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Arc VI: Ruins of an Age

Introduction

Following the events of Leaves of the Kingdom, Ruins of an Age sees the party returning to the Northern Neutral Zone to reach the Underdark, a hidden underground world where unknown evils stir. Deep below in the Underdark is the Compass of Causality, an artifact fortold by the Sortis Serum that
  • Ruins of an Age can be completed in 3-5 sessions and takes players from Level 7 to Level 9.
When you are ready to start the adventure, lead the players back to the Northern Neutral Zone via the Yedirlu fast travel point.

Act 1: Return to the Neutral Zone

Yedirlu Upon returning to the Northern Neutral Zone, the party will materialize in Myral's tavern, only to find that it has been largely destroyed. The town of Yedirlu has been razed after the Brilish armada and demons made their way through the countryside, a fact that the party can discover if they question the townspeople.
You materialize in your destination, but it is not as you remember it. An arid breeze blows through the newly opened holes in the roof of Myral's tavern and a thick layer of ash blankets the blackened floorboards. The wooden door has been blown off it's hinges, and through the doorway you see scorched remains of Yedirlu.
  • A DC 13 Investigation check may be made to investigate Myral's Tavern. Success reveals that the bar's inventory has been ransacked, and spots clawmarks across the southern wall. Failure means the players do not notice anything beyond the disheveled state of the tavern.
  • Inside one of the tavern's bedrooms, a gory corpse lay in a bed, with a wide open window behind the headboard. A DC 14 Medicine check may be made to determine the cause and time of death. Success determines that the person died only a few days ago and that something clawed the person's face off while they slept, possibly from the window. Failure leaves the party with no further information, but a feeling of disgust after inspecting the body.
Exiting the tavern leads into Yedirlu Square.
Apart from the stench of smoke and rotting flesh, Yedirlu square is much as you remember it. The gallows still sit in the center of town, now with decayed corpses dangling from them. Several mangled bodies also lay surrounding the gallows, staining the cobblestones beneath them. The main street, which cuts directly through the town, is congested with the charred frames of carriages and wagons, many of which have been overturned. To the east, a pilar of grey smoke stretches onward into the sky and produces a foul stench.
  • A DC 14 History check may be made to investigate the hanged bodies. Success allows the party to realize that the bodies belonged to human townspeople they had seen in the crowd at the last hanging they witnessed here. Failure means they don't find the bodies familiar, but conjure bad memories of the tortured people in the square of Astu Sacrificium.
If the party chooses to investigate the source of the smoke, they'll find a young elvish man named Stepheroth.
As you near the location of the pillar of smoke, your lungs begin to burn with a putrid stench, now amplified by your proximity to its source; a pile of charred, human remains. Standing before the pyre with a rag tied around his nose and mouth, is a young, dark haired man with pointed ears.
  • Stepheroth has been burning bodies in Yedirlu for the past 3 days. He aims to do this until it is too unsafe to do so or he is killed. A DC 16 Persuasion check may be made to convince him to leave.
  • Stepheroth remembers how Sylrona freed him, but part of him wishes they hadn't.
  • Much has happened in Yedirlu since the party was last here, and Stepheroth was here to see it all. After he was freed, he and the other magic users fled east, where they were able to camp for a few weeks. Their camp was then ambushed by demons, and so he was forced to travel south, only to find more of the same. He then hid in Yedirlu until it too was laid under siege by demons. They came every night, and each following morning there would be less and less people in the town square. Eventually the hangings started again, as people accused others of drawing the demons. A few days ago, Brilish forces passed through the town from Bandisar, on their way north.
  • Stepheroth spoke to a brother and sister who came through town yesterday, who were also heading north. The two looked like they were worse for wear, but did not stop their trek when he offered aid.
  • At this time, if there are any members of the party who do not possess a Ring of Frigid Wrath and are not pure of heart, a Ring will now find and ensnare them.
The party may continue northward towards the Swamp of Cartonia, beyond which lies Fort Ramiel.

Swamp of Cartonia

If the party travels north for three hours, they will begin to pass through the Swamp of Cartonia, the location of their first battle against the demons. The main road passes directly through the swamp, with it bordering each side. Along the side of the road, Kolri and Zachary Crowweaver are waiting along the side of the road. When they see the party, they will initiate a standoff, recognizing the party from their last encounter. Both of them have been cursed by the Rings of Frigid Wrath, and they look tired. They will tell the party that they have been fighting demons for the last week, and they have determined that the Brilish invasion is to blame. Fort Ramiel is another hour north, and is currently occupied by Brilish troops. They can be convinced to give information or come with the party.
Following the main road north, you depart from the desolate husk of Yedirlu town. You travel for three hours, and the sparse forest and small hills give way to flat, cold wetlands. The road passes directly through a swamp along a thin stretch of elevated land, and a cool mist hangs in the air. You recognize this location as the site of one of your first battles with the demons.   Up ahead, you see two figures; one sat on the side of the road with a small lantern on her hip, the other, taller one, pacing up and down the road. Both figures are dressed in black overcoats.
Upon noticing the party, Zachary and Kolri Crowweaver will initiate a tense confrontation. They are armed with crossbows, and will threaten to shoot the party if they don't cooperate.
  • A DC 15 Persuasion, Deception, or Performance check may be made to attempt to diffuse the conflict, and any attempt to intimidate will immediately fail. Success means that the twins lower their weapons, and 2 Failures means they begin combat.
If the standoff has been avoided, the party may engage in dialogue with the twins.
  • The twins initially attempted to follow the party south towards Sharfa last they met, but did not want to stray too far from Bovadedir, their hometown. They were patrolling the surrounding area after General Shmoder warned them of the demons. After a few weeks, Bovadedir began experiencing some odd phenomenon. Livestock began to go missing, and eventually a farmgirl got in contact with a Batwing demon and formed a cult, which she led north. Not long after, other demons ransacked the town, and the twins were forced to flee. They have been heading north ever since, avoiding demons and Brilish forces.
  • The Crowweavers want to take the fortress for it to serve as a refugee hub.
  • The twins have scoped out the fortress, and believe it to be held by around 20 Brilish infantrymen and archers and 2 higher officers.
If the party travels north for another hour, they will arrive at Fort Ramiel.

Fort Ramiel

Fort Ramiel, still littered with the skeletal remains of Oaken Legion, Stag Ranger, and Steel Raven mercenaries, is currently under the control of the Brilish army. They will need to be taken out or snuck past to reach the mines. The entrance to the mines is at the center of the fort, and is heavily guarded. The main entrance is being overseen by two Black Lance officers.
As you travel north, dark clouds begin to form overhead, stretching far into the horizon. Eventually, you feel small pricks over your skin as it begins to drizzle, which slowly transitions to a steady rain. The dirt beneath your boots becomes mud, and you all find yourselves occasionally slipping.   After an hour of traveling, your destination comes into view; an ancient sandstone-brick fortress perched atop a cliff in the center of an expansive open field. Far to the north, west, and east, small shores can be seen where the land meets the ocean, some of which serving as the final resting grounds of large battleships. Ravens circle overhead, occasionally swopping down to peck at the skeletal remains of many hundreds of fallen soldiers, which litter the battlefield in all directions. The humidity has brought the sickening smell of death to where you stand, nearly 200 ft from the fortress.
  • A DC 13 Investigation (30 mins) or DC 18 History check can be made to search for or remember the location of a climbable pathway up the face of the cliff. Success means the path's location is known, and would provide a stealthy entrance into the fortress. Failure means the only known path into the fortress is through the main entrance, however, if an investigation check was attempted, the party now knows the locations of all the archery towers in the fortress.
  • The Crowweaver twins would prefer a stealthy approach to the conflict.
  • The fortress is occupied by 8 archers, 20 infantrymen, and 2 Black Lance Officers. One officer guards the main gate, the other guards the main courtyard.

