The Burrows
A massive weave of ever changing tunnels that run deep beneath Faloura and presumably Lydren known as The Burrows this network of tight claustrophobic crawl spaces are tightly connected to The Fey and are often used by smaller fey creatures to journey into the mortal realm. Most who enter get lost and end up living down in The Burrows permanently. The main tunnels are 4 ½ ft tall and wide with randomly changing pathways meaning it’s impossible to draw a map or navigate confidently. Those who enter often feel their mind assaulted, the tunnels try to play mind games with those who enter and tries to break their mental and eventually their soul.
800 years ago a folk tale was told to Falouran children about rabbits that would deliver messages from the dead. Using their rabbit holes to teleport all over the country. Over the years the story has changed and evolved until it was eventually forgotten by most people. A few people who have looked into The Burrows and a smaller few have actually gone into them.
A fey compass is the only known way to navigate The Burrows, a simplistic item which allows the user to think of where they wish to go the needle with point in that direction all the user has to then do is follow the compass until they are eventually lead out of the tunnels and back to the world above.
For those who are lost and find themselves in the deepest parts of the tunnels are hunted by The Burrower a massive 60ft long worm creature that digs and maintains the tunnels, when The Burrower is killed another is born from one of the millions of egg it has laid throughout the tunnel, it only take 2 years for the beast to reach its full size.
When exploring the Burrows you must roll on the d20 table once per day.
1. As the tunnels wind on and the party crawl deeper and deeper, the tunnels begin to narrow even more until the party are unable to move their arms, slowly but surely the party are able to one by one pull their way forward until the tunnel opens back up to a still cramped space but one with enough room for them to move more freely. As the final player makes their way out of the tight space they stop moving, unable to pull their lower half out of the cramped space the player is stuck. To pull them to safety a STR check 16 must be made for every failed attempt the stuck player suffers 1d8 damage.
2. The twisting tunnels continue deeper until the players see a hard left turn around the corner the tunnel as a soft decline leads them down into the lower layers, as they carefully make their way down the slope it gradually gets steeper and steeper, on a DEX 14 or they lose their footing, if a player is behind the player that loses their footing they get disadvantage on the save. The saving throw increases by 2 for every failed player slamming into them from behind. The players slide down the steep slope until they crash into a small open cavern. They suffer 4d6 bludgeoning damage.
3. A day of travel in the tunnel.
4. As the tunnel gets tighter and tighter the player at the front spots a dark shadow blocking the path ahead, upon closer inspection the mummified remains of a human male lies stuck in the cave.
5. WIS 15 each player becomes scared of each other for 1d4 hours. The players will scatter all over the system of tunnels. A Survival 18 will find one player per hour.
6. The cave is so low that the players find themselves with barely any room to move, a rumble from below rocks the entire tunnel rattling the players down to their bones.
7. A day of travel in the tunnel.
8. The tunnel's ground is soaking wet, covering the players in mud, water pours in from above raining down on the party.
9. As the party crawls deeper in the cold breeze fills the air, they start to see the warm breath leaving their body as they notice the tunnel is covered in ice and snow. A hard day's travel lies ahead of the party CON 16 or suffer a point of exhaustion.
10. An open room lies before the party, picks a player at random and relives a bad scene from their life in a still image. 11. For the first time in a long time the tunnel wides up enough for the players to stand and stretch out. A pleasant day in the caven passes. An investigation 12 will reveal this part of the tunnel feels recently dug out.
12. The tunnel floor is covered in worms.
13. A day of travel in the tunnel.
14. The cavern opens up with space to stand, a rocky chasm separates the tunnels the players can choose to go down or over. The chasm is 150ft deep.
15. An open room lies before the party, picks a player at random and relives a bad scene from their life in a still image.
16. The tunnel is tall enough for the players to stand in but after 30 minutes, the floor is filled with a crimson liquid (blood) until the players are knee deep.
17. As the tunnels wind on and the party crawl deeper and deeper, the tunnels begin to narrow even more until the party are unable to move their arms, slowly but surely the party are able to one by one pull their way forward until the tunnel opens back up to a still cramped space but one with enough room for them to move more freely. As the final player makes their way out of the tight space they stop moving, unable to pull their lower half out of the cramped space the player is stuck. To pull them to safety a STR check 16 must be made for every failed attempt the stuck player suffers 1d8 damage.
18. A day of travel in the tunnel.
19. Most of the day goes by normal until the party finds an opening, inside thousands and thousands of eggs cover the room. The party is attacked by a worm-like creature.
