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Prologue: The Great Judgement

Introduction

The Great Judgement Arc is a prologue to the events of Curse of the Frigid Wrath. It is set 2000 before the Band of Locusts arc, during the end of the Great Magic War. This prologue is optional and not required to understand the plot of Curse of the Frigid Wrath. This module can be ran either before or after Curse of the Frigid Wrath, though it is advised to be experienced afterwards.
  • This adventure is designed for 2-3 players, taking them from 1st to 5th level.
  • This adventure can be completed in roughly 4-6 sessions of play.
  • The players may be of any race, except for Tiefling or Drow.
  • During character creation, the players may select or create one magic item of Rare rarity or below. This item is to be rewarded to each player after certain achievements.
  • One player must be of high standing in the Elven Empire of Arbhor (refered to as The Protector), and one player must be of high standing in a foreign, non-human kingdom (refered to as The Foreigner).
When you are ready to begin the adventure, read the following:
This story takes place in a world called Lokuncalm, an ancient realm older than any other. The world is full of fantastical sights, from the jungles of Zakib to the grand orcish kingdom of Bomberdia. However, the realm has not seen true peace in many years. The Five Races of the realm have been locked into a conflict known as the Great Magic War, which has cost millions of lives and scourged the realm for nearly a 1000 years. In the last five centuries, the conflict has turned upon the Humans, who live in the ancient kingdom of Brilon. The other four races, the Elves, Dwarves, Orcs, and Changelings, believe that eradicating the human threat will bring an end to the seemingly endless conflict. Much of the human kingdom has been claimed by the Elven Empire, yet humanity somehow persists. To speed along the war's end, the non-human races have begun to establish alliances, sending representatives to foreign kingdoms in order to prepare for a final assault against the Humans' hidden base.

Act I: Find Neran

  • The party's goal is to find Neran, a human druid who guards the secret location of the last human settlement.

Arbhor - Aurora, Capital of the Elven Empire

A boat, known as the Steel Dawn, arrives in Port Ginkgo, which is a few miles south of Aurora. The boat carries a single passenger, the player who is in high standing with a foreign government.
You sit upon a crate within the hull of a small sailship known as the Steel Dawn. You have traveled long and far, and most of the crew has done very little to get to know you. Finally, as if the Gods have answered your wishes, the captain shouts "Land Ho!" You ascend the small stairway, stepping out onto the deck, greated by the warm rays of a Summer's End sun. As your eyes adjust, you see it; the grand forested shores of Arbhor, the capital kingdom of the Elvish Empire. Towering over the landscape of blue waters and pine trees is the Spirit Oak, a massive tree jutting miles into the sky. Its leaves are fresh and verdant this time of year. The boat approaches Port Ginkgo, a bustling sandstone-brick strip populated by merchants and travelers from all across the world.
After disembarking, there are three elves waiting for the player's arrival. They have been sent by the Emperor, Theralin to collect the foreign representative and deliver them to the capital. They seek to lead them to a carriage pulled by four white stags.
  • In the carriage, the elves divulge that a room has been prepared for the player at a local inn called The Maple Inn, handing over the key. They tell him that his meeting with the Emperor has been scheduled for that afternoon, and encourage him to enjoy his return to the capital in the meantime.
  • (The Protector's character may also be introduced at this time, or later at the Maple Tavern.)

The Maple Tavern and Inn

  • The Maple Tavern and Inn is a building built into a hollow maple tree in the Camphor district of Aurora. There are many people here, mostly elves and a few scattered dwarves, drinking and enjoying the music.
  • The inn is owned by an elven woman named Myra. She is currently celebrating her 261st birthday and has prepared Elvish Seedcake to share with her patrons. The Elvish Seedcake grants the effects of the spell Cure Wounds when eaten.
  • The Protector is seated at a table in this tavern.
  • On the second floor of the inn are the rooms, with the player's room at the back of the hall. Inside, there is a bed with a table, a small mirror, and a dresser. A Room rental is 25gp, but a bed is provided by the Empire.
  • When the party returns downstairs, a drunken elf warrior (who uses the Veteran statblock), loudly insults the non-elven member of the party, saying that their kind isn't welcome in Aurora. Should a fight break out, the warrior will be fighting alone and makes all of his rolls with disadvantage.
  • The protector has been told to deliver the foreigner to the Ivory Keep at sunset. There are several stores to check out around town, which the protector knows of. There is a potion seller in the Camphor district, an armorer in the Banyan district, and a weaponsmith in Magnolia district.

The Ivory Keep

The Ivory Keep can be found north of the Banyan district on a cliff overlooking Gooseberry Ravine and, in the distance, the Spirit Oak. The Keep is a very tall, tower shaped building wrapped in massive roots, with a set of massive wooden doors at the entrance. The doors are carved with depictions of the Spirit Oak and the First Elves.
You arrive at your destination, the Ivory Keep. It is a tall, tower shaped building built from a pure white stone and wrapped in massive roots. A set of large wooden doors seems to be the only entrance, carved with various depictions of elves. You enter the Keep, stepping into a large octagonal chamber with tall windows on each wall. There are five elves seated in thrones on a raised platform, each of whom are wearing white robes. They look upon you disdainfully. The elf sitting in the center wears a crown made of purple crystal, leading you to conclude that he is Theralin, the Elven Emperor. His face is wrinkled, his eyes sunken, and his white beard nearly touches the floor. He begins to speak, facing you (The Foreigner). "Why have you come here?"
  • Theralin tells the foreigner that he will consider their proposition for alliance under one condition: The foreigner must prove themself by bringing the emperor the location of the hidden human stronghold.
  • The Emperor tells of a human druid named Neran who has been attacking elvish scouts in Brilon, just past the ruins of Efranse (an abandoned human town). Neran's attacks are preventing the Elvish Empire from advancing into Brilon and learning the location of the Human hidden base. Theralin wants Neran dead within five days and will not consider Alwin's proposal until then.
  • Efranse is a four day journey northwest of Aurora, if traveled by horse. There is nobody in Aurora who sells horses, however they are bred in the next town over, Ughvrard. The journey to Ughvrard is 4 hours by carriage and 9 hours by foot.

On the Road to Ughvrard

  • While on the road, the party is stopped when they come to a fallen tree in the middle of the road. A DC 17 Perception check will allow them to detect a group of four human bandits hiding in the woods on either side of the road.
  • The bandits, either once detected or after they reveal themselves, will initially try to resolve the situation peacefully, attempting to commandeer the cart and its goods. If killed, the bandits have on their person 40 gold pieces and 2 Potions of Healing. The bandits wear leather and metal armor, with a pin featuring a three swords on a shield.

Arbhor - Ughvrard

As you pass through the woods, the scent of freshly cut wood begins to fill the air. Before long, the town of Ughvrard comes into view. It is a small settlement of homely wooden buildings, most of which with pointed triangular rooves. Fireflies dance throughout the small, quiet town, a different sight than the bustle of the capital.
  • Upon arriving in Ughvrard, the party will be rewarded by the cart driver if they traveled there by cart. Their reward is 60 silver pieces.
  • In the town square, there is a town crier, exclaiming about an elvish victory against Brilish forces on the island of Jeriah, which lies south of Arbhor. This comes as the end to a three week battle which left over 2,500 elvish soldiers dead.

Duwailin's General Emporium

Duwailin's General Emporium is located on south main street in Ughvrard. The exterior of the store features carvings of mountains on every wooden surface. The interior of the store is littered with various tables, shelves, and display cases, each containing various items. Duwailin can be found restocking one of the shelves with various potions, which shine colorfully in the morning light. He is a dwarven man a bald head, a long, braided white beard, and a handlebar mustache.
ItemCostDescription
Potion of Healing (2) 7 gp Bottle of bright red liquid. Tastes like cherries and smells like sulfur. Heals 2d4+2 hp.
Potion of Greater Healing (1) 12 gp Bottle of a darker red liquid. Tastes like wood, with a strong sulfur smell. Heals 4d4+4 hp.
Pack of Rations (4) 7 cp Pack of various non-perishable elven food items, wrapped in a burlap pack. Feeds a single person for a day, takes 1/2 hour to eat, heals 2 hp.
Healer's Kit (1) 5 gp Leather pouch containing various bandages, salves, and splints. Has 10 uses. Can be used as an action to either stabilize a creature with 0 hit points or heal 1d6 hit points.
Silken Rope (50ft) (1) 10 gp 50 feet of elven-craft rope. Has 2 hp and requires a DC 17 Strength Check to snap.
Flask (3) 2 cp Holds one pint of liquid
Oil Lamp 2 sp Casts bright light in a 15 ft radius and dim light for an additional 30 ft. Burns for 6 hours on one flask of oil.
Ring of Fire Resistance 20 gp Silver ring with a garnet jewel. The interior of the ring is marked with primordial runes which read "Begone Sorbek, Master of the Eternal Blazing Flame." While wearing this ring, the wearer gains resistance to fire damage.
Potion of Animal Friendship 4 gp Gain the ability to cast the spell Animal Friendship (DC 13) at will for 1 hour.
Whetstone 1 cp Spend 1 minute sharpening a weapon to give that weapon a +1 to damage for 8 hours. Can be used 10 times.
Goblet of Darkness 50 gp Goblet made out of the skull of a small humanoid creature with a removeable cap. When the cap is removed, a magical dark mist envelops the room the goblet is in. If the goblet is outdoors, it creates a 60 foot sphere of darkness instead. Any items which are dropped into the goblet cannot be retrieved.
Javelin of Lightning 75 gp Javelin with a jagged, lightning shaped tip covered in dwarvish runes. The runes spell out the javelin's true name: Righteous Hand of Adonn. Once per day, the javelin can fire a bolt of blue lightning in a 120ft line. The target must then succeed a DC 13 Dex save or take 4d6 lightning damage. Otherwise, the javelin functions as a normal javelin which deals 1d6 piercing damage.

