Jasmine shakes her head and steps away from the Teleportation Circle. "Strange..." She mutters. "Was that Drakkenheim or was that somewhere else entirely? What is this teleportation circle and who made it and why?" She feels she has made some progress though. For once she has a new avenue for investigation.
She returns back to Emberwood proper. She needs to know more about the Teleportation circle and the house itself. She decides to go visit Old Zaya again to ask if she knows who used to live in Eventide Manor or when it was even built.
Long before this town was called Emberwood, Archwizard Eldrick Runeweaver lived in that house. He left the house to his daughter who had a child out of wedlock with the local blacksmith, then she died of an unknown illness. The day of her passing, members of the Amethyst Academy fetched the child, the grandson of the Archwizard. They must use some kind of magic to teleport from this old house directly to the Inscrutable Tower, the faction stronghold for the Amethyst Academy, deep inside the delerium haze in the center of Drakkenheim.
I've seen mages, sneaking around town, casting invisibility on themselves. But it doesn't matter, they always leave fresh footprints into and out of that old house.
Jasmine seems quite angry at this discovery. "I saw no footprints. I triggered their Glyph trap and then ssssurvived the blast to find the damned circle. If that was a glimpse to Drakkenheim then I have to my faith in the Academy and the Archwizard has greatly diminished. To have a teleportation circle leading from the heart of corruption into town is beyond reckless! What if one of thosssse corrupted monstrosities found a way here!? What if the haze could sssspread!?" She clears her throat and apologizes, "I am... sssorry for raising my voice. These questions... these are to be asked to the archwizard himself when I meet him in the corrupted heart of Drakkenheim." Jasmine's voice trails off. She shakes her head and bids Zoya farewell again. She wonders if planeshifting magic can be used to send the meteor back to the "Poisoned Plane" that Zoya talked about.
For now she will first take a Short rest to recover from her wounds at her room in the Skull & Sword. Once she rests and recovers, she will seek out the three that she traveled here with.
((Did Jasmine get a Long Rest or Short Rest before meeting the others?))
Jasmine returns the greeting with a nod, "Well met. I have found out... much. Have you learned of anything about Drakkenheim during the 2 days we spent here?"Jasmine would also share with the group all the information she gained from talking to all the NPCs for the last two days.
((Did Jasmine get a Long Rest or Short Rest before meeting the others?))
Yes, it's day three, two nights.
Jasmine returns the greeting with a nod, "Well met. I have found out... much. Have you learned of anything about Drakkenheim during the 2 days we spent here?"Jasmine would also share with the group all the information she gained from talking to all the NPCs for the last two days.
((Do the NPCs have anything to say about the information Jasmine shared with them? The stuff about the Sacred Flame, the Academy, the Teleport circle, the meteor being from a poisoned plane... that stuff))
((Do the NPCs have anything to say about the information Jasmine shared with them? The stuff about the Sacred Flame, the Academy, the Teleport circle, the meteor being from a poisoned plane... that stuff))
After disclosing all the interactions you've had in town, speaking with each of the factions, and other NPCs, the kids agree that although risky and irresponsible, that the Amethyst Academy has the right idea.
Domi says, "Woah Jasmine. You may have found the one thing that can give us a boost on this delerium hunt. All the adventurers are talking about it. One group found a crystal as big as a horse, and with the money they got selling it to the Academy, they are all going to be rich for life."
Yoku says, "Teleportation may save us valuable time, instead of trekking back and forth from Emberwood to Drakenheim."
Trayvon says, "This Old Druid you spoke to in the woods. She seems wise. What was her quest? To go to Drakenheim to find answers. I'm on board if it be by teleportation circle or if we have to walk or ride those bandit horses."
Jasmine shakes her head. "I do not quite trust that teleportation circle. We might use it later but for now, let us go on foot or horseback. I say this because from what I understand, the closer to the center of the city you get, the more potent the corruption is. I'd rather not jump in blind and not know where exactly we are." She then says, "It is for that reason that on the first trip, I wish to explore the city outskirts by foot and find exactly where the teleportation circle leads. Once we know where the circle spits us out, we will be able to teleport in and out of it and even navigate ourselves out of the city should something go wrong with the circle. I'd rather not jump straight in on the deep end."