20. A few hours pass by until the players find a massive opening, the large empty hall has a massive hole at the back of the room. While inspecting The Burrower will strike. Once defeated the players can delve into the hole that runs 300ft down. Athletics or acrobatics check 14 every 50ft. If the players are using ropes the check is 10 instead. At the bottom of the hole the players reach The Hollow.
The fey creatures down here are primal fey creatures, some of which are incredibly aggressive. For anyone unlucky enough to make it deep into the hollow will often find themselves stalked by creatures of all kinds while traveling through The Hollow. Most who travel these parts are looking to find a back entrance into the Feywild. However the gate at the deepest point that leads to the Wilds is guarded by Ashta, a large spider big enough to match some dragons.
In the Deepest layer of the hollow there is an entrance to the FeyWild, an arch of interwoven branches forming a doorway into a lush green forest.
While in the Hollow twice per day you must roll on one of 2 D20 tables.
1d4: 1-2
1. The lush forest sounds go quiet, the air is filled with a strange gibberish sound, like clucking, the party is attacked by a Jabberwock.
2. A spiderweb has trapped a fairy, if the players help him he will invite them to a tea party. If they attend the players will receive a jar of pixie dust that will allow a player to fly for 1 minute.
3. A grick encounter.
4. A walrus named Penny with a large backpack offers the players a magic sack with 1 of 4 magic items in for 700g (table below). After the sack is opened and the magic item is pulled out, it sets on fire destroying the bag.
1) Sea Shell Whip 2) Eye of Scrying 3) Blinking Dagger 4) Spiritual Armour 5. A dark Obelisk overgrown with vines, hums with magic energy, inside a goblin is trapped if they set him free he stabs them in the foot with a cursed dagger reducing their movement speed by 10ft for 1d4 weeks.
6. A lush field is filled with flowers, inside a group of barely alive human adventurers being eaten from the inside out by moth-like creatures.
7. A group of Mischievous Fairies messes with the players that night.
1) Clothes are hanging from the surrounding trees.
2) Fill their water skins with vinegar.
3) Shaving one eyebrow.
4) Eating all their food.
8. A large tree with purple leafs stands atop a small hill, the branches are filled with a translucent blue fruit. If the players eat the fruit they roll 1d6.
1) Suffer three points of exhaustion.
2) Become invisible for 24 hours.
3) HP hits zero points.
4) Gain double proficiency for 24 hours.
5) Become Blinded for 24 hours.
6) Gain advantage on all attack rolls for 24 hours.
9. The party stumble upon a webbed forest inside and are attacked by 2 phase spiders. 10. An owl bear attacks the players.
11. A sword sits in a stone, a glistening golden hilt and a perfectly silver blade. The sword is impossible to move. (an identify spell will reveal its an immovable rod). 12. A perfect green light shines down, a moss covered dilapidated circular structure surrounds a worn statue of a black diamond. On a religion 22 they will discover the shrine is an old forgotten temple in homage to the Fey deity known as The Queen of Air and Darkness.
13. Slowly the trees are replaced by large mushrooms, while passing through the players must make a series of saving throws CON 16 or suffer 3d8 poison damage. 14. The floor starts to rumble as two Bulettes erupt from the ground attacking the party. 15. The familiar sound of a hammer beating metal rings through the air, a small cottage built into a tree with a large blacksmiths shop sits under an giant unearthed root, inside the shop is a dwarven male who goes by the name Robont, he is in the process of making the largest greatsword ever. The blade is currently 21ft long. 16. A large feast is laid out with foods from all over the world. The party must make a WIS 16 save or they will start to stuff their face with the food on the table. While they are eating the party is attacked by the table which is a mimic.
17. A garden filled with flowers of all colours and sizes, The players must make a WIS 11 saving throw or start impulsively eating the flowers uncontrollably. 18. Stone statues of strange creatures pass them on their journey, after a while they stumble on these dog like creatures, when inspecting the stone cracks open revealing a maw filled with teeth, the party is attacked by Lapicanes. 19. A dying treant lies on the ground, his withered grey bark crackles as he moves. Noticing the party he asks them to approach, he asks for one last story from the mortal plane, if he likes the story he smiles handing the players a bit of Fey wood which will mold itself into a handle of any weapon the player wants (non magical) imbuing the weapon making it a +1 to hit and damage, also once per day the player can cast Entangle STR 16 save. 20. Large egg sacks covered in web stick to all the surfaces, spiders scuttle over the players feet, when they look up they are attacked by spider nurses. 1d4: 3-4
1. A group of large prey mantis-like creatures attack the party.
2. The ground starts to shake as a Treant attacks the players.
3. The air turns cold, as a thick layer of snow starts to fall from above. Movement is halved
4. A Red Panda becomes attached to the players.
5. The air turns cold and warm throughout the day, one of the players feels as if they’ve been followed all day, a constant anxiety washes over. A Remorhaz will choose the perfect moment to strike.
