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Let Void Awaken

by

Author: Constantine "Kelfecil" Christakis

Featured Map Artist: Fantasy Atlas

Token Artist: Paper Forge

First Release: June 2021 Version 1.0


2
Art Credits
Table of Contents A female wizard wrapped in blue magic: Warm Tail ....Front
Madness Returns ............................................................................. 4 Standard Commercial License bought from Shutterstock.
Part 1: Introduction ......................................................5
Church: Karl Baron .........................................................................3
Quick Adventure Info .......................................................................5 Used under Pixabay license.
Adventure Summary ........................................................................5 Paris Catacombs: Mike ................................................................. 4
Running the Adventure ................................................................... 5 Used under Pixabay license.
Special Thanks ................................................................................. 5 Rabat: Michael Kogan .....................................................................6
Background and Characters ..........................................................6 Used under Pixabay license.
NPC: MakioKuta ..............................................................................7
Part 2: The Adventure .................................................. 8 Used under commercial license agreement with creator.
Adventure Hooks ..............................................................................8 NPC: MakioKuta ..............................................................................7
Prologue .............................................................................................8 Used under commercial license agreement with creator.
Act 1: Madness? ................................................................................8 Quarry Map: Fantasy Atlas ............................................................8
Act 2: The Source .............................................................................9 Used under commercial license agreement with creator.
Act 3: Madness! .............................................................................. 10 Throne Room: Fantasy Atlas ........................................................9
Epilogue ...........................................................................................10 Used under commercial license agreement with creator.
The Maps .........................................................................................10 Amulet: Ari Pockily .......................................................................10
Part 3: Appendix ................................................................ 11 Used under commercial license agreement with creator.
Appendix A: Monsters ...................................................................11 Throne Room - Astral Gateway: Fantasy Atlas .....................10
Used under commercial license agreement with creator.
Open Game License ........................................................ 16 Dwarf: Paper Forge .......................................................................12
Afterword ...............................................................................17 Used under commercial license agreement with creator.
Drow: Paper Forge ........................................................................12
Used under commercial license agreement with creator.
Glowing Zombie: Paper Forge .................................................. 13
Used under commercial license agreement with creator.
Glowing Zombie: Paper Forge .................................................. 13
Used under commercial license agreement with creator.
Tar Beast: Theme Finland .......................................................... 14
Used under specific agreement with the creator.
Tar Rebirth: Theme Finland .......................................................14
Used under specific agreement with the creator.
Glowing Necromancer: Paper Forge .......................................15
Used under commercial license agreement with creator.

3
Madness Returns

T
here are many who believe what was once buried, must stay buried forever. Archaeologists and
others who seek knowledge and fame though, find ancient dig sites to be quite attractive.
Ancient things though are not always where people expect them to be.
Despite the immense amounts of research and the countless hours that scholars have spent trying
to find the lost shrines of Za'strasz, none have been found yet.
The reason why they were never found, is because Za'strasz did not want them found. The old god, who some
thought was banished or the one that most thought never really existed, had actually returned.
Za'strasz aimed to use these shrines as a way to bring his minions into the realm of Latakar. To activate them
though, he would need acolytes that would follow his commands and assist in activating the shrines once again.
Kycis, the priest, had failed him. The herald of the void was defeated and what was going to be a way to infiltrate
the Church of Stars became a lost hope as the weak tiefling failed to carry the void god's bidding.
Laristra Highshard showed great promise. So much that the high elf was the next one that Za'strasz chose as his
trusted acolyte.
Laristra was already succeeding where the weakling Kycis once failed. But her communion with the void was
sensed by those in the area and her dealings with the eldritch dark would not continue for much longer.
However, one does not simply walk into a void ritual...

