Episode 7 - Tearing the Weave (Lv10)

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Converted 3.5 adventure to 5th edition.For 6 level 10 players, taking them to 14th level.

Transcript of Episode 7 - Tearing the Weave (Lv10)

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    The PCs must force or trick their way into a well-guarded temple to

    discover what is amiss. The find out that the clerics offer "Mystra's Sacred

    Trust" to travelers through town and other folk who aren't likely to be

    missed. These folk are dominatedas the spell dominate person after a long

    ritual; those without magical talent are tortured or fed to monsters. The

    others are taken from the city to a location in the Vast Swamp for an

    unknown purpose - one the PCs will have to discover for themselves.

    -----------------------------------------------------------------------------------

    Amnic Basult, a book seller has gone missing. His wife Mela is hysterical.

    Amnic was last seen in his shop.

    DC15 Investigation reveals signs of a scuffle.

    DC20 reveals a pamphlet to the new temple of Mystra between the

    floorboards.

    Handwritten on it is "Do they really hold Mystra's Sacred Trust??"

    -----------------------------------------------------------------------------------

    Tunaster Dranik, a priest of Mystra contacts the PCs in relation to his

    recent interactions with the temple. He is a white bearded man in a simple

    blue robe trimmed in white, with a deep blue cloak. He also has a blue

    skullcap.

    Tunaster is a wandering cleric and has been in Cormyr his whole life. He

    has never seen a temple of Mystra and the clergy has not heard of the

    headmaster "Lady Arthas" or the construction plans.

    The PD already investigated things and found nothing amiss.

    Tunaster is nervous at first, however he is easily calmed by the PCs.

    Tunaster has the following to say:

    I wander, as many Mystran clergy do, seeking source of old magic. I've been in t

    dangerous ruins and even skirted a foul lich's lair. None of these things hold a ca

    the sight I saw this last ten days - a newly built temple of Mystra, here in Landre

    Seems normal enough, though right? But there are no other temples of Mystra i

    Cormyr. This is big news! Im a long-time cleric of the church. Im in yearly contac

    organization. How is it I did not know Id find a temple to my goddess here? Why

    cleric of good standing, know more about this 'Lady Arthas' who supposedly ord

    temple's construction?

    Astonished, I immediately went to the temple looking for answers. I only made i

    outer courtyard before I was rebuffed from entering further and I was told to wa

    Lady Arthas. After an hour a man calling himself Fembrys asked me to accompan

    inside. He wore the garb of a Mystran cleric, as I do, but something about him w

    right. I cant explain it to you but something made me run.

    And they chased me! Why would they do that? Someone on the walls fired arro

    But I escaped. What in the Nine Hells is going on in there? I need to find out or fa

    that, go to the nearest legitimate temple and ask for aid. And then there's the A

    Waukeen.

    Ive already spoke to the authorities about the subject and Constal Tholl assures

    the Purple Dragons have investigated the temple and found nothing amiss. Albe

    seemed to only make a cursory check, most likely because there are a lot of taxe

    increase in business from the new temple coming in that Lord Redbeard would l

    continue.

    He offers 2000 lions total to get inside the temple; find out if anything profane is

    occurring, the purpose behind it and end the blasphemy. He can pay 500 now an

    rest when they return.

    He is leaving town after hiring help to consort with colleagues out of the kingdom

    though he should be able to teleport back from there.

    Chapter 1 - LandrethThursday, August 6, 2015 9:34 AM

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    Built into the side of a hill at the edge of town and along the Wyvernflow River, on top of ruins

    present prior to Landreth's founding.

    Outer walls are 5' thick mortared stone, 20' high. A walkway runs along the top around the outer

    courtyard.

    Inner walls are 1' mortared stone - 8DR 90 HP Break DC25

    Ceilings are 15 high

    Internal doors are good wooden doors -DC20 to unlock

    The temple reinforces half its lost numbers after 25 hours and all

    after 3 days.

    If PCs bring the PD or Watchmen, they will have to persuade them

    against being arrested themselves - DC20

    If arrested, the PCs await justice in jail and are ambushed in the

    assassin ambush

    If the PCs attack and then retreat, they receive a message to meet

    at 23 Impil Street. Assassin ambush. If the PCs dont mee t, the

    assassins attack at an inopportune time.

    Enter by day: The outer courtyard doors are open and visitors are welcomed by priests. Casual

    interest in Mystra and its teachings allow them to commune with Mystra in the outer

    courtyard until midnight. More intense interest is received in turn and are asked if they want

    to earn Mystra's Sacred Trust (T2 & T6).

    Sneaking in by night: Can climb an outer wall (DC15); can also climb the hill on the other side

    and drop down into T2. Two guards on outer wall, actively looking and listening, an alarm is

    sounded that calls in four more guards from T5 in 5 rounds.

    T1: Path to Gate: a cobbled path leads from Landreth

    200 yards up a low hill to the bluff where the temple

    has been built.

    A cobblestone path gradually ascends a low hill

    toward a steep-sided bluff, behind which runs the

    Wyvernflow. The path leads to the flat rampart of the

    whitewashed temple wall build right into the bluff. To

    the left of the doors stands a large, stylistically simple

    statue of a woman. A smaller freestanding stone

    building stands to the south of the temple.

    Entering the TempleFriday, August 7, 2015 8:42 AM

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    In the day there are 3 curious visitors, Thendric

    the guard and Shan Thar

    At night prior to midnight, there are 6 pious

    visitors, Shan Thar and Kevrin.

    Shan: 78 / Kev: 15 / OG1: 52 /

    OG2: 52 / LG3: 52 / LG4: 52 /

    LG5: 52 /

    T1 - A stone statue with a headband, painted on the band is a circle of

    seven blue-white stars with red mist flowing from the center. Religion

    DC15 to reveal it might be Mystra.

    T2 - 6 commoners and Shan Thar, 2 guards on the wall here. Statues of the

    same woman here, 20' tall.

    At night there is a ceremony here with Kevrin and Shan.