Mines of Ramiel

The Mines of Ramiel serve as the entrance to the Underdark. A DC 14 Athletics Check may be made to throw open the large wooden trapdoor into the mines. Throughout the mines, the players can encounter Basilisks, Mimics, and Ancient Terrors. The rooms in the mines are labeled here:  
  1. A coblestone room with a tunnel at the far end. Cobwebs cluster in each of the corners. There are 3 collapsed tunnels in this room. Successfully clearing the rubble has a 50% chance of revealing minecart with 127 gp worth of raw gold in it.
  2. A large room carved out of the earth, with multiple tracks on the floor. The room is illuminated by three lit torches. Two collapsed tunnels line the wall, which can be restored to function with the Eonstone. There is also a locked adamantine door at the south of the room. There are tracks on the floor connecting the tunnels, but no minecart to be found.
  3. A small room with no light source. Imbedded in the floor is a clear crystal, and within the crystal is the Eonstone. When held, the Eonstone will shine a light in a straight line. When the light hits a destroyed object or collection of objects, those objects are restored to function so long as the light shines on them. The light of the Eonstone stops shining when the person holding it moves or isn't holding it with two hands. The crystal can be shattered with any dwarven tool, which can be found in the mines, or a DC 22 Athletics check.
  4. The tunnel leading to Room 4 can be restored to function using the Eonstone. Within this room, there is a lever on the wall which opens the south door in Room 2.
  5. The tunnel connecting Room 2 and Room 5 is armed with a tripwire that requires a DC 21 Perception to spot. If the wire is tripped, a flamethrower raises from the ground in Room 5 and ignites the hallway. The flamethrower requires a DC 23 Dex save, dealing 3d12 on a failed save and half damage on a success. In Room 5, there is a collapsed tunnel which can be restored with the Eonstone, and a keyhook on the southern wall with a single Iron Key on it.
  6. A dark room serving as a junction for the cart tracks. Large glowing emeralds protrude from the walls. There is a collapsed tunnel to the west that leads to Room 2, A locked adamantine door to the north, and an open tunnel to the east. In the center of the room, there is another Eonstone encased in an adamantine cage and mounted upon a minecart. The adamantine cage can be opened using the Iron Key from Room 5, and can be rotated 360 degrees. The minecart can be pushed along its tracks, which lead to the east and west. It requires at least 3 people to push.
  7. The remnants of a mining room. Exposed ore lines the eastern wall. A rockslide has separated the northern and southern halves of the room, and can be repaired with an Eonstone. On the other side of the rockslide, 3 Ancient Terrors are lurking in the dark. The minecart tracks do not go to the north side of the room.
  8. A mostly empty room with a chest in it. The chest contains 66 gp in raw gold. A lever can be pulled which opens the adamantine door to Room 9.
  9. A narrow tunnel with an adamantine door at its end, leading to Room 6. There is a lever at the end of the hallway which opens the door. The hallway is armed with a tripwire that requires a DC 21 Perception check to spot. If the wire is tripped, a flamethrower raises from the ground in Room 8, igniting the hallway. The flamethrower requires a DC 23 Dex save, dealing 3d12 fire damage on a fail and half damage on a success.
  10. A tunnel with minecart tracks leading into Room 2 through a collapsed tunnel. An adamantine door blocks the tunnel to Room 2, but may be opened as long as a lever on the northern wall remains pulled. There is another adamantine door at the eastern end of the cavern, and the door will only open when a minecart reaches the end of the track in the room. Through the door, there is a small tunnel with another rock collapse. When a player with the Eonstone attempts to reconstruct the hallway, the floor will collapse beneath them. A DC 14 Dex save with disadvantage will prevent the player from falling through the hole.
  11. A 200 ft tall chamber. The chamber has several bridges There is a 10ft deep pool of water at the bottom, which would cause a falling player to receive half the usual fall damage. Chains hang from the ceiling and can be grabbed with a DC 16 strength save. At the bottom of the chamber, four Ancient Terrors lie in wait. The grand entrance to Room 12 is flanked on either side by giant dwarven statues. A crumbled etching on the floor can be repaired with the Eonstone, which reveals a message in Primordial. "Beyond these caverns lies a hidden realm, where the land of our forefathers' dream may be built upon the corpse of a fallen god."
  12. Room 12 is a grand antechamber with parallel stone pillars and grand statues against the walls. The collapsed hallway at the end of the room is too long to fully repair with either Eonstone. A DC 15 perception check will reveal scratch marks on the floor by the southern wall. The statue in front of those scratch marks can be moved with a DC 25 athletics check, revealing the entrance to Room 13.
  13. A stone room of an ancient temple. Purple crystals protrude from the walls, which glow faintly. The hallway to Room 14 is overgrown with these crystals and they must be broken to proceed.
  14. Room 14 is a small room with a statue of a dragon on the western wall. The dragon statue is in pristine condition, however its eyes are missing. If the eyes are inserted into the statue, it will move and reveal a hidden path. The eastern adamantine door leads to a trapped hallway. Magical runes line the halfway mark, and will lock both doors and fill the room with a poison gas if triggered. The poison gas will kill the players within after 5 minutes. These runes can be disabled with Dispel Magic, and the room can be drained of its poison gas by removing a brick in the ceiling. After five minutes pass, both doors open. The southern passageway can be opened with an Eonstone.
  15. Room 15 is a small room with some clay pots. Inside the pots, some ancient coins can be found, which are worth 100 gp in total. The adamantine door to the east leads to another trapped corridor. Magic runes line the halfway mark, and will lock both doors and begin letting water into the room if triggered. The water will fill the room within 3 minutes and will stay full for an additional 5. The runes can be disabled with Dispel Magic and the room can be drained by removing a loose brick in the floor. After 8 minutes passes or the room drains of water, both doors will open.
  16. A mostly empty room, save for a mural on the wall which depicts a dragon guarding a cave against an army of monsters, while a group of people escape into the cave.
  17. A room divided by an impenetrable glass wall. There are two doors and a button in front of each one. The button will only be pushed down when a living creature stands on it. When both buttons are pressed, both doors will open. Behind each door, there is a statue of a kobold holding a small bowl. In the bowls, there are carved purple crystals about the size of an eyeball.
  18. A large cavern with several tunnels and passageways. This cavern is the lair of the Purple Dragon, Moldra, who has devoted herself to guarding the Underdark and protecting its denizens. She will not let the party through without a fight. She cannot be convinced to let the party through as she believes that, even if Vorston really is going to create an eternal winter, the people of the Underdark will still survive. Moldra uses the Adult Purple Dragon statblock. In the cave, there is a single dragon egg that can be found and is the size of a football. There is a large stone door against the eastern wall of the cave, which can be pushed open if a DC 17 Athletics check is passed.
Note: The entirety of the lower mine is shrouded in a magical darkness that reduces bright light to dim light and dim light to darkness. This darkness is magical and prevents even darkvision from seeing through it.

Act 2: Journey through the Underdark

  The Abyss After the party exits the Mines of Ramiel, they will arrive at The Abyss, a section of the Underdark made up of a single, gargantuan cavern. A mountain range cuts across it, which serves as a narrow pathway that the party may cross. There is also the remnants of a bridge near the ceiling of the cavern, which would have led to the sealed passage in the Mines. The depth of The Abyss is unknown, as a thick darkness blankets the cavern 100 feet below the mountain pass. The cavern is illuminated by a glowing light emanating from the skull of a giant skeleton many miles in the distance. The skull of said skeleton has only a single eye-socket. The mountain pass is many miles long and will take a full day to cross.
As you push open the ancient stone door, the soft howl of wind echoes throughout the chamber. Those of you with sharp eyes notice something peculiar; a black, wispy, smoke-like substance seeps into the chamber through the doorway, then vanishes as quickly as it appeared. Across the newly-opened threshold, a trail-like path winds through a naturally formed hallway.   Goosebumps form on your skin as you walk down the pathway, and you breath becomes visible in front of you. The air takes on an earthy, damp scent, unlike any air you have ever breathed. The aroma reminds you somewhat of the smell of a campfire. You find that your mouth has gone dry, as if something has removed the moisture from your tongue.   You continue walking and soon find yourself standing on a cliff. The path continues to your left, but the view has stopped you in your tracks. Before you lies a massive cavern, which you could estimate to be the size of a small country. You look up, seeing numerous massive stalactites the size of buildings. You look down, and find yourself unable to see the bottom, as if something is preventing light from that place from reaching your eyes. Bisecting this grand Abyss is a mountain range, where your path seems to lead. Further to you left, the remnants of a now ancient bridge can be seen. Finally, many miles away and against the back of the cave, lies a massive skeletal corpse. The skeleton sits lifelessly and its size makes you feel like insects in comparison. It's skull has only a single eye socket, directly above the nose, from which a brilliant and fluorescent light emanates, illuminating the cavern. From the corpse's mouth, a fountain of the same dark substance you noticed before pours out and into the Abyss below.
  • A DC 22 Religion check may be made to determine the identity of the skeleton. Success allows the player to recall an ancient god who is no longer recognized in the Ring of Divinity, known as Oculus, the God of Foresight, who is said to have been a cyclops. The reason why Oculus is no longer recognized is not known. Failure means the player does not recognize the corpse, but notices that the bones of the corpse seem to have strange markings on them.
  • If an item or object is dropped into the Abyss, the item disappears into the darkness after falling for 100ft. No audible sound of impact is perceivable.
  • Occasionally, while in this area, faint whispers can be heard. A DC 23 Perception check may be made to attempt to discern the whispers. These whispers are in Abyssal and say things like stay, run, drown, fall, consume, bleed, suffer, and most notably, find truth in the dark.
  • If a player enters this area in the Spectral Plane, they will find that the Abyss is full of blindingly bright balls of red light, which move around aimlessly in the depths below. These lights correspond to demons in the Abyss, and the brightest among them corresponds to the Demogorgon.
  • For every 5 hours spent in the Abyss, you take 1 level of exhaustion (-1 to any d20 roll)
At the 3/4ths mark along the path, the party will be ambushed by a Demogorgon, which emerges from the darkness of The Abyss.
You find yourself exhausted. The trek has been long and unending, and the weariness of your entire journey begins to set in. Some of you realize you have been traveling more in the last 2 months than you have in you entire lives. You're hungry, you're cold, you're sweaty, you smell terrible. You (a random player) trip on a stone, falling onto your hands and knees. You all feel physically exhausted.   You (a random player) take a step, but find that the stone give way beneath you. You catch yourself, and the rock tumbles down the mountainside, disappearing into the Abyss. A rumbling sensation grows beneath your feet. Your rings begin to glow a fluorescent crimson, brighter than they ever have before. From the depths below, a tentacle breaks the surface of the darkness, then two. A pair of skull-like simian heads emerge from the Abyss, their four combined eyes glowing a brilliant red. The gargantuan creature wraps its tentacles around two rock formations on the ridge, hoisting itself up with incredible strength. It turns to face you and both heads release a roar that reverberates throughout the cavern.
  • The Demogorgon will chase the party until it is killed or cannot follow them.
  • There are stalactites on the ceiling which can be shot down using an explosive. Doing so will deal 20d12 bludgeoning damage to all creatures within 20 feet of the impact point who fail a DC 18 Dexterity saving throw. The fallen debris will also fully block the pathway.
The mountain pass ends at a massive gate built into the side of the cavern wall, made of solid obsidian. The gate is decorated with images of elven warriors fighting in a great battle. The gate protects one of two main entrances to Vargeth, the Capital of the Underdark.
You finally reach the end of the path; a set of massive doors made of a black, glassy substance. The doors are covered in a thin layer of fine, powder-like dust. Carved into the strange stone are many elvish runes, as well as depictions of elvish warriors in a battle.
  • The Grand Gate of Vargeth will only open if it is touched by someone who knows level 4 spells or higher, or if it is touched by someone with significant elven descent. It cannot be forced open, nor can it be destroyed. Any damage done to the door is absorbed in the form of a blue arcane light.
  • If a player is proficient in Elvish or casts the spell Comprehend Languages on the door, they will read that the runes on the door describe a powerful Arcane Seal (a 5th level spell which gives the door an AC of 30 and prevents it from opening).
  • If the spell Dispel Magic is cast on the door at 5th level or higher, the Arcane Seal will disappear and the door can be opened.
After passing through the door, the party will arrive in Vargeth, in the Umbra's Reach district. The Party levels up to Level 8.

