Professional Documents
Culture Documents
Any - Gate of the Lens Wizards (lv 15 short)
Any - Gate of the Lens Wizards (lv 15 short)
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TABLE OF CONTENTS
Section Page
Black Diamond 5
North Ruins 6
South Ruins 7
Hiding Prince 9
Brood Queen 10
Water Caves 11
Central Hub 12
Captured Prince 14
Astronomy Lab 15
Aftermath 16
Appendix A: Maps 17
The Chronicle 17
Cavern Floor 18
Lens Wizard 21
Lunar Spider 21
Moon Worm 22
Void Bat 22
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!123%45%263%)378%,9:1;<8 3
NORTH RUINS
Exploration in Areas 2-4
• Light: Dim, ambient light from Area 1.
• Sound: Still silence. Chalky dust drifting
down from the .loating stones mutes noises.
• Encounters: For every 10 minutes the PCs
spend here, or whenever they make a loud
noise, there’s a 15% chance of a random
encounter (Ruins Encounters, Appendix C).
DEVELOPMENT
• Characters who examine the room .ind light
drag marks in the dust. Passing a DC 18
Wisdom (Survival) check reveals the marks
are from the tread of four robed humanoids.
AREA 4: CHASM
Treasure • This jagged pit cuts across the cavern .loor.
• Searching through the rubble produces a The stench of sulfur emanates from it.
dust-caked potion of mind reading. • An occasional screaming hiss echoes from
somewhere deep within.
AREA 3: ANCIENT MESS HALL
DEVELOPMENT
• A black leather robe hangs on the south wall.
• The chasm is 60 feet deep. It drops to Area 9.
• Objects are piled around the clean-swept
.loor. There are neat towers of cracked
ceramic bowls, stacks of petri.ied wood, and
rows of thumb-sized, sealed metallic tubes
with pinprick holes in the tops.
DEVELOPMENT
• The robe is really a sleeping void bat. Loud TRANSITION
noises or physical contact wakes it. Roll its
attitude on the Reaction Table in Appendix C. • If the PCs move to Areas 5-7, go to South
• The metallic tubes contain desiccated herbs Ruins.
and spices that are now strong irritants. • The chasm in Area 4 connects to Area 9 of
• The lens wizards who recently inventoried Into The Rift.
this room are in Area 6 for one hour after the • Circle A leads to Area 1 in Black Diamond.
PCs’ .irst arrival in Area 3. • Flying up leads to Area 1 in Black Diamond.
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!123%45%263%)378%,9:1;<8 23
AFTERMATH USING THE CHRONICLE
• If the characters use The Chronicle, it undoes
THE KYZIAN WARRIOR-PRINCES one event within the last 1,000 years as
instructed. Then, it goes completely inert for
• If both Ardo and Talj return to their people 1,000 years.
safely, the tension between the tribes eases • The power cores shoot away from The
and war is averted. The Kyzians give each PC Chronicle in random directions and also go
a roc egg and regard them as folk heroes. completely inert for 1,000 years.
Zaya Torm writes a ballad in their honor. • The current generation of lunar spiders
• If only Talj returns alive, he is able to calm retain their intelligence, but future
tensions after a week, and the Kyzians settle generations devolve into lower
into an uneasy peace. They award each PC a consciousness.
roc egg. If only Ardo returns alive, his tribe • The lens wizards lose their ability to see into
begins making isolated attacks on traveling deeper space with their telescope.
merchants and Talj’s tribe, destabilizing
trade on the Bronze Caravan route. THE GATE
• If neither warrior-prince returns alive, the
tribes descend into open war, halting trade • Destroying the gate in Area 1 cuts off the
along the Bronze Caravan route. Dangerous connection to the caves beneath the jungle
gangs of bandits and rabble take over the moon. The characters can still travel there
paths through the Dhalpurna Mountains, and using teleport or gate depending on whether
the Kyzian tribes suffer great loss of life. the GM places the location on the Material
Plane or another plane of existence.
THE POWER CORES • the characters leave the gate intact, it
If
remains functional. The Kyzians regard it as a
• If the lunar spiders take possession of all taboo area and keep its location a secret.
three power cores, Hsssssk’a uses their
combined might to raise all the lunar spiders’ FUTURE ADVENTURE HOOKS
Intelligence scores to 20 and hers to 25. She
becomes an archmage and mighty warlord • Hsssssk’a reaches out to the characters with
over the next year, quickly overtaking the a request — help her overtake a nearby
entire jungle moon. If the characters helped, moon and defeat the lich warlord who
she views them as strategic allies and will controls it and threatens her reign.
assist them when called upon. • The lens wizards ask the characters to travel
• If the lens wizards acquire all three power to a planet in a vessel they provide, .ind a
cores, their magic becomes so ampli.ied that book called The Bleak Tome, and bring it to
they eventually route the lunar spiders. The them. The fate of the universe depends upon
lens wizards look deep into the center of the what is written in its grim pages.
universe with their empowered telescope • If the Kyzian tribes descended into war, the
and see something so shocking that they characters might be able to help restore
abandon their lunar complex, taking the peace and also protect the extremely
power cores and telescope with them. lucrative Bronze Caravan trade route that is
the lifeblood of many peoples and kingdoms.
