Chapter Chapter 1 - Landreth Landreth Thur Th ursd sday ay,, Aug Augus ustt 6, 6, 201 2015 5
Tunaster has the following to say:
9:34 9: 34 AM
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 dominated as 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. -----------------------------------------------------------------------------------------------------------------------------------------------------------------
I wander, as many Mystran clergy do, seeking source of old magic. I've been in tombs, dangerous ruins and even skirted a foul lich's lair. None of these things hold a candle to the sight I saw this last ten days - a newly built temple of Mystra, here in Landreth. Seems normal enough, though right? But there are no other temples of Mystra in Cormyr. This is big news! Im a long-time cleric of the church. Im in yearly contact with the organization. How is it I did not know Id find a temple to my goddess here? Why don’t I, a cleric of good standing, know more about this 'Lady Arthas' who supposedly ordered the temple's construction? Astonished, I immediately went to the temple looking for answers. I only made it to the outer courtyard before I was rebuffed from entering further and I was told to wait for Lady Arthas. After an hour a man calling himself Fembrys asked me to accompany him inside. He wore the garb of a Mystran cleric, as I do, but something about him wasn’t right. I cant explain it to you but something m ade me… run.
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??"
And they chased me! Why would they do that? Someone on the walls fired arrows at me! But I escaped. What in the Nine Hells is going on in there? I need to find out or failing in that, go to the nearest legitimate temple and ask for aid. And then there's the Assets of Waukeen.
----------------------------------------------------------------------------------------------------------------------------------------------------------------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.
Ive already spoke to the authorities about the subject and Constal Tholl assures me that the Purple Dragons have investigated the temple and found nothing amiss. Albeit they seemed to only make a cursory check, most likely because there are a lot of taxes and increase in business from the new temple coming in that Lord Redbeard would like to continue.
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.
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 and the rest when they return.
The PD already investigated things and found nothing amiss.
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.
Tunaster is nervous at first, however he is easily calmed by the PCs.
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Entering the Temple Frid Fr iday ay,, Aug Augus ustt 7, 20 2015 15
8:42 8: 42 AM
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
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 T6). 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. 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.
Episode 7 - Tearing the Weave (Lv10) Page 2
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.
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 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 don’t mee t, the
assassins attack at an inopportune time.
T1-T5 T1-T5 - Courtyard Courtyard Wedne We dnesda sday, y, Augu August st 12, 12, 201 2015 5
8:47 8:4 7 AM
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.
T1 - A stone statue with a headband, 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 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. ceremony.
T3 - Entry and Hatch in here are locked: DC15 open, open, DC14 break Shan: 78 /
Kev: 15 /
OG2: 52 /
LG3: 52 / LG4: 52 /
LG5: 52 / T4 - Kevrin here during during day. Secret desk drawer: drawer: Investigation 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.
Epi sode 7 - Te Tearing the Weave ( Lv1 0) Page 3
OG1: 52 /
Shan Thar Wedn We dnes esday day,, Aug Augus ustt 19, 19, 2015 2015
8:59 8: 59 AM AM
Episode 7 Tearing the Weave (Lv10) Page 4
T6-T13 - Outer Temple Temple Thursd Thu rsday, ay, Aug August ust 20, 2015
7:16 AM
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:
T6 - 2 commoners here here Day: No Starweaver Night: Starweaver is here
Magic is born between stars as Mystra's symbol shows 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. T7 - Chests of PC belongings stored here if petitioning
T8 - Locked Chests: DC15, 200 lions and personal personal affects
T9 -
T10 -
T11 - Locked: DC18, 1250 Lions in clothes/trinkets nkets
T12 -
T13 - Leads to T23 -DC18 Athletics Athletics or 4d6 from falling
Episode 7 - Te Tearing the Weave (Lv10) Page 5
T6G1: 52 /
T6G2: 52 /
T8G1: 52 /
T8G2: 52 /
T8G3: 52 /
T8G4: 52 /
T14 - Inner Temple Temple Thursda Thur sday, y, Augu August st 20, 20, 2015 2015
3:44 3:4 4 PM
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
Episode 7 - Te Tearing the Weave (Lv10) Page 6
SF: 120 /
SG1: 120 /
SG2: 120 /
A: 9 /
C1: 4 /
C2: 4 /
The Lower Levels Thur Th ursd sday ay,, Au Augu gust st 20 20,, 20 2015 15
4:49 4: 49 PM
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T16-T24 Thursd Thu rsday, ay, Aug August ust 20, 201 2015 5
4:32 4:3 2 PM
SG1:120 /
SG2: 120 /
PSG1: 120 /
PSG2: 120 /
SG3: 120 /
EE: 126 /
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 strewn about Can Investigate for 2 minutes to find: Scrolls of Charm Person, Misty Step, Fear, Remove Curse, Mordenkainen's Mordenkainen's Faithful Hound
Earth elemental here
T19 -
T20 - Locked: DC18, Break DC14 DC14
T21 - Locked: DC18, Break DC14 DC14 Day: Fembrys is here. 3 heads go to the bodies in T29. All fit the descriptions of victims in T29.
