Treasure Bundles
Upon completion of the adventure, each character may select one treasure bundle listed below.
Upon completion of the adventure, each character may select one treasure bundle listed below.
The red rock formation is sacred to the village, but no one knows about the temple within. The Couatl has lain dormant without a worthy, mortal Priest Acolyte and thus faded from local lore. In the first chamber, Celestial script reads, βThose seeking peace are welcome. You only need to ask.β In the second chamber, wall art depicts healing actions. Sofia βs hair ribbon can also be found. In theβ¦
Zavi offers the party 300gp, money earned from a recent masonry commission. After the ritual, Sofia and Beneta can heal the party. Beneta praises the partyβs efforts and gifts them one of her feathers that acts as a Spell Scroll (Dispel Evil and Good).
Any remaining treasure encountered in the adventure is removed at the conclusion of play. Instead, each character selects a treasure bundle as a reward.
Wondrous Item, very rare This book contains intuition and insight exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the bookβs contents and practicing its guidelines, your Wisdom increases by 2, to a maximum of 30. The manual then loses its magic, but regains it in a century.
The tavern offers the following services: Food and Drink. The tavern sells the items listed on the Drunken Dragon Handout. Give this handout to your players whenever they visit this location.
Level 7 β 8 Adventure. Mysterious. Rescue. Secluded Temple. The sudden disappearance of a young girl sends the party on a rescue mission through the desert and into the hidden temple of a powerful beast. However, things arenβt as straightforward as they seem, and more than just brute force will be needed to win the day.
Proclaimer Ward steers the characters to a small group of other people in the Listening Post to workshop the clues buried in the βCopper for a Songβ lyrics. Proclaimer Ward introduces them to the five other group members and provides basic details about each person, described below. Each of these five individuals is initially Indifferent toward the characters. A character who takes an Influenceβ¦
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This bundle is only available if the item was obtained during the adventure.
You suggest a course of activityβdescribed in no more than 25 wordsβto one creature you can see within range that can hear and understand you. The suggestion must sound achievable and not involve anything that would obviously deal damage to the target or its allies. For example, you could say, βFetch the key to the cultβs treasure vault, and give the key to me.β Or you could say, βStop fighting,β¦
Oversize insects, ankhegs burrow close to the surface, creating sprawling underground labyrinths. From these tunnels, they burst forth to dissolve and devour smaller creatures using their acid-dripping mandibles and sprays of digestive enzymes. Ankhegs are the bane of farmers whose grazing livestock are easy prey for these monsters. Many ankhegs hunt alone, but those in places with ample foodβ¦
Dubbed the Drunken Dragon, this tavern caters to residents and visitors alike and hosts a nightly drinking game. When the characters arrive at the tavern, read the following boxed text aloud: The aroma of cooked mutton, fresh bread, and stiff ale wafts from this bustling tavernβs doors. Inside, retired soldiers, chatty merchants, and weary travelers dot the taproom. A raised stage in one cornerβ¦
Pomeroy invited the party because he heard a rumour that they had recently acquired wealth. There are three other VIP guests: a local food critic, a safety inspector, and Eliya, a rich investor. Pomeroy has spent a fortune building the factory and now needs help with its high running costs. The flying garden shears at the gate are meant to prune the orchard and the distillery grounds. Pomeroyβ¦
Manyhorn Guild Brokers are the senior officials who draft, organise, and oversee trade negotiations between their guild and other parties. These include negotiations between other Manyhorn guilds, as well as other cities, kingdoms, or political groups. Manyhorn Guild Brokers are generally exceptionally cool-headed, especially in a crisis. They pride themselves on their ability to use logicalβ¦
At the end of the adventure, all characters receive rewards based on their accomplishments. For more information on advancement and other rewards, see the Legends of Greyhawk page on D&D; Beyond.
Weapon (snaerispear), legendary (requires attunement) Tordalfr was a storm giantkin born to a human mother in a small village. After years of jibes and taunts from the children of local warriors, he snapped. Brael, son of the village headman, and a pompous, aspiring warrior, called Tordalfr out in public, proclaiming to his assembled cronies that there was irrefutable evidence that Tordalfr wasβ¦
The following information is key to the adventureβs story: Deciphering Clues. The adventurers undertake a quest to find the lost verses of a magical song that can rejuvenate the soil of a dying land. The characters must decipher clues hidden in another songβs lyrics with the help of chatty locals. Braving the Rattle. Having learned where the lost verses are, the characters travel to a copperβ¦
Any remaining treasure encountered in the adventure is removed at the conclusion of play. Instead, each character selects a treasure bundle as a reward.
Weapon (morningstar), uncommon You have a +1 bonus to attack and damage rolls made with this magic weapon. Proficiency with a Morningstar allows you to add your proficiency bonus to the attack roll for any attack you make with it. This weapon has the following mastery property. To use this property, you must have a feature that lets you use it. Sap. If you hit a creature with this weapon, thatβ¦
Once the distillery is powered down, Eliya gives the party a banknote they can cash in for 750gp for their help. Aldur promises to name a future product in the partyβs honour, and hands them one of the Immovable Rods from the ransacked factory floor.
The first time you fail an Intelligence check during the spellβs duration, you may automatically succeed on the check if the DC is less than your spell save DC. Otherwise, you gain a +2 bonus to that check. Once you use this benefit, you cannot use it again until you finish a Short Rest. Available For: Bard (Legacy), Sorcerer (Legacy), Warlock (Legacy), Wizard (Legacy), Bard, Sorcerer, Warlock,β¦
This content is part of the Legends of Greyhawk: Saviors of Safeton. You can unlock it by purchasing the book in our marketplace.