Professional Documents
Culture Documents
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Twisted Dryad 31
Becoming Lost 6
Venomfang 32
Encounters in Kryptgarden Forest 7
Venom Troll 33
Part 2: The Standing Stones 10
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Wereboar 34
Dreams In the Night 10 Wood Woad 35
Reality Vs. Dreams 11
Appendix: Magic Items 36
Journeying to the Standing Stones 12
Cormandar 37
The Standing Stones Locations 13
Flute of Phalorm 37
Aftermath 14
Mithral Splint Mail +1 38
Awarding Experience Points 14
Part 3: The Puzzle Crypt 14
An Ancient Message
The Tomb Locations
Aftermath
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Awarding Experience 20
Part 4: A Fort In The Woods 20
The Prison Camp 20
The Truth of the Situation 20
Arrival At The Prison Camp 21
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DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon
ampersand, Ravnica and all other Wizards of the Coast product names, and their respective logos are
trademarks of Wizards of the Coast in the USA and other countries.
This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used
with permission under the Community Content Agreement for Dungeon Masters Guild.
All other original material in this work is copyright 2021 by Carl Vandal and published under the Community
Content Agreement for Dungeon Masters Guild.
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NOTES
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Following an elaborate banquet at Wave Echo Cave, to have been twisted into distorted parodies of the peaceful,
celebrate the opening of a new mining seam, the adventurers friendly creatures that most would expect them to be. A
were invited to a meeting with Gundren Rockseeker, Sildar large colony of phase spiders has made its residence in
Hallwinter and Linene Graywind. the southern part of the forest but can be found hunting
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throughout, except near the dragon’s lair. Trolls within
At the meeting, the adventurers were tasked with surveying
the forest have been warped by the poison that permeates
an old route through the Sword Mountains, leading past
the ground, becoming Venom Trolls and Dire Trolls.
Southkrypt, through Kryptgarden Forest, and on to
Westbridge. The numerous ruins to be found throughout Kryptgarden
have also suffered from the influence of the dragon’s
As Linene explained, though, the old dwarven settlement had
presence. Greater levels of decay are more common, and
become home to a tribe of goblins, and the party were
the forest has encroached into the ruins to a much greater
instructed to deal with the goblins.
degree.
The adventurers journeyed to Southkrypt, facing all the
dangers that the Sword Mountains could throw at them.
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Upon arriving at Southkrypt, they gained entry to the fortress
and faced the self-styled “Goblin King”.
It is through this that the adventurers must make there
way, and survey a route to Westbridge.
PART 1: INTO
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Having dealt with the situation at Southkrypt, the
adventurers are now ready to continue the task of surveying
the route to Westbridge.
KRYPTGARDEN FOREST
The dwarfs of Southkrypt cultivated an area near their
LOCATION OVERVIEW stronghold that they named Southkrypt Gardens. It was
from these gardens that Kryptgarden Forest grew.
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TRAVELLING THROUGH
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KRYPTGARDEN FOREST
Westbridge is more than 100 miles due east of
Southkrypt, requiring the adventurers to travel straight
Kryptgarden is a small wooden region near Westbridge. It
through the northern edge of Kryptgarden Forest. Given
hides many old dwarven ruins and the extensive underground
that the adventurers need to survey the route for Linene
city known as Southkrypt. For centuries, Kryptgarden Forest
Graywind, it will take at least eight days travel to reach
has been the home and haunting ground of the ancient,
the town.
female green dragon, Claugiyliamatar, better know as “Old
Gnawbones”. She earned her nickname from her habit of Traveling through Kryptgarden Forest requires ability
gnawing on old kills, and is often seen with a mangled corpse checks to avoid hazards and threats. Any time the party
hanging from her mouth. Other dragons rarely remain in fails at one of these ability checks, roll on the
Kryptgarden Forest for long because Claugiyliamatar drives Kryptgarden Forest Encounters table.
them out.
For every three hours of travel the adventurers need to
The prolonged presence of Claugiyliamatar has had a make a DC18 Wisdom (Survival) check. Additionally, when
they set up camp for the night they need to make two DC15
Wisdom (Survival) checks. If any adventurer has Forest as a
Becoming Lost
favored terrain, they make these rolls with Advantage. Travelling beneath the canopy of Kryptgarden Forest can
When the party enters the forest read the following to be very confusing for the adventurers. While attempting
them: to survey a route through the forest, it is entirely possible
that the adventurers may find themselves becoming lost
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As you descend from the mountains, the trees become more amongst the trees.
frequent around you. Ahead you can see them stretching to
The party navigator must make two DC15 Wisdom
the horizon. Kryptgarden Forest beckons you to enter.
