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Gates of Crystal

An Adventure Collaboration by

Narrative Design & Collaboration Organization:


Constantine “Kelfecil” Christakis
Writing: Tristan Fishel

Map art: Token Art:


Ori the Cartographer Paper Mage and Dusky Cat

2
Shadow on Crystal
Ge’du rose slowly, his body tired from the many hours of preparation
he had finally finished. He surveyed his work: gorgeous crystals
gleamed with energy all throughout the temple. The cave had never
looked better, and his efforts had certainly paid off.

A small crystal caught his eye. Ge’du leaned forward to inspect the
odd thing— it wasn’t gleaming at all. He was certain he had charged
every crystal. Why was it not glowing itself?

Suddenly, darkness emerged from the crystal and into crystals around
it. Ge’du lurched back and fell, landing heavily on the ground. He
heard a crunch of some of his body cracking slightly from the impact.
The shadows spread around the entire edge of the room, plunging
what was once brightly lit into complete darkness.

Ge’du saw the last light disappear as the exit sealed behind him.
Table of Contents Adventure Summary
The unusual Crystalloids are strange to most species, even those
Shadow on Crystal ................................................ 3 from distant planets. Recently, a sacred cave of such crystals was
Introduction ...........................................................4 invaded by the Void, and a Crystalloid known as Ge’du was captured.
Starlight Arcana ................................................... 6 His companions, Tu've and S'ani, are desperate to help him and ask
Background .............................................................. 7 the characters to help them drive out the void and save their friend
Adventure Hooks ................................................... 9 before it’s too late.
Prologue .............................................................................. 9
Act 1: Void Onslaught .................................................... 9 Setting Info
Act 2: Across the Crystal Lakes ...............................10 More information on the campaign setting can be found in the
Act 3: Ge’du of the Void.................................................11 available for free Of Starlight and Void supplement.
Epilogue.............................................................................. 12
Magic Items ....................................................................... 12 Maps Used
The Corruption Mechanic.................................13 You can find the maps used in this adventure without the GM notes
Appendix: Stat Blocks ..........................................15 at the following links:
OPEN GAME LICENSE Version 1.0a................. 19 Map 1: Crystal Infestation
Map 2: Path to the Crystal Cave
Art Credits Map 3: Crystal Bridge
Artwork on Pages 3, 4 and 7 by Artificial Inspirations. For more variants and gridless versions of the maps go to Ori the
Used under commercial license. Cartographer’s Patreon page.
Crystal item by Direquest used with commercial license.
Lesser Void Elemental art used with commercial license. Music Ambience
Flux Distortion Music made an amazing ambience track to give
Introduction you an aural background while running this adventure. You can find
the track inside the collaboration folder or check it out on Flux’s
Kelfecil's Tales is all about strong and deep narratives. We create YouTube channel once it goes live.
stories and adventures inspired by art. We believe that well-designed
narratives in TTRPGs can be extremely important if we want to
create memorable and meaningful stories. For that reason, we put a
lot of effort into designing our adventures, so that you and your
players can later leave the table with something that will you find
difficult to forget.

Quick Adventure Info


This adventure is one of the many short adventures we release every
week for free. Some quick information about it:

Recommended Average Party Level (APL): 5


General Theme: Battle, Exploration
Setting: Any, Starlight Chronicles
Time - Sessions to Finish: x2 session (~6 hours)
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journey to the stars much faster than any other 5E
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6
Background Saving Ge’du
Though he has been taken by the void, it is possible to save
The infamous forces of the Void despise the powerful Ge’du in a method similar to the process used to transform
light-based charges that grant the Crystalloids renewed Void creatures into the Argent State. If he is incapacitated
power. The bright caves are anathema to the energy the and below one-fourth of his normal hit points, a powerful
Void harnesses. Recently, a small group of Void creatures spell such as greater restoration can return him to his
infiltrated one of these sacred caves and corrupted the original state, rid of any corruptuion that was within his
crystals with Void energy. body. Doing so requires a successful DC 15 Arcana check
by the caster, made when the spell is cast.
Some crystals on the planet capture and store forms of
energy, typically as light. Crystalloids who harness this If saved, Ge’du is overjoyed to be alive and thanks the
energy can rejuvenate themselves, but only when it is party with all his heart. He also gives them a crystalloid
done safely. When the crystals trap Void energy, the keepsake.
consequences are disastrous. Crystalloids who harness this
power are immediately corrupted as vessels of the Void, Ge’du hands you a small, uncut crystal a pale green in color.
able to draw in corruption and disperse it. The Void
creatures hope to utilize this power to overwhelm and “It is my greatest possession.” He informs you. “And one I hope
conquer the planet. you can use well. With it, you’ll be able to capture a bit of energy
as we do.”
Tu've and S'ani are two Crystalloids that were preparing
to rejuvenate when the Void attacked. Now, they barely Help from Tu’ve and S’ani
hold it off, hoping that someone will answer their distress
call and save them from the interlopers, as well as their Tu’ve and S’ani are powerful companions, meaning the
friend, before it is too late. encounters in this adventure are difficult for players of the
5th level. If one or both of these companions fall in battle,
consider reducing the difficulty of the remaining battles
slightly.

