Weapon (longsword), legendary (requires attunement) Thogar Giant- Hewer earned great renown through unwavering bravery but not intellectual brilliance. His unmatched courage often forged far ahead of his reason. As a youth, he could not prevent marauding giants and trolls from destroying his village and murdering his family. Left alone on the blood-soaked snow, a fire kindled deep in Thogar’s…
This large warehouse is filled with barrels and crates. A tiefling woman wearing studded leather armor guards the double door in the west wall. The guard is the tiefling Terra Senpher (Medium Bandit Crime Lord), who demands the characters leave when she notices them. As an Influence action, a character can insist they’re authorized to be here. The character makes a DC 18 Charisma (Deception)…
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.
Sheets of thick iron cover the outside of the western door, with a slot at drow eye level covered by a sliding plate on the inside. The door has no keyhole or handle, and is reinforced by heavy bars. Anyone seeking entrance must either batter this door down (AC 19, 50 Hit Points, Resistance to Acid and Slashing damage, Immunity to Poison and Psychic damage) or supply the secret knock known to all…
Drunken Dragon Handout Buy the House a Round. For 20 GP, a character can buy a drink for everyone in the taproom. For the next 24 hours, that character has Advantage on Charisma (Persuasion) checks made in the keep. Solicit Rumors. Once per day, a character in the tavern can make a DC 10 Charisma (Persuasion) check to glean a rumor from the bartender or a chatty patron. On a successful check,…
Characters selecting this option receive 125 GP.
“Large iron gates topped with the words ‘Oakswood Orchard and Distillery’ greet you. Past the gates, you can see big stone buildings and fields of fruitful apple trees.” Pomeroy is on the other side of the gates, calling out for help. Blocking access to the gates are six sets of wildly snapping garden shears that will attack the party when they try and get past.
Weapon (rapier), very rare (requires attunement) This item appears to be a sword hilt that has a small hole on either end of it. The hilt is made of clear quartz and contains an hourglass with sand inside it. Despite the holes on the hilt, the sand never seems to flow out of the hourglass. You can take a Bonus Action and use a command word to cause it to magically form a thin blade of sand. The…
Weapon (morningstar), very rare You have a +3 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, that…
Upon completion of the adventure, each character may select one treasure bundle listed below.
Weapon (trident), very rare (requires attunement) You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon. Life Stealing. The weapon has 1d8 + 1 charges. When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the…
This L -shaped hall leads from area T5 to a double door into the dining hall (area T7). Secret Door. A secret door in the north wall stands ajar and requires no ability check to spot. Yondis (see area T7) found it recently and jammed an old finger bone into the doorway to prevent the door from closing all the way and make it easy for him to find.
In some settings, laws prohibit the possession and use of poison, but an illicit dealer or unscrupulous apothecary might keep a hidden stash. Characters with criminal contacts might be able to acquire poison easily. Other characters might have to make extensive inquiries and pay bribes before they acquire the poison they seek.
You touch a creature and grant it a measure of protection from death. The first time the target would drop to 0 Hit Points before the spell ends, the target instead drops to 1 Hit Point, and the spell ends. If the spell is still in effect when the target is subjected to an effect that would kill it instantly without dealing damage, that effect is negated against the target, and the spell ends.…
Three iron chests, all in different sizes, are lined up against the north wall of this room. The boxes hold a mass of treasure that Belcorra accumulated in life to aid in her assault on Absalom. Treasure: The largest box has 7,000 SP. The second largest holds 600 GP. The smallest has 100 PP. All these coins were minted centuries ago.
A silver circle inscribed on the floor and decorated with magical runes fills this chamber. Voices can be heard through a door on the west wall. A thick, heavy curtain hangs in the room’s northeast corner. The curtain depicts a rough map of the Dalelands, but it is centuries old and thus inaccurate. Summoning Circle. The circle on the floor is magical. As a Study action, a character can inspect…
Aunt Dellie (Medium, Chaotic Good Commoner) is a human skimmer boat pilot with a skeptical mind, a soft heart, a loud laugh, and a talent for learning a bit about everyone’s business. She wears a simple yellow dress and keeps her hair short. When Friendly, Aunt Dellie shares the following: “Past the farms of the Ribbon is a wild, unsettled land called the Rattle. We sometimes call its bald hills…
The walls of this room are carved from black stone and feature four large alcoves, two to the east and two to the west. Three contain large, stone basins filled with reeds, moss, and other swamp plants. The basin in the fourth alcove is empty. Stairs lead downward to the north. The stairs lead down to J1. Creatures: Three Will-o’-Wisps hover over three of the stone basins (the fourth was slain…
“Carvings and pictograms line the walls of the massive chamber. They are painted in vibrant earthy pigments and surrounded by gold script.” The writing throughout the temple is Celestial, and details the Couatl’s tenets of courage, respect, generosity and kindness. The carvings show the Couatl as a guardian and often give clues about the best course of action.
an adventure for Level 12 characters This adventure is designed to fill one or two sessions of play. It can take place in any coastal town with nearby farmland and hills. This adventure takes place in Godsbreath, a D&D; setting introduced in Journeys Through the Radiant Citadel. You don’t need that book to run this adventure, however; you can place it in any similar setting.
Weapon (war pick), very rare (requires attunement) You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon. Life Stealing. The weapon has 1d8 + 1 charges. When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the…
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