4
Introduction Related Gamebook
With every adventure that comes out, we also release a Tales
Kelfecil's Tales is all about stories and adventures inspired by of Choice Gamebook to go with it. These are browser-based
art. Each adventure focuses on a different featured artist. interactive stories that anyone can enjoy reading and play at
Unlike the traditional way of creating adventures and then any time.
finding art that suits what the story is all about, we prefer to They are good for anyone to read, even if you are not
be inspired by the art of a certain artist and then create taking part in a TTRPG session.
something based on the art itself. They are very short in duration, taking no more than 5

minutes to complete.
This module's featured artist is: Mik & Wewa They are directly connected to the adventures, making
it perfect to allow someone to share it with their players
Quick Adventure Info before or after their next session.
Deliverance Lost is one of the many short adventures we They are made with a simple design, something that will
release every week for free. Some quick information about it: become more complex and interesting in future releases.
Recommended Average Party Level (APL): 8
Experience from Completion: ~8500 XP
Special Thanks
General Theme: Investigation Kelfeci's Tales would like to extend their gratitude to a few
Setting: Any, Starlight Chronicles people that really helped this module come to life.
Time - Sessions to Finish: x1 session - x3 hours My caring partner, Anna, who has continuously
supported me, every step of the way.
Adventure Summary My good friend and co-writer, Philip, who is always
The adventurers are called to help with the investigation of there to give feedback and help me out with anything.
some strange incidents that have been reported at a quarry to All my patreon supporters who continue to give me
the west. They band together with Olbia's finest investigators feedback and all their love and support.
and head over to find out what is happening. When they
arrive, they see a bunch of quarry workers acting all mad and Patreon Support
they move closer. They end up having to fight a few of the If you wish to support me with writing more RPG
deranged workers and then discover an entrance that has modules in the future, you are more than welcome to
been dug up. They follow it through to find a priestess that is do so through my Patreon page.
using the void to corrupt the people in the area. Once she is Patreon supporters get exclusive adventures,
dealt with, the quest is complete. gamebooks, side quest encounters, dungeon tales,
In the extended version, the adventurers have to deal with variants of free adventures and extra supplements! All
whatever is waiting for them outside of the cave too. of this... weekly!

Running the Adventure

This adventure is easily adaptable and can easily be run as a


One-Shot, as an added adventure in your campaign or as Patreon Supporters
part of the Starlight Chronicles setting created by Kelfecil's Ayesha Daoud
Coby Alexander
Patrick Scribner
Tales. Artemisthemp
Hunter Adkins Cam B
Seberous Andrew

Leaming
Keven Aggro Aggron
Rikki D
Venatus Maps
Beary
This adventure takes place during the "Return of the Void" el osos
Bill Nussbaumer
Alex
Alex Smith
Paul Smith
mark
era in the Astral Chronicles timeline and setting. bloomer
Abdullah Aboalwa
Couch Burgers
Patreon Fan
Xavier Amend
Billy Greene
Josh Elliott
Anthony DeRosso
Joshua Schutzler
Lara
Nick Emilia
MoFest
Moonlight Maps
Y4CK
Paul Dawkins
Mike Conley
Karlel Cornejo
Milo
Sabrina Schi
Nebel Geisterjäger
Antoni Sobkowicz
The
Goblin Explorer
Sandrine Lasserre
Oliver Voigt
Brodown

Cryptik Loottavern
Marcel Prinsloo
Sergio Vilches
Jenn Nsk
The story in Let Void Awaken is part of the Void Trilogy and Daphne Rhys
Mark Shevchenko
Hannah Brown
Jos Howie
is the direct sequel to what happened in the adventure Let Taylor
Silvio Rene Lopar
JC Ramin
AStarryFox
Naomai
Void Slumber and can therefore be played as part of a series. Alexander
Matthew Lougheed
Ian Achzenick
FeyMa
Emma
There is also another adventure to be released after this one, Kate
Cthonia Kori
Martin Rebane
Keks AdR
KataiAkuma
called Let Void Conquer.

More information on the custom Kelfecil's Tales campaign


setting can be found in the available for free Of Starlight and
Void supplement.