7
Tu’ve Ge’du
Tu’ve is a powerful Crystalloid who has been guarding the A kind soul, Ge’du was a priest of sorts who kept the
cave with his partner S’ani for some time. His strength lies rejuvenation cave in excellent order. His role was a passive
in the quality of the gemstones he has absorbed power one and he had no combat experience, meaning he fell to
from over the years— they can contain a higher the Void easily. Unfortunately, the Void’s presence in his
concentration of energy, allowing him to absorb more at body has made him far more dangerous than he was
once. This has granted him exceptional skill at refracting before.
light.
With his body now a puppet to evil ambitions, Ge’du is a
Tu’ve is afraid of the Void and what it does to his kin. His terrifying foe. He has not lost his clever nature, however,
fear has held him back from truly succeeding in battle, and will strategize for a fight by targeting who he
although he will never flee while his love and friend are in perceives to be the greatest threat. The corruption also
danger. This loyalty is what has kept him here, though causes him to be irritable and egotistical— insults to his
deep down he wonders if perhaps his friend is already lost power and competence are likely to be met with furious
to him. wrath.

• Unique Phrase: “We should approach with caution.” • Unique Phrase: “Ge’du is dead.”
• Desire: To see S’ani safe and drive off the Void. • Desire: To conquer the planet.
• Fear: That the Void will kill him and S’ani. • Fear: That the Crystalloids will be able to slay him
• Misbelief: That Ge’du is still alive. and save the planet.
• Misbelief: That Ge’du is lost forever.
S’ani
S’ani is a Crystalloid warrior that has guarded the cave
with her partner Tu’ve for a long period of time. She was
trained as a warrior from an early age, and her skill in
unarmed combat is neatly unsurpassed in the area.
However, her temper is often left unchecked, and with the
constant stresses of battling the Void she has become
angrier and more reckless.

S’ani despises the Void with all her heart, seeing them as
nothing but parasites that feed off the success of her own
society’s labors. She has fought with a few Void creatures
before, but nothing of this scale and danger.

• Unique Phrase: “Drive them back, and show no


mercy!”
• Desire: To destroy the Void attackers, no matter the
cost.
• Fear: That without allies, there is no hope to be
saved.
• Misbelief: That the Void is only powerful when
feeding off of her people’s energy.

8
Adventure Hooks ⦿ ”Arcana.” A player may attempt a DC 13 Arcana
check on one of the Void creatures. On a success, they
There are several reasons the players may be trying to realize that these creatures are enraged at the light that the
rescue the Crystalloids: crystalloids are producing, which is specially tailored to
harm Void creatures.
• Distress Beacon. A beacon was sent out requesting
aid by Tu’ve and S’ani. The players, upon hearing it, When the battle is over, read the following:
may be inclined to go and help.
• Crystal Collection. An eccentric noble has hired the THE CRYSTALLOIDS SLOWLY APPROACH, RECOVERING FROM THE
heroes to gather rare minerals found within the GRUELING FIGHT.
sacred cave of the Crystalloids.
• Useful. A traveling wizard informs the players that “THANK GOODNESS YOU CAME ALONG.” THE MALE ONE SAYS. “AND
many of the crystals in the area are valuable, and THANK YOU FOR YOUR HELP. I AM TU’VE, AND THIS IS MY PARTNER,
could be used as spell components. S’ANI. WE WOULD VERY MUCH APPRECIATE MORE OF YOUR HELP.”