Double Birch Ranch

The Double Birch Ranch is the only place in Ughvrard that breeds horses. It's owned by Kaylar and Rhaymys, an elven couple. Kaylar is tall and blonde and Rhaymys is short with soft features, a freckled face, and curly black hair. The two women live in a small cottage on the outskirts of town with three acres of fenced land.
  • The two will sell horses to the party for 5 gold pieces each. Each horse comes with a saddle which is capable of storing items of reasonable size.

Drunken Dragon Inn and Bar

Tucked on the corner of Harbuck and Jantalus street is a the Drunken Dragon Inn and Bar. The building is a two-story cottage with a thatch roof. Various barrels lie strewn about in front of the building, and a large and lifelike stone dragon statue wraps around the building's second level, pointing to the sign. Lively music can be heard from outside.
  • Inside, people are drinking, laughing, and enjoying warm meals. The patrons cheer as a bell signals the party's arrival.
  • The wait staff of the establishment is comprised entirely of kobolds; short scaly humanoids of draconic decent and of varying colors.
  • The bartender is a human male with clawed hands and hardened blue scales running up and down his arms. His left eye appears snakelike and he has sharp teeth and a single yellow horn protruding from his forehead. The bartender's name is Grimsh. He was born to a human mother but he knows his father to be Grondark, the Lord of the Four Skies. Grimsh was born in Arbhor and found himself an outcast, however he sought to gather fellow Draconians in order to form a family of his own.
ItemCostDescription
Room Rental 2 gp per person per night A room on the second floor of the Inn. The room has two bedrooms, a chest, and a mounted mirror. Rental comes with free dinner.
Flaming Dragon 8 cp The signature drink of the Drunken Dragon. A spicy, cinnamon-y beer infused with the saliva of the descendants of Azeroth, a fire dragon who lives to the west.
Dwarven Ale 1 cp Imported from the jungles of Zakib. A strong ale that is known for causing intoxication after two drinks, earning it the nickname "One-Two Punch."
Hot Chocolate 2 cp Made from chocolate grown in Tarstan. Warmed and brewed on the spot using fire breath. Give the consumer a +2 to their next charisma check.
Wyrm's Dinner 1 sp A full meal that feeds one person. Comprised of sliced baked ham, hot pickled veggies, half a roll of bread, and melted cheese to dip them in. Restores 10 hp and is equivalent to a day's worth of rations.
Slumbering Dragon Cake 5 cp A fluffy, fried batter cake in the shape of a sleeping dragon with frosted sugar on top. Tastes like bananas and vanilla and smells like roses. Restores 3 hp and is equivalent to a day's worth of rations.
Perpetual Stew 2 cp Stew that's been being perpetually added to and never taken off the flame for ten years. An egg can be put in it at the customer's request. Restores 1 hp and is equivalent to a day's worth of rations.
Bread 1 cp A loaf of simple bread. Restores 1 hp and is equivalent to half a day's worth of rations.
  • After the party has spent some time in the bar, an orcish man enters the tavern.
The bell rings as the door to the tavern opens, yet the patrons do not cheer. Standing in the doorway is a large orcish man. His green skin and massive frame are complimented by his graying hair and piercing yellow eyes. The man wears a large set of rounded silver armor, which is worn and dented. On his right shoulder, there is a sigil of three swords on a shield: the same sigil as the bandits from before. The older orc sits down and points to the party, motioning for them to come over. [History 14] The Triblade Mercenaries are a mercenary group from the Orcish kingdom of Bomberdia, so named due to the alliance of three powerful warriors who formed the group. The man before you bears a striking similarity to the description of one of the founding members named Orphard Kraglin.

Confrontation at the Drunken Dragon

The party sits across from Orphard Kraglin, who has a sword pointed at them beneath the table. Orphard is one of three leaders from the Triblade mercenaries. He wants repayment in some fashion for his men being killed, whether that be in the form of money, revenge, or opportunity.
So, new friends, mind telling me why my men are dead? Took some real time to train those guys...
  • Orphard may be convinced that it is more advantageous to him and his gang if the party is left alive, either through opportunity or payment. If negotiations do happen to go south, he is not afraid to use leathal force.
  • Orphard Kranglin and the Triblade Mercenaries have been robbing exports from Aurora for the last few weeks, managing to stay under the radar of law enforcement. They intend on gathering their resources to attack the capital while the Imperial Army is busy in Brilon.
  • Kranglin does not know about Neran, the druid who the party is tasked to kill. However; he is aware that Efranse has been abandoned for quite some time, and that rumors of beasts and monsters have been reported to be seen around that area.
  • Kraglin and a dispatchment of the Triblade mercenaries have settled in the woods to the west of Ughvrard in the ruins of an old temple.

Adonn Temple Ruins

Two miles west of Ughvrard is the ruins of an ancient temple, where the men of the Triblade Mercenaries have made camp.
As you make your way through the woods, the sounds of chatter and swordplay fill your ears. The scent of woodlands becomes engulfed by the stench of smoke as you enter the clearing. The collapsed stone ruins of a temple lie before you, now overrun with mercenaries and their tents.
  • There are nearly 50 people staying at the ruins. They will be hostile towards the party if they do not arrive with Orphard Kraglin. If they do arrive with him, the mercenaries will view them with suspicion and mild aggression.

Campgrounds

The campgrounds comprise nearly 30 large tents which surround the central temple. There are also campfires, smitheries, archery ranges, and sparring grounds.   While navigating the campgrounds, a member of the party will be recognized by an old dwarf named Gromm. It is entirely possible that the player has never met Gromm and that he is mistaken about the player's identity.
You hear the gruff shouts of person approaching you. An old dwarf cuts his way through the crowd, wearing leather armor and holding a bow. A look of joyous excitement colors his expression as he approaches you.   "My its been ages, brother! Good to see you!" "It's me... Gromm! From the Battle of Basalt Grotto!"
  • Gromm is curious about the party's current duties, and is willing to offer two Healing Potions if the party plays along with him.
Orphard's tent is closer to the main temple. Inside, he has a large map on a table detailing troupe movements across the realm, specifically the locations of the other two Triblade leaders; one of whom is in Bomberdia, the other in Ailia.
Orphard's tent dwarfs the others within the camp. A large trunk with a map atop it sits in the center of the space, while other crates around the tent are decorated with various skeletal remains, one of which being a Red Dragon's skull. A single bedroll lays against the back wall.
  • Within Orphards tent can be found 2 healing potions, 1 throwing dagger, 3 rations, and 26 gp (DC 17 Investigation).

Shrine of Adonn

In the center of the campground lies a large four-sided stone temple. The sigil of a battle-axe adorns each of the exterior walls.There is a single set of doors which may be used to enter the temple.
As you enter the temple, the scent of wet stone and incense fills your nostrils. Inside, there is a single shrine imbedded in the wall with a stone battle-axe atop it, surrounded by small, lit candles. After you step inside, the door slams shut behind you.   "You're a new face," a voice speaks from the corner. "I pray you're more honorable than those outside."   A figure steps out from the shadows dressed in black leather robes. His dark skin and brown hair were difficult to discern in the darkness, and the blue glint of his eyes is far more apparent in the light.   "I am Optimus Stormwind, fifth of my name."
  • Optimus Stormwind is the current Fragment-Bearer of Adonn. He is incredibly powerful and should not be trifled with. Optimus is at the shrine to protect it from the mercenaries outside, as he belies an artifact is kept within the shrine. He has no intention of taking the artifact for himself, and will prevent it from being taken by force. He will also refuse to assist the party in discovering the blade for themselves.
Upon the altar, there is a small mantra written in Primordial.   "When North becomes South, those in wanting will find the heart to be where victory lie.   [Investigation 13, Perception 20] You notice that the floor is made up of individual square ceramic tiles, some of which move slightly as you step on them, as if they can be removed.
  • To solve the puzzle, the party must swap the floor tile closest to the door and the one farthest from the door. Afterwards, the tile in the center of the room can be lifted, revealing a long shaft where an Uncommon Magic Item is kept.
  • After taking the artifact, Optimus will tell the party that now that it is in the hands of one who is worthy, he is off in search of other magical artifacts to ensure they do not fall into the wrong hands.

Wilderness Encounters

While traveling through the wilderness, the party may encounter any number of threats or events. Whenever the party is traveling in Arbhor for longer than 3 hours, utilize this table to determine what happens.
d10 RollEncounter
1 No encounter
2 1d12 Blink Dogs appear from the woods, chasing a deer.
3 1d4 Dryads ambush the party,
4 A wandering trader encounters the party, who sells rations, adventuring gear, and a single potion of healing.
5 The party passes through a forest inhabited by fairies, who grant each party member 1 point of inspiration and restore them to full health.
6 A sinkhole has appeared in the middle of the road. Descending into it reveals a small dungeon inhabited by 1 Gelatenous cube, 1d10 Skeletons, and 1 Mimic. Inside mimic is an Uncommon Magic Item.
7 A Treant ambushes the party.
8 A young woman stumbles out from the wilderness, who is actually a Green Hag in disguise.
9 An Owlbear prowls the nearby woods, stalking the party.
10 An Illusory Stag appears from the woods. The stag's pelt could be used to create a Hat of Disguise.

The Silent Marshes

Between Ughvrard and Stagrade, the road cuts through an area of thick swamp and wetland. The Silent Marshes, so named for its naturally quiet environment, is home to Giant Leeches, Giant Crocodiles, Will-o-Whisps, and Stirges. The Silent Marshes are about a day's ride from Stagrade, the next populated town.
As you advance, the ambient calling of birds and swaying of trees begins to fade. The stench of humidity becomes apparent as the dirt road transitions to mud. Trees become sparce as you enter the wetlands, which you figure must be the Silent Marshes, as labeled on your map.   The murky waters flank either side of the road, which then disappears all together as you advance through the fog. The marshes are surrounded on all sides by forest, and the other side is obscured by fog. You can vaguely make out a structure a few hundred yards to the North.

