Leilon: City of Adventure A Sword Coast Adventure Introduction: This is the first module in a series that develops the ruined town of Leilon. This module is an overview that describes the town as it is today and several of the local threats and allies that inhabit the region. One of the chapters describes the town itself and how the changes over the last 100 years affected the whole region. Another chapter describes the abandoned farm turned fort where rest may be harder than you thought. This module also contains a few location based adventures within the town for characters level 3-8 and several other ideas for developing your own adventures. Leilon is located located to the west of the Sword Mountains and several days travel north of Waterdeep along the Sword Coast. This is a stand-alone stand-alone adventure location that can be be easily modified to suit suit your campaign.
An open adventure site for character of level 1-12 and beyond
by Keith Stonefield
DUNGEONS DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s ampersand, Player’s Handbook, Handbook, Monster Manual, Manual, Dungeon Dungeon Master’s Guide, Guide, D&D Adventurers League, all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinctive likenesses are property of Wizards of the Coast. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of Wizards of the Coast. ©2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, Delémont, CH. Represented by Hasbro Europe, 4 The Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK.
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Leilon- Overview
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Blank Map
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Blank Map
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Town Districts
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Leilon Ruins “I’ll be back in a few few weeks.” --- Thalivar, mage of Leilon, Leilon, winter 1155DR Last known words before leaving town.
Background The ancient dwarven realm realm of Haunghdannar Haunghdannar was one of the oldest kingdoms kingdoms to inhabit this this region. It once reached over 100 miles around the ruins of Leilon into the Sword Mountains. Mountains. It lasted from -5,300 -5,300 to 3,400DR. From this ancient time to 951DR the area was an on and off village that was built around the mines in the town and protected the mines in the hills to the west of town. The last of the orcs and trolls were turned away in 951 concluding the Troll Wars. Settlers from from Waterdeep resettled resettled the region and laid laid claim to the town. Everything ended in The Year of Blue Fire (1385DR) when the Weave fell fell in an event known known as the Spellplague, causing the magic wards protecting the Tower of Thalivar the the Archmage to collapse. collapse. This released the monsters he had contained within and they collectively destroyed the town. town. Everyone eventually died or fled leaving the city to the monsters monsters and undead.
Adventure Setup This module describes several areas ripe for exploration explorat ion in more of a sandbox style of play. Lowlevel characters can find adventure in the cellars of the old inn and along the dock sections of the town where lizardfolk and skeletons skeletons lurk about. Mid-level parties can find challenges exploring the partially sunken pirate ship off the outer islands and dealing with the zombies of buried buried miners in another section of the th town. Parties in the 9-12 level will find the secrets of Thalivar Tower a worthy challenge. As the DM you can guide the party of adventurers to certain location location using hints and rumors. The NPC’s of Durgin’s Rest can provide opportunities for direct hire and stories of areas areas that need looking looking into. There is also danger for the foolish who think that the DM will not kill them by allowing them to fight something they should have run away from. I hope to release other other modules that that using this book as reference and am able to use this to create worthy encounters for my home home group and yours. I also hope other writers will use this to do the same.
Part 1: Durgin’s Hold. Durgin’s Hold is a compound converted from an abandoned farm outside of Leilon. The High Road running along the coast was diverted over the last 100 years from the time of the Spellplague to present day. Travelers became afraid to pass through Leilon as it became a ghost town with plagues, plagues, undead, and worse lurking about. With the events of the Sundering, the town became a place worth exploring exploring again. No longer were those entering the town being affected by strange plagues and freezing curses. Roughly a mile out of town along the side road leading to the surrounding hills and mines was an old barn that had been used by travelers as a rest stop. This was converted into a compound by building walls and incorporating the smaller dwellings of the farmstead. farmstead. The last two months have brought several explorers and workers to the compound. After the last couple months of building they they now have a compound that is secure from outside threats. The proprietor or “Captain” as he likes to be called is a dwarf named Durgin. He is a retired fighter who has lived in Waterdeep for the last 100 years since the Spellplague working for various various noble families. He has used his savings and secured two other noble families to invest in this endeavor. The Majarra Majarra family family has has interests in silver mining and looks to establish new revenue from the old silver mines now abandoned in the region. The other family is the Roaringhorns. They
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are opening up further grazing lands and provide mercenary troops for protection. Besides himself, Durgin has 16 others who work at the hold. These other npc’s spend their time working on constructing the walls, towers and smaller buildings in the hold itself. Most of the building supplies come from other farms in the area and from the ruined buildings taken from Leilon itself. They also run the inn, blacksmith, and stable in the hold. Beside the staff and Durgin several other people live in the hold. A resident mage has lived here for the last month. He came with another group of adventurers, but only he remains. A halfling rogue lives here as well, having come here two weeks ago on the last caravan from Waterdeep. Another group or two of adventurers can be found here using the hold as a staging base for forays into the ruined town. Many of these NPC’s are detailed at the end of this section and should be modified to fit your campaign and style of play.