(Survival) checks per day of travel. Even though the
As you pass the border of the forest, there is a marked adventurers are travelling slowly, there is no bonus to this
change. The dim light that penetrates the canopy takes on a check due to the conditions present within Kryptgarden
Forest.
pale shade of green, an acrid smell permeates the air, and
there is an unnatural quiet that pervades the forest. If both Wisdom (Survival) checks succeed, the party
travels in the desired direction without becoming lost. If
A slight breeze moves through the trees, briefly rustling the either of the checks fails, the party inadvertently travels
branches before dissipating suddenly. For such a large forest, in the wrong direction and becomes lost. If one check
it appears entirely devoid of signs of animals or birds. fails, the adventures spend two hours travelling in the
wrong direction before they can make another check to
Finding your bearings before continuing, you set off east
get back on course. If both checks fail, the adventures
through the trees, moving slowly to allow you time to spend four hours travelling in the wrong direction before
properly survey the route you are taking. Westbridge and the they can make another check to get back on course.
Long Road await.
1d20 Event (see below for details) Any adventurer that ends their turn in the cloud must
make another saving throw.
1-2 Lightning Storm
Gnawbones Druid
3 Blighted Treant
As the party make there way through the trees, ahead of
4-5 Venom Trolls them they spot a small clearing. Sat cross-legged on a
6 Insect Swarm rock in the center of the clearing is a young woman. The
party will recognise that she is communing with nature,
7-8 River Crossing and is therefore likely to be a druid, if they succeed on a
9 Twisted Dryad DC12 Intelligence (Arcana) or Intelligence (Religion)
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check.
10-11 Mysterious Corpse
If the party approach the young woman, she will initially
12 Poison Cloud and Spores
be surprised to see them in the forest. She will ask them
13-14 Gnawbones Druid about their plans and why they are in Kryptgarden. If
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15 Terrified Ogre questioned about her own intentions in the forest, she
will be evasive and vague. If any of the adventurers
16-17 Spiders in the Wood succeed on a DC12 Wisdom (Insight) check, they will
18 Elemental Cloud (Acid) recognise the signs that she is trying to deceive them
about her intentions.
19-20 Venomfang
ENCOUNTERS IN KRYPTGARDEN
If the party attack her, the young woman turns out to be
quite capable of defending herself. She is a member of the
As the adventurers proceed through the area they each need • Plant Growth,
to make a DC15 Wisdom (Perception) check. If more than half
• Maelstrom.
of them fail this check then they are surprised by the sudden
awakening of the blighted treant as it attacks the interlopers If forced to fight the party, she will summon as much help
in his home. If more than half of them succeed in this check, as she can by casting
they are not taken by surprise.
• Summon Beast
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Elemental Cloud (Acid) As a last ditch attempt to escape she will cast Meld with
This area has been touched by elemental essence. A light Stone, and enter the rock in the center of the clearing.
green fog appears to hang in the air, and is unaffected by the
wind. This will be evident to adventurers if they succeed in a Insect Swarm
DC15 Intelligence (Nature) or Wisdom (Survival) check. A This area is the where a swarm of insects have chosen to
Detect Magic spell will reveal the presence of faint magic in rest. This will be evident to adventurers if they succeed in
the area. a DC15 Intelligence (Nature) or Wisdom (Survival) check.
If an adventurer enters the cloud they must make a DC12 Finding a path around the swarm’s resting spot requires
Constitution saving throw, taking 22 (4d10) acid damage on a a DC12 Wisdom (Survival) check, and adds two hours to
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make a DC12 Constitution saving throw. On a failed save, undergrowth.
they take 11 (2d10) piercing damage (or half as much on a
The body is of a young, female half-elf, dressed in leather
successful save).
armor. A longbow lies discarded near the body. A success
An adventurer that ends their turn within the insect storm on DC12 Intelligence (Investigation) or Wisdom
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must make another saving throw. An adventurer cannot be (Perception) check will find marks on the body that
damaged by the insect swarm if it is wielding a torch or is indicate she died from wounds caused by arrows to her
within 5-feet of a fire. torso.
Once the adventurers are more than 40-feet away from the If the adventurers search the area, a success in a DC15
swarm, it will stop pursuing them. Intelligence (Investigation) or Wisdom (Perception)
check will find a discarded messenger satchel which has
been emptied.
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adventurers can then choose to seek suitable shelter or to Should the adventurers choose to proceed they must each
continue with their journey. make a DC12 Dexterity (Acrobatics) or Dexterity (Stealth)
check. If more than half of them fail this check they
If the adventurers choose to find somewhere to wait out the
disturb the spore residue in the area, and a spore cloud
weather, they need to all make a DC12 Wisdom (Perception)
fills a 60-foot-radius sphere around the party.
check to find a suitable location to wait out the weather. If
they fail this check, they are unable to find suitable cover Adventurers in the same area as the cloud must make a
and have to continue their journey. If they find cover, they DC12 Constitution saving throw. On a failed save, they
need to wait for three hours for the lightning storm to take 11 (2d10) poison damage (or half as much on a
reduce in intensity, at which point they are able to resume successful save), and suffers from the condition of being
their journey. Poisoned for one hour.