Fort Nayalor Ruins

In the Silent Marshes, the sunken ruins of a Fort Nayalor can be found. The fortress was once home to humans and was claimed during the start of the Great Magic War, making it nearly 1000 years old. Gold and treasure can be found within the fortress.   Within the fortress, the party can meet Tarin Silversmith of Rustward, a human paladin who originates from an old Brilish town to the north. Tarin worships Sorbek, the God of Sun and Hospitality, and therefore will help any who are in need. However, if he suspects the party has ill intentions for Humankind, he will refuse to assist them. Tarin knows that Efranse is a current hideout for Brilish forces and that Neran the Druid was there as soon as one week ago, although he may have advanced further east since then.   Tarin has also become lost within the swamp, but believes that Fort Nayalor contains an artifact which can temporarily clear the fog.

1. Fort Entrance

The main entrance to Fort Nayalor is sealed by a large iron gate. The gate can be lifted open or opened via a mechanism controlled by a hidden lever underwater. The northern door in this room leads to Floor 2.
The entryway to the fortress is littered with rubble and skeletal remains. The tattered flag of Brilon, the kingdom of Humanity, hangs loosely from the northern wall. There are wooden doors to the east and west, as well as a reinforced iron door to the north.

2. West Barracks

The west barracks are the room where Tarin of Rustward has chosen to camp. The rest of the room is cluttered with spears.
A thick plume of smoke hits you as you enter the room. In the south-west corner, a man in rusted iron armor sits at a makeshift campfire. He has short, blonde hair and is missing his left eye. A broadsword sits sheathed at his hip.   "Ah! I wasn't expecting visitors," he says.   To the North, there's another wooden door.
The northern door opens inward, and is rigged with a thin tripwire that activates a loaded crossbow pointed downwards above the doorframe in Room 4. A DC 15 Investigation or Perception check will spot the tripwire, and it'll be safely disarmed with a DC 13 Slight of Hand check. When the wire is tripped, the player entering the door must pass a DC 18 Dex save or take 1d4+1 Piercing damage.

3. East Barracks

The door to the east barracks has a crate on the other side, causing it to be resistant to being opened. A DC 14 Strength Check will push it open. A dormant possessed skeleton waits in the south-west corner of the room, and will attempt to get a surprise attack in.
The room is mostly barren, with no corpses in sight. However, the floor is covered in bloodstains, and a foul scent hangs in the air.
The northern door opens inward, and is rigged with a thin tripwire that activates a loaded crossbow pointed downwards above the doorframe in Room 4. A DC 15 Perception check will spot the tripwire, and it'll be safely disarmed with a DC 13 Slight of Hand check. When the wire is tripped, the player entering the door must pass a DC 18 Dex save or take 1d4+1 Piercing damage.

4. West Bridge Entryway

This small room is mostly empty, save for another tattered flag on the wall and two barrels in the corner. One barrel contains rotted salted meat, while the other has two potions of healing at the bottom.
The door opens into a small room. To the west is an open archway leading to a covered bridge, which leads to a tower. To the north is another wooden door, which has an axe of elven design stuck into it.

5. East Bridge Entryway

This room is entirely empty. The bridge to the east, however, is broken, and must be long-jumped across.
You enter a small barren room. To the north is a wooden door, and to the east is an open archway leading to a covered stone bridge. The bridge seems to be broken at the halfway point, and leads to a large, partially collapsed tower.

6. West Tower

The west tower once served as a guard station and archery platform. A DC 11 Investigation check will reveal a still functional bow and a quiver of arrows beneath some rubble.
The interior of the tower is layered with dust, which fills your lungs when you breathe. There is a table covered in rubble and dust.
If the table is cleared, a handwritten note, written in primordial can be found.
"The commander has chosen to barricade himself in the crypt. East tower must guard the key."
10gp can be looted of the corpses in this room.

7. East Tower

The east tower once served as a guard station and archery platform. It is mostly collapsed, seemingly due to canon fire.
The remains of this tower seem to be structurally unsound and is tilting slightly. A heavy pile of rubble takes up most of the room and seems to be the remains of the tower's ceiling. A skeletal hand protrudes from the wreckage.
If the skeleton is dug out of the rubble, it can be seen that he is wearing a knight's armor. A DC 10 Investigation check will reveal a key on his remains, which unlocks the door to the crypt in room 8. The west tower once served as a guard station and archery platform.

8. Storage

This room has obscured windows, and should be considered to be mildly obscured. Three skeletons stand dormant in this room. There are scattered crates throughout the space, which require a DC 15 Investigation check to be searched. If successful, the party will find 1d4 items from the Adventuring Gear table and a Gem of Illumination, which has 10 charges and can be used to create bright light from its location. This effect lasts 5 minutes or until the stone is used again.
The musty stench of rotten wood and decay fill your nose as you enter the storage room. Crates of varying sizes are piled high against the walls. You don't seem to be alone, as you quickly spot 3 animated skeletons in the room with you.
An iron door in the center of the room's south wall leads to a staircase, but cannot be opened without the key from room 7.

9. Flooded Crypt

This room is flooded top to bottom with murky water. There is no light source, so the water should considered heavily obscured.
As you descend the staircase, you suddenly find yourself standing in water. The room ahead of you seems to be completely flooded.   The room itself seems to be a crypt, with cubbies in the walls, each with a stone casket in them.
A DC 14 Perception check reveals that the western wall is cracked and occasional air bubbles seep out from it. A DC 16 Athletics check or a Bomb will break the wall, draining both Room 9 and 10.

10. Munitions Storage

This room is also flooded, and therefore is heavily obscured. The water in this room does not reach the ceiling, and therefore it is possible to swim up for air.
The room is filled with open empty crates, however a closed iron chest sits against the back wall.
A DC 16 Slight of Hand or Athletics check will open the chest, revealing two Bombs.

11. Continued Crypt

The room is heavily obscured as there is no light source. This room has a grate on the floor which drains all liquid that enters the room to an unknown location. More caskets are imbedded in the walls, and the corpses of soldiers sit on the floor. A DC 12 Medicine check will reveal that some of the soldiers died from starvation, while others died from battle. 13 gp can be looted from their corpses.
The room is musty and smells like death. Down the corridor to the south, the sounds of footsteps and moaning can be heard.
Room 12 contains 4 Zombies and they will enter Room 11 if they hear sufficient noise.

12. Commander's Resting Grounds

This chamber is heavily obscured as there is no light source. This crypt seems to be where most of the soldiers who died at this fort over the ages are buried. 4 Zombies inhabit this room if they did not migrate to Room 11.
You enter a large crypt. Against the back wall, a corpse wearing ornamental armor sits lifelessly.
A DC 6 Investigation check will reveal a gold key on the body of the corpse, which unlocks the door to Floor 2 in Room 1.

13. Rear Archery Station

This room provides the players with the ability to shoot any creatures coming from the rear of the building from within.
The room is a long, mostly empty room with archery slits along the northern wall.   There are two doorways along the southern wall of the room; one on each side of the room.
A single skeleton patrols the room.

14. Western Trapped Hallway

Various tiles in the floor will cause darts to be shot from holes in the eastern wall. A DC 14 Perception check will spot the holes in the wall and a DC 17 Perception check will spot the slightly raised tiles that trigger the trap. When it triggers, the target must make a DC 19 Dex save, taking 1d4+3 Piercing damage on a failure and half as much on a success.
You enter an empty hallway. Light streams in from archery slits in the walls. At the end of the hallway, the room hooks to the east.

15. Eastern Trapped Hallway

Various tiles in the floor will cause guillotine-like blades to accelerate from holes in the western wall. A DC 11 Perception check will spot the holes in the wall or the grooves along the floor and a DC 14 Perception check will spot the slightly raised tiles that trigger the trap. When it triggers, the target must make a DC 13 Dex save, taking 2d6+2 Slashing damage on a failure and no damage on a success.
You enter an empty hallway. Light streams in from archery slits in the walls. At the end of the hallway, the room hooks to the west.

16. Chamber Entryway

The walls of this hallway have only a few archery slits, making the hallway dim and therefore lightly obscured.
The hallway has very few archery slits, making the hallway dimly illuminated. There is a single door in the north wall, which is jet-black. The door has no handle.
The door will not open unless bright light is shone upon it. A DC 14 Investigation check will allow the players a hint about the door.
The door seems to be made of a magical substance that resembles darkness or shadow.

17. Inner Chamber

A simple room with no windows, which is heavily obscured. When the cube in the center is touched, it releases a shockwave that clears all fog, clouds, and foreign gasses from the area in a 2 mile radius from the cube. This effect lasts for 3 hours.
The inner chamber is a simple rectangular room. On a pedestal in the center, there is a small metal cube with carvings on it that resemble ripples in a pond.   As you touch the cube, you are suddenly pushed back as a dense wave of sound emanates from the it.
Once the cube has been touched, 1d4 Gricks and 1d6 Stirges will be drawn to the ruins in search of food.

Stagrade

Stagrade is a bustling town nestled in a valley close to the Edlunde mountain range. A branch of the Mudhue river cuts through the town, so named for the river's brown-ish color, which is a natural occurrence. The town has a population of around 5,000 people, most of whom are elves and dwarves. Stagrade is a mining town, and carts full of miners ship out daily to the mountains. Most of Arbhor's steel is harvested in Stagrade, and so it has also become a hub for the Arbhorian Imperial Army.
As you travel down the road, you notice the incline gradually become more steep. The air becomes less humid and the temperature drops noticeably. Deciduous trees slowly transition to evergreens, and after a few hours, you manage to crest over a hill. You see a valley before you and a grand mountain range in the distance. Nestled in this valley lies a small town with a river passing directly through it. You realize that you have arrived in Stagrade, a mining town situated at the base of the Edlunde mountain range.

Baylor's Potion Shop

Baylor Nydhammer and his family have been running this shop for generations. It would be wise for the party to resuply here before setting out to Efranse.
PotionCost
Potion of Healing (4) 15gp
Potion of Greater Healing (2) 50gp
Potion of Haste (1) 100gp
Potion of Fire Breath (1) 75gp
Potion of Heroism (2) 65gp
Potion of Fire Resistance (1) 50gp

The Dusty Pickaxe Inn

Located in the town square, The Dusty Pickaxe caters mostly to steel miners. Often, the inn houses travelers who are seeking to make ends meet in the mines. The inn is run by Rylin Wormwood, a burly wood elf man.
  • The party can rent rooms at The Dusty Pickaxe for 5gp each.