1: The Outer Gates
_
The coastal trade road gave way to a rough cart path skirting far from the ruins of Leilon. Halfway around the ruins you come upon a compound ringed inside a walled palisade of rough logs. A wooden tower 15 foot high stands by the closed gate to the compound. You can hear several voices and animals sounds coming from within the compound as villagers go about daily work. A guard in the tower sees your approach and stops you before your arrival at the gate. The walls to the fort are mostly wood logs 10 to 15 foot tall. A few corner towers of wood are positioned in the corners facing the town. Another one is still being built facing the hills. Along the front facing the town one of the walls is being rebuilt with stone. The plan is build the whole system out of stone taken from the town to fortify the place from sustained threats. Right now the walls can be climbed with an Athletics check (DC 11). Security consists of one or two guards in the tower by the gate and another guard in another tower at night. Sometimes a caravan stops at the fort and a few wagons will stay outside even though more than 10 wagons can easily fit in the walls.
2: The Inn
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The inn consists of the old farmhouse converted and fortified to be habitable again. The main room has been expanded to include another of the rooms on the first floor and consists of half a dozen tables and a small bar. A kitchen can be seen off to the side and a set of stairs lead to the second floor. A large fireplace holds some sort of stew and a clothesline with drying socks hanging above it. Durgin owns the inn but does not run it. He leaves that to his friend Conway and his wife Ellisa. They are humans from Waterdeep and part of the noble family Roaringhorn. They are invested in re-settling the town and maintain several wagons that come on a monthly schedule. They also have 6 minor servants with them that run the inn and maintain the chicken coop, 3 cows, and a small flock of sheep. The inn is better repair than most of the other buildings in the compound and serves as a meeting place for all the staff when having meetings. Plans are discussed like gossip about all the changes to the inn once more people come in the spring business picks up. The two owners also ask everyone about what a
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good name would be for the inn since they cannot make up their minds. A mysterious cat called “Shadow” by the staff can be found roaming around the inn and outbuildings. The cat is actually a construct made out of dark marble. It followed some of the staff home several weeks ago and seems to act as any other cat would. It spends the day catching mice, laying in the sun and rubbing up on people. Nobody has any idea about its history or owner, but everyone seems to has a guess.
3: The Stables
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A crude sign of a horse and saddle is mounted above the door to an old barn. The building looks like it is partially falling down in the corner and the roofline is sagging. This is obviously the stables but no people are noticeable. There are a few animals in the stalls and a shelf for tack and saddles. The stable has not been repaired yet and is not high on the priorities of the hold. The staff and visitors can stable their mounts here with the assumption that they need to take care of dealing with them. One of the guards has been making some extra money taking care of the mounts. He will feed and groom any mounts for 2 sp each day, otherwise the inn charges 1 sp for feed and cleaning up after the horses. The second floor of the stable holds the hay for feed and has two small rooms that are rented out for sleeping. One is currently rented out on a long term basis to the Halfling rogue Cotton. He has hidden a few small items he recovered from the ruins in the floor of the stable and can be found with an Investigation check (DC 15).
4: The Smithy
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The smithy looks like it was converted from one of the farms outbuildings, most likely the smokehouse. Outside of the small building is a small forge and bellows recently setup. Off to the side of the building is a pile of assorted metal parts. Most look like broken wagon parts, but more recent items look like they have been salvaged from around the town. The smithy is a part time business run by Durgin and his apprentice Harn, a dwarf guard who came here with Durgin two months ago. Most of the time both of them have had over the last couple weeks has been spent building the walls and entrance tower. They will run the forge when needed to repair latches and
wagons if any caravans come through or the wagons that make runs to the city break down. Between the both of them repairs can be made to armor and weapons, but neither of them have any significant skill and tools needed to make more than the rudimentary. A couple times each month Harn and a few other guards go to the town to find and recover more metal and finished pieces needed for repairs to the hold. Most items are utilitarian such as wrought iron fencing and doors with good hinges. They have recovered several weapons and a suit of chain mail that are serviceable. They would sell these for average pricing in the PHB. DM’s can place types of weapons and armor as they see fit. Unbeknownst to either of them and the rest of the people in in the fort, a buried treasure is found beneath the smithy. A group of bandits used the farm shortly after the Spellplague and the fall of the town. A metal chest filled with coins pilfered from the remains of the town has been forgotten over the years. An active search of the area is needed to locate the chest. This would require an Investigation check (DC20). In the chest are 200gp, 300sp, 50pp, and a gem worth 500gp from the collection of Thalivar the Mage. It is rumored to be cursed and bring bad luck to those who possess it.