    Religion DC 14: it is a legitimate Mystran ceremony.

    T3 - Entry and Hatch in here are locked: DC15 open, DC14 break

    T4 - Kevrin here during day.

    Secret desk drawer: Investigation DC15, Locked: DC15 - Letter >

    Chest: 6 Po Healing, 2 level 3 Cure Wounds (3d8+4) scrolls, 1 Lesser

    Restoration and Remove Curse scrolls

    T5 - 3 other guards here, late to battle by 2 rounds.

    6 chests contain personal affects and 100 lions each.

    T1-T5 - CourtyardWednesday, August 12, 2015 8:47 AM

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    Shan TharWednesday, August 19, 2015 8:59 AM

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    T6 - 2 commoners here

    Day: No Starweaver

    Night: Starweaver is here

    T7 - Chests of PC belongings stored here if petitioning

    T8 - Locked Chests: DC15, 200 lions and personal affects

    T9 -

    T10 -

    T11 - Locked: DC18, 1250 Lions in clothes/trinkets

    T12 -

    T13 - Leads to T23 -DC18 Athletics or 4d6 from falling

    T6G1: 52 / T6G2: 52 / T8G1: 52 /

    T8G2: 52 / T8G3: 52 / T8G4: 52 /If the players enter as petitioners:

    25 lion donation to enter, 2 NPCs here. Sermon occurs at night

    If players opt to continue as petitioners:

    3 days pass of nightly rituals with a lot of chanting and ceremonies. Making sense

    of all the religious iconography and symbology requires a DC13 Investigation or

    Religion reveals:

    Magic is born between stars as Mystra's symbol shows - the stars are known

    ponts of magic, but the space between the stars holds far more, knowledge that

    Mystra reveals only to those who show special promise.

    After 3 days of these ceremonies, everyone (PCs, 2 commoners and an Acolyte) is

    led into T14.

    T6-T13 - Outer TempleThursday, August 20, 2015 7:16 AM

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    If the PCs are here following the rite:

    Fembrys assembles everyone here in the room and says:

    "Prepare yourselves to receive the Sacred Trust. You are about

    to look upon the Starry Gnosis. All your questions will be

    answered."

    He then reveals and presents a black globe the size of a melon,starting the chant "knowledge lies between the stars."

    Anyone who went through the rite has DADV on a DC13 WIS

    save vs Domination.

    Fembrys then orders them to the lower levels for processing

    and leads them down.

    If the PCs are fighting their way in during the day:

    Fembrys is in T21 and the Shadow Guards follow the PCs

    downstairs to ambush from behind.

    If the PCs are fighting their way in during the night:

    Fembrys is concluding a ritual on 2 commoners and an Acolyte.

    When they barge in, he orders everyone to attack.

    If the PCs investigate the altar:

    Secret Locked Compartment: DC16 Investigation and Open:

    Starry Gnosis

    SF: 120 / SG1: 120 / SG2: 120 /

    A: 9 / C1: 4 / C2: 4 /T14 - Inner TempleThursday, August 20, 2015 3:44 PM

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    The Lower LevelsThursday, August 20, 2015 4:49 PM

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    T16 -

    T17 - A prodigious amount of smashed Mystra holy

    paraphernalia here.

    Solid gold idol of a sun god (750) is lying on the ground

    T18 - Lots of entry level Mystra writings here, strewn about

    Can Investigate for 2 minutes to find:Scrolls of Charm Person, Misty Step, Fear, Remove Curse,

    Mordenkainen's Faithful Hound

    T19 -

    T20 - Locked: DC18, Break DC14

    T21 - Locked: DC18, Break DC14

    Day: Fembrys is here.

    3 heads go to the bodies in T29.

    All fit the descriptions of victims in T29.

    T22 -

    T23 - North door Locked: DC15, Break DC16

    Injured PCs in the water must save vs Sewer Plague:

    DC11 CON save vs 2 days later, +1 Exhaustion and only

    1/2 regained HP from short rests and no HP from long

    rests. Save again after each long rest vs +1 Exhaustion,

    success is -1 Exhaustion.

    Cured if Exhaustion reduced to 0.

    T24 -

    SG1:120 / SG2: 120 / SG3: 120 / EE: 126 /

    PSG1: 120 / PSG2: 120 /

    In combat, PCs standing in the illuminated Mystra statue area

    invoke DADV on enemy attacks and ADV on WIS saves.

    Earth elemental here

    T16-T24Thursday, August 20, 2015 4:32 PM

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    T25 - West door Locked: DC18, Break: DC14and Trapped: Alarm,

    Passive Perception DC15(20),Disable: DC17; Loud Gong giving surprise

    round to T26.

    T26 - Purple ring interest reveals it is Shar symbol.

    Circle contains a void of darkness that emanates 10' radius coldness

    Interaction: DC15 WIS save

    T27 - 3 Chests: Open: DC15, Break DC14;500 lions each/affects, 1x fine

    steel bracers set with jade (750 lions)

    One chest has a journal see excerpt >

    T28 -

    Boxes, crates, barrels and shelves are linted with kitchen ware and

    food supplies.

    T29 - Locked: DC18, Break: DC18;

    Chest contains ID papers for Amnic Basult, Duncan and Kennewick.

    A large fine tapestry is hung here (750 lions)

    T30 - Barred: DC23 break; If not combat Arthas is here or T31

    T31 - Desk: Various correspondences and plank parchments and ink.

    Two complete letters and one incomplete.

    One complete letter is to Lord Redbeard requesting an extension of tax

    breaks during constructions.

    Other complete is to Zendaros Rallogar of Rallogar Hardware in

    Landreth seeking to negotiate better rates on supplies.

    Incomplete letter reads >

    10700 Lions, 2 potion of healing, driftglobe, morningstar +1( LA)

    Secret compartment: DC15 Investigation; Dust of disappearance

    T32 - Failed Shadow Gate, describe in detail the large amount of

    remains just on the other side of the portal - some 50 remains of

    various humanoids. Further details >

    Found Journal (Mariah's):Entry about passing through a "Mystic Gate" and found wanting as

    they doubt their service to Mystra.

