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Opening Hiatus
Opening Hiatus
He already
has. He’s focusing efforts on the Slaad incursions into other planes to melt Sygia and flood the River Styx, giving him
greater access to the lower planes and an increase in power. His goal is to become a Lord of Hell. The players can focus
on stopping his invasion of Hell, or stopping the Modron vs. Slaad war, or both, to a lesser degree.
[SOME TIME HAS PASSED. CHARACTERS GAIN A LEVEL FROM
WHERE THEY WERE PREVIOUSLY. Mercy is currently in Cemara,
helping House Singh rout the Slaad infestation. Your investigation
into the Slaad as agents of House Singh has led you to the Elder
Swamps, where the Slaadi have nested.
Several runes have been etched into the Animated Armor that the
party owns. An antenna has been
installed on the helmet of the armor. It
contains a red gem that gives off slow
pulses of dim red light. Until further
notice, House Singh is using their
command of this armor to keep an eye
on the party. It is connected to a wizard
of House Singh, who is currently residing in the Temple of
Oghma in Cemara.]
Felisa: Elmae; Wayne: Aiden; Gerald: Ulfgar; Sarah: Sariel; Tyler: Tai
Sekolah is stoking the conflict between the Slaad and Modrons to create a distraction and invade Sygia. He already
has. He’s focusing efforts on the Slaad incursions into other planes to melt Sygia and flood the River Styx, giving him
greater access to the lower planes and an increase in power. His goal is to become a Lord of Hell. The players can focus
on stopping his invasion of Hell, or stopping the Modron vs. Slaad war, or both, to a lesser degree.
accompany the party as they venture into the swamp. A fog cloud hugs
the ground, stubbornly refusing to burn off. Between the fog and the
thick tree cover, it’s difficult to see far. There’s a rhythmic series of
splashes as your guide lifts the pole that he (Jowallie) is using to steer
the raft in and out of the water. [The party must make swim checks to
move through the water unimpeded, if they fall in. See attached sheet
for swarm monsters. Roll a d20 for them. Quippers will be attracted by
the blood. Insects loiter in places. Snakes are curled up on dry land if
they run to get out of the water.] Several feet behind him is another
raft, steered by another member (Bevan) of the wood elf tribe that lives
in the area. [Have party determine who is on which raft.] You sweat
profusely from the humidity, but your guides don’t seem to be bothered
by the environment. There’s a symmetry to their movement, and they
both have an intuition into the area. [Populate the map with deeper
waters, fallen logs, trees, and the ruins of abandoned houses and a
collapsed tower. There’s a party of dead adventurers in the
tower, which was a warlock’s keep.] One of the first things you notice
is a collapsed tower rising in the distance. (Describe the appearance of
tower. Use sensory details.) It’s at an angle and most of it has sunk back
into the swamp. “The guides mention that it is haunted and that
it’s best to avoid it.” [Inside are the
remains of several dead
adventurers (low level loot,
check post-its) who battled a
warlock. Pixies and Sprites
watch over the bodies so they will
not be disturbed. They will not
attack to kill, but will hide and cast
spells to discourage the bodies
from being tampered with.
They’ll lead with Confusion.]
Felisa: Elmae; Wayne: Aiden; Gerald: Ulfgar; Sarah: Sariel; Tyler: Tai
Sekolah is stoking the conflict between the Slaad and Modrons to create a distraction and invade Sygia. He already
has. He’s focusing efforts on the Slaad incursions into other planes to melt Sygia and flood the River Styx, giving him
greater access to the lower planes and an increase in power. His goal is to become a Lord of Hell. The players can focus
on stopping his invasion of Hell, or stopping the Modron vs. Slaad war, or both, to a lesser degree.
The elf in front
pauses and raises
a hand. A crane
flies down
towards the
water, intent on
grabbing a fish
that has been splashing around in the area. It lowers itself closer to the water—when it’s suddenly
grabbed out of the water by a Black Dragon wyrmling. [Black Dragons are noted as being very sadistic.