Vargeth

Situated in a 10 mile long crevice which connects The Abyss and Sea of Columns, Vargeth is the oldest and most populated standing city in the known territories of the Underdark. Its citizens are almost entirely Dark Elves, who are long-lost descendants of the Arbhorian High Elves. It has a population of nearly 300,000 people, most of whom are artisans, arcanists, or merchants. Vargeth is guarded by the Shadow Guard, an elite enclave of rogues, led by Vanguard Morgana Darkfire. The Shadow Guard serve the interest of the Shadow Council, the governing body of Vargeth which is made up of representatives from all of its merchant guilds and noble families. The Shadow Council operates as a democratic-socialist republic, where the citizens elect individuals to represent them who determine how to best serve the entire community. The streets of Vargeth are designed especially wide to accommodate both pedestrians, carts drawn by Shadow Striders, and War-Spider transports.
  • Almost everyone in Vargeth speaks either Undercommon or a strange dialect of Sylvan. Some citizens may understand some Common words, but not full sentences.
Aside: Shadow Striders are large, quadrupedal feline creatures shrouded in whispy dark tendrils. They have piercing glowing eyes which serve as a source of light. They have incredibly high strength and stamina, and so the Dark Elves have domesticated them for use as work animals. Shadow Striders are originally creatures of the Abyss, however they were docile enough to be easily domesticated and are the only abyssal creatures to be accepted into Vargeth.

Umbra's Reach

The residential district of Vargeth, Umbra's Reach is the most bustling part of the city. The Grand Gate opens onto the busy Main Street, which opens up into a circular Central Square, where many market stalls are set up and trades are frequent. Capitol Spire, where the Council of Shadows operates, is located in the center of the district. Umbra's Reach is home to many taverns, inns, gathering halls, and other businesses, as well as residential housing.
The massive gate slides open, its doors grinding on the ground as they move. The gate pushes aside crates and other small carts on the other side as it opens. The threshold opens up onto a cobblestone street, with tightly packed townhouses on either side. In the distance, many voices and the sounds of animals echo through the street.   You follow the street, and as you do the voices grow louder. You begin to see people conversing along the side of the street, each of them with pale, blueish-purple skin, lightly colored hair, and pointed ears. They speak in a language you don't understand.   You come around a bend in the street and arrive at what you determine to be this city's central square: an open, circular clearing filled with market stalls and people going about their day. Small shops run out of townhouses sit on the edge of the city square. A clocktower stands in the distance, indicating that it is currently mid-day.   The city seems to be built in a massive, naturally formed crevice in between two caverns.   A stone-brick spire looms in the center of the square, and a crystal atop the spire shines a soft, blue light over the city.   A cart passes by carrying sacks of a sweet-smelling food, pulled by a large, four legged, cat-like creature made of a dark, wispy substance with glowing yellow eyes.

Jaren's Maps

You spot a store with the symbol of a compass on its exterior.   You enter the store and are greeted by a well-dressed Dark Elf man. He has a bushy, white mustache and wears a monocle. His head is lacking hair. The man is sitting at a drawing desk, where he seems to be drawing a map.
  • Jaren Kolt has two maps available; a detailed city map of Vargeth and a regional map of the North-Eastern Underdark. The city map is 30gp, and the Underdark map is 150gp.
  • Jaren Kolt is concerned about his nephew and apprentice, Dewelyn Kolt, who had left two days ago to map an area called the Fungal Grove. Jaren thinks that Dewelyn isnt capable of taking care of himself and that he left Vargeth to prove himself. He'll offer to pay the party 300gp should they locate him.

Twilight Inkwell (Calligraphy Store)

ItemCostDescription
Handcrafted Journal, Spellbook, etc. 3gp A handcrafted Journal, Notebook, or Spellbook. Its pages are made from Shadowleaf Caligraphy Paper.
Custom Quills, Pens, etc. 5gp A quill, pen, or pencil designed for calligraphy. The quills are made from the reeds of a plant that lives in the Underdark.
Calligraphy Paper or Ink 5cp Waxed paper intended for calligraphy. Made from Shadowleaf, leaving the paper a light purple-blue.
Custom Bookbinding with Inscriptions 12gp A customized Journal, Notebook, or Spellbook, made to the customer's taste.

Eclipse Ink and Steel (Tattoo Store)

ItemCostDescription
Custom Tattoo or Piercing 35gp A customized tattoo or body piercing. Comes free with an ointment used to prevent infection.
Spell Tattoo 400gp A customized tattoo which contains runes that give it magical properties. Use the magic tattoo types from Tasha's.

Great Gathering Hall

A large hall located at the northern tip of Umbra's Reach. The gathering hall provides citizens of Vargeth with free food, free job counseling, and free education. The Gathering Hall also has a commonhouse, where the party may find free lodging.

Capitol Spire

Capitol Spire is the center of government for Vargeth and where the Shadow Council meets. The tower has 9 floors, each of which being the center for a certain governmental department. A grand spiral staircase connects each floor. The highest floor is the Council Chamber. A secretary and four guards are stationed at the ground floor to intercept guests.
You enter the spire lobby; a large room with marble floors and columns. Busts of various Dark Elves line the walls. At the end of the room, there is a doorway with an ornate iron gate blocking it. Just to the left of the gate, a dark-elf woman in glasses is writing on a piece of parchment.
  • The secretary will not allow entrance to the Capitol Spire without an appointment or significantly valid reason.
  • A magical disintegration field protects the doors to the staircase, similar to the one that was in the Iron Keep. The field is a spell that is being ambiently cast by the secretary and is tied to her life-force. Only she may raise or lower the field and if she dies, the field vanishes. This field exists in both the Material and Spectral planes.
  • At the top of the spire, in the Council Chamber, the Shadow Council is currently meeting. It is made up of nine members, each a representative of the Florist, Trader, Mason, Smithing, Architect, Explorer, Hospitality, Scholar, and Laborer guilds.
After visiting any one of these locations, it is possible to notice a commotion in the square. Five Shadow Enclave soldiers, with weapons drawn, stand surrounding the charred body of a Dark-Elf and the freshly-killed body of an Imp. This body is located on the edge of the square in the direction of Twilight Gardens.

Twilight Gardens

This district is dedicated to the cultivation of the Underdark's flora. Twilight Gardens is mostly a residential district and is known to be quieter than the bustle of Umbra's Reach. The streets and buildings of Twilight Gardens are decorated with plants of all types, such as ivy, mosses, bushes, and small trees. These plants are tended to by the city's gardeners, who are employed by the Shadow Enclave and the Florists Guild.
  • There is a statue of the Mother in the center of this district, between The Ivy Vine and the Herbawood Florist shop. Carved into the base of the statue is a Rune of Argath, marking this as a fast-travel location.
The straight and narrow roads of the city begin to twist and turn, while the bustling chatter of the city's denizens begins to die down. The buildings shrink in size and smells of wood and dirt fill your nostrils, coinciding with the growing presence of plant life. A domed building made of glass stands taller than most in this region.

The Ivy Vine (Vynevia's Inn)

The Ivy Vine is the most popular bar and inn in Vargeth, run by Vynevia. Vynevia is the current bearer of Sylrona's ring.
  • Just outside this location, the charred body of a Dark-Elf can be found in an alley, with no demon in sight. A DC 15 Medicine check may be made to determine the time of death. Success allows the player to figure that the Dark-Elf died only minutes ago, meaning their ring is likely very close by. Failure yields no understanding of time of death.
The joyous sounds of celebration can be heard from outside the inn. Muffled music of an unfamiliar style fills your ears. As you enter, the door is forced open by a pair of Dark-Elf workers, who are clearly inebriated. They push past you, the pair holding themselves up.   The inn is bustling with people. Every seat seems to be taken, likely due to the fact that the work day has just ended in Vargeth. At the bar, which is also full, a human woman is working at breakneck speed to create cocktails and other libations. As you approach, you notice a hazy ring of dim light above her head.
  • The party may purchase drinks and food from Vynevia, as well as sleep in her tavern quarters.
  • When Vynevia finds out that the party has visited the Abyss, she will tell them to share their findings with the Abyssal Studies department in Shadowheart Enclave, as they need any and all information about that region to better understand it.
  • Vynevia knows nothing about the gyroscope-like artifact that the party is searching for, but will point them in the direction of Shadowheart Enclave, as their history department might know about it.

Herbawood Florist (Plant Shop)

A store within a large greenhouse in Twilight Gardens. The greenhouse is full of plants of all kinds, including some which are not native to this region. A DC 15 Nature check will allow a player to spot Leyblossoms, Murdersuckle, Red Aminita Mushrooms, and White Ghost Orchid Seeds, among other plants. A DC 19 Nature check will allow a player to spot a particular plant of their choosing.
The shop is run by Marma Olstien, an elderly Dark Elf woman who has devoted her life to studying the plant life of the Underdark and collecting rare plants brought down by surface dwellers. Marma is also head of the Florists Guild.
Almost any plant or fungus component for potion brewing can be purchased here.