Background The drow did not know what to expect when they came to the
It was only recently that a void corruption threat was dealt surface, since much had changed. Unlike other races though,
with in the east of Olbia. It did not take long before more they did not lose that much and the knowledge they had
reports of strange incidents started coming in, only this time, gathered over the years was still safe and sound in their great
they were from the west. underground libraries.
More specifically, the reports came from a quarry to the The drow decided to be kind and benevolent, helping
west of Olbia, on the border between the Valleys to the South everyone they could find. They are the ones that helped build
and the Dunes of the West. The reports speak of people the city of Olbia and would have helped with even more
acting weirdly and even going mad. Having read the reports, things if it wasn't for their sensitivity to sunlight. Their
the two main investigators of Olbia's city guard have disconnection from the stars' light had caused them to
recognized a pattern that is repeating. They intend to develop a certain kind of weakness to various light sources.
personally investigate the quarry in order to identify the They no longer felt comfortable in the moonlight as well and
threat and hopefully trace it to its source so that they can deal for that reason, they always used artificial or magical light to
with it, once and for all. illuminate dark spaces. They would rarely illuminate areas
However strong the city's guard may be, they are still quite though since their underground livelihood had allowed them
afraid that the Kycis church incident might happen again. For to also develop the ability to see in the dark.
that reason, they have asked some brave adventurers for their
help, in return for gold. With the help of some brave The Drow Twins
adventurers, they are sure that no matter what makes a jump Quenthel and Rilniss are twins and were born in Olbia to
on them, they will be adequately prepared to deal with it. drow parents and although they have never been to their
family's city of origin underground, they still have a strong
Drow In Latakar connection to their drow roots.
Both Quenthel and Rilniss have the same susceptibility to
The drow race in Latakar came to be after many sunless sunlight like most others of their kind. For that reason, they
nights when some moon elves decided to abandon their faith tend to travel around with a hat on or their hood covering a
in Umi, the Moon goddess, leave the surface and live in large part of their face.
underground caverns. They did so because they believed that They grew up in Olbia together seeing all sorts of things
their once beloved goddess was not acting in the kind way happen and learned of how cruel people can be. As some of
that they thought she would. By abandoning their life on the the less popular races in Olbia, the drow always had to hide
surface of Latakar, they wanted to show that they no longer who they are. Even though the drow helped build the city,
accept her moonlight and what they saw as a two-faced they are still seen as one of the outsider races and are
benevolence. therefore treated as such.
After two hundred years, the drow society decided to Having seen the injustice and crime that exists in Olbia,
emerge again and socialize with the other races after a series the drow twins decided to do something to bring change. As
of intense earthquakes that they experienced. The soon as they were old enough to apply to join the city guard,
earthquakes were the result of the Astral Conflict and they they immediately did so. They were accepted and after a few
destroyed a lot of what the drow had built underground. years of doing normal guard duty, they started standing out of
the rest of the guard due to their inquisitive and investigative
skills. Both of them had actually helped solve quite a few
cases that nobody else had any leads on.
6
Having been promoted to investigators, they were now sent
on special missions outside of the city too and people
respected them more than ever before. Being drow no longer
held them back in anything they did.
Quenthel Diluan
Quenthel is the smarter of the two drow siblings. A scholar at
heart, he has always been interested in learning more about
history and various incidents of the past. He believes that
studying what happened in the past is a great way of
understanding how someone could think and operate in the
future.
A true investigative mind, Quenthel has studied for years all
the crimes that have taken place in Olbia and outside of
Olbia. He knows a lot of cases by heart and constantly tries to
learn more.
Quenthel loves his sister a lot and cannot imagine doing
any of his work without Invyll by his side.
Unique Phrase: "Hmmm..."
Desire: He wants to clean up Olbia as much as possible.
Fear: He is afraid that the city guard does not have
enough resources to be able to do their job properly.
Misbelief: He believes that all the people of Olbia can rally
under the city's flag, no matter what their origins may be.

Invyll Diluan
Invyll is the more agile of the twins. While Quenthel was busy
studying and losing himself in books, Invyll would spend her
time learning the city and all the possible routes she could
follow in order to apprehend criminals. She trained the bow
every day and in just a few years she had become one of the
most trusted rangers of the city.
Invyll spends a lot of time with Quenthel and is an excellent
tracker. Quenthel would not have solved even half of the
cases he has solved if it wasn't for Invyll and her spectacular
tracking skills.
Unique Phrase: "Quenthel might know."
Desire: She wants her brother to be happy.
Fear: She fears that her brother will get caught up in a
really bad case and some vile criminal might personally
target him.
Misbelief: She does not believe that the city guard has
enough resources to deal with the amount of crime that
Olbia has.

Jozmug Leadheart
Jozmug is a kind dwarf who has served with the city guard for
many years. He has actually been with the city guard for
many more years than the drow siblings have but he has
grown very fond of them due to the great work that he sees
them do.
Jozmug has been assigned as one of the guards that help
the Diluan siblings with their cases.

