PreGame

Current leads:
Make second map with rough locations

  • The Eye & The Ear in Dragonhold looking for Narkul's sword
  • Narkul's old friend 'Dyndryd' lives North of the marsh
  • Drusilia's vision shows a castle in the North East of the marsh
  • Demeratos vision warns of a great power at the temple in Redkiln

Other notes:

  • 10 days have passed since killing Narkul
  • Basilisk stalking the marsh
  • Delta has started heading towards Mulburg
  • Remaining group continuing North

Narkul has risen and is planning to intercept the group, and take back Sovereign and the Hand

3 days until next stage of the hand takes hold over Sovereign.

Marsh

Sovereign escape. Trying to flee West towards Mulburg as per Narkul's orders, won't say which way she is heading but will try leave South. She will try mass suggestion, making the group make camp and sleep the night. Anyone succeeds the save and that tries to attack or restrain her she'll attack with Disintegrate if martial, Feeblemind if caster, before fleeing trying to infect the Griffon with Contagion.
Sovereign will flee South and cast Nystul’s Magic Aura (24 Hours) on herself making herself non-magical and making her type as a beast and then trying to hide.
(Unaware) Primeval Awareness. 5mi (8km) Home to Berrimah, general direction and distance.
(Drusilia) Locate Creature. 1,000ft (0.3km) Home to Shops, gives location but blocked by 10ft of water.
(Ironhide) Detect Magic. 30ft.
If found again she'll fight as much as possible hoping to do enough damage they need to rest before chasing again.

Petrified Encounters DC=16 to dispell
Day Events
Castle Howlester Castle. Spider camp.
Lizardfolk See below.
South If travel for more than half a day find petrified statue of heavily wounded female Lizardfolk, large holes pierce her chest and shoulder, reviving her results in her bleeding out and dying. DC15 Medicine will reveal she's already dead or seconds away from it. A spear and net with fish in it lay nearby.

Night Events
Troll Hear a low sream, investigation finds a large arm on the ground with blood surrounding. Survival check, 14+ Troll tracks leading North, 17+ Basilisk tracks leading East.

Glaren tribe, 18 members.

  • Roxl, tribe leader, male
  • Juss, tribe shaman, female
  • Thuk, tribe cook, male
  • Thrass, child, male
  • Thru, hunter, female

Tribe of Lizardfolk, unaware of politics, Basilisk hunting and killing those who wonder too far. Outsiders not allowed in, they moved to get away from society and live in peace. They may setup camp just outside if promise to leave no mess. Following if promise is kept and no hostilities the lizardfolk will give each member of the group coal cooked birds wrapped with large leaves and stuffed with mushroom. The perfect blanket is also given. If group mentions Dyndryd the leader will mention of an elderly man living in the mountains that calls himself “Dyndryd the Eternal” the lizardfolk can provide a rough area.

The “Perfect Blanket”: A simple black bear fur blanket one side depicting a campsite with red and silver threads and the other an igloo with blue and silver thread. It is a thermal blanket with perfect heat transfer: one side is always warm or hot, the other is always cold. Can be used to survive extreme temperatures, but only with vigilance. One adventurer fell asleep under it and was found roasted crispy the next morning. Another who made the same mistake in summertime was found frozen solid.

If on good terms as they are leaving and receive the items they'll also mention if they return with parts of the basilisk as proof of it's death they can use the parts to make something for them as a reward.

If group returns with proof of the Basilisk's death depending on any parts returned they can make various items, Weapon and Armour cannot be magical, requires attunement, Eye operation requires attunement.