Shadowheart Enclave

Shadowheart Enclave is a school of learning within Vargeth. It is comperable in size to a small university, and is made up of mostly student housing. It has a large lecture building, the Arcanex, where most study is done.
  • The Arcanex can be accessed through a set of massive double doors. The building is mostly a large library, but has several smaller departments spread throughout. Right past the font doors, there is a large tome on a pedestal labled "Directory" in Undercommon. Touching one of the department names in the directory will reveal a magical trail which leads to that department. The departments are Abyssal Studies, Alchemy, Mathematics, Geology, Engineering, Biology, Physics, Celestial Studies, and History. Spending 8 hours or more in these departments, aside from Abyssal Studies, can grant the player a permanant +1 increase to their Arcana Skill, History Skill, Nature Skill, or grant proficiency in Alchemist Supplies or Herbalism Kits.
  • In the History Department, there is an old dark elf man named Bertin. If asked about the artifact, he will comb through the dwarven tomes to find out about it. This process will take 1d4 hours. Once that time has passed, he will present the following information:
Bertin approaches holding an ancient tome written in Dwarvish. The covers of the tome are seemingly made from stone, and Bertin struggles to hold it. He sets it down on a lectern.   "I believe THIS matches your descriptions," he says, pointing to an illustration on the page of a gyroscope-like device.   "It is called the Compass of Causality. In ancient times, the dwarves wrote that it was a celestial artifact located deep within the planet, perhaps at the planet's core, in a place called the World Anchor. It is said to allow transportation between worlds, but its possible it has other purposes. The dwarves built some kind of temple on top of it, dedicated to some diety named Oculus."   "The only place that fits that description is The Temple of the Mad God, a place from later dwarven scriptures written just before the Judgement. It's in the Igneous Plain. I wish I had better news; that place is a hellscape."
  • The Abyssal Studies department is located at the lowest level of the Narthex, down a mechanical elevator.
The mechancal elevator grinds to a halt, and its iron gate slides open. You've arrived in a small cavern, illuminated by ghost-white torchlight. Several Drow scholars, draped in black robes, wander back and forth as they ponder tomes and scrolls, ocassionally glancing further into the cave. You investigate where they're looking, finding a grotto with a body of black water in its center.
  • [15 Arcana] The black water is, in fact, not water at all, but similar to the dark substance encountered in the Abyss, but more... refined.
  • The scholars have been studying this grotto for some time and to further understand the Abyss and the dark energy that seeps from it. They also understand that the Abyss holds universal truths which have benefitted Vargeth and Drow society, and that these truths can be understood by any who enter the "waters."
  • [17 Investigation, Perception] Although the dark pond appears to be pitch black, when you inspect it closely, you notice occassional faint flashes of azure or crimson light. They are yet only flashes, quick as lighting strikes.
The following is to be read if any member of the party chooses to enter the grotto.
You walk into the waters. Despite its liquid appearance, your skin does not feel wet, and your clothes do not soil as you enter the murky depths. In fact, you feel nothing at all as you begin to sink into the void. You feel no panic, no fear, only a complete sense of... relief. The world around you completely disappears as you sink bellow the surface. You feel... connected to something. A presence. Your mind shudders as thoughts penetrate your cerebellum; thoughts that are not your own. Before you, the monolithic visage of an eye materializes. It glows brightly as the thoughts form coherent words in your mind. You hear no voice, and yet words materialize in your mind; "Can you bear the Truth?"
(If the player answers Yes, read the following. If no, the voice will say "You will be ready... in time." The player will then resurface from the pond.)
The eye before you engulfs you, and you find yourself floating amongst the heavens. Nebulae and galaxies color the space before you. Before long, two massive bodies enter your view. To your left, a gargantuan torrent blinding of azure light, originating from a single briliant point, pulsates rythmically as its energy disapates into the black night. To your right is similar, only this light shines a deep crimson, and its energy writhes and distorts as it extends outwards. Your temples throb as you look at it.   You gaze upon the two forces, soon noticing that you cannot discern where their gaseous bodies end. Each time you think you have seen the furthest the color reaches, you spy another faint tendril even farther out.   [Arcana 16] You come to see these lights for what they truly are; primal forces that govern reality. One seemingly seeks to create order, while the other unravels the order, acting as a force of change.   [Arcana 18] You do not see where the forces end, and you hypothesize that they may never end, stretching into the cosmos eternaly.   (As a result of learning this information, the player can increase their Arcana skill bonus by 1.)
The eye that is speaking to the player is a lingering vestige of Oculus, the God of Foresight. After the conversation with him has concluded, the player will awaken from the waters. To all outside the waters, the player was only submerged for a few seconds.

Forgeheart

The Forgeheart district focuses on the production and design of weapons, armors, and other artisan products such as potions. This district is largely unimportant to the main plot, but the use of shop tables is applicable here if the players are looking for a magic item shop. The largest magical item shop in this district is called Fangs and Talons and is run by a dragonborn woman named Arieta. She is the daughter of an unknown human male and Sepnir, the Stone Dragon of Zakib.
  • Any blacksmiths in this district are Duregar.
A building catches your eye; a shop built from a blackened igneous rock. Hanging above the doorway is a sign which reads Fangs and Talons. The store logo has swords on either side of the name, and below it is a temporary banner which reads Grand Opening.   A small bell rings as you enter the store, but you dont immediately see an owner. Every single wall is lined with weapons and items on display mounts. The main shop counter is littered with knives, some of which are stuck into the table. Behind the counter, potions of all colors and sizes are kept on shelves. A spiral staircase in the back corner leads to a balcony where even more weapons are stored.
  • Arieta left her mother's nest when she was 18 to explore the Underdark, and has been to the Shallow Sea, Crystalia, the Ebonheart Mountains, and the Sea of Columns. She is now 60 years old and has settled in Vargeth to retire.
  • Arieta was formerly a monster hunter. Every weapon in her shop is one she collected over her years of monster slaying. Once she has sold everything in her shop, Arieta wants to return to her mother and share her wealth together.
  • Despite wanting to sell her weapons, she will only sell them to those she thinks are worthy of them. As a result, she attempts to frighten any who enter the store. This has resulted in her conducting very little business.

Whispering Veil

The Whispering Veil district is where the Shadow Guard, Vargeth's elite military force, trains and conducts practice operations. The Shadow Guard is tasked with both the defense of Vargeth and espianage throughout the Underdark, as well as secret expeditions to the surface. This district is largely unimportant to the plot.
  • Whispering Veil itself is almost entirely uninhabited. The houses were constructed for training purposes and their interiors have been staged.
  • The Shadow Guard is led by Grand Admiral Niera, a 100 year old dark elf woman whose family has served Vargeth for over 1000 years.

Sea of Columns

The Sea of Columns is massive cave filled with gargantuan stone columns. The columns are formed from salt deposits, as this region is directly below the Tarstanic Ocean. There is no natural light in this section of the Underdark, beyond that created from the Capitol Spire in Vargeth, which only illuminates for 5 miles beyond the city walls. There are roads which snake through this region, illuminated by ghostlight lanterns, which produce dim light for 20 ft around them.
  • If the players are attempting to track Kalasar, he seemingly traversed the main road leading to the Fungal Grove.
  • When traveling 15 unexplored miles in the Sea of Columns, roll on the random encounter table below.
 
1d10Encounter
1 Cloaker from the Dark As the party is traveling, a horrid moan echoes from the surrounding caverns. A Cloaker and 3 of its phantasms soar in from the darkness, whipping the players with its tail as it passes. Cloakers are demons born from the Mad God's skin. Eventually, it will attach itself to whichever party member it thinks is weakest. If the Cloaker has 30 HP remaining, it will flee into the darkness to the remains of a dark elf caravan camp. It will be hiding inside one of the carriages, disguised as a cloak on one of the corpses. The same corpse happens to be holding a small golden chest containing 50 gp.
2 Wandering Trader Wyand A middle-aged Orcish trader named Wyand encounters the party on the road. He is heading to Vargeth from Goldrine's Refuge, a small, primarily Orcish settlement located in Sandstone Chasm. He is traveling using an iron cart pulled by four Shadow Striders.
  • Wyand will sell Kebab the Ancestral Blade if he doesn't have it already.
  • Wyand has mining supplies, rations, bombs, and Ghealing potions for sale.
3 Oblex Ambush The party is stopped by a family of three; A father, a mother, and a young girl, all of whom are dark elves. They claim to be travelers attempting to immigrate to Vargeth. The mother claims that her father has fallen from exhaustion 100 feet away at the base of one of the columns. The grandfather can be found at the base of the column. All four dark elves are actually simulacrum of an Oblex, a demon born of the Mad God's blood, which is hiding within the column past a 1 inch gap in the rock.
4 Kilith Reuinion As the party is traveling along the road, a massive form begins to emerge from the shadows. They stop just on the edge of the road. In a spark of light, a torch is lit, revealing the familiar face of Kilith Namoran the Dragonborn. After the attack on Nulgath, Kilith escaped into the desert. Eventually, he was found by a Ring of Frigid Wrath and is now Wrathbound. He has fought many demons, including an Archdemon manifestation of his deceased sister, which killed one of his Zorithils, Betsy. Kilith killed his sister by accident as a young child once he began to harness his draconic powers. He fell into the Underdark after a cave in. Killith now wears light silver armor given to him by the Duregar of Jagstone Keep.
5 Bulette Attack 2 Bulettes attack the party by using Deadly Leap from a nearby rock slope. They then burrow underground. Bulettes are monstrosities born from the Mad God's bones.
6 Ancinent Travel Monument The party spots a raised hilltop in the dark about half a mile off the road. Atop the hill, a monument glows faintly. This monument is dedicated to the goddess Argath, and will allow travel to and from this location.
7 Mimic Potions On the side of the road, a small, locked, ornamental box can be found. Inside the box, there are two Potions of Greater Healing. These potions are, in fact, Mimics and will attack the player who attempts to use them.
8 Darkmantles and Ropers 3 Ropers and 4 Darkmantles assault the party in the dark.
9 Archdemon Assault The party will be ambushed by any of the following archdemons. Roll a d6 to determine which. Writhing Mass Archdemon (Toland) and 3 Barbed Devils True Shapeshifter Archdemon (Korrin) Burning Souls Archdemon (Kya) Chain Mass Archdemon (Vynevia) Archdemon King Goldrine Mother Wraith Archdemon (Optimus) and 3 imps
10 Killith Reunion Same as entry 4

Jagstone Keep

Located at the northern edge of the Sea of Collumns, Jagstone Keep is an ancient dwarvish stronghold that is now the largest Duregar settlement in the Underdark. There are many forges within the keep, as well as stockpiles of weapons, raw materials, armors, and other supplies. The Duregar of Jagstone Keep are wary of outsiders, particularly because all Duregar are blind and therefore are wary to trust sighted individuals.
The road bends around a massive stalagmite. When you finally come around, you make out a structure in the dark; a massive, squared, rectangular keep, carved from what was once a stalagmite in the distant past. The road ends at a barred iron gate carved into the base of the structure. Four Duregar guard the entrance each of them holding pikes. They are silent; intently listening for intruders. They notice you immediately as you approach.
  • If Kalasar is traveling with the party, they will all be allowed passage into the keep. Otherwise, the party would need to break in if they wish to gain entry.
  • The interioir of the keep is a mess of halways, small rooms turned apartments, store rooms, and gathering places. Occasionally there are forges, with the most powerful one located in the depths of the complex. Kalasar can lead the party there since. He has been given special permision by Elder Barbos to utilize it, since Kalasar is the only duregar who is capable of creativity.
  • The Fyiet Durandis, or Great Forge in common, is the most powerful forge ever built by the ancient Dwarves. It is powered by the planet's own thermal energies which are then amplified by a complex heating network. It is capable of melting any substance, including Vulcanite, the most heat-resistant metal on the planet.
  • Assuming Kalasar arrives at the Great Forge with his harvested Vulcanite, he can produce seven sets of Vulcanite Armor in two days.
  • Vulcanite Armor provides fire immunity but provides an AC of 13.

