-foot by 20-foot shed beside it. and perhaps make some kind of deal with Weather. and none of its gear goblinoids is by destroying the dam on the top of the remains. Hrar is usually resume its natural flow. The mine has Destroying the Dam. bugbear chief. it isn't terribly difficult to now in use by the bugbears. They do. Guttural speaking (Goblin). lest instead. The 20-foot-by-20-foot open enter the mine without being seen by the goblinoids shed is the camp for the other goblins in the area. the bugbears know that the humans of Tomrav are emerge and must be defeated before the characters can not foolish enough to pester them. Characters choosing to scout can do so immensely difficult. he is Outbuildings. the river will no doubt The other scout guards the mine entrance. Were the dam destroyed. and regularly subjected to physical and network of ropes and pulleys dangle underneath. In this case some of the all within from a bulk of the wind. Whipping wind. A series of The goblins present are treated quite poorly by the beams has been installed across the draw above the ledge and a bugbears. It is now the home for the communities. One of the nizes that this river likely formed the draw millennia scouts is on watch. a bugbear chieftain . The characters might Chairs scraping against floorboards. An equally sturdy 10-foot-by-20-foot shed is Sneaking In. All the characters find is what one expects in a gorge. Sashtek himself is not in a condition to fight an errant gust blow an unsuspecting creature plummeting unless he gets magical healing and even then he has 3 into the draw below. Treating with the Goblins. The scout atop the get in. however need to quietly dispatch the foot-high fence of half-rotted wooden surrounds the scout at the mine's entrance. While it might not instantly kill the hostages. it makes rescuing them Scouting. cabins and blocks easy access to the gorge. laying down on the roof of the cabin. Crying. the single peace with the humans of the nearby mining room house for the miners. a few of the Note that this applies a -5 penalty to his passive prisoners might survive. Sounds of physical attempt to exploit the friction between the bugbears and abuse. it is dangerous to be too close to the edge. At the DM's discretion. below. occupants) and sends them plummeting to the stones below. a tunnel descends into darkness. If the characters free him. read: alarm is sounded (a cowbell). they learn into the side of a sheer cliff face and extends in another 90 feet. the following (which may present additional options): A narrow earthen walkway skirts one side of the draw up to a ledge approximately 40 feet above the bottom. From above. Perception score. There is a 20 by 30 feet stone cabin. At the entrance of the gorge stand three genuinely thankful and earnestly intends to reestablish buildings. The easiest way to get rid of the been abandoned for a few years. wall of the ledge. Neither the bugbears nor the goblins venture into the A handful of small buildings surrounded by a 10-foot-tall fence tunnel. liver or retrieve something from humans that emerge in response to their call. levels of exhaustion. occasionally even climbing up the gorge to check topside. ago. A dried up riverbed extends the mine's outbuildings. additional bugbears and goblins are fighting one another however. The narrow river above appears to have been di- Hrar. One occasionally goes to the entrance to de- made of rotted wood blocks entrance into the draw. Atop the plateau. If the scout sees the characters. Sound. most certainly ruined. Permission granted to print or photocopy this document for personal use only. It is storming. Not for resale. It isn't the best idea if the characters want to keep building is idling away the hours whittling and any the hostages alive and any valuables within the mine are Wisdom (Perception) checks are made with disadvantage. as the cultists within the mine easily. in the cabin or playing games with the bugbears in the shed—leaving on occasion to check the guards or talks with Argath at the mine entrance. The three bugbears tend to patrol the fence. Doing so washes away the buildings (and their temporary goblin war camp. but the walls of the draw shield Sashtek or one of his followers. As the road comes to an end. the goblins. from the dam to the top of the draw. 23 . However it also floods the mines. it turns into a narrow draw cut If the characters spend some time watching. resides within the largest of verted by an old dam. Argath. The old chief. The cultists have placed wooden planks on the floor and a stove in the middle. add one hurricane Very strong party: Remove cultists. the sounds of combat fighting outside. however. character succeeding on a DC 15 Silverymoon. The air elemental is able to enter Very strong party: Add one bugbear chieftain Room 4 without unlocking it using its air form ability. Destroying the shrine (AC 15. Only slightly wider as the corridor. side. he may Strong party: Remove two bugbears. A few iron bars provide additional security. The are all cold. add bugbear the goblins. An air elemental is here with him. Permission granted to print or photocopy this document for personal use only. Sergeant Sergor's family members are 15-foot to 20-foot wide tunnel with a few rooms to either fortunately spared. Hrar enjoys torturing including Sergor’s brother and his brother's wife. The air in the chance of an explosion to 1 to 3 on a d6. Cultists not on guard duty of a madman with references to cultists littered here and or helping the fanatic tend to sleep here. Unlike Weak party: Remove cultists and hurricane. a table Adjusting the Encounter and two chairs. and desperate for escape. 30 hit points) releases it and it immediately turns on Argath. add 2 hurricanes and 2 Room 2. but unless the characters somehow make mention of the cult creating an elemental node. They are not particularly happy These are not cumulative. If the characters are able to read well as a few chairs. There are four (or more) double beds as well as a cabinet and two The desk in Room 3 is littered with piles of sketches and small chests. It immediately begins randomly killing prisoners. the cultists know about the air elemental. This room is a bit larger and currently thugs occupied by two cultists . The cultists do not cook. occupants of this building do not participate in any Unless the characters are quiet. There is a single bed. power and bugbear chief revenge as well as fear keep them in their place. something that Argath compensates for by placing stones atop any documents. A dozen ascending walkway. If this The mine itself is a simple affair. Two cultists guard the entrance. Sashtek. bound Intelligence (A or carpentry tool proficiency) check can try into his service by the shrine in this room. a their hit points. This room has a flat floor. This serves as the quarters for the hurricane . Only a religious there—specifically someone named Bloodwind in the service or some other kind of mission would get all the monastery and somebody in the kitchens. and is little more than a happens. monastery. entrance goblin servitors and an ostracized bugbear in the here is blocked by a makeshift wooden wall and a single remaining 20-foot by 20-foot building at the base of the door. immediately seek out the characters and attack them en masse. chief They are cowards at heart and easy to convince to talk. 24 . manipulate them into such an action it is unlikely to though it does not elaborate on what an elemental node happen while the characters are at the mine. Room 1. Also among the notes is a collection of sketches and Argath—a weasel banished from his home near notes on balloon design. a lantern. hungry. who soon as Hrar is distracted. remains in his chambers and Adjusting the Encounter uses a spell scroll of sending to warn his leaders at the Here are recommendations for adjusting this combat encounter. they keep out of it and begin fleeing as rouse the remaining occupants of the mines. a solid chest and a desk and chair. Very weak party: Remove four bugbears If the players are making easy work of Argath’s minions Weak party: Remove one bugbear and things look truly bad for the cultist fanatic. Strong party: Remove cultists. their time with games. actually is. this room whips constantly. Room 3. add one bugbear order the elemental (provided it hasn't been destroyed) to chieftain begin killing prisoners. Very weak party: Remove cultists and air elemental. filling Here are recommendations for adjusting this combat encounter. Not for resale. The writings cultists out. These are not cumulative. also kept imprisoned in the cabin. The floor is to destroy a balloon in Part 3 when they are at 75% of covered with wooden planks. There are more goblins—specifically a dozen-or-so Room 4. they find that they primarily contain the ramblings delivering a meal twice a day. of the tribe is humans of various ages and genders are locked up here. but promises of gold. They Sashtek (the rumor about the tribal treasure is false). gain advantage attacking it and increase small shrine. the goblins them. add about being here. There is a small table next to the stove as notes written in Auran. If they fought the cultists in Deru's mine. enough from one another to be alone in the dark. below). Unbeknownst to the adventurers. The latter half of the trip to the thugs monastery is high in the mountains. Not for resale. The geography makes it and an air elemental . If the characters did not deal with the cultists in Deru's Mine they ambush the characters at the entrance of the Tomrav is a small mining village. in silent defend themselves if the characters initiate combat. otherwise they need to be dealt (See Avoiding Notice. so they might want to wait until not already been provided. however. The tunnel is known the tunnel. Adjusting the Encounter Tomrav is the last stop in the final leg of the trip to the Here are recommendations for adjusting this combat encounter. Cultists and their bugbear allies Once dealt with the cultists. If the characters applied the goo found in as Solitude. any of them dying. unfortunately. Rocks and cliffs provide occasional Strong party: Remove cultists. there are four cultists . the characters can search have taken some villagers hostage. tunnels. Strong wind. award each player 100 XP. If you do. one hurricane . no action pleads with the characters to get to help. nothing more than a wagon trail. rains. dwarves and half-orcs. add bugbear and steep climbs make this part by far the most difficult chief piece of the journey. See Mine Entrance Argath’s room. His message arrives at If the characters successfully rescue the villagers without the monastery before the characters. virtually impossible to avoid by people wishing to travel up the path towards the Monastery of the Yellow Rose. Tomrav and acts as an envoy of sorts between her order The rescued hostages are obviously extremely grateful. This delay however. provide any information that the players have the characters even more. Petitioners are expected to traverse it far Deru's Mine. as described in the Dungeon Master's Guide Regardless of whether or not you place an ambush at the 110. They hears Lana is still alive and is quite worried about the immediately want to leave for Tomrav and suggest that rumors of corruption within the ranks. add 2 hurricanes and 2 few and far between. and the mining town. tunnel is long. and foreboding and. Adventure Hooks. slowing travel to half normal pace. Permission granted to print or photocopy this document for personal use only. add one hurricane cover against the wind and rain. inhabited by 400 tunnel. the spiders do not attack. humans. 25 . she brings it up and certainly more spies in the village. however. the mayor may give the characters a reward. They do. dark. monastery. Monastery of the Yellow Rose. the details about the conflict amongst the goblin tribe and It is easier for the cult to await their arrival in the can speak about the subject in detail. There are several jars with some kind of sticky goo. the cultists have released giant spiders in the filled with sticky webs. at spots it is even barely Very weak party: Remove cultists and air elemental. tunnels entrance. * Note that while the message to the cultists in the mines does not arrive before the characters do. If the characters have not yet after having dealt with the cultists. wet snow bugbear chief Weak party: Remove cultists and hurricane. And there are most liberated the hostages in the mines. but these respites are Very strong party: Remove cultists. Regardless. add wide enough for a wagon. She is genuinely glad when she They don’t know what is going on in the monastery. they may be able to avoid the spiders. She cannot. The winding road is These are not cumulative. single potion of healing they also find 250 gp. She knows all is taken against the characters while they are in Tomrav. Besides three scrolls of sending and a and Prisoners in the Mines for details. and time is on the cult´s side. A character succeeding at a DC 10 Intelligence (Herbalism or Sister Chourm Mristar is a member of the order of the Alchemy kit) check identifies the potent-smelling goo as Yellow Rose who resides outside of the monastery in some sort of wildlife repellant. the cult fanatic has three scrolls with the sending spell. without the goo from the cultists eight Part of the route between Tomrav and the monastery giant snow spiders attack when the characters traverse goes through a long winding tunnel. The contemplation. doing so with a successful DC 12 Strength (Athletics) or Dexterity (Acrobatics) check. and psychic damage. and immunity to bludgeoning. 15 hit points. A restrained creature can use its action to try to escape. Very weak party: Remove giant snow spiders. Adjusting the Encounter 75 Here are recommendations for adjusting this combat encounter. piercing. add 1 umber hulk Weak party: Remove 2 giant snow spiders Strong party: Add one giant snow spider Very strong party: Remove giant snow spiders. 26 . Moreover. a creature entering a webbed area for the first time on a turn or starting its turn there must succeed on a DC 12 Dexterity saving throw or become restrained by the webs. Each 10-feet cube of giant webs has AC 10. Not for resale. vulnerability fire. These are not cumulative. Permission granted to print or photocopy this document for personal use only. Web. Web filled areas are difficult terrain. add 2 umber hulks Proceed with Part 2. It stands Alternatively the characters try to get inside without in the eye of the storm. there are two methods: openly as guests or secretly to act bigger than she is. the novice Natali. founded over a thousand years ago in the After a few cursory questions. The door. once inside anything can happen. is present near the gate at almost any time of the day. the same lackluster greeting as at the gate. yellowish buildings behind closer to the mountain slope. Natali on the other hand is young woman with long black hair and an ugly scar on her face. 27 . passing through several gates before arriving hard to disguise oneself as normal inhabitants. Now corruption has seeped into its reception of the characters has nothing to do with foundations. He is an elderly worn human man with long The Monastery of the Yellow Rose is an ancient unkempt gray hair. Nobody stops to become a great warrior. She fears half-orcs and obvious barbarians. The Doorkeeper. High above you spot an enormous are over 750 monks that belong to the monastery. the wind lessens guidance of Mival and some persuasion by the characters to a simple breeze and blue sky can be seen through the he agrees to take the characters in as monks. the Crying God. She tries core. a piece of civilization in the middle of a most upon uninvited guests. but welcomes them somewhat hesitantly. a deity of suffering and he assigns them a guide. Without Mival’s aid. The easiest way to do so is with the aid of Mival. the characters have a group of smaller white structures at the entrance and larger to stick to sneaking in. He takes the characters to a side entrance. he is somewhat surprised. A large bronze bell hangs next Regardless. the Doorkeeper. Finally Investigations include some of the more likely actions and enquiries the characters might make and how you can deal with it. Roleplaying Natali How the characters approach the monastery depends on Natali is a 13-year old orphan from nearby Damara. dangerous wilderness. An engraving is painted in the wall above it: information below should you help run this part of the adventure. Dedicated to performing a chore than really caring about the answers. The first gate looks sturdy. contacts his friend Father Hern. under the the next you step out of it. Permission granted to print or photocopy this document for personal use only. Since there remnants of gray clouds. although she has not yet decided whether The cultists do not control the monastery. A large but wandering around without drawing undue attention is dome glitters in the sun behind that. it is actually not that winds its way up. sounding more like he is isolation of the Earthspur Mountains. and allows the endurance. brother Hern. corruption. She was rescued by a group of paladins of Ilmater. Doing so is not particularly hard. The cloister seems to consist of two parts. Not for resale. ledge high above the Glacier of the White Worm. always eager to hear about the outside world. reaching its doors and creating a stark contrast. peaceful much harder and the warrior monks do not look kindly and strong. Monks of the Rose contains knowledge on the inhabitants of the place. Note that his lackluster millennium. Ilmater. The monastery includes basic descriptions of the areas and a random encounter charts to help you flesh out the place while the characters wander around. very interested in adventurers and eager (with or without the help of the hermit Mival). If the characters ring the bell. She is enthusiastic and welcoming to The Monastery of the Yellow Rose is built on a rocky any visitors. He simply does not care. at least at the main building. allowing travelers to see it before notice. not at the start. It looks ancient. some building plastered against the rocky mountain side. Her parents their actions in the previous part of the adventure. a thin beard and a large hooked nose. At its were traveling merchants and they were killed in front of her by orcs. While the man gives One moment you are struggling your way through the storm. anybody openly approaching the building. The first She finds the monastery and its monks a bit stifling. Snow stops falling. to learn combat skills. it has been a bastion for civilization for a characters to the monastery. impression does not change when one comes closer. institution. A small path of which leave the place for months. a devote priest or powerful wizard. Whether or not they know enough of the ritual to pre- vent a destructive disruption of the ritual or find the majority of the cultists is another matter. orphans from Damara sent here to although at first they prefer subtle methods. still in the monastery. if any. add your own NPCs when such is necessary for the The characters should at a bare minimum learn the adventure. In addition there are a few they are not above reacting with violence. It is impossible to predict all actions through them follow the chain-of-command up to Father and you should not hesitate to adjust and expand as long Nym who is one of the few cultists who knows everything as you keep the basics in mind. They might have raised the suspicion of the cultists. He is depressed. They are the ritual is being performed. one for each The cultists keep an eye out for curious people and of the many saints of Ilmater. is an old tired man whose passions barely aware something odd is going on with the have slowly been grinded down by the suffering he has witnessed weather and those that do are not particularly con- over a lifetime. hopefuls to replace any open position. Feel free to around for the curious to find. There are over 750 monks in the monastery. and they do not leave evidence laying own. Questioning him provides some much There are two groups of cultists. 