6. An eccentric flute playing Faun takes an immediate liking to the party, and offers to give them information in return for goodies.
7. A stream separates two parts of land from one another, to the shock of the party they don’t see water instead a liquid silver like substance. Reflective like a mirror while staring it’s as if the liquid doesn’t move. They see a perfectly clear reflection of themselves looking back. As the reflections look back at the party a wicked smile cracks across the faces as the players must succeed a WIS 15. Any player that fails is pulled into the water and switches places with their reflections without anyone noticing. The swapped reflections will take a surprise round on the party, while the players in the water have to fight the dopplegangers which fail to switch, once all of the doppleganger are defeated the water turns to a clear blue, revealing itself to be shallow and easy to cross. If the entire party fails the check they must succeed in breaking the magic barrier separating them from the surface before drowning.
8. The Party is attacked by a Grey Render.
9. A fast flowing river that goes out 400ft stops the party's journey, as the party tries to figure a way over the players notice a wicker bridge but when they try to cross it a magical barrier stops them from stepping on the bridge. A small toll booth made of wicker houses has a little Pixie who floats over to the party. His name is Yebri and to cross his bridge you must answer his riddles.
a) The more you leave it behind, the more you take. What am I? Footsteps.
b)What falls but never breaks, and what breaks but never falls? Night and day.
c) What has a golden head and a golden tail but no body? A gold coin.
10. The party is attacked by Displacer Beasts.
11. A large tree with a human-like face on the trunk looks and smiles at the party “May I have a moment of your time?” the tree asks “It’s been some since I’ve had a good laugh and it gets a bit much down here, please tell me a few good jokes.” If the party is able to make the tree laugh he will give information on the formation of the Burrows and the Hollow.
12. Overweight fairy unable to fly needs to be carried to his home, as a reward can recover injured parts of the body.
13. A Dryad named Gilra sits softly plucking strings while perched on a root of a tree, noticing the party she immediately picks up their scent as being from the mortal plane. Having never left she's curious what music played by mortals sounds like. If the players are able to perform a song for Gilra she will reward them with a bag of beans. (try to keep the table secret from the players). 14. The weather turns dark clouds gather at the top of the cavern and a heavy rain falls soaks the party for the next 24 hours.
15. A giant cat runs up to the party and in its mouth a bird is put down in front of the party. The bird is a Roc.
16. A small hut sits in the distance, a picket fence surrounds a neat vegetable garden, a small chimney puts smoke and the alluring smell of bacon comes from within. This is the home of Zedris Burn, The Keeper of the Hourglass of Fates. Inside he is cooking food with the hourglass timing some eggs being fried. Zed has been using the hourglass to jump around the timeline and masterfully so, this caught the attention of the Archons of Clestia, who originally hunted him for their artifact but protected by the sparrow Ariedon. Instead of punishment Zed was appointed the keeper of time for all of Tel’estria. He watches over the entire world from his hut in The Burrows mostly because he finds Celstira too loud and he is scared of heights. “It doesn’t get higher anywhere that Celstira. Is a goddamn mountain in the sky!”
17. The sound of hooves rumbles towards the party as they are charged by a Gorgon.
18. Leprechaun offers the players a wish but upon granting the wish is twisted.
19. A shimmering mist wraps around the party, unable to see more than 15ft in front of them the silver and purple haze starts to affect the players minds for the next minute the mist acts as a weird spell with a WIS 15 save and 2d10 damage.
20. A large dich covered in spiderwebs surrounds a portal in the center that emits a green glow. As the party approaches the webs stick and hinder their movement about halfway to the portal they are attacked by Ashta.
A fey compass is the only known way to navigate The Burrows, a simplistic item which allows the user to think of where they wish to go the needle with point in that direction all the user has to then do is follow the compass until they are eventually lead out of the tunnels and back to the world above.
For those who are lost and find themselves in the deepest parts of the tunnels are hunted by The Burrower a massive 60ft long worm creature that digs and maintains the tunnels, when The Burrower is killed another is born from one of the millions of egg it has laid throughout the tunnel, it only take 2 years for the beast to reach its full size.