    Later entries describe fear of creatures employed and disgust at

    drastic methods taken on "defilers" by the temple turns to pride and

    fearless association.

    Final passages contain satisfaction that others have not found more

    resolution than she in earning Mystra's Sacred Trust and glee at the

    sounds of torture from T29 and a unadulterated hatred for the

    weakness depicted earlier in the journal.

    Arcana or Religion DC15 reveals: Stories tell of fates capable of

    transferring creatures to the Plane of Shadow; however, those who

    make the trip sometimes come away with the taint of shadow

    themselves or never return. A very real and extreme risk.

    Walking through the gate causes a sharp transition to a different plane

    and then appearing on the other side of the Gate. A cold film flows

    over the character and they will appear blurry. Attempting to resist

    the effect requires a DC15 WIS save.

    Failure or acceptance of the effect are subsumed by shadow and are

    either dropped to 0 HP with 2 failed death saves or granted the Dark

    template (roll d20, 1-10 for the former) >

    Dark Template

    +5' to Speed

    Cold Resistance

    Shadow Stealth: While in dim or dark can Hide as BA

    Stealth Proficiency (+2 more in dim or dark)

    SG1: 120 / SG2: 120 / (2)LA: (RESISTANCE)150 /

    (1)DS1: 85 / (1)DS2: 85 / (1)DS3: 85 /

    When Lady Arthas arrives: You hear the door to the North

    unbar from the other side and wrench open. Stepping out, an

    infuriated woman encased in full plate armor. You notice a

    long, ugly scar that runs down her face from over her eye to her

    chin, leaving the eye clouded and blind.

    As the fighting was intense a moment before, when she yells at

    the party, all action seems to hesitate for a moment.

    "YOU!!! You DARE disturb me and invade MY temple? Prepare

    to die for Shar!"

    She rushes to fight you, her long black hair trailing behind her.

    When the Displacer Serpents arrive: LargeSerpents with luxurios

    blue-black scales striped with bright violet slither toward you.

    Use displacer beasts as the serpents

    T25-T32Thursday, August 20, 2015 4:47 PM

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    T33 -

    Veera Wavecrest is dominated in a cell in T33.

    If the PCs shake her from the spell she has a lot to tell them

    All but one were visitors or new to Landreth

    Three could not cast spells and were never seen again; a

    bookseller, and two merchants Duncan and Kennewick.

    Eight others were shipped off in the nearby boat, she

    couldnt fit.

    The 8 taken were: Durgen a dwarf cleric, Kareem a

    human paladin, Smote a halfling Sorcerer, Tholwick

    human adept, Halish a human cleric of Mystra, and 3

    apprentice evokers Dava, Mendios and Zephan from

    Marsember to make an offering to Mystra.

    Tells PCs it was 8 days ago.

    about those who received Mystra's Sacred Trust:

    There is a Catamaran worth 1500 Lions here.

    DC12 Acrobaticsto cross at normal movement. Failure requires double

    movement, failure by 5 or more falls into the water.

    Otyugh attacks anyone who crosses the bridge

    O: 114 / SG1: 120 /

    SG2: 120 / M: 78 /

    T34 -

    A 1 person masterwork ironbark kayak with a paddle is in this room (750 lions)

    The desk here is untidy and covered with debris from partly eaten meals and stacks of parchme

    quills and ink. The top few parchments have a map inked onto them detailing an easy overland

    from the temple to the "Lost Refuge." The map is a copy of the one primarily cartographed by M

    sold to travelers in Landreth.

    Several other personal maps of local rvier systems are here and worth 300 lions for their accura

    DC15 Investigationreveals a hidden compartment in the desk containing:

    4500 lions, potion of fire breath, halberd +1

    Otyugh here

    T33-T34Friday, August 21, 2015 7:54 AM

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    LF: 128 / S:

    B S1 : 2 2/ B S2 : 2 2/

    B S3 : 2 2/ B S4 : 2 2/

    DC15 Acrobatics or Athletics to break out of the net as an action.

    Greatsword +1

    Swarm of bats here

    Assassin here

    Assassin AmbushFriday, August 7, 2015 9:17 AM

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    43,350 XP in combat without Assassin Ambush

    53,150 with assassin ambush

    All below values are per PC

    400 XP for converting Kevrin.

    200 XP for using nonlethal against normal Guards

    500 XP if participated as petitioners

    100 XP if reuniting the heads in T21 with the bodies in T29

    100 XP if having the bodies properly buried or given rites

    200 XP if informing Mela about her Amric

    Chapter 1 ConclusionsFriday, August 21, 2015 5:18 PM

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    The PCs have to travel 60 miles across the plains. They can use

    the map from Mhair's room or take the highway.

    Taking the highway bypasses most of the encounters in Chapter

    2 until the player's enter the swamp.

    Can track previous petitioners with a DC15 Survival check.

    Following the petitioners or the map to the next spot continues

    the adventure.

    Taking the highway then north to the swamp takes significantly

    less time and will have one random swamp encounter before

    arriving at the Lost Refuge.

    Chapter 2 - The Vast SwampThursday, August 6, 2015 9:36 AM

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    An earsplitting shriek and howl can be heard in the distance, the sky

    becomes active with movement as large flying creatures seem to firing

    spines toward the earth up ahead.

    The party can make out 10 large flying monsters, attacking a herd of deer,

    10 are already dead.

    10 x manticores - 7000 xp

    M1: 68 / M2: 68 / M3: 68 / M4: 68 / M5: 68 /

    M6: 68 / M7: 68 / M8: 68 / M9: 68 / M10: 68 /

    DC15 Survival/Nature leads to their roost:

    251 gp,

    Rabbit Fur Ribbon (25 gp),

    Silk Pennant trimmed with Fox Fur (25 gp),

    Rabbit Fur Sash (25 gp),

    Rabbit Fur Boots (25 gp),

    Sling +1,

    10 manticores here

    RE-Skip to RefugeMonday, August 24, 2015 8:25 AM

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    Norry Wayrocket, a rock gnome mage and

    Coobert Draftworth, a human assassin are

    a team of smugglers lamenting the

    invasion of their stash spot, the Tomb of

    Chronis.

