The Shadowy Thief
The team get summoned to the Shadowfell. Surprising that they haven't had good relations with the inhabitants there. Something there has been stolen and the team is asked to retrieve it. The Bladed Pouch stole a magic item and a leading Shadar-Kai called Sil wants it returned on the orders of the Raven Queen.
Plot points/Scenes
The team meet up in the morning as usual, and are approached by a Shadar-Kai called Sil in disguise. He has a proposal for the team saying that they can get a bit of loot, and a bit of kudos with the Raven Queen. A magic item called the Orb of Darkness has been stolen from the Shadowfell, and has brought to the world by the Bladed Pouch. It is now sitting in an ancient chamber at the edge of the Underdark below the Alps. It is being passed to a cult belonging to the Star Gods, who are looking to bring eternal darkness to the region. Any treasure found there is theirs to take as long as the Orb is successfully returned.
They are given a location to the entrance to the southeast and told it is in a mountain pass. There they can enter and to stick to the main chamber until deep enough. There they will find a couple of smaller caverns leading off deeper. Water is heard coming from the one on the left.
The main chamber may have pockets of gas that force a DC 12 Constitution saving throw that if failed causes the Poisoned condition. Otherwise they can travel on down. It looks as if very little has been down here in a long long time.
If going into the left cavern, it will appear cold, incredibly damp & icy, and soon be shown to have water pouring from a source above flooding the lower levels. There is a chance of slipping if not careful and each run the risk of this. To close to the edge they will require a DC 12 Dexterity or Athletics saving throw t oavoid slipping into the water with it being cold and when hit it wil lcause them to have the Paralysed & Prone conditions for a Turn and take 2 1d4 cold damage
The cavern on the right looks as if it has been used sometime in the past and it slopes down to another slightly larger chamber. There at the end is an altar made of bone and wet looking rock. On it sits a crystaline orb of dark blue & purple that seems to suck in light. It appears to ddampen down lights near it automatically. Symbols & sigils are carved on the back wall, and on the altar of strange design and prove to be Primordial if investigated.
The 'temple' here proves to be dedicated to a being or deity called Nylarothep, "the bringer of dark sciences". Uless checked beforehand, hte team will be surprised by 5 1d10 cultists. These should be easy enough to defeat. They are hiding around & behind multiple staigmites & stalagtites, boxes of provisions, stone outcrops and boulders.
Once though when the Orb is taken, the bodies of the cultists will knit together or break apart in horrifying squeltching noises,ripping of tissue and cracking of bones to form 2 1d4 Gibberring Mouthers. These will try to attack immediately.
If everything is fine then the team can examine the remainder of the area. They will find a number of items:
- a jade & obsidian tiara (worth about 125 gold)
- 321 gold coins
- 5 daggers & 5 vials of one-use poison (worth about 25 gold altogether)
- A spell scroll of Waterbreathing (200 gold)
- and a full set of 300 yeay old Roman Centurian armour including a shield giving AC 14 (worth 25 gold as junk or a display piece) or 75 gold to a collector)
Related Characters
Related Organizations
Related Locations
Comments