Town Square

Stagrade's town square is currently occupied by the 5th Imperial Regiment, led by Commander Talrond. Talron wields the Sunblade, an artifact once wielded by Arius, an elven warrior. The 5th Regiment is comprised of nearly 50 Soldiers.
You see a surprising number of troops from the Elvish Imperial Army wandering the streets; more than is usual for a town of this size. As you come to the town square; a small, bustling clearing filled with soldiers, you spy the Army's banners draped from the windows of the town hall. Many tents have been set up throughout the square, each bearing the symbol of an oak tree. Soldiers in intricate armor walk through the square, discussing a coming skirmish.   A tall elf in stylish silver armor approaches you. He has long black hair and an angular face. In his right hand, he holds a shortsword that miraculously has a blade made from sunlight. "Welcome to our camp," he says with authority. "I am Commander Talrond of the 5th Imperial Regiment. I presume you are (the party's names). It seems you've made good time; the Emperor has made alterations to his battle plans. Rather than forcing you to undertake the duty alone, the Empire has sent my regiment to aid you. We have orders to attack Efranse by sundown tomorrow."
  • Commander Talrond is ordering his men to travel to Efranse the following morning. They have a caravan of horses that can get to Efranse in two days.
  • A DC 15 History check allows the party to recall that a weapon similar to what Talrond carries was wielded by an elven warrior named Arius, who was granted power by the Goddess of Duality, only to have his sanity taken from him after he broke the bounds of his oath.
The party may depart to Efranse with the 5th Regiment the following morning. While the party travels with the caravan, roll twice on the Wilderness Encounter table. The resulting events will occur while the party is on the road.

Efranse

Efranse was formerly a settlement in the fallen human kingdom of Brilon. The town was razed to the ground by the Imperial Armada 430 years ago and is now little more than a ruin. Neran, the human druid the party is after, has converted a watchtower into his base of operations and is preventing elven expansion further into Brilon. It is also believed that Neran knows the location of the last human settlement, where the majority of their forces are believed to be hiding.
  • When the party arrives in Efranse, the caravan will be attacked by Neran from his base at the top of the watchtower. The party will need to make their way through the ruins of the town and into Neran's tower.
You finally arrive in Efranse. What was once clearly a lively human town is now nothing but a ruin, with houses in a state of utter decay and overgrowth. Plants thrive on nearly every surface, and you can barely make out the remnants of the road you are traveling on. In the distance, a tall stone watchtower casts a shadow over the verdant ruins.
  • Whenever a player walks through a door or otherwise enters a room, roll a d4. If the number is even, the threshold is trapped with a crossbow trap, which requires a DC 15 Perception check to spot and a DC 13 Dex save to avoid. The trap deals 1d4+2 damage when triggered.
  • When Neran loses track of the party, he will wildshape into a Bear, summon 4 Blight Trees, and prepare for them to attack. When he reaches half health, he will revert to his human form and cast Barksin on himself.
  • Neran has been injured by the Aetherwilt spell, rendering him weak.
  • Once Neran has been defeated, a map to the human settlement of Filsa can be found on his person. The map comes with orders to guard Efranse as a diversion to protect Filsa. The orders are signed by one Vilrick Braveblood.
  • Emperor Theralin will reach out to the party via a Godwit message, conveying that he has accepted (The Foreigner's) proposal for an alliance and has promoted (The Foreigner) to the rank of Commander. He commands that the party travels to Filsa to assist the Empire and their new allies in the upcoming battle.
Alternatively, it is possible to help the Humans of Brilon and betray the Elven Empire by falling back to the hidden Human settlement with Neran. Doing this unlocks new nartive choices in the comming act.

Act II: Aid or Kill Vilrick Braveblood

  • The party's goal is to help Vilrick Braveblood, the leader of the human resistance... or kill him to earn the Elven Empire's favor.
If the party aligns themselves with the Elven Empire, continue with The Seige of Filsa. If the party aligns themselves with the human resistance, continue with An Unlikely Ally.

The Seige of Filsa

If the players have aligned themselves with the Elven Empire, they will travel to Filsa in order to wipe out the human rebelion. Read the following:
As you near your destination, the stench of gunpowder fills your nose. You begin to see carts full of soldiers along the side of the road, some of which containing wounded. The sounds of cannonfire become louder as you break through the treeline. Before you is a massive field in which thousands of soldiers are fighting for their lives. In the middle of the battlefield, you see a man in gold-lined armor atop a horse. He has long blond hair and a commanding presence. You presume he is the leader of the human forces.
  • Leading the human forces is a man named Vilrick Braveblood, a great General who has been leading the human resistance for the last ten years.
  • The party may choose to enter the fight and try to take Vilrick out, or command their troops from the sidelines.
  • If Vilrick is reduced to zero hp, he falls unconcious and is taken off the battlefield by his men.
Once Vilrick has been defeated, the Elves and their allies will celebrate their victory and begin rounding up the remaining humans.
  • Orphard Kranglin, who was present at the battle if he was left alive, will appear to congradulate the party for their success. He believes that their actions today will be written in the history books.
  • One of the humans that can be seen being taken away is Tarin Silversmith, whom the party met previously in the Silent Marshes.
  • The party has some time to relax at camp and reflect on what to do next.
After an hour, the following occurs:
A loud bang erupts through the air. A crimson light bathes the environment, muting the natural greens of the landscape. Over the treeline, you see a bright beam descending from the heavens. It lasts a few seconds, then seems to disipate. Birds take off from the forest, flying in all directions.
  • Commander Talrond will lead a small group of soldiers into the forest to investigate.
  • The party may choose not to follow Talrond, in which case Vorston will emerge from the forest in 5 minutes holding Talrond's severed head. He will fight the party, then raise an army of Tieflings from the dead of the battlefield.
If the party chooses to join Talrond, read the following:
You and the soldiers travel onward through the woods. The air seems oddly still; the sounds of animals or the rustle of trees is absent.   You break through the treeline into a small clearing. A single, twisted cherry tree stands in the center of the small field. A man stands with his back turned to you. He wears a suit of ornate silver armor, his long light-blond hair draped down his back. He rests his gauntlet upon a branch of the tree, and you notice its claw-like fingertips. He begins to speak in a voice you find somewhat familiar:   "My whole life, I never quite understood why. Why humanity was so... hated. Why your kind oppressed us so, why you felt the need to destroy us. Now I can finally see you for what you are; You're all monsters. Monsters corrupted by greed and wrath, who's only instinct for survival is to destroy. Well, I've had enough." The man turns around, his crimson eyes meeting yours. "Your Gods have abandoned you. Now its my turn to be your monster."
  • Vorston will fight the party, leaving after he has killed all the troops who came with the party and made an attempt on one of the players' lives.
  • When Vorston arrives on the Filsa battlefield, he will attempt to resurect his son who died in the battle. Instead, a wave of energy will be released that revives all of the fallen soldiers on the battlefiled, human or otherwise, and turning them into Tieflings. He will then unleash his new army on the Elven forces.

Vorston, Lord of Wrath CR: 25

Large fiend (demon lord), human, lawful evil
Armor Class: 22
Hit Points: 700
Speed: 50 ft

STR

24 +7

DEX

16 +3

CON

24 +7

INT

20 +5

WIS

22 +6

CHA

20 +5

Saving Throws: Str +12, Con +8, Wis +11
Skills: Intimidation +12, Perception +11
Damage Resistances: Bludgeoning, Piercing, Slashing from non-magical weapons
Damage Immunities: Cold, Poison
Condition Immunities: Poisoned
Senses: Darkvision 120 ft., Passive Perception 21
Languages: Common, Abyssal, Primordial
Challenge Rating: 25
Proficiency Bonus: +5

Innate Spellcasting. Vorston's spellcasting ability is Charisma (spell save DC 20) and has an attack modifier of +10. Vorston can innately cast the following spells, requiring no material components:

At will: Detect Magic, Dispel Magic, Fireball (5th Level), Firebolt (4d10), Magic Missile (8th Level)

1/day: Time Stop, Power Word Kill, Disintegrate

2/day: Fear, Mind Blank

3/day: Dominate Person, Teleport, Counterspell, Silvery Barbs, Darkness


Minor Immortality. When this creature is reduced to 0 HP, it regains 30 HP after 6 seconds. This effect is negated only by the Godblade or the Wish spell.

Actions

Multiattack. Vorston makes two Rapier attacks or one Rapier and one Helwinter Ray attack.   Rapier. +14 to hit, reach 10ft, 3d8+10 piercing.   Helwinter Ray (Recharge 5-6). Vorston shoots a ray of ice in a 60-foot line. Each creature in that line must make a DC 20 Dexterity saving throw, taking 45 (10d8) cold damage on a failed save, or half as much damage on a successful one.

Bonus Actions

Vengeful Lunge. Vorston moves 30ft towards a target of his choosing, avoiding all opportunity attacks. The target must make a DC 25 Dexterity saving throw, taking 8d10+30 Bludgeoning damage on a failed save. Once this ability has successfully been used once, it cannot be used again until after a long rest.

Reactions

Parry [Recharge 5-6]. When another creature damages Vorston with a melee attack, he can use his reaction to reduce the damage by 1d12+8.   Reposte. [Recharge 5-6] When a creature misses Vorston with a melee attack, he can use his reaction to make a melee weapon attack against the creature. If the attack hits, add 1d12 to the attack's damage roll.

Legendary Actions

(3/Round)   Move. Vorston can move up to half his speed without provoking opportunity attacks.   Hellish Command. Vorston commands a nearby demon minion to make an immediate attack.   (Costs 2 Actions) Infernal Shield. Vorston surrounds himself in flames, granting resistance to all damage until the start of his next turn.

Lair Actions

Collapse. Vorston attacks the structure of his layer, allowing the frigid air from the outside into the space. All creatures within a randomly selected 10ft radius must make a DC 13 Dexterity saving throw, taking 4d6 cold damage on a failure and half as much on a success.

  After these events, skip ahead to Act III.

