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Main Quest - Part 1: Path to Vur Dural

The pathway from Mountainfoot to Vur Dural is a tunnel, 30ft wide and 30ft high. The ground beneath your feet is uneven, with lots of bumps along the dwarf-made road. The air in the tunnel is musky, and the silence of the tunnel is only interrupted by waterdrops falling onto the stalagmites.
  The pathway through the mines isn’t lit, so the party will have to use torches or cast light or some equivalent to see properly.  
Encounters:
  • 8 Steam Mephits & 3 fissures venting steam that partially obscures a 20-foot cube above each fissure (each creature that starts their turn within the steam’s area takes 1d8 fire damage) (CR 2)
  • -1 Galeb Duhr & 2 Earth Elementals  
    SRD

    Steam Mephit

    Small elemental, neutral evil
    Armor Class 10
    Hit Points 21 ( 6d6 )
    Speed 30ft Fly: 30ft

    STR
    5 -3
    DEX
    11 0
    CON
    10 0
    INT
    11 0
    WIS
    10 0
    CHA
    12 +1

    Damage Immunities fire, poison
    Condition Immunities poisoned
    Senses darkvision 60 ft., passive Perception 10
    Languages Aquan, Ignan
    Challenge 1/4


    Death Burst. When the mephit dies, it explodes in a cloud of steam. Each creature within 5 ft. of the mephit must succeed on a DC 10 Dexterity saving throw or take 4 (1d8) fire damage.
    Innate Spellcasting (1/Day). The mephit can innately cast blur, requiring no material components. Its innate spellcasting ability is Charisma.


    Actions

    Claws. Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. Hit: 2 ( 1d4 ) slashing damage plus 2 ( 1d4 ) fire damage.
    Steam Breath (Recharge 6). The mephit exhales a 15-foot cone of scalding steam. Each creature in that area must succeed on a DC 10 Dexterity saving throw, taking 4 ( 1d8 ) fire damage on a failed save, or half as much damage on a successful one.


     
     

    Galeb Duhr

    Medium elemental, neutral
    Armor Class 16 (natural armor)
    Hit Points 85 (9d8+45) 9d8+45
    Speed 15ft

    STR
    20 +5
    DEX
    14 +2
    CON
    20 +5
    INT
    11 0
    WIS
    12 +1
    CHA
    11 0

    Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
    Damage Immunities poison
    Condition Immunities exhaustion, paralyzed, poisoned, petrified
    Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 11
    Languages Terran
    Challenge 6 (2300 XP)


    False Appearance.While the galeb duhr remains motionless, it is indistinguishable from a normal boulder.   Rolling Charge. If the galeb duhr rolls at least 20 feet straight toward a target and then hits it with a slam attack on the same turn, the target takes an extra 7 (2d6) bludgeoning damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone. When rolling, speed is 30 ft. When rolling downhill, 60 ft.


    Actions

    Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage.   Animate Boulders (1/Day). The galeb duhr magically animates up to two boulders it can see within 60 feet of it. A boulder has statistics like those of a galeb duhr, except it has Intelligence 1 and Charisma 1, it can't be charmed or frightened, and it lacks this action option. A boulder remains animated as long as the galeb duhr maintains concentration, up to 1 minute (as if concentrating on a spell).


     
     
    SRD

    Earth Elemental

    Large elemental, neutral
    Armor Class 17 (natural armor)
    Hit Points 126 12d10+60
    Speed 30ft Burrow: 30ft

    STR
    20 +5
    DEX
    8 -1
    CON
    20 +5
    INT
    5 -3
    WIS
    10 0
    CHA
    5 -3

    Damage Vulnerabilities thunder
    Damage Resistances bludgeoning, piercing, slashing from nonmagical attacks
    Damage Immunities poison
    Condition Immunities exhaustion, paralyzed, petrified, poisoned, unconscious
    Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 10
    Languages Terran
    Challenge 5 (1,800 XP)


    Earth Glide. The elemental can burrow through nonmagical, unworked earth and stone. While doing so, the elemental doesn't disturb the material it moves through.

    Siege Monster. The elemental deals double damage to objects and structures.


    Actions

    Multiattack. The elemental makes two slam attacks.

    Slam. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 14 2d8+5 bludgeoning damage.


