DOIP
PART ONE
Introduction
- "We begin with this eclectic group traveling north along a small, wooded trail near the southern edge of Neverwinter Wood. It's late in the afternoon, and the slowing setting sun casts long shadows across the path, while a warm breeze gently rustles the leaves in the trees around you. You've nearly arrived at your destination: a logging camp. This particular camp has recently failed to deliver a large shipment of lumber to the village of Phandalin, and Daran Edermath, Phandalin's villagemaster, and Sildar Hallwinter, the ranking officer of the Lords Alliance in Phandalin, have agreed to pay you 25 GP each to check in on the camp and report back to them. Ever since an old mine known as Wave Echo Cave was reopened 15 months ago, Phandalin has been expanding quickly, but the recent lumber shortage has stalled several local construction projects. Given their positions, Daran and Sildar of course have an interest in seeing these projects completed, but they're also worried that something may have happened to the loggers, many of whom call Phandalin home.
- Your trip from Phandalin to the logging camp has been uneventful. In fact, aside from a few human ranchers tending their horses at the edge of the forest, you haven't seen another humanoid since you left Phandalin this morning. You continue along the trail a short distance before the trees begin to thin, and you spot a small wooden structure to the left side of a small clearing about 300 feet ahead of you.
- What would you like to do?"
- If Perception check on approach to camp: No movement ahead, other than what appear to be a few crows pick at some sort of heap in the center of the camp.
- Describe PCs arriving at the logging camp and show the map. PCs discover the mutilated bodies of several loggers arranged in a strange formation (eye shaped) in the middle of the camp.
- Investigation Check: Their eyes have all been removed. Several limbs severed. Bodies have deep slash marks. A few bodies have strange burns around deep piercing wounds.
- Region Check: this arrangement of the bodies and removal of the eyes is part of a grotesque ritual dedicated to Gruumsh and the Stormlord Talos.
- Medicine Check: Seems the bodies have been there for at least a week (based on decomp and evidence of scavengers).
- Nature check: The bodies with the burns suffered lightning strikes.
- PCs can find 3 GP and 26 SP in a pouch hidden on one of the bodies. Locked drawer in field house office contains a silver pocket watch (30 GP) and an ornate smoking pipe and tobacco (10 GP).
- As the PCs begin to leave, Ankheg attack. Everyone outside makes a DC 15 Perception check to sense ground movement. Pick two points on the map near players. "The ground suddenly explodes upward from underneath you." Call for Dex save. If successful on Perception check, PC gains advantage on Dex save when Ankheg burst through the ground. Anyone who fails the save is knocked prone and takes 1d6 bludgeoning damage (half as much on a success). "As you reorient yourselves from the impacts, you see two large, insect-like creatures emerging from the dirt, each of them using two thick, front claws to pull themselves forward. They each have a large, spined head, several dark eyes, and long mandibles. Small thorn-like protrusions cover large sections of their chitnous bodies."
- After the last creature falls dead, a few tense moments pass. You glance around you, anticipating another monstrosity bursting through the ground at your feet, but nothing happens. A sense of calm slowly returns to the camp, as you begin to relax and recover from the attack. The forest seems to come alive again too, and you hear the whistling of few birds in the trees and the croaking of a nearby frog."
- What would you like to ?
- "You begin to make your way back to the head of the trail, when the forest suddenly goes quiet. You notice that the birds have stopped singing; the frogs have stopped croaking. You all pause and look around you, and a few moments pass in silence. The relative calm is suddenly shattered, as a huge, ivory-scaled creature tears through air above you. The beating of its two large, leathery wings violently shake the treetops and send a rush of frigid air cutting through the camp. None of you have ever seen one of these creatures in person, given that they're as rare as they are deadly, but you immediately recognizable it. An adult white dragon. You instinctively crouch low to the ground and look up, watching for signs of an attack. undefined . One minute passes... then another... then another... nothing happens. The dragon seems to have flown off, evidently not noticing or not caring about your presence here. You all stand and, looking around at one another, breathe a collective sigh of relief. Glanthen, you even give a small chuckle and slap McGinnis on the back. But then a grave look suddenly overtakes Mufasa's face. The rest of you slowly take notice of the tabaxi, as he stares off in the direction of the dragon. A sense of dread begins to well up in each of your stomachs as the realization hits you. The dragon was flying south, back toward Phandalin."