An Unlikely Ally

If the party reaches Filsa with Neran, seeking to form an aliance with the Humans, read the following.
Neran leads you for four days across the rolling grassy hills of the Brilish countryside, following alongside a wide river. The druid is clearly affected by a wound; a purple slash across his left calf which causes him to limp. Along the journey, you pass town after town reduced to rubble, covered in moss and foliage. Eventually, you come to a thick forest, entrenched in fog and nestled deep within the territory's southern edge. Neran coughs ferociously.   At first, there is nothing remarkable about the forest. A cold chill carries the scent of pine needles between the trees. Suddenly, Neran disappears, vanishing into thin air as he passes between some trees.
  • Neran has passed into an invisible barrier which keeps Filsa hidden from the rest of the world. A successful Arcana check will allow a player to determine that he was affected by a magical effect. If they follow him, read the following:
You follow in the direction where Neran went. Your vision ripples, as it would on a hot day. You are suddenly surrounded by several human warriors, each holding spears in your direction.   "Why have you brought them Neran? Why have you abandoned your post?" a female guard asks the druid. "I have been afflicted with the Elven sickness; I had to return. These people want to help our cause." The woman looks you up and down, then scoffs with animosity. "Fine, but introduce them to Vilrick first; the general gets the final say."   You continue onwards along a dirt road. Before long, you see houses, and fields, and people inhabiting them. Children play in verdant wildflower fields, while adults tend to crops and sheep. There is laughter and music in the air. Men and women with spears walk the perimeter of the village, just along the treeline of the surrounding forest.   The town is quite small, possibly home to less than 10,000 people. A single dirt road cuts between the scattered thatch houses. Soldiers on the road move crates off of waggons and into empty homes; the towns barracks. A man in silver armor is overseeing the work, a long head of golden hair spilling into the cloak on his back. He stands with three others; a dark-haired woman, a man dressed in theives clothing, and a teenage boy dressed in leather armor. The gold-haired man turns to face you and the druid, placing a fist to hist breastplate in salute.   "Good tidings. The guards say you are here to aid our town?" He extends his hand, waiting for you to shake it. His grip is firm."I have respect for all who are willing to return it. My name is Vilrick Braveblood. Welcome to Filsa."
  • The dark-haired woman is named Zaria Tallow. Zaria is a former prostitute who now serves as Vilrick's advisor and oversees the day to day opperations of Filsa. The warriors in town respect her as the second in command.
  • The man in thief's clothing is named Tatsumaki Akari. Akari is the last surviving member of the Tatsumaki Clan, which fell during an elven raid when Akari was only 13. Akari now works with Virlick as his most trusted tactician, using the skills which once belonged to his ancestors to aid the rebelion.
  • The young teen is named Nolrick Braveblood, and is Vilrick's only son. Nolrick is studying under his father in the ways of war and wants to be of use to the rebelion, but is not ready to fight on the battlefield. He is forbidden by Vilrick from participating in combat. He is 14.
After everyone has been introduced, Vilrick will suggest that the party joins him for dinner to discuss what they can bring to the rebelion. The dinner will take place at his home, which the players can travel to at any time.   If the party asks around, they will hear that Filsa was originally nothing more than an empty field, but Vilrick was able to turn it into a secret village; a safe haven for humankind.     Present in Filsa are a number of people of interest, such as Tarin Silversmith, who was led here by a band of hunters shortly after his encounter with the party.  
  • Tarin has been looking for his family, but was able to find them in Filsa, where they were evacuated to several months ago.
  There is also Rarvon, a young boy of only 13 who is Nolrick's best friend and studies the blade under Vilrick. When the party meets him, he will be practicing his sword skills in an open field just off the main street.
  • Ravon becomes the first King of Brilon one year from today.
  • Norlick resents Ravon because his father thinks he is braver even though Nolrick is his elder.
 

The Dinner

When the party arrives at Vilrick's home, they will be greated by a woman wearing a bandana who is smithing at a shop outside.
You travel to the end of the village's main street, ariving at a cottage with an outdoor forge attached to the side. There, a muscular woman hammers away at a red-hot longsword, sending sparks flying with each clash. She turns to you as you approach and shows you a kind smile.   "Well hello! You must be {List Player Names}, right? My husband said you'd join us for supper. My husband is making a pot of soup for everyone." The woman wearily stands to her feet, briefly exposing a purple slash on her forearm. She reaches to shake your hand. "I'm Faeyra. It's very nice to meet you."
Faeyra Braveblood is Vilrick's wife. She appears somewhat sickly, having been poisoned by the Aetherwilt spell several months ago. She cannot bring herself to stop smithing, even in her current state, as she feels it is her purpose in life. She has just finished crafting a longsword for Nolrick, who is her only son. She will welcome the party inside, where Vilrick has prepared a duck and vegitable soup.
  • Vilrick might ask the party to pick some vegitables from the back garden if the party needs time to discuss.
  • Within the house are Vilrick, his wife Faeyra, his son Nolrick, the rogue Tatsumaki Akari, the sorceress Zaria Tallow, and two new characters. One is a large man in a wheelchair named Boris Aubright. The other is a writer and message interceptor named Elias Madris.
When it is time to eat the dinner read the following:
You all sit at the dining table; a makeshift table made from two rotted barn doors placed end-to-end and propped on wooden posts. Vilrick first helps his wife Faeyra to her seat, then begins plating the soup into bowls as his son and aquantances each sit. Vilrick's son Nolrick, the sorceress Zaria, and the rogue Tatsumaki you have already met. Joining them are two unfamiliar men. The first is a large lump of a man in a wheelchair. He introduces himself as Boris. The second is a thinner man with spectacles who is writing in a small notebook.
  • Akari was originally from a Brilish town called Arionnoreta, where his clan had lived for generations. When the elves took Brilon, they burned his home and slaughtered his people, forcing him to escape with a servant (named Hana). After some years, she too eventually died of an illness. Akari met Vilrick on the road, where he attempted to rob him. Vilrick conscripted him into his army, and the two became friends. He now serves Vilrick as an assassin. He's very protective of the others in the group and is quick to anger. He also has a habbit of lying as easy as he breathes.
  • Zaria was sold into prostitution by her family when she became of age. She was forced to serve elven clientele, who were abusive towards her. She was eventually found by Vilrick outside a brothel, and he later bought her freedom. The two have been close ever since. Later in life she discovered she had a sorcerer's ancestry, and has been using her power to help Vilrick. Zaria is very judgemental and often prone to jealousy.
  • Boris was a teacher, having taught Vilrick ever since he was a young boy. Because of that, he and Vilrick have always been close. On a stormy day two years ago, on a night out with his wife (Celia) and daughter (Lily), Boris was caught in an altercation with an elf, and was stricken with Aetherwilt. His family was also afflicted, and Celia and Lily both died within 6 months. Boris has survived till this point due to his size, causing the disease to consume him more slowly. In his sickened state, Boris can provide very little more than companionship and advice to his friends.
  • Elias was once a Battlefield Reporter; a soldier who sees little combat and sends letters with information on battlefield developments. His entire platoon was killed when he was 25, and soon after he met Vilrick. He now serves Vilrick as a translator, writer, and Godwit Interceptor. Elias still has not let the deaths of his platoon go, and feels somewhat out of place with Vilrick's group. In secret, Elias has been in a relationship with an elven man named Yanel, and the two send eachother letters by Godwit every night. Vilrick has caught him sending these messages before and believes that Elias has stopped. He hasn't.
  • Faeyra was a once young blacksmith's apprentice who lived on the same street as Vilrick. The two became friends, and became lovers when they came of age. She was stricken with Aetherwilt during a battle three months ago, and likely has less than 3 more to live. She refuses to die laying down, and will do anything in her power to remain useful.
  • Vilrick grew up as a refugee. His mother, a woman named Hadalia Braveblood, was killed in a dwarvish raid when he was very young. He and his father, Goraster Braveblood, spent much of Vilrick's childhood as farmers in a village called Fellande, where they grew potatoes. He and his father were the last of the Braveblood Clan, a clan of warriors dating back thousands of years, who were persecuted ruthlessly when the genocide began. After his father passed of dysentery, he decided to rally the people of Fellande and fight back against the elves and dwarves, using his heritage as a Braveblood as leverage. It wasn't long until he was named General of Humankind.
After dinner, Vilrick will ask a favor of the party:
Vilrick straightens himself in his seat. "I know that the Elven Empire's forces are on the march. Neran has keept me updated on their advances; I knew he wouldn't be able to stop their progress for long... and after his injury... It's just a matter of time until they find this place. We have no way to defend our home; we lack the resources, we lack the weaponry, we lack the numbers." He leans forward. "What we need is a trump card. Something powerful, preferably magical, that can defend this place and maybe even let us fight back against Emperor Theralin. Maybe even stop this war. I'm going to be clear, I have no idea what we're looking for. But, I have an idea of where we can look." Vilrick pulls out a folded letter, written in Sylvan. "Elias intercepted and translated this letter yesterday. It was bound for a dwarvish settlement in the snowlands to the south. It talks about the ruins of an ancient human city - Mephalon. A place where humans had direct contact with the Gods. If this place still exists, maybe our trump card can be found there!"   "The problem is, I can't spare any men for the search. If more than a few of us leave, we'd be leaving Filsa without leadership." He places his gauntlet on your shoulder. "That is why I want your assistance with my investigation. This way, my friends could hold down the fort while I travel with you. I'm sure you're more than capable of keeping me safe; you came all this way, after all. What do you say?"
Vilrick knows that the Elven Empire's forces are on the march, and will likely discover Filsa's location within a fortnight. He wants to know if the party would be willing to stand with him and help protect humankind, once and for all. Vilrick truly believes that even a single person can make the difference between victory and death.
  • If the party accepts, move on to Aiding the Humans.
  • If the party declines, Filsa is destroyed in three days. Skip to The Rise of Vorston.