Part Additional Effect
Blood N/A 5 vials of petrification reversal ointment
Fang Any Weapon
Requires Attunement
Target makes a Con DC 15 saving throw on a fail they are paralyzed, they can repeat the save at the end of their turns until free.
If they succeed they are immune to the weapon's effects for 24 hours.
Scales Any Armour
Requires Attunement
The wearer has advantage on saves against being petrified or paralyzed
Eye Operation
Requires Attunement
Can cast Flesh to Stone 1/day regaining the ability at dusk, DC=8+Proficiency+CHA.
If eye is visible advantage on intimidate, and disadvantage on persuasion and performance

Huge (15ft x 15ft) stone spider over a stone hut with a part of it blown open.
Something has setup camp, stringing cloth between the legs to create a barrier.
Investigating reveals a very old campsite, everything in camp has rotted away or been overgrown, spider itself has lots of cracks, the abdomen has fallen off and mostly sunk into the swamp.
Spider 100 to 500 years. Campsite within 50 years
3x Trolls guard the area

Used to be Narkul's personal castle/home but sunk into the Marsh long ago.
Now inhabited by a Medusa and her pet Basilisk and use petrified creatures as servants.
Enterance trap/alert. DC15 string that sets off a fire trial lighting the staircase leading down to the throne room basking it in dim light instead of darkness, alerting the medusa and the basilisk

Medusa HP:125 AC:16 MM214
1x Snake Hair. 5ft +5 1d4+2 piercing | 4d6 poison
2x Last Quip. 5ft +5 1d6+5 piercing
Basilisk HP:150 AC:17 MM24
1x Tail. 15ft +5 4d6 slashing | 2d6 poison
1x Bite. 10ft +5 2d6 piercing | 4d6 poison
Gladiator HP:100 AC:15 MM346
3x Spear. +5 2d8+4 piercing
Reaction. +3AC on a melee attack
Will-O-Wisp HP:20 AC:19 MM301

Gaze: 30ft DC16Con, If 10 or lower instant petrification. otherwise restraied and repeat next turn.
Unless surprised you can opt to advert eyes but you cannot see the source until start of next turn.
Make save at start of character turn.
Cures Dispell Magic DC18 / Other

Loot & Lore
Greyhawk sword, Last Quip (Medusa)
Boots of Dendallen (In bedroom)
Minor treasure haul (In a safe)

  • 3x bottles of 2000+ year old wine
  • 5000gp
  • 1x Scroll of greater restoration

Narkul's Notes (In office)

  • Testing with a spell that altered people's dreams
  • Arranging a deal to protect treasures
  • Dendallen
    • Boots of Dendallen (in possession)
    • Eye of Dendallen (located)
    • Flesh of Dendallen (unknown)
    • Greaves of Dendallen (unknown)
    • Grip of Dendallen (unknown)
    • Mask of Dendallen (unknown)
  • Book of Vile Darkness
  • Lichdom and Cloning
    • Testing with various Phylactories
      • Simple jeweled chest (On desk)
      • Glass vat filled with salt water (Whisiling Bluff)
      • A gold coin (Sent to hidden vault)
      • Family necklace (Always carried)
      • Jug of infinite water (Sent to Chris Narod)
  • Create the perfect world where everyone lives forever and follows him

Basilisk parts

  • Roll arcana & medicine. Combine results
    • 14 Blood
    • 21 Fang
    • 28 Scales
    • 35 Eye

Mountains

dyndryd
Lives in a large sprawling cave, Dyndryd has an illusion hiding the mouth of the cave and always has an old man taking care of a little cottage 120ft away and who tells anyone that visits that he is Dyndryd the Eternal.
Dyndryd has wiped their mind of his existance and makes them truely believe their name is Dyndryd and have lived in the cottage for many millennia, don't know anyone called Narkul but knew a kind young man named Dauthos. It's been over 400 years since he last had visitors but sometimes visits Mulburg and Glaren every few years.
Detect magic reveals Enchantment magic over the man but nothing else.
He has stats of a commoner and can be killed easily

Pinga's Island

250ft high
30 Lizardfolk. enough food for 1 week, 2 weeks if rationing
Druid's from the temple to the Wild Mother in OldTree are going to investigate Pinga's
The druids can make a gate between the island and the ground but need someone to get a druid up there

  • c/ron/secret/42.txt
  • Last modified: 3 hours ago
  • by Kyle