- As PCs head back toward Phandalin, they encounter a horse ranch. One structure next to the main house lies comeplete ruin, and a large sheet of ice cover the side stable next to a shattered fence-line. Several NPCs are standing in the field tending to a wounded man. Another NPC is trying to calm a few frightened horses that he has reined in. NPCs tell PCs that a white dragon attacked the ranch shortly before the PCs arrived, smashing a horse enclosure and killing at least two of their horses. The NPCs are visibly shaken and desperately trying to save the wounded man's life. The wounded man has several cuts and scraps across his face and hands, and he appears to be struggling to breathe. Other NPCs say that he tried to run to the stable, but was struck by the dragon's tail as it spun to grab a horse in its jaws.
- PCs should heal or stabilize the man. Once the man is no longer at risk of dying, the NPCs thank the PCs. They then say that several of their other horses escaped into the woods after the dragon smashed their enclosure. NPCs request that PCs find and return these horses. They would do it themselves, but they obviously have their hands full
- It is getting dark. PCs can stay at the ranch if they want. IF PCs ask for a reward, ranchers offer 10 GP each, plus another 5 GP for every horse they bring back.
- If PCs agree, they track the horses to an overgrown manor.
- Dilapidated manor house that you can imagine once looked quite attractive. Now there are holes in the roof, several broken windows, large cracks in the masonry, and overgrown landscaping (several large, dead bushes lining the front).
- Appearance is much the same as the outside. The house has an old, earthy smell to it, with an odd, subtle sweetness that you can't quite place. Nothing noteworthy other than the stairs.
- As PCs enter great hall, notice a ghost of a human female looking sadly through the door. She turns to walk away from the door and disappears.
- Family crest on the wall above the fireplace
- Wall of dirty glass windows on Greenhouse side.
- Nothing noteworthy
- Contains several old jars, several of which are broken. There is a hole in the ceiling which reveals part of the upstairs.
- If PCs take a moment to look around, they find china and silverware (20 GP) as well as a silver chalice set with 5 medium sized citrine gemstones (60 GP)
- Twig blight encounter - they attack if PCs get too close and then retreat through the windows.
- Small shrine dedicated to Ioun
- Small, but finely detailed stone vase featuring three eyes arranged in a triangle sits on the shrine (15 GP)
- Nearly all of the books here are molded and falling apart. A DC 20 perception check will yield three (historical texts) that may be worth 35 GP to right buyer (a bookseller).
- Locked desk; PCs can find Man’s journal in here (details his mining business, feud with other miners over mining rights, a stranger giving an odd plant to his wife, the death of his daughter by a monstrous plant in the greenhouse, not being able to recover the daughter's body because of the danger posed by the plant, his wife’s grief and subsequent suicide, letting his business waste away, his own thoughts on ending his life and wanting to be reunited with his family in death). There is also a suicide note written by his wife which talks of not being able to go on and needing to be reunited with their daughter.
- There is also a locked safe with a very high DC. Inside is 238 GP and an Amulet of Magic Detection.
- As PCs enter the room, the ghost of the woman sits on the bed crying into her hands. In the next instant, she is standing in front of the bedside table hastily scrawling a note. In the next instant, she stares woefully at a small vial in her hand, before swallowing the contents. In the next instant, she clutches her chest before falling to the floor. Bottle of poison under the bed.
- Window that looks into the greenhouse below. chalks and paper on the floor, many drawings of flowers; ghost of the little girl; she hides when PCs enter; if PC draws her a flower and hands it to her, she imparts her final memories (being woken in the night with spores filling the room through the open window; following spores down the hall, down the stairs, and into the greenhouse; being drawn to an enormous flower with pinkish pedals and small black thorns that give the impression of sharp teeth.
- Small altars are decorated with pots of long dead flowers.