Adventure Hooks Quenthel will mention that they should probably be careful
The adventure can start through any of the following while moving around as they do not know what unseen
adventure hooks: dangers could be lurking. He will ask the adventurers to
assist him as he climbs down the wall to get a bit closer to
Reward. The adventurers are asked by a local lord or some of the workers.
foreman to investigate the quarry and make sure that all

work continues as normal. If they deal with whatever is 🢂 ''Encounter!'' Should anyone try to talk to any of the
causing problems there, they will be rewarded. workers, they will all turn around and attack. The moment
they turn to attack, their skin will turn purple and start
Curiosity. The adventurers happen to travel close to a glowing. This is a clear sign of the corruption having taken
quarry where they will suddenly see some people running over and their sanity is completely gone. The city guard
away from it while screaming. They will decide to squad will assist in combat.
investigate the situation closely. There are x14 workers and they use the Corrupted Minion
Good Will. The adventurers have an acquaintance that stat block. Most of the workers are gathered at 1. on the
knows either of the two drow siblings. The acquaintance map.
asks the adventurers to go aid the drow siblings with their

investigation. 🢂 ''Reinforcements!'' As soon as half of the workers are


dealt with, another x10 workers will start jumping off from 2.
Follow-up. As soon as the players finish the previous on the map to join the fight. They will actually try landing on
adventure (Let Void Slumber), they are contacted by the their enemies below in an effort to immobilize them.
investigators and asked to head over to the quarry to help

with the investigation. When the fight is over, Invyll will tell everyone that she can
see some kind of tracks coming from A. on the map. When
As soon as you have introduced one of the above adventure investigated closer, the adventurers will find an opening in
hooks, move on to the Prologue. the wall that leads to a cave.
Prologue Get a full-sized version of this map (plus gridless
The adventurers travel to the quarry where they will meet the and other variants) from Fantasy Atlas Patreon.
drow investigator twins Quenthel Diluan and Invyll Diluan.
They are both overlooking the quarry as a bunch of workers
are acting all weird below.
Assisting Quenthel and Invyll are x2 Drow Warriors and
Jozmug Leadheart.
Read the following when the adventurers arrive at the
quarry:
As you approach the quarry, you see close by a group of
people resting below a tree's shade. One of them notices you
and starts approaching. As he comes closer, you see he has
dark purplish skin and is wearing a hat that covers most of
his head.

"You must be the ones that dealt with Kycis. Good, good. I
am glad to know that you have accepted our invitation in
assisting with our investigation here at the quarry. Strange
things have been reported and I will not rest until the source
of this madness is found and dealt with. The last thing we
want is for this corruption to reach the city of Olbia."

As soon as Quenthel has introduced himself to the players, he


will also introduce the rest of his team. Once introductions
are over, move to Act 1: Madness?
Act 1: Madness?
The investigators will ask the adventurers to follow them as
they move closer to the quarry. Read the following:
You move closer to the main area and at some point, you
reach a position that oversees the lower levels of the quarry.
From there, you immediately notice at least a dozen workers
moving aimlessly all around as if they are in some kind of
zombified state.

⦿ ''Sense Void.'' Any character with this ability will


immediately be able to sense the presence of void corruption
nearby. 8
Act 2: The Source The corrupted minions will be trying their best to actually
keep the party surrounded at all times, overwhelming them
Once the players enter the cave, read the following: and pushing them around.
You navigate through the narrow path of the cavern with Ways to make things more difficult
Invyll leading the way. She is moving slowly and carefully in If you would like to extend the duration of this phase, then
an effort to be ready for anything unexpected that might
come her way.

you could have another wave of Corrupted Minions attack the



adventurers. It is meant to be considerably easy to cut
Only a minute later, you start to see light coming from up through most of the minions though before the second and
ahead. Invyll turns to you and says, "careful now, we are not
alone..."

much harder phase starts.



Another way to make things a bit more difficult is by having
You take a few more steps forward and you suddenly find the minions push the adventurers or any of the companions
yourselves in a room with a narrow corridor leading up to an
elevated platform and then another one further ahead with a to their deaths by dropping them off the platform.
throne. To the sides are elegantly carved pillars that have Considering there will be so many minions, you can justify
water flowing off them into a pool below. There are braziers
lighting the entire way forward and before you are able to
the shoves being a bit harder to deal with from the players'
understand where exactly you are, you hear a voice say, perspective.
"welcome to the altar of Za'strasz! It took you a while to

notice me, but you are finally here!" As soon as that happens, make sure you move to Act 3:
Madness! and also change the map.
The person saying this is Laristra Highshard who is at 2. on
the map. You can have Quenthel engage in a discussion with
her, but all Laristra will say is "I will succeed where Kycis has
failed!"