Jasmine will take point as she is the most heavily armored and sturdy of the group. She would like to explore the Outer City first. Besides... if she needs to find answers, she'd probably want to search as thoroughly as possible. No skipping to the end.
Jasmine will take point as she is the most heavily armored and sturdy of the group. She would like to explore the Outer City first. Besides... if she needs to find answers, she'd probably want to search as thoroughly as possible. No skipping to the end.
You each double up on the two bandit horses, granting speed and ease of travel.
Origin Point
Distance
Travel Time on Foot
Half Time on Horseback
Eckerman Mill
1 mile
20 minutes
Camp Dawn
2 miles
1 hour
Emberwood Village
5 miles
2 hours
After 30 min of horseback travel While on the road to Drakkenheim, you see military tent and banners for the Knights of the Silver Order. Demi recalls that it's called "Camp Dawn" and that it's their base of operations.
After 50 minutes of horseback travel While on the road to Drakkenheim, you see the abandoned mill that River of the Amethyst Acadamy spoke of. This unassuming building is large but seemingly lifeless. Nothing stirs here.
After 1 hour of horseback travel You arrive at your destination. The Outer City, several estates, and the city suburbs, including the slums and the crumbling city walls can be found here.
As you approach the haze, the horses begin to buck and you find a safe place, out of the way, to tie them up to graze.
The Haze Here you are standing, just outside of the haze.
Roll a Skill check against DC 10 to learn more about the haze
After 30 min of horseback travel While on the road to Drakkenheim, you see military tent and banners for the Knights of the Silver Order. Demi recalls that it's called "Camp Dawn" and that it's their base of operations.
After 50 minutes of horseback travel While on the road to Drakkenheim, you see the abandoned mill that River of the Amethyst Acadamy spoke of. This unassuming building is large but seemingly lifeless. Nothing stirs here.
After 1 hour of horseback travel You arrive at your destination. The Outer City, several estates, and the city suburbs, including the slums and the crumbling city walls can be found here.
As you approach the haze, the horses begin to buck and you find a safe place, out of the way, to tie them up to graze.
The Haze Here you are standing, just outside of the haze.
Roll a Skill check against DC 10 to learn more about the haze
Jasmine makes a mental note of the Eckerman Mill. Supposedly it was one of the places that first saw the meteors when the started falling from the sky though nothing landed there. It might be worth it to check that place on the way back.
Once entering Drakkenheim Jasmine looks at the Haze, cautious. She wonders if her Yuan-Ti biology which grants her both resistance to magic and immunity to all poisons would grant her some level of protection against this otherworldly corruption as well. As a Paladin, albeit an Oathless one, her mind is resolute and her body is immune to diseases along with her natural immunites. However she is not sure how much that will actually protect her against this extraplanar threat. Even if she herself had some level of resistance to the corruption, she doubts her companions would have that same kind of protection. Thus she should not stay within the haze for longer than necessary.
1. Most people can spend up to 24 hours in the haze (regular haze but not deep haze) with no negative effects. 2. You sense a buzzing discomfort and disruption all about you. If you spend 8 hours from a long rest, while in the haze, you will not benefit from the effects of a long rest. 3. While not harmful, you believe the cumulative effect of staying in the haze for longer than 24 hours will cause you to make a Constitution Save DC 15 to suffer harmful effects.
Tayvon begins to check the haze with Medicine DC 10 vs 11
Tayvon also adds that the effects of the haze are cumulative and require a long rest outside of the haze to reset the clock. If you spend 20 hours in the haze and 8 hours resting outsize of the haze, that you can then endure a full 24 hours back in the haze. If you spend 20 hours in the haze and take a short rest outside of the haze (but not a long rest), upon returning to the haze you will be forced to make the Constitution Save DC 15 after just 4 more hours.
Free information: Each failed save from haze or other contamination, from touching ____, or from _____, or from ____, will cause one level of Delerium Contamination. You have unlocked the first two levels of this chart by entering the haze and you have witnessed the final stage of contamination. I will give you more information as you encounter the various stages of contamination. Once you have gained even one level of contamination, you must receive the benefits of the Purge Contamination, a level 3 divine spell. There are two NPCs in Emberwood who can cast this spell for a fee.