- ghost of human man sitting in a chair apparently sobbing; in next instant he is in the process of hanging himself, in next instant, his body hangs limply, then he is gone) – there are two stone coffins in the basement. One is carved with the stone relief of a young girl, maybe 6 years old. The other is carved with a stone relief of a woman, who looks very similar to the ghost encountered previously. If PCs look inside, they notice that the child size is empty. The skeletal remains of the man are piled on the floor under a rope noose.
- If PCs recover the daughter’s remains from the greenhouse and place them in the casket, the ghosts all appear together before the PCs. The daughter approaches one PC and offers her a ghostly flower, which disappears as soon the PC takes it. She then walks to her casket and fades away. The wife comes and kisses some of the PCs on each check before also walking toward her casket and fading. Finally, the man approaches one of the PCs, nods his head and pulls a ghostly key from his vest pocket. He slips it into the pocket or armor fold of one of the PCs, walks away, and disappears. The PC can search and find a physical key where the ghost placed it. It opens the safe in the study.
- Doors locked, extremely overgrown. Seems that vines are holding the doors shut. The doors can be forced open slightly with a DC 10 Strength check, and the vines can subsequently be weakened with a slashing weapon. A second DC 10 Strength check can force the doors completely open.
- Forcing the doors open prompts the Grasping Mantrap in the room to use it's Attractive Pollen, forcing a DC 11 Wisdom saving throw from anyone within 50 feet.
- Describe room: Extremely overgrown with plants and vines. Some panes of glass in the ceiling are missing, allowing birds to enter. Along one wall is the mantrap. The floor around it is littered with small animal/bird bones, as well as the bones of a small human child.
- As PCs exit the manor, they are ambushed by nearly a dozen orcs and an orc shaman (boss). All the orcs have an eye painted on their foreheads in red.
- After killing several orcs, PCs hear the faint pounding of hooves approaching from their right, immediately following by the loosing of arrows. Roll for attacks, and describe at least two of the orcs falling dead. PC look to see three centaurs closing in. Tarak quickly surveys the battlefield, before ordering the orcs to retreat. He then uses on of his legendary actions to use Wild Shape and flees into the woods.
- Searching orcs yields 11 GP and 87 SP. One orc also has a Quickening Claw.
- One centaur approaches the group as the other two stand back, watching closely. Centaur has a strong build with almost elven facial features. The sides of his head are shaved, leaving a swath of long, dark hair at the center that hangs over to one side of his head, like an unstyled mohawk. As he moves closer, you notice a mossy green tint to his hair, as well as the multitude of swriling, black tattoos that cover parts of his arms and torso.
- He looks over the party and then introduces himself in elvish as Borokas and the other two as Mediro and Galidos. He asks if the PCs are all right and what they are doing in Neverwinter Wood. He tells PCs of growing orc presence in Neverwinter Wood and how a small enclave of wood elves was beset and slaughtered recently. Borokas says that his tribe has been trying to keep the orcs in check, but more keep arriving in the woods. They say that Tarak appears to be the leader and that he seems intent of completing some sort of ritual, but they do not know to what end.
- Borokas gives PCs a round moonstone etched with a single arcane rune (transmutation). He tells PCs that the stone is bonded to another can be used to communicate with Borokas over long distances. He requests that if they find out anything useful about the orcs that they let him know. He then looks back at the field of dead orcs, smiles, and says "and if there if ever any way I can assist you, I think I may owe you a favor." He then rears back, gallops to the other two, and all three take off into the woods.
- PCs should report to Daran and Sildar regarding the logging camp, orcs and dragon.
- Daran and Sildar express their concern, telling PCs they will have to beginning making plans to address these threats.
- Sildar tells PCs that, in the meantime, if they are looking for work, the townmaster in Leilon has requested aid dealing with a problem along the coast. Phandalin has been assisting Leilon in updating the harbor at Saltmarsh, in anticipation of the increased trade now that Wave Echo Cave has been reopened. Sildar asks the PCs to go check in with the villagemaster in Leilon.