NPC Personalities
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Below are listed several of the major npc’s found living and working at the hold or whom travel through.
Durgin the Bold- Dwarf Ftr (Lord’s Allinance) __ Durgin the mercenary soldier turned innkeeper has been around the region for over 200 years and is starting to show signs of age. He has been going bald and started shaving his head several years ago, but keeps his graying beard in a single braid tied together with a silver clasp. He walks with a bit of a limp that some speculate is caused from his magical warhammer always emitting a bit of cold and getting in his bones. He enjoys drinking with other soldiers and adventurers and freely gives out ale if he is enjoying himself while swapping tales of adventure. He considers himself retired from fighting for the noble families of Waterdeep and sees this operation as something good to do during retirement. His ultimate goal would be to clear the town of evil and create a new community from the rubble. He is a member of the Lord’s Alliance and works to see the alliance with the nobles in Waterdeep stay intact. He needs their safety and supplies to keep the hold on the right path and not become a haven for thieves and cult wizards.
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Treasure: Most of his wealth is invested in setting up the hold and initial supplies. He believes that if he can make it through the winter, more caravans and adventurers will come and pay the higher prices for the safety he can afford to them. He does have a few hundred gold pieces in coins that he keeps in 4 separate chests hidden in his room and cellar of the inn.
Durgin, soldier NPC
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Armor Class- Ch shirt Hit Points (8d10+16) Speed 25 ft.
Med. dwarf, LG
14 60
STR
DEX
CON
INT
WIS
CHA
16 (+3)
10 (+0)
12 (+1)
10 (+0)
12 (+1)
13 (+1)
Skills Athletics +6, History +3 Senses DV 60 ft, .Perception +4 Languages Common, Dwarf Challenge 2 (450 XP) Abilities__________________ __________ Resilience. Adv. on ST vs. poison and resistance vs. poison damage. 2nd Wind. (Bonus action) Gain 1d10+8 Actions____________________ _________ Multiattack : Make 2 attacks per round Action Surge. (Free action) once per rest gain an extra action to use this round. +1 Warhammer : +7 to hit, (1d8+4) (1d10+4).
may wander off or simply get up and walk off to join another table’s conversation. Some may find this rude but he is seems unaware of this action and is sincere in regretting offending anyone who points it out. He is rather typical for a halfling in appearance. His round face and short, curly brown hair give him an innocent look which he likes since most people that see him dressed in leather armor immediately thinks he is a thief. They are not wrong, but he likes a chance for people to get to know him first and see that he is overall a good person and seems to have skills that people associate with a thief. He likes to keep his appearance clean and in good repair. He generally lacks money for fancy new clothing and can be seen mending his equipment with a sewing kit around the fire. If other adventuring parties need a rogue character to go with them he is available for a share of the treasure. He is also available to scout areas in and around the town and may already know information about places that groups are looking to explore. Most days he works with a few of the workers collecting furnishings and building materials from the ruined buildings just inside the gate to the town. He gathers silverware and cookware for the inn when in the town, but one of his short term goals is to bring back an oven for cooking bread and pies back at the hold. This is something he hopes to bring in before winter.
Treasure: Aside from the equipment listed in his stat block, Cotton has 10gp, 20sp, and 50cp
Treasure: Cloak of Protection +1, Po. Healing (2d4+2)
Cotton, Thief NPC +1 Warhammer (Ice-anvil) Weapon (warhammer), rare (requires attunement) +1 to attacks and damage On command; Ray of Frost (as per spell, +5 to hit, 2d8 cold) 1x rest; deal an additional 1d10 cold damage to your last attack. Durgin’s warhammer is made from a mixture of steel and mithral that is rumored to be bathed in the breath of a white dragon. The merging of the metal caused white streaks to course through the head. It is chilly to the touch and while wielded icy crystals coat the head. The weapon was a gift to Durgin by the Starbright noble family of Waterdeep over 80 years ago shortly after he saved the ruling son in a giant attack while exploring the Troll Moors east of Nesme.
Cotton- Halfling Rogue
__ _______
Cotton is a young halfling barely into adulthood. He is curious and energetic in all aspects of life. He tends to daydream and loses attention if he gets bored and
Sm. halfling NG
Armor Class- Leather Hit Points (5d8+5) Speed 25 ft.