    While lost in thought they are caught by

    surprise unless the party is especially loud

    or hailing them.

    Norry and Coobert work together ineverything including conversation. The

    way they talk allows them to automatically

    aid another when using CHA skills. This

    grants ADV to all CHA skill checks they are

    both present for.

    They ask to accompany the party to the

    tomb adding that they can administer

    healing to those who need it if they are

    given supplies to give them. They won't

    fight, however.

    Noory: 40 / Coobert: 78 /

    Tactics:

    Noory begins with casting Greater

    Invisibility.

    Coobert will drink a Potion of

    Invisibility.

    Both will move away, together,

    and drink a few more potions

    (Heroism x2, Fire Breath x 2, Fly x2)

    saying they just want to leave and

    dont want any trouble.

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    DC1: 66 / DC2: 66 / DC3: 66 /

    DC4: 66 / DS: 143 /

    Noory: 40 / Coobert: 78 /

    Tactics:

    Noory and Coobert begin with

    casting Greater Invisibilityand then

    again on Coobert.

    Coobert will drink a Potion of

    Invisibility.

    Both will move away, together,

    and drink a few more potions

    (Heroism x2, Fire Breath x 2, Fly x2)

    saying they just want to leave and

    dont want any trouble.

    If the PCs insist on hostility and

    finding them, they fly up and

    attack with ranged attacks from

    above, using all of their Fire

    Breaths and focusing on anyone

    with Ranged capabilities.

    The smugglers crate of goods is in this secret compartment:

    50 pieces of jewelry totaling to 2000 lions

    20 bottles of imported wine - 5 lions each -10 0 lions

    6 royal outfits in current fashion - 350 lions each -2 100 lions

    The crate is lacking any kind of stamp from PD customs ( DC15 Perception). This

    should reveal to the players that something is not quite right.

    The pair offer to pay 500 lions in jewelry for helping them reclaim the crate.

    The creepers have cut one of the ropes to the bridge spanning the pit so that a Medium or larger creature will break

    it. DC15 DEX save vs fall 30 ' down taking 3d6 bludgeoning damage. In order to move across the bridge after it is

    broken, creatures must make a DC13 Athletics check to jump or climb across, giving ADV to attackers at that moment.

    They also fire from the arrow slits indicated on the map, DC13 Perception.

    When the PCs come down one of the inner halls, the creepers run the opposite way back to the stalker. The stalker

    will attack any PC attempting to enter the inner halls a s well with his longbow, casting fog cloud on the a rea

    Use assa

    J2 - Tomb of ChronisMonday, August 24, 2015 9:07 AM

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    Three clans of lizardfolk live in this area of the swamp,

    all of them are trying to thwart the Shadowscale

    uprising by disrupting the flow of vic tims.

    They attack non-lethally.

    The lizardfolk use non-lethal measures and try to Net party

    members first, after opening with a salvo of poison arrows.

    After a couple rounds, the LF try to see if the PCs are mindless

    victims still - asking them why they are here and telling them to flee

    as there are more of us.

    If the PCs respond intelligently at all, the LF dont attack for a turn

    and instead one asks them to speak with their leader as it is

    important that he talks to someone who is of their own mind.

    If the PCs dont end things peacefully, after half LF die, they flee

    trying to taunt them party into following them. One of them says

    they have a lot of treasure.

    BS1: 102 / BS2: 102 / BS3:102 / ST1: 52 / ST2: 52 /

    ST3: 52 / ST4: 52 / PD1: 36 / PD2: 36 / PD3: 36 /

    ST5: 52 / ST6: 52 / PD4: 36 /

    V1 - Skull StaffTuesday, August 25, 2015 7:51 AM

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    Thin fog prevents sight past 60' in this area, lightly obscured out to 30'.

    Multiple springs of steaming hot water are littered in the meadow.

    20 lizardfolk call this meadow home as they try to figure out how to combat the

    shadowscale threat.

    f the PCs were captured: Kessessek casts detect magic to figure out if any of the

    PCs are dominated. He will try to dispel the domination if they are and then

    tends to their wounds with healing spells. Finally, he tells them that he is

    releasing them, but they must submit to a Zone of Truth. After discerning the

    party's goals and intentions he releases them under a truce.

    f the PCs parleyed at Skull Staff: Kess greets them eagerly, though cautiously,

    asking if the PCs will submit to Zone of Truth. If they do not agree, he says that

    there is nothing to talk about then and orders them to leave.

    f the PCs are chasing the fleeing LF: If the PCs attack the camp, they defend

    themselves while Kess tries to diffuse and deescalate the fight, calling for a

    truce. If successful, he heals them and off ers them food.

    After agreeing to whatever terms, the encampment comes under attack, opening with a loud shriek

    from above Kess. Kess is most likely paralyzed, causing mass panic among the tribe.

    G1: 55 / G2: 55 / SC1: 104 / SC2: 104 / SC3: 104 / SC4: 104 / K: 27 /

    SC5: 104 / SC6: 104 / SC7: 104 / SC8: 104 / SC9: 104 / SC10: 104 /

    Use

    chie

    Prie

    RoP

    Defe

    A grell here

    V2 - LF CampThursday, August 27, 2015 11:41 AM

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    33,000 xp in combat

    All below values are per PC

    +200 for turning in the smugglers

    +500 for turning in stolen goods

    +200 for defeating dark ones from inside the tomb

    +400 for parleying at skull staff

    +200 for chasing defeated LF from skull staff back to their camp

    Chapter 2 ConclusionsThursday, August 27, 2015 12:37 PM

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    tructure Details:

    eilings are 15' high

    Walls are either 1' or 5' think masonry, 15' tall outer walls

    Doors are good wooden: DC14 Open, DC13 Break

    lumination is provided by hanging lanterns, unless noted.