When exploring the Burrows you must roll on the d20 table once per day.
1: A player gets stuck | 2: Slide deeper in | 3: Nothing Happens | 4: Dead body blocks to way | 5: Fear washes over the party |
6: Rumbling felt just underneath the party | 7: Nothing Happens | 8: The ground is soaking wet | 9: The cavern is frozen over | 10: Player Memory Bad |
11: Cave widens | 12: Tunnel is filled with worms | 13: Nothing Happens | 14: Chasm | 15: Player Memory Good |
16: The cave is filled with blood | 17: A Player gets Stuck | 18: Nothing Happens | 19: Burrowers Nursery | 20: The Burrowers nest, into the Hollow |
2. The twisting tunnels continue deeper until the players see a hard left turn around the corner the tunnel as a soft decline leads them down into the lower layers, as they carefully make their way down the slope it gradually gets steeper and steeper, on a DEX 14 or they lose their footing, if a player is behind the player that loses their footing they get disadvantage on the save. The saving throw increases by 2 for every failed player slamming into them from behind. The players slide down the steep slope until they crash into a small open cavern. They suffer 4d6 bludgeoning damage.
3. A day of travel in the tunnel.
4. As the tunnel gets tighter and tighter the player at the front spots a dark shadow blocking the path ahead, upon closer inspection the mummified remains of a human male lies stuck in the cave.
5. WIS 15 each player becomes scared of each other for 1d4 hours. The players will scatter all over the system of tunnels. A Survival 18 will find one player per hour.
6. The cave is so low that the players find themselves with barely any room to move, a rumble from below rocks the entire tunnel rattling the players down to their bones.
7. A day of travel in the tunnel.
8. The tunnel's ground is soaking wet, covering the players in mud, water pours in from above raining down on the party.
9. As the party crawls deeper in the cold breeze fills the air, they start to see the warm breath leaving their body as they notice the tunnel is covered in ice and snow. A hard day's travel lies ahead of the party CON 16 or suffer a point of exhaustion.
10. An open room lies before the party, picks a player at random and relives a bad scene from their life in a still image. 11. For the first time in a long time the tunnel wides up enough for the players to stand and stretch out. A pleasant day in the caven passes. An investigation 12 will reveal this part of the tunnel feels recently dug out.
12. The tunnel floor is covered in worms.
13. A day of travel in the tunnel.
14. The cavern opens up with space to stand, a rocky chasm separates the tunnels the players can choose to go down or over. The chasm is 150ft deep.
15. An open room lies before the party, picks a player at random and relives a bad scene from their life in a still image.
16. The tunnel is tall enough for the players to stand in but after 30 minutes, the floor is filled with a crimson liquid (blood) until the players are knee deep.
17. As the tunnels wind on and the party crawl deeper and deeper, the tunnels begin to narrow even more until the party are unable to move their arms, slowly but surely the party are able to one by one pull their way forward until the tunnel opens back up to a still cramped space but one with enough room for them to move more freely. As the final player makes their way out of the tight space they stop moving, unable to pull their lower half out of the cramped space the player is stuck. To pull them to safety a STR check 16 must be made for every failed attempt the stuck player suffers 1d8 damage.
18. A day of travel in the tunnel.
19. Most of the day goes by normal until the party finds an opening, inside thousands and thousands of eggs cover the room. The party is attacked by a worm-like creature.
20. A few hours pass by until the players find a massive opening, the large empty hall has a massive hole at the back of the room. While inspecting The Burrower will strike. Once defeated the players can delve into the hole that runs 300ft down. Athletics or acrobatics check 14 every 50ft. If the players are using ropes the check is 10 instead. At the bottom of the hole the players reach The Hollow.
The Hollow
Not all of the tunnels are tight, the deeper levels can be massive open spaces filled with all sorts of horrors but also beauty. The Hollow is closer to the fey wild so is filled with lush greenery and lit up by bioluminescent plant life, the large cavernous passages resemble an alien jungle filled with purple and blue plants more than a cave. The winding intersecting corridors of The Hollow span for an incredible distance making it easy to get lost. Large portions of The Hollow are filled with massive chasms that drop thousands of feet into the lower chambers.The fey creatures down here are primal fey creatures, some of which are incredibly aggressive. For anyone unlucky enough to make it deep into the hollow will often find themselves stalked by creatures of all kinds while traveling through The Hollow. Most who travel these parts are looking to find a back entrance into the Feywild. However the gate at the deepest point that leads to the Wilds is guarded by Ashta, a large spider big enough to match some dragons.