🢂 ''Encounter!'' Combat will immediately start and Laristra


will hit the ground with her staff, creating a barrier around
the throne platform. The barrier is transparent purple in
color and is impenetrable by any spell or item. The only way
to bring down the barrier and get to Laristra is by defeating Get a full-sized version of this map (plus gridless
all of her minions and waiting for the moment she has and other variants) from Fantasy Atlas Patreon.
become weakened.
As soon as combat starts, x6 Corrupted Minions will climb
from the sides of the platform at 1. on the map. Once those
are dealt with and the players move forward and at least one
of them stands at the middle of the big platform, x5
Corrupted Minions will climb from each side of the platform
3. on the map.
Laristra will be casting only cantrips and level 1 spells
while all of this is happening. She will save her harder-hitting
abilities for later.

Once those minions are dealt with as well, Laristra will


become restless and will start summoning the void. Read the
following:
"Enough! You dare trespass in one of the ancient shrines of
Za'strasz, interrupting my ritual and slaying his children?! You
shall be judged the way all non-believers are to be judged!"

You suddenly feel the ground below your feet shaking and
the waters around you are flowing in reverse as if time is
moving backward. A loud noise is heard echoing all
throughout the cavern and the corridor from where you came
is starting to fall apart as the stone cracks and breaks, falling
below into the water. The now-empty southern part of the
room has a whirlpool of water and debris that is swirling ever
faster and slowly changing color into a dark purple.

Soon enough, you find yourselves surrounded by purple


waters. The whirlpool of water has now been replaced by a
huge vortex of space-like essence that pulses slowly, creating
a very strange and somewhat threatening aura.

"Bear witness... as the children of Za'strasz, ARISE!"

9
Act 3: Madness!

🢂 ''Encounter!'' As soon as the room changes, x8 Void


Spawns will climb from each side of the platform (x2 from Medallion of Za'strasz
each side) and x1 Lesser Void Elemental will come from the A silver amulet with a purple gemstone in the middle.
vortex (1. on the map). Holding the amulet makes you feel as if the stone is
Every 3 rounds, a new wave of x4 Void Spawns will spawn calling you to wear the amulet. Requires attunement.

on the sides and every 4 rounds x1 new Void Elemental will Use: Wearing the amulet allows any spellcaster to
come from the vortex. keep concentration spells going without the cost of
As soon as the Lesser Void Elemental is destroyed, continuing the spell. The spell that requires
Laristra's Void Barrier will be down until a new Elemental concentration keeps going while the caster is free to
take other actions (such as cast other spells).

spawns. In this phase of the fight against Laristra, she will For every day that passes while the user is wearing the
start using all of her abilities. amulet, they take x1 times corruption.

🢂 ''Corruption!'' At some point throughout this fight, it is


advised that you have one of the drow warriors and Jozmug
become completely corrupted and turn against the
adventuring party. It is a nice way to flip the tables on the
players and make things much more dangerous for them.
Epilogue
Once Laristra is defeated (she will not surrender, no matter
what), Quenthel will investigate her body (2. on the map). He
will find a medallion with a purple gem in the middle of it.
The purple gem is actually a void stone and Laristra was
using it so that she can focus on keeping her Void Barrier up
while casting other spells.
Quenthel and Invyll will take a moment to catch their
breath. Invyll will rest for a moment and then stand back up
to continue looking for tracks. The room will go back to its
normal state and the water level will be quite low, allowing
people to walk through it. Read the following:
"We lost a good friend to this foul corruption... but we must
not take too long before continuing our search. We must find Get a full-sized version of this map (plus gridless
the source. If this woman was able to use the powers of the and other variants) from Fantasy Atlas Patreon.
void to this degree, I fear the reach of her corruption might
be far greater than we initially thought. Invyll. Guide us,
please. We need to keep going."