15 32
STR
DEX
CON
INT
WIS
CHA
8 (-1)
17 (+3)
12 (+1)
11 (+0)
10 (+0)
14 (+2)
Skills Acrobatics +6, Stealth +6, Investigation +3, Open Locks +6 Senses DV 60 ft, .Perception +3 Languages Common, halfling Challenge 2 (450 XP) Abilities_________________ __ _________ Brave, Adv. on saves vs. frightened Nimble, Move through spaces of creatures size Medium or larger. Lucky, Reroll 1’s Actions_________________ _____ _______ +1 Dagg er : +6 to hit, (1d4+4) backstab (+2d6) Equipment; +1 dagger, Bag Holding, Driftglobe
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+1 Dagger (Far-bite) Weapon (dagger), rare (requires attunement) +1 to attacks and damage Returns when thrown 1x rest; As a Bonus action he can teleport 30ft similar to misty step. Cotton’s dagger was named Far-bite by him shortly after he came to own it. It used to belong to the mage Greer the Gifted who lived near Silverymoon. He was a minor necromancer that Cotton and his group slain after defeating the undead followers. The group disbanded shortly after and Cotton took up with a caravan heading south. The dagger was made over 700 years ago by elves that lived in the region of what is now Tethyr in the south. Elven runes glow in moonlight along the blade revealing the command word for the teleport power.
Gyrand the Wise- Human Wizard
__ _______
Gyrand the Wise came to Leilon a few weeks ago searching for the lost spellbooks belonging to Thalivar or any of his apprentices. He has been on a few explorations to Tower Hill and the areas between there and the eastern gate. He knows about several of the monsters and locations of the various fractions living in the rest of the town and will trade this information for the ability to purchase items the party finds. He is also interested in any books and notes found in the vicinity of the Tower Hill. Gyrand appears as an older human over 60 years old with a scraggly gray beard that makes him look older. He typically wears a leather jerkin over normal work cloths that are colored brightly. He also wears an old black cloak pulled tightly as if he is always cold. Gyrand is a character that can act as a mentor and a source for adventure ideas. He is trained in History and knows a good deal about the town and the locations therein. He does try and steer adventurers to the mines and buildings around Tower Hill in search for items and information about Thalivar.
Gyrand, mage NPC
Med. human, LN
Armor ClassHit Points (9d8) Speed 30 ft.
12 (15 mage armor ) 40
STR
DEX
CON
INT
WIS
CHA
9 (-1)
14 (+2)
11 (+0)
17 (+3)
13 (+1)
11 (+0)
Saving Throws Int +6, Wis +4 Skills Arcana +6, History +6 Senses Perception +1 Lang Common, Dwarvish, Draconic, Elvish Challenge 6 (2,300 XP)
Abilities____________ ________ ________ th Spellcasting. 9 level caster. DC 14 / +6 hit Cantrip (at-will) light mage hand, fire bolt (2d10), prestidigitation st 1 lev. (4 slots): detect magic, magic .missile, mage armor, shield(R) nd 2 lev. (3 slots): misty step(B), suggestion rd 3 lev. (3 slots): counterspell(R), fireball, fly th 4 lev. (3 slots): greater Invisibility, ice storm th 5 lev. (1 slots): cone of cold Actions___________________ _ _________ Dagger : +5 to hit, (1d4+2) 20/60’ +1 Staff : +5 to hit, (1d6+1) Equipment: +1 staff, Cloak of Displacement, 400gp, 300sp
+1 Staff (Blackthorn) Weapon (staff), rare (requires attunement) +1 to attacks and damage On command; Light (as per spell) 1x rest; Shield , Knock (as per spell) 1x day; Levitate (as per spell ) Gyrand’s staff is made from a black wood with a knob like top. He discovered it long ago in his early days of adventuring in a ruined tomb on the eastern side of the Sumbar Hills. There are Netherese markings along one side showing its age as far older than what Gyrand lets on.
Gilroy the Pedlar- Half-elf Spy (Harper) _________ Gilroy the Pedlar is a name known to many merchants and noble houses along the 100 miles of coast and area inland environments. He usually travels by himself riding in his small wagon that is pulled by a pair of black horses named Shadow and onyx. The wagon is rather nondescript, save for a hard roof normally found on a coach. A symbol of an elven sword in gold is painted on the rear door. Gilroy in known to carry an odd assortment of supplies when he is gearing up for a run. He tries to set his cargo based on the needs of his destination and gains only a modest profit. His contacts in the outreaches of his travels are some of his most faithful friends and associates because of this. In secret, Gilroy is a spy working for the Harpers. He is a mid-level member with several contacts who know his secret. He is typically on a mission when traveling and uses the merchant cover as a means to bring supplies to the poor at the same time gathering information. Whenever he is encountered Gilroy is friendly and disarming. He seeks to expand his contacts and gladly offers ale around the evening fire to loosen the
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tongues of travelers and adventurers. Once he regards groups of adventurers as friends he reveals that he usually carries several minor magic items that he can sell of trade. Most are potions and minor scrolls which is hidden his Portable Hole. On occasion he may have something more powerful, but rarely +1 armor or weapons. He does gather information on groups, tombs, and local monsters to relay to his superiors. He is fond of taking notes on rumors others tell and has several maps he collects of the area. Some of these are not very accurate since they may rely on rumor. When needed he travels with 3 animated swords. These are generally enough to deal with bandits and goblins. Stronger monsters he tends to run away from and alerts soldiers or adventurers. He has been traveling for several years now and is generally not bothered and may even trade with bandits or the same goblins that once attacked him.