If the adventurers continue with their journey, then they An adventurer that ends their turn within the cloud must
each need to make six DC15 Wisdom (Survival) checks. Each make another saving throw to try to resist the poison
failed check results in the adventurer suffering injury due to damage.
the inclement weather. They take 9 (2d8) damage. A
River Crossing
critical fail results in the adventurer being struck by
The route that the adventurers have chosen to follow has
lightning. They take 27 (6d8) lightning damage, and if they
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feet downstream and take 11 (2d10) bludgeoning damage. the center of a copse of trees, singing. If the party
approached without being detected, the dryads continue
Once per turn, the adventurers caught in the river can make
singing until the party make their presence known. If the
a DC15 Strength (Athletics) check. On a success, the
party were detected, the dryads stop their singing as the
adventurer moves 15 feet towards the shore. Two successes
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party approaches and turn to face the adventurers.
are required to exit the river. If the adventurer fails this roll,
they suffer the same effect as before, taken 30 feet Anyone who succeeds on a DC15 Intelligence (Nature) or
downstream and take 11 (2d10) bludgeoning damage. Wisdom (Perception) check, notices that the dryads do not
appear like any dryad they have every heard of previously.
Spiders in the Woods The dryads foliage like bodies are dark green in coloration,
The area that the adventurers are travelling through is an tending towards black in some areas.
very dense section of the forest. The trees are much closer
If the party move closer to the dryads and attempt to start
together and it becomes more difficult for the party to
talking with them, the creatures reveal their true nature
proceed. The area is a prime location for an ambush, which
will be clear to any adventurer that succeeds on a DC15
Intelligence (Nature) or Wisdom (Survival) check.
Terrified Ogre
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As they get closer, they will notice that the ogre’s hands are
covered in its own blood and it is repeating only one word,
“Hide!”
STONES
will recognise them), and has been seeking a new lair every
since. He knows that settling in Kryptgarden is not an
option, Claugiyliamatar is his grandmother but that would
Kryptgarden Forest holds lots of secrets, and has been home
not stop her from killing him for intruding in her territory.
over the centuries to many different individuals and groups.
Venomfang will claim that he is here as an emissary of
At one time, a circle of druids resided in the forest, allied to
Claugiyliamatar, and will attempt to persuade the
the dwarfs of Southkrypt. When Claugiyliamatar arrived in
adventurers to explore a ruined tower that lays ahead of
the forest, the circle attempted to fight the dragon but she
them. He will claim that they will receive a reward from
proved too powerful for them, and the circle was almost
Claugiyliamatar if they clear the tower of its current
wiped out.
residents. (This leads to Part 4: A Fort In The Woods.)
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The last surviving druid retreated to the haven of the druidic
Any adventurer that succeeds on a DC15 Wisdom (Insight)
circle, a small circle of standing stones with a mythal stone
check will realize that Venomfang is not being entirely
at its center, and a portal to a small area of the Feywild.
honest with them.
No matter how Claugiyliamatar tried, she could not enter the
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If the party attacks Venomfang, he will fight back but will
area of the stones, nor could her servants cross the boundary.
attempt to flee if he is reduced to half hit points.
In the end, she decided that the single druid was of no
(If Venomfang was slain during your playthrough of “Lost further consequence and she forgot about the standing
Mines of Phandelver”, then this young green dragon will stones.
be called Terrorwing).
Then the Spellplague hit, and the power of the mythal at the
Venom Trolls heart of the stone circle was disrupted. The protection that
While making their way through the forest, the party the stones had weakened. Claugiyliamatar did not become
comes across some venom trolls fighting over the remains
e aware of this change at the time. However, recently, when
of a deer. The venom trolls claw and bite each other, trying the affects of the Spellplague started to dissipate, the power
to take possession of the tasty remains. of the mythal started to return.
When the adventurers find the venom trolls, they are at Claugiyliamatar's attention was once more drawn to this
half their starting hit points. If the adventurers can remain aberration within her forest, when she sensed the power of
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quiet, the venom trolls beat each other up even more, until the circles retuning. She is determined to prevent this
they are all down to a quarter of their starting hit points. happening but is unwilling to risk herself to deal with such
powerful magic..
To avoid being spotted by the venom trolls each member of
the party must make a DC12 Dexterity (Stealth) check. If It is with this in mind that she approaches the party to coerce
more than half the party succeed, the venom trolls them into investigating the stones.
adventurers.
There is one venom troll plus an addition venom troll per When the party takes stops to rest for the night, read the
three members of the party. The adventurers represent the following to them:
biggest potential meal that the venom trolls have seen in
months, so they will fight to the death.
The night passes quietly but not uneventfully.
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balls to manipulate the dreams of the adventurers.
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• The circle provides protection to those within it, from Reality vs. Dreams
dragons, fiends and other creatures.
Claugiyliamatar has told the party what she believes they
• There is a link between the circle and the Feywild. will need to hear to make them want to investigate the
standing stones.
• There are further, powerful magic that may be found
However, she has left out a vast amount of information:
within the circle.
