Raiders of the Lost Artifact - ONE-SHOT
INTRODUCTION
- Tell the players about GOD mistake, the Altar is to DUNETAA (not Katulga), I already fixed the sheets. They were informed DUNETAA is the Goddess of Storms and Madness
- Let them describe and introduce themselves
You left New Shi over a week ago, following the heading the gnome gave you to find the twisting river in the Great Nilos Wood, finally uncovering it once the morning mists burned off on this hot and muggy day in the forest. As you begin following what appears to be a well-worn and ancient path beside the river, you spot movement up ahead, as a hooded figure appears from within the forest. Beneath his hood you spot an almost elvin face, though exeptionally pale and squinting in the sunlight. His dark purple robes, gleaming scimitar and armaments tell you this is no mere traveler you've happened to come across. He is soon joined by 6 figures in brown robes, hoods covering their faces, bearing daggers, crossbows, and shortswords. They too, seem to be in some discomfort from the direct sunlight as the leader appears to be.He immediately begins to speak:
Stop where you are. My name is Nilslig, these are my...compatriots. You may leave it to us here. This task is beyond the abilities of lizardfolk, and the item at hand is of far greater significance than you realize. We thank you for leading us to the river, we will finish this mission. Leave now and go back to your homes, and know you and your people will be spared when the spider-queen's plans come to fruition.If they make any move to charge, attack, etc, HAVE all of them roll a DC 20 DEX Saving Throw. On a save, they feel the ground moving beneath them and manage to leap away. On a FAIL, they are ensnared in a trap and find themselves hanging in a net from a tree. For any who escape, they will be faced with 7 crossbows from Nilslig and his allies, ready to fire.
I did warn you. Attempt to follow us, and we will not be so generous with your lives.Nilslig and the Cultists then turn to run on ahead, though they will move slowly keeping weapons on any free players if necessary before they disappear ahead.
The net itself appears to be made of very tough looking silvery rope, looking almost like thickly woven spider webs, not quite sticky to the touch, but definitely sturdy, easily holding you 10 feet above the ground.
NET ROPE
- AC - 14
- HP - 16 (more than 3 good strikes will weaken all of it and send them tumbling down)
STATUE BRIDGE
You charge into the forest along the path, which is easy enough to follow as it stays besides the river, until suddenly it turns toward the river itself, which has grown brown and stagnant. Swirling mists cover the swampy marsh, making everything difficult to make out from a distance. As you get closer, two ancient statues stand guarding either side of the far end of the bridge, greeting the Nilslig and his allies as you spot them making their way across the narrow, rotting, wooden bridge over the swampy river waters. A third statue is secluded beneath the dead and fossiilzed trees to the right of the bridge, with a dislodged plank of wood offering a lonely island amongs the dirty reeds and marshwaters before it. For a moment you see something atop the plank, and then it disappears into the water with a small slurping noise, followed by a strange, almost arcane, charging noise from the direction of the two Statues. Every now and then, small bubbles can be seen erupting from below the dirty water near the plank, hinting at movement beneath the surface.
FUN FOR THE SETTING
- If they try to pass the statues, they find themselves compelled to go back, and cannot go forward. If they attack the statues, they are knocked directly backwards 10 feets.
- STATUES prevent passage across the bridge, cannot even SWIM onto the path beyond, unless a BODY (will allow recently dead) stands (or sits) atop the plank which is the key to opening the "gate"
- Snake and Merrow attack as soon as someone ENTERS the water
ENCOUNTER
- Merrow Giant Constrictor Snake Cultist Encounter
- (2x) Merrow CR 2
- (1x) Giant-constrictor-snake CR 2
LOOT
- Harpoon (Merrow)
- Cultist body (if available) Shortsword, Misc GP and SP
- Cultist BODY INV or PER DC 19 Parchment Written in OGRE, "The crystals may ravage the mind, but they shatter as any other stones do."
RUINS
You hurry along the path, hoping the catch up to Nilslig, and suddenly find yourself among white marble rubble, the remains of a once great structure. Sadness permeates these forgotten ruins, a subtle melancholy that seeps into the bones like a winter chill. Nothing really seems to grows here besides stunted bits of grass, and it has been eons since these dilapidated walls rung with warmth and laughter. So little remains of the fallen structure it is difficult to determine its original form and purpose aside from the bell adorning the lone remaining tower. On the far side of the tower is what looks like a silver cannon, which 2 of the Cultists are currently aiming towards the tower. Once in position, you see once summon a flame from his hand and light the fuse, and with a MASSIVE boom a cannonball launches toward the tower, rocking it slightly, the vibration setting off the bell and causing a purple light to begin to glow within. CON Saving Throw for everyone.
FUN FOR THE SETTING
- Cultists fire CANNON at the Tower, BOOOOONG of the bell atop it, setting off the crystals within that pulse with a bright purple energy that gives off 2d4 pyschic damage (CON SAV Throw DC 14) to anyone within 30 feet of it at the TOP of EVERY ROUND.
- The sound of the cannon summons the OGRE, which attacks everyone, including the cultists as it appears BEHIND them, trapping them in the ruins with the players.
ENCOUNTER
- Ogre + 2 Cultist Encounter
- (1x) Ogre CR 2
- (Multiple, but they are fleeing) Cult Fanatic CR 2
- (Only leads Cultists on, does not fight till the end) Drow-House-Captain Nilslig CR 9
LOOT
- Greatclub and Javelin (Ogre)
- Cultist body (if available) Dagger, Misc GP and SP
- Cultist BODY INV or PER DC 19 Parchment Written in UNDERCOMMON, "The glowing waters may heal, but the fauna do not."
FEY FOUNTAIN
You rush along the path, the trees closing in around you, until you enter a clear beside the river, centered on a pool of water amid dark stonework. You enter the clearing and can just make out the swish of cloaks as Nilslig and his allies hurry ahead. Sumptuous fungal flowers float peacefully on the calm blue waters of the river surrounding this beautiful glowing pool, with the largest growing directly atop the iridescent waters. Colorful butterflies flit happily through the air above before disappearing into the depths of the nearby forest. The pool’s surroundings—ancient basalt ruins and stonework of an architecture you've not seen during your travels in Domunz— hint at otherworldly origins. As you gaze as the bucolic scene, a sweet scent tickles your nostils, calming your rattled nerves and offering a sense of peace. WIS SAVING THROW.
FUN FOR THE SETTING
- WIS Saving Throw DC 16 or be drawn to touch a fungus
- FUNGUS SHRIEK when they are killed, summoning SPIDER and OWLBEAR
ENCOUNTER
- Fungus, Owlbear, Spider, Cultist Encounter
- (4x small, 1x BIG) Violet Fungus CR 1/4
- (1x) Owlbear CR 3
- (2x) Giant Spider CR 1
- (Multiple, but they are fleeing) Cult Fanatic CR 2
- (Only leads Cultists on, does not fight till the end) Drow-House-Captain Nilslig CR 9
LOOT
- Owlbear Claws, Spider Fangs and poison which can be sold for profit (MEDICINE Check DC 16 to extract properly)
- Cultist body (if available) Hand Crossbow (+bolts) DC 13, Misc GP and SP
- Cultist BODY INV or PER DC 19 Parchment Written in CELESTIAL, "Dunetaa attracts all kinds of madness, and few who come will truly understand her ways."
ALTAR TO DUNETAA
As you rush along the path, you can somehow sense you are nearing the end, though the trees remain dense around you. You approach what looks like a treehouse built on ancient ruins built alongside the river, ancient stone covered in wood planks with a rickety wooden ramp leading to the topmost level. Trees grows around and even within the structure, almost masking the ancient yet still sturdy looking rowboat leaning against a lower wall. You can just make out a statue to a human woman on the second level, surrounded by small pools of water, and something golden shimmering atop one of the pools. Unfortunately, it looks like Nilslig is already climbing the ramp, with the remaining cult members guarding his position.
FUN FOR THE SETTING
- Manticore is hidden upstairs, and ready to pounce
- ARTIFACT cannot be removed, stuck to the altar
- Written in DRACONIC on DUNETAA Statue "It is madness to wield it. Only to madness shall I release it."
- Once they do something MAD or CRAZY to release the ITEM, they will hear a female voice say "You have proven yourself a worthy ally of Dunetaa. Attune to this item, and you will be able to forgo the trials that brought you here, and teleport directly home."
ENCOUNTER
- Manticore Cultists, Nilslig Encounter
- (1x) Manticore CR 3
- (Multiple, but they are fleeing) Cult Fanatic CR 2
- (Only leads Cultists on, does not fight till the end) Drow-House-Captain Nilslig CR 9
LOOT
- Manticore Fangs
- Oars, Boat
- (1x)Timepiece of Travel VR (needs attunement)
- Cultist body (if available) Hand Crossbow (+bolts) DC 13, Misc GP and SP
- Nilslig Body - Whip, Scimitar, Hand Crossbow (+bolts), 50 Platinum, 200 GP, 30 SP, 10 Copper
EPILOGUE
When they get back, Gnome (Glibglub) will be waiting for them holding a LARGE SPEAR, along with Elyria who will be hiding in the shadows (STEALTH 36)Thank you for retrieving this, here is your payment as promised (hands them bag with 1,000 Platinum pieces). Run into any problems?
- Elyria will reveal herself if they try to haggle, steall or threaten GLIBGLUB, or if they MENTION DROW
- Glibglub Sheet
- Elyria Sheet
Well you did good kids. Here, better take this (hands them the SPEAR). If that guy or his people ever show up and give you any trouble, take this in hand and ask for the help of SPEER. Myself or one of my allies will be in touch.He and Elyria exit. END OF ONE-SHOT
CHARACTER SHEETS
BACKSTORIES
Ekula
Has always been a warrior for her people, trained from a young age, even spent time training alongside the legendary warrior Jonin Nara when he visited her people. Was chosen to lead a mercenary group of lizardfolk, The Fanged Shadows, by her people, always recruiting new members, including the two new members joining her on today's expedition. Any money she and her group earns goes right back to her people to pay for food and medicine and village upkeep. Today's high paying mission came to them by way of a strange gnome, offering them 10,000gp to follow a small river through the heart of the Great Nilos Wood, claiming a strange magical item has appeared inside an ancient altar to Dunetaa. She has been warned the way is beset with danger, and dark creatures seem to be drawn toward the item. However, she is confident in herself and her allies as they head into the forest.Nahess
Has always loved fighting, and it has come easy to him as he's always been larger than those around him. Loves him home village in the shadow of the Altar of Bahamut, and is willing to do anything to help and protect them. Joined the lizardfolk mercenary group, The Fanged Shadows, as a way of helping his village, making sure to give almost all their monies back to the village (minus what he spends on armor, weapons, and booze while traveling of course). When not fighting he does enjoy cooking, and has found he has a real talent for it, though to be fair anyone who has ever told him a meal was bad has had to defend their statement in a duel, and few could best him and his war hammer. Today's high paying mission came to them by way of a strange gnome, offering them 10,000gp to follow a small river through the heart of the Great Nilos Wood, claiming a strange magical item has appeared inside an ancient altar to Dunetaa. She has been warned the way is beset with danger, and dark creatures seem to be drawn toward the item. He has no doubt they will be successful, though he is not entirely sure he trusts the leadership of Ekula. Regardless, he is eager to head in the forest and get started.Wihash
Found his patron and talent with magic early in life, and was embraced by his people for the good he could do them. Has always been fascinated by the Auruk ruins and the other lost civilations of the Tufenes region, and wanted to join the lizardfolk mercenary group, the Fanged Shadows, so he could explore the world. Today's high paying mission came to them by way of a strange gnome, offering them 10,000gp to follow a small river through the heart of the Great Nilos Wood, claiming a strange magical item has appeared inside an ancient altar to Dunetaa. She has been warned the way is beset with danger, and dark creatures seem to be drawn toward the item. He hasn't worked with Ekula or Nahess before which makes him a little uneasy, but the notion of an ancient altar hidden in the middle of the forest makes him excited. He is ready to charge in the forest and see what they find.DROW STATS
Drow
- Medium humanoid (elf), neutral evil
- Armor Class 15 (chain shirt)
- Hit Points 13 (3d8)
- Speed 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
| 10 | 14 (+2) | 10 | 11 | 11 | 12 (=1) |
- Skills Stealth +4, Perception +2
- Senses Darkvision 120 ft.
- Languages Elvish, Undercommon
- Challenge 1/4 (50 XP)
- Proficiency Bonus +2
- The drow has advantage on saving throws against being charmed, and magic can’t put the drow to sleep.
- The drow’s spellcasting ability is Charisma (spell save DC 11). It can innately cast the following spells, requiring no material components:
- At will: dancing lights
- 1/day each: darkness, faerie fire
- While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
- Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
- Hand Crossbow. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the target is also unconscious while poisoned in this way. The target wakes up if it takes damage or if another creature takes an action to shake it awake.