Treasure: Most is listed on his stat block, but he also has roughly 100gp worth in coins at all times for travel, supplies, and bribes if needed.
Gilroy the Pedlar
Animated Sword (3)_ Armor Class- Natural Hit Points (5d6) Speed 0 ft., fly 50 ft.
Sm. Construct UN,
17 17
STR
DEX
CON
INT
WIS
CHA
12 (+1)
15 (+2)
11 (+0)
1 (-5)
5 (-3)
1 (-5)
Saving Throws Dex +4 Damage Immunities poison, psychic Condition Immunities blind, charm, deafened, exhaustion, fright, paralyze, petrified, poisoned Senses blindsight 60” (blind beyond), Perception -3 Languages nil Challenge 1/4 (50 XP) Abilities_______________ _____________ Antimagic Susceptibility. Incapacitated while in the area of an antimagic field . If targeted by dispel magic, the sword must succeed on a Con ST vs. caster DC or fall unconscious for 1 min. False Appearance. Indistinguishable from normal weapons while remaining still. Actions__________________ ___________ Longsword : +3 to hit, (1d8+1).
Med. 1/2elf, NG
Armor Class- Chain shirt Hit Points (8d8+16) Speed 30 ft.
15 55
STR
DEX
CON
INT
WIS
CHA
10 (+0)
16 (+3)
14 (+2)
12 (+1)
14 (+2)
16 (+3)
Skills Deception +6, Insight +4, Investigation +5, Perception +6, Persuasion +6, Sleight of Hand +6, Stealth +6 Senses Darkvision 60’. Adv. vs. charm and immune to sleep Languages Common, Elf, Dwarf, Goblin Challenge 2 (450 XP) Abilities_______________ _____________ Cunning Action Each turn can use bonus action for Dash, Disengage, or Hide action. Sneak Attack (1/turn) +2d6 Adv. or ally w/in 5ft. Actions________________ _____________ Multiattack : Make two melee attacks. Shortsword : +6 to hit (1d6+3). Hand Crossbow : +6 to hit, (1d6+3). 30’/120’ Magic; Mithral Shirt, Portable Hole, 2 Po. Greater Healing (4d4+4), Driftglobe, 2 cards from Deck of Many Things
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Part 2: Leilon Overview This section describes the general features of each of the main sections of Leilon. The map of the town highlights the general areas that have been grouped together and provides several ideas for adventure and typical monsters found in each area.
outward showering the surrounding houses and mine buildings with debris. The upper floors of the tower still remain somehow floating above the ruins below, only a stub of the spiral staircase rising above the debris like a bony finger pointing to the remaining portion of the tower. After the explosion’s smoke cleared and the curious citizens began to gather to survey the damage, the monsters came. Several demons and devils rose from the ruined base while a beholder floated down from the remaining top floors. The few survivors told of other monsters that are more common but still dangerous enough to wreak damage on the town and the people who once lived there. Within days the few remaining townsfolk could not contain the threat and everyone either perished or fled to the safety of Neverwinter or Waterdeep.
Crossing the Stone Bridge from the center of town you come around the side of the largest hill in town to what everyone calls the Tower Hill. The winding road leads up the hill past several mineheads that project out of the hillside, most appear to have collapsed in on themselves and appear inaccessible. The path to the top of the hill is littered with large boulders that must have come from the top tower. Coming to the top of the hill you see a large circular tower roughly 80ft diameter. The top few floors of the
1: Tower Hill
_
The Archmage Thalivar lived in Leilon over 500 years ago when the town was still a rural fishing village. He oversaw the growth of the village to become a town of worth. His tower was built upon the ruins of a dwarven outpost that once stood watch over a series of mines built into the hill below the tower. The old mage lived beyond his years but did not die of old age if the legends are true. Around 400 years ago he simply disappeared. After several weeks a few of the locals tried to check up on him but could not get close to the tower. Some sort of ward protected the whole compound preventing anything living from crossing over. The locals waited, thinking that the old mage would return from one of his trips he was prone to go on and show off some sort of new treasure or monster he kept frozen in crystal. He never returned and the tower stood vacant and shrouded in rumor and mystery as the years turned to centuries. That all changed the day magic failed a little over 100 years ago. The effects of the Spellplague caused the magic wards to fail and released all the monsters he kept in stasis. The lower section of the tower exploded
tower are floating in the air, suspended by some unknown force of magic roughly 50ft above the rubble. Around the base of the tower you see only partial stone walls remaining from what was once a grand compound. A large spiral staircase winds its way up above the rubble partway to the floating tower. Approaching closer you notice that the grasses and shrubs that have overgrown the rest of the town are vacant and baron from the whole area, extending in a circle roughly 50ft out from the base if the ruins. Tower Hill is the focus of the greatest threats living in the ruined town. The floating tower is the lair of the beholder Antithrixix. He lairs in the top floor and has several gargoyles that serve him. He considers himself the ruler of the town and the greatest power in the region. Part of the tower base collapsed in the initial explosion and sunk into the vast series of mines below the tower. This became the lair of the great demon Roxx, a large nalfeshnee demon. Over the last 100
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years he has created a complex below the tower out of the abandoned mines. A pair of hezrou demons and several barlgura demons lord over a colony of kuo-toa brought up from deeper underground. Roxx seeks to return to the Abyss and wants vengeance on Thalivar for his capture. He has a tentative peace with the beholder but plans to kill him as soon as he believes he has the upper hand. His spies in town have reported seeing adventuring bands and eventually he will mount an assault on Durgin’s Hold.