Claugiyliamatar will attempt to convince the party that it is • The standing stones have stood in Kryptgarden Forest
essential that they deal with potential threat that a portal to for over one thousand years.
the Feywild represents to the region. She will tell the party
• They formed the center point of a Druid Grove of a
that they may keep any magical items they find, and will offer
powerful Circle of the Forest.
them a reward of 500gp and gems worth 200gp.
• The central stone altar is a mythal stone but lost most
Should the party ask how they can collect this reward,
The choice that the party now takes will, in fact, not alter
The Road Through Kryptgarden ~12~
The Standing Stones Locations wind. The trees around the Standing Stones appear larger
than they were, and more vibrant in color. Birdsong fills the
S1. The Druid Grove air.
The Druid Grove is a small sphere of Kryptgarden Forest The red marks on the altar stone have disappeared, and there
(about 300 feet in diameter) that remains as the forest is now a small circular indentation in the center of the stone.
originally stood in the days before Claugiyliamatar arrived.
Birds sing in the trees, the animals move around the area
normally, there is no acrid smell, and the light is normal, Any adventurer who succeeds on a DC12 Intelligence (Arcana)
with no tinge of green. check will realize that they have been transported into the
Feywild.
Druid and Ranger spells cast within the grove have the
Metamagic feats of “Empowered”, “Extended” and Dropping fresh blood onto the altar stone has no affect on
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“Heightened” applied to them automatically. this side of the portal.
S2. The Standing Stones As the adventurers start to investigate the area, any of them
that succeed on a DC12 Intelligence (Investigation) or
At the center of the druid grove is the circle of stones. Eight Wisdom (Survival) check will find footprints in the grass that
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of them, spaced evenly around an altar stone. indicate someone has recently visited the Standing Stones.
Any adventurer that touches the stones will have a sudden Following the trail requires a successful DC12 Wisdom
sense of “age” and “sadness” wash over them. A success on (Survival) check. The trail meanders around the area but
a DC12 Wisdom saving throw will allow them to control their eventually leads to a small clearing nearby.
feelings. Failing this roll results in the adventurer suffering
In the clearing is a small camp and sat, initially with her back
one level of exhaustion which will remain until they leave
to the adventurers as they approach, is a robed figure. The
the Druid Grove.
adventurers will instantly recognise the robes as those worn
Any attempt to damage the stones, although futile due to by the woman in their dreams.
Any adventurer standing within the circle of stones will be “What do you want? Have you come to torture me further for
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able to sense the magic coming from the altar. Any my failure?”
adventurer that places their hands on the altar stone must
The figure rises and turns to face you, the hood of her robe
succeed on a Dc15 Wisdom saving through or suffer a level of
exhaustion as a sense of dread and despair washes over sliding back as she does so, revealing her raven-black hair and
them. youthful complexion. She looks at you all and an inane grin
starts to form on her face.
The mythal stone is ancient, and once was as powerful as its
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sister stones in Silverymoon and Waterdeep. During the “Well, no more I say.”
period of the Spellplague, the mythal lost a considerable
amount of its power. And with that she slams the end of the staff she is holding into
the ground, which instantly starts to shake.
If any adventurer drops fresh blood onto the altar, this will
activate the portal to the Feywild and all members of the
party standing within the circle will find themselves The party have found the archdruid. Unfortunately, four
transported to that location. hundred years of self-imposed exile in the Feywild have
taken there toll on her sanity.
S4. The Feywild
She attacks the party but only to subdue them. If any attack
When the adventurers enter the Feywild read the following she makes results in any member of the party suffering an
to them: injury that would kill them, reduce this to them only being
unconscious.
Although your surrounds appear to be the same, you sense
that something has changed. If she is reduced to half her hit points, the shock of the
wounds temporarily restores her sanity and she will try to
The sky has turned from the azure-blue of day to golden surrender. Anyone casting calm emotions on her, or any
shades of sunset, and you can smell the autumn leaves on the similar spell, with the aim being to restore her to some
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The woman collapses onto the ground, head in her hands and
The power of the mythal stone within the Druid Grove
tears running down her face.
remains weakened but is of sufficient strength that the grove
“Forgive me. I am sorry.” will remain outside the influence of Claugiyliamatar.
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She lefts her head and looks at you all. There is a soft light
reopened in the future. Possibly the adventurers may find a
behind her pale green eyes that was not there while she was
way to help Serafina return to from the Feywild.
fighting you.
Claugiyliamatar is frustrated that the Druid Grove remains
“Please, tell me of events in Kryptgarden?” outside of her area of influence. However, she is a dragon
The archdruid will sit and talk with the party. During their that honors her deals. The next time that the party stops to
conversation she may reveal the following information to rest, when they awaken, they will find a small package has
them: mysteriously found its way into their camp. The package
e contains the reward that Claugiyliamatar promised them for
• Her name is Serafina Tanerathen. investigating the Standing Stones. The dragon used her
ability to pass without trace and invisibility to enter the camp
• She was the leader of the Circle of the Forest in
undetected, and left the package for the adventurers. The
Kryptgarden.
ease with which Claugiyliamatar did this may unsettle the
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• Her circle of druids fought against Claugiyliamatar and party.
lost.