    Chapter 3 - Lost RefugeThursday, August 6, 2015 9:36 AM

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    3*Gal-ralan +1, Gal-ralan +2, 2*500 lion gems

    A willowisp, 2 rogue guards and 2 shadowslain lizardfolk

    guard this area.

    The guards ask why the party approaches, if they ask for

    bestra, the guards have advantage on insight to determine

    why they are early.

    If successful, a guard escorts them to the great hall, L7, if

    failure, the guards attack.

    Immediately after concluding the attack and deciding to

    move on, the party is attacked by by the shadar-kai patrol

    lead by kithguard.

    Ww: 22 / Rg1: 52 / Rg2: 52 /

    Ssg1: 104 / Ssg2: 104 / KM: 176 /

    SK1: 72 / SK2: 72 / SK3: 72 /

    Willowisp here

    L1 - GatehouseThursday, August 27, 2015 5:11 PM

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    L2 -

    Features:

    Algae Slick: Acrobatics (DEX) DC 12 to move in these squares at normal

    movement.

    Light Undergrowth: Difficult Terrain

    Shallow Bog: Difficult Terrain

    Ring of Protection 1 (bestra), shadow glaive +1, 2000 lions, 5*500 lion black

    pearl

    L10 -

    L11 -

    B: 156 / L1: 104 / L2: 104 /

    L3: 104 / L4: 104 / L5: 104 /When the PCs enter L2, have them make a turn in initiative then move Bestra's

    group and begin combat.

    Tactics: Bestra begins combat by casting Blade Barrier around the party, then

    Guardian of Faith inside the Barrier. Until the party overcomes that obstacle,

    she attacks the party through the barrier with her Glaive.

    If/when the party overcomes the blade barrier, Bestra uses a 5th level slot to

    Banish 2 PCs. She will then dispel anything she saw casted, blight or contagion

    the most powerful looking PC.

    She casts blind/deaf on the most martial looking PC.

    L2, L10 & L11 - OutsideMonday, August 31, 2015 5:41 PM

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    L3 -

    L4 -

    L5 -

    3*500 lion gems

    L6 -

    Headless statue of, DC12 History, Queen Enchara of Esparin, a kingdom annexed

    into Cormyr over 2 centuries ago

    Potion of longevity here

    H: 143 / M: 59 / D: 59 / Z: 59 /

    Everyone gets a WIS save when they take damage vs DC16L3, L4, L5, L6 - EntryTuesday, September 1, 2015 12:39 PM

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    There is a statue in the NE corner that acts as a r evolving

    door.DC15 Investigation reveals that it can move and

    another DC18 Investigationreveals the switch.

    When operated the door transports a creature to L8, one

    at a time, once a round.

    An Altar behind the rotating statue has a 3' long black

    disc surrounded by a ring of purple on the wall with a

    letter sitting on the altar:

    Religion DC12: Lady of loss and Dark Goddess are Sharran

    references.

    Religion DC14: Mysteries could be a reference to Mystra

    as the Lady of Mysteries.

    History DC12: Dusk Lord was a ruler of Sessrendale over 3

    centuries ago.

    History DC18: Rumors surround the Dusk Lord fleeing

    into the swamp, when the country was anexxed, and

    then into the Plane of Shadow.

    A note from Despayr to Thieraven:

    K: 204 / T: 121 / S1: 54 /

    S2: 54 / S3: 54 / S4: 54 /

    S5: 54 /

    Javelin of lightning, Potion of flying, 6000 lions

    L7 - Great HallFriday, September 4, 2015 5:03 PM

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    SM: 130 / SK1: 72 / SK2: 72 /

    SS1: 55 / SS2: 55 /

    L8 - Great TowerTuesday, September 8, 2015 2:43 PM

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    2 khumats will attack as soon as possible.

    2000 lions here

    If a medium or larger creature ends their turn in one of the 2

    weak sections, they must succeed a DC13 DEX save or fall 30'

    below, taking 4d6 bludgeoning damage. Large creatures haveADV on this save. A successful save allows a creature to

    choose a new position adjacent to the weak spot they stepped

    into.

    All lizardfolk have 1 level of exhaustion.

    After combat, the party is able to discover Ashala, Kessessek's

    mate and 4 other lizardfolk, including the former chief.

    The former chieftain, Gathan, is not happy to hear he has been

    relieved of position and insists on fighting with the PCs. If the

    PCs refuse then Gathan challenges one of them to a battle and

    wont take no for an answer.

    If the PCs allow him to follow, he savagely attacks without

    regard to himself until he dies.

    K1: 209 /

    K2: 209 /

    G: 90 /

    L9 - Upper TowerWednesday, September 9, 2015 1:59 PM

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    64950 in combat XP

    Members receive the following XP EACH:

    Entered any way besides front gate: 200 XP

    Didnt kill Halish and the wizards: 400 XP

    Fooled anyone into thinking the party was dominated: 200 XP

    Found both letters: 400 XP

    Used the weak floor on the Khumats: 200 XP

    Chapter 3 ConclusionsFriday, September 11, 2015 12:19 PM

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    Plane of Shadow Features:

    Vision: without Darkvision sight ends at 60' and all

    visible targets are lightly obscured.

    Illumination: All types of illumination effects arehalved.

    Upon entering and every day after, have PCs make a DC

    save vs Despair:

    SHADOWFELL DESPAIR

    D6 Effect

    l-3 Apathy.

    The character has disadvantage on death savin

    throws and on Dexterity checks for initiative, a

    gains the following flaw: "I don't believe I canmake a difference to anyone or anything."

    4-5 Dread.

    The character has disadvantage on all saving th

    and gains the following flaw: "I am convinced

    this place is going to kill me."

    6 Madness.

    The character has disadvantage on ability chec

    and saving throws that use Intelligence, Wisdo

    or Charisma, and gains the following flaw: "I ca

    what's real anymore."