28 . the Doorkeeper. each location contains encounters. The monastery is a village on its not stupid. but he has been doing his lated lives and unwilling to believe anything evil has work well for decades and few are willing to admit it is time for taken root in their own organization. twenty or so novices. and the Cultist section are their Key you run this part of the adventure. The information presented her should help Library. Working on his guilt is best. the characters can (and what constitutes as solid evidence depends inflame his passions again if only for a brief time. One path of investigation is with the characters doing Once the characters are inside the monastery anything research on the storm while others try to learn more can happen all depending on how the players approach about the attackers of Lana. trying to keep a low profile and At some point during the investigation.Roleplaying the Doorkeeper Most monks of the Monastery of the Yellow Rose are Father Hern. are more power- ful than the characters though and they will not do the characters’ job for them. One has infiltrated the needed details on the ritual as well as the location where monastery and paved the way for the second. and harming innocents. Assuming the characters the rewards. (See Guest group. it does give them a new direction to search and the Towers of the Winds and on the roofs out of sight of perhaps evidence helping make a case towards the the people within the monastery. The are somewhat angry about being passed by the second cultists then try to poison the characters. let alone dozen acolytes. living iso- been some talk about replacing him. only doing the barest necessity for his duty. feeling they took all the risks and now gain none of Quarter and Kitchen section). With said knowledge they can try to set up a a basic description as well what kind of information could trap for the two attackers such as luring them to the be found in that area and potentially the more interesting Shrine of the Howling Wind or getting them to attack and NPCs in those areas. Not for resale. They are turned inwards. greatly on the person in question) can get them to take a more active role. They are be raised by the monks. The sections detailing the the problem. The second group is performing the ritual in survive. to put an end to an investigation. Permission granted to print or photocopy this document for personal use only. the Outside. It is impossible to detail all inhabitants. the characters most have only a limited idea on what is going on. Solid evidence the man to retire. The cultists are mostly insane and/or power hungry worshipping the destructive powers of the wind. Few. At the moment there is leaders of the monastery that something bad is going on. Given the right motivation. Help of the leaders of the cloister has a large impact on the investigations. caring little about the outside world. no interaction between the two groups. but all even- tually show. of what is going on. location where the ritual is being performed. There have cerned about it. At the end of this part the characters should be on their way to the Towers of the Winds to put an end to the ritual. Some are better than others in hiding it. Novices and monks. The names of those residents that the characters the action of the adventure upon you needing them to do so. Female human. Female human. Librarians. charge of maintaining the reliquary and temple of Il- mater. the few that don’t tion of Savahn. second highest ranked monk in the preferences. Keeper of the Crypts: Sister Talia*. regularly travel to gather lore and to perform good deeds. Most enjoy their work. one on their promotion to full monk based on their Female half-elf. Female hu- when asked about it. They are worldly. number of martial artists and spell casters. they Master Scribe: Father Aseir. Male half-elf. Male human. Male human. leader of the Order of the Chisel and monas- hard working. The monks of the monastery are divided in three different Prioress: Mother Savahn. and novices. are likely to interact with are in bold. history and theology to Master Teacher: Father Nym*. The monastery is famous for its human. currently incapacitated. The list below is given so when the cult in among the regular members of the monastery. tapestries and blueberry wine. Female cooking. Female human. charge of the monasteries defense. skill and recommendations from their Order of the Chisel assisting during the incapacita- superiors. Master Cook: Brother Borovik. both physically as Master Chronicler: Mother Alethra. warriors and Master Healer: Brother Durmas. people and discussing genealogy. housekeeping and a bit of trade. Ascetics. As with the Order of the Sacristan: Mother Wydda. Order of the Rose. Mistress of Stone. monastery's abbot. monks. Permission granted to print or photocopy this document for personal use only. Acolytes. Mistress of the East orders. the members are skilled martial artists. These dedicated man and woman tend to be man. but it is one of the sources of ing the guest quarters and keeping guests enter- income. some more outgoing than others. All three are considered equally Prioress is basically the second in rank of the active important both in theory and in practice. scholars and scribes Master of Summer: Father Blath. Female human. Male human. Fe- are typical scholars. your players take a left turn you have something to work These are not detailed as they only play a significant role in with. Male human. Female human. Not for resale. This order contains the highest man. adventurers belong to the Order of the Rose. priests. in Chisel few members are martial artists or spellcasters. treasurer. order work on these crafts and are also involved in Master of Quarters: Mother Rosinden. Doorkeeper: Father Hern Master of Gates. members of this tained. and liaison. form the third order. They are in Master Crafter: Sister Avilda. Most of these tween guests and the rest of the monastery. 29 . They do not actively spread their faith—discussing it only Keeper of the Towers: Mother Synilla*. leads the Order of the Scroll brave. grim and outspoken. preferring books to male dwarf. Order of the Scroll. primarily responsibility is as a liaison be- sculptures. The religious practices. manag- never leave the premise. each with a different focus in their work and Wind. Male human. See below. Regular Members. Master Librarian: Mother Lorit. Few of tery's quartermaster. The hierarchy of the Monastery of the Yellow Rose * Monks marked with an asterisk are part of the Cult of the Howling Wind. endure as is the nature of Ilmater’s religion. Next to prayers and meditation. They tend to be Halfling. Grandmaster of Flowers: Grandfather Periwinkle Shin. acolytes are not part of these orders and are assigned to Acting Prioress: Mother Amra. more down to earth subjects. Most members Knight Commander: Lady Tace Blueshield. There are a number of additional members of follows the rule of three. socially awkward. Male Order of the Chisel. They manage the extensive libraries leads the Order of the Rose and help those seeking the lore within it. Female hu- spiritually. None of the cultists in the monastery go up tower or roofs and vice versa. she doesn’t want vigilantes in Kane rarely materializes or observes events occurring in the her jurisdiction. if you need to get the characters back on track her fellow monks unless there is solid evidence. of most of the monks. she has a bit of a drill- was still here in ghost form. 30 . not looking has an aura of power and strength. (This is taken from events in Rise of the King People telling her how to do her job. As far as the storm goes. the commander of the few warrior-monks and effective. communicate indirectly. She is expecting some kind of external attack. They suspect an outside attack of some sort. If make things easier. none of the present monks is at the third window of the Eastern Wing indicates danger. She does Companions Codex II by R. If they can keep several organization is not easy. Because of this Grandmaster As most law enforcing figures. hanging a red cloth Note that ultimately. occurring far from the monastery. she quickly arrests them. feeling the storm is the result of an external threat although she places little stock in The leadership’s attitude toward the storm reflects that the angry remorhaz and ancient evil blocked entry rumors. who cares about a prove themselves before they can join. Not for resale. However. or if he did he paladin of Ilmater. They have a lot of work to do. Luckily for the cult. appearance. no hidden the characters’ work spread quickly and any hope of symbols. questioning characters with anger than helpfulness. paladins that guard the monastery and enforcer of the law Below follows a list of the cultists designed in this for as much as the last is needed. Permission granted to print or photocopy this document for personal use only. her job is protecting the monastery.) Either from his own not talk about her past ever and is more likely to react to strong will or that of his god Kane ascended into a higher being. The cultists are well aware that what is going on. For example. They secrecy is dashed. much more powerful than the characters. It wouldn’t be the first time they weathered an attack Infiltrating a disciplined well-organized lawful good by extremely powerful enemies.Grandmaster Kane Roleplaying Lady Tace Rumors have floated about in the monastery for over a hundred Lady Tace Blueshield is a middle-aged female shield dwarf and a years that Grandmaster Kane did not actually die. They won't do Note that the cultists performing the ritual and the characters work for them unless the characters are protecting the tower have entered the area using fly spells making a mess. Prospective members have to flights of chromatic dragons at bay. The downside of this is that news of evidence in their rooms of said membership. years ago. Salvatore. Circumstantial or nudge them in the right direction he can make a very brief evidence. The they have to remain hidden for now and rarely interact characters can talk with whomever they want and look with one another. A. The truth of this was revealed a few sergeant attitude both towards her men as well as the monks. She is not a At that time he tied his consciousness to that of the monk cultist. Grim and disciplined. She does not act against combat. although they are a bit more worried about it. this is the result of very heated arguments with her family Afafrenfere in order to both aid him as well as to monitor events about her choices in life. believing in trickery. no diaries. they only needed security is the issue they are directed to Lady Tace a few key-people to keep their operation hidden and Blueshield. He is extremely old and while very thin and frail If convinced of somebody’s guilt. They are also not as stupid as to leave wherever they want. He cannot manifest a corporeal form nor aid them in investigations she wants full disclosure. and have suits similar to the wingwear worn by other cultists. they become extremely helpful. adventure. Feel free to add more if that helps with your Once the leadership is convinced about the nature of running of the adventure. is not appreciated. let alone fighting fire with fire. and no remains of sacrifices. so-called logic and the character’s word do not count. The religious little bit of wind? Getting to talk the leaders of the limitation to the maximum full-time membership did not monastery is not easy. but if people start their own private monastery. They stay in the tower during the whole ritual and are well supplied. resourceful. He had completely out of control. He is a selfish sociopath and he is not a straight answer when a riddle will do. Characters might have rescued case of an emergency. his presence is a right books). he is quick to switch help. While not a lie. but adventurers tend to be very of the Order of the Rose and a regular cult member. He tries to accidentally let Father Nym is a middle-aged half-elf. Alternatively. See the Wind Tower below for Xern. hoped to recover at the monastery. While an excellent liar. Left at an early age end the ritual. naive. He does make the "sustaining” cordial used to from Brother Xern or capture him by luring him in a trap. He acts a bit odd. although he Breath Technique might feel differently since he designed is not quick to admit this to himself. although he tries to hide it. She knows the cult deal with the characters including activating the poison attempt is performing some kind of ritual to gather power. Although characters enquiring about the Yellow ual to fail in a most spectacular fashion. details. Male human. Recent convert. Characters following him unobserved for some time know their direct leader is a man and is a bit smaller than 6 feet. 31 . Subconsciously he At first the characters have little reason to investigate expects the characters to catch on. He wants to guide the characters towards it ignoring him. In that case he is visibly surprised when he meets the sides when his life is honestly threatened. Once the characters get him to talk. First to find the node. He should not automatically recognize the characters. but otherwise is not aware of who is and violence or resistance. However the role for them to interact with the man. but he is not the only follower of Ilmater Not for resale. Only Xern knows he is a cultist.Prominent Cultists of the Howling Wind taking the suffering part of Ilmater’s teachings a bit too Below are a number of notable cultists for use in the adventure. He returned to the sight) check reveals he is hiding something. See the Guesthouse and the Kitchens for more details. He never gives who is not a cultist. He wants the rit- him. The rest only either). Such meetings always leave him the monk in DDEX2-6 Breath of the Yellow Rose. air elementals to kill the characters in Part 1. Brother Xern. her lover. See below for more details. mumbling to herself on occasion. even more so when he summoned (Deception) bonus is +7. She only knows Glavel. a DC 15 Bluff (Deception) check. Ovon is always calm. keep Mother Savahn unconscious. something to (See Guesthouse and the Kitchens). if the do with elemental rifts (she helped the cult gain access to the characters are disguising themselves as monks. as an innocuous action. The cult simply allows him to If the characters met Ovon before. If confronted with that fact he quickly points out that it was only intended for advance users. they might ask him for perform his hobbies. his lover. He has been raised it slip simply killing the anchors is the best way to in the Monastery of the Yellow Rose. is a cultist. Father Nym. although he refuses to set up the beacon ritual. but he feel slighted by Bloodwind name it. His Charisma characters at the monastery. Mother Synilla. He found the node and helped the cult The location of the ritual. Characters doing some digging do learn he flagellates himself. and can be found working with the Roleplaying Ovon blueberry wine most of the time. Glavel is a member of the Order of the Chisel. Only un- monastery a couple of years ago and slowly worked his der extreme pressure does he reveal doing that with- way up in the hierarchy. He knows that Olara. Human male. it. Human female. there is little reason anger with her lot in life than true conviction. but it only got worse. he knows all cultists and can set up meetings in Brother Ovon. He is a brewer and cook for both the monastery and the Guest House. She is good foil. agreeing it is much too dangerous for the uninitiated to use. Permission granted to print or photocopy this document for personal use only. does not believe in any form of is a member of the cult. Sister Olara. Half-elf male. and then try to lead them astray. Getting her to talk but his presence could have them sweat and force them to make is not easy. His hatred has grown to the point that he wants to in a way he wants them dead. and tends to be enigmatic. Nobody realized something out taking over their place leads to the storm getting caused him to go mad during his adventures. a librarian. a DC 20 Wisdom (In- to do good in the name of Ilmater. Human female. a bit erratic. Some of the powers of Bloodwind and the anchors. Wine master and cook. might see him give some kind of signal in the kitchens disguised See Wolf Among Sheep below for more details. It is a warning for Brother Xern. he reveals the following: A few details on the ritual. Brother Glavel. central to but that is no proof of his affiliation with the cult (and there is no the infiltration and nominal leader of the cultists within the ranks evidence laying around in his quarters for such membership of the monastery. she is a Sometime later the two have a secret meeting to discuss how to member of the Order of the Scroll. After all. He occasionally cooks At some point the characters might learn of his name for outside guests as well. destroy the world. literal. It might change once they start she was required to play in Mother Savahn's accident has investigating the kitchens since he is a known friend of Brother convinced her she is irredeemable. He is a member an easy way out. A simple monk. more out of If the characters never met Ovon before. particularly fanatic in his beliefs. Aside from that none of those in a training area might offer to spare with a the locations the characters are likely to want to character before indulging in conversation. monks added new structures and dug out deeper chambers. had stronger urges to hurt others. Room filled with half- are dim to no light depending on location finished weaving projects. 