Spellcasting Services (up to 3rd level spells) Flamekeeper Hanna and Old Zoya 25 gp for a 1st-level spell 50 gp for a 2nd-level spell 150 gp for a 3rd-level spell, plus the cost of any expensive material components 150 gp for Purge Contamination
Jasmine warns, "Right... unless we can find some form of protection that would let us stay in the Haze for extended periods of time, we should be quick and search the place. Let's start with the estates. I believe they might be the most likely place to have things of interest within this outer part compared to the slums and the suburbs. Keep your eyes open for anything interesting. With how things are now, I am not quite sure what it is we are looking for but anything from information to material wealth would be helpful."
Jasmine will first check the Estates in this part of the city.
Searching the Ruins of the Outer City 1. For this area, each characters will choose a Search Skill, to explore the ruins: Arcana, History, Nature, or Survival 2. Then choose a speed to at which to search the ruins: Fast, Normal, or Slow 3. Depending on the speed and the number of Search Skill Successes, random encounters may occur which can be avoided with Stealth, Investigation, and Perception Checks
Fast Speed Search Cover about 1 mile of distance per hour Each character rolls one Search Skill Check (no advantage or disadvantage) and one Perception Check (with disadvantage)
Normal Speed Search Cover about 1/2 a mile of distance per hour Each character rolls one Search Skill Check (no advantage or disadvantage) and one Investigation or Perception Check (with Advantage)
Slow Speed Search Cover about 1/4 a mile of distance per hour Each character rolls one Search Skill Check (no advantage or disadvantage) and one Stealth, Investigation or Perception Check (no advantage or disadvantage)
Searching the Ruins of the Outer City 1. For this area, each characters will choose a Search Skill, to explore the ruins: Arcana, History, Nature, or Survival 2. Then choose a speed to at which to search the ruins: Fast, Normal, or Slow 3. Depending on the speed and the number of Search Skill Successes, random encounters may occur which can be avoided with Stealth, Investigation, and Perception Checks
Fast Speed Search Cover about 1 mile of distance per hour Each character rolls one Search Skill Check (no advantage or disadvantage) and one Perception Check (with disadvantage)
Normal Speed Search Cover about 1/2 a mile of distance per hour Each character rolls one Search Skill Check (no advantage or disadvantage) and one Investigation or Perception Check (with Advantage)
Slow Speed Search Cover about 1/4 a mile of distance per hour Each character rolls one Search Skill Check (no advantage or disadvantage) and one Stealth, Investigation or Perception Check (no advantage or disadvantage)
Did you mean to type Advantage on the normal speed? It feels like going slow should give the advantage and the normal speed is neutral.
Did you mean to type Advantage on the normal speed? It feels like going slow should give the advantage and the normal speed is neutral.
As the DM I can override these rules. I just wanted to present you the published rules from the adventure, as written. I think the idea is that slow speed grants the ability to use stealth, which can avoid encounters but because it's slower there is no advantage. You may be right, but normal seems like the way to go.
Jasmine seems quite angry at this discovery. "I saw no footprints. I triggered their Glyph trap and then ssssurvived the blast to find the damned circle. If that was a glimpse to Drakkenheim then I have to my faith in the Academy and the Archwizard has greatly diminished. To have a teleportation circle leading from the heart of corruption into town is beyond reckless! What if one of thosssse corrupted monstrosities found a way here!? What if the haze could sssspread!?" She clears her throat and apologizes, "I am... sssorry for raising my voice. These questions... these are to be asked to the archwizard himself when I meet him in the corrupted heart of Drakkenheim." Jasmine's voice trails off. She shakes her head and bids Zoya farewell again. She wonders if planeshifting magic can be used to send the meteor back to the "Poisoned Plane" that Zoya talked about.
For now she will first take a Short rest to recover from her wounds at her room in the Skull & Sword. Once she rests and recovers, she will seek out the three that she traveled here with.
Yoku, Tayvon, and Domi meet Jasmine outside of the Skull & Sword tavern in the morning.
Domi leads the conversation, "Well met. What shall we do now?"
((Did Jasmine get a Long Rest or Short Rest before meeting the others?))