In combat, PCs standing in the illuminated Mystra statue area invoke DADV on enemy attacks and ADV on WIS saves.
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 -
E pis ode 7 - T earing the Weave (Lv10) Page 8
When the Displacer Serpents arrive: LargeSerpents with luxurios blue-black scales striped with bright violet slither toward you.
T25-T32 Thursda sday, y, Augus August 20, 20, 2015
4:47 PM
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.
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
"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.
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)
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.
Use displacer beasts as the serpents
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.
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 >
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) >
Episode 7 - Te Teari ng the Weave (Lv10) Page 9
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 /
T33 -
T33-T34 Friday, d ay, Augus Augustt 21, 2015 2015
7:54 7:5 4 AM
T34 -
A 1 person masterwork ironbark kayak with a paddle is in this room (750 lions) 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
The desk here is untidy and covered with debris from partly eaten meals and stacks of parchment with quills and ink. The top few parchments have a map inked onto them detailing an easy overland route from the temple to the "Lost Refuge." The map is a copy of the one primarily cartographed by Mara and sold to travelers in Landreth. Several other personal maps of local rvier systems are here and worth 300 lions for their accuracy. DC15 Investigationreveals a hidden compartment in the desk containing: 4500 lions, potion of fire breath, halberd +1
Veera Wavecrest is dominated in a cell in T33. If the PCs shake her from the spell she has a lot to tell them about those who received Mystra's Sacred Trust: • 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 couldn’t 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.
O: 114 /
SG1: 120 /
SG2: 120 /
M: 78 /
Otyugh here
Episode 7 - Te Tearing the Weave (Lv10) Page 10
DC15 Acrobatics or Athletics to break out of the net as an action.
Assassin Ambush Frida Fr iday, y, Augu August 7, 7, 2015 2015
9:17 9:1 7 AM
LF: 128 /
S:
B S1 S1 : 2 2/ 2/
B S2 S2 : 2 2/ 2/
B S3 S3 : 2 2/ 2/
B S4 S4 : 2 2/ 2/ Assassin here
Swarm of bats here
Greatsword +1
Episode 7 - Te Tearing the Weave (Lv10) Page 11
Chapter 1 Conclusions Friday, August 21 21, 20 2015
5:18 PM PM
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 Chapter 2 - The Vast Vast Swamp Swamp Thu hurs rsda day, y, Au Augu gust st 6, 20 2015 15
9:36 9: 36 AM
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 c heck. 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.
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RE-Skip to Refuge Monday, August 24 24, 20 2015
8:25 AM AM
10 manticores here
An earsplitting shriek and howl can be heard in the distance, the sky becomes active with movement as large flying cr eatures 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 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,
J1 - Unknown Unknown Shrine Shrine Mond Mo nday ay,, Aug Augus ustt 24, 24, 20 2015 15
8:39 8: 39 AM AM
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 in everything 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.
Episode 7 Tearing the Weave (Lv10) Page 15
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 don’t want any trouble. <-- Deception w ADV 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. Horses try to break free and will attack [+4 2d6 bludg.] whoever is closest for a round and then run away, if not trapped.