2: Old Inn Hill
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This area of town is the other major hill in the ruined city. It is located on the southern side of the river, roughly in the center of town. The top of the hill once housed the old inn The Knight’s Goblet, giving this part of town its name. The rear of the hill that faces the ocean is rather steep and no shops or homes are found past the inn. The front facing the Miner’s Gate is gentle and dozens of shops and middle-class homes are found here, leading to the large intersection and the Stone Bridge to the northern portion of the town. The hill and the surrounding streets make up the middle-class section of the town. Here is where you can find the typical shops found in any village or town. A few other inns, taverns, and food shops are scattered around. A few played out mines are dug into the backside of the hill and two mills are found along the river. The large temple to Lathander is here along the intersection near the front of the hill.
Moving towards the center of the ruined town a hill rises in front of you. The roads converge in a major intersection at the base of the gently sloping hill. Around the intersection you notice most of the homes and shops have been burned and most have their roofs fallen in or are completely collapsed. The only major landmark rising above the burned wreckage is a massive temple that was somehow protected as the firestorm moved through. You can still make out one of the stained glass windows indicating that this place is a temple to the god Lathander. As you look up to the top of the hill you see the fires did not reach the buildings there and you can make out
statue by the old well close to the Inn near the top of the hill. When the Spellplague struck the golem awakened and went on a rampage through this section of the town. Several buildings were destroyed in the battle with the golem and the fire that burned this section of the city was caused by a malfunctioning fireball spell. The old mines under the hill contain several groups of undead sealed inside during the fall of the city. Hundreds of the citizens sought refuge during the initial hours of fighting and became sealed inside when one of the entrances collapsed and another was sealed by the city guards for protection. Nobody came to open the doors and the citizens starved and eventually turned to zombies, skeletons, and wights. A wraith with clerical powers is rumored to exist in the deepest sections of the tunnels.
3: The Uplands
_
The Uplands is a term given to the section of the town south of the Old Inn Hill and inland from The Docks. This was the wealthy part of town consisting of large compounds and open fields. Businesses that catered to those with wealth brought and traded goods from far away. There are large areas of open land where animal corals stood as well as walled off mansions where visiting nobles partook in entertainment and caravan masters once unloaded goods from far away cities. Not far from the temple of Lathander are temples dedicated to both Chauntea and Tyr. The smaller temple to Chauntea is the older of the two and has partially fallen into ruin. The larger temple to Tyr was built only shortly before the Spellplague struck. The paladin lord of the town used it to stage attacks on the monsters unleashed from the mage tower, but could only hold the town for a few days before he passed away. There is an ancient stone circle in this section of town near the border to the Low Docks, roughly halfway between the wall and the Old Inn section of town. A druid lives near here in hiding and has been watching the lizardmen and the cultists. He has not revealed himself to other adventuring parties but has watched several come and go through the Miner’s Gate. Secretly, there are several chambers under the circle where a ghost druid watches over a powerful relic.
what was once an inn quietly sitting at the top. A large statue of a long ago hero stands near the inn overlooking an old well that is partially fallen down. The main threat found in the Old Inn Hill section of town is the dormant stone golem that stands as a
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Coming in the gate you see the section of the town people call The Uplands. Here you can see buildings that are more spread out and surrounded by walls and some larger compounds with stables and corals. The overgrowth in this area is less than the other sections of the town with grasses and shrubs being the majority. Most of the buildings in this area of town are still is good shape. The stone foundations and tile
Coming down to the ocean from the Old Inn Hill you immediately see that large sections have become overgrown with trees and shrubs. The cobble roads you were traveling on now become narrow mud trails as the overgrowth has taken over. Many of the buildings here still stand as the slate roofs common here has kept out the worst of the weather. A few of
roofs have held up better than the rest of the town.
the buildings have partially fallen to the growth of trees disrupting the foundation. The ocean reeds and
A large temple dedicated the Tyr dominates the blocks close the boundary with The Old Inn section of
grasses mark the transition from land. Here you see a
town. This temple is close to the Lathander temple,
few partial docks and random piers scattered out a few
which is small and agrarian compared to the compound
dozen feet into the ocean.
that is the Tyr temple.