- The trees and forested areas along the Highroad gradually give way to grassy hills dotted with tracks of farmland. The road curves slightly, and a short distance further on, you see a small cluster of buildings situated on either side of the roadway. Just beyond these buildings stands a large gatehouse set into a wooden defensive wall surrounding a large town. Judging by the size of this wooden perimeter, the town appears to be quite a bit larger than Phandalin, though nowhere near as large as cities such as Neverwinter or Waterdeep. You make your way closer, soon passing under the open gate and into the walled off portion of town. Numerous people, mostly human, hurry through the streets around you as you continue onward, passing by several homes and small shops, as well as a large temple dedicated to Lathander, God of Light. The street eventually opens into the northeast corner of a large town square with a fountain at its center. To your left are several storefronts, as well as what appears to be a respectable looking inn called the Harp and Pearl. To your right, the street is dominated by a two-storied townhall and another large building decorated with blue and silver banners adorned with the silver crown of the Lords Alliance. Several more shops line the west end of the square, and to the south, two stone bridges span a river that cuts through the center of town. The section of town beyond these bridges is filled with structures that, even from this distance appear quite a bit older and not quite as well maintained as the buildings around you in the town square. The most notable feature of this older section is a tall tower (120 Feet) rising above the town a short distance away. Built of dark grey stone and banded with gleaming copper, its equal parts beautiful and foreboding. At any rate, welcome to Leilon. What would you like to do?
- PCs see posters for Misseur Marchand’s Magnificent Menagerie and the Terror of Chult. In the town square, there are several tents and platforms being assembled near the river.
- Townmaster Mariam Blackthorn at first appears irritated, assuming the PCs are there regarding the circus. When she realizes they have come from Phandalin, she immediately softens. She directs PCs to the Tower of Storms near Saltmarsh to clear out the harpies. If it is evening when PCs arrive, Townmaster suggests they stay the night in Leilon and get a start in the morning. Townmaster can then explain some of the amenities of the town.
- (Tower is part lighthouse, part monument to Talos)(Harpies have taken up residence at a lighthouse on the coast and have been attacking fishermen and holding up the harbor expansion)(also add a sea hag and sea spawn; Sea hag using harpies)(add a puzzle encounter?)(add interesting items in harpy nests) (cave on stone jetty leading to lighthouse contains giant crabs and darkmantles). (PCs also find a stone etched with three lightning bolts that begins to pulse bright blue light when touched) (this seemed to have powered the lighthouse)(it is a powerful artifact gifted by the Stormlord, and will now be sought by the orcs). LEVEL UP
- Tower of Thalivar - Go to the tower
- Mere of Dead Men - Any Inn
- Cloaker's Lair - Apothecary/Notice Board
- Fire breathers and Marchand's introduction
- "Ladies and Gentlemen, good people of Leilon, my name is Misseur Marchand, and I welcome you to my Magnificent Menagerie. Tonight, I ask that you lend your eyes and ears, and bear witness to a world of mystery, beauty, and terror. In return, I offer you a performance unlike any you have ever seen and one which you will not soon forget. Without further adieu, I give Misseur Marchand's Magnificent Managerie."
- Several fires suddenly flare along the back edge of the square and a handful of drummer strike a steady rhythm. Three watery spheres then rise from the river. As you look closer, you make out a vaguely humanoid shape within each one. As the drums swell, the spheres begin to rotate around one another. In an instant, the shapes within leap from one sphere to another, propelling their humanoid torso's forward with long, fishlike tails. Though none of you have ever meet one, tritons are featured often enough in sailor's tales that you immediately recognize what they are. They continue to leap among the rotating spheres, performing a series of intricate flips and twists, each one more impressive than the one before, as this strange, but enthralling acrobatics routine plays out before you. This goes on for several minutes before the drums begin to crescendo, and the spheres begin to merge together. Suddenly the three tritons spring forward from the water, somersaulting through the air. As they do, you can briefly make out how their tails shift and transform into humanoid legs before they land on their feet at the edge of the courtyard nearest the river. The drums come to a sudden stop, as the tritons hold their hands above their hands and give a bow. Around you, the crowd breaks into a loud applause and the watery spheres slowly sink back into the river and disappear from view. The tritons bound off into a nearby tent as another figure emerges.