Prologue “THESE THINGS ARE EVERYWHERE.” S’ANI SAYS. “WE SHOULD FIND
SOMEWHERE SAFER TO SPEAK.”
Regardless of which hook is used, the players receive a
distress signal from the Crystalloids. Read the following to
If the players accompany the crystalloid couple, they are
your players:
brought on a trail to a safer location.
A MAGICAL ILLUSION SUDDENLY APPEARS IN FRONT OF EACH OF YOU,
TRANSLUCENT AND FUZZY. TWO CREATURES MADE OF CRYSTAL ARE
DRIVING BACK VOID CREATURES THAT ATTACK FROM EVERY DIRECTION.
FIND ALL OF THE WORK BY ORI THE CARTOGRAPHER ON HER
PATREON AND DISCOVER ALL OF HER AMAZING CONTENT!
“ANYONE OUT THERE— HELP US, I BEG OF YOU!” ONE OF THE
CRYSTALLOIDS SAYS. SHE RAPIDLY STATES A FEW COORDINATES.

THE ILLUSION CUTS OUT SUDDENLY.

If the players follow the coordinates, they will arrive at the


location where Tu’ve and S’ani are being attacked.

Act 1: Void Onslaught


THE VOID STRIKES
Upon arriving at the location, read the following to the
players:

A GORGEOUS LANDSCAPE FILLED WITH CRYSTALS ENCOMPASSES THE


WHOLE OF THIS AREA. BEAUTIFUL TREES AND PLANTS COEXIST WITH
MASSIVE FORMATIONS DOZENS OF FEET HIGH, REACHING UP ABOVE THE
GROUND.

DOWN BELOW, TWO ROUGHLY HUMANOID SHAPED CREATURES


STRUGGLE TO FIGHT OFF A GROUP OF HORRIFYING VOID MONSTERS,
WHICH SCRABBLE ALONG THE GROUND IN LARGE GROUPS. THEIR
BODIES TWISTED AND WARPED, THEY SHY AWAY FROM THE BLASTS OF
LIGHT THAT OCCASIONALLY EMANATE FROM THE CRYSTALLOIDS.

“PLEASE!” SHOUTS ONE OF THE DEFENDERS. “HELP US!”

➤ ”Encounter!” Tu’ve and S’ani are currently defending


themselves from x6 void spawn and x1 lesser void
elemental on map 1. These creatures currently have the
two surrounded on the North side of the map, while the
players enter from the South side of the map. The
creatures are worked up into a frenzy, even more so than
usual, and will viciously attack whichever enemy is closest.
If Tu’ve or S’ani fall during this battle, they are knocked
unconscious but are not slain, and the Void creatures turn
their attention to conscious creatures.

9
TRAVEL TO THE CAVE Act 2: Across the Crystal Lakes
Read the following as the players travel to the safe DOWN THE TUNNEL
location, read the following:
Getting down to the tunnels deep below ground requires
TU’VE AND S’ANI LEAD YOU THROUGH SMALL CLUSTERS OF CRYSTAL, traveling a steep, jagged slope. Read the following to the
DUCKING INTO SMALL TUNNELS AND PASSAGES THAT WEAVE IN players as they approach the hill:
CONFUSING WAYS. THE GLOW PROVIDES ENOUGH LIGHT TO SEE BY, BUT
WITH THE NAKED EYE IT WASHES THE AREA IN A CONFUSING, UNIFORM A SUDDEN DROP OFF GOES ALMOST DIRECTLY DOWN. A HUGE CLIFF,
COLOR THAT MAKES DIFFERENTIATING THE PASSAGES DIFFICULT. COVERED IN JAGGED CRYSTALS, DROPS NEARLY 60 FEET TO THE
GROUND BELOW.