3 Orphan's sleeping cell or classroom. otherwise extremely quiet. faintly at some times. acolyte. 32 . To go from one to the other requires going to the insert a piece of gossip/information to assist the main floor and crossing a significant portion of the investigation. especially not in check after two rounds of combat. This spartan room includes a they should be fine. and winery are all underground. Sounds. however there are not any connecting pathways between consider using a random encounter as an opportunity to them. The other half is underground able to totally avoid the occasional monk. The ceiling generally is 15' tall unless 8 Artisan workshop. They should only be careful avoiding woven mat on the floor and a small monks of the same order. and some Constitution ability checks. A few have observed his darker side. Disguising of the monastery to the other or an hour of hiking. Permission granted to print or photocopy this document for personal use only. or without windows at all. Chanting can be heard. The last few weeks he has been quicker to anger and he has high enough in the mountains to cause altitude problems. since they do know all members. crypts. The characters are not. With 750 monks belonging to the cloister. other areas 9 Artisan workshop. orders. voices can echo occasionally and they carry for some distance. The monastery complex is enormous. orphan while exploring unless they are trying to do so. As 1d12 Location long as the characters have the proper clothing (which they could try to steal) and act properly during a meeting 1-2 Monk cell. 10 Meditation area. The kitchen and with gossip if the characters ask about their work while dining hall are above the winery. oneself as a monk is not too hard either. some of whom stay away for Random Path Chart months if not years. An example would be calling for a is not particularly difficult once inside. The monastery has the following features. Room filled with half- otherwise noted. Ceilings. investigate are located near one another. 4 Artisan workshop. Trailing a monk is more challenging than just keeping out of sight. but anger over being might not be anyone to see. no monk knows every other monk. Not for resale. 5-7 Shrine to one of the 750 saints of Illmater. A failed Constitution (Endurance) DC 15 imposes disadvantage to all Strength. 11 Unarmed training area. can be a bit cruel and when angered he can lash out viciously. the characters travel from one location to the next. Dexterity or The Monastery of the Yellow Rose is huge. About half of the rooms face outward windows providing a magnificent view on the glacier below and the While the monastery is large the characters should not be storm front in the distance. finished stone carvings and uncut stone. Up until recently he has kept his madness in the halls is frowned upon. saving throws or attacks until areas don’t see a monk for months or even years. As The library. Hiding the next short rest. though in some places there and hatred for the world well hidden. Work areas and shrines are well lit. especially the leaders of those lockbox with valueless personal effects. Running punishments. Light. He staved off the worse by hurting himself in private. running from one end the Crypts or the extensive wine cellars. Also there is more than one path to reach any one destination. Room filled with looms or spinning wheels. Monks in the artisan areas may be freer monastery before returning down below.Roleplaying Father Nym The following chart can help you convey a sense of Nym has the reputation as a charming patient man who has a space as well as include various hints and important talent in teaching others. Each generation of 12 Armed training area. ignored by Bloodwind and simply time have been gnawing on Remember that the Monastery of the Yellow Rose is him. his information to help move the characters along. while rare. All monks are well adjusted to the height. The Doorkeeper runs the inn. Auran is not one of those lan- guages. and followers of glacier possible has been awakened and has turned Ilmater seeking temporary reprieve in the isolation of the its attention towards the monastery. but the monks are quick to remind such Some guests have started to blame the magic of the guests the inn is more comfortable. The second was a for her. she is a bit paranoid. helped by a few monks More worldly guests. Grim. Of note are three groups Adisha Brombottle. Female halfling merchant. returning to the comforts of the life outside the monastery The monastery currently houses the following guests. a common room and an actual bathhouse on the pass the time. There are whispers of the great worm being angry about the monks riding the remorhazes and prepar- There are always some guests at the Monastery of the ing for an attack of some sort. Guests are also provided with small private studies which are not nearly as well- heated as the sleeping areas. He speaks a remarkable number of languages. Not for resale. who were recovering from and drinking too much blueberry wine than is good some kind of ordeal in the mountains. The weather has prevented new guests from arriving for a There is a guest book that goes back months. the Nar. sages studying in the library: deception. namely the devel. Yellow Rose. only a few dared risk the quick look at it is easy. Male moon elf agent. It is a ment. safe and are not ones to speculate. She that left just before the start of the storm. staying as guests for a short amount of time before who would like to leave. Similarly. a more extensive study requires weather and leave. but they feel monks own quarters. Ilmater and Torm can ask for private rooms within prisoners. The bed is comfortable. apparently to study the local plant. form the sleeping areas. He was here to do research for one Damaran noble or an- The Guesthouse is a large separate building near the last other. 33 . While Spartan compared to The sage resident here are somewhat concerned most inns. Glacier of the White Worm for what is going on. couriers delivering birth records. and inquisitive. Most of The characters arrival produces questions regarding these keep their distance from the monks and their way of the travel experiences. on the other hand. dis- hearty and it is cheap. bored group of rough prospectors. sex. delivering supplies or collecting wine and art. Permission granted to print or photocopy this document for personal use only. especially from those guests life. it is more luxurious and furnished than the about the odd nature of the weather. The first was a is here with two human teamsters. its holy ground cloister. worried about the future. thinking the characters party of sages here for research. Getting a number of tendays. Intelligence (Investigation) check realize one person. noteworthy because few are agents for the great worm of the glacier here to sages come here as a group. High ranking guests. Bored. but he does recognize it. Depressed. and followers gusted with the lack of amenities and feeling like of Tyr.and wildlife. two merchants looking for artwork. Merchants can also be found here either keeping it at bay for now. Some of the guests are longtime some effort from the characters whether through residents. are showing and acolytes. The third party consisted of destroy the barrier that keeps the storm at bay. Male human sage. Two large well-heated rooms. There is a small above searching other peoples’ belongings mostly to kitchen. Lysander Il’Argad. especially since he is not windows. The floors inside are wooden. one for each Additional guests may be added if you feel it is necessary. diplomacy or stealth. Characters might mistake him simple large three floor stone building with small as an agent of the cult. sages researching some finer point of Others talk about how the dark magic that makes the history. blunt and the logbook for a few hours and succeed on a DC 10 only interested in his own research. opment of the settlements by the Damaran people Lotor Wood. the food simple and signs of cabin fever. ground floor. desperate for luxury and some excite- gate just before the main monastery – a small inn. Characters who study Ditriv Starkdale. visited a lot in the months preceding the over the last few centuries and their interaction with storm. the monastery. goblins and orcs. they are going to react. give the diagrams they were studying more than a When the cultists realize the characters are poking into glance. short time. They ap. their food. and the need for being able to transfer the link to others. It takes 12 hours to pull realize that an outside group is performing the ritual and off and if the characters are already observing the right that they did not enter the monastery though the front cultists. their actions are going to be talked about. especially since the winds would dissolve explosively without such an anchor. Talking with the remaining guests about the two groups Apparently they found something that makes it possible to that have left. but the lev- such power until the ritual is finished. Astute characters might try and disguise the and wounded. Initially. any conversation with a guest results When the prospectors arrived. 34 . dozen of people to last for at least one month. reveal the cultists on the kitchen staff before they can pears to contain the usual load of trading goods. investigation quiet. They were about to be kicked out With the lack of new guests before the characters arrival when they suddenly cleaned up their act. There is some els of exhaustion remain until rested off or otherwise worry about the ritual taking too long for this to be removed. The prospectors were an angry bunch. desk. ingredients of some kind. The onset of the poison is about 1 hour. It contains research notes written in Auran. Permission granted to print or photocopy this document for personal use only.291). Guest House the only location that can gain them a real The first time a character fails in the saving throw clue is the study room of the four sages. When this incident occurs is up to you and your judgment The four sages kept to themselves often talking in an of the obviousness of characters actions. the cultists have to switch the healing herbs Note that the above does not directly help the characters from the hospital with spoiled ones and then arrange for find out what is going on. practical. Of The merchants's wagon was full on arrival. they might stop them in the act. Each character must make a DC 13 Constitution saving throw and repeat the saving throw each hour until they either succeed in saving While the characters might search any room in the throw. their affairs. if the characters never eat the monastery’s food or actually took a peek and does not think that it ap. they were exhausted in gossip. You can also use odd language (Auran). When it is decided that the characters are going to be large pieces of odd cloth and a few barrels. innocent bystanders suffer from the poison as well. Their first attempt to The sages carried an odd tall iron rod and some odd derail the characters is to simply poison them through packages. Not for resale. Lysander course. reveals the following: transfer the anchor. attempt this. but observant characters might the correct food to be poisoned. Those who they get 1 level of exhaustion (Player's Handbook search there and who succeed at a DC 15 Intelligence pg. Nobody had seen them talk business. most scratched through. the poison somehow gets purged or they die. They were treated at the hospital. ex. There is a list of words. the symptoms appear to be nothing (Investigation) check find a piece of paper behind the more than mild food poisoning. There was a stack of lightweight wooden planks. but they made sure nobody could their investigation. cept for a very brief meeting with Mother Synilla. While the peared very nervous at the time and one showed the characters might be able to keep some aspects of their signs of a painful fall. direction of their questions by slipping them into general The prospectors had enough supplies with them for a questions about a given subject's time at the monastery. Two of the cult members work in the kitchens The two merchants were new and here for a very and have access to both the characters’ food and poisons. They appeared to be studying it to assist groups that might be floundering or off track in some kind of ritual. beginning with stomach cramps and vomiting. the poisoning does not occur. poisoned. They cannot rest or leave while infused with the character has shaken off the poison. The An afflicted character must succeed on a DC 13 Con- notes mentions how the cultists need to anchor stitution saving throw each hour thereafter or gain 1 themselves to the storm infuse its power in the heart of additional level of exhaustion. door. quick to anger and use their fists. Success indicates that the beacon. The last is circled with the word success next to it. Food is distributed to more than just the characters. preferring the relative luxury and safety of the library and books to the real thing. The allay any suspicions for now. unrestricted access to the library. He is a man of his word though. the cultists might eventually characters make research checks at a disadvantage due physically attack the characters. Guesthouse where assigned to Sister Olara and Brother Glavel has had ample time to depose of the researched local history as well as elemental magic. especially since the spoiling of the healing research. Characters requiring a librarian get to work with him. He is wise enough to realize he is not cut out to be an chilly vaults filled to the brim with books and scrolls. Note though the cultist spies amongst the Order of the Scroll are aware of his gossiping ways. He loves to talk. simple cultists. Regardless. is underground in large stone cellars. they can investigate his workspace in the night. Their visits and narrows the list of names to a handful (including Brother research subjects are registered. Specific disguises help. to them. Otherwise they are kicked out and not allowed entry again. given time. tongue lashing by Mother Lorit after spending a day in Unfortunately the healing herbs have somehow spoiled. Cross referencing it with people same procedure. but quickly room. Otherwise it looks more like a Guests quickly gain permission. but are at the front desk during the day for easy wine cellar and find both the healing herbs and the poison access by the librarians. There are at least a requiring a second check with an appropriate skill can dozen afflicted people not including the characters. most famous for its extensive library. Without outside help If the poison attempts fail. and they become very suspicious if he tells nothing. Registration. If successful. spotted at the Hospital narrows it down to the culprit. Fellow monks follow the Glavel or Brother Xern). 35 . adventurer himself. They are kept behind lock and key during the Alternatively. Divination magic researched what book and which librarian was assigned or intensive questioning reveals his guilt though. the whole monastery Recognizing the poison for what it is. Since the librarians all vantage. never the many dry might tell. Careful records are maintained on who Brother Glavel denies any wrong doing. Permission granted to print or photocopy this document for personal use only. but don’t have to pay. To get him to do so requires good arguments and a DC 20 Charisma (Persuasion) check. With the aid of Santir they gain advantage on any each character 300 XP. chances of success are low and they only Help from a local librarian removes the penalty which is do so when there is no other alternative. Being caught does not While the monastery is a religious order. The characters may still guidance of a librarian at all time and pay 10 gp per day of investigate. Considering they are their unfamiliarity with the index and size of the library. reading herbs is rather coincidental. A single healer can treat three patients at a know one another. Some quick talking actual clerics among the faithful. Getting caught means a monks normally rely on herbal remedies in this situation. A character with an herbalism kit may administers aid to a different character. they are not punished further. her office. Roleplaying Santir To the outside world the Monastery of the Yellow Rose is Santir is a 30-year old scrawny human male with an elven ancestry. Most visitors only see a bit of a gossip and very interested in any stories the characters the small Spartan reading rooms. Characters with the Sage (librarian or researcher) background do not suffer penalties on their research if they operate on their If the characters successfully identify the poisoner. If The four noteworthy sages in the logbook of the more than 24 hours has passed after the poisoning. They are assigned a reading room. material is selected by the librarian and not allowed of the Talking with the people involved takes time. Copying whole books is prohibited. there are few automatically lead to trouble. hidden in bottle with a cleverly disguised false bottom. check made for their research. award own. Character Background. but must accept the simple case of food poisoning. requires a DC 20 now knows about the character’s presence. the target Only members of the Order of the Scroll have makes their next Constitution saving throw with ad. Santir hates falsifying records. Intelligence (Nature). considered the default for any research. and if pressed not to talk about the research of the character he keeps his mouth shut even to his fellow monks. it is hard to remain undetected. evidence. The library is Santir is a bit of an anomaly in