Tenaciously stalk and attack players one by one.] The female wood elf speaks up, shouting to have her
voice heard above the sounds of the dragon tearing into its prey. “There we go, that’s your payment for
our services. Help us take that thing down!” [Use poles as Quarterstaff, 1d6/1d8 versatile bludgeoning.
Spear, range 20/60, 1d6/1d8 versatile piercing)] “Open up that supply box! Grab those spears!” shouts
the male elf. [Each raft has a box containing (everyone, even me, rolls 1d4) 1d4 +1 spears and 1d4
bottles of alchohol and 1d4 smutty parchments and 1d4 healing potions (2d4 +2) and 1d4 potions of
greater healing (4d4 + 4).] [Party rolls initiative.] [The wymrling will stealth and swim underwater to try
to stalk the rafts. It will use the water and the sky as avenues of attack.]
The party kills the wymrling and the wood elves truss it up and haul it onto the raft. [The party must
make Survival checks after each battle. If they fail this check, make a Constitution Saving Throw.
Parasites in the water and the humidity of the swamp leave you feeling drained (if failed), and a level of
fatigue sets in.] They move deeper into the swamp. The trees of the swamp get thicker and thicker as
you’re led deeper into this morbid land.
Felisa: Elmae; Wayne: Aiden; Gerald: Ulfgar; Sarah: Sariel; Tyler: Tai
Sekolah is stoking the conflict between the Slaad and Modrons to create a distraction and invade Sygia. He already
has. He’s focusing efforts on the Slaad incursions into other planes to melt Sygia and flood the River Styx, giving him
greater access to the lower planes and an increase in power. His goal is to become a Lord of Hell. The players can focus
on stopping his invasion of Hell, or stopping the Modron vs. Slaad war, or both, to a lesser degree.
Felisa: Elmae; Wayne: Aiden; Gerald: Ulfgar; Sarah: Sariel; Tyler: Tai
Sekolah is stoking the conflict between the Slaad and Modrons to create a distraction and invade Sygia. He already
has. He’s focusing efforts on the Slaad incursions into other planes to melt Sygia and flood the River Styx, giving him
greater access to the lower planes and an increase in power. His goal is to become a Lord of Hell. The players can focus
on stopping his invasion of Hell, or stopping the Modron vs. Slaad war, or both, to a lesser degree.
sprawled beside a dying fire. There’s a chest nearby. You saw the cultists throw your belongings in there.
[You open it up to find your weapons, your spellbook, and your armor. You’re in the process of putting
on your armor when you see several figures approach on the horizon.]
[The party sees a lone figure putting on armor in the distance, near the abandoned camp of the cultists.]
Felisa: Elmae; Wayne: Aiden; Gerald: Ulfgar; Sarah: Sariel; Tyler: Tai
Sekolah is stoking the conflict between the Slaad and Modrons to create a distraction and invade Sygia. He already
has. He’s focusing efforts on the Slaad incursions into other planes to melt Sygia and flood the River Styx, giving him
greater access to the lower planes and an increase in power. His goal is to become a Lord of Hell. The players can focus
on stopping his invasion of Hell, or stopping the Modron vs. Slaad war, or both, to a lesser degree.
You trudge through the murk and mire, keeping pace with the
Treants and wood elves that have surrounded your party in a
wide ring. The The terrain subtly changes, the swamp waters
getting deeper, but the trees begin to thin out. Your guides move
to a place near the banks of the water before you and move and
cut through an area of bramble and brush. “Hey, help us clear
this off?” they ask; camoflagued by the undergrowth is a boat
large enough to transport the party. On the back of the boat the
rudder connects to two levers that steer the boat. [Roll Arcana or
Investigate to learn they are two wands of Gust of Wind
connected to a small tank of arcane energy). [This can propel the
party at sixty feet per round.] [The guides will show anyone who
expresses interest in it how to drive: tank/bobcat controls.] [The
lake seems oddly quiet. For now, the only thing of note that you
see are several ravens perched upon a half-submerged log.