Fungal Grove

You continue following the main road, leading you through a valley between two massive columns. As you continue, a faint azure light begins to glow in the distance. You notince an uptick in fungi along the side of the road, which seems to grow in size and quantity. Tendrils begin to cover the road before you, and before long it has entirely disappeared. You're unsure exactly where it began, but you believe you've entered the Fungal Grove.   The very rock you stand on is covered almost entirely by various types of mushroom, mold, and other fungi, some of which emit a soft puff of colorful spores as you step. Massive mushrooms the size of trees full your vision, each producing a soft blue glow and allowing you to see in dim light.
  • After tracking Kalasar in the Fungal Grove for 45 miles, the party will find an identical set of prints on the ground coming from the direction of the Igneous Plain, implying he was making a return trip. There are also signs of a struggle and the prints stop there. A DC 15 Perception check will allow them to spot bioluminescent mushrooms on the ground which form a line heading north. This path can be followed directly to Deathcap Village. If the players do not notice this path, they are guaranteed to experience the Mycelioid Ambush random encounter after traveling another 30 miles.
  • When traveling 15 unexplored miles in the Fungal Grove, roll on the random encounter table below. After each encounter, provide a 30 mile grace period.
1d6Encounter
1 Red Aminita Patch The party stumbles into a patch of glowing red Aminita mushrooms, which are utilized in both the creation of the Dracula's Essence poison and various healing potions. 15 Mushrooms can be harvested from this locaiton.
2 Hot Spring The party finds a hot spring in the middle of the fungal grove. The water has a bright blue hue, hinting that it may have medicinal properties. If the party spends 1 hour in the waters, they will be restored to full health, gain 20 temporary hit points, and restore one spell slot of their choosing.
3 Lost Cartographer The party meets Dewelyn Kolt, a short Drow man with short silver hair and rounded glasses. He wears an large backpack with various camping supplies dangling off of it. He is confusedly studying his map. His compass is broken and has gotten lost in the grove. He was attempting to create a detailed map of the area for Jaren Kolt, the cartographer from Vargeth and Dewelyn's Uncle.
  • The party may give Dewelyn directions back to Vargeth or choose to take him with them. He has lots of supplies and could potentially lead them to Deathcap Villiage, although he would be wary about going there.
  • Dewelyn does not know Kalasar. He suspects that, provided Kalasar is familiar with the Fungal Grove and has not made it back out, Kalasar has been taken by the Mycelioids to Deathcap Villiage.
4 Bone Devil Summon The Rings of Frigid Wrath call to demons beyond. A Bone Devil and 3 Barbed Devils appear to fight the party.
5 Archdemon Assault The party will be ambushed by any of the following archdemons. Roll a d6 to determine which.
6 Mycelioid Ambush The party is ambushed by nine Mycelioid Hunters. The Hunters will only hurt the party of they initiate combat first. The Mycelioids aim to capture the party and force them to walk back to Deathcap Village.

Deathcap Village

As you move through the forest, a trickling stream appears before you, originating in the north. As you follow it, you notice in some spots where giant mushrroms should be, there are only stumps, as if they had been cut down like trees.   You continue your trek, and before long a town comes into view; a village of huts and small dwellings made from mushrooms. A small stream snakes through the town, and stone bridges have been erected in several spots to cross over it. As you enter the town, creatures emerge from their dwellings. They are humanoid in shape, but seem to be made from fungus. They each have mushroom caps on the top of their heads, and possess no facial features aside from what you interpret to be eye-sockets. The creatures stare at you with animosity as you walk through the town.
Deathcap Village is home to the Mycelioids, a race of silent humanoid fungus people. They communicate via a telepathic language that can be shared through the inhalation of spores. There are roughly 500 Mycelioids living in Deathcap Village. They have very basic technology, primarily using spears made from dried mushroom with pointed rocks fused to the ends.
  • If the party reaches the Deathcap Villiage without having been captured, nine Mycelioid Hunters appear from the Chief's hut to stop them.
  • Whether the party was captured or not, the chief of Deathcap Villiage, Naroom, will appear before them to discuss their fate. He is an elder Mycelioid, his head appearing like a cluster of polypore mushrooms. He uses a long stalf to move around. Naroom assumes the party is here because of Kalasar, who he has deemed guilty of tresspassing and has been sendenced to death by consumption. He will want the party to share the same fate and must be convinced otherwise.
  • If he is convinced not to kill the party, he will instead contend that they must earn his respect by fighting for their survival in The Pit. They Mycelioids believe that creatures must earn their right to survive, just like how mushrooms consume life in order to surivive.
  • The Pit is a minor location just outside of Deathcap Villiage. It is a natural deformation in the earth that is a 100ft deep cylindrical pit. There are viewing areas imbedded in the walls at various heights within the pit. Here, the party will be forced to fight a Mycelioid Mutuant, a large Mycelioid corrupted by its exposure to the Abyss. The other mycelioids have been unable to kill it, and Naroom will pardon the party of their crime if they kill it.
  • After the party defeat the Mutant, Kalasar will be turned over to them. He was in the process of returning to Jagstone Keep when he was ambushed, and has with him an entire travel pack full of Vulcanite Ore. Asking only 400 gp as payment, Kalasar will forge Vucanite Armor for the party, which will allow them to withstand the heat of the Igneous Plain.

Igneous Plain

Located past the Basalt Mountains and at a significantly lower elevation, the Igneous Plain is the hottest and most volcanically active part of the Underdark. Lakes and streams of molten magma carve up the traversable landscape. There are no random encounters in this area, as almost nothing lives here.
As you continue west, you find the path ahead has a habit of decreasing in elevation. Your ears begin to pop as the vibrancy of the Fungal Grove begins to wither away. Before long, a mountain range comes into view; a jagged black ridge, visible only due to a soft orange glow coming from what lies beyond it. The air around you has become dry and thick, and you begin to sweat. These are the Basalt Mountains, beyond which lies the Igneous Plain. A naturally formed path seems to cut through the mountains up ahead.   Along the path, the heat has become noticibly higher. Before long you see the Igneous Plain in all its splendor; a wide cavern of basalt and brimstone, illuminated by rivers and lakes of molten rock. Dotted throughout the region are sunken remains of dwarvish buildings, nearly destroyed by the centuries of heat exposure. In the far distance ahead, a massive structure is clearly visible, having stood the test of time; a grandiose pyramidal temple. Four towers protrude from each corner of the strucure. It is safe to assume that this building is the Temple of the Mad God.
  • Once the party is only a mile away from the temple, they will suddenly be ambushed by Ooloo, a Purple Worm born from the intestine of Oculus. Ooloo's only desire is to guard the temple and destroy all who would seek entry. The beast already has cuts and gashes in its carapice, seeming to indicate that it has been injured recently.
  • Unlike the normal Purple Worm statblock, Ooloo possesses an immunity to fire.

Act 3: The Temple of the Mad God

DM Note: Act 3 is separable into two parts; the Temple of the Mad God dungeon and the World Anchor, which serves as the epilogue of this arc. In the World Anchor, the party will obtain the Compass of Causality.   The Temple of the Mad God is an ancient dwarvish structure similar to a pyramid, with four towers located at each of they pyramid's corners. A long flight of stairs leads from the molten ground below to the front doors. Above the doors are dwarvish words which read "Praise to Oculus, Forteller of All Truths".  

1. Entryway

You ascend the stairs. As you reach the top and cross the threshold into the temple, the air around you becomes cool as if by magic. You now stand in a long entryway. At the end of the hall, a colossal set of doors impede further progress. Above the door is carved a mantra in Dwarvish: "Praise to Oculus, Forteller of All Truths." Before the door is a small platform surrounded by four grayish-green geode spheres, each imbeded into the floor and covered in dwarvish runes. A bright light shines from a point hovering exactly 5 feet above the center platform, as if it were a small sun.
  • The door is made of stone and adamantine, giving it an AC of 30 and an HP pool of 50.
  • There is a secret door to the left, but it is protected by a powerful magic seal and requires a DC 25 perception check to notice. It cannot be opened from this side.
  • When a player stands within 5ft of the glowing light, they are transported to a floating rocky platform, seemingly within the Astral Sea. There are four bright stars in the distance ahead of them, colored from right to left yellow, white, orange, cyan. After 6 seconds, they are transported back to the platform and the light will appear again after another 6 seconds.
  • The geode spheres are called Chanelling Stones. They are capable of temporarily storing elemental energy when struck, and change color in accordance with the element. The colors are white for physical, yellow for lightning, orange for fire, and cyan for cold. If four Chanelling Stones are not activated within 6 seconds, they each expell their energy and deal 1d4 of the appropriate damage type to all creatures within 5 feet of them.
  • To solve the puzzle, the Chanelling Stones must be struck with the appropriate elements so they are colored, in clockwise order starting from the upper left, yellow, white, orange, and cyan. Once this has been done, the door ahead will open for 30 seconds, indicated by a clicking sound that becomes audible. After 12 seconds, the door will close and lock again.