- (Describe goliath) The goliath walks to the center of the open square, bends to one knee, and reaches down, placing his open palm on the stone under his feet. His hand suddenly sinks into the stone, and when he withdraws it, he pulls a stone sword from the ground. He holds it for everyone to see before bringing back in front of him. He holds it in his hand for a moment before releasing his grip, but the sword stays fixed in place. The goliath then moves his hand over the sword, and it cracks into 5 pieces, each broken piece quickly forming into a stone dagger, all of which continue to hover in the air. The goliath collects the five daggers, and walks to the left side of the courtyard. A halfling dressed in a black cloak and carrying a wooden shield emerges from another tent, moves to the right side of the courtyard, and holds the shield in front of him. The goliath takes a small bow, chooses one of the daggers, and hurls it across the courtyard at the shield. It lands with a hard thud in the center of the wood, and a smattering of applause fills the air. The goliath then proceeds to throw the remaining daggers, each one shattering the dagger that proceeded it. Finally, with the last dagger buried in the center of the shield, and the others broken at the halfing's feet, the goliath crosses the courtyard and pulls the dagger from the wood. The halfling rans off and disappears into a tent as the goliath stands above the shattered bits of stone on the ground. The broken dagger pieces then lift into the air, joining with the dagger in the goliath's hand. The pieces suddenly transform back into the sword that the goliath first drew from the ground. With a flurish, he drives the sword down into the ground past the pommel. He then draws his hand up and gives a dramatic bow.
- accommodate it
- terrifying, forcibly taken from
- The parts of the crowd nearest to the creature continue to edge backward, their shouts and screams mingling with the roar of the beast. A few tense seconds pass before the creature goes quiet. You look and it seems it be sniffing the air. It slowly tilts back its head and raises its eyes toward the sky. It suddenly slams its two buttom fists into the ground, seemingly bracing itself, as it gives another fierce roar. An instant later, a thick spray of cold and ice crashes into the ground 20 feet in front of the creature, streaking forward as another huge, ivory-scaled creature hurtles overhead. This too is a creature you recognize. After dousing the area in a stream of ice, the dragon beats its large leathery wings, pulling itself higher into the air, and begins to slowly arch back in the direction of the town square. For a moment, the crowd stands in stunned silence, then erupts into absolute chaos. Screams and shouts fill the air as both the spectators and performers surge to find cover. For a moment, you look back in the direction of the ape-like creature, which now stands encased from the waist down in a sheet of jagged ice, swinging its arms wildly, trying to break free. You then look up to the sky and see the dragon closing in on the town square. As it nears, it flaps its wings to slow its descent, and then lands with a heavy crash at the southwest corner of the square. It glares around at the screaming crowd as people rush around you, and for a instant, the corners of the dragon's mouth seem to curl upward into a sinister grin.
- I need everyone to roll initiative. Intentionally put dragon first and Girralon last. Dragon uses Frightful Presence, roaring at the terrified crowd, before seemingly laughing and saying "Run".
- On Giralon's turn, its breaks through the ice and chains, then leaps toward the dragon. On the dragon's next turn, it bites the Girallon, crushing the creature in its jaws. The Girallon goes limp. The dragon then uses its Wing Attack, legendary action to begin flying away, carrying the dead girallon with it.
- Description - Axeholm fell during the orcish invasions. Several more prominent individuals fled to Waterdeep or Neverwinter, but a small contingent remained to try to hold the fortress. Orcs eventually breached the outer wall, causing many of the dwarven occupants to retreat. Because of the history, several dwarf and orc bones lay scattered throughout Axeholm.
- Description -
- Encounter -
- Description - Large crevasse in the center of the room. Crevasse extends partway into Room 1, causing the wall between the two rooms to partially collapse.
- Description - Back wall has three eye shaped recesses arranged in a triangle. The recess are lined with colored stone, one red, one yellow, and one blue. Religion check reveals this is a symbol associated with Ioun.