AWARDING EXPERIENCE POINTS
• She barely survived the battle herself. Completing the quest for Claugiyliamatar, and discovering
the location of Serafina Tanerathen is worth 6000XP to be
• She retreated in to the Feywild to heal.
shared equally between the characters.
• Overwhelmed by her guilt and failure, she exiled herself
PART 3: THE PUZZLE
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to the Feywild.
CRYPT
• She has resided in this area of the Feywild for four
hundred years.
• Staying in the Feywild for that length of time has With numerous empires having risen and fallen over the
affected her, physically and mentally. She cannot now millennia, the area of Kryptgarden Forest has been used by a
variety of people as the final resting place of their heroes and
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Once the party have exhausted their conversation with The Realm of Three Crowns, also called Phalorm, collapsed in
Serafina, she will return with them to the Standing Stones 615Dr and Javilarhh died in 528DR. In the intervening nine
within the Feywild. When they arrive, she will once again hundred years, most of the history passed into legends and
thank them and will place her staff in the small indentation then even the legends faded.
on the altar stone. As she does so, a portal will open leading
In time, the few that remembered realized that the treasures
directly to the stone circle in the Druid Grove. She will
within the tomb might be needed one day, and so they
encourage the party to pass through, wishing them well as
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• The Realm of Three Crowns was formed in 523DR. • Dwarf (the race born from stone)
• It was an alliance between the elves of Ardeep, the • Human (the upstart race of Man)
dwarves of Dardath, and the other settlements of the
• Gnomes (the second earth-born race)
North (humans, gnomes and halflings).
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• Halflings (the “feet”)
• It was also known as Phalorm.
If they press any of the runes in the wrong order, or press any
• The Realm of the Three Crowns collapsed in 615DR. of the other runes, then all members of the party standing
The adventurers are now faced with a choice—they can within 15ft of the door suffers 18 (4d8) lightning damage
either attempt to explore the tomb or leave it alone. each time this occurs.
recognise the runes as being from an ancient language, and results in the adventurer being poisoned.
that they represent different races (Human, Elf, Dwarf, Any adventurer who succeeds on a DC12 Strength (Athletics)
Gnome, Halfling, Orc, Hobgoblin, Yuan-ti, Goliath, or Dexterity (Acrobatics) check can safely get across the pit
Lizardfolk, Kobold, and Bugbear). and reach the levers. Only one of the elvers will move
There is no lock on the door, and anyone who succeeds on a initially. This lever locks the pit trap and allows the
DC10 Intelligence (Arcana) check can sense the magic adventurers to safely enter the tomb entrance space.
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energy emanating from the door. If any of the adventurers The second lever will move only once the pit trap has been
touch any of the runes, the rune touched will illuminate. disabled. Pulling it opens the door to the second chamber,
Any attempts to damage the door will result in all members and also closes the outer door of the tomb at the same time.
of the party standing within 15ft of the door taking 18 (4d8)
lightning damage on the first attack, 27 (6d8) lightning TOMB FEATURES
damage on the second attack, and 54 (12d8) lightning The tomb was created through the use of magic over eighteen hundred
damage on the third and any subsequent attacks. years previously. The walls are irregular in shape but are otherwise
smooth to the touch. It is a solid structure, no damp or natural mold has
To open the sealed doors, the adventurers need to find the entered the tomb.
correct combination of runes to press, and the correct
Ceilings. Ceilings throughout are ten feet high and irregular in texture
order to press them in. Any adventurer succeeding on a
unless the text says otherwise.
Dc12 Intelligence (Arcana) or Intelligence (Investigation)
check will realize that the runes are connected with Doors. All doors are made of solid elven wood and emanate magic. They
opening the door. cannot be harmed by physical means.
Light. The walls are lined with torch sconces, but are empty.
After five minutes of staring at the door, the message on
Adventurers require darkvision or their own light sources to see inside,
the wall of the entrance starts to change. unless otherwise stated in the room description.
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The only other item of interest in the room are the stairs
that descend into the lower level of the tomb. Looking There are two stone pillars located in the main thoroughfare
down the stairs, the adventurers will be able to see very of the tomb. Any adventurer who succeeds on a DC15
little even with a light source, as the lower level appears to Intelligence (Investigation) check will realize the pillars are
be in darkness. Any adventurer who attempts to listen for
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unnecessary to support the ceiling.
any sounds in the lower level can make a DC12 Wisdom
(Perception) check. Success on this check will reveal that The stone pillars depict a large humanoid warrior wielding a
there are no discernible sounds coming from the lower greatsword. They are very intricately carved, and appear to
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Amongst the details that are shown in the mural is the date
when Phalorm was founded, 523DR. This date is the
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combination to the puzzle door to the Treasure Chamber. If
they are using darkvision to see, then the mural appears only
in shades of grey and they will be unable to make out the
detail of the date.