the library. If the characters have inside allies. Not for resale. Since the relics are not magical and long without outside interference. Permission granted to print or photocopy this document for personal use only. praying and offering guidance to her fellow monks. particular tomes involving elemental magic. but only after a magical link has been relative recent appointment. Mother Wydda is the sacristan of the monastery. Any controlling magic in the open would clerical spells and has excellent theological and magical be spotted. a wide area. It is a large circular open room with a dome. She can cast up to 5th-level established. Not for resale. another day researching rifts and similar elemental She is a middle-aged human woman with a pale skin and phenomena. These storm might very well be caused by an active elemental are decorated with beautiful tapestries depicting the rift to the Elemental Plane of Air. there is little reason for the characters to rob the either or both sides of the rift is the most likely reason for area. 36 . place of worship for Ilmater. temple. Constant magic hold little worth except to worshippers of Ilmater and his through a ritual or some kind of powerful magical item on enemies. Ilmater constantly handling the deity’s holy relic is Magic involving the rifts can be performed a limited extremely unlikely to have been corrupted despite her distance away. cultist amongst the ritual by a DC 10 Intelligence (Arcana) check as an librarians and the last person to assist anyone with those action. and also the high priestess of Ilmater. which must be outside in case of an Elemental Air Characters might rightfully conclude that any priest of breach. it to remain open. Besides Wydda there are always several monks praying Rituals such as these often require anchors to focus in the temple. She had trained as a walls are plastered. she first might lead the characters to the site of the ritual. Role Playing Sister Olara The biggest open room in the cloister is the temple of She and her lover. There are no windows. She is a bit erratic. The floor consists of cold local stone. the With such information the characters can spend keeper of the relics. a steel locked Rifts are usually not big enough to have such a huge door blocks easy entry and various magical wards keep effect. mumbles to herself altar are of excellent quality. Mother Wydda or spending a day researching the storm A smaller room behind the main temple contains the in the library realize this automatically. It is unlikely any storm before she can start helping the characters. needs something more to go upon than the presence of a Earth and air are opposite elements. Brother Glavel was among the first cult Ilmater. but they must be adjacent and they take 11 might add some additional complications to the research. Her private quarters are directly next to the Information on how to find and recognize a rift. librarian as a young girl hence the cults use of her for this task. The statue of Ilmater and the large has no real rank as such. Characters can attune to the this up it leads to Sister Olara. It is a simple Spartan place on occasion and has difficulty staying on topic in any with little comfort and no real luxury as is normal for a conversation. except for three elven heritage in her ancestry. Two large rooms on either side of the main temple form A DC 15 Intelligence (Arcana) check show that the large the shrines of Saint Sollars and Saint Dionysus. She is just one of many librarians in the Order of the Scroll and There are no pews. The link can be detected. Destroying/killing such an anchor can cause the After the initial interaction with the librarians. It is possible for someone to take the place of such an Depending on the time and the needs of the group you anchor. causing severe damage in tends to turn into a straightforward string of skill checks. relics of the cloister. See below for details. If the characters follow (and thus not protected). such ritual is performed underground. Wydda spends most of her things: time in the temple. Finding the rift knowledge. research storm to run out of control. most of and no shoes. Of course. Failure simply results in requiring more time. The members to infiltrate the monastery. (2d10) lightning and thunder damage at the start of The Characters might get subtly wrong books or even their turn as long as they are not attuned to the ritual come across falsified information. Characters talking with major events from those saint’s lives. A DC 15 Intelligence (Arcana) provides the short black hair wearing a simple tunic with loose pants Characters with a good amount of information. She hails from Aglarond and there is some which is not important to this adventure. She does not boast of this. and they are even less likely to remain open this out the uninvited. the energies. Unless it is known that poisons have been used She occasionally tutored monks who aspire to some searching for out of place items requires a DC25 mastery of the wind forms in the Tower of the Winds. gruel in the morning. the East Wind had a very odd accident. poisoned and only at the last moment since otherwise the The storm being the result of a direct weather control assassins were extremely lucky. Chances somebody is actively keep. they can try to get her goes down here on a daily basis. An active uncontrolled node and rift preparations for spring and he mixes cordials for use in are similar enough for research purposes. themselves. She is reacts worried when the char. She does are publically available in the kitchens out of easy reach know most of the monks in the cloister and would be a great ally by the orphans. the list of spell is ridiculous. The berries from last season have been crushed rial about in the library. involved in the kitchens. Knowing that they are looking for poison takes a DC25 She has remained unconscious ever since despite Investigation check but it is much quicker (1d3 hours as it magical healing is still a lot of space and each cultist hid things in different locations). In practice it does not spends time here each day checking on the casks and matter much. endurance and theological knowledge. Instead of fellow guests. In short. Other than Brother Glavel. Permission granted to print or photocopy this document for personal use only. She was found near death at the bottom of the tower. they They also find a hidden stash of 250 gp and a figurine of serve over 750 people a meal twice a day. Her biggest flaw is in the same area. wise and caring. Once the monks understand that Brother Glavel is evening. no other monk If the characters bother to ask. She does not know enough about elemental This is not a time of year when a great deal of work magic to be of more service.Roleplaying Mother Wydda The winery. The monks eat wondrous power (serpentine owl) that belongs to Brother a simple fair. These sometimes open naturally. Keys is also the reason that if the characters are poisoned while in the Guest House no one thinks to ask for her assistance. (proficient in Medicine or Nature to identify DC15). warehouses and wine cellar are all located Mother Wydda is patient.] the Hospital. but there might be mate. and the fermenting process has begun. but only one batch of food is acters mention the size of the storm and its duration. pose. This particularly high. Most monks are temporarily assigned to work at the kitchens. shifts. are targeted here. people eating Hence she only became aware of the storm and its in the same shift and general vicinity as the characters get magical origin recently. While famous for their wine. Since they are unaware to cast a commune spell. hiding places within the series of rooms that make up this Shortly before the storm was noticed the Mistress of space. protection is not that she spends more time praying than amongst her flock. but without outside interference tend These areas are kept locked to insure that the orphans do to close quickly. most of that is sold one of the infiltrators. taken on the role as monks or live in the monastery. She is most impressed by shows of compassion. not gain access and either ruin a batch or hurt ing such a rift open. but the characters need to of each other’s role in the cult they have used different provide the questions. Even the most powerful magic suspects is equally short. If the characters caught the eye of the cultists as Once befriended she can tell the following: discussed in the Guesthouse above. The Kitchens and dining room are large. for the characters to get on their side. 37 . Investigation taking no less than 1d6+3 hours. Sounds more like a side-effect of an active manifesta- tion of the elemental plane of Air. there is no such rift. but instead have The cloister is isolated and in the eye of the storm. they insist the characters keep the water and goat’s milk are available. after all. While locked. [Strictly speaking she is in. but the number of victims is only controls the weather for 8 hours within 5 miles. stews and bread in the Glavel. tripled. occurs. She has not yet found the poisoned. Food is served in treasure. a few monks work here permanently. This check It was her habit to meditate before such lessons in reveals some suspicious plants and vials of liquid the topmost chamber. The monks also do not normally give tours. More people than in the guesthouse might be time to study it. Not for resale. Brother Xern correct. but she has no idea for what pur. they The monks have little reason to travel far very often. There is little reason to steal here. The healers had little If she awakes but the greater restoration spells were not reason to doubt their story. large room with a few beds. In her current state she is She remembers seeing Mother Synilla reading from very susceptible to diseases. the monks 300 XP. Now. The effects of pain. and the monks believe in the valuable The monks assure the characters that magical healing lessons of natural healing. Without removing the feeblemind that they had wounds one would associate with being in she'll be awake but be unable to communicate. following: Talking with the healers about Mother Savahn reveals that she had numerous broken bones and bruising. At first Mother Savahn was too critically injured to human women whose age is difficult to discern due to her move. If asked they inform the characters that the award each character 500 XP. cure wounds) was attempted. or wish. Permission granted to print or photocopy this document for personal use only. They She did not suffer an accident. but one does remember it cast this then should lead the characters to question looked remarkably similar to the wounds one the monk's Brother Glavel. for magical healing to aid her. The bedding is a bit more comfortable poisons and the feeblemind spell (which Mother Synilla and the area is a bit better heated though. the area is Her current state is due to a combination of subtle sparsely furnished.If the characters find the poison. an apothecary. award each character Unless the characters have strong evidence. a Wisdom (Medicine) check are permitted to examine separate examination room (of sorts) and a small shrine Mother Savahn. is caused by poison is extremely difficult and requires a There are a few monks capable of magical healing in successful DC 25 Wisdom (Medicine) check. Mother contemplating what lead to your accident. It consists of a knowledge of healing practices with a successful DC 20 single. Determining that her unconscious state being kept isolated from the rest of the patients. 38 . do not let them search the apothecary area. Guests are not held to the same standards. The cast upon her using a scroll). They are. Not for resale. but to no avail. Brother Xern makes a sustaining cordial that we get her to swallow which keeps her from starving (it also is the If the characters restore Mother Savahn to consciousness reason why she has not awakened but they are unaware of that). but they feeblemind can only be removed by casting greater are expected to pay for any services rendered. of Ilmater. As anything within the monastery. was not any damage to the tower. due the monks's inability to wake her. recipe is one that they gave him (which he added a concentrated form of the Torpor poison to). she was attacked from had little hope at first that she would survive long enough behind and pushed down the stairs. the monastery. which the children often a scroll before being struck in the head and ribs bring to the hospital. Savahn is a parts. The restoration. There is otherwise no examination room has been divided into two separate physical indication of what is ailing her. They had claimed to have been surprised by such a storm. If you break a leg while doing (the faithful have access to nothing more advanced than something stupid. spending a few months in bed. Wydda is currently the only monk in the monastery with A monk is certainly expected to be able to deal with the access to higher level clerical spells. The poison must be also be finance their many works of charity. heal. companions had suffered during a fight with an air However if she is fully aware then she can relate the elemental. Only characters who are able to cast magical healing or can demonstrate advanced The medicka is in a small separate area. is a good thing. That alone is not be enough to Church of Ilmater is always looking for more money to rouse Mother Savahn. she is prolonged illness. removed to restore her to consciousness and capable of Talking with the healers about the prospectors reveals intelligent speech. hence they have kept her separate If asked about damage to the tower she looks con- (though her bed is visible from the open archway that fused briefly and that before she was pushed there separates the "operating" area from the main room). the middle of a thunderstorm on the top of a mountain and remaining in the open. willing make a copy of the recipe for the sustaining cordial if asked. however. although there is series of mechanical traps in the approach areas to the enough traffic during daytime to attempt to sneak in. 39 . Permission granted to print or photocopy this document for personal use only. remorhazes to ride or blueberries to gather. She had occasion. never silent here. blunt and quick to anger. is a young human Damaran. wanting to directly test their mettle against the elements. Few realize this is balance on. have given the opportunity for her corruption. Most corridors and stairs and make a pillar appear to be weakened before crypts are manmade. All the cultists member of the Order of the Chisel but lacks any true artistic except Father Nym and Sister Mother Synilla go out on ability). She locked the doors to these areas to avoid this point in time the characters gain no advantage by catching any of the orphans or acolytes in the traps. streams to sit in and rocks to She is gruff. The next four levels each have an opening to the wildlife you expect high in the mountains. statues and fresco’s details the more Mother Synilla had the cultist help her damage the important events from the monk’s life. At tower. Slender columns support the grassy meadows. It is a place of beautiful vistas. chilling everybody even under the high North. only the members of the Order of the Rose go outside in this time of the year. but tries to quietly endure. These match the directions East. while not actually being allowed to train there (she is a list of who goes outside and who stays in. Part three for further information. Not for resale. Artisans do look for inspiration and brewers for promising areas for growing ingredients. shrines even more beautifully decorated than the Her helpers are the only cult members she knows. Everything is clean and well maintained. participating in the "accident" she can no longer pretend. all decorated with Mother Synilla has been carting materials to fix the stairs beautiful statues to commemorate their memory. She believes she is irredeemable and so makes no effort to atone for Olara and Glavel are a bit of an odd duck since usually her deeds. The wind is a balcony on one side. These are all private been left in charge and was allowed to pick her helpers. With areas see little traffic. her hate for her job as an as the keeper of the tower. Snow can still be upper levels. Most the tower to students while she makes repairs. The tower was added at some point in the monastery’s The Monastery of the Yellow Rose is built on a large history as a meditation and solitary practice area (no ledge under a rocky outcropping offering a great view on bouts) for those pursuing the Wind form martial arts. but some of the shrines and the Mother Savahn's incapacitation no one has questioned area currently under construction are the exceptions. Abbots and other weak spots. communal areas. except when looking for locked the access door and it is barred from inside. There is no reality she is a cultist. dangerous cliffs. and not the season for the second. almost a maze. A few actually follow natural "discovering" Mother Savahn's injured body. In barn and outdoor area near the Guest House. none of which have railings. are taking. She closed caverns. West and South in descending order. her neither her claims nor the length of time the repairs The crypts are huge. Keeper of the Tower. It is a bare Generally only advanced students are allowed in the five rocky place not far below the snowline. The tower noon sun. although again they are not the only ones. Monks of all ranks are interred here. The few goats they keep for milk have a small because she does not like her work. was built on top of an existing building Mother Synilla has The monks rarely get out. searching for cliffs to climb. Roleplaying Mother Synilla The only monks that can be found outside now are those Mother Synilla. and bare rocks with conical roof. found in shadowy areas. The top level has balconies on all four sides. crypts. See touring the crypts. It isn’t the weather for the first. Before they left the prospectors loosen enough The entrance to the crypts is blocked by a large stones so that when the ritual is complete the beacon reinforced wooden door. and never at the same time. Meanwhile she has set up a Keeper of the Crypts to gain entry. She has been recently appointed. Their names are fooled herself about just how evil the cult was but after mentioned amongst others and are not proof of anything. The tower is not visible when approaching the monastery as the great dome of the temple