     
      After a day of travel along the eastern path through the mines, the party will encounter a pathway heading south.  
    After a day of traveling east, you happen upon a pathway heading south at a downward descent. Engraved around the entrance to the path, in a mahogany archway, are symbols of a wolf, bear, crane, cat, griffin, and viper. Inscribed into the archway, you can make out the following quote: “We wield two swords upon our backs. One enveloped in silver for the creatures that roam the wilds. Another made from steel for Men, corrupted by sin, enveloped in blood and tears of the innocent. Both are for monsters.”
      The pathway will lead to the Witchling Schools, where abandoned boys and girls are sent to become witchlings. If the party opts to visit the Witchlings, see Pathway to the Witchlings.  
    Encounters:
  • 1 young silver dragon (polymorphed into a female human named Havarlan, with silver-blonde hair and bearing many scars, great sword, scale mail, speaks highly of Bahamut) (CR 9)
  • 1 Behir
  • SRD

    Silver Dragon, Young

    Large dragon, lawful good
    Armor Class 18 (natural armor)
    Hit Points 168 16d10+80
    Speed 40ft Fly: 80ft

    STR
    23 +6
    DEX
    10 0
    CON
    21 +5
    INT
    14 +2
    WIS
    11 0
    CHA
    19 +4

    Saving Throws Dex +4, Con +9, Wis +4, Cha +8
    Skills Arcana +6, History +6, Perception +8, Stealth +4
    Damage Immunities cold
    Senses blindsight 30 ft., darkvision 120 ft., passive Perception 18
    Languages Common, Draconic
    Challenge 9 (5,000 XP)


    Actions

    Multiattack. The dragon makes three attacks: one with its bite and two with its claws.

    Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 17 2d10+6 piercing damage.

    Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 2d6+6 slashing damage.

    Breath Weapons (Recharge 5-6). The dragon uses one of the following breath weapons.

    Cold Breath. The dragon exhales an icy blast in a 30-foot cone. Each creature in that area must make a DC 17 Constitution saving throw, taking 54 12d8 cold damage on a failed save, or half as much damage on a successful one.

    Paralyzing Breath. The dragon exhales paralyzing gas in a 30-foot cone. Each creature in that area must succeed on a DC 17 Constitution saving throw or be paralyzed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.


     
     
    SRD

    Behir

    Huge monstrosity, neutral evil
    Armor Class 17 (natural armor)
    Hit Points 168 16d12+64
    Speed 50ft Climb: 40ft

    STR
    23 +6
    DEX
    16 +3
    CON
    18 +4
    INT
    7 -2
    WIS
    14 +2
    CHA
    12 +1

    Skills Perception +6 , Stealth +7
    Damage Immunities lightning
    Senses darkvision 90 ft., passive Perception 16
    Languages Draconic
    Challenge 11 (7,200 XP)


    Actions

    Multiattack. The behir makes two attacks: one with its bite and one to constrict.

    Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 22 3d10+6 piercing damage.

    Constrict. Melee Weapon Attack: +10 to hit, reach 5 ft., one Large or smaller creature. Hit: 17 2d10+6 bludgeoning damage plus 17 2d10+6 slashing damage. The target is Grappled (escape DC 16) if the behir isn’t already constricting a creature, and the target is Restrained until this grapple ends.

    Lightning Breath (Recharge 5-6 1d6 ). The behir exhales a line of lightning that is 20 feet long and 5 feet wide. Each creature in that line must make a DC 16 Dexterity saving throw, taking 66 12d10 lightning damage on a failed save, or half as much damage on a successful one.

    Swallow. The behir makes one bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is also swallowed, and the grapple ends. While swallowed, the target is Blinded and Restrained, it has total cover against attacks and other effects outside the behir, and it takes 21 6d6 acid damage at the start of each of the behir’s turns. A behir can have only one creature swallowed at a time. If the behir takes 30 damage or more on a single turn from the swallowed creature, the behir must succeed on a DC 14 Constitution saving throw at the end of that turn or regurgitate the creature, which falls Prone in a space within 10 feet of the behir. If the behir dies, a swallowed creature is no longer Restrained by it and can escape from the corpse by using 15 feet of movement, exiting Prone.


     
    Parent Plot

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