Adding the Humans

If the party chooses to aid the Humans, Vilrick will ask them to travel south in search of the ancient ruins of a city called Mephalon. Old texts describe the city as a religious hub for the Ring of Divinity, the oldest relgion in the realm. Vilrick thinks its possible that the ancient Mephalonians knew of powerful Celestial artifacts, one of which might be able to turn the tide of the conflict. The general has been unable to spare men to search for the city, but it suppossedly lies only a day's walk south of Filsa.   Whenever the party wishes, they may depart for Mephalon. Alternatively, they may stay in Filsa. If they do, skip to The Rise of Vorston.  

About Mephalon

In ancient times, Mephalon was the major religious hub for the entire realm. Lead by a council of seven Human reagents, the Mephalonians lived in a peaceful and prosperous society; a grand city of stone and gold built on pillars of earth, with a grand pine forest beneath. They believed that the pillars represented strength, the forest represented wisdom, and the gold represented valor. The Mephalonians believed their council of reagents could speak to the Celestials directly, adding to the city's reverence. The city stood tall for millenia, even during the begnining of the Great Magic War; until 500 years ago, when the realm's fury was turned towards the Humans. Elves and Orcs lead an seige on the city for 3 weeks, while the Changelings, former allies, stood by and did nothing. After the Humans refused to surrender, the Dwarven armies moved in, alongside 7 Mountain Eaters, with which they demolished Mephalon and poisoned its landscape, ensuring it could never be inhavited again. In the present, the city's ruins have sunken into a large ravine, its once sturdy foundation having been weakend by the Dwarven pollution. A poisonous swamp is the city's only companion, as well as the creatures who inhabit it.

Slipery Ravine

When the players arrive at the ruins of Mephalon, read the following:
Your journey south is quite comforting. While the looming sense of dread for the humans is ever present in the back of your mind, and the air does begin to take a harsher chill as you travel, you find ways to appreciate the realm regardless. The thick brush of pine trees in every direction, the woodland animals which dart away as you walk, and the crunch of autumn leaves beneath your boots all remind you of home... of childhood innocence. You camp only once, and the nocturnal creatures pay you no visits. The following morning, you continue walking.   The path has been level ever since crossing the Barlin Hills yesterday morning, so the sudden downwards slope of the terrain takes you by surprise. Trees bend and twist, their bark a putrid grey; the firm dirt below your feet now a mushy pulp. The steep slope leads to a grand ravine. Beyond the edge of the slope, the other side of the ravine is half a mile away.   [Survival or Nature 15] The mushy dirt is called Slicksand, which forms when pollution taints an earthen environment. One wrong move on the slope might send you into the ravine.   [Perception 17] You're not certain, but you think you see something cresting over the ravine in the distance; a golden ring on a spire, glistening in the sun.
Players who attempt to descend the slope must make a DC 13 Athletics check to do so. If they fail, the will begin to fall down the slope at a rate of 20ft per every six seconds. The slope is 40ft long. There are multiple trees which can be grabbed so the players can catch themselves.   Over the edge of the ravine, the players will be able to see the ruins of Mephalon, half sunken in thick purple sludge. The tallest building, the Sunken Citadel, is within the reach of the players, only 120ft down. A rope can be used to do this, or a spell such as Feather Fall.
Now that the cliff's edge is near, the truth of the terrain around you becomes clear. A loose stone slides down the muddy slope and tumbles into the ravine. You soon hear a resonant clatter as the stone hits the domed roof of a citadel. It continues to fall, hiting more and more buildings as it goes, before ploping into the lake of purple sludge at the bottom of the ravine. The mangled mess of buildings, towers, and homes at the bottom of the pit is all that remains of Mephalon, the last city of humanity.

The Sunken Citadel

The Sunken Citadel was once known as the Divine Citadel, and was the religious center of the city. Here is where the Council of Five made decisions for Mephalon, where priceless religious artifacts were stored, and where most of the city came to pray. Unfortunately, most citizens had fled to the citadel during the Siege of Mephalon, and were the first to perish when the city sank into the earth.

1. Tower Crest

You set down upon the tiled and domed roof of the citadel tower. The ravine surrounds you on all sides and a rotten stench fills your nose. You see countless crumbled buildings, each reduced to mere piles of stone, yet the citadel remains remarkably intact. An amaranthine viscous fluid coats the bottom of the basin like water in a lake. You determine this to be the source of the putrescent stench.   [Perception 15] You notice something odd about the rock formations of the ravine. They are not round and lumped like you would inspect; their walls are rough, yet unnaturally straight. This did not form naturally; it was carved.   [Perception 22] Far to the east, you spot two large rectangular boulders at the end of the ravine. Though the longer you look, the less sure you are of your senses. You notice what appear to be large strips of stone which form loops wrapped around sets of wheels beneath their rectangular form, then you see the stone is carved with depicitons of warriors. Despite being the size of small mountains, these stones appear much more like vehicles than rocks.
  • Breaking through the windows on this level leads to the Tower Midsection

2. Tower Midsection

You descend onto a support beam in the center of the tower. Another room lies 20ft below you. To the south, a broken grate leads to an empty storage room. To the north, a prayer altar sits quietly, the golden sigil of the Ring of Divinity laying on dried red cloth.
  • Falling into the black spaces in this room will transport players to Room 3, which is a 20ft fall.
  • In the treasure chest in the south room, the players can find the Totem of Divine Blessing, a small metal object which appears as a set of eight hands grabbing eachother at the wrist, joining into a ring.
  • The Totem of Divine Blessing is the primary mechanic of the dungeon. The Totem is able to absorb the astral energy at any Prayer Altar (which are denoted on the map as rectangles with two black stars). When this energy has been absorbed, the player who absorbed it gains the effects of the spell Bless. This blessing has one additional functionality compared to the original spell; the blessing can be transfered between players within 30ft of eachother as an action. When a player willingly gives their blessing to another player, the player who sent the blessing gains a golden halo above their head. The halos disappear after 1 minute. These halos function as keys which can be deposited into Wells of Blessing, which function as locks for certain doors. Wells of Blessing require a certain number of halos to be deposited to function, usually either three or six.
  • The north room is a storage space contains a Prayer Altar, which bestows Bless onto any player who holds the Totem of Divine Blessing and spends an action to interact with it.

3. Roof Level

You descend the stairs into the ruins of an entertainment room. The windows seem to have a powerful enchantment placed upon them which glows brightly. In the center of the room, Runescript has been carved into the floor in the shape of a sigil.
  • The Well of Blessing in the center of the room will accept 3 Golden Halos to dispell the protection spell on the windows.
  • The protection spell on the windows is an 8th level spell which prevents the windows from being opened or destroyed. This effect extends to the walls of the room as well.
  • There are 4 Chuul on the roof. The Chuul is a poisonous arthropod native to the underdark, which are bottom feeders and are attracted to magic. The powerful artifacts within the citadel combined with the shattered earth around it drew them to Mephalon.
  • Falling into the black spaces in this room will transport players to Room 4, which lies 30ft below.
  • There is a tower at the far north end of the roof which cannot be accessed just by walking. There are pillars with protruding flagpoles that the players can jump across if they pass a DC 14 Athletics check. The chest within the room contains 50 gold and a Pearl of Power.

4. Primary Worship Chamber

You descend into a large worship chamber. The walls of the once-great cathedral have begun to crumble, allowing the purple sludge to begin to seep through and creating puddles across the floor. Rot burns your nose as you see the skeletal remains of many humans, each cloaked in tattered robes of gold and blue. Most of the remains are impaled by large metal spears made with impecable craftmanship. Despite the disaray, a Well of Blessing sits in the center of the chamber, connected to a large door at the back of the chamber which bears the symbol of the Ring.   [Perception 15] You see scorchmarks on the stone where the main entrance once was. It's likely it was blasted open. Only dwarvish cannons can achieve this level of destruction.   [Arcana 19] Though it's quite different than what you're used to, you're able to identify the Runescript of dwarvish spells placed on the altars on the chamber's east and west. They should still function, but something else will probably happen.
  • The Well of Blessing in the center of the room will open the door at the back of the room when six halos have been deposited into it. The door is protected by a defensive spell (8th level) and cannot be destroyed.
  • When the blessing has been taken from an altar, 4 Nothics will spawn into the room on the side where the activated altar is. This can happen only twice.
  • A Nothic is a monster created by powerful mages to assist with waste disposal in large cities. They possess a rotting gaze that causes any flesh to quickly decompose. They are sometimes stored in pocket dimensions to be released onto battlefields as traps.
  • The purple puddles on the ground are poisonous. A creature who steps in one must succeed a DC 14 Constitution save or become poisoned and take 1d4+2 poison damage. The poison lasts until the creature takes a short rest.

5. False Chamber

The door opens into a dark stairwell. As you descend, the air gets mustier and every step leaves behind a footprint, as every surfance sits caked in a thin layer of dust. You come to a room with eight pillars. A phrase seems to be written in celestial on the eastern wall. Just below it is a chest.   [Celestial] "Here lies the last secret. The first sin. To want power is a disease. To want the power of a god is folly."
  • Inside the chest is a fake Ring of Three Wishes. To the naked eye, it seems identical to the real ring as described in legends, though it is nothing more than an immitation and has no real use. It can be sold for 1000gp.
  • The eastern wall with the writing upon it is an illusory wall, a powerful effect that appears and feels like a solid wall, but disapears when struck with significant force.

6. Chamber of Night

You enter a brightly lit chamber. Four massive obilisks stretch towards a ceiling 30ft up. Each one has a torch on the side which faces the walls of the chamber, crackling with white light. In the dimly lit center of the room sits a Runescript well, though it glows not with the same light as those above ground.
  • The Runescript well in the center of the room will unlock the door on the room's east side when all eight torches in the room have been extinguished. Each time a torch is extinguished, one Shadow appears. The Shadows disipate when the door unlocks.