Jasmine returns the greeting with a nod, "Well met. I have found out... much. Have you learned of anything about Drakkenheim during the 2 days we spent here?" Jasmine would also share with the group all the information she gained from talking to all the NPCs for the last two days.
156 +125 +275 = 556
The "Kids" started at 3rd level with 1,800 XP.
They all gain 556 XP each with a new total of 2,356. They are all still level 3.
Yes, it's day three, two nights.
Domi Rumours 29
Tayvon Rumours 50
Yoku Rumours 54
Quests
Other Adventurers: Delerium Hunt
Knights of the Silver Order: Sceptre of Saint Vitruvio
Domi says, "We met some of the other adventurers. There is a race to see who can find and sell the largest piece of delerium. The hunt is on."
The Trolls of King’s Gate will let you pass for a price, but it will cost you an arm and a leg.
Deep beneath Drakkenheim are the remains of an ancient dragon. An old legend claims they may be resurrected in a time of need.
A dwarven clan from the Glimmer Mountains has laid claim to a rich field of delerium south of the Crater.
((Do the NPCs have anything to say about the information Jasmine shared with them? The stuff about the Sacred Flame, the Academy, the Teleport circle, the meteor being from a poisoned plane... that stuff))
After disclosing all the interactions you've had in town, speaking with each of the factions, and other NPCs, the kids agree that although risky and irresponsible, that the Amethyst Academy has the right idea.
Domi says, "Woah Jasmine. You may have found the one thing that can give us a boost on this delerium hunt. All the adventurers are talking about it. One group found a crystal as big as a horse, and with the money they got selling it to the Academy, they are all going to be rich for life."
Yoku says, "Teleportation may save us valuable time, instead of trekking back and forth from Emberwood to Drakenheim."
Trayvon says, "This Old Druid you spoke to in the woods. She seems wise. What was her quest? To go to Drakenheim to find answers. I'm on board if it be by teleportation circle or if we have to walk or ride those bandit horses."
Jasmine shakes her head. "I do not quite trust that teleportation circle. We might use it later but for now, let us go on foot or horseback. I say this because from what I understand, the closer to the center of the city you get, the more potent the corruption is. I'd rather not jump in blind and not know where exactly we are." She then says, "It is for that reason that on the first trip, I wish to explore the city outskirts by foot and find exactly where the teleportation circle leads. Once we know where the circle spits us out, we will be able to teleport in and out of it and even navigate ourselves out of the city should something go wrong with the circle. I'd rather not jump straight in on the deep end."
Jasmine will take point as she is the most heavily armored and sturdy of the group. She would like to explore the Outer City first. Besides... if she needs to find answers, she'd probably want to search as thoroughly as possible. No skipping to the end.
You each double up on the two bandit horses, granting speed and ease of travel.
Travel Time on Foot
Half Time on Horseback
After 30 min of horseback travel
While on the road to Drakkenheim, you see military tent and banners for the Knights of the Silver Order. Demi recalls that it's called "Camp Dawn" and that it's their base of operations.
After 50 minutes of horseback travel
While on the road to Drakkenheim, you see the abandoned mill that River of the Amethyst Acadamy spoke of. This unassuming building is large but seemingly lifeless. Nothing stirs here.
After 1 hour of horseback travel
You arrive at your destination. The Outer City, several estates, and the city suburbs, including the slums and the crumbling city walls can be found here.
As you approach the haze, the horses begin to buck and you find a safe place, out of the way, to tie them up to graze.
The Haze
Here you are standing, just outside of the haze.
Roll a Skill check against DC 10 to learn more about the haze
Tayvon begins to check the haze with Medicine DC 10 vs 11
Yoku inspect the haze with Survival DC 10 vs 6
Domi uses Arcana to test the haze DC 10 vs 8
Jasmine makes a mental note of the Eckerman Mill. Supposedly it was one of the places that first saw the meteors when the started falling from the sky though nothing landed there. It might be worth it to check that place on the way back.
Once entering Drakkenheim Jasmine looks at the Haze, cautious. She wonders if her Yuan-Ti biology which grants her both resistance to magic and immunity to all poisons would grant her some level of protection against this otherworldly corruption as well. As a Paladin, albeit an Oathless one, her mind is resolute and her body is immune to diseases along with her natural immunites. However she is not sure how much that will actually protect her against this extraplanar threat. Even if she herself had some level of resistance to the corruption, she doubts her companions would have that same kind of protection. Thus she should not stay within the haze for longer than necessary.