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T5. Treasure Chamber
The door to the chamber has a ring of runic numbers,
representing the numbers 0 to 9, engraved upon it.
T3. Magical Illumination Of races, five he did rule, and that is first you see,
The light in the north chamber illuminates the whole area, • 5 (the number of races that formed Phalorm)
allowing anyone descending the stairs to see that the • 2 (the number of sons Javilarhh had)
chamber is empty.
• 3 (the number of crowns that ruled Phalorm)
The light at the entrance to the Southern Chamber only
casts light over a ten foot radius, which is enough for the • This gives the date 523DR, the date of the founding of
adventurers to be able to clearly see the stone pillar that Phalorm.
stands next to it. It also casts shadows into the Southern
If they press any of the runes in the wrong order, or press any
Chamber.
of the other runes, then all members of the party standing
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crystalline gemstone worth 1800gp. Additionally, there is a
single chest that contains a belt of frost giant strength, Any attempts to damage the door will result in all members
boots of the winterland, and a periapt of proof against of the party standing within 15ft of the door taking 18 (4d8)
poison. Opening the chest requires an adventurer succeed on lightning damage on the first attack, 27 (6d8) lightning
damage on the second attack, and 54 (12d8) lightning
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a DC15 Dexterity (Thieves’ Tools) check.
damage on the third and any subsequent attacks.
T6. South-Eastern Chamber
To open the sealed doors, the adventurers need to find the
The entrance to the South-Eastern Chamber appears to be correct combination of runes to press, and the correct order
perfectly ordinary. However, any adventurer succeeding on to press them in.
a DC12 Wisdom (Perception) check will spot a familiar level
After five minutes of staring at the door, a message will
located on the wall of the chamber ten feet into it.
appear on the wall of the tomb beside the door. The message
If they check the area before entering it, any adventurer
e glows in the dark if no other light source is available.
succeeding on a DC15 Wisdom (Perception) check will find
Here rests Javilarhh, First King of Phalorm.
that the floor conceals a twenty-foot deep pit trap. Any
adventurer walking into the room needs to make a Dc15 His wounds were many,
Dexterity save. For each adventurer after the first that enters
the room, the DC increases by 3. Failure results in them His friends were few,
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falling twenty-feet onto the spikes at the bottom of the pit. And foes surrounded all.
Any adventurer that falls into the pit takes 11 (2d10) piercing
damage and must make a DC15 Constitution save. Failure
results in the adventurer being poisoned. The adventurers need to press the runes for the following
numbers in order:
Any adventurer who succeeds on a DC12 Strength (Athletics)
or Dexterity (Acrobatics) check can safely get across the pit • 5 (the number of wounds Javilarhh suffered)
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and reach the lever. The lever locks the pit trap and allows
• 2 (the number of allies Javilarhh fought beside)
the adventurers to safely enter the South-Eastern Chamber.
they will be able to see that the walls of this chamber are • This gives the date 528DR, the year that Javilarhh died in
decorated with an extensive mural, in a similar manner to the battle against the Howltusks..
the murals in the Stairs Chamber and the Southern
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Chamber. If they press any of the runes in the wrong order, or press
any of the other runes, then all members of the party
It depicts the battle of the House of Stone, where the armies standing within 15ft of the door suffers 18 (4d8) lightning
of Phalorm slaughtered the Howltusk orc horde, and where damage each time this occurs.
King Javilarhh was slain.
Once the adventurers have managed to open the door, they
The mural shows Javilarhh standing alongside the two other see a forty-five foot by seventy foot room, with irregular
rulers, facing off against eight orcs. The mural also shows walls. Twenty-five feet into the room stands a stone pillar,
the numerous wounds that Javilarhh suffered, three arrows which is actually a guardian statue.
sticking from his left shoulder, a spear driven through his
stomach, and a sword gashing his right shoulder. A stone sarcophagus sits against the eastern wall of the
chamber. The sarcophagus is inscribed with King Javilarhh’s
Amongst the details that are shown in the mural is the date name and with a depiction of the three crowns of the Realm
of the battle, 528DR. This date is the combination to the of the Three Crowns (a silver circlet, an adamantine crown,
puzzle door to Javilarhh’s Resting Chamber. If they are and a golden crown). Removing the lid of the sarcophagus
using darkvision to see, then the mural appears only in requires that an adventurer succeed on a DC15 Strength
shades of grey and they will be unable to make out the detail (Athletics) check. Additional help reduces the DC by 2 for
of the date. each extra adventurer involved.
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Suddenly, from the forest to the south, a figure bursts out of
T8. King Javilarhh’s Statue
the treeline. The young woman running towards you looks
In the corner of the burial chamber is an intricately carved worse for wear, her bare feet are bleeding, and she keeps
statue of King Javilarhh striding across the heads of his
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glancing back into the forest. As she spots you ahead of her,
defeated foes.
she stops and collapses to the ground.