    If a character is already suffering a despair effect and

    fails the saving throw, the new despair effect replaces

    the old one. After finishing a long rest, a character

    can attempt to overcome the despair with a DC 15

    Wisdom saving throw. (The DC is higher because it's

    harder to shake off despair once it has taken hold.)

    On a successful save, the despair effect ends for that

    character.

    A calm emotions spell removes despair, as does any

    spell or other magical effect that removes a curse.

    Chapter 4 - Path of ShadowsThursday, August 6, 2015 9:36 AM

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    Features:

    Ceilings are 15' high.

    Walls are very very strong

    Doors are good wooden: DC14 Open, DC13 Break

    Shadow CitadelFriday, September 11, 2015 1:14 PM

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    S1 -

    S2 - Jherremor is a violent denizen of Shadowfell. He attacks on

    sight if the PCs hesitate at all i n their explanation of entering S2.

    3500 lions, potion of climbing

    J: 170 /

    Jherremor can hang a PC on a

    hook against the walls north of

    the staircase.

    In order to do so, he must start

    his turn in front of a hook with a

    grappled PC.

    He must succeed another

    grapple check in order to hang

    the PC onto the hook, dealing

    2d4 piercing damage.

    PCs stuck on a hook are

    Restrained.

    Stuck PCs can use their entire

    turn to make a DC15 Acrobatics

    check or a DC18 Athletics check

    to remove themselves from the

    hook.

    S1, S2 - Shadowed Hall, Jherremor's LairFriday, September 11, 2015 1:15 PM

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    S1: 120 / S2: 120 /

    S3: 120 / S4: 120 /

    Dusk Lord's Throne is here:

    PCs can research this object to learn more ab

    DC12 History: The Dusk Lord was the ruler of

    which was conquered by Archendale in 1232

    years ago).

    DC20 History: Some tales say the Dusk Lord d

    the invasion of Sessrendale, while others mai

    fled into the Vast Swamp and from there into

    Shadow at the end of his unnaturally long life

    DC15 Arcana: The Dusk Lord of Sessrendale w

    of necromancy and other vile sorcery, but the

    been baseless.

    DC18 Arcana: The Dusk Lord was a spellcaste

    affinity for shadow magic.

    DC20 Arcana: There is a site in the Plane of Sh

    the Dusk Lord's Throne though there is not ne

    historical connection to the Dusk Lord of Sess

    For one year, this character gains resistance t

    Darkvision +30'

    S3 - Dark ObservatoryFriday, September 11, 2015 1:27 PM

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    S4 -

    S5 - Leads to Shadowscale Warrens

    S6 -Gatehouse -If playing dominated, the PCs are escorted to S7

    Gatehouse

    M1: 95 / M2: 95 / M3: 95 /

    M4: 95 / BS: 184 /

    S4, S5, S6 - Isle & GatehouseFriday, September 11, 2015 1:28 PM

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    This area is overseen by a Shadar-Kai ranger

    Sithierel with a dusk beast companion, Grast.

    Sith is not easily fooled like the guards and

    any signs of combat tip him off.

    12*50 lion gems, 1000 lions

    800 lion dragon-bone lyre with a note

    to play the lyre at Black Tree Bend to

    avoid the guardian.

    Beacons of light can be seen in the

    distance along the channels of the

    swamp here.

    S: 156 / G: 99 /

    After the fight, the PCs can go to the Shadowscale Warrens or the Sharran

    Temple.

    The Boat will take them to the temple.

    S7 - The NecremeFriday, September 11, 2015 1:29 PM

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    PCs with Perform proficiency can read the notes and

    attempt to play it with a DC13 check.

    The only acceptable attempt to prevent the guardian

    from attacking in WM1 is to constantly play the song.

    Every beacon requires a concentration check that

    starts at 5 and goes up by 1. The DC for playing the

    lyre at the correct area will be DC 15 Concentration.

    Failing the check before or after WM1s beacon

    causes the performer to falter enough to be unable

    to play it correctly at the correct spot and trigger the

    encounter.

    The Dragon Turtle attacks, acting first though not in

    surprise. Capsizing the boat in round 1.

    D: 341 /

    1 dragon turtle here, it is undead

    WM1 - Shadow SwampTuesday, September 22, 2015 1:58 PM

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    As the party wanders the swamp trails crossing over

    several bogs spanned by planks, it occurs to them that a

    lot of this area is vaguely familiar. Some all too similar

    landmarks seen in the material plane's Vast Swamp. One

    of many of these bog spans is protected by 6 water

    elementals summoned to protect a cache hidden in the

    bog beneath the planks.

    Defeating them causes the magic tied to the hidden trove

    to be dispelled, revealing a think rope tied to the planks

    going down into the bog. Pulling on the rope causes it to

    snap in its old age.

    Any investigation under the surface of the bog requires

    some time but eventually it is possible to pull a largespherical object out from the bottom. Rising above the

    surface immediately and taking whoever with it reveals a

    translucent bubble containing a few choice items:

    2400 golden square shaped items of some type of

    currency. DC15 History reveals these are "chucks" an

    ancient currency used in the times of the Dusk Lord of

    Sessrendale.

    25 sunbolts (+1 bolts that deal radiant instead of piercing)

    Po Cold Resist

    Lantern of Revealing

    W1: 114 / W2: 114 / W3: 114 /

    W4: 114 / W5: 114 / W6: 114 /

    10800 XP

    6 water elementals here

    RE-WanderingTuesday, September 22, 2015 2:07 PM

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    Floors require a DC10 Acrobatics check in order to Dash. Failure

    means the Dash fails

    Search DC 15 Investigation

    Shadowscale WarrensTuesday, September 22, 2015 4:43 PM

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    W1 -

    W2 - DC15 Survival to find the dock from Necreme

    W3 -

    In the first round of combat, one of the marauders cuts a rope suspending a l arge

    net from a cutout in the ceiling. The net holds several clay jars that break on theground, releasing 12 Poisonous Snakes

    Marauders have a 21

    Stealth, requiring a

    Passive Perception

    above this to spot

    them.