You notice tracks from other humanoids in the
The temple of Tyr was constructed to be as much a fortress as a place to worship. Large towers came out of the four corners and two still stand today. The main doors and other access points have been sealed from the inside forming a tomb of sorts. Here the ghost of the former paladin lord stirs. He still leads advanced skeletal warriors whom dwell within the fortress. An oni, or ogre magi, has taken up residence in the guard tower that is still standing close to the South Gate. He leads a group of ogres he uses for protection, but has plans to work with the hags that inhabit the High Docks section of the town.
4: The Low Docks
_
The Low Docks are found on the southern side of the river along the ocean and includes the areas of town further inland that share many of the same properties. Not only are small docks found here along with several warehouses but small homes are found crowded along the lowlands of the coastal areas. This is the poor section of the city where most of the area is now overgrown with thick grasses and trees have replaced the small gardens that were once found tucked away behind the rowhouses. The roadways have become choked down to mere paths since most were never cobbled like the other sections of the city. Along the water are several small docks that have mostly rotten and fallen into the reeds and grass tussocks of the tidal swamp. Once, when this was a viable town, ships coming to town would sail to the outer piers and anchor there. Flat barges would pole out past the tidal swamp and navigate the outlet of the river to the ships and offload the cargo. This was dangerous and could only be completed in the spring and summer when the seas were not rough and the winds were low.
muddy trails that used to be roads and other game trail cross these at various places. The smell of smoke hangs in the air. You are not alone and feel as if you are being watched with each step you take in this section of the town. This lowland area of town houses a tribe of lizardmen sent from the Mere of Dead Men by the black dragon that lives there. They moved in a few months ago and are trying to make a base to expand their domain. They have run into resistance from the coven of hags that live in the outer islands of the High Docks Section of town. Another threat has moved into this section of the town in the last few weeks, the Cult of the Dragon. A cell of roughly 30 cultists led by the mage Brinebeck have come seeking lore related to the dragons in the Mere of Dead Men and have been trying to establish peaceful negotiations with the lizardmen. They have taken several buildings near the outer palisade, close to the border of the Uplands section of town.
5: The High Docks
_
The High Docks are found on the northern side of the river along the ocean and west of Mage Hill. This area contains the larger area of docks and warehouses where the large barges used to pole out to anchored ships. Miners used to bring in cartloads of gravel and slag which was being used to fill in part of the coastal swampland. An old, narrow bridge leads out to a few islands made from river deposits long ago. A few small homes and a lighthouse can be found there. Many shops and warehouses are in this area of town. Smiths that specialized in brass and tin were popular, with a bell maker and three shops that specialized in candle holders and chandeliers. Several forges where
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the mines would bring ore to smelt into ingots are found away from the coast, closer to the mineheads coming out of Mage Hill. One of the big secrets of this section of town is that once there was a cabal of mage-smiths that created many types of constructs and used many types of elementals in their homes, businesses, and secret dealings. Buildings with underground secret rooms and tunnels that lead to deeper mines or escape holes along the river or coast are common. Several of the new constructs are detailed in the adventure sections of this book and the new monster appendix at the end of this book.
Heading to the coast from the center portion of town you come to an industrial section of the town. Houses and shops are clustered tighter together than in other parts of town. The streets are wide to handle carts carrying ore from the mines and shipping goods from the many warehouses found here. A large section along the coast served once as a
Whats Next?
___
Any of these ideas can form the basis for an adventure or a series of adventurers based in the ruins of the town. Several locations may prove challenging to low-level adventuring parties. It is not until the beholder found in Tower Hill is killed or forced to flee will the town freed from the lair effects of its other world influence. It may take months or even years for the last vestiges of evil to be removed and the town of Leilon can once again rise as a center of power in the dark world threatened by darkness.
Awarding Experience Points
___
Each adventure has experience for the threats overcome built in with the individual challenges. A story award should be given if a section of the city is made safe and allow for new settlers. If the town ever becomes completely safe and resettled than another story award should be given along with some other form of compensation to the group depending on how vital the party was to freeing the town. Some ideas on awards include; a statue, land grant, ownership of a mine, political office, and noble title.
dump for both trash and discarded ore gravel and slag. An old tower that is little more than a shack pokes above the refuse. It serves as a guide marker to the crumbling bridge that leads to a pair of islands poking above the reeds. On the furthest island a large warehouse can be seen from anyone in this section of the town. This section of town is home to a few threats. The greatest is the coven of hags that live in the lighthouse on the outer island. They control a group of zombies from a pirate shipwreck over 30 years ago. This location is detailed in part 3 of this book. Another threat is this section of town is several forms of elementals and constructs that can be found in the abandoned forges and metalsmith shops.