blocks the sightlines to it Roughly one third of the below ground structures are the from that direction. placed in larger communal rooms. the Glacier of the White Worm far below. Since simple masonry and and those members who made an especially good geometric stone cutting are within her abilities she has impression get a crypt of their own. Most are To avoid attention to what is happening in the tower. Monks need permission from rises and floats in the air. her lover. Howling Wind. rocky outcropping. reveal to be infiltrators or corrupted they gain 100 XP. follow the cultist. The cult simply another clue. Tracks performing some kind of ritual to gather power. is a the attention of both the cultists as the monks. Lady of the Winds a neutral Savahn quiet. it is reveal all is difficult (DC25 Intimidation or DC30 extremely unlikely they find it unless they spend an Persuasion). Searching the cliffs for such entrances costs days. 40 . She knows the cult is bonus per day of searching simulates the search. This is the remnants of the wagon that threatened. A DC 18 Intelligence the tower door and does not warn the characters of the (Religion) check associates the shrine with the Cult of the traps. and marks and pieces of colored cloth. but otherwise is not aware of who is if more than one character is poking around. She only knows Glavel. mumbling to The cultists erected as small shrine near the monastery. The monks working in are not. and who is not a cultist. Dexterity or alone visiting strangers. A DC 20 Sister Olara. let DC 15 imposes disadvantage to all Strength. above. but she gives a false key for after death to hide any traces. It is a good place to set up a trap. That does not mean she the remnants of burned incense. Such a character can make a DC cult’s leader within the monastery. but they keeping out of sight. but she may be can be found at the feet of the outcrop. since the monks are supposed to worship Ilmater and the leaders of the cloister would For each cultist that the characters get to confess or frown heavily upon the worship of something else. incurs the risk of falling and would most certainly draw Brother Glavel. (Charisma (Deception) bonus is +10). something to do with elemental rifts (she helped the cult gain access to the right books). Synilla resents that she has been high. An example would be calling for a features. The rock is rough. supplies and ritual components orders via a set of prearranged symbols that uses chalk used in the Wind Tower. She is a bit erratic. While an excellent might come across the hidden remains of a wagon as well liar. his lover. He knows that Olara. illusions. Permission granted to print or photocopy this document for personal use only. They are well hidden. it can turn out to be an ordinary hike or a visit to the Shrine of the Howling Wind. poking around can gain the characters not particularly fanatic in his beliefs. A failed Constitution (Endurance) have little reason to talk about this with themselves. The rock bears a few glyphs and relegated to a supporting role. Getting her to talk is not easy It is nothing more than a large rock on top of a 20-foot- Mother Synilla. Trailing a monk is more challenging than just the crypts are aware some look out from the cliff. He gets transported the balloons. Bones of small animals automatically wants the cult to fail. That is his story and disappeared. feet tall. Characters searching the area near the cliff allows him to perform his hobbies. but claims at first than he felt it was elemental deity whose worship in the Realms has all but necessary for her brain to recover. he sticks to it unless forced otherwise: Getting him to Unless the characters are trailing a cultist. These are buried upon which the tower rests. they might decide to a maximum of 300 XP. The characters the patches of ice and loose rocks. Father Nym 25 Intelligence (Investigation) check per day with a Father Nym. The reward for success is the identity of the extensive time outdoors. he is quick to switch sides when his life is honestly as empty crates. All are protected by magical wards. See Wolf among the Sheep. otherwise the characters are more likely Brother Xern. is a cultist. saving throws or attacks until invisible from below. mostly through the use of natural the next short rest. herself on occasion. finding them is more a matter of luck than skill. He admits to his part in keeping Mother to associate it with Akadi. especially member of the cult. Constitution ability checks. easy to climb were it not for All monks are well adjusted to the height. Brother Glavel had her assistance in Intelligence (Investigation) check with a cumulative +5 ruining the healing herbs. cumulative +1 bonus for each day of searching. depending on the needs to the story and whether or not the cultists realize he is being followed. These entrances are well hidden. Not for resale. Remember that the Monastery of the Yellow Rose is One side of the monastery is a steep cliff—hundreds of high enough in the mountains to cause altitude problems. but a few are blocked through permanent check after a round of combat or an hour of hiking. are long gone by the time the Characters get here. sacrifices drop convinced to give the characters the key to the building from the top to fall to their death below. to Once the characters have a name. He is a selfish sociopath and he is However. Permission granted to print or photocopy this document for personal use only. Once convinced he is supportive. If they are not able to cast protection from energy or have no other means of protection. interrogate their attackers. his blue eyes are bright and intense. There is no sure way to predict what order events occur in Part Two. Poison is much more effective. If they have discovered the truth about what happened to Mother Savahn. Additionally. If they have not done any research on elemental rituals he councils them to do so before rushing in. The a bit. then they won’t be able to power down the ritual without the storm causing major destruction. wait for the cultists to ambush them and then meeting at the start of this adventure was the 15 day. His silver hair has recede far past on his head. At some point the characters need to speak with the head of the monastery. especially if others get really sick in the process. and if the characters disguised themselves as monks. he asks them what protects they have from the elements they are likely to encounter such as lightning. he offers them each a potion of protection from energy (lightning) but cautions it only lasts 1. From various sources the characters might know that the It has become a cliché for adventurers to just poke around ritual should take 30 days if done with due care. Not for resale. He does not tolerate subterfuge. While the care and administration of the monastery takes up much of his time. but lean and strong. he has not relaxed his training. 41 . He wants evidence not theories. Such a tactic can be effective. they might want to immediately go explore the Wind Tower. he unhappy with them. If the characters reveal what they have learn regarding the ritual. the first step is for the cultists to feel started) Even if they took the full 8 days to travel here threatened enough to risk such an attempt. Roleplaying Grandmaster Periwinkle Past middle age. none of the members not already in the Wind Tower are effective combatants. The second is they should have plenty of time for their investigation and to offer an opportunity to be attacked. The biggest problem in this case is that the cultists are not going to openly attack the characters. he is at his core a man who is at peace with himself and retains a sense of humor. If they have not already learned what they needed from the library. planning. (They can figure this out based on when the storm Of course. This may occur multiple times depending on the course of their investigation. The hallway is 20 feet such rapid succession is challenging. Part of this area included storage of items donated to the monastery that no one has yet found a use for. wide but on each side are columns of stacked wine barrels (empty) further narrowing the passable hallway to 10 feet. the tripwires are relatively easy to disarm. or if the check to disable it fails by 10 or more. A cunningly-disguised pressure plate is set into the floor 10 The building has the following features. The net is triggered by yet another tripwire which It is possible that the characters are given keys from requires a successful DC 15 Wisdom (Perception) check Mother Synilla. Permission granted to print or photocopy this document for personal use only. Unlike prone. odd saving throw takes only half damage and is not knocked pieces of furniture. creature normally and without further effect. Which path they chose can impact how much time they have to interrupt the ritual. Detecting Ceilings. and debris falls on all creatures within 10 dealing with the guards out there. the falling net attacks the triggering correct key. at the end of a hallway that is said to lie The door to the tower is made of wood with the same iron at the far side of this room. If triggered. Dust and faint traces of vinegar be disarmed with a set of thieves' tools and a successful The stonework in this hallway is among the oldest you have DC 20 Dexterity check. 42 . It is a relatively easy lock characters. Not for resale. Detecting a tripwire requires a At some point the characters realize at least that the successful DC 15 Wisdom (Perception) check. sending a 10-foot-wide stone sphere crashing to the floor at the far end of the hallway. trap is triggered makes this saving throw with The entrance you seek to the tower is supposed to be in the disadvantage. Breaking the moves an additional 20 feet towards the other end of the door down is a bit more difficult (AC 17. Any creature whose square the sphere enters immune to poison and psychic damage). it has no windows Intelligence (Investigation) check. going through them in In the 40-foot-long hallway leading to the tower door a net trap is set 20 feet down the hall. Unlit. It is lined cultists performing the ritual attempt to hurry its with stacks of casks leaving only a ten foot wide path before you. stone. The characters need to move through the clutter to reach The characters might discern that the door is trapped the hallway. Dexterity with thieves’ tools DC 15. the pressure plate requires a successful DC 20 Light. This takes 22 rounds. barrels and other odds and prone. trap activates. and at initiative count 20 (losing any ties) to pick. If sprung. takes 22 (4d10) bludgeoning damage and is knocked The only light in here is that which you have brought. They can access the Tower through Once detected. middle of the structure. the building it rests upon (requiring dealing with traps requiring only a set of thieves' tools and a successful DC and a few guards) or climbing the outside of one of the 10 Dexterity check. the collapsing pile of buildings and making their way across the rooftops and wood. There are three areas where a stack of rubbish has been rigged to fall if a tripwire is sprung. While none of the fights are terribly difficult individually. some type of ritual. If the characters have the Mother Sybille’s keys then the The sphere immediately moves 20 feet towards the door is not a barrier to entrance. If the pressure plate is trod upon. broken statues. The ceiling is 15 feet tall. dealing 11 (2d10) bludgeoning damage. feet beyond the net trap (30 feet down the hall). binding of the previous door. Once an alarm is sounded the The hallway before you has a wooden door at the end. Note that no one mentioned the clutter when with a DC20 Intelligence (Investigation) check describing the route the characters would need to take. The pressure plate can Smells. completion. but if so only the key to the building is the to notice. A characters that succeeds at a DC 15 Dexterity the rest of the monastery the space is cluttered. is a more nefarious trap. Beyond that. Any creature that is still caught in the net when the ends are jumbled together. Boxes. feet of it. however. then the seen in the monastery the wooden door has iron strapping. 27 hit points. You need to keep track of combat rounds in each fight. hallway. Unless the cultists are in the Tower of the Winds and are performing characters bring light with them this area is only dimly lit. Keeping your footing while walking over the anything else for a grappling hook to get purchase from. 43 . What if the players split the party? It is the intention of the adventure for the characters to face either the sentries in the tower or the sentries on the roof. While the poisoned for 1 hour. the rooftops are free of snow and dry so as soon as weight is put on the rope. The characters need to climb the rough stone surface of the tower. The cultists have set up two outside sentry posts on the The final landing (east) houses a group of cultist guards roof of the Wind Tower building. Moving over the slate-tiled roofs is difficult to do quietly Additionally. Each of the first three landings are infested with five mephits that attack the characters as soon as they arrive. From here. that is in your favor. A number of featureless balconies jut from the The roofs make the hodgepodge construction of the monastery walls of the tower. the trap is sprung when the Weak party: Remove 2 initiates handle is turned. 50 feet above the rooftops. view of the tower. The sentries are using the peak of a roof as North Balcony. railings. the characters must decide how to proceed. Attacks made by characters on the sloped roofs are award each player 100 XP. The trap is detected with a various sloped peaks can give cover for those who use successful DC 15 Intelligence (Investigation) check and ranged weapons. door bears a poison needle trap . Moving on the slate tile roof during combat requires a successful DC 15 Dexterity (Acrobatics) check. Permission granted to print or photocopy this document for personal use only. Like those below. 30 feet above the rooftops. causing a needle to spring out. These are not cumulative. Adjusting the Encounter Besides being locked and barred from the other side this Here are recommendations for adjusting this combat encounter. Not for resale. Ice me- partial cover and preferably use ranged weapons. The Strong party: Add 3 initiates creature opening the door takes 1 point of piercing Very strong party: Add a knight and 2 initiates. Dust me- advantage on Dexterity (Stealth) checks made to hide. made with disadvantage. guards. those using melee weapons have to deal can be disarmed by any character with thieves' tools that with issues of balance. unless the attacking charac- ter succeeds on a DC 10 Dexterity (Acrobatics) check. They have been here for a while and so have South Balcony. The phits. It is suggested to drop the initiate only group from each location to insure the characters have a chance to reach the next section. the characters can access the roofs and gain access to the tower that way. 60 feet above the rooftops. below). damage and must succeed on a DC 13 Constitution saving throw or take 11 (2d10) poison damage and be Fighting on the rooftops can be challenging. Failure means the creature falls prone. For each trap that the characters successfully bypass. characters have the same option if they wish to limit East Balcony. While they both have a (see Climbing the Tower's Interior. The balconies don't have railings or very obvious. However. various rooftops. They can either enter through the door to the tower. The sentries should not be surprised. four upper balconies jut from the top floor of and Dexterity (Stealth) checks made to do so are made the tower. One group has five howling hatred initiates while the West Balcony. Cult themselves to ranged attacks. Any check made to disarm the trap that fails by 5 or more springs the trap. they do not actually have a direct line of The balconies and their height are as follows: sight to each other and are hiding from the characters approach. If the proper key is not Very weak party: Remove initiates used to unlock the door. 40 feet above the rooftops. succeeds on a DC 15 Dexterity check. these balconies have no with disadvantage. most of which have steep pitches. knight. is going to so using one is not possible—it simply dislodges and falls be difficult. or climb up the outside. phits. If the characters cannot get past the door to the tower or are simply thinking outside of the box. Smoke second has another four howling hatred initiates and a mephits. The ground floor houses eight howling hatred initiates Unless the fight with the sentries was excessively flashy and a knight . goods. find that their cleverness backfire on them as the These are not cumulative. she is the same. 30 feet up the stairs. faint sound of distant chanting. the characters find miscellaneous trade features. Very weak party: Remove initiates Weak party: Remove 2 initiates arriving at the end of the third round. In between landings the only light that exists is that which the characters brought with them. there is no such thing or loud. the half the treasure's value (750 gp). so the characters will likely need to wait encompasses the entirety of the towers interior. hugging the wall. the characters are only able to recover spheres of glass and light from outside. as follows. Any character succeeding at a DC 15 Intelligence The cultists have set up sentries on the ground floor of (Investigation) check realizes that the damaged walls are the tower to guard the stairs. empty interior of the building is completely dark as there are no windows. Men in dark leather with a dagger in each hand are spread about the room. The staircase winds up the tower. Four Unless the characters cast a silence spell before opening regularly spaced landings are arranged in the four the door the sentries are alerted to their presence by the cardinal directions. The north. height of the tower. leaving a ring of cracked and Each landing opens to a rail-less balcony that juts from gouged stone approximately four feet from the ground. however. the wall of the tower. 