In the Deepest layer of the hollow there is an entrance to the FeyWild, an arch of interwoven branches forming a doorway into a lush green forest.
While in the Hollow twice per day you must roll on one of 2 D20 tables.
1d4: 1-2
1: Jabberwock | 2: Trapped Fairy | 3: Grick | 4: Loot Box Vendor | 5: Obelisk |
6: Dead explorer | 7: Mischievous Fairies | 8: Fruitful Tree | 9: 2x Phase Spiders | 10: Owlbear |
11: Sword in the stone (impossible) | 12: Shrine to Fey | 13: Mushroom Field | 14: 2x Bulette | 15: Dwarf Blacksmith |
16: Mimic Feast Table | 17: Tasty Flowers | 18: Lapicanes | 19: Dying Treant | 20: Spider Nursery |
2. A spiderweb has trapped a fairy, if the players help him he will invite them to a tea party. If they attend the players will receive a jar of pixie dust that will allow a player to fly for 1 minute.
3. A grick encounter.
4. A walrus named Penny with a large backpack offers the players a magic sack with 1 of 4 magic items in for 700g (table below). After the sack is opened and the magic item is pulled out, it sets on fire destroying the bag.
1) Sea Shell Whip 2) Eye of Scrying 3) Blinking Dagger 4) Spiritual Armour 5. A dark Obelisk overgrown with vines, hums with magic energy, inside a goblin is trapped if they set him free he stabs them in the foot with a cursed dagger reducing their movement speed by 10ft for 1d4 weeks.
6. A lush field is filled with flowers, inside a group of barely alive human adventurers being eaten from the inside out by moth-like creatures.
7. A group of Mischievous Fairies messes with the players that night.
1) Clothes are hanging from the surrounding trees.
2) Fill their water skins with vinegar.
3) Shaving one eyebrow.
4) Eating all their food.
8. A large tree with purple leafs stands atop a small hill, the branches are filled with a translucent blue fruit. If the players eat the fruit they roll 1d6.
1) Suffer three points of exhaustion.
2) Become invisible for 24 hours.
3) HP hits zero points.
4) Gain double proficiency for 24 hours.
5) Become Blinded for 24 hours.
6) Gain advantage on all attack rolls for 24 hours.
9. The party stumble upon a webbed forest inside and are attacked by 2 phase spiders. 10. An owl bear attacks the players.
11. A sword sits in a stone, a glistening golden hilt and a perfectly silver blade. The sword is impossible to move. (an identify spell will reveal its an immovable rod). 12. A perfect green light shines down, a moss covered dilapidated circular structure surrounds a worn statue of a black diamond. On a religion 22 they will discover the shrine is an old forgotten temple in homage to the Fey deity known as The Queen of Air and Darkness.
13. Slowly the trees are replaced by large mushrooms, while passing through the players must make a series of saving throws CON 16 or suffer 3d8 poison damage. 14. The floor starts to rumble as two Bulettes erupt from the ground attacking the party. 15. The familiar sound of a hammer beating metal rings through the air, a small cottage built into a tree with a large blacksmiths shop sits under an giant unearthed root, inside the shop is a dwarven male who goes by the name Robont, he is in the process of making the largest greatsword ever. The blade is currently 21ft long. 16. A large feast is laid out with foods from all over the world. The party must make a WIS 16 save or they will start to stuff their face with the food on the table. While they are eating the party is attacked by the table which is a mimic.
17. A garden filled with flowers of all colours and sizes, The players must make a WIS 11 saving throw or start impulsively eating the flowers uncontrollably. 18. Stone statues of strange creatures pass them on their journey, after a while they stumble on these dog like creatures, when inspecting the stone cracks open revealing a maw filled with teeth, the party is attacked by Lapicanes. 19. A dying treant lies on the ground, his withered grey bark crackles as he moves. Noticing the party he asks them to approach, he asks for one last story from the mortal plane, if he likes the story he smiles handing the players a bit of Fey wood which will mold itself into a handle of any weapon the player wants (non magical) imbuing the weapon making it a +1 to hit and damage, also once per day the player can cast Entangle STR 16 save. 20. Large egg sacks covered in web stick to all the surfaces, spiders scuttle over the players feet, when they look up they are attacked by spider nurses. 1d4: 3-4
1: Giant Prey Mantis | 2: Treant | 3: Thick Snow | 4: Red Panda | 5: Remorhaz |
6: Flute Playing Faun | 7: Mirrored River | 8: Grey Render | 9: Eccentric Pixie with riddles | 10: Displacer Beast |
11: Jokerster Tree | 12: Overweight Fairy | 13: Dryad wants to hear a song from the mortal realm | 14: Heavy Rain | 15: Giant Cat |
16: Zed, The Keeper of the Hourglass of Fate. | 17: Gorgon | 18: Leprechaun | 19: Phantasmal Fog (weird spell) | 20: Ashta, The Spider Queen |