He wields a battle axe in his right hand and a longsword in
“Please, please tell me your not with them?” she cries in
his left, and upon his head is the golden crown of the Realm
of the Three Crowns. Around the base of the statue, terror. Her hands cover her face as she starts sobbing and
Javilarhh’s name has been inscribed. you notice the dried blood on her wrists.
AFTERMATH
• Her name is Mara Helder, from Longsaddle.
Javilarhh who could lay claim to Javilarhh’s property. • She has been held captive for at least a ten-day but she
AWARDING EXPERIENCE POINTS has lost track of time.
Exploring the tomb, solving the puzzles, and overcoming • She escaped by forcing her wrists out of the manacles that
the guardian stature, is worth 6000XP to be shared equally she was held in (she has broken her left wrist in the
between the characters. process).
PART 4: A FORT IN THE • Once her wrists were free, she waited for an opportunity
to make a break for it, and ran into the woods when she
WOODS
had her chance.
Any adventurer who examines Mara, and succeeds on a DC15 There is little evidence remaining of the original use for
Intelligence (Investigation) or Wisdom (Medicine) check, will this tower. The stone, spiral staircase ascends the wall to
notice that she has deep scratches on her arms that are in the the height of nine feet but leads to nowhere, as the upper
process of healing. Mara cannot recall when, or how, she floors have completely crumbled away.
received this injury. A success on a DC15 Intelligence (Nature)
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A gap in the wall, where a door would likely have stood,
check will identify the scratches as most likely to have come would lead to the courtyard if it were not blocked by rubble.
from a boar’s tusk. Mara is unable to recall seeing any boars
A single tree has grown in the southern half of the empty
in the camp, nor can she remember any being present during
tower, and some bushes line the eastern wall of the
the attack on the caravan.
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structure.
Mara has already been infected with the curse of lycanthropy.
Buried beneath the roots of the tree is a small, well-made,
She will not change until the next full moon, in three days.
wooden box. An adventurer who succeeds on a DC15
Initially, Mara will try to resist the change and so will be
Wisdom (Perception) check will notice that the roots
unaware that she transforms into a wereboar during the full
appear to be mis-formed. An adventurer that makes a
moons. This may lead to further complications in the future
second successful Intelligence (Investigation) or DC12
for the adventurers to deal with.
Wisdom (Perception) will unearth the box.
Arrival at the Prison Camp e At some point in the past, this location was used by a
ranger as a base to explore Kryptgarden Forest.
If the adventurers decide to investigate the situation, they
Unfortunately, she died but she left behind some of the
can follow Mara’s trail back to the ruins with a success on a
items she found in the forest.
Dc10 Wisdom (Survival) check. The journey takes them about
an hour to complete. Treasure. The box contains 60gp, 87sp, and a small bag of
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mixed gems worth 150gp. There is also a ring of spell
As they approach the ruins, read the following text to them:
storing, containing the spells Chromatic Orb, Fog Cloud
From ahead of you, you can see the smoke rising from the and Ice Knife.
triangle, joined by the remnants of stone wall that would fortification. Gaps in the wall allow adventurers to gain
have once stood as a defense for this fortification. access to the interior.
The forest has encroached upon the structure, with trees The stone, spiral staircase ascends the wall to the height of
dotted around the ruins, and ivy and moss covering the nine feet and leads to the remnants of a wooden second
floor. The wood has long since rotted from exposure to the
stones.
elements, and anyone attempting to stand on it will fall the
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Although the edifice is crumbling in places, and being nine feet to the ground below, taking 3 (1d6) bludgeoning
consumed by the forest in others, the walls still stand nine damage from the fall. The noise of someone falling will
attract the attention of everyone in area P3.
feet tall, preventing you from getting a clear view of the
interior. Bushes line the western wall of the tower, and a gap in the
wall, where the door would likely have been, leads to the
Of the three towers, the two northern ones both have gaps in courtyard. The gap is strewn with rubble from the collapsed
their outer walls where the stone have collapsed. The main walls and so counts as difficult terrain.
wall connecting them has a large gap where the main gates
would likely have once been. A makeshift gate has replaced P3. Courtyard
the original structure, and two orcs stand watch at it, The orcs have set up their camp in the remnants of the fort
frequently staring over their shoulders into what would courtyard. There are guards posted at each of the gaps in
probably have been a courtyard. From beyond the makeshift the walls, with a makeshift gate covering the main entrance
at the north of the courtyard. Guards also watch over the
gate, you can hear the sounds of cheering and hollering.
entrance to the southern tower, where the prisoners are
There are loud shout, in Orcish, emanating from beyond the being kept.
makeshift gate. “Come on, fight if you want to live.” There is a large campfire in the center of the courtyard, and
is the smoke from this that the party initially saw from corner of the courtyard, the party will find 217gp, 436sp and
afar. gems with a value of 327gp. Darget wears Studded Leather
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They are all dressed in ragged clothing, and their hands and
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feet are manacled. The key for the manacles is in the
possession of Darget. A success on a DC12 Dexterity
(Thieves’ Tools) check will open the manacles.