Medicine on Haze: 21
Also Jasmine probably would have asked this during her 3 days in town but I forgot if she did or not.
How does one actually stay safe inside the Haze?
With three successes you learn:
1. Most people can spend up to 24 hours in the haze (regular haze but not deep haze) with no negative effects.
2. You sense a buzzing discomfort and disruption all about you. If you spend 8 hours from a long rest, while in the haze, you will not benefit from the effects of a long rest.
3. While not harmful, you believe the cumulative effect of staying in the haze for longer than 24 hours will cause you to make a Constitution Save DC 15 to suffer harmful effects.
You feel fine for short periods of time but you don't want to risk being forced to make the Constitution Save DC 15 after 24 hours of exposure.
Tayvon also adds that the effects of the haze are cumulative and require a long rest outside of the haze to reset the clock. If you spend 20 hours in the haze and 8 hours resting outsize of the haze, that you can then endure a full 24 hours back in the haze. If you spend 20 hours in the haze and take a short rest outside of the haze (but not a long rest), upon returning to the haze you will be forced to make the Constitution Save DC 15 after just 4 more hours.
Free information:
Each failed save from haze or other contamination, from touching ____, or from _____, or from ____, will cause one level of Delerium Contamination. You have unlocked the first two levels of this chart by entering the haze and you have witnessed the final stage of contamination. I will give you more information as you encounter the various stages of contamination. Once you have gained even one level of contamination, you must receive the benefits of the Purge Contamination, a level 3 divine spell. There are two NPCs in Emberwood who can cast this spell for a fee.
Spellcasting Services (up to 3rd level spells)
Flamekeeper Hanna and Old Zoya
25 gp for a 1st-level spell
50 gp for a 2nd-level spell
150 gp for a 3rd-level spell, plus the cost of any expensive material components
150 gp for Purge Contamination
Contamination Levels (exposure to the haze)
Active Quests
Jasmine warns, "Right... unless we can find some form of protection that would let us stay in the Haze for extended periods of time, we should be quick and search the place. Let's start with the estates. I believe they might be the most likely place to have things of interest within this outer part compared to the slums and the suburbs. Keep your eyes open for anything interesting. With how things are now, I am not quite sure what it is we are looking for but anything from information to material wealth would be helpful."
Jasmine will first check the Estates in this part of the city.
Searching the Ruins of the Outer City
1. For this area, each characters will choose a Search Skill, to explore the ruins: Arcana, History, Nature, or Survival
2. Then choose a speed to at which to search the ruins: Fast, Normal, or Slow
3. Depending on the speed and the number of Search Skill Successes, random encounters may occur which can be avoided with Stealth, Investigation, and Perception Checks
Fast Speed Search
Cover about 1 mile of distance per hour
Each character rolls one Search Skill Check (no advantage or disadvantage) and one Perception Check (with disadvantage)
Normal Speed Search
Cover about 1/2 a mile of distance per hour
Each character rolls one Search Skill Check (no advantage or disadvantage) and one Investigation or Perception Check (with Advantage)
Slow Speed Search
Cover about 1/4 a mile of distance per hour
Each character rolls one Search Skill Check (no advantage or disadvantage) and one Stealth, Investigation or Perception Check (no advantage or disadvantage)
Did you mean to type Advantage on the normal speed? It feels like going slow should give the advantage and the normal speed is neutral.
Anyway... rolling to search at Normal Speed
Arcana: 11
Perception: 16
As the DM I can override these rules. I just wanted to present you the published rules from the adventure, as written. I think the idea is that slow speed grants the ability to use stealth, which can avoid encounters but because it's slower there is no advantage. You may be right, but normal seems like the way to go.
Arcana grants one success.
Perception contributes to avoiding random encounters.
Domi Arcana DC 10 vs 26
Domi Investigation DC 10 vs 17
Tayvon Survival DC 10 vs 26
Tayvon Perception DC 10 vs 24
Yoku History DC 10 vs 6
Yoku Perception DC 10 vs 19