[Perception or Investigation: you have the strange feeling of
being watched as you pass near the ravens. Arcana or Nature
reveals a sense of calculated intelligence beyond what a raven is
known to show [familars for a wizard]. [The Assassin/Illusion Wizard is nearby, if the party can discover
them. She stalks the party.] [She’s searching for the party on orders of her Infernal masters, and
searching for Sariel on her own accord.(Have Calfan Weathertop get in the party’s good graces. Go on
missions with Sariel. If she thinks she’s hiding something, tell Sariel and team that it’s that she was sent
here on orders of devils. Creates hook to go negotiate with devils for the release of her soul or servitude.
Maybe it’s genuine. Maybe it’s not, and she’ll betray the team and belonged to the clan who killed
Sariel’s family. Play it by ear.]
Some time passes. [What’s your passive perception? You do or do not notice something large moving in
the water behind you: Carrion Crawler. You have enough speed to not be overtaken by it, but not to lose
it.]
[Roll Perception.] You hear the sounds of a fight nearby. A skiff full of Sahuagin is fighting with a Treant.
A harsh, shrill laughter can be heard from the skiff. Several figures can be seen on the skiff as you draw
nearer. They quickly sense the party and re-orient their attack to target both the Treant and the rafts.
[Roll initative.] [Another skiff and then another a few rounds later will keep the Treants and Vulduro, the
Medusa occupied, however they will interact with the party in passing as they fight their way through
the area.] [Three Green Hags, a Sahuagin Priestess and Baron, and five Sahuagin are on the skiff.] [The
Sahagin form a protective circle around the hags, who in turn, are in a circle, back to back. The Baron is
aided in battle by one of the Sahaugin, and they’re currently attacking the Treant. ] [Once the third skiff
arrives, have the players roll Perception. They see a large but distant shape move through the fog. The
sound of large wings pierces through the fog. The sizzling sound of corrosive acid hisses as it burns
through wood and bark and anyone unfortunate enough to be in its path. [It attacks similiarly to the
wyrmling, using stealth and the environment, as well as its amphibious nature, to skulk and pick off
Felisa: Elmae; Wayne: Aiden; Gerald: Ulfgar; Sarah: Sariel; Tyler: Tai
Sekolah is stoking the conflict between the Slaad and Modrons to create a distraction and invade Sygia. He already
has. He’s focusing efforts on the Slaad incursions into other planes to melt Sygia and flood the River Styx, giving him
greater access to the lower planes and an increase in power. His goal is to become a Lord of Hell. The players can focus
on stopping his invasion of Hell, or stopping the Modron vs. Slaad war, or both, to a lesser degree.
Treants after it’s initial blitzkrieg attack.] Several wood elves
emerge from the swamp and take aim at the Sahuagin and the
dragon. The Sahuagin and hags fight both the dragon and the
party’s allies.
Felloak and Vulduro reconnect with the party and explain that they need to head into Barlow Caverns
now, while the dragon is occupied. The elves and the Treants will battle it and the Sahuagin while the
party investigates the cavern. [The party can choose to slay the dragon or head into the caverns. It’s up
to the party if they want the guides to stay there or follow them into the cavern.]
The outside of the cavern resembles an open mouth. Sharp rocks line overhead and several are
sprawled across the floor of the opening as well. [Nature or Survival check: it is a mouth. The long-dead
mouth of a Purple Worm.] The cavern is not lit and will require darkvision or torches to navigate. [Have
the party roll Perception. Nothing will happen, but they hear the sounds of scurrying and movement.
They’re not able to pinpoint where.] The cavern is littered with remains, animal and human. [If the party
had the elven guides follow, roll a Perception check after they’ve traversed into the cave. One of them is
no longer here. Roll Perception to spot the Slaad attempting to abduct the remaining elf.] [The Slaad has
shapeshifted into the form of a hooded drow to lurk through the cave. It will sneak away and turn
invisible, and then revert to its true form if found.]
[Once defeated, the Slaad will collapse. In its hand is a gem, that begins to slowly pulse. It indicates
where the nearby breach into Limbo is. The pulsing quickens as the party draws closer to it. A successful
Arcana check can close the portal. As the check is being made, another Slaad will attempt to cross over.