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Wandering Monsters
___
Wandering Monsters
As a DM you want to provide threats for your players and provide for adventures that link together in some sort of cohesiveness. The monsters listed in the chart are grouped by section of the city where they are normally found and the frequency finding each type of monster. The listing for NPC’s and Locations are in every section of the town. They can be re-rolled or be used for non-combat encounters. Bandits and cultists end up likely being combat encounters, but adventurers and druids may be friendly. Locations can be anything you wish. They can be safe areas in town or lucky finds such as a wagon when needed.
The ruined town is a dangerous place. In the last 100 years only several groups of adventurers have explored any of the sections. Most of this exploration has been only in the last few months and little has been cleared out, leaving many things still dangerous and hungry. Use the below table for wandering monsters. It is divided in terms of day and night, and typical encounters for common buildings. Use 1d6 for determining if a wandering monster is found with a roll of 6 being successful. You can roll this as often as you like. I recommend twice in the day and twice at night and once when entering common buildings. You want to have some random danger, but not have so many random monsters bog down the planned adventure.
Leilon Wandering Monsters Tower Hill
Monster
Day
Night
Old Inn Hill
Uplands
Day
Day
Night
Low Docks
Night
Day
High Docks
Night
Day
Night
Ankheg Basilisk Blight Carrion Crawler Demon- Barlgura Demon- Chasme
--01-04 05-09 10-12 13-14 15-20
--01-07 08-10 11-16 17 18-20
01-02 --03-08 09-12 -----
01-05 --06-10 11-16 -----
01-05 -----------
01-04 -----------
----01-08 -------
----01-08 -------
--01-03 04-09 10-16 17 18-20
--01-05 06-09 10-16 17 18-20
Demon- Dretch Elemental Gargoyle Goblin Golem Kuo-toa Lizardfolk
21-25 --26-34 ----35-46 ---
21-25 --26-30 ----31-45 ---
--13 14-20 21-22 23 24-38 ---
--17 18-23 24-26 27 28-42 ---
--06 --07-11 12 --13-21
--05 --06-11 12 --13-15
--09-10 --10-14 ----15-40
--09-10 --11-14 ----15-33
21-26 27 28-32 33-39 --40-49 50-54
21-26 27 28-32 33-36 --37-44 ---
Ogre Ooze- Black Pudding Ooze- Ochre Jelly Shadow Skeleton Stirge
--47-48 49-50 --51-55 56-57
--46-47 48-49 --50-54 55-64
39-40 41-42 43-45 --46-52 53-55
43-44 45-46 47-50 --51-57 58-65
22-26 ------27-34 35-39
16-22 ------23-28 39-35
41-43 44-46 47-48 50 51-56 57
34-35 36 37-38 39 40-45 46-48
------55-56 57-60 61-64
------45-50 51-56 57-62
Troll Zombie Animal- Awakened Tree Animal- Dire Wolf Animal- Giant Centipede Animal- Giant Fire Beetle
--58-64 ----65-69 70-75
--65-70 ----71-76 77-80
56 57-64 65 --66-70 71-72
66 67-72 73 --74-75 76-77
--40-47 48-49 49-54 55-59 60-65
--36-45 46-47 48-54 53-58 59-64
58 59-63 64-66 67-68 69-74 75-77
49 50-53 54-55 56-60 61-98 69-72
--65-69 --70-73 74-75 76-77
--63-70 --71 72-74 75-79
Animal- Giant Rat Animal- Giant Spider Animal- Wolf NPC- Bandit NPC- Cultist NPC- Druid NPC- Adventurer
76-81 82-84 --85-89 90-94 --95-99
81-85 86-89 --90-92 92-96 --97-99
73-80 81-85 --86-89 90-92 93-94 95-99
78-84 85-86 --87-89 90-93 94 95-99
66-75 76-79 80-83 84-87 88-92 93-94 95-99
65-75 76-81 82-87 88-90 91-94 95-96 97-99
78-84 85-88 89-93 ----94-95 96-99
73-83 84-89 90-96 ----97 98-99
78-84 85-89 90-94 ------95-99
80-85 86-89 92-96 ------97-99
00
00
00
00
00
00
00
00
00
00
Location
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Part 3: The Sea Shark Background Gyrand suspects that a secret group of mage smiths were once active in town before The Spellplague and is interested in collecting any knowledge on the group or how to build