7. Chamber of Silence

You enter a large chamber. The air is dead silent. The room is shaped like a cube, with its ceiling 50ft above your head. A single glowing orb casts a stark white glow throughout the room. A 10ft wall stands directly in front of you.   [Perception 18] Tiny holes like pores cover the floor. They are incredibly small, and yet appear manufacutred.
  • Two Displacer Beasts prowl this maze. A Displacer Beast is a species of cat native to Tarstan which was long ago blessed by the Traveler, granting it the ability to displace its position through illusion magic. The beasts will be attracted to any loud sounds they hear.
  • Whenever a player makes a sound in this maze, they must roll a DC 18 Dexterity saving throw or take 1d4+2 damage, as countless needles shoot up through the floor beneath their feet.
  • The Runescript well at the south end of the room will open when the players deposit 3 Halos of Sacrifice into it, which can be gained in room 8.
  • The chamber in the center of the room can only be opened with the Key of the Deep, found in room 9. The chest within this chamber contains 2 Potions of Greater Healing and the Key of Resolve.
  • The door to room 10 can only be opened wiht the Key of Resolve, found in the center chamber.

8. Chamber of Sacrifice

You enter a tall chamber. A large crystal, placed upon a Runscript circle, pulses with a crimson glow in the center of the room.
  • When the players touch the crystal, the door to the main chamber will lock and four Phase Spiders will spawn.
  • Every round, the crystal in the center of the room emits a wave of energy that instantly deals 2d4+1 necrotic damage to all non-monstrosities in the room.
  • The player with the Totem of Divine Blessing will feel its power resonate with the crystal. That player may spend an action in order to take the energy of the crystal upon themselves, sparing their allies. This ability can be passed between players by spending an action like the Blessing can be passed. Passing the blessing grants the player who sent it a crimson Halo of Sacrifice.
  • When all the phase spiders are dead, the door will open.

9. Chamber of the Deep

There is no light. You smell only the stench of mold. You hear only the gentle drip from the ceiling as it lands into the body water before you. The deep pillar of water is all there is. There is nothing else.
  • The water here is 50ft deep. Chained to the floor of the pool is an Aboleth. The Aboleth's chain is only 30ft long, so the first 20ft of water are relatively safe.
  • The Key of the Deep is located at the end of a tight tunnel at the bottom of the pool.

10. Chamber of Resolve

This room seems almost entirely empty, save for the pillars in the corners. A celestial phrase is written on the walls.   [Celestial] "Look to the heavens. There will you find the path through the dark."   [Perception 15] Though caked in grime and dust, you notice the ceiling of the chamber is a mirror.   Just past the threshold, the floor ceases to be. You stand on the precipice of a deep pit, one in which the bottom cannot be seen. On the other side is a door carved with a scene; countless angles praying at the feet of eight celestial beings.
  • The pit in this chamber is 200ft deep.
  • There is an invisible bridge which would allow the party to cross this chasm. The layout of the bridge is the blue tiles in the previous room when rotated 90 degrees clockwise and flipped horizontally. The door to room 11 is already unlocked.

11. Chamber of the First Sin

You pass through the threshold. The octagonal room is lit by a white light in the center of the ceiling. Directly below it is a pedestal with a tome placed upon it.   The tome is written in celestial. Many pages have been ripped from the binding and are missing, while others have sustained water damage and are illegible. You do find one page with an illustration on it. A warped cherry tree, twisted into an unnatural form. Below it is an anatomical diagram of what seems to be an eyeball.   [Celestial] "The eye is the bridge between the physical world and the imaginary. This remains true for the eyes of celestials; though while the eye of a mortal is a one-way bridge, an angel's eye is not."
  • Vilrick will find the illustration of the tree familiar...
  • The book is called the Tome of the First Sin. It details the methods by which mortals can abuse the powers of a god. It describes how angel eyes can be used to contact Celestials, how angel bones can be used to unleash destruction, and how someone can be born with the soul of a god such as Optimus.
  • Once the party has collected the tome, read the following:
A hushed voice echoes through the chamber. "hello...he-llo..." It's coming from the pillar at the back of the room.   You see a face hidden in the dark. The skin is pale and flimsy. The nose is long and outstretched, the mouth lacks any teeth or cheeks. The eyes holes are sunken and the irises are dialated to an abnormal degree. A hand sinks around the pillar... then another... and another... the creature stands tall.
  • The creature here is a Fear Doctor, a demon from another plane of existence that serves the Aspect of Chaos. They were created by a betrayer-god called the Emissary to instill and extract fear from mortals. Fear feeds the Aspect of Chaos, which allows it to grow stronger so that it may one day consume reality.
  • The Fear Doctor will chase the party as far as it can back out the dungeon. There is no chance for the party to defeat it.

Fear Doctor CR: 15

Large fiend, chaotic evil
Armor Class: 17
Hit Points: 295
Speed: 30 ft , climb: 30 ft

STR

20 +5

DEX

14 +2

CON

20 +5

INT

16 +3

WIS

10 +0

CHA

12 +1

Saving Throws: Strength +10, Constitution +10
Damage Vulnerabilities: Radiant
Damage Resistances: Nonmagical Piercing, Slashing, or Bludgeoning
Damage Immunities: Necrotic
Senses: Darkvision 120ft.
Languages: Abyssal, Common (Can only speak in broken sentences)
Challenge Rating: 15
Proficiency Bonus: +5

At will: Chaos Bolt


False Appearance. The Fear Doctor, when standing completely still in dim or dark light, is indistinguishable from a pair of trees.   Memetic Transposition. The Fear Doctor's power is still potent even in its image. Any photograph, illusion, or illustration of the Fear Doctor can become the Fear Doctor itself. When this is done, the Fear Doctor teleports to the location of the photograph.   Frightening Presence. All creatures capable of sight who can see the Fear Doctor and are within 20ft. of it must make a Wisdom saving throw (DC 13) or become Frightened for 1 minute.

Actions

Multiattack. The Fear Doctor makes two Tentacle attacks or, if it can, one Tentacle and one Life Drain attack.   Tentacles. Melee Weapon Attack: +10 to hit, reach 10ft., one target. Hit: (1d8+5) bludgeoning damage plus (1d8) piercing damage. If the target is Medium or smaller, it is grappled (escape DC 18) and restrained until the grapple ends. The Fear Doctor has two tentacles, each of which can grapple one target.   Life Drain. The Fear Doctor attempts to drain the life from a creature. If the target is currently grappeled by the Fear Doctor, they must make a DC 18 Constitution saving throw or take 2d8+5 Necrotic damage and their strength score reduced by 2. This effect disipates when the creature takes a long rest.

A tall six-armed humanoid with a warped and elongated face. Servant of the Emissary and the Aspect of Chaos.
  As the party escapes Mephalon over the ridge, they will be pursued by Azeroth, an Adult Red Dragon, who was summoned to the area by the release of the tome. Read the following:
You crest over the ridge, leaving the creature stranded far below in the chasm. You sigh with relief, only to be interupted by the snaping of twigs directly to the east. Four short humanoids, clad in stone armor and wielding steel spears, begin their approach. (Roll Initiative)   [Perception 15] Your encounter with the creature in the citadel has made you warry, and for good reason. Somewhere closeby, you can hear the flapping of wings.
  • There are four Dwarvish Soldiers. Azeroth believes the soldiers have the tome, but will quickly move on to the party after he discovers they do not have it. The players will be able to hear Azeroth asking for the tome.
  • Azeroth will not use his fire breath in this encounter, as he does not want to burn the tome. He will use only his Claw, Tail, Bite, and Wing attacks.
  • Azeroth is looking for the tome because he believes he can use it to ascend to godhood and bring about the creation of Tiamat, the fortold God of Dragons.

Dwarvish Soldier CR: 2

Medium humanoid, lawful neutral
Armor Class: 17 (stone armor)
Hit Points: 85
Speed: 30 ft

STR

18 +4

DEX

13 +1

CON

18 +4

INT

13 +1

WIS

15 +2

CHA

12 +1

Saving Throws: STR +6, CON +6
Skills: Perception +3, Athletics +6
Damage Resistances: Poison
Condition Immunities: Blinded (if Duergar)
Senses: Passive Perception 13, Darkvision 60ft. (if non-Duergar), Blindsight 60ft. (if Duergar)
Languages: Common, Dwarvish, Primordial, Undercommon (if Duergar)
Challenge Rating: 2
Proficiency Bonus: +2

Dwarvish Resilience. The soldier has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed.

Actions

Enlarge (Recharges after a Short or Long Rest). For 1 minute, the Dwarvish Soldier magically increases in size, along with anything it is wearing or carrying. While enlarged, the soldier is Large, doubles its damage dice on Strength-based weapon attacks (included in the attacks), and makes Strength checks and Strength saving throws with advantage. If the soldier lacks the room to become Large, it attains the maximum size possible in the space available.   Javelin. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 5 (1d6 + 4) piercing damage, or 9 (2d6 + 4) piercing damage when enlarged.

A soldier of dwarvish descent, clad in the traditional stone armor.

Suggested Environments

Underdark (if Duergar), Dwarvish Ruins.

 

The Rise of Vorston

No matter what, the villiage of Filsa must fall. Although, the party can experience this event from one of two perspectives, based on whether or not they aided Vilrick in his search for Mephalon.