2. Gathering Hall

You step into the newly opened chamber. The room seems to have been a gathering hall of some kind, a meeting place for followers before they proceed into the main worship chamber. Dwarvish skeletons litter the floors, all wearing robes of some kind. The northern door is nearly identical to the entrance, though it now has a depiction of a cyclops in a religious robe carved into its surface. The eastern door seems to be made of timber, while the western door is made of a metal of some kind. In the center of the room is a setup of chanelling stones almost identical to what you saw outside, complete with a glowing light in the center; however, one of the stones seems to be missing.
  • The center light shows a similar vision to the one outside, however the order is now Orange, Yellow, Cyan, White.
  • To open the northern door, a Chanelling Stone must be brought in from outside and placed where one is lacking. This also opens the door to the Room 1 again.
  • The western door is made of adamantine and is locked.
  • The eastern door is unlocked. When it is opened, a trap fires a crossbow mechanism in the center of the isle in Room 3. A DC 19 Perception check is required to notice the tension in the door as it is being opened. A DC 19 Dex save must be passed to avoid the projectile or the target takes 2d10 piercing damage. The trap resets when the door is closed.

3. Shrine Room

This room is full of rows of pews, all facing a small shrine imbeded into the eastern wall. Some skeletons are still sitting in the pews. There are doors on the north and south walls of the room. A crossbow mechanism on a tripod sits in the center of the room, positioned towards the door you entered from.
  • The crossbow mechanism is initially loaded with three bolts, one of which will be fired onced the door to this room opens. A DC 15 Slight of Hand check can disarm the trap and allow the mechanism to be picked up.
  • A note left on the shrine reads in Dwarvish: "The creatures of the chaos surround the temple, just as he predicted all those centuries ago. We've ensured they will never reach the World Anchor. This place becomes our tomb. To the fated ones Oculus spoke of, the key to the west wing is guarded by the symbol of a fallen compatriot."

4. Trapped Storage Room

The door opens to a dark room. Inside, you see countless shelves sparsely supplied with various raw materials, weaponry, and small chests.
  • The weapons in the room are all base versions of martial and simple weapons, most of which are axes.
  • The raw materials are iron ore, coal, Vulcanite, and silver ore.
  • There are three small chests. One of them, which has gold embelishments, is enscribed with dwarvish text that says: For Oculus's chosen. The chest is unlocked and contains 12 Fire Arrows, 2 Lightning Arrows, 4 Potions of Greater Healing, and 1 Efigy of the Mother, which is capable of allowing a person to cast the spell Revivify a single time (still requires material components).
  • If one of the other two chests is tampered with in any way, it will illuminate with protection runes and cause the door to lock and the ceiling to begin to descend. The ceiling is 15ft high and will reach the floor in 18 seconds. There are person-sized slits in the wall, one less than there are people trapped in the room. The door is made of adamantine and is barred by a mechanism. Any creature still beneath the ceiling after 18 seconds is killed instantly. After 18 seconds, the ceiling returns to its original position and the door unlocks.

5. Crypt

Beyond the threshold, you see a dark room with recesses in the walls. Each of these recesses contains a stone casket about 3 feet long. There seem to be about 20 of them. Carved into the side of each casket is a symbol of an animal; you notice a dog, a cat, a bird, and several other easily recognizable animals.
  • Inside the casket with a fox on it, there is a skeleton of a dwarf in a white robe holding a key to his chest with both hands. This key opens the door to Room 6.
  • If any other casket is opened, the interior of the lid illuminates with magical runes and creates a burst of forceful energy. The target must succeed a DC 17 Dex save or take 2d8 Force damage.

6. Library

The door slides open. The must scent of musty books fills your nose as you enter the library. Stacks and stacks of ancient tomes fill the room, most of which have been ruined by the elements.
  • The ancient dwarves trapped a few demons in this room thousands of years ago. 4 Mezzoloths await in this room.
  • There is a secret door on the south wall of the room. A DC 18 Perception check will spot it. It is protected by an Arcane Seal and can only be opened by pulling the lever in Room 7.
  • A DC 17 Investigation check will allow a player to find a book with legible text. The text mentions three predictions of Oculus. 1. A Lord will change the realm's fate. 2. Men will die fighting for the bounties of the realm. 3. Seven touched by wrath can prevent the Lord's conquest.

7. Spike Wall Hallway

The door opens to an L-shaped passageway. You cannot see around the corner, but a soft light glows from that direction.
  • 10 Feet away from the door are two pressure plates, which require a DC 19 Perception check to spot; they look identical to normal floor tiles. When stepped upon, a springloaded wall of spikes swings out from around the corner and into the player. The target must make a DC 17 Dex save. The target takes 3d10 piercing damage on a failure and half as much on a success. The trap resets automatically once triggered.
  • At the end of the L-shaped hallway is a lever, illuminated by a naturally glowing stone positioned above it. When pulled, the secret door in Room 6 opens.

8. Hidden Storage Room

The secret passageway leads to a small room. There are several rotten crates in this room, as well as a single dwarven skeleton. On the floor by the dwarf is a hammer and the shattered remains of a Channeling Stone. There is a stone door on the eastern wall.
  • The stone door is locked. A DC 15 Slight of Hand check performed by someone proficient in Thieves Tools can open the door.
  • At the end of the hallway is a lever, which opens the secret door connecting this hallway to Room 1.

9. Worship Chamber

The collossal doors grind against the ground as they open, revealing a massive chamber. Murals are carved into each wall which seem to depict a battle between seven people and a tall humanoid. There is a large center platform, above which is a large glowing crystal which illuminates the space. Standing upon the platform is an eleven man. He is tall, skinny, and frail, clad in what appears to be the tattered remains of ceremonial armor. He is using a long staff to prop himself up as he inspects the dwarvish runes etched into the floor. It sounds as if he may be mubling to himself.
  • The elf in this chamber is Arius, Warrior of Duality. He was cursed with insantiy for betraying the goddess of Duality, Genonia. He is searching for the Sunblade, the brother to the Moonlight Scythe, which is currently in his possession. He believes the sunblade must be in this room because it is shown in the murals on the walls. If a member of the party has the Sunblade, Arius will do anything to get it, even fighting the party to the death. If he chooses to fight the party, a Fire, Earth, Lightning, and Ice elemental will also spawn.

Arius, Cursed by Duality CR: 7

Large fey, chaotic evil
Armor Class: 17
Hit Points: 212
Speed: 30 ft

STR

14 +2

DEX

18 +4

CON

16 +3

INT

14 +2

WIS

12 +1

CHA

16 +3

Saving Throws: DEX +6, WIS +3
Skills: Acrobatics +6, Perception +3, Persuasion +6
Senses: darkvision 60 ft., passive Perception 13
Languages: Common, Elvish, Primordial
Challenge Rating: 7
Proficiency Bonus: +4

1/day: Sylvan Step. Arius can cast the spell "Misty Step" once per day.


Fey Ancestry. Arius has advantage on saving throws against being charmed and magic cannot put him to sleep. Keen Senses. Arius has proficiency in the Perception skill.   Elven Grace. Arius can't be surprised and has advantage on Dexterity saving throws.

Actions

Multiattack. Arius makes two attacks, one with his Moonblade Scythe and one with his shortsword.   Moonlight Scythe. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 13 (2d8+4) slashing damage.

Bonus Actions

Moonlight Wave. The Moonblade Scythe can also emit an arc of moonlight which travels in a 60ft line. A creature in this line must make a DC 16 Dex save or take 7 (2d6) radiant damage. Moonlight Wave has the same shapeshifter-revealing property as the spell Moonbeam.

Reactions

Evasion. When Arius is targeted by an effect that allows him to make a Dexterity saving throw to take half damage on a success, he takes no damage on a success and half damage on a failure.

Legendary Actions

Arius can take 2 legendary actions. Only one legendary action option can be used at a time, and only at the end of another creature's turn. Arius regains spent legendary actions at the start of his turn.   Moonlight Wave. Arius makes a Moonlight Wave attack.

  • When Arius reaches half health, he will misty step to the center platform, activating the Elemental Shield. This creates an impenetrable force field around Arius and the platform, which ocassionally cycles between the colors white, cyan, yellow, and orange. The shield can only be disabled if a Chaneling Stone is struck with the appropriate damage types in the right order.
  • Once Arius has died, a door will open at the end of the room which reveals a staircase. This starecase leads to Room 10.

10. Entrance

The staircase comes to an end a great distance bellow your original elevation; you suspect you are now below even the grounds of the Ingeous Plain. There is a door preventing further progress, upon which is engraved a symbol of a knife. There is a lock imbeded in the door.
  • The lock on the door can only be opened with a successful DC 25 Slight of Hand check.
  • Beyond the door is a hallway. The door to Room 11 is unlocked, while the ones to 13 and 14 are sealed.
  • A DC 17 Arcana or Investigation check reveals that the door to Room 14 is connected by channeling sigils to something in Room 13.

11. Ring Puzzle Room

The door closes as you enter the room. It does not lock, but appears to be unders some sort of tension that causes it to close when left idle. Upon the wall of this circular room is a phrase written in primordial.   Translated: "A journey three times across the realm will end where it began, yet the journeyman is forever changed."
  • If a player walks around the room three times and enters the door where they entered, they will find themselves in Room 12.

12. Lever Room

Miraculously, you find yourself in a small room with a lever on the wall.
  • Pulling the lever opens the door to Room 13.