Use assassin and mage stats
J2 - Tomb of Chronis Chronis Monda Mo nday, y, Augu August st 24, 24, 2015 2015
Noory: 40 /
9:07 9:0 7 AM
DC1: 66 /
DC2: 66 / DC3: 66 /
DC4: 66 /
DS: 143 /
Coobert: 78 /
Tactics: Noory and Coobert begin with casting GreaterInvisibility and Invisibility and 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 don’t 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 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
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 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 pay 500 lions in jewelry for helping them reclaim the the crate.
Episode 7 - Te Tearing the Weave (Lv10) P age 16
Use assassin and mage stats
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.
V1 - Skull Staff Tuesda Tue sday, y, Augu August st 25, 25, 201 2015 5
7:51 7: 51 AM AM
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 intelligently at all, the LF don’t 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 don’t 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.
Episode 7 - Te Tearing the Weave (Lv10) Page 17
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 /
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.
V2 - LF Camp Camp Thursd Thu rsday, ay, Aug August ust 27, 2015
11:41 11:4 1 AM
G1: 55 /
G2: 55 /
SC1: 104 /
SC2: 104 / SC3: 104 /
SC4: 104 /
SC5: 104 /
SC6: 104 /
SC7: 104 /
SC8: 104 / SC9: 104 /
SC10: 104 /
A grell here
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. If 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 Truth. After discerning the releasing them, but they must submit to a Zone of Truth. party's goals and intentions he releases them under a truce. If the PCs parleyed at Skull Staff: Kess greets them eagerly, though cautiously, Truth.. If they do not agree, he says that asking if the PCs will submit to Zone of Truth there is nothing to talk about then and orders them to leave. If 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.
Episo de 7 - Te Tearing the Weave (Lv10 ) P age 18
K: 27 /
Use priest stats for the chieftain Priest has 16AC from RoP +1 and Bracers of Defense
Chapter 2 Conclusions Thu hurs rsda day, y, Au Augu gust st 27 27,, 201 2015 5
12::37 PM 12
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 3 - Lost Refuge Thursd Thu rsday, ay, Augu August st 6, 6, 2015 2015
9:36 AM
StructureDetails: Ceilings are 15' high Walls are either 1' or 5' think masonry, 15' tall outer walls Doors are good wooden: DC14 Open, DC13 Break Illumination is provided by hanging lanterns, unless noted.
Ep iso de 7 - Te Tear ing the Weave (Lv1 0) Page 20
A willowisp, 2 rogue guards and 2 shadowslain lizardfolk guard this area.
L1 - Gatehouse Gatehouse Thursday, August 27, 2015
5:11PM
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.
3*Gal-ralan +1, Gal-ralan +2, 2*500 lion gems
Episode 7 - Te Tearing t he Weave (Lv10) Page 21
Ww: 22 /
Rg1: 52 /
Rg2: 52 /
Ssg1: 104 /
Ssg2: 104 /
KM: 176 /
SK1: 72 /
SK2: 72 /
SK3: 72 /
Willowisp here
L2, L10 & L11 - Outside Outside Monda Mo nday, y, Augu August st 31, 31, 2015 2015
When the PCs enter L2, have them make a turn in initiative then move Bestra's group and begin combat.
B: 156 /
L1: 104 /
L2: 104 /
L3: 104 /
L4: 104 /
L5: 104 /
5:41 5:4 1 PM
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 -
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.
Episode 7 - Te Tearing the Weave (Lv10) Page 22
L3, L4, L5, L6 - Entry Entry Tuesday, September 1, 2015
Everyone gets a WIS save when they take damage vs DC16
12:39 PM
H: 143 / 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
Episode 7 - Te Tearing the Weave ( Lv10) Page 23
M: 59 /
D: 59 /
Z: 59 /
A note from Despayr to Thieraven:
L7 - Great Hall Hall Friday, d ay, Septem September ber 4, 4, 2015 2015
5:03 PM
K: 204 /
T: 121 /
S1: 54 /
S2: 54 /
S3: 54 /
S4: 54 /
S5: 54 /
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:
Javelin of lightning, Potion of flying, 6000 lions
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.