⦿ ”Stealth.” To pass undetected, each player, as well as


Tu’ve and S’ani, must succeed on a DC 13 Stealth check. ⦿ ”Athletics.” Traveling down this cliff is risky, but the
If at least half the group is successful, everyone moves crystals make for excellent handholds. A character that
undetected and arrives at the cave without issue. If less succeeds on a successful DC 12 Athletics check can climb
than half the group succeeds, read the following: down without issue. A character that fails this check slides
down 30 feet, taking 3d4 piercing damage from the
A LARGE CRACK ECHOES THROUGH THE TUNNELS AS YOU STEP ON
crystals before catching themselves on large outcroppings.
LOOSE GEMSTONES. A LONG SILENCE SETTLES ON THE AREA, BUT IS
If they failed the first check, they must then make another
BROKEN AS YOU HEAR GROWLS FROM DEEP WITHIN THE TUNNELS. one. If they fail once more, they fall the remainder of the
SLOWLY, A HUGE SHAPE EMERGES FROM THE DARKNESS, STANDING UP distance and take fall damage for 30 feet.
TO ITS FULL HEIGHT OF NEARLY 8 FEET. A VAGUELY HUMANOID SHAPE
MADE OF PURE INKY DARKNESS, WITH THE CURVED BEAK OF A CROW,
LETS OUT A MASSIVE SCREAM AND CHARGES TOWARDS YOU, CLAWS
EXTENDED.

➤ ”Encounter!” If the group fails the Stealth check, they


face x1 corvid shade. The beast fights relentlessly.
SAFE CAVE
After traveling, the group arrives at a small cave the Void
creatures do not know about. Read the following to your
players.

TU’VE SITS DOWN HEAVILY WHILE S’ANI CONTINUES TO PACE. FEW


SHRIEKS OF VOID CREATURES ECHO IN THE DISTANCE, BUT NONE DRAW
NEAR.

“WE’RE SAFE HERE, FOR NOW.” S’ANI SAYS. “THANK YOU FOR
COMING.”

“THESE CREATURES ARRIVED HERE RECENTLY, SURGING OUT OF ONE OF


OUR CAVES.” TU’VE EXPLAINS. “IT IS A SACRED PLACE, ONE THAT IS KEY
TO THE REJUVENATION OF OUR CRYSTALS.”

“OUR FRIEND WAS DOWN THERE, CLEANING OUT THE AREA.” S’ANI
WHISPERS. “IF THEY TAMPERED WITH THE REJUVENATION PROCESS…
WE MUST HURRY AND RESCUE HIM, BEFORE WE ARE TOO LATE.”

If the group agrees to help, Tu’ve and S’ani are thrilled,


and promise to reward them for their efforts. They inform
the party of a short passage down to the cave, one with
fewer Void creatures in the way. However, it will still be a
battle to get through.

10
SAPPHIRE WATERS Act 3: Ge’du of the Void
Read the following as the players enter a huge cavern: Read the following as the players enter the sacred cave:

A MASSIVE CAVERN OPENS UP BEFORE YOU, FILLED WITH ALL MANNER CRYSTALS ACTIVELY DRAIN LIGHT FROM THE AREA, UNNATURAL EMPTY
OF STRANGE CRYSTALS AND PLANTS. CALM, BLUE WATERS SPLASH
POCKETS ON THE FLOOR AND CEILING. A MASSIVE SHAPE MOVES
GENTLY AGAINST ROUGH GEMSTONE SHORES, AND SHORT SPIKY TREES
THROUGH THE DARKNESS, CRYSTAL GRINDING AGAINST CRYSTAL.
GROW, ABSORBING LIGHT FROM THE CRYSTALS.

“GE’DU.” S’ANI MURMURS. “WE’RE TOO LATE.”


S’ANI FREEZES SUDDENLY.
THE VOID CRYSTALLOID LETS OUT A DRY, RASPY LAUGH AS THE ROOM
“STOP.” SHE WHISPERS, POINTING INTO A DARK CORNER OF THE ROOM. PLUNGES INTO DARKNESS.
SHADOWY SHAPES BEGIN TO CHARGE OUT, REALIZING THEY HAVE BEEN
NOTICED.