Filsa

If the party choose not to help the Humans, Vilrick will not force them to leave. Instead, he will allow them to stay in Filsa in case they change their mind. At any point within the coming three days, the party can reverse course and put themselves back on the Aiding the Humans questline. If the party does not change their mind, read the following:
Three days have passed. What little time you have spent in Filsa has been peaceful. The people are kind and generous despite all they have suffered up to this point. You were never made to feel unwelcome. You are standing on the main street, a dirt road stretching from this shabby little town into the surrounding woodland. A torrent of wind has struck today, forcing trees to bend and blowing thatch from the roofs of homes. All day it has smelt of wet earth, but now you smell something new... fire.
The Elven Empire's 5th Imperial Regiment has located the town of Filsa, drawn by the invisible and magical tracks Neran left when he fled Efranse.
  • The Elves have cast invisibility on themselves, keeping them from being detected. After a minute, they will strike the town with their entire legion. Emperor Theralin is also with the invading force, wanting to oversee the battle personally and take Vilrick captive.
  • For this scenario, the players start in the middle of town and must defend it. It is likely that they will be captured.
  • During the battle, Vilrick's son Nolrick will ride out on a horse and be ran through by General Talrond.
  If the party has just aided Vilrick in Mephalon, they will arrive in Filsa as it is being seiged. Read the following:
The walk back to Filsa has been long and gueling. The first breezes of autumn have begun to blow, and the first day of travel was plagued by a torential downpour. The entire time, Vilrick has been pouring over the tome you retrieved from the sunken citadel. After two days you climb the hill that leads back to the grand wood and... your heart sinks. Pillars of smoke stretch high into the sky from the town. The illusory barrier has been disabled. Sounds of screams ring out from that direction. Vilrick begins to panic.   "We... We have to get back, right away!" He draws his sword and jets off towards the town.   You arrive to a grizzly scene. Nearly every one of Filsa's twenty houses set ablaze. Coulds of purple energy occassionally emit from the streets as elven soldiers assault the townsfolk with spells. The bodies of men, women, and children alike are strewn about the grassy fields. The warriors of the town have gathered in the eastern grove to fight off the invaders, though it is clear they stand no chance of winning. And then there's Vilrick, sprinting across the rolling fields as his village burns, quickly engaging and then beheading the several elves who come to challenge him.
  The party may choose to either fight the invaders, protect the town, or follow Vilrick. Most of these require improvisation on the side of the DM.
  • If the party follows Vilrick back to his home, read the following:
You follow in the direction Vilrick went. You pass by crying children and the screaming of the townsfolk as the empire's knights slaughter them in their homes. Torn flesh... broken bone... blood in the streets... it's all too much to bear. Before long you find him, slouched on his knees in front of the burning visage of his home. At his side are Zaria and Akari. In one arm he holds the body of his son, dressed in a sterling armor which has been made bloody at his midsection. In the other he holds a blue bandana. He is weeping.   "How... how can this be fair? Is this really what the gods wanted? To see use scrubbed from the face of the realm?"   Zaria places a hand on his shoulder. He shrugs it off. "V, I am so sorry. She passed two days ago. We sent messages but the elves intercepted them. Nolrick... was brave. Like you. No matter how much we tried to stop him."   "How did they find us, Zaria... I want to know." Her hand tightens. "It was Elias... he kept sending those letters; I saw him the other night. Whoever they were going to, the empire must have made them talk."
  • After this, Vilrick will stand and begin walking west, into the woods. The party may follow him if they wish.

Grove of the Angel's Eye

The Grove of the Angel's Eye is an ancient site from long ago. There was once an angel named Valus, who saw the horrors that would be committed against humans in the future, and so he gave them the power to weild magic. He was eventually found by the gods, and fought the god of victory, Adonn, near what is now Filsa. During the battle, Valus lost an eye, and the spot where it fell sprouted a Tree of Divine Communion. When the players arrive here, read the following:
You travel through the woods in the direction Vilrick went. Cutting through into a grove of neatly spaced oaks, you see a twisted cherry tree in the grove's center. It's bark is stark white, its serpentine boughs decorated in crimson forked leaves. Before the tree are the scattered pieces of Vilrick's armor, and his sword. There is a hollow near the tree's base; an opening just big enough to fit a person, which glows with a soft red light.
  • The party can either enter the hollow of the tree or stand here and wait. If they wait, a blinding red light will eventually descend on the tree, and Vorston will appear. If they choose to enter the tree, read the following:
You peer into the hollow. It descends deep into the earth, the trees roots clearly much more expansive than the tree itself. Voices echo from within. The source of the crimson light cannot be seen, but it gets brighter as you descend.   You enter the hollow, and fall into the red light. You open your eyes and see stars. Your skin has become translucent, a faint crimson echo of your true self. You're sure that you've died. Then you notice the columns, the thrones, the giant humanoids who sit upon them. There are eight.   A woman with dark hair and a silken kimono decorated with raven feathers. The Raven Queen. A woman with a crown of antlers and a verdant robe decorated with a leaf pattern. The Mother. A woman with pale skin who wears a nearly transparent silk robe glitering with ice crystals. Dorial. A man with orange skin who who wears a ceremonial warrior's attire that glows with flame. Sorbek. A younger person, who seems to be the child of Dorial and Sorbek, who wears white robes and is blind. Genonia. A man with white hair who wears a blindfold and is wrapped in a grey cloak. The Traveler. A woman with brown hair and a red robe who holds a compass. Argath. The eighth throne is empty, but several warriors in full dress stand before it, their eyes and fingertips crackling with electric energy. The Shardbearers of Adonn. There are the crumbled remains of a ninth throne. All that there is to identify it is the carving of an eye etched into its stone frame.   Standing in the center of the room is Vilrick, dressed only in the common garb he wore beneath his armor. His hands are stained with blood. He turns to you.   "You shouldn't be here... They... they have confirmed the truth we have known all along! The gods care not for our suffering! They mean to abandon us! They fear their own failures, as a child would!"
  • Grant the players an opportunity to speak to both the Council of the Ring and to Virlick.
  • Several decades ago, the god of foresight, Oculus, died after he betrayed the council and questioned their judgement. As a result of his death, his divine Domain is now free, a part of a celestial's soul which harbors the aspect of reality they control. The gods cannot have more than one domain at once, and so they are looking to give the domain to someone who they can control.
  • Eventually, Vilrick will suggest in desparation to the gods that he should be allowed to rule Lokuncalm in their stead. He should be granted the power to set things right. After some deliberation, the gods will agree.
Genonia stands. Despite being the smallest of the celestials, they still tower leagues above all of you.   "We have made our decision. The Golden Realm of Lokuncalm, the Base World, the First Divine Work, cannot go without leadership. We have chosen you, Vilrick Braveblood, to become it's steward, it's guardian, and it's lord. Your tenacity has impressed us."   Genonia produces a strange object from within their robe; an orb of writhing golden energy, a single lidless eye at its center. They release it from their hands, it drifts through the air, then slowly comes to rest in Vilrick's hands. He inhales, and the orb disolves and passes into him. His hair turns a stark white, his eyes now a golden hue. Armor of an unknown metal grows around his body.   "You are now Lord of Forsight. You have been granted new life as an immortal. Your purpose is to bring balance to the realm. Your old self is dead; Vilrick Braveblood is no more. The Council of the Ring crowns you as Vorston, the Lord of the Golden Realm. Go now, and bring balance to the world."   There is a bright flash of light, and you all awaken in the back in the grove next to the twisted tree. Vorston is standing several feet from you, meticulously studying the details of his hands.
  • Shortly after this interaction, Vorston will be contacted by the Emissary. This all happens in his head, so the party will believe he is speaking to no-one. This is the full conversation, though you should only read the bolded lines.
("Well done, young Lord...) Vorston turns quickly, looking around frantically. "Who said that? Where are you?" ("I am nobody of consequence... I am simply the Emissary of something greater... I've come to offer you an additional stipulation to your deal...) "What more could possibly offer me?" ("You have been granted great power, though you still lack the tools with which to excecute your vision. This was by their design. They intend for you to be a leader in name only.") "I am immortal; I am changed. There is nothing more I need!" ("Oh, but there is, young Lord. You lack the army with which you will change this realm for the better. Only great force can save the Humans. And I can give it to you...) "And what do I give you in exchange?" ("You have nothing I want. My master sees promise in you. Accept our offer and we will provide you with the Army of the Abyss, and control over death itself.") "I can't... It's not right... I am a leader, not a tyrant." ("A leader cannot save these people... You are a warrior through and through... This is a war just like any other... Do you want to save them? Protect them from the same tragedies that took your wife... That took your son?) "Yes... with all of my heart..." ("And that is all we ask for... promise your heart to us... and we will grant you the power you seek.") He pauses... "You are right... I accept." The hues of his eyes turn a crimson red.   He outstretches his hand and a tear in the ground forms; a bleeding red fissure like an open wound. You see a clawed hand emerge. The creature frees itself from the tear, making its form known to you. Red skin. Black horns. Wings like those of a dragon protruding from its back. It kneels, and outstretches a skyward palm to Vorston. He takes its hand in his. "With you... Humanity shall know peace..."
  • After this, Vorston will lead the party and his new demonic army back to the town, where he will give them a single command:
"Leave no invader alive... destroy them all." The demons tear off in every direction.
  • Afterward, he will use his new power to resurrect the fallen humans as Tieflings.
He raises both hands and closes his eyes. Black tendrils of smoke extend from his fingers, each of them finding the body of a fallen man or woman. Something miraculous happens. The wounds close... the skin turns bright red... black horns grow from the heads of the bodies... then, they rise. Before long, hundreds of horned humans, each a former corpse, now stands before you.   "My disciples... my warriors... I have called you into being for a single purpose: To help me end the suffering that Humanity has found itself victim to for two hundred years. With your might and my wisdom, we can fight back against our oppressors and usher in a new age... an age of everlasting peace for humanity. Answer my call! Fight for me! Fight for the freedom of every man, woman, and child who lives and ever will live!"
  At this point, Vorston's plan is to march his forces east and destroy the Elven Empire. It is the party's decision whether or not they assist him with this plan or try to save the elves.  
  • If the party decides to help Vorston, skip to the end of the modlue and read the Complicity ending.
  • If the party decides to try and save the elves, which is the intended path forward, continue with Act III.
   

Act III: Save the Elves from the Judgement.

In the final chapters of this module, the party must fall back to the city of Aurora and, using information from the Tome of the First Sin, lead the elves to a refuge to protect them from the demonic horde.   In order to save the Elves, the party must travel east and beat Vorston before he reaches Aurora. Vorston will be able to make this journey in 8 days.   To protect the elves from his wrath, the party must study the Tome of the First Sin. Doing so will reveal this text:
The Spirit Oak is a beacon of the Mother's light. It retains her power even in her absence. It cannot be destroyed but by her hand, yet it can be manipulated by every one of her children. It is said a hidden chamber lies within, yet no mortal has ever seen it.
  • The party's goal now is to return to Aurora before Vorston arrives there, then lead the Elves to the Spirit Oak so they might survive the judgement.
  • The party may do this however they see fit. It will take Vorston's horde 8 days to reach the city.
   
~End of Prologue Arc, continue with Arc I: Band of Locusts~

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