13. Channeling Stone Room

This room has a 20ft tall ceiling. In the center of the room, a channeling stone sits imbeded in the floor. In the center of each of this rooms four walls, mechanical orbs of unknown design hum quietly.
  • Once all party members are in this room, the door will shut and four elementals will spawn in this room, appearing in the order: Fire, Lightning, Earth, Frost.
  • Every two rounds, the devices imbeded in the walls will emit a pulse which inverts gravity for all non-constructs. The players would then fall to the top of the room, and all elementals will be treated as if they are flying 20ft above them.
  • Striking the Channeling stone in this same order that the elementals spawned will open the door to Room 14. The door back to the main hallway will not open until all the elementals are defeated.

14. Golem Trial Chamber

You enter into a large room. Four pillars form a rectangle in the center of the room, with each of the pillars appearing to be made of the same material as the channeling stones, though they are not covered in dwarvish runes. Standing in the center of the room is a large humanoid made from stones, covered head to toe in dwarven runes. A hollow cavity in its chest glows with elemental energy. It's head appears to be a stone rectangular prism with a diamond-shaped hole passing directly through it.

Elemental Golem CR: 14

Large construct, neutral
Armor Class: 18
Hit Points: 260
Speed: 30 ft

STR

20 +5

DEX

14 +2

CON

18 +4

INT

4 -3

WIS

10 +0

CHA

8 -1

Saving Throws: Strength +10, Constitution +9
Damage Resistances: Slashing, Piercing, Bludgeoning from non-magical weapons
Condition Immunities: Frightened, Charmed, Poisoned, Deafened, Blinded, Paralyzed, Petrified, Exhaustion
Senses: blindsight 60ft.
Languages: None
Challenge Rating: 14
Proficiency Bonus: +5

Elemental Shield. The Elemental Golem's magic ambiently creates an impenitrable shield around it. The shield gives the golem an AC of 30. This shield can only be destroyed if it is standing within range of four elemental pulses created by Channeling Stones. The Elemental Shield will re-form after two rounds.

Actions

Multiattack. The Elemental Golem makes three attacks; two with its Elemental Beam and one with its Punch.   Elemental Beam. 60ft line. The Elemental Golem fires a beam of elemental magic. The beam requires a DC 17 Dex save to avoid. Roll 1d4 to determine the beam's effect.

  • 1. Fire. The target takes 3d10+9 Fire damage and is set on fire. The target takes an aditional 1d4+5 fire damage on their next turn.
  • 2. Frost. The target takes 2d10+9 Cold damage. Their speed is reduced by half until the end of their next turn.
  • 3. Earth. The target takes 3d12+9 Piercing damage.
  • 4. Lightning. The target takes 8d6+9 Lightning damage. The target has disadvantage on the dex save if they are wearing metal armor.
Punch. 5ft. 2d10+9 bludgeoning damage.

  • When all players enter this room, the door will shut and the Elemental Golem will come to life, turning hostile against the party.
  • The golem is immune to all attacks so long as its Elemental Shield is up. To remove the shield, the players must strike each of the pillars in the room with each of the elemental types while the golem is standing in the center rectangle.
  • Once the Elemental Golem has fallen, the doors to Room 15 will open. The hallway leading to room 15 is covered in murals depicting the party's journey. Some images include a fortress under seige, a city with black tendrils coming from the sky, a massive tree on fire.
  • 15. Room of Rest

    You push open the doors, revealing a large octagonal room. As you open the doors, an hourglass on a pedestal near the door to the left flips. In the center of the room, there are seven beds, and there is a large chest against the back wall.
    • The door leading to room 16 will not open until six hours have passed, as evidenced by a large hourglass near the door which was flipped when the doors to this room entered.
    • There are seven beds in the center of the room, as well as a Rune of Argath (Add this location to the list of fast-travel locations).
    • A large chest against the back wall containes five knives, 8 fire arrows, 8 frost arrows, 4 lightning arrows, 7 rations, 4 potions of Superior Healing, and a Scroll of Revivify.

    16. Beholder Boss Room

    Suddenly, the timer ends and the two massive doors to the next chamber grind open.   You step into a large cylindrical chamber. On the cieling, 60ft above, a luminous crystal shines a briliant blue. On the other side of the chamber appears to be a massive chasm, and two tunnel-like hallways branch off the main chamber. On the walls of this chamber, you can see seven figures in several murals; one in which they are speaking with a blacksmith, one in which they are are leading a large battle, and one in which they are driving a blade through a horned man in wearing armor.   As you peer over the edge of the chasm, you see a bright light far below. Suddenly a loud sound from above shakes the chamber. In a flash, a circular tunnel violently bores through the cave wall to the north, as if the rock was instantly removed. In the dark of the newly created tunnel, you see a singular, large glowing eye. To your horror, you then seen ten additional smaller eyes, then a large toothy maw as the creature glides into the chamber. The creature appears to be a large floating head, covered in jagged scales, with a large eye in its center and ten gangly eye-stalks protruding from it. To your surprise, the monster laughs maniacally:   I knew it! I knew you'd be here! I saw it. I, Oculus, God of Foresight, I saw it!

      Beholder

      Large aberration, lawful evil
      Armor Class 18
      Hit Points 180hp (19d10+76) 19d10+76
      Speed Fly: 20ft Hover: 20ft

      STR
      10 0
      DEX
      14 +2
      CON
      18 +4
      INT
      17 +3
      WIS
      15 +2
      CHA
      17 +3

      Saving Throws Int +8, Wis +7, Cha +8
      Skills Perception +12
      Senses Darkvision 120ft, passive perception 22
      Languages Deep Speech, Undercommon
      Challenge 13


      Antimagic cone: The beholder's central eye creates an area of antimagic, as in the anti magic field spell, in a 150-foot cone. At the start of each of its turns, the beholder decides which way the cone faces and whether the cone is active. The area works against the beholder's own eye rays.


      Actions

      Bite Melee weapn attack: +5 1d20+5 4d6 Damage: 4d6
      Eye Rays The beholder shoots three of the following magical eye rays at random (reroll duplicates), choosing one to three targets it can see within 120 feet. Choose ray 1d10
      1. Charm Ray The targeted creature must succeed on a DC 16 Wis save or be charmed by the beholder for 1 hour, or until the beholder harms the creature
      2. Paralyzing Ray The targeted creature must succeed on a DC 16 Con save or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success.
      3. Fear Ray The targeted creature must succeed on a DC 16 Wis save or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success.
      4. Slowing Ray The targeted creature must succeed on a DC 16 Dex save. On a failed save, the target's speed is halved for 1 minute. In addition, the creature can't take reactions, and it can take either an action or a bonus action on it's turn, not both. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success.
      5. Enervation Ray The targeted creature must make a DC 16 Con save, taking 36 8d8 necrotic damage on a failed save, or half as much on a successful one.
      6. Telekinetic Ray If the creature is a creature, it must succeed on a DC 16 Str save or the beholder moves it up to 30ft in any direction. It is restrained by the ray's telekinetic grip until the start of the beholder's next turn or until the beholder is incapacitated. If the target is an object weighing 300 pounds or less that isn't being worn or carried, it is moved up to 30ft in any direction. The beholder can also exert fine control on objects with this ray, such as manipulating a simple tool or opening a door or a container.
      7. Sleep Ray The targeted creature must succeed on a DC 16 Wis save or fall asleep and remain unconscious for 1 minute. The target awakens if it takes damage or another creature takes an action to wake it. This ray has no effect on constructs and undead.
      8. Petrification Ray The targeted creature must make a DC 16 Dex save. On a failed save, the creature begins to turn to stone and is restrained. It must repeat the saving throw at the end of it's next turn. On a success, the effect ends. On a failure, the creature is petrified until freed by the Greater Restoration spell or other magic.
      9. Disintegration Ray If the target is a creature, it must succeed on a DC 16 Dex save or take 45 (10d8) 10d8 force damage. If this creature is reduced to 0 hit points, it's body becomes a pile of fine gray dust. If the target is a large or smaller non-magicall object or creation of magical force, it is disintegrated without a savein throw. If the target is Huge or larger or creation of magical force, this ray disintegrates a 10ft cube of it.
      10. Death Ray The targeted creature must succeed on a DC 16 Dex save or take 55 (10d10) 10d10 necrotic damage. The target dies if the ray reduces it to 0hit points.


       

      Legendary Actions

      The beholder can take 3 legendary actions, using the Eye Ray option below. It can take only one legendary action at a time and only at the end of another creature's turn . The beholder regains spent legendary actions at the start of its turn.   Eye Ray The beholder uses one random eye ray.

      Lair Actions

      When fighting inside it~ lair, a beholder can invoke the ambient magic to take lair actions. On initiative count 20 (losing initiative ties), the beholder can take one lair action to cause one of the following effects:
      • A 50-foot square area of ground within 120 feet of the beholder becomes slimy; that area is difficult terrain until initiative count 20 on the next round.
      • Walls within 120 feet of the beholder sprout grasping appendages until initiative count 20 on the round after next. Each creature of the beholder's choice that starts its turn within 10 feet of such a wall must succeed on a DC 15 Dexterity saving throw or be grappled. Escaping requires a successful DC 15 Strength (Athletics) or Dexterity (Acrobatics) check.
      • An eye opens on a solid surface within 60 feet of the beholder. One random eye ray of the beholder shoots from that eye at a target of the beholder's choice that it can see. The eye then closes and disappears.
      The beholder can't repeat an effect until they have all been used, and it can't use the same effect two rounds in a row.

      A beholder's central lair is typically a large, spacious cavern with high ceilings, where it can attack without fear of closing to melee range. A beholder encountered in its lair has a challenge rating of 14.

      Regional Effects

      ·A region containing a beholder's lair is warped by the creature's'unnatural presence, which creates one or more of the following effects:   • Creatures within 1 mile of the beholder's lair some- times feel as if they're being watched when they aren't.   • When the beholder sleeps, minor warps in reality occur within 1 mi1e of its lair and then vanish 24 hours later. Marks on cave walls might change subtly, an eerie trinket might appear where none existed before, harmless slime might coat a statue, and so on. These effects apply only to natural surfaces and to nonmagical objects that aren't on anyone's person. If the beholder dies, these effects fade over the course of 1d10 days.