➤ ”Encounter!” The party faces Ge’du, a corrupted


crystalloid, on map 3. Ge’du fights with horrid ferocity,
➤ ”Encounter!” The group faces x4 void chargers on having lost any semblance of the kind soul he once was.
map 2. The chargers start on the North side of the map,
while the players start on the South side. The Void ⦿ ”Impenetrable Darkness.” The room is filled with
creatures attack recklessly, still driven to a frenzy by the darkness. No matter its range, darksight can never extend
crystal’s light. beyond 20 feet in this darkness, and non-magical sources
of light such as torches are utterly ineffective. Magical
⦿ ”Refractive Crystals.” There are many large crystals light works normally, and Ge’du can see within this
in the area. The crystals are immune to starlight and darkness without any issue. The exception to this
radiant damage, and when they take damage of these darkness are the sacred crystals within the cave: if any of
types, all creatures within 10 feet of the crystals take this them take any starlight or radiant damage, they emit
damage instead. The crystals each have an AC of 20 and 40 bright light up to 30 feet for 1 minute, piercing the
hit points. darkness.
⦿ ”Deep Blue Water.” The water in this area is such a When Ge’du is reduced to 0 hit points, read the following:
heavy blue that any creature submerged in it cannot be
seen. The water is 10 feet deep, or 5 feet deep 5 feet within THE CRYSTAL BEING SHATTERS, THE VOID RIPPING ITS WAYS FROM THE
land. DAMAGED VESSEL AND WRITHING IN THE AIR, LASHING TOWARDS YOU
IN A FRENZY WHILE DRAGGING THE BROKEN GE’DU IN ITS WAKE.
When the creatures are defeated, Tu’ve and S’ani take a
moment to heal themselves using the surrounding
magical crystals, regaining 20 hit points each.
CORRUPTED MONUMENT
Read the following as the players travel further into the
cave:

THE GLOW OF THE CRYSTALS SLOWLY FADE AS THEY BECOME DIMMER


AND DIMMER WITH EACH STEP DEEPER INTO THE CAVE. AS YOU ENTER A
SMALL CHAMBER, YOU SEE A MASSIVE GEM OBELISK, NEARLY 15 FEET
HIGH, FILLED WITH COMPLETE DARKNESS. THE COLOR OF THE CRYSTAL
IS COMPLETELY LOST TO THE EMPTY ENERGY WITHIN IT.

“THIS IS TERRIBLE.” TU’VE WHIMPERS. “GE’DU COULD ALREADY BE


LOST.”

⦿ ”Religion.” A character may attempt a DC 16 Religion


check on the obelisk. On a success, they can purge the
darkness from it, restoring some of the cave. If they
succeed, Ge’du starts the battle with 15 less hit points. On
a failure, the character takes 2d4 Void damage.

11
Ge’du regains 50 hit points, and now has the following
features:
Magic Items
CRYSTALLOID KEEPSAKE
Ge’du may occupy another creature’s space. Whenever a Wondrous item, uncommon
creature begins its turn within him, that creature takes This small crystal was once deeply treasured by Ge’du,
1d10 void damage. protector of the rejuvenating cave. The crystal has three
The darkness spell is permanently cast around Ge’du. charges. A creature holding the crystal may expend one
Ge’du gains a flying speed of 40 feet. charge as an action, gaining one of the following benefits:
• The creature’s Corruption score is reduced by 2d6
When Ge’du is finally defeated, read the following: • The creature gains darkvision out to 120 feet for 1
minute.
• The creature gains the benefits of the bless spell for 1
THE HORRID CLOUD OF HATEFUL ENERGY GIVES A FINAL SHUDDER minute.
BEFORE DISSIPATING INTO THE AIR AROUND IT, VANISHING FROM SIGHT.
THE BROKEN CORPSE OF GE’DU HITS THE FLOOR, NOW CLEARLY VISIBLE
AS LIGHT RETURNS TO THE ROOM.

TU’VE AND S’ANI RUN TO HIS SIDE, KNEELING NEXT TO THE FALLEN
CRYSTALLOID. THEY SAY NOTHING, THEIR HEADS BOWED IN SOLEMN
RESPECT FOR A FALLEN ALLY. AFTER A FEW MOMENTS, S’ANI RISES.

“THANK YOU FOR HELPING US RECLAIM THIS CAVE. YOU HAVE OUR
DEEPEST GRATITUDE.”

Epilogue
With the Void driven away from the area, the crystalloids
can begin to live in peace once again. Tu’ve and S’ani make
good on their promise of payment, delivering 500 gold
pieces to each character.