It will attack the party while it is coming through, but the portal is unstable. Sucessful Arcana checks will
lower the number of rounds until the portal closes. When it does, it will bisect the Slaad. Another gem
Felisa: Elmae; Wayne: Aiden; Gerald: Ulfgar; Sarah: Sariel; Tyler: Tai
Sekolah is stoking the conflict between the Slaad and Modrons to create a distraction and invade Sygia. He already
has. He’s focusing efforts on the Slaad incursions into other planes to melt Sygia and flood the River Styx, giving him
greater access to the lower planes and an increase in power. His goal is to become a Lord of Hell. The players can focus
on stopping his invasion of Hell, or stopping the Modron vs. Slaad war, or both, to a lesser degree.
falls from its hand as well. (Four more are hidden througout the cave). They stop pulsing but continue to
radiate magical energy that can be detected with an Arcana or Perception check.] [The gems must be
studied to determine their purpose. At one time they may have had a mutable magic property, but the
half-life in them has resulted in this magic going inert. Experiments show they can be used as a source of
power though. Magitek engines.] [The cave was going to be a staging ground for an assault from Limbo
into the Material Realm. Some magical items have been brought
here by the Slaad in preparation and are stashed throughout the
cave. Roll Perception or use Evelyn’s spells. See Loot document.]
[Before the cave is exited, the animated armor stops mid-sentence
and lurches to a stop. The colorful gem in the antenna has gone
dark. After several moments it beings to walk again, but no
connection to Evelyn can be reestablished. Control reverts to the
player. [“Could be nothing. The connection has went out before.
Magical experiments at the Temple of Oghma will sometimes cause
arcane interference and prevent the singal from transmitting.] The
Modrons have marched on Cemara. Mercy has gone missing, as has
Evelyn. They’ll eventually return. With Asonye (wizard) and Telmar
(cleric), the NPC’s teleported in, on a Kardian airship. She’s
petitioned for help from Tortare’s nobility—outside of the approval
of the Cemaran court—but the arrival of the airships will help turn
the tide against the Modron excursion. What makes people nervous
is that the airships aren’t quick to leave after the battle. Gunship
diplomacy. It saved the city, along with the help of the party, but
Mercy and House Moreno aren’t prepared for the political
consequences of sudden prominence in the affairs between both nations.]
The party returns outside to see the battle [still going on or ended, depending on how much time was
spent in the cavern. If the dragon was not defeated earlier, the party can help the elves finish it off. The
dragon is making a last stand near the mouth of the cavern. [Remember: sadistic and tenacious.] The
party can rush over to help defeat the dragon. Roll a d20 to determine surving elves. Roll a d12 for
Treants. ] and regroup with the elves and the Treants. [Bones, scales, teeth, claws, and organs can be
harvested with successful Nature checks.]
[The lair of the dragon, and its hoard, can be found with a Ranger (can be hired), or someone familiar
with the land. If the wood elves and/or their guides are alive, passage and guidance there can be
bartered for in return for a share of the hoard. It will take considerable effort to convince the guides to
lead you there. “It is a place of death. Malice and death, and far too much of this land has been blighted
by that awful place.” The party can choose to explore the den, or head back to Cemara.]
Felisa: Elmae; Wayne: Aiden; Gerald: Ulfgar; Sarah: Sariel; Tyler: Tai
Sekolah is stoking the conflict between the Slaad and Modrons to create a distraction and invade Sygia. He already
has. He’s focusing efforts on the Slaad incursions into other planes to melt Sygia and flood the River Styx, giving him
greater access to the lower planes and an increase in power. His goal is to become a Lord of Hell. The players can focus
on stopping his invasion of Hell, or stopping the Modron vs. Slaad war, or both, to a lesser degree.