You could have Invyll guide the players out into the open
again before she explains that she cannot track down any
other signs of the void energies, meaning the investigators
will have to go back to the city to prepare and do more
research.
The third and final part of the trilogy will come with the
next adventure Let Void Conquer where the adventurers will
be called to join Quenthel and Invyll once again.

The players may loot Laristra's body to find 150 gold pieces
and can also convince Quenthel to take the medallion.
Quenthel can be convinced with a DC 14 Persuasion roll. If
he is successfully convinced, he will explain that he would
like to study the amulet at some point as it could be an
important clue to finding the source of the corruption.
The Maps
The beautiful maps by Fantasy Atlas can be found without
GM Notes at the following links:
1st map; Marble Quarry - Day
2nd map; Throne Room - Lit
3rd map; Throne Room - Astral Gateway
For more variants and gridless versions, make sure you
check out Fantasy Atlas Patreon page. 10

Invyll Diluan
Appendix A: Monsters Medium humanoid (elf), lawful good
If you are looking to populate your adventures with more Armor Class 15 (chain shirt)
monsters from the world that Kelfecil's Tales take place in, Hit Points 52 (8d8 + 16)
then make sure you check out the Of Starlight and Void Speed 40 ft.
supplement, released on our Patreon.

STR DEX CON INT WIS CHA

15 (+2) 18 (+4) 12 (+1) 13 (+1) 12 (+1) 16 (+3)

Quenthel Diluan Skills Survival +6, Stealth +6


Saving Throws Con +4, Dex +6
Medium humanoid (elf), lawful good Senses passive Perception 12
Languages Common, Sylvan
Armor Class 12 (15 with mage armor) Challenge 3 (700 XP)
Hit Points 52 (8d8 + 16)
Speed 30 ft.
Fey Ancestry. Invyll has advantage on saving throws
against being charmed, and magic can't put the drow to
STR DEX CON INT WIS CHA sleep.
11 (+0) 14 (+2) 13 (+1) 17 (+3) 16 (+3) 15 (+2) Innate Spellcasting. Invyll's spellcasting ability is Charisma
(spell save DC 11). It can innately cast the following
Skills Investigation +6, Arcana +4, Religion +4 spells, requiring no material components:

Saving Throws Con +4, Wis +2

Senses passive Perception 15 At will: dancing lights

Languages Common, Deep Speech, Sylvan, Dwarvish 1/day each: darkness, faerie fire
Challenge 3 (700 XP) Sunlight Sensitivity. While in sunlight, Invyll has
disadvantage on attack rolls, as well as on Wisdom
Fey Ancestry. Quenthel has advantage on saving throws (Perception) checks that rely on sight.
against being charmed, and magic can't put the drow to
sleep. Brave. Invyll has advantage on saving throws against
being frightened.
Innate Spellcasting. Quenthel's spellcasting ability is Keen Tracker. Invyll has advantage on Wisdom checks
Charisma (spell save DC 14, +6 to hit with spell attacks). when trying to track creatures she is familiar with.
He can innately cast the following spells, requiring no
material components:
Ambush. In the first round of a combat, Invyll has

advantage on attack rolls against any creature she
Cantrips (at will): fire bolt, light, mage hand, surprised.
prestidigitation

1st level (4 slots): detect magic, mage armor, magic Actions


missile, shield
Multiattack. Invyll can make two ranged attacks.
2nd level (3 slots): misty step, suggestion

3rd level (3 slots): counterspell, fireball, fly


Dagger. Melee Weapon Attack: +2 to hit, reach 5 ft., one
4th level (3 slots): greater invisibility, ice storm
target. Hit: 5 (1d4 + 2) slashing damage.
5th level (1 slot): cone of cold Longbow. Ranged Weapon Attack: +5 to hit, range
Sunlight Sensitivity. While in sunlight, Quenthel has 15/400 ft., one target. Hit: 10 (1d10 + 5) piercing
disadvantage on attack rolls, as well as on Wisdom damage.
(Perception) checks that rely on sight.
True Detective. Quenthel is able to recognize patterns in Reactions
the actions that creatures around him are making. He Parry. Invyll adds 2 to her AC against one melee attack
will be able to understand the weaknesses of his that would hit it. To do so, the knight must see the
enemies and will communicate this with his allies. When attacker and be wielding a melee weapon.
out of combat, he has a +5 to all Investigation checks.