Episode 7 - Te Tearing the Weave (Lv10) Page 24
L8 - Great Tower Tuesda Tue sday, y, Sept Septemb ember er 8, 201 2015 5
2:43 2:4 3 PM
SM: 130 /
SK1: 72 /
SS1: 55 /
SS2: 55 /
Episode 7 - Te Tearing the Weave (Lv10) Page 25
SK2: 72 /
L9 - Upper Tower Wednes Wed nesday day,, Septe Septembe mberr 9, 201 2015 5
1:59 1:5 9 PM
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 have ADV 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.
Episo de 7 - Te Tearing the W eave (Lv1 0) Page 2 6
K1: 209 / K2: 209 / G: 90 /
Chapter 3 Conclusions Fri rid day ay,, Sep Septe tem mbe berr 11, 11, 20 2015 15
12::19 PM 12
64950 in combat XP
Members receive the following XP EACH: Entered any way besides front gate: 200 XP Didn’t 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 Chapter 4 - Path of Shadows Shadows Thu hurs rsda day, y, Au Aug gus ustt 6, 20 2015 15
Upon entering and every day after, have PCs make a DC10 WIS save vs Despair:
9:36 9: 36 AM
SHADOWFELL DESPAIR Plane of Shadow Features:
D6
Vision: without Darkvision sight sight ends at 60' and all visible targets are lightly obscured.
l-3
Apathy. The character has disadvantage on death saving throws and on Dexterity checks for initiative, and gains the following flaw: "I don't believe I can make a difference to anyone or anything."
4-5
Dread. The character has disadvantage on all saving throws and gains the following flaw: "I am convinced that this place is going to kill me."
6
Madness. The character has disadvantage on ability checks and saving throws that use Intelligence, Wisdom, or Charisma, and gains the following flaw: "I can't tell what's real anymore."
Illumination: All types of illumination effects are halved.
Effect
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 f or that character. A calm emotions spell removes despair, as does any spell or other magical effect that removes a curse.
Shadow Citadel Frid Fr iday ay,, Se Sept ptem embe berr 11 11,, 20 2015 15
1:14 1: 14 PM
Features: Ceilings are 15' high. Walls are very very strong Doors are good wooden: DC14 Open, DC13 Break
S1, S2 - Shadowed Hall, Jherremor's Lair Friday Fri day,, Sept Septemb ember er 11, 201 2015 5
1:15 1:1 5 PM PM
S1 -
J: 170 / Jherremor can hang a PC on a hook against the walls north of the staircase.
S2 - Jherremor is a violent denizen of Shadowfell. Shadowfell. He attacks on sight if the PCs hesitate at all i n their explanation of entering S2.
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.
3500 lions, potion of climbing
Episode 7 - T earing the Weave (Lv10) Page 30
S3 - Dark Observa Observatory tory Frid Fr iday ay,, Sept Septem embe berr 11, 11, 201 2015 5
1:27 1: 27 PM PM
S1: 120 /
S2: 120 /
S3: 120 /
S4: 120 /
Dusk Lord's Throne is here: PCs can research this object to learn more about it. DC12 History: The Dusk Lord was the ruler of Sessrendale, which was conquered by Archendale in 1232 DR (300 years ago). DC20 History: Some tales say the Dusk Lord died during the invasion of Sessrendale, while others maintaint hat he fled into the Vast Swamp and from there into the Plane of Shadow at the end of his unnaturally long life. DC15 Arcana: The Dusk Lord of Sessrendale was accused of necromancy and other vile sorcery, but they may have been baseless. DC18 Arcana: The Dusk Lord was a spellcaster with an affinity for shadow magic. DC20 Arcana: There is a site in the Plane of Shadow called the Dusk Lord's Throne though there is not necessarily any historical connection connection to the Dusk Lord of Sessrendale.