2. The ground starts to shake as a Treant attacks the players.
3. The air turns cold, as a thick layer of snow starts to fall from above. Movement is halved
4. A Red Panda becomes attached to the players.
5. The air turns cold and warm throughout the day, one of the players feels as if they’ve been followed all day, a constant anxiety washes over. A Remorhaz will choose the perfect moment to strike.
6. An eccentric flute playing Faun takes an immediate liking to the party, and offers to give them information in return for goodies.
7. A stream separates two parts of land from one another, to the shock of the party they don’t see water instead a liquid silver like substance. Reflective like a mirror while staring it’s as if the liquid doesn’t move. They see a perfectly clear reflection of themselves looking back. As the reflections look back at the party a wicked smile cracks across the faces as the players must succeed a WIS 15. Any player that fails is pulled into the water and switches places with their reflections without anyone noticing. The swapped reflections will take a surprise round on the party, while the players in the water have to fight the dopplegangers which fail to switch, once all of the doppleganger are defeated the water turns to a clear blue, revealing itself to be shallow and easy to cross. If the entire party fails the check they must succeed in breaking the magic barrier separating them from the surface before drowning.
8. The Party is attacked by a Grey Render.
9. A fast flowing river that goes out 400ft stops the party's journey, as the party tries to figure a way over the players notice a wicker bridge but when they try to cross it a magical barrier stops them from stepping on the bridge. A small toll booth made of wicker houses has a little Pixie who floats over to the party. His name is Yebri and to cross his bridge you must answer his riddles.
a) The more you leave it behind, the more you take. What am I? Footsteps.
b)What falls but never breaks, and what breaks but never falls? Night and day.
c) What has a golden head and a golden tail but no body? A gold coin.
10. The party is attacked by Displacer Beasts.
11. A large tree with a human-like face on the trunk looks and smiles at the party “May I have a moment of your time?” the tree asks “It’s been some since I’ve had a good laugh and it gets a bit much down here, please tell me a few good jokes.” If the party is able to make the tree laugh he will give information on the formation of the Burrows and the Hollow.
12. Overweight fairy unable to fly needs to be carried to his home, as a reward can recover injured parts of the body.
13. A Dryad named Gilra sits softly plucking strings while perched on a root of a tree, noticing the party she immediately picks up their scent as being from the mortal plane. Having never left she's curious what music played by mortals sounds like. If the players are able to perform a song for Gilra she will reward them with a bag of beans. (try to keep the table secret from the players). 14. The weather turns dark clouds gather at the top of the cavern and a heavy rain falls soaks the party for the next 24 hours.
15. A giant cat runs up to the party and in its mouth a bird is put down in front of the party. The bird is a Roc.
16. A small hut sits in the distance, a picket fence surrounds a neat vegetable garden, a small chimney puts smoke and the alluring smell of bacon comes from within. This is the home of Zedris Burn, The Keeper of the Hourglass of Fates. Inside he is cooking food with the hourglass timing some eggs being fried. Zed has been using the hourglass to jump around the timeline and masterfully so, this caught the attention of the Archons of Clestia, who originally hunted him for their artifact but protected by the sparrow Ariedon. Instead of punishment Zed was appointed the keeper of time for all of Tel’estria. He watches over the entire world from his hut in The Burrows mostly because he finds Celstira too loud and he is scared of heights. “It doesn’t get higher anywhere that Celstira. Is a goddamn mountain in the sky!”
17. The sound of hooves rumbles towards the party as they are charged by a Gorgon.
18. Leprechaun offers the players a wish but upon granting the wish is twisted.
19. A shimmering mist wraps around the party, unable to see more than 15ft in front of them the silver and purple haze starts to affect the players minds for the next minute the mist acts as a weird spell with a WIS 15 save and 2d10 damage.
20. A large dich covered in spiderwebs surrounds a portal in the center that emits a green glow. As the party approaches the webs stick and hinder their movement about halfway to the portal they are attacked by Ashta.
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