Actions
Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft.,
one target. Hit: 5 (1d6 + 2) piercing damage.

11
Jozmug Leadheart Drow Warrior
Medium humanoid (dwarf), lawful good Medium humanoid (drow), lawful neutral

Armor Class 17 (plate) Armor Class 14 (leather armor)


Hit Points 58 (9d8 + 18) Hit Points 32 (5d8 + 10)
Speed 30 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
16 (+3) 13 (+1) 14 (+2) 10 (+0) 11 (+0) 10 (+0) 15 (+2) 14 (+2) 14 (+2) 11 (+0) 12 (+1) 11 (+0)

Skills Athletics +5, Perception +2 Skills Athletics +2


Senses passive Perception 12 Senses passive Perception 10
Languages Common, Dwarvish Languages any one language (usually Common)
Challenge 3 (700 XP) Challenge 1/2 (100 XP)

Squad Tactics. Jozmug has advantage on an attack roll Fey Ancestry. The drow warrior has advantage on saving
against a creature if at least one of his allies is within 5 throws against being charmed, and magic can't put the
ft. of the creature and the ally isn't incapacitated. drow to sleep.
Sunlight Sensitivity. While in sunlight, the drow warrior
Actions has disadvantage on attack rolls, as well as on Wisdom
Multiattack. Jozmug makes two Greataxe attacks. (Perception) checks that rely on sight.
Squad Tactics. The
drow warrior has advantage on an attack roll against a
Greataxe. Melee Weapon Attack: +5 to hit, reach 5 ft., creature if at least one of their allies is within 5 ft. of the
one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 creature and the ally isn't incapacitated.
+ 3) slashing damage if used with two hands.
Heavy Crossbow. Ranged Weapon Attack: +3 to hit, Actions
range 100/400 ft., one target. Hit: 6 (1d10 + 1) piercing Multiattack. The drow warrior makes two melee attacks.
damage.
Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft.,
one creature. Hit: 5 (1d6 + 2) slashing damage.
Heavy Crossbow. Ranged Weapon Attack: +2 to hit,
range 100/400 ft., one target. Hit: 5 (1d10) piercing
damage.

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12
Corrupted Minion
Medium humanoid (corrupted), neutral evil

Armor Class 8
Hit Points 22 (3d8 + 9)
Speed 20 ft.

STR DEX CON INT WIS CHA


13 (+1) 6 (-2) 16 (+3) 3 (-4) 6 (-2) 5 (-3)

Condition Immunities poisoned


Senses darkvision 60 ft., passive Perception 8
Languages understands all languages it spoke in life but
can't speak
Challenge 1/4 (50 XP)

Weak Corrupted Essence. The Corrupted Minion is


corrupted by the Void but is too weak to affect creatures
around it unless it directly attacks them itself.
Corrupted Essence. Any creature that comes in direct
contact with the Corrupted Minion takes x1 times
corruption. Direct contact means that the creature's skin
must touch the Corrupted Minion.

Actions
Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one
target. Hit: 4 (1d6 + 1) bludgeoning damage.
Void Leap. The corrupted minion can jump with inhuman
strength in an effort to land on an enemy and throw
them prone. The Corrupted Minion can leap up to 20
feet away. Target creature must make a DC15
Constitution saving throw or be knocked prone.

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13
Void Spawn Lesser Void Elemental
Small elemental, chaotic evil Large elemental, chaotic evil

Armor Class 10 Armor Class 14 (natural armor)


Hit Points 10 (3d6) Hit Points 57 (6d10 + 24)
Speed 15 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
5 (-3) 11 (+0) 10 (+0) 11 (+0) 10 (+0) 12 (+1) 14 (+2) 12 (+1) 14 (+2) 5 (-3) 10 (+0) 8 (-1)