      One glance at a beholder is enough to assess its foul and otherworldly nature. Aggressive, hateful, and greedy, these aberrations dismiss all other creatures as lesser beings, toying with them or destroying them as they choose. A beholder's spheroid body levitates at all times, and its great bulging eye sits above a wide, toothy maw, while the smaller eyestalks that crown its body twist and turn to keep its foes in sight. When a beholder sleeps, it closes its central eye but leaves its smaller eyes open and alert.

    • The Beholder fight will not trigger until the party attempts to inspect the chasm. "Oculus", or The Beholder as he could be more accurately called, is a demon born from Oculus's eye. The Beholder remembers everything that Oculus ever saw with his foresight, but he doesn't understand that he is not Oculus, and therefore doesn't understand how future-sight works. He is jealous of the party for their destiny and wants to usurp it for his own. That is to say, The Beholder believes that he can be the one to kill Vorston and that he'll become a hero for it.
    • When The Beholder reaches 120hp and when it reaches 60hp, it will use the elemental energies of the temple to generate an Elemental Shield.
    • If the players inspect the tunnels, they will see that four rune-less Channeling Stones line the walls at the halfway point. These can be used to disable the Beholder's Elemental Shield if they are struck with each element while The Beholder is near.
    • After the fight, the party can repel down the chasm into The World Anchor.

    The World Anchor

    The World Anchor is a massive celestial structure located at the center of the planet. It's purpose is to store the Compass of Causality and to power the Divine Barrier that prevents the gods from having influence over Kindevion. Magic does not function in the World Anchor.
    As you carefully descend, you feel the pull of gravity begin to shift ever so slightly. With every few feet, the force pulls you closer to the wall, until you find yourself able to stand on what was once a sheer vertical drop. In this new perspective, the chasm becomes a tunnel, leading you towards a briliant glow.   You follow the tunnel into the light and cross the threshold into a massive spherical chamber. You stand upon an arcane bridge; a pathway made from solid light, leading onward towards a spectacularly gargantuan spherical structure, suspended in the center of the chamber. You suspect this is the World Anchor. You see many other light bridges connected to the World Anchor as well, each leading to other entrances. Peculuarly enough, on most of these bridges you see figures; people traveling to the same destination as you.
    • The people traveling on the bridges are alternate versions of the party. A DC 17 Investigation check will reveal one of the following observations, which have been placed here for example. Replace these descriptions with ones that more accurately represent your own party.
    1d8Description
    1 You see one person on the bridge; a grizzled and beaten Sylrona. They are clutching the wound where their left arm once was, limping towards the World Anchor.
    2 You see yourselves on the bridge, almost exactly as you are now. Except for Kebab. Kebab Fingershoes is wearing nothing but a loincloth. He notices you and starts waving. The rest of the party looks thoroughly embarassed.
    3 You see yourselves on the bridge, except Toland is notably absent. Instead, a robotic humanoid is in his place, who appears to be dressed almost identically to Frennan Shessad.
    4 At first, you see nobody on the bridge. You look closer and notice seven ducks marching in line towards the World Anchor. One of them is wearing an eyepatch, one is wearing a small hood, and one of them has a small barrel on its back.
    5 The only person standing on the bridge is a man you recognize to be Optimus the Hurricane, although something is different about him. He's wearing a black cloak covered in blood, and lightning crackles at his fingertips. To you surprise, he notices you staring, meeting your gaze. He reaches into his cloak and pulls out something truly horific: the servered head of Pebble Klondike, which he is holding by the hair. He smirks evily at you.
    6 You see yourselves on the bridge, except Pebble Klondike and Optimus the Hurricane are absent. A small goat and a fox are traveling with the party.
    7 You see yourselves on the bridge, except your proportions are out of wack. Toland is quite short and impossibly wide, Kebab is tall and thin, Korrin is four inches tall.
    8 The only person you see on the bridge is Pebble Klondike. He's wearing armor crafted from dragon scales and is holding a sword. He looks dishevled and quite sad, as if he's suffered a great loss.
    • The party can continue following the bridge into the World Anchor. Each room in the World Anchor is a moment from the party's history which is meant to demonstrate how Kindevion's cycle of violence has gripped them. Come up with your own scenes to match your party's backstory. Move between each scene when necessary as the party walks through doors in the environment. Below is the version of these scenes used for this campaign's default characters:
    You walk through the door, stepping through into a throne room. Blue banners hang from the walls, each with the golden skull of a stag on it. The bodies of nine soldiers litter the floor, each covered in stab wounds and magical burns. On the steps leading up to the throne, Toland lies half concious atop the charred body of a female Black Lance. A fresh, fluorescent purple slash wound shines up his chest and across his right eye. Shouts of panic echo from another room.   You walk through the door, stepping into a street in a wealthy city of some sort. The door to one of the surrounding townhouses swings open, and a man exits, dragging his young daughter by the arm. The white haired girl kicks and screams in defiance as her father hands her over to some men in scholarly robes, loading her into a steel carriage. One of the men approaches the father, placing a small coinpurse into his hands. "Thank you for your cooperation, sir. You've done this nation a great service." The father pockets the purse and says, "Just keep that little freak away from my family."   You walk through the door, stepping into a dark dungeon cooridor. To you left, the pained cries of a man ring out as his captors beat him. You look through the bars, and the bloodied face of Korrin looks back at you.   You walk through the door and are immediately drenched in a torrent of rain. You stand in a courtyard, in front of an alabaster castle which you recognize to be the Royal Academy of Vush. Visible only in the flashes of lightning, a gargantuan black dragon is attacking the castle. Several students melt to death next to you as the dragon spews a black substance on them. A small boy wanders through the coutryard as many mages fire back at the dragon. A taller man, who you recognize to be Megatronus Slatecutter, Optimus's father, runs into the courtard. "Optimus!" He cries. He runs over to him, throwing him over his shoulder. "Where's your mother? WHERE'S YOUR MOTHER?" he shouts. He casts Shield as the dragon swoops down, defending a powerful strike. He and Optimus safely make it back into the school.   You walk through the door, suddenly finding yourself on the streets of Aurora, the capital city of Arbhor. On the other side of the city, a burning building illuminates the nighttime cityscape. The door to a house opens to your left. Standing in the doorway is Kyra Goldenleaf, wearing a black cloak and speckled head to toe in blood. She weakly stumbles past you into the street, then runs off into the night. On the floor of the house you see the still warm body of a man covered in stab wounds. He wears a black overcoat with a tree medalion on his lapel.   You walk through the door onto a small dingy in the stormy night sea. You see a large iron ship, with an ornamental dragon head on the bow, sinking into the murky depths. The ship is covered in metal scales and its crimson sails bear the mark of a curled dragon. The screams of people ring out as Grondark, the Lord of the Four Skies, strikes the vessel with a bolt of lightning. It is at this moment you notice something in the dingy with you; a baby swaddled with red cloth in a basket. In the distance, you see a small island covered in the tiny lights of houses.
    • At the center of the World Anchor, there is an inner chamber where the Compass of Causality is kept.
    You suddenly find yourselves laying on the ground inside of the spherical structure of the World Anchor. The walls of celestial marble pulsate with an azure arcane energy. You see carvings on the walls. In one, a great war between many different races plays out. It's a bloody war. In the next, a man pleads with the gods for their assistance. In response, the gods grant the man power. In the last, the gods create a barrier around the realm, then depart into the unknown.   In the center of the room, a pedestal made from celestial marble holds a peculiar object. It seems to be a brass gyroscope of some kind, its internal mechanisms spinning wildly with the same energy as the rest of the chamber.

    The World Anchor

    Wondrous Item

    Legendary Conjuration Requires Attunement

    Plane Shift. Once per day. This device creates a portal to another plane. The plane on the other side of the portal cannot be seen through the portal. The user must either know the coordinates for said plane in Celestial Numerics or possess four items with arcane energy tied to said plane. If this function is used without a particular plane set, roll a d20. If the result is 1-19, nothing happens and device cannot be used again for a day. If the result is a 20, roll on the table bellow to determine the plane that appears.  
    1d8Description
    1. Thalasein A dying planet inhabited by strange, masked humanoids who use a genetics-altering substance called Rinse to cast magic.
    2. Galadeen A massive planet with an atmosphere of green methane. Located elsewhere in the Solaris System. Massive mountains reach the edges of the atmosphere.
    3. Anaheim A medium sized planet made entirely out of graphite sand. Located elsewhere in the Solaris System. The closest planet to Solaris and therefore unbearably hot.
    4. Valkria A planet covered in stormy oceans with small sandy islands. It is perpetually night. The former domain of Adonn, the God of Storms.
    5. The Astral Sea Sometimes refered to as "The Space between Space." An endless sea of stars, gas, and pastel light where the imagination becomes reality.
    6. The Impact A small planet located directly between the concentrated forces of Chaos and Balance. One side of the planet is covered in life and is being built by Balance, while the other side is empty and is actively being destroyed by Chaos.
    7. Feywild A large planet controlled by The Mother and covered in forest. Inhabited by Elves, Fairies, and other magical creatures.
    8. Hel A small, cold planet which orbits a white dwarf star. It is inhabited by demons of all kinds and ruled by Vorston, the Demon Lord of Wrath.
    Time Reversal. Once per three days. The compass rewinds time by one day. All creatures within 50 feet of the compass when this ability is used retain their recollection of events from before it was activated. After this, the device locks up and cannot be used at all for 1 day, with this ability not being restored for three days.

    A brass, spherical gyroscope-like device with exposed inner mechanisms and a dial on the top and bottom.

    Cost: 7000pp
    Weight: 5lb

  • If the World Anchor is picked up, the energy powering the structure will disipate and so will the Celestial Barrier that keeps Kindevion cut off from the rest of creation.
  • On the way out of the World Anchor, none of the bridges into the structure have anyone standing on them. The only reality in which the party is worthy of having the Compass is this one.
  • The Party levels up to Level 9.
    ~ End of Arc, Continue in the Angel's Vengeance Arc ~

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