[Kynigos speaks to the party.] “Who has killed Phytophthora? Who is touched by the hand of fate
enough to strike a blow against the Scourge of the Elder Swamps?” “You must complete the Ritual of the
Blood. [Religion or History: this was often done by civilizations that lived near dragons. While once
widely known and practiced by armies and the clergy, it isn’t really practiced anymore outside of tribes
and dragon cults, or some of the more aggressive dragon hunting clans. The blood of the dragon is
applied to the body of who killed a dragon as a way to warn other dragons. [Roll a Constitution saving
throw. If failed, take damage, if passed, take less damage.] The blood burns into your skin where the
oracle applies it. The pattern of the marks reveals in a Draconic dialect the name of the dragon killed,
what kind, where, and how. [Once healed, this will result in resistance to the type of attack this dragon
used, and will grant the Intimidating Prescence feat to the user. The oracle will give the dragonkiller an
arrow of dragonslaying. The arrow is crafted from dragonbone by a master fletcher and will pierce
dragonhide.]
Felisa: Elmae; Wayne: Aiden; Gerald: Ulfgar; Sarah: Sariel; Tyler: Tai
Sekolah is stoking the conflict between the Slaad and Modrons to create a distraction and invade Sygia. He already
has. He’s focusing efforts on the Slaad incursions into other planes to melt Sygia and flood the River Styx, giving him
greater access to the lower planes and an increase in power. His goal is to become a Lord of Hell. The players can focus
on stopping his invasion of Hell, or stopping the Modron vs. Slaad war, or both, to a lesser degree.
horizon.] [The Will-O’-Wisps harass the party. Proximity to the dragon’s lair has turned much of the
creatures in the area more sadistic as a response.] Beyond the Will-O’Wisps, the heavily wooded trees,
you emerge into a clearing. At one time, this was an elven village. The remains of which have been
crafted into a weird mockery of what once was. Savage looking totems surround an altar, which stands
before a large dais. Various offerings have been left around the altar. The melted remains of a body
(wood elf) lay across it. [Roll Perception. Mid-check: Several feral wood elves burst through and launch
spears at the party. High-check: You notice the sound of movement through the area, as if a group of
people were moving to surround the party.] They’re led by a half-dragon (black) warchief [Kynigos] [See
above, reskin lightning as acid. Possesses Javelin of Lightning (command word “tintreach”, Periapt of
Health, and one Arrow of Dragonslaying] [The chief is a social darwinist. A veteran who Heart of
Darknessed it up, and is worshipped along with the dragon by the tribal elves. A veteran of the war that
the dragonborn mentioned earlier. Elegant and poetic, but has gone mad from his time in the swamp
and from being a pawn of the dragon. That war resulted in several gods, good and evil, retreating from
interefering in the mortal realm. Why? Ambigious.] “You can only depend on the strength of your body
and the fervor of your brothers and sisters. Divine intervention won’t save you. Chance might. Luck
might. Skill might.” (punctuated by attacks) [He has gone mad though, and seemingly abandoned in the
swamp, so does what he say have any truth?]
Felisa: Elmae; Wayne: Aiden; Gerald: Ulfgar; Sarah: Sariel; Tyler: Tai
Sekolah is stoking the conflict between the Slaad and Modrons to create a distraction and invade Sygia. He already
has. He’s focusing efforts on the Slaad incursions into other planes to melt Sygia and flood the River Styx, giving him
greater access to the lower planes and an increase in power. His goal is to become a Lord of Hell. The players can focus
on stopping his invasion of Hell, or stopping the Modron vs. Slaad war, or both, to a lesser degree.
The land seems to be more at ease with the death of the dragon. You set up camp and await the arrival
of the new day. Before you set out for Cemara, the antenna on top of the helmet of the animated armor
flashes back to life. A voice, different than Evelyn’s can be heard as the runes glow and activate.