    SM1: 95 /

    SM2: 95 /

    SM3: 95 /

    PS1

    PS2

    PS3

    PS4

    PS5

    PS6

    PS7

    PS8

    PS9

    PS10

    PS11

    PS12

    12 poisonous snakes here

    W1,2,3 - Warren EntranceTuesday, September 22, 2015 5:28 PM

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    W4 -

    W5 -

    12000 gp,

    1500 lions in art

    Mantle of Spell Res

    Staff of Swarming Insects

    Wand of Paralysis

    Sword of Answering (Concluder)

    Isti-Zar: 210 /

    Spellcounter:

    L1: L2: L3: L4:L5: L6: L7:

    W4,5 - Banelar's LairTuesday, September 22, 2015 5:49 PM

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    W6 -

    In the first round of combat, one of the marauders cuts a rope suspending a

    large net from a cutout in the ceiling. The net holds several clay jars that break

    on the ground, releasing 12 Stirges

    W7 -

    Marauders have

    a 21 Stealth,

    requiring a

    Passive

    Perception above

    this to spot

    them.

    SM1: 95 /

    SM2: 95 /

    SM3: 95 /

    S1

    S2

    S3

    S4

    S5

    S6

    S7

    S8

    S9

    S10

    S11

    S12

    12 stirges hereW6, 7 - Guard ChamberWednesday, September 23, 2015 8:55 AM

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    W8 -

    W9 -

    31250 gp,

    Black opal (1000 gp),

    4 x Blue sapphire (1000 gp),

    2 x Opal (1000 gp),

    Star ruby (1000 gp),

    Star sapphire (1000 gp)

    Marauders have a 21

    Stealth, requiring a

    Passive Perception above

    this to spot them.

    SM1: 95 / SM2: 95 /

    SM3: 95 / SM4: 95 /

    (4)LM1: 95 / (4)LM2: 95 /

    B(2):128 / (3)K: 190 /

    W8, 9 - Great WarrenWednesday, September 23, 2015 9:02 AM

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    W10 - Entrance Trapped: DC25 Investigationto spot Glyph on a skull in the wall.

    Triggered: Erupting Earth on the triggering creature:

    (3d12 damage in 20' cube, DC15 DEX save for half).

    W11 - 4210 lions, 8 * 50 lion gems, 2 x Potion of Fire Breath, Ring of Swimming

    L1: 33 / L2: 33 / L3: 33 / L4: 33 / L5: 33 /

    L6: 33 / M1: 136 / M2: 136 / S1: 22 / S2: 22 /

    At 1/2 HP, each of the mounds uses its Action to pull the ceiling down over

    a PC:

    DC13 DEX vs half 6d6 bludgeoning damage and prone/restrained

    conditions until a DC15 Athletics or Acrobatics is passed as an Action.

    Centipede swarms drop from the ceiling.

    2 shambling mounds and 2 centipede

    W10, 11 - Egg ChamberThursday, September 24, 2015 7:15 AM

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    Ebon Dome TempleTuesday, September 22, 2015 4:44 PM

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    M1 -

    M2 -

    M3 -

    M4 -

    N1:123 / N2: 1

    2 nycaloths here

    M1, 2, 3, 4 - Abbey CourtyardThursday, September 24, 2015 8:41 AM

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    M5 -

    M6 -

    Interested in the skull-and-sunburst symbol reveals it to be a Cyric holy symbol.

    Uncovering and checking the statues allows a DC15 Religion check to reveal they

    are depictions of Shar.

    DC18 Unlock - Iron Coffer - 1000 lions, 2*350 lion gems

    M7 -

    satchel under bedroll - 3910 lions, 5*25 lions in art

    M5, 6, 7 - Black ChapelThursday, September 24, 2015 9:48 AM

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    M8 -

    M9 - Rod of Accelerated Tricks [A by spellcaster] -This Rod has 6 charges and

    regains 1d4+2 charges at midnight each day. You can expend a charge to cast a

    cantrip with an Action casting time as a Bonus Action.

    Iron Coffer DC20 Open- 1800 lions, 800 lions in 4 gems

    DC16 Investigation reveals:

    M12 -

    G1: 112 / G2: 112 /

    H: 120 / (1)Z: 130 /

    2 gladiators here

    M8, 9, 12 - RefectoryThursday, September 24, 2015 12:27 PM

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    M10 - Doors into this room are locked, Open/Break DC 20

    M11 - Trapped Locked Coffer - Glyph of Warding: 6d8 Cold, 20'

    radius, DC20 Investigate, DC20 Disable, Open DC20: 3910 lions,

    8*50 lion gems, Scroll of Globe of Invulnerability

    G1: 112 / G2: 112 / E: 210 / AE: 90 /

    2 gladiators here

    Ethar can summon an air elemental

    M10, 11 - PrioryFriday, September 25, 2015 12:12 PM

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    168300 XP

    each

    Chapter 4 ConclusionsSaturday, September 26, 2015 9:49 AM

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    Ceilings are 15'

    Walls are stonelike, Climb DC15

    Strong wooden doors, DC18 unlock

    Canyons sides, DC15 Climb

    Chapter 5Thursday, August 6, 2015 9:36 AM

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    N1: 123 / N2: 123 /

    A: 104 / 2 nycaloths and an arcanaloR1 - Swamp CabinMonday, September 28, 2015 6:56 AM

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    G1: 210 / G2: 210 /

    2 iron golems

    R2 - North TowerMonday, September 28, 2015 6:56 AM

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    Endless skeletons rise from the south

    staircase if tread upon.

    Difficult terrain in the huge boneyard.

    Skeletons crumble down if the PCs begin a

    turn on the stairs.

    After 15000 XP is fought through, the

    skeletons relent.

    Also use skeleton, minotaur skeleton and warhorse skeleton

    R2a - BoneyardMonday, September 28, 2015 8:17 AM

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    Fleeing enemies(5), shadow bellows destruction (4) or bridge collapse(3) adds

    R14 checks.