12
The Corruption Mechanic Corruption is gained via a points system.
When something not of the Void is affected by a Void Corruption usually has debilitating effects on one’s body
creature - either directly through attacks or indirectly by and mind. However, it also has positive side effects, and
being in a Void-infected area - they might get Corrupted. the most daring of adventurers choose to skirt along that
knife’s edge, accepting some corruption in order to
Corruption is when a creature is affected by the foul strengthen themselves.
eldritch magic that hails from the darkest reaches of the
cosmos. The corruption slowly weakens the affected However, such a choice rarely ends well for the
creature by first polluting its mind and making it more adventurer, who often finds themselves too far along the
susceptible to the void god's influence. After, the creature road of Corruption, with disastrous consequences…
starts to slowly mutate as the corruption starts to spread
throughout its body. Lastly, the corruption fully envelops
the creature's mind, making it go mad and rendering it
unable to think for itself. The fully corrupted creature
becomes a pawn of the void god.

Corruption Points Effects

1-3 YOU HAVE A FEELING OF UNEASE AND A SENSE THAT SOMETHING IN YOUR BODY
HURTS.

YOU ARE MORE SUSCEPTIBLE TO VOID DAMAGE, TAKING AN ADDITIONAL 3


4-7 DAMAGE EVERY TIME YOU ARE HIT BY IT. IF YOU TAKE MORE THAN 20 DAMAGE IN
A SINGLE HIT, YOU ALSO GAIN AN ADDITIONAL POINT OF CORRUPTION.

8-11 THE VOID CORRUPTION STARTS TO SEEP INTO YOU. IF YOU TOUCH A PLANT FOR
MORE THAN 10 MINUTES, IT STARTS TO WITHER AND DIE

THE CORRUPTION STARTS TO MANIFEST OUTWARDLY. A SMALL PART OF YOUR


12-15 BODY TURNS DARK PURPLE. MOREOVER, ANY UNARMED STRIKES YOU MAKE DEAL
AN ADDITIONAL 1D8 VOID DAMAGE.

THE CORRUPTION HAS TRULY TAKEN HOLD INSIDE YOU. ANY PLANTS YOU TOUCH
16-20 FOR MORE THAN 5 MINUTES DIE. YOU NO LONGER TAKE EXTRA VOID DAMAGE
AND INSTEAD HAVE RESISTANCE TO IT.

THE CORRUPTION STARTS TO SPREAD BY ITSELF. AT THE END OF EACH DAY, YOU
MUST MAKE A DC 17 CONSTITUTION SAVING THROW, TAKING ANOTHER POINT
21-25 OF CORRUPTION ON A FAILURE. MOREOVER, YOU PERMANENTLY HAVE
DISADVANTAGE ON ANIMAL HANDLING CHECKS AS ALL ANIMALS NOW FEAR YOU
ON INSTINCT.

ALL OF YOUR MELEE ATTACKS, EVEN THOSE WITH WEAPONS, DEAL AN ADDITIONAL
26-30 2D8 VOID DAMAGE. MOST OF YOUR BODY IS COVERED IN DARK PURPLE SPOTS
AND SORES. YOU HAVE DISADVANTAGE IN CHARISMA SKILLS WHEN TALKING TO
ANYBODY NOT HEAVILY CORRUPTED.

A THICK COAT OF ICHOR COVERS YOUR WHOLE BODY, GIVING YOU +1 AC. THE
31-35 SAVE YOU MAKE EACH NIGHT INCREASES TO A DC OF 19. YOU START TO HEAR A
VOICE AT NIGHT, CALLING TO YOU.

YOU ARE MORE OF A VOID BEING THAN A HUMANOID. YOUR MELEE ATTACKS
36-39 DEAL AN ADDITIONAL 3D8 VOID DAMAGE. ANY PLANT LIFE YOU TOUCH WITHERS
IMMEDIATELY. ANIMALS EITHER RUN AWAY FROM YOU OR ATTACK YOU ON SIGHT.
YOU HAVE IMMUNITY TO POISON.

40 YOU ARE LOST TO THE CORRUPTION. YOU BECOME A VOID SPAWN, AND ANY
TRACE OF WHO YOU ONCE WERE ARE GONE. YOU EFFECTIVELY DIE.