“Attention. Attention. This is a mandatory recall of all combat-capable members of the Houses of
Cemara. This is a mandatory recall of all combat-capable members of the Houses of Cemara. Cemara is
under attack. All civilian adventurers in the area who can hear this and are able to help, please head to
Felisa: Elmae; Wayne: Aiden; Gerald: Ulfgar; Sarah: Sariel; Tyler: Tai
Sekolah is stoking the conflict between the Slaad and Modrons to create a distraction and invade Sygia. He already
has. He’s focusing efforts on the Slaad incursions into other planes to melt Sygia and flood the River Styx, giving him
greater access to the lower planes and an increase in power. His goal is to become a Lord of Hell. The players can focus
on stopping his invasion of Hell, or stopping the Modron vs. Slaad war, or both, to a lesser degree.
Cemara and lend assistance.” The message repeats twice and begins a third time before it is suddenly
cut off. The runes fade and local control of the animated armor returns to you.
The party arrives near Cemara. Even with the hard rain, you can see smoke and fire from the city. [Roll
Perception. Parts of the city on the edges of the city are being systemically destroyed. The smoke and
rain obscure visibility. You can’t see what is causing this damage yet.] Various banners of the houses are
visibile throughout the city as each house is rallying at different locations in the city. As you draw nearer,
the battle becomes clearer. Modrons march in order, their phalanxes protecting each other and moving
through the city at a slow and deliberate place. They clash with Slaad that are emerging from the
sewers. [Modrons are marching towards concetrations of Slaad infestation. Slaad are indiscriminately
fleeing.] “The irony is that we the cleanup against the Slaad was almost done when the Modrons came
in. Now everything has gone to Hell.” [Said by a Singh Paladin in Roll 2). Roll 1d8 below to determine
order of events. Use firearm table for Modron weapons.
1. The party reunites with the burgeoning Fighter’s Guild that Aiden is creating. They’re joined by
1d4 civilians plus Salesa of House Vlahos (who was rescued by the guild).
2. House Singh Paladins are blocking a street, drawing Slaad into a fight while civilians evacuate
behind them.
3. (3-8): Roll on encounter table. Modron forces are augmented with seige weaponry and muskets.
DMG. Pg 255 or attached sheet.
Felisa: Elmae; Wayne: Aiden; Gerald: Ulfgar; Sarah: Sariel; Tyler: Tai
Sekolah is stoking the conflict between the Slaad and Modrons to create a distraction and invade Sygia. He already
has. He’s focusing efforts on the Slaad incursions into other planes to melt Sygia and flood the River Styx, giving him
greater access to the lower planes and an increase in power. His goal is to become a Lord of Hell. The players can focus
on stopping his invasion of Hell, or stopping the Modron vs. Slaad war, or both, to a lesser degree.
to cover the duegar and dwarven commandos from Kardia that fastrope down the sides of the airship to
join the battle. [The palace has fallen. They’ll all work together with the party to move to retake it.
Several nobles have fallen, enough that the Houses have weakened—to the point the House Moreno is
now in a prominent position. The Duke and most of House Gladstone is missing. [Because they were
shapechanged Slaad.] The search for/consensus on a new ruler will occupy the time of the nobles. This is
complicated by the Kardian soldiers not leaving after the battle is done. They’re not quite occupying
Cemara, but they’re in no hurry to leave. They likely have a pick for the new position of Duke/Duchess
(an assignment to sneak into a Kardian outpost or onto an airship has the party recover documents that
indicate their pick is Mercy herself. See: created document with several other pictures and names
marked out, but hers circled) that they’re going to install. So do many others.] The Slaad have retreated
from the palace as the party arrives. It’s empty save for the bodies of nobles and their attendants that
are scattered throughout, as well as the torn apart remains of Modrons. However, in the throne room,
pacing back and forth, greatsword dragging across the tile of the floor with careless abandon, is a Death
Slaad. [A History check on the greatsword will show that it’s a sword with a storied history belonging to
House Gladstone.]
[If Calfan has not been discovered yet: A perception check reveals that a flight of ravens seems to follow
the party wherever they go. Only one is the familiar. The rest are an illusion spell cast through the
familiar. This means the wizard is within 100 feet of the party.] [Assassin/Illusion Wizard]
Felisa: Elmae; Wayne: Aiden; Gerald: Ulfgar; Sarah: Sariel; Tyler: Tai