    D1: 169 /

    D2: 169 /

    D3: 169 /

    P: 110 /

    Destroying the shadow bellows (50hp) deals 10d6 cold damage in 20'radius

    R3 - North BarracksMonday, September 28, 2015 6:56 AM

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    Bridge collapse (3), elevator damage (2), tyrra escape (4)

    2 very nice saddles, one exquisite and the other military, worth 200 lions total

    IG: 210 /

    G: 114 /

    Use gorgon and iron g

    R4 - Gorgon's LairMonday, September 28, 2015 6:56 AM

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    Thunderous smite (1),

    Bridge (3),

    defeating Malkarion (2),

    Malkarion escape (5),

    use mirror to scry despayr (5)

    Minor Treasure here

    2 scrolls of greater restoration

    Shadow greatsword +2, 10000 lions, potion of longevity, 1 potion of supreme

    healing

    V: 144 /

    M: (15) 195 /

    Legendary Resistance -3

    No Leg Acts

    Malkarion has a vampire he controls here as well.

    R5 - Malkarion's DemenseMonday, September 28, 2015 6:56 AM

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    When one priestess is left, she retreats to the altar.

    Priestesses flee at 15 hp

    DP1: 110 /

    DP2: 110 /

    DP3: 110 /

    EH: 210 /

    R6 - Spiral PitMonday, September 28, 2015 6:57 AM

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    Hangmen here can be fooled by a sharran disguise.

    5*2500 tapestries, carpet of flying

    One hangman will attempt to focus its attacks on the

    largest looking PC while the other tries to take on the rest.

    Hangmen here will flee at 20 HP, teleporting away.

    H1: 210 /

    H2: 210 /

    R7 - Hangmen's ChamberMonday, September 28, 2015 6:57 AM

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    40000 lions in jewelry, robe of archmagi

    If a PC robs the 4th result, 6 wraiths appear, one at each bier.

    Priestesses flee at 15 hp

    DP1: 110 /

    DP2: 110 /

    DP3: 110 /

    W1: 67 /

    W2: 67 /

    W3: 67 /

    W4: 67 /

    W5: 67 /

    W6: 67 /

    5x wraiths appear if distuR8 - Mysterious BiersMonday, September 28, 2015 6:57 AM

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    11000 lions, potion of speed, 2 potion of supreme healing, potion of vitality,

    scroll of sunburst, dagger of venomNPCs here will try to flee towards R10 if

    they do not drop a PC in the first round.

    DP: 110 /

    D1: 169 /

    D2: 169 /

    M: 130 /

    R9 - East BarracksMonday, September 28, 2015 6:57 AM

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    Freed NPCs will not fight on and ask for a safe place to rest and any equipment

    they can spare to retreat to the material plane

    3 trapped chests are here, unlocked but will go off on

    contact except by Shaalabhak.

    Shaalplane shifts at 33 hp

    S; 330 /

    Animated shield +1, breastplate +3, Boots of

    levitation, ioun stone of awareness

    North Chest - Disable DC20, Lightning Bolt (DC18)to

    the west. 42000 lions

    Center Chest - Disable DC21, Ice Storm (DC18)edge

    of AoE is the square next to the chest.Brains in jars

    South Chest - Disable DC21,Fireball (DC 18) edge of

    AoE is the square next to the chest. Empty

    DC15 Athletics to climb the precipiceR10 - Shaalabhak's LairMonday, September 28, 2015 6:57 AM

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    'oloths will dispel the stairs the PCs are on, taking 2d6 +1d6 per 10' fallen.

    If a stair falls on a creature, it deals 1d10 per 10' it fell from, DC14 DEX for

    half.

    U: 153 /

    M1: 75 /

    M2: 75 /

    M3: 75 /

    M4: 75 /

    M5: 75 /

    Ultoloth

    5x mezzoloth

    R11 - Floating StairsMonday, September 28, 2015 6:57 AM

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    Bookshelves and tables here grant those touching them fire resistance. They

    can be tipped over, exposing the books to fire damage, flameskulls will not use

    aoe fire effects around unprotected books.

    1874*125 lion books, 4*5000 lion tables and 5*10000 lion shelves as treasure.

    5 Blazeskulls lie inert on the bookshelve

    s unless a book is touched.

    BS1: 90 /

    BS2: 90 /

    BS3: 90 /

    BS4: 90 /

    BS5: 90 /

    R12 - Skull-lit LibraryMonday, September 28, 2015 6:57 AM

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    (Ignore if all bellows destroyed) Impeded Magic Schools:

    In order to cast from an impeded school, the creature

    must pass a (DC15 + spell level) Arcana check or the spell

    and action are wasted.

    If a captive dies, everyone outside of the cages heals 5 HP.

    Blue sparks fly from their body and strike each healed

    creature.

    Flyby Attack: does not trigger AoOs from leaving thr

    D: 537 /

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    After a row is filled out, run this encounter.

    Note the school of any spells cast during this encounter.

    Flyby Attack: does not trigger AoOs from leaving threat

    He only stays for 4

    rounds each time,

    takes 100 damage or

    KOs a PC.

    R14 - Flyby Attack!Monday, September 28, 2015 6:52 AM

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    355000 XP

    each

    Cormite Song Dragon award

    (second highest honor, only below the Shield of Cormyr for those who lost their lives direct

    Cormyr or her rulers, any PCs that died receive t his).

    Personal party mansion custom-built to their specifications in landreth (15 room max)

    Honorary Purple Dragons - allowing full PD authority and discretion, access to PD only areas

    Admittance into War Wizards for arcane casters (downtime activity) - allowing full WW auth

    medallion of thoughts, access to WW only info and areas.

    Fullplate of Invulnerability

    Shield +3

    6 * potions of supreme healing

    Offer to enchant each heroes weapon to +2

    Chapter 5 ConclusionsMonday, September 28, 2015 6:57 AM