60 feet up the stairs. but does not The door opens with a loud creaking noise dim light from above cause the tower to fall. Smoke mephits. Characters with stonecunning or washes down the stairs that lead up into the tower. A chill those that are proficient in masonry tools automatically breeze fills the interior of this short hallway. Adjusting the Encounter If they somehow enter the tower on the top landing. A few supplies and a houses a group of cultist guards). The interior of the South Balcony. Each of the first three loud creaking. Permission granted to print or photocopy this document for personal use only. Ice mephits. While the first floor contains a stockpile of supplies that have been gathered including two balloon packs. The amount of time they have somehow bring Mother Synilla along or imitate her. bringing with it the succeed at this check. and largely empty save for the landings set West Balcony. tower is spaciously. 44 . However. and turn to face you. The landings are brightly lit from floating from the tower. 50 feet up the stairs. done in such a way that have completely separates the upper portion of the tower from its base. Very strong party: Add a knight and 2 initiates. is forbidden to use this entrance and is attacked on sight. until later to collect it. Cult guards. It consists of a half dozen large and the open portion of the tower. the timer for rushing the ritual does not begin as surrender to these cultists. If the tower crashes before the and has a 30-foot-high ceiling. they Here are recommendations for adjusting this combat encounter. defenders from the landing below rush up into the fight. at regular intervals as the staircase winds its way up the dizzying North Balcony. The characters enter at whatever balcony they choose. The east landing heavy chests. Once the characters landings are infested with five mephits that attack the characters as soon as they arrive. making for a very Strong party: Add 3 initiates deadly final encounter. characters are able to collect the treasure and remove it Light. Not for resale. gear and gold worth a total of 1500 gp from the Ceiling. The final landing (east The stairs open out into a large room. below. Proceed to Option 2. west. dozen or so bedrolls are off to one side of the room while another staircase winds up the opposite wall. The walls are damaged here. Completely devoted. 40 feet up the stairs. and south landings are set in cultists’ supplies. Entering the Tower. East Balcony. Dust mephits. The first two levels of the tower have the following Additionally. Even if the characters until they enter the tower. The characters recover two unused balloon packs. though the angle for attacks Standing within the fifth whirlwind is a man wearing heavily might be awkward. Anybody touching the rod takes such damage spell for yourself. They have an pillars add additional support to the roof. He prefers to use magic. These are not cumulative. glass rod that arcs with electricity. emerging onto a large landing. their words whipped away by the wind almost as soon as they Adjusting the Encounter Here are recommendations for adjusting this combat encounter. the rod is a wrought iron cage which holds a slender. uncommon Lightning Rod. Permission granted to print or photocopy this document for personal use only. the balloon slowly deflates as the immediately. The pillars around the outer edge are 20 feet tall and support a Attacking the Balloon conical roof whose peak is 15 feet above that. you fall if you have no other means of staying aloft. run out (5 grenades each). Damaging a balloon in this way renders it permanently room is a 6-foot-tall iron rod. you can use a reaction to deploy the the rod takes 11 (2d10) lightning damage at the start of balloon when you're falling and gain the effect of the feather fall their turn. At the center of the tower stands a This backpack contains the spirit of an air elemental and a heavy iron rod and within its center a wand of lightning compact leather balloon. Four railed balconies AC of 12 and 40 hit points. All those present are chanting loudly in the midst of the storm. 45 . Alternatively. group of cultists awaits the characters here. The balloon packs worn by the grenadiers are destroyed during the combat and are not recoverable. Balloon Pack Wondrous item. the backpack's property is unusable It has AC 19 and 18 hit points. disrupting the ritual. Any creature not levitate spell for 10 minutes. Four central The balloons can be targeted and brought down. encompasses the entirety of the tower's interior. The staircases lead up to the upper floor—from which the east landing juts from the tower. Very weak party: Remove 2 initiates and a balloon grenadier Weak party: Remove a balloon grenadier Strong party: Add 2 initiates Very strong party: Add 1 hurricane Unless the characters were lightning fast on the lower levels the chanting above is rushing to a crescendo. Once at 20 hit points or below the air elemental inside begins to escape and the balloon starts losing jut out from the room at the cardinal points. you descend gently toward the without first powering down the ritual immediately leads ground for up to 60 feet. Each seems to be standing in the center of a through the interior of the tower. are uttered. node. At the top of unusable. Another though they must be recharged before they can be used. Folds of loose hurricane and keep out of the direct line of his spells. occurring above. This landing Any balloon packs worn by grenadiers are recoverable. small whirlwind. The rod is bolted to the floor and wrenching elemental spirit escapes and returns to the Elemental Plane of it free hmrequires a DC 25 Strength check. While you're wearing the backpack. bolted to the floor. unless the backpack is recharged for 1 hour in an elemental air poison and psychic and resistant to bludgeoning attacks. After the spirit departs. targeting yourself and requiring no an anchor (see Ritual below) or the Bloodwind adjacent to concentration. In the center of the altitude. you can deploy the balloon as an action and gain the effect of the bolts. It is the central focus of the ritual. which binds another spirit to the backpack. One hurricane . cloth hang from his arms. It is immune to fire. two balloon grenadiers and four howling hatred initiates are here to prevent intruders from The staircase continues to the top floor of the tower. A humanoid with blue skin and hair stands in front of each of The hurricane uses thunderwave gleefully. while a fifth and larger whirlwind swirls around but willingly engages opponents that get close. Doing so Air. As the balloon deflates. Not for resale. distance. ideally positioned to knock targets off of the landing to fall the balconies. The initiates know the abilities of the embroidered clothing decorated with feathers. If you are still in the air at the end of this to the ritual getting out of control. When either spell ends. The the central post—issuing small bolts of lightning to and from grenadiers pepper the characters with grenades until they the four pillars. control of spells for 2 rounds or the ritual goes out of control. combat. for example. but not of the consequences of accepting the power. They are the eye of their own personal storm is Bloodwind (a skyweaver ) wearing nonmagical which siphons off excess energy from the ritual and the wingwear of his own design. using his wingwear to glide another anchor—can use a reaction to absorb the deceased as far from the monastery as he is able. have been dealt with. created. typically reserves a 1st level spell slot to facilitate this— using it to cast expeditious retreat before disengaging and Killing an Anchor fleeing (see To Give Chase?. The Bloodwind must remain adjacent to the elemental rift outside. Bloodwind prefers to fight storm. damage. Any potential The elemental anchors spread out during the course of recipient is aware of the choice. spells Similarly. which then crashes Once the tower reaches that level then removing the onto the rooftop of the monastery—releasing the rod no longer causes an issue. Rounds 10 to 15. It can be safely done after the cultists goes out of control. becoming an anchor themselves. A successful DC 13 Dexterity saving throw halves the Here are recommendations for adjusting this combat encounter. but sways unsteadily for 3 rounds before toppling over. uncontrolled within 10 feet of the rod and cannot use his 3rd level collapse of not only the ritual. eventually knocks over the tower. Each time this happens the tempest grows in power These are not cumulative. Each creature within 15 feet of the lightning rod takes 5 (1d10) lightning damage and 5 (1d10) thunder Adjusting the Encounter damage. Characters can use an action to attune to Strong party: Add a balloon grenadier the ritual with a successful DC 10 Intelligence (Arcana) check. while the man in the fifth whirlwind control. Careless characters could trigger Rounds 16 to 20. a new anchor is not going to lose the fight. the ritual is disrupted. Chanting points or if two anchors have been killed. The anchors are the tower take 16 (3d10) bludgeoning damage plus 5 still an issue as the storm is still out there. then creatures within take an buffet it around. Doing so required an action the rod and can only use cantrips for 3rounds or the ritual and takes minutes. He heads to the If the characters kill one of the anchors. If the storm gets out of control before the tower rises. but the beacon itself. rounds and rises a further 5 feet per round until it is 30 Without the ritual to keep it in check. The four blue-skinned humanoids are The anchors keep the tempest from growing out of elemental anchors . Once the tower extra bludgeoning damage per 10 feet of height (f it is 30 starts to rise. The Bloodwind need to remain cascading explosions resulting in a violent. the ritual is lost. anchor's power.A balloon grenadier hides in the dim light among the roofs rafters. succeeds on a DC 15 Constitution saving throw takes only half damage. below). They attack the central rod if it is clear they are If no creature absorbs this power. the storm feet in the air. and becomes more unstable. but as long as the rod remains in place it additional 15 bludgeoning damage). causing it to discharge wildly. if the lightning rod at the center of the tower is Rounds 20+. the energy is diffused into the central tempest. Permission granted to print or photocopy this document for personal use only. if the storm gets out of control the winds feet in the air. the air elementals have elementals that were once bound to it. Any creature that is still within the tower when it eventually falls still takes 16 (3d10) bludgeoning damage. Very weak party: Drop the benefit from the personal storm to At the start of their turn. The Bloodwind must remain Out of Control Ritual. Any creature that does not fall. attuned characters need to slowly drain energy away and let it dissipate back into Rounds 1 to 9. He attempts to flee if reduced to 25 hit anchors can fight the characters as normal. Not for resale. 46 . Each creatures in been bound to the beacon's structure. Once the energies of three adjacent to the rod and can only use cantrips & 1st level anchors have been released into the tempest. Doing so does not require an active action and the from a distance. The tower beings to rise in 2 (30 feet). Bloodwind does not require an action. any character that has become an +1 and remove the balloon grenadier anchor takes 5 (2d4) lightning damage as long as they are not Weak party: remove the balloon grenadier attuned to the ritual. The ritual is complete enough that the destroyed before the tower reaches its prescribed height Bloodwind is not restrained. it does not immediately fall over. Very strong party: Increase the benefit from the personal storm to +5 and add a balloon grenadier In order to stop the ritual safely. anyone adjacent—except nearest balcony and leaps off. The fact that they missed the signs of corruption within their organization however. award each character 500 XP. Additionally. then the storm slowly shrinks. If the characters successfully stop the ritual before its completion. Not for resale. the characters find. he grants them Bloodwind keeps one third level slot available to escape one each. is of concern. Despite the practicality of the design. a destroyed tower. Examples include a fine far enough to escape or it is damaged. and the tower is not destroyed. it is exceptionally fragile. renders his wingwear beyond the point of repair. The Additionally. Note that doing enough damage to kill him also regardless of what form it takes. If they used all the potions of resistance. if the characters control the storm. 47 . the wingwear grants a flying speed of 30 feet until the wearer lands. his altitude drops by 5 feet. It does not go away entirely but it now only affects those living within a 50 mile radius of the monastery. kill him. monastery allows Bloodwind to glide for miles using the it takes the form of 5 platinum trade bars worth 100 gp wingwear—well enough to make good his escape. As before. it does allow for indefinite gliding. This wingwear does not allow Bloodwind to gain altitude. While it does not convey the ability of flight. Any balloon packs worn by grenadiers are recoverable. or a tower that is dangerously weakened none of these outcomes are upsetting to them. Bloodwind's Wingwear Bloodwind uses a suit of nonmagical wingwear of his own design. each. The Grandmaster offers each character a piece using the fly spell in case his wingwear does not take him of art from the monastery. though they must be recharged before they can be used. a lovely statue or even a barrels of an has the ability to fly. they need ranged attacks to stop or extraordinarily rare ale. Permission granted to print or photocopy this document for personal use only. the characters receive the other half of height of the tower coupled with the height of the Garwyl's reward upon returning to Mulmaster. If Bloodwind is slain while wearing the wingwear. If the characters manage to defeat the cultists without having the storm get out of control. At the end of each of the wearer's turns. Each item is worth 500 gp. Unless a character tapestry. If falling from height. The monastery either has a floating tower that acts as an elemental air beacon. Additionally. award each character an additional 500 XP. in the iron cage atop the lightning rod. it is irreparably damaged and becomes nonfunctional. a wand of lightning bolts. Characters should attempt to divide Name of Foe XP per Foe treasure evenly whenever possible. uncommon Each cultist compelled to confess 100 (max 300) This scroll contains a single sending spell. divided up Combat Awards amongst the party.900 permanent magic items. Otyugh 1. the rewards are points .000 experience points . 48 . See the sidebar if the adventure awards Frost giant 3. Give all characters in the party non- combat experience awards unless otherwise noted. listed per character. A description of this item can be Non-Combat Awards found in the Dungeon Master's Guide. The characters receive the following treasure. The minimum total award for each character participating in this adventure is 6. For non-combat experience .800 not their purchase price. Identifying the poisoner 300 Waking Mother Savahn 500 Find the poison in the wine cellar 300 Scroll. skyweaver 700 Knight 700 Cult fanatic 450 Wondrous item. Giant snow spider 200 Permanent magic items are divided according to a Winter wolf 700 system.800 Treasure Awards Air elemental 1. If more than one character is Dust mephit 100 Smoke mephit 50 interested in a specific consumable magic item.000 experience combat.300 Advance payment from Garwyl 500 Scout 100 Frost giant scrimshaw 250 Bugbear 200 Dead frost giant's purse 250 Bugbear chief 700 Argath's room 250 Thug 100 Brother Glavel's stash 250 Cultist 25 Cultists supplies 1500 / 750 Howling Hatred initiate 25 Grandmaster's Reward 500 per character Hurricane 450 Final reward from Garwyl 500 Balloon grenadier 450 Bloodwind. the DM Steam mephit 50 can determine who gets it randomly should the group be Will-o'-wisp 450 unable to decide.800 Item Name GP value Invisible stalker 2. Total up all combat experience earned for defeated foes. common Recue the villagers 100 A description of this item can be found in the Dungeon Ride the remorhaz 100 Master's Guide. Task or Accomplishment XP per Character Rescuing bystanders 300 Save the soldiers 100 Potion. Permission granted to print or photocopy this document for personal use only. The maximum total award for each character and divide by the number of characters present in the participating in this adventure is 8. Remorhaz hatchling 450 Young remorhaz 1. Umber hulk 1. rare Elemental anchor 450 This fine statuette has the appearance of a giant snowy owl when activated. Controlling the storm (tower intact) 500 Not for resale. Gold piece values Swarm of centipedes (insects) 100 listed for sellable gear are calculated at their selling price.800 Consumable magic items should be divided up Ice mephit 100 however the group sees fit. A description Each trap successfully disarmed 100 of spell scrolls can be found in the D&D Basic Rules or Stopping the ritual 500 the Dungeon Masters Guide. Permanent Magic Item Distribution D&D Adventurers League has a system in place to determine who is awarded permanent magic items at the end of a session. Each character’s logsheet contains a column to record permanent magic items for ease of reference. If there is a tie in the total number of permanent magic items owned by contesting characters. Each character receives ten downtime days at the conclusion of this adventure. and ten downtime days for running this session. rare (requires attunement) This slender rod of glass feels solid. Not for resale. If all the players at the table agree on one character taking possession of a permanent magic item.Wand. A description of this item can be found in the Dungeon Master’s Guide. In the event that one or more characters indicate an interest in possessing a permanent magic item. that character gets the item. Permission granted to print or photocopy this document for personal use only. 49 . but appears to have a constant storm of thunderclouds roiling within. the item’s owner is determined randomly by the DM. Emerald Enclave characters earn one additional renown point for meeting with Maarika and learning more about the looming threat. 