- Treasure room
- Description - Far wall carved with an image of the night sky, with a multitude of stars. Stone pedestal near the back wall. A yellow stone carved in the shape of an eye hovers slightly above the top of the pedestal. There is a round hole in the front of the pedestal.
- If PCs take the stone without inserting the key into the the hole, there is a bit of resistance between the stone comes free. The removal then triggers the door to the room to close. All PCs suddenly feel as if the room is spinning. Opening the door reveals that the room is adrift in the Astral Sea. Opening the door while adrift in the Astral Sea forces a DC 10 Dexterity check. Failure results in the PC being pulled out of the room. Outside of the room, the PC cannot breathe. PCs can hold breathe for a number of minutes equal to their Constitution modifier. Afterward, they fall unconscious, then begin automatically failing death saves. Room returns to material plane if stone replaced. The force holding the stone resists mage hand.
- Using key in the hole cause the stone to come to a rest on the pedestal. It can now be removed without triggering any negative effects.
- Description - Far wall carved with a tree. Stone pedestal near the back wall. A blue stone carved in the shape of an eye hovers slightly above the top of the pedestal. There is a round hole in the front of the pedestal.
- If PCs take the stone without inserting the key into the the hole, there is a bit of resistance between the stone comes free. The removal then triggers spiked vines to immediately push up from the ground, twisting around anyone in the room. Have PCs roll initiative, they are restrained and take 2d6 damage at the start of each turn. Vines recede if stone replaced. The force holding the stone resists mage hand.
- Using key in the hole cause the stone to come to a rest on the pedestal. It can now be removed without triggering any negative effects.
- Description - From the doorway, PCs can see several pieces of broken furniture about the room, a stone altar atop a raised platform at the far end of the room, and several skeletons that lie scattered on the floor. Torn banners also hung along the walls. A shield is hung on the wall behind the altar. The shield bears a the symbol of Moradin (a flame atop an anvil).
- Scene changes when PCs step into the room (into the Shadowfell). The air feels heavier, colder. Large cracks in the stone ceiling along pale, ghostly light to pierce sections of the rooms.
- From the several skeletons around the room, small patches of gloomflowers grow in the shafts of pale light. One of these skeletons holds a warhammer that shines in the ghostly light. Warhammer (+1 magic item, +2 against orcs, flares red when in contact with orc blood).
- Description - Appear to be an old library. Walls are lined with bookshelves containing dusty, mildewed tomes. Several skeletons lay scattered around the room. One dwarven skeleton wears a robe that appears much more pristine than the bits of cloth and armor on the other skeletons. The robe is faintly magical (it has an enchantment that causes it to stay clean). Inside one of the pockets of the robe is a cylindrical stone carved with runes. Inserting this key into the pedestals in Rooms 6, 7 and 10 deactivates the traps on the stones, along them to be removed.
- Touching the key bestows a curse, one that slows reactions (describe sensation). PCs affected by the curse can no longer take reactions in combat and have a -5 penalty to initiative. Curse can be removed with a remove curse spell.
- Description - Far wall carved with elemental symbols arranged in a row (cloud, mountain, flame, wave). Stone pedestal near the back wall. A red stone carved in the shape of an eye hovers slightly above the top of the pedestal. There is a round hole in the front of the pedestal.
- If PCs take the stone without inserting the key into the the hole, there is a bit of resistance between the stone comes free. The removal then triggers the stone to heat up, dealing 2d6 fire damage to anyone who touches it. Attempting to remove it from the room causes the stone to explode, dealing 2d6 fire damage to anyone in a 5 foot radius. The stone then reform above the pedestal. The force holding the stone resists mage hand.
- Using key in the hole cause the stone to come to a rest on the pedestal. It can now be removed without triggering any negative effects.
- Pressure plate activates animated armor guards.
- Drider boss fight, Drider summons a bone golem that takes the shape of a giant spider.
- Small room that would have held gold before the invasion. Design a way to trigger a hidden compartment that contains gemstones.
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