For one year, this character gains resistance to Cold and Darkvision +30'
Episode 7 Tearing the Weave (Lv10) Page 31
S4, S5, S6 - Isle & Gatehouse Gatehouse Friday, d ay, Septem tember ber 11, 11, 2015 2015
1:28 1:2 8 PM
S4 -
S5 - Leads to Shadowscale Warrens
S6 -Gatehouse -If playing dominated , the PCs are escorted to S7
Episode 7 - Te Tearing the Weave (Lv10) Page 32
Gatehouse M1: 95 /
M2: 95 /
M4: 95 /
BS: 184 /
M3: 95 /
S7 - The Necre Necreme me
12*50 lion gems, 1000 lions
Frid Fr iday, ay, Se Sept ptem embe berr 11, 11, 20 2015 15
800 lion dragon-bone dragon-bone lyre with a note to play the lyre at Black Tree Bend to avoid the guardian.
1:29 1: 29 PM PM
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.
Beacons of light can be seen in the distance along the channels of the swamp here.
After the fight, the PCs can go to the Shadowscale Warrens or the Sharran Temple. The Boat will take them to the temple.
Episode 7 Tearing the Weave (Lv10) Page 33
S: 156 /
G: 99 /
WM1 - Shadow Swamp Tuesday Tue sday,, Sept Septemb ember er 22 22,, 2015 2015
PCs with Perform proficiency can read the notes and attempt to play it with a DC13 check.
1:58 1: 58 PM
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
Episode 7 Tearing the Weave (Lv10) Page 34
RE-Wandering Tue uessda day, y, Se Sept pte emb mbe er 22, 22, 20 2015 15
2:07 2: 07 PM
W1: 114 /
W2: 114 /
W3: 114 /
W4: 114 /
W5: 114 /
W6: 114 /
10800 XP 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 large spherical 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
6 water elementals here
Shadowscale Warrens Tuesda Tue sday, y, Sep Septe tembe mberr 22, 22, 201 2015 5
4:43 4:4 3 PM
Floors require a DC10 Acrobatics check in order to Dash. Failure means the Dash fails
Episode 7 Tearing the Weave (Lv10) Page 36
Search DC 15 Investigation
W1,2,3 W1,2,3 - Warren Warren Entrance Entrance Tuesda Tue sday, y, Sep Septemb tember er 22, 22, 201 2015 5
5:28 5:2 8 PM PM
W1 -
W2 - DC15 Survival to find the dock from Necreme
W3 -
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
In the first round of combat, one of the marauders cuts a rope suspending suspending a l arge net from a cutout in the ceiling. The net holds several clay jars that break on the ground, releasing 12 Poisonous Snakes
Episode 7 - Te Tearing the Weave (Lv10) Page 37
W4,5 W4,5 - Banela Banelar's r's Lair Lair Tues Tu esda day, y, Se Sept ptem embe berr 22, 22, 20 2015 15
5:49 5: 49 PM
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:
L5:
L6:
L7:
L4:
W6, 7 - Guard Chamber Chamber Wednes Wed nesda day, y, Sep Septem tember ber 23, 201 2015 5
8:55 8:5 5 AM AM
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 -
Episode 7 - Tearing the Weave (Lv10) Page 40
Marauders have a 21 Stealth, requiring a Passive Perceptionabove this to spot them. SM1: 95 / SM2: 95 / SM3: 95 / S1 S2 S3 S4 S5 S6 S7 S8 S9 S10 S11 S12
12 stirges here
W8, 9 - Great Warren Warren Wednes Wed nesday day,, Septem September ber 23, 23, 2015 2015
9:02 9:0 2 AM
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.
Episode 7 - Te Teari ng t he Weave (Lv10) Page 41
SM1: 95 /
SM2: 95 /
SM3: 95 /
SM4: 95 /
(4)LM1: 95 /
(4)LM2: 95 /
B(2):128 /
(3)K: 190 /
W10, 11 11 - Egg Chamber Chamber Thurs Thu rsday day,, Sept Septemb ember er 24, 201 2015 5
7:15 7:1 5 AM AM
W10 - Entrance Trapped: 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).
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 conditions until a DC15 Athletics or Acrobatics is passed as an Action. Centipede swarms drop from the ceiling.