400 gp. You receive 800 XP. the character that possesses the fewest permanent magic items gets the item. All faction members earn one renown point for participating in this adventure. Hit: 7 (1d8 + 3) bludgeoning damage plus 4 (1d8) piercing damage.800 XP) versa. Tentacle. and the swarm can move through any opening large enough for a Tiny insect. Melee Weapon Attack: +3 to hit. Permission granted to print or photocopy this document for personal use only... On a successful save. Hit: 10 (4d4) piercing damage. Every 24 hours that elapse. it must succeed on a DC 15 Constitution saving throw against disease or become poisoned until the disease is cured. neutral STR DEX CON INT WIS CHA Armor Class 14 (natural armor) 3 (−4) 13 (+1) 10 (+0) 1 (−5) 7 (−2) 1 (−5) Hit Points 114 (12d10 + 48) Speed 30 ft. passive Perception 8 Languages — Saving Throws Con +7 Challenge 1/2 (100 XP) Senses darkvision 120 ft. slashing Condition Immunities charmed.. each of which can grapple one target. Melee Weapon Attack: +6 to hit. The otyugh can magically transmit simple gain temporary hit points. This reduction to the target’s hit point maximum lasts until the disease is cured. messages and images to any creature within 120 feet of it that can understand a language. The swarm can occupy another creature’s space and vice Challenge 5 (1. reach 10 ft. Bites. The target dies if the disease reduces its hit point maximum to 0. passive Perception 11 Languages Otyugh Swarm. Large aberration. reducing its hit point maximum by 5 (1d10) on a failure. it is grappled (escape DC 13) and restrained until the grapple ends. unaligned Armor Class 12 (natural armor) Hit Points 22 (5d8) Speed 20 ft. reach 5 ft. Medium swarm of Tiny beasts. one target in the swarm’s space. The otyugh slams creatures grappled by it into each other or a solid surface. The otyugh has two tentacles. piercing. Not for resale. stunned 16 (+3) 11 (+0) 19 (+4) 6 (−2) 13 (+1) 6 (−2) Senses blindsight 10 ft. 50 .. Tentacle Slam. Multiattack. The otyugh makes three attacks: one with its bite and two with its tentacles. STR DEX CON INT WIS CHA prone.. If the target is a creature. The swarm can’t regain hit points or Limited Telepathy. Melee Weapon Attack: +6 to hit. one target. the target takes half the bludgeoning damage and isn’t stunned. Each creature must succeed on a DC 14 Strength saving throw or take 10 (2d6 + 3) bludgeoning damage and be stunned until the end of the otyugh’s next turn. petrified. frightened. the target must repeat the saving throw. Hit: 12 (2d8 + 3) piercing damage.. Bite. The disease is cured on a success. climb 20 ft. paralyzed. reach 0 ft. If the target is Medium or smaller. Damage Resistances bludgeoning. This form of telepathy doesn’t allow Actions the receiving creature to telepathically respond. or 5 (2d4) Actions piercing damage if the swarm has half of its hit points or fewer. one target. restrained. 20-foot radius and dim light for an additional number of feet Hit: 7 (1d8 + 3) piercing damage. poisoned. Permission granted to print or photocopy this document for personal use only. Melee Spell Attack: +4 to hit. passive Perception 12 Ice Walk. The will-o’-wisp and its light magically become As an action. The will-o’-wisp can’t wear or carry anything. unconscious Senses darkvision 120 ft. chaotic evil Armor Class 14 (natural armor) Armor Class 19 Hit Points 26 (4d10 + 4) Hit Points 22 (9d4) Speed 30 ft. It takes 5 (1d10) force damage if it ends its turn inside an object.. If the poison damage reduces the target to 0 hit points.. one creature. The spider ignores movement restrictions caused Incorporeal Movement.Large beast. reach 5 ft. taking 9 (2d8) poison damage on a as a bonus action. necrotic. the will-o’-wisp can target one Spider Climb. Ephemeral. The will-o’-wisp can move through other by webbing. one creature. one creature. reach 5 ft. and psychic damage). passive Perception 10 bludgeoning. without needing to make an ability still alive. Additionally. As a bonus action. Consume Life. poison Damage Resistances cold Damage Resistances acid. poison.. location of any other creature in contact with the same web. Melee Weapon Attack: +5 to hit. paralyzed. Senses blindsight 10 ft. the target is stable but poisoned for 1 hour. Hit: 9 (2d8) lightning damage. Actions and is paralyzed while poisoned in this way. failed save.. Not for resale. Hit: The target is restrained by webbing. vulnerability to fire damage. 51 . the will- Web Sense. the spider knows the exact o’-wisp regains 10 (3d6) hit points. restrained. including creature it can see within 5 feet of it that has 0 hit points and is upside down on ceilings. Shock. The webbing can also concentration ends (as if concentrating on a spell). The spider can move across and climb icy surfaces Languages the languages it knew in life without needing to make an ability check. the restrained target can make a DC 12 Strength invisible until it attacks or uses its Life Drain. piercing. saving throw against this magic or die. Speed 0 ft.. or half as much damage on a successful one. The target must succeed on a DC 10 Constitution check. While in contact with a web. grappled. difficult Challenge 2 (450 XP) terrain composed of ice or snow doesn’t cost it extra movement. cold. fly 50 ft.to Bite.. or until its check. hp 5. range 30/60 ft. Actions Variable Illumination. If the target dies. darkvision 60 ft. Web (Recharge 5–6). bursting the webbing on a success. thunder. be attacked and destroyed (AC 10. The will-o’-wisp can alter the radius 11 Constitution saving throw. The spider can climb difficult surfaces. Challenge 1 (200 XP) prone. immunity to bludgeoning. Web Walker. even after regaining hit points. Invisibility. unaligned Tiny undead. Ranged Weapon Attack: +5 to hit. (hover) STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA 14 (+2) 16 (+3) 12 (+1) 2 (−4) 11 (+0) 4 (−3) 1 (−5) 28 (+9) 10 (+0) 13 (+1) 14 (+2) 11 (+0) Skills Stealth +7 Damage Immunities lightning.. and the target must make a DC equal to the chosen radius. fire. and slashing from nonmagical weapons Languages — Condition Immunities exhaustion. creatures and objects as if they were difficult terrain. climb 30 ft. The will-o’-wisp sheds bright light in a 5.. fire Languages Umber Hulk Damage Immunities cold. The mephit can innately cast fog Unless surprised. While the mephit remains motionless.. If the creature looks at the umber hulk in Actions the meantime. poison Challenge 5 (1. one target. Stealth +3 passive Perception 10 Damage Vulnerabilities bludgeoning. The mephit exhales a 15-foot cone of cold air. The umber hulk makes three attacks: two with its claws and one with its mandibles. melee attack against a random creature. requiring no material components. the creature makes one indistinguishable from an ordinary shard of ice. Claw. it explodes in a burst of On a failed saving throw. taking 4 (1d8) slashing damage on a during that turn. tremorsense 60 ft. the creature takes no action but uses all its movement to False Appearance.. When the mephit dies.. Hit: 9 (1d8 + 5) slashing damage.. 8-foot-high tunnel in its wake. it is move in a random direction. the Challenge 1/2 (100 XP) umber hulk can magically force it to make a DC 15 Charisma saving throw. When a creature starts its turn within 30 feet of Languages Aquan. taking 5 (2d4) cold damage on a failed Actions save.800 XP) Condition Immunities poisoned Senses darkvision 60 ft. Each creature within 5 feet of it must make a DC 10 the start of its next turn and rolls a d8 to determine what it does Dexterity saving throw. Tunneler. or it does nothing if no creature is within reach. On a 5 failed save. or 6. neutral evil Armor Class 18 (natural armor) Armor Class 11 Hit Points 93 (11d10 + 33) Hit Points 21 (6d6) Speed 30 ft. Melee Weapon Attack: +8 to hit. one creature. fly 30 ft. Not for resale. when it can avert its eyes again.. the creature can’t take reactions until jagged ice. a creature can avert its eyes to avoid the cloud. Skills Perception +2. passive Perception 12 Confusing Gaze. it must immediately make the save. The umber hulk can burrow through solid rock at half Hit: 3 (1d4 + 1) slashing damage plus 2 (1d4) cold damage. the creature does nothing. or half as much damage on a successful one. On a 7 or 8. Auran the umber hulk and is able to see the umber hulk’s eyes.. Its innate spellcasting saving throw at the start of its turn. burrow 20 ft. Frost Breath (Recharge 6). it ability is Charisma. 52 . unless the umber hulk is incapacitated. Melee Weapon Attack: +3 to hit. Permission granted to print or photocopy this document for personal use only. Multiattack. or half as much damage on a successful one. STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA 20 (+5) 13 (+1) 16 (+3) 9 (−1) 10 (+0) 10 (+0) 7 (−2) 13 (+1) 10 (+0) 9 (−1) 11 (+0) 12 (+1) Senses darkvision 120 ft.Large monstrosity. If the creature does so. Claws. On a 1 to 4. reach 5 ft. Speed 30 ft. reach 5 ft. its burrowing speed and leaves a 5 foot-wide. Each creature in that area must succeed on a DC 10 Dexterity saving throw. Innate Spellcasting (1/Day). can’t see the umber hulk until the start of its next turn. chaotic evil Small elemental. Death Burst.. neutral evil Languages Yeti Challenge 3 (700 XP) Armor Class 13 (natural armor) Hit Points 75 (10d10 + 20) Fear of Fire. reach 5 ft. range 60/240 ft. Stealth +3 Damage Immunities cold Senses darkvision 60 ft. reach 10 ft. one target.. one target. Stealth +3 Snow Camouflage. Each creature in that area must make a DC 12 Dexterity saving throw. Claw. the target is immune to the Chilling Gaze of all 11 (2d6 + 4) piercing damage. Huge giant. creature if at least one of the wolf’s allies is within 5 feet of the Chilling Gaze. If the target can see the yeti.. Armor Class 12 (natural armor) Hit Points 51 (6d10 + 18) Hit: 25 (3d12 + 6) slashing damage. The yeti has advantage on Dexterity (Stealth) Damage Immunities cold checks made to hide in snowy terrain. If the target is a creature. one target. The wolf has advantage on Dexterity (Stealth) a DC 13 Constitution saving throw against this magic or take 10 checks made to hide in snowy terrain. Hit: effect ends on it. Ranged Weapon Attack: +9 to hit. Permission granted to print or photocopy this document for personal use only. attack rolls and ability checks until the end of its next turn. Greataxe. 53 . Hit: 28 (4d10 + 6) bludgeoning damage. The yeti can use its Chilling Gaze and makes two Keen Hearing and Smell. The yeti has advantage on Wisdom (Perception) 18 (+4) 13 (+1) 14 (+2) 7 (−2) 12 (+1) 8 (−1) checks that rely on smell. one target. Cha +4 Skills Athletics +9. Rock. unless it is immune to cold damage. Hit: Pack Tactics. feet of it. Perception +3 Damage Immunities cold Senses passive Perception 13 Languages Giant Challenge 8 (3. Melee Weapon Attack: +6 to hit... If the target’s saving throw is successful. The target can repeat the saving throw at the end of each of its turns. it must yetis (but not abominable yetis) for 1 hour. Skills Perception +5. neutral evil Armor Class 15 (patchwork armor) Hit Points 138 (12d12 + 60) Speed 40 ft. Giant. STR DEX CON INT WIS CHA 23 (+6) 9 (−1) 21 (+5) 9 (−1) 10 (+0) 12 (+1) Saving Throws Con +8. Winter Wolf Actions Challenge 3 (700 XP) Multiattack. The wolf exhales a blast of freezing wind in a 15-foot cone. it has disadvantage on Speed 50 ft. or if the Bite. STR DEX CON INT WIS CHA Keen Smell.900 XP) Not for resale. Melee Weapon Attack: +9 to hit. The wolf has advantage on an attack roll against a 7 (1d6 + 4) slashing damage plus 3 (1d6) cold damage. chaotic evil Multiattack. Actions Large monstrosity. (3d6) cold damage and then be paralyzed for 1 minute.. Speed 40 ft. If the yeti takes fire damage. passive Perception 13 Large monstrosity. taking 18 (4d8) cold damage on a failed save. STR DEX CON INT WIS CHA 18 (+4) 13 (+1) 16 (+3) 8 (−1) 12 (+1) 7 (−2) Skills Perception +3. ending the effect on itself on Actions a success. (Perception) checks that rely on hearing or smell. the target must succeed on Snow Camouflage. The wolf has advantage on Wisdom claw attacks. Melee Weapon Attack: +6 to hit. or half as much damage on a successful one. reach 5 ft. climb 40 ft. Senses passive Perception 15 Languages Common. The giant makes two greataxe attacks.. succeed on a DC 14 Strength saving throw or be knocked prone. Wis +3. Cold Breath (Recharge 5–6). The yeti targets one creature it can see within 30 creature and the ally isn’t incapacitated. Large beast, unaligned Medium monstrosity, unaligned Armor Class 12 (natural armor) Armor Class 12 (natural armor) Hit Points 42 (5d10 + 15) Hit Points 45 (6d8 + 18) Speed 40 ft., swim 30 ft. Speed 30 ft., burrow 20 ft. STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA 20 (+5) 10 (+0) 16 (+3) 2 (−4) 13 (+1) 7 (−2) 16 (+3) 13 (+1) 16 (+3) 3 (−4) 10 (+0) 4 (−3) Skills Perception +3 Damage Immunities cold, fire Senses passive Perception 13 Senses darkvision 60 ft., tremorsense 60 ft., Languages — passive Perception 10 Challenge 2 (450 XP) Languages — Challenge 2 (450 XP) Keen Smell. The bear has advantage on Wisdom (Perception) checks that rely on smell. Heated Body. A creature that touches the remorhaz or hits it with a melee attack while within 5 feet of it takes 3 (1d6) fire damage. Actions Multiattack. The bear makes two attacks: one with its bite and Actions one with its claws. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage plus 3 (1d6) fire damage. Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) piercing damage. Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: Large monstrosity, unaligned 12 (2d6 + 5) slashing damage. Armor Class 14 (natural armor) Hit Points 93 (11d10 + 33) Speed 30 ft., burrow 20 ft. Medium beast, unaligned STR DEX CON INT WIS CHA 18 (+4) 13 (+1) 17 (+3) 3 (−4) 10 (+0) 4 (−3) Armor Class 11 (natural armor) Hit Points 19 (3d8 + 6) Damage Immunities cold, fire Speed 40 ft., climb 30 ft. Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 10 STR DEX CON INT WIS CHA Languages — 15 (+2) 10 (+0) 14 (+2) 2 (−4) 12 (+1) 7 (−2) Challenge 5 (1,800 XP) Skills Perception +3 Heated Body. A creature that touches the remorhaz or hits it with Senses passive Perception 13 a melee attack while within 5 feet of it takes 7 (2d6) fire damage. Languages — Challenge 1/2 (100 XP) Actions Keen Smell. The bear has advantage on Wisdom (Perception) Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: checks that rely on smell. 20 (3d10 + 4) piercing damage plus 7 (2d6) fire damage. Actions Multiattack. The bear makes two attacks: one with its bite and one with its claws. Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) slashing damage. Not for resale. Permission granted to print or photocopy this document for personal use only. 54 Invisibility. The stalker is invisible. Large elemental, neutral Faultless Tracker. The stalker is given a quarry by its summoner. The stalker knows the direction and distance to its quarry as long Armor Class 15 as the two of them are on the same plane of existence. The Hit Points 90 (12d10 + 24) stalker also knows the location of its summoner. Speed 0 ft., fly 90 ft. (hover) Actions STR DEX CON INT WIS CHA Multiattack. The stalker makes two slam attacks. 14 (+2) 20 (+5) 14 (+2) 6 (−2) 10 (+0) 6 (−2) Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: Damage Resistances lightning, thunder; bludgeoning, piercing, 10 (2d6 + 3) bludgeoning damage. and slashing from nonmagical weapons Damage Immunities poison Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious Senses darkvision 60 ft., passive Perception 10 Languages Auran Medium humanoid (any race), any non-good alignment Challenge 5 (1,800 XP) Armor Class 11 (leather armor) Air Form. The elemental can enter a hostile creature’s space and Hit Points 32 (5d8 + 10) stop there. It can move through a space as narrow as 1 inch wide Speed 30 ft. without squeezing. STR DEX CON INT WIS CHA 15 (+2) 11 (+0) 14 (+2) 10 (+0) 10 (+0) 11 (+0) Actions Multiattack. The elemental makes two slam attacks. Skills Intimidation +2 Senses passive Perception 10 Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: Languages any one language (usually Common) 14 (2d8 + 5) bludgeoning damage. Challenge 1/2 (100 XP) Whirlwind (Recharge 4–6). Each creature in the elemental’s space must make a DC 13 Strength saving throw. On a failure, a target Pack Tactics. The thug has advantage on an attack roll against a takes 15 (3d8 + 2) bludgeoning damage and is flung up 20 feet creature if at least one of the thug’s allies is within 5 feet of the away from the elemental in a random direction and knocked creature and the ally isn’t incapacitated. prone. If a thrown target strikes an object, such as a wall or floor, the target takes 3 (1d6) bludgeoning damage for every 10 feet it Actions was thrown. If the target is thrown at another creature, that Multiattack. The thug makes two melee attacks. creature must succeed on a DC 13 Dexterity saving throw or take the same damage and be knocked prone. If the saving throw is Mace. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. successful, the target takes half the bludgeoning damage and Hit: 5 (1d6 + 2) bludgeoning damage. isn’t flung away or knocked prone. Heavy Crossbow. Ranged Weapon Attack: +2 to hit, range 100/400 ft., one target. Hit: 5 (1d10) piercing damage. Medium elemental, neutral Armor Class 14 Hit Points 104 (16d8 + 32) Speed 50 ft., fly 50 ft. (hover) STR DEX CON INT WIS CHA 16 (+3) 19 (+4) 14 (+2) 10 (+0) 15 (+2) 11 (+0) Skills Perception +8, Stealth +10 Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons Damage Immunities poison Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious Senses darkvision 60 ft., passive Perception 18 Languages Auran, understands Common but doesn’t speak it Challenge 6 (2,300 XP) Not for resale. Permission granted to print or photocopy this document for personal use only. 55 Morningstar. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage. Medium humanoid (goblinoid), chaotic evil Javelin. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or Armor Class 16 (hide armor, shield) range 30/120 ft., one target. Hit: 10 (2d6 + 3) piercing damage in Hit Points 27 (5d8 + 5) melee or 6 (1d6 + 3) piercing damage at range. Speed 30 ft. STR DEX CON INT WIS CHA 15 (+2) 14 (+2) 13 (+1) 8 (−1) 11 (+0) 9 (−1) Medium humanoid (any race), any alignment Skills Stealth +6, Survival +2 Senses darkvision 60 ft., passive Perception 10 Armor Class 13 (leather armor) Languages Common, Goblin Hit Points 16 (3d8 + 3) Challenge 1 (200 XP) Speed 30 ft. Brute. A melee weapon deals one extra die of its damage when STR DEX CON INT WIS CHA the bugbear hits with it (included in the attack). 