13
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Appendix: Stat Blocks
Here you will find all of the stat blocks for all the NPCs
and monsters involved in the adventure.

Dusky Cat also offers all the monsters she illustrates in the form
of fantastic and easy to use Monster Cards that you can use
digitally or in print!

FIND ALL OF THE WORK BY PAPER MAGE ON THEIR PATREON


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16
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AND DISCOVER ALL OF THEIR AMAZING CONTENT!

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AND DISCOVER ALL OF THEIR AMAZING CONTENT!

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THEIR PATREON PAGE AND DISCOVER ALL OF
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19
© 2022 Kelfecil's Tales. All rights reserved. OPEN GAME LICENSE Version 1.0a
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(2) all portions of spell descriptions that include rules-specific definitions of the or “Using” means to use, Distribute, copy, edit, format, modify, translate and otherwise create
Derivative Material of Open Game Content. (h) “You” or “Your” means the licensee in terms of
effect of the spells, and all material previously released as Open Game Content, (3) this agreement.
all other descriptions of game-rule effects specifying die rolls or other mechanic 2. The License: This License applies to any Open Game Content that contains a notice indicating
features of the game, whether in traps, magic items, hazards, or anywhere else in that the Open Game Content may only be Used under and in terms of this License. You must affix
such a notice to any Open Game Content that you Use. No terms may be added to or subtracted
the text, (4) all previously released Open Game Content, material required to be from this License except as described by the License itself. No other terms or conditions may be
Open Game Content under the terms of the Open Game License, and public applied to any Open Game Content distributed using this License.
domain material anywhere in the text. Product Identity Designation: This Product 3. Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the
Identity Designation includes, but is not limited to, the following items that are terms of this License.
4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors
hereby identified as Product Identity, as defined in the Open Game License version grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this
1.0a, Section 1(e): All trademarks, registered trademarks, proper names (characters, License to Use, the Open Game Content.
artifacts, place names, new deities, monsters, organizations, etc.), dialogue, plots, 5. Representation of Authority to Contribute: If You are contributing original material as Open
story elements, locations, characters, artwork, sidebars, logos, and trade dress. Game Content, You represent that Your Contributions are Your original creation and/or You
have suɝcient rights to grant the rights conveyed by this License.
These items are not Open Game Content. Elements that have previously been 6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License
designated as Open Game Content are not included in this declaration. to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are
copying, modifying or distributing, and You must add the title, the copyright date, and the
copyright holder’s name to the COPYRIGHT NOTICE of any original Open Game Content you
Distribute.

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of each element of that Product Identity. You agree not to indicate compatibility or coadaptability
with any Trademark or Registered Trademark in conjunction with a work containing Open
Game Content except as expressly licensed in another, independent Agreement with the owner
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Content does not constitute a challenge to the ownership of that Product Identity. The owner of
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8. Identification: If you distribute Open Game Content You must clearly indicate which portions of
the work that you are distributing are Open Game Content.
9. Updating the License: Wizards or its designated Agents may publish updated versions of this
License. You may use any authorized version of this License to copy, modify and distribute any
Open Game Content originally distributed under any version of this License.
10. Copy of this License: You MUST include a copy of this License with every copy of the Open Game
Content You Distribute.
11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the
name of any Contributor unless You have written permission from the Contributor to do so.
12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License
with respect to some or all of the Open Game Content due to statute, judicial order, or
governmental regulation then You may not Use any Open Game Material so affected.
13. Termination: This License will terminate automatically if You fail to comply with all terms herein
and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall
survive the termination of this License.
14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be
reformed only to the extent necessary to make it enforceable.
COPYRIGHT NOTICE Open Game License v 1.0a Copyright 2000, Wizards of the Coast, LLC.
System Reference Document 5.0 Copyright 2016, Wizards of the Coast, Inc.; Authors Mike Mearls,
Jeremy Crawford, Chris Perkins, Rodney Thompson, Peter Lee, James Wyatt, Robert J. Schwalb, Bruce
R. Cordell, Chris Sims, and Steve Townshend, based on original material by E.Gary Gygax and Dave
Arneson. Kraken Beach Scavengers: Copyright 2020, Hamrick Brands, LLC

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