W11 - 4210 lions, 8 * 50 lion gems, 2 x Potion of Fire Breath, Ring of Swimming
Episode 7 Tearing the Weave (Lv10) Page 42
2 shambling mounds and 2 centipede swarms here
Ebon Dome Temple Tues Tu esda day, y, Se Sept ptem embe berr 22, 22, 20 2015 15
4:44 4: 44 PM
M1, 2, 3, 3, 4 - Abbey Courtyar Courtyard d Thur Th ursd sday ay,, Sep Septe temb mber er 24 24,, 201 2015 5
8:41 8: 41 AM
M1 -
M2 N1:123 /
2 nycaloths here
M3 -
M4 -
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44
N2: 123 /
M5, 6, 6, 7 - Black Black Chapel Chapel Thur Th ursd sday ay,, Sep Septe temb mber er 24 24,, 201 2015 5
9:48 9: 48 AM
M5 -
M6 -
Interested in the skull-and-sunburst 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 Unlock - Iron Coffer Coffer - 1000 lions, 2*350 lion gems M7 -
satchel under bedroll - 3910 lions, 5*25 lions in art
M8, 9, 12 - Refectory Refectory Thursd Thu rsday, ay, Sep Septem tember ber 24, 24, 2015 2015
12:27 12: 27 PM
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
2 gladiators here
DC16 Investigation reveals:
M12 -
Episode 7 - Te Tearing the Weave (Lv10) Page 4 6
G1: 112 /
G2: 112 /
H: 120 /
(1)Z: 130 /
M10, 11 11 - Priory Priory Friday, Frid ay, Sep Septem tembe berr 25, 25, 2015 2015
G1: 112 /
G2: 112 /
E: 210 /
12:12 12: 12 PM PM
M10 - Doors into this room are locked, Open/Break DC 20
2 gladiators here Ethar can summon an air elemental
M11 - Trapped Locked Coffer 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
E pisode 7 - Te Tearing the Weave (Lv10) Page 47
AE: 90 /
Chapter 4 Conclusions Sat atur urda day, y, Sept pte embe berr 26, 26, 20 2015 15
168300 XP
each
9:49 9: 49 AM
Chapter 5 Thur Th urssda day, y, Au Augu gust st 6, 20 2015 15
9:36 9: 36 AM
Ceilings are 15' Walls are stonelike, Climb DC15 Strong wooden doors, DC18 unlock Canyons sides, DC15 Climb
R1 - Swamp Swamp Cab Cabin in Mond Mo nday ay,, Sep Septe temb mber er 28 28,, 20 2015
6:5 :56 6 AM AM
N1: 123 / A: 104 /
N2: 123 / 2 nycaloths and an arcanaloth here
R2 - Nort North h Towe Towerr Mon onda day, y, Se Sept pte embe berr 28 28, 20 2015
G1: 210 /
G2: 210 /
6:5 :56 6 AM AM
2 iron golems here
R2a - Boneyar Boneyard d Mond Mo nday ay,, Sep Septe temb mber er 28, 28, 20 2015 15
8:17 8: 17 AM AM
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, t he skeletons relent.
Also use skeleton, minotaur skeleton and warhorse skeleton
E i d 7 T
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R3 - North Barrac Barracks ks Monday Mon day,, Septe Septembe mberr 28, 28, 2015 2015
6:56 6:5 6 AM
D1: 169 / D2: 169 / D3: 169 / P: 110 / Destroying the shadow bellows (50hp) deals 10d6 cold damage in 20' radius
Fleeing enemies(5), shadow bellows destruction (4) or bridge collapse(3) adds R14 checks.
Episode 7 - Te Tea ring t he W eave ( Lv10) Page 54
IG: 210 / G: 114 /
R4 - Gorgon's Gorgon's Lair Mond Mo nday ay,, Se Sept ptem embe berr 28, 28, 20 2015 15
6:56 6: 56 AM
Use gorgon and iron golem stats
Bridge collapse (3), elevator damage (2), tyrra escape (4)
2 very nice saddles, one exquisite and the other military, worth 200 lions total
E i d 7 T
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(L 10) P
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R5 - Malkarion's Demense Monday, September 28, 2015
V: 144 / M: (15) 195 /
6:56AM
Malkarion has a vampire he controls here as well.