11 (+0) 14 (+2) 12 (+1) 11 (+0) 13 (+1) 11 (+0) Surprise Attack. If the bugbear surprises a creature and hits it Skills Nature +4, Perception +5, Stealth +6, Survival +5 with an attack during the first round of combat, the target takes Senses passive Perception 15 an extra 7 (2d6) damage from the attack. Languages any one language (usually Common) Challenge 1/2 (100 XP) Actions Morningstar. Melee Weapon Attack: +4 to hit, reach 5 ft., one Keen Hearing and Sight. The scout has advantage on Wisdom target. Hit: 11 (2d8 + 2) piercing damage. (Perception) checks that rely on hearing or sight. Javelin. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or Actions range 30/120 ft., one target. Hit: 9 (2d6 + 2) piercing damage in melee or 5 (1d6 + 2) piercing damage at range. Multiattack. The scout makes two melee attacks or two ranged attacks. Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. Medium humanoid (goblinoid), chaotic evil Longbow. Ranged Weapon Attack: +4 to hit, ranged 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage. Armor Class 17 (chain shirt, shield) Hit Points 65 (10d8 + 20) Speed 30 ft. STR DEX CON INT WIS CHA Medium humanoid (any race), any non-good alignment 17 (+3) 14 (+2) 14 (+2) 11 (+0) 12 (+1) 11 (+0) Armor Class 12 (leather armor) Skills Intimidation +2, Stealth +6, Survival +3 Hit Points 9 (2d8) Senses darkvision 60 ft., passive Perception 11 Speed 30 ft. Languages Common, Goblin Challenge 3 (700 XP) STR DEX CON INT WIS CHA 11 (+0) 12 (+1) 10 (+0) 10 (+0) 11 (+0) 10 (+0) Brute. A melee weapon deals one extra die of its damage when the bugbear hits with it (included in the attack). Skills Deception +2, Religion +2 Senses passive Perception 10 Heart of Hruggek. The bugbear has advantage on saving throws Languages any one language (usually Common) against being charmed, frightened, paralyzed, poisoned, Challenge 1/8 (25 XP) stunned, or put to sleep. Surprise Attack. If the bugbear surprises a creature and hits it Dark Devotion. The cultist has advantage on saving throws with an attack during the first round of combat, the target takes against being charmed or frightened. an extra 7 (2d6) damage from the attack. Actions Actions Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., one Multiattack. The bugbear makes two melee attacks. creature. Hit: 4 (1d6 + 1) slashing damage. Not for resale. Permission granted to print or photocopy this document for personal use only. 56 .. Melee Weapon Attack: +5 to hit. Armor Class 14 (leather armor) The fanatic has the following cleric spells prepared: Hit Points 33 (6d8 + 6) Speed 30 ft. sacred flame. or Medium humanoid (human). Heavy Crossbow. The fanatic is a 4th-level spellcaster. The target must also make a DC 13 Constitution saving Senses passive Perception 10 Languages any one language (usually Common) throw or be poisoned for 1 minute. Greatsword. For 1 minute. A creature can Hit Points 33 (6d8 + 6) benefit from only one Leadership die at a time. reach 5 ft. one target. shield of faith STR DEX CON INT WIS CHA 2nd level (3 slots): hold person. Each creature within 5 feet must make a DC 13 Dexterity saving throw or take 9 (2d8) piercing damage poison Saving Throws Con +4. +3 to hit with spell attacks). Senses passive Perception 14 Dagger. Not for resale. Wis +2 damage. range 100/400 ft. reach 5 ft. STR DEX CON INT WIS CHA 11 (+0) 14 (+2) 12 (+1) 10 (+0) 13 (+1) 14 (+2) Reactions Parry. If successful. misses the grenadier can make a second attack against a target within range (original target included). the knight can utter a special command or warning whenever a Medium humanoid (any race). thaumaturgy 1st level (4 slots): command. Cantrips (at will): light. spiritual weapon 11 (+0) 16 (+3) 12 (+1) 11 (+0) 14 (+2) 13 (+1) Actions Saving Throws Dex +5 (+10 in balloon basket) Skills Perception +4 Multiattack. neutral evil ranged 20/60 ft. Its spellcasting ability is Wisdom (spell save DC 11. any non-good alignment nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. the knight must see the attacker and be Senses passive Perception 10 wielding a melee weapon.. To do so. The knight makes two melee attacks. Languages any one language (usually Common) Challenge 2 (450 XP) Dark Devotion. Hit: 5 (1d4 + 3) bludgeoning damage. Challenge 2 (450 XP) Actions Dagger. Hit: 5 (1d4 + 3) piercing damage. Brave. Religion +2 would hit it. The fanatic has advantage on saving throws against being charmed or frightened.. inflict wounds. one target. The knight has advantage on saving throws against being frightened. one target. target 16 (+3) 11 (+0) 14 (+2) 11 (+0) 11 (+0) 15 (+2) one square. Permission granted to print or photocopy this document for personal use only. Ranged Weapon Attack: +2 to hit. This effect ends if Speed 30 ft. Actions Multiattack. The creature can add a d4 to its roll Armor Class 13 (leather armor) provided it can hear and understand the knight. Hit: 5 (1d10) piercing damage. Melee or Ranged Weapon Attack: +5 to hit. Hit Points 52 (8d8 + 16) one target. Hit: 10 (2d6 + 3) slashing damage. Medium humanoid (human). The fanatic makes two melee attacks.. or Languages Common range 20/60 ft. ranged 20/60 ft. Hit: 4 (1d4 + 2) piercing damage. Leadership (Recharges after a Short or Long Rest). Melee or Ranged Weapon Attack: +4 to hit.. 57 . one creature. the knight is incapacitated. reach 5 ft. Ranged Weapon Attack: +5 to hit. Armor Class 18 (plate) Boomerang. Ranged Weapon Attack: range 80 ft. the target takes Challenge 3 (700 XP) half damage. The knight adds 2 to its AC against one melee attack that Skills Deception +4. Persuasion +4. chaotic evil Spellcasting. If the attack Speed 30 ft. STR DEX CON INT WIS CHA Toxic Gas Grenade. its AC includes its Wisdom modifier. Each creature in that area must succeed on a DC 10 Dexterity saving throw or be blinded for 1 minute. Terran Challenge 1/2 (100 XP) Medium humanoid (human). While the hurricane is wearing no armor and wielding no shield. 58 . reach 5 ft. +3 to hit with spell attacks). Hit: 4 (1d4 + 2) piercing damage. it reduces the damage from the attack by 1d10 + 9. prestidigitation creature can repeat the saving throw at the end of each of its 1st level (4 slots): feather fall. ending the effect on itself on a success. Melee Weapon Attack: +4 to hit. requiring no material components.. neutral evil Guiding Wind (Recharges after a Short or Long Rest). Permission granted to print or photocopy this document for personal use only. Spellcasting. 2nd level (2 slots): gust of wind Unarmored Defense.. The initiate can hold its breath for 30 minutes. fly 30 ft. its walking speed increases by 15 feet (included in its speed). neutral evil Armor Class 13 (leather) Reactions Hit Points 9 (2d8) Deflect Missiles. reach 5 ft. Melee Weapon Attack: +5 to hit. reach 5 ft. the initiate gains advantage on the next ranged attack roll Hit Points 17 (5d6) it makes before the end of its next turn. lawful evil Armor Class 14 Death Burst. Stealth +4 range 20/60 ft. While the hurricane is wearing no armor and wielding no shield. Speed 30 ft. Its Hit: 4 (1d4 + 2) slashing damage. jump. When the hurricane is hit by a ranged weapon Speed 30 ft. spellcasting ability is Wisdom (spell save DC 11. the hurricane can catch the missile if it STR DEX CON INT WIS CHA is small enough to hold in one hand and the hurricane has at 10 (+0) 15 (+2) 10 (+0) 10 (+0) 9 (−1) 11 (+0) least one hand free. Hit: 6 (1d6 + 3) bludgeoning damage. one target. The mephit exhales a 15-foot cone asterisked spell is from appendix B): of blinding dust. When the mephit dies.. or Skills Perception +2. Stealth +4 Senses passive Perception 9 Languages Common Challenge 1/8 (25 XP) Small elemental. If the damage is reduced to 0. A blinded creature can repeat the saving throw on each of its turns. Actions Multiattack. 10 Constitution saving throw or be blinded for 1 minute. Damage Vulnerabilities fire Damage Immunities poison Condition Immunities poisoned Senses darkvision 60 ft. Hold Breath. it explodes in a burst of Hit Points 33 (6d8 + 6) dust.. It knows the following sorcerer spells (an Blinding Breath (Recharge 6). one target. Unarmored Movement. STR DEX CON INT WIS CHA 5 (−3) 14 (+2) 10 (+0) 9 (−1) 11 (+0) 10 (+0) Actions Dagger.* light.. Each creature within 5 feet of it must then succeed on a DC Speed 45 ft. thunderwave turns. one creature. passive Perception 12 Languages Auran. The hurricane is a 3rd-level spellcaster. STR DEX CON INT WIS CHA ending the effect on itself on a success. attack. Melee or Ranged Weapon Attack: +4 to hit. Unarmed Strike. Medium humanoid (human). Not for resale. The hurricane makes two melee attacks. As a bonus Armor Class 12 action. gust. 12 (+1) 16 (+3) 13 (+1) 10 (+0) 12 (+1) 10 (+0) Innate Spellcasting (1/Day). Religion +2. The mephit can innately cast sleep. Skills Deception +2. Senses passive Perception 11 Languages Auran. Common Challenge 2 (450 XP) Actions Claws. A Cantrips (at will): blade ward. Its innate spellcasting ability Skills Acrobatics +5 is Charisma. The mephit can innately cast dancing Senses passive Perception 10 lights. it leaves behind a cloud of smoke that fills a 5-foot-radius sphere centered on its space. The mephit exhales a 15-foot cone of Cantrips (at will): blade ward. Ignan Armor Class 12 (15 with mage armor) Challenge 1/4 (50 XP) Hit Points 44 (8d8 + 8) Speed 30 ft. lightning bolt Actions Dagger. spell attacks). Actions Small elemental. or Small elemental. Skills Deception +5. Persuasion +5 Innate Spellcasting (1/Day). Each creature in that area must succeed on a DC 1st level (4 slots): feather fall. invisibility mephit’s next turn. chaotic evil Senses darkvision 60 ft. which 8 (−1) 14 (+2) 12 (+1) 11 (+0) 10 (+0) 16 (+3) otherwise lasts for 1 minute. passive Perception 10 Languages Aquan. witch bolt 10 Dexterity saving throw or be blinded until the end of the 2nd level (3 slots): gust of wind.. The mephit exhales a 15-foot cone of Speed 30 ft. light. message. 59 . Melee Weapon Attack: +4 to hit. Stealth +4 Damage Immunities fire. reach 5 ft. When the mephit dies. fly 30 ft. poison Condition Immunities poisoned Medium humanoid (human). Challenge 3 (700 XP) Actions Spellcasting. or half as much damage on a successful one. STR DEX CON INT WIS CHA 5 (−3) 11 (+0) 10 (+0) 11 (+0) 10 (+0) 12 (+1) Damage Immunities fire. taking 4 (1d8) fire damage on a failed STR DEX CON INT WIS CHA save. shocking grasp smoldering ash.. Each creature in that area must succeed on a DC 10 Dexterity saving throw. When the mephit dies.. The STR DEX CON INT WIS CHA sphere is heavily obscured. Its innate spellcasting ability is Charisma. Common ability is Charisma. fly 30 ft. ray of frost. 6 (−2) 14 (+2) 12 (+1) 10 (+0) 10 (+0) 11 (+0) Skills Perception +2. requiring no material components. The mephit can innately cast blur. Not for resale. Ignan Challenge 1/4 (50 XP) Death Burst.. reach 5 ft. It knows the following sorcerer spells: Cinder Breath (Recharge 6). it explodes in a cloud of steam. requiring no material components. Armor Class 10 Hit Points 21 (6d6) Speed 30 ft. poison Condition Immunities poisoned Senses darkvision 60 ft. Hit: 3 (1d4 + 1) piercing damage. Wind disperses the cloud. passive Perception 12 Languages Auran. Death Burst. Its innate spellcasting Languages Auran. one creature. Melee Weapon Attack: +2 to hit. Hit: 2 (1d4) slashing damage plus 2 (1d4) fire damage. neutral evil range 20/60 ft. 3rd level (3 slots): fly. neutral evil Claws. one target. Innate Spellcasting (1/Day). The skyweaver is an 6th-level spellcaster. mage armor. Permission granted to print or photocopy this document for personal use only. reach 5 ft. spellcasting ability is Charisma (spell save DC 13. scalding steam.. Its Claws. Armor Class 12 Hit Points 22 (5d6 + 5) Steam Breath (Recharge 6).. Melee or Ranged Weapon Attack: +4 to hit. Each creature within 5 feet of the mephit must succeed on a DC 10 Dexterity saving throw or take 4 (1d8) fire damage. one creature.. +5 to hit with Hit: 4 (1d4 + 2) slashing damage. Boomerang. The elemental anchors are surrounded by swirling elemental energy.Medium humanoid (air genasi). chaotic evil Armor Class 14 (leather armor) Hit Points 33 (6d8 + 6) Speed 30 ft. 60 . one target. Reactions Whirlwind Rush. when missed by an attack. The elemental anchor makes two shortsword attacks or two ranged attacks. Storm Lash. Mingle with the Wind. On the first miss the anchor can make an attack roll against another target within range including the original target. Not for resale. Hit: 5 (1d4 + 3) bludgeoning damage. thunder Senses passive Perception 14 Languages Common Challenge 2 (450 XP) Personal Storm. range 20/60 ft. Actions Multiattack. STR DEX CON INT WIS CHA 15 (+2) 16 (+3) 12 (+1) 11 (+0) 14 (+2) 13 (+1) Saving Throws Dex +5 Skills Perception +4 Damage Resistances acid.. Unleashed Storm. Melee Weapon Attack: +6 to hit. This energy provides resistance versus elemental attacks and +3 to AC against ranged attacks. reach 5 ft. The anchor must end this movement adjacent to another creature. cold. Hit: 5 (1d6 + 2) piercing damage. but becoming part of the ritual. lightning. Once per encounter the elemental anchor can cast the levitate spell requiring no material components. Shortsword. When an elemental anchor's hit points are reduced to 0 or lower the personal storm is disrupted. A character adjacent to the elemental anchor can spend their reaction to become the new eye of the personal storm. gaining the benefits.. Any creature that hits an elemental anchor with a melee attack causes an energy discharge and takes 3 (1d10) lightning damage. fire. Ranged Weapon Attack: +8 to hit. one target. the elemental anchor can move up to 30 feet without provoking attacks of opportunity. Once per encounter. Permission granted to print or photocopy this document for personal use only. Approximate locations for encounters in Part 1a. Not for resale. Permission granted to print or photocopy this document for personal use only. 61 . Permission granted to print or photocopy this document for personal use only. 62 .Not for resale. 63 . Permission granted to print or photocopy this document for personal use only.Not for resale. 64 .Not for resale. Permission granted to print or photocopy this document for personal use only. Permission granted to print or photocopy this document for personal use only. 65 .(The letter is unsigned) Not for resale. Female human directs the retire. Knight Commander Tace Blueshield (TAYSE). cook. Zor Garwyl Gos (GAR-will GOSS). Needs to Sister Avilda (UH-fill-duh). Male dwarf. Mistress of the East Wind (suh-VAN). Female frost giant druid. Male human. well as the cult treasurer and main diplomat of the Monastery. stationed at the Dancing Orc. Second highest ranked monk in the Order of the the hospital Chisel assisting during the incapacitation of Savahn. Female Halfling. Male human librarian who Mother Savahn. Male human. member of the cult. He is a member of the Order of the Rose. Male human oversees the Order of the Scroll the kitchens Mother Amra. Cook. member of cult. Leads the Order of the Rose of the relics and maintaining the chapel of Ilmater Father Hern aka The Doorkeeper. Female human. Howling Hatred. leader of the ritual Mother Alethra (uh-LETH-ruh). Male human oversees half-elf. Male human wine master and monastery. Human female. Mival (MIH-vull). librarian and monk who is also a member of the cult. Brother Santir (SAN-teer). Leads Brother Borovik (BORE-oh-vik). aided cult scholars and altered The Grandmaster of Flowers. member keeps Mother Savahn incapacitated of the cult. highest ranking Sister Olara (OH-lar-uh).This section is provided to the Dungeon Master to help keep track of the various NPCs present in the adventure. is assigned primarily responsibility is as a liaison between guests as the characters guide when they first enter the and the rest of the Monastery. Female human. Brother Glavel (GLAH-vull). His Natali (NAT-uh-lee). recording of genealogies Mother Wydda (WHY-duh). Male human. She DDEX2-6. Male human. Permission granted to print or photocopy this document for personal use only. Female human in charge of poisons the characters the Library Brother Ovon (oh-VONN). as leads the Order of the Chisel and is the quartermaster. Female Brother Durmas (DOOR-mah). In charge of the Monasteries defenses. likes to talk. member of the cult that makes the cordial that Mother Synilla (sin-ILL-uh). Grandfather Perwinkle books Shin (PEAR-ee-wink-kull SHIN). Male human. currently incapacitated. Mother Lorit (loo-REET). Male human. participated in Mother Savahn's "accident" Father Aseir (uh-SEAR). Female human novice. Not for resale. managing the guest monastery as guests. Male human skyweaver of the Cult of Female dwarf. formerly of Phlan lives on the glacier near the Monastery of the Yellow Lana (LAH-nuh). 66 . the abbot of the Monastery. family are hostages Marrika (muh-REE-kuh). Male half-elf. Female human. quarters and keeping guests entertained. Corporal Segor (SAY-gore). artisans Father Nym (NIMM). monk of Ilmater from Rose the Monastery of the Yellow Rose Sister Chouror Marista (CHORE-rur muh-RE-stuh). contact of the Order of the Gauntlet Bloodwind. agent of the Emerald Enclave Dornal Whitebeard (DORE-null). providing funds and village of Tomrav payment for adventurers Zern Xerkstil (SERN ZERK-shtill). hermit monk of Ilmater gregarious. Male human In charge of the and is in charge of repairs to the tower. Mistress of Stone (AM-ruh). targeted by the in library cultists to insure the Tower can be isolated from the Brother Xern (SHERN). Male half-orc. appeared in Mother Rosinden (ROSE-in-din). In charge Father Blath. Lords Alliance contact. assigned to guide characters while they are Female human. Male human. Female human monk of Ilmater currently located in the appeared in other adventures. Female human. Lysander Il’Argad (LIE-sayn-deer ILL-are-gahd). but he does recognize it. Permission granted to print or photocopy this document for personal use only. 67 . Female halfling merchant. Male moon elf agent for one Damaran noble or another. She is here with two human teamsters. Auran is not one of those languages. He speaks a remarkable number of languages. Grim. Male human sage. Ditriv Starkdale (DEE-treef). Not for resale.Adisha Brombottle (A-dih-shu). blunt and only interested in his own research. Not for resale. please show your players this page. please tell them to head to dndadventurersleague. The QR code below can be scanned. Permission granted to print or photocopy this document for personal use only. and will allow them to give feedback and results on the adventure to influence the storyline in the future! If a player does not have a mobile device.If you are DMing this adventure during the months of May or June 2015.org/results to enter their results. 68 .
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