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a fight with the orcs or wereboars.
AFTERMATH
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There is very little option here but to fight the orcs and
wereboars.
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If the adventurers are all incapacitated, they will wake up in
the southern tower with the rest of the prisoners. Each
adventurer will need to succeed on a DC14 Constitution
save to avoid becoming infected with lycanthropy.
the next full moon. (This will occur one night after the
adventurers arrive in Westbridge).
Description
Serafina Tanerathen was the leader of the Kryptgarden Forest Circle of the Forest. An incredibly powerful druid, she was well
known throughout the Sword Coast in 1090DR.
When Claugiyliamatar descended upon Kryptgarden Forest and made it her home, Serafina led her circle of druids into battle
against the ancient green dragon. Unfortunately, they were no match for the strength and cunning of the dragon. Serafina
was severely wounded during the battle and fled. She made her way to the druid grove and used the portal there to enter the
Feywild.
It was assumed that she had perished alongside the others of her circle, and she was lost to memory. Overcome with guilt
and despairing from her failure, Serafina remained in exile in the Feywild. Her four centuries of self-imposed solitary exile
in that realm has, unfortunately, led to her losing her sanity.
Description
Treants are awakened trees that dwell in ancient forests. Although treants prefer to while away the days, months, and years
in quiet contemplation, they fiercely protect their woodland demesnes from outside threats. Blighted treants,
unfortunately, have been corrupted by environmental impacts on their forest. Warped by magical influences, and poisoned
by toxins, their desire to protect the forest has been twisted.
Description
Gnawbones druids reside within Kryptgarden Forest. They worship the ancient green dragon, Claugiyliamatar, treating the
dragon like a god. In exchange for their devotion, Claugiyliamatar teaches the druids and allows them to live in her lair.
The druids patrol Kryptgarden Forest, watching for any potential threat to Claugiyliamatar.
They are used to guard tombs and shrines throughout the lands.
They remain bound to their duty long after their creators have
died, turned to dust, and been forgotten to history.
Description
Travelers entering a forest might catch a glimpse of a feminine form flitting through the trees. Cold laughter hangs on the
air, drawing those who hear it deeper into the emerald shadows.
Treebound. Powerful fey will sometimes bind lesser fey spirits to trees, transforming them into dryads. This is sometimes
done as a punishment when the fey spirit falls in love with a mortal and that love is forbidden.
A dryad can emerge from the tree and travel the lands around it, but the tree remains her home and roots her to the world.
As long as the tree remains healthy and unharmed, the dryad stays forever youthful and alluring. If the tree is harmed, she
suffers. If the tree is ever destroyed, the dryad descends into madness.
The dryads of Kryptgarden Forest have been transformed over the centuries by the magical influence of Claugiyliamatar.
Transformed into twisted versions of their formal selves, the creatures prey on travelers passing through the forest.
Venomfang is searching for a safe location to establish his new lair after being chased out of Thundertree. Although he
knows that Kryptgarden Forest is not a suitable location, he is currently residing there, and is careful to avoid being
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This troll has been ravaged by massive doses of poison causing it to mutate into a venom troll. Lingering poison infuses its
blood and tissue, and poison leaks from its pores to coat its fangs and claws. These creatures are especially dangerous in
close combat, because poison drips off their flesh and sprays out from every wound they receive.
The trolls have been transformed by living within the boundary of Kryptgarden Forest. They avoid the area around
Claugiyliamatar’s lair, and do their best to avoid the ancient green dragon when she is hunting for food. Many a venom troll
has found itself a light meal for Old Gnawbone.
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Wereboars are ill-tempered and vulgar brutes. As humanoids, they are stocky and muscular, with short, stiff hair. In their
humanoid and hybrid forms, they use heavy weapons, while in hybrid or animal form, they gain a devastating goring
attack through which their curse is spread. A wereboar infects other creatures indiscriminately, relishing the fact that the
more its victims resist the curse, the more savage and bestial they become.
Wereboars live in small family groups in remote forest areas, building ramshackle huts or dwelling in caves. They are
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Born of Sacrifice. The ritual to create a wood woad is a primeval secret passed down through generations of savage societies
and dark druid circles. Performing the ritual isn’t necessarily an act of evil, if the victim-to-be has entered into a bargain
that requires it to be a willing sacrifice.
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In the ritual a living person’s chest is pierced and the heart removed. A seed is then pushed into the heart, and it is placed
in a tree. Any hollow or crook will do, but often a special cavity is carved out of the trunk. The tree is then bathed and
watered with the blood of the sacrificed victim, and the body is buried among the tree’s roots. After three days, a sprout
emerges from the ground at the base of the tree and swiftly grows into a humanoid form.
This new body, armored in tough bark and bearing a gnarled club and shield, is at once ready to perform its duty. The one
who performed the ritual sets the wood woad to its task, and the creature follows those orders unceasingly.
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Flute of Phalorm
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