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
No Leg Acts
Legendary Resistance -3
Epi sode 7 - Te Tearing the Weave (Lv10) Page 56
R6 - Spiral Spiral Pit Pit Monda Mo nday, y, Se Septe ptemb mber er 28 28,, 201 2015 5
6:57 6: 57 AM
When one priestess is left, she retreats to the altar. Priestesses flee at 15 hp DP1: 110 / DP2: 110 / DP3: 110 / EH: 210 /
Episode 7 Tearing the Weave (Lv10) Page 57
R7 - Hangmen's Hangmen's Chambe Chamberr Mond Mo nday ay,, Sept Septem embe berr 28, 28, 2015 2015
6:57 6: 57 AM AM
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 /
Episode 7 Tearing the Weave (Lv10) Page 58
Priestesses flee at 15 hp
R8 - Mysterious Mysterious Biers Biers Mond Mo nday, ay, Sep Septem tember 28, 201 2015 5
6:57 6:5 7 AM
DP1: 110 / DP2: 110 / DP3: 110 / W1: 67 / W2: 67 / W3: 67 / W4: 67 / W5: 67 / W6: 67 /
40000 lions in jewelry, robe of archmagi
If a PC robs the 4th result, 6 wraiths appear, one at each bier.
Ep isod e 7 - Te Tearin g the Weave (Lv10 ) P ag e 5 9
5x wraiths appear if disturbing the bodies
R9 - East Barrack Barrackss Monday, Mon day, Sep Septem tember ber 28, 201 2015 5
6:57 6:5 7 AM
11000 lions, potion of speed, 2 potion of supreme healing, potion of vitality, scroll of sunburst, dagger of venom NPCs 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 /
Episode 7 - Te Tearing the Weave (Lv10) Page 60
DC15 Athletics to climb the precipice
R10 - Shaalabha Shaalabhak's k's Lair Monda Mon day, y, Sept Septemb ember er 28, 28, 20 2015 15
6:57 6:5 7 AM AM
3 trapped chests are here, unlocked but will go off on contact except by Shaalabhak. Shaal plane 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 Chest - Disable Disable DC21,Fireball (DC 18) edge of AoE is the square next to the chest. Empty
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
Episode 7 - T earing the Weave (Lv10) Page 61
R11 - Floati Floating ng Stairs Stairs Mond Mo nday ay,, Sep Septe temb mber er 28 28,, 201 2015 5
6:57 6: 57 AM
'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 f ell from, DC14 DEX for half. U: 153 / M1: 75 / M2: 75 / M3: 75 / M4: 75 / M5: 75 /
Ultoloth 5x mezzoloth
i d
i
h
(
)
R12 - Skull-lit Skull-lit Library Library Mond Mo nday ay,, Sep Septe temb mber er 28 28,, 201 2015 5
6:57 6: 57 AM
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 /
R13 - Ritual Ritual Chamber Chamber Monday Mon day,, Septe Septembe mberr 28, 28, 2015 2015
6:57 6:5 7 AM
(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 threat ranges.
D: 537 /
Episode 7 - Te Teari ng the Weave (Lv10) Page 65
R14 - Flyby Flyby Attack! Attack! Mond Mo nday ay,, Sep Septe temb mber er 28, 28, 201 2015 5
6:52 6: 52 AM AM
After a row is filled out, run this encounter.
Note the school of any spells cast during this encounter.
He only stays for 4 rounds each time, takes 100 damage or KOs a PC.
Flyby Attack: does not trigger AoOs from leaving threat ranges.
Episode 7 Tearing the Weave (Lv10) Page 66
Chapter 5 Conclusions Mond Mo nday ay,, Sep Septe temb mber er 28, 20 2015 15
6:57 6: 57 AM
355000 XP
Cormite Song Dragon award (second highest honor, only below the Shield of Cormyr for those who lost their lives directly protecting 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 and info Admittance into War Wizards for arcane casters (downtime activity) - allowing full WW authority, a 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
each
Episode 7 Tearing the Weave (Lv10) Page 67