Damage Vulnerabilities Any Starlight Magic Damage Vulnerabilities Any Starlight Magic
Damage Immunities void Damage Resistances bludgeoning, piercing, and slashing
Condition Immunities poisoned, corrupted from nonmagical weapons
Senses darkvision 60 ft., passive Perception 10 Damage Immunities void
Languages -- Condition Immunities exhaustion, grappled, paralyzed,
Challenge 1 (25 XP) petrified, poisoned, prone, restrained, unconscious
Senses darkvision 60 ft., passive Perception 10
Death Burst. When the Void Spawn dies, it explodes and Languages Deep Speech, Primordial
corruption spreads around it. Each creature within 5 ft. Challenge 3 (700 XP)
of the Void Spawn must succeed on a DC 10 Dexterity
saving throw or take 2 (1d4) void damage. Void Form. The elemental can enter a hostile creature's
space and stop there. It can move through a space as
Weak Corrupted Essence. The Void Spawn is made of the narrow as 1 inch wide without squeezing.
Void but is too weak to affect creatures around it unless
it directly attacks them itself. Corrupted Essence. The elemental is made of the Void
and any creature that comes in direct contact with it
Actions takes x1 times corruption. Direct contact means that the
Slam. Melee Weapon Attack: +2 to hit, reach 5 ft., one creature's skin must touch the elemental.
creature. Hit: 2 (1d4) bludgeoning damage plus 2 (1d4)
void damage. Actions
Multiattack. The elemental makes two slam attacks.
Void Spit (Recharge 6). The Void Spawn exhales a 15-foot
cone of void goo. Each creature in that area must Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one
succeed on a DC 10 Dexterity saving throw, taking 4 target. Hit: 7 (1d8 + 2) bludgeoning damage +2 void
(1d8) void damage and taking x1 times corruption on a damage.
failed save, or half as much damage on a successful one.
Whelm (Recharge 4-6). Each creature in the elemental's
Expand Corruption (1/Day). The void spawn has a 10 space must make a DC 13 Strength saving throw. On a
percent chance of summoning a copy of itself. The failure, a target takes 10 (2d8 + 2) bludgeoning damage.
summoned copy appears in an unoccupied space within If it is Large or smaller, it is also grappled (escape DC
5 feet of its summoner and acts as an ally of its 12). Until this grapple ends, the target is restrained and
summoner. unable to breathe. If the saving throw is successful, the
target is pushed out of the elemental's space.

The elemental can grapple one Large creature or up to


two Medium or smaller creatures at one time. At the
start of each of the elemental's turns, each target
grappled by it takes 10 (2d8 + 2) bludgeoning damage
and takes x2 times corruption for each turn it spends
there. A creature within 5 feet of the elemental can pull a
creature or object out of it by taking an action to make a
DC 12 Strength and succeeding.

14
Laristra Highshard
Medium humanoid (any race), any alignment

Armor Class 12 (15 with mage armor)


Hit Points 120 (27d8)
Speed 30 ft.

STR DEX CON INT WIS CHA


9 (-1) 14 (+2) 11 (+0) 17 (+3) 12 (+1) 11 (+0)

Saving Throws Int +6, Wis +4


Skills Arcana +6, History +6
Senses passive Perception 11
Languages any four languages
Challenge 6 (2,300 XP)

Dark Devotion. Laristra has advantage on saving throws


against being charmed or frightened.
Medallion of Za'strasz. Laristra is wearing an amulet that
allows her to keep her Void Barrier up all the time while
at the same time casting spells. The Void Barrier makes
her invulnerable to all attacks unless someone uses
starlight magic against it, which can break it instantly if
it's a level 3 or higher spell.
Spellcasting. The mage is a 9th-level spellcaster. Its
spellcasting ability is Intelligence (spell save DC 14, +6
to hit with spell attacks). The mage has the following
wizard spells prepared:

Cantrips (at will): Light, Sacred Flame, Void Bolt*

1st level (5 slots): Inflict Wounds, Healing Word, Mage


Armor, Magic Missile

2nd level (4 slots): Silence, Hold Person,

3rd level (4 slots): counterspell, Mass Healing Word,

4th level (4 slots): Ice Storm

5th level (2 slot): Flame Strike*

Actions
Staff. Melee or Ranged Weapon Attack: +5 to hit, reach 5
ft., one target. Hit: 8 (1d8 + 3) bludgeoning damage.

Void Bolt, in this case, is the same as Fire Bolt but does void
damage instead.

Void Explosion, in this case, is the same as Flame Strike but


does void damage instead.

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Laristra was once a priestess of the Church of Stars but just printable minis from Paper Forge.
like Kycis, she has fallen to the corruption and the promises
for power that Za'strasz, the Void god, has made to her.

15
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Afterword
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Thank you for taking the time to download, read and The release schedule:

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