• Another gate is found in a distant, black sand
desert…
THE CHRONICLE
Armor Class 12
Hit Points 88 (16d8 + 16) Saving Throws Dex +6, Wis +4
Speed 30 ft. Skills Stealth +9
Senses darkvision 60 ft., passive Perception 11
Languages Common
STR DEX CON INT WIS CHA Challenge 8 (3,900 XP)
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
28 (+9) 7 (-2) 22 (+6) 7 (-2) 12 (+1) 4 (-3) 6 (-2) 18 (+4) 14 (+2) 3 (-4) 12 (+1) 4 (-3)
Legendary Resistance (3/Day). If the moon worm fails a Echolocation. The void bat can't use its blindsight while
saving throw, it can choose to succeed instead. deafened.
Tunneler. The moon worm can burrow through solid Keen Hearing. The void bat has advantage on Wisdom
rock at half its burrow speed. A fully-grown moon worm (Perception) checks that rely on hearing.
leaves a 10-foot diameter tunnel in its wake. Knockback. On a successful melee attack, the void bat
ReMlective Shell. The moon worm’s pearly shell has a 30% may choose to forgo dealing damage and instead push the
chance of re.lecting a line spell, a magic missile spell, or a target up to 15 feet.
spell that requires a ranged attack roll. The spell re.lects Void Traveler. Void bats do not need to breathe. They
back at the caster as though it originated from the moon absorb ambient light through their hide for sustenance.
worm, turning the caster into the target.
ACTIONS
ACTIONS
Multiattack. The void bat makes three Bite attacks.
Multiattack. The moon worm makes three melee attacks.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one
Bite. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) piercing damage.
target. Hit: 35 (4d12 + 9) piercing damage. If the target is
Sonic Scream (Recharge 5-6). The void bat unleashes a
a creature, it is grappled (escape DC 19). Until this
reverberating scream in a 30-foot cone. Each creature in
grapple ends, the target is restrained and the moon worm
the area must make a DC 13 Constitution saving throw,
can't bite another target.
taking 45 (10d8) thunder damage on a failed save, or half
Slam. Melee Weapon Attack: +15 to hit, reach 15 ft., one on a successful save. On a failed save, the target is also
target. Hit: 31 (4d10 + 9) bludgeoning damage. paralyzed until the end of its next turn.
!123%45%263%)378%,9:1;<8 WK
APPENDIX E: NEW MAGIC ITEMS BLUE POWER CORE
Wondrous item, legendary
THE CHRONICLE
This hand-sized, round tube with pointed ends
Wondrous item, artifact
glows neon blue and is unexpectedly heavy.
A human-sized, black diamond of polished obsidian
stands silently on its point. Three parallel lines of This magical object is one of three power cores that
neon blue, green, and pink run down its center into activates The Chronicle.
three hand-sized holes in the ground.
The blue power core magically enhances arcane
Touching The Chronicle causes a creature to relive power. Under circumstances determined by the GM,
vivid experiences from its past. That creature must it can double the numerical effects of a spell, magic
pass a DC 18 Charisma save or be stunned for 1d4 item, or magical ability.
rounds. After that, whether the creature passed or
failed, it is immune to this effect for the next 24 GREEN POWER CORE
hours. Wondrous item, legendary
Art Credits
Logos, trade dress, and art direction: Jessee Egan / jesseeegan.com
Cartography: OneDayGM / .iverr.com
Cover: Tithi Luadthong / shutterstock.com
Bandit, Needles: Publisher’s Choice Quality Stock Art © Rick Hershey / Fat Goblin Games
Blue Magic Circle: Tithi Luadthong / shutterstock.com
Void Bat, Starry Hallway: © Gary Dupuis / Purple Duck Games
Laser Gun: spiphotoone / shutterstock.com
Warrior 1 and 2: Camilkuo / shutterstock.com
Green-Lit Cave: © Daniel Comerci / danielcomerci.com
Lunar Spider 1 and 2: Warpaint / shutterstock.com
Green Eggs: Lana Po / shutterstock.com
Glass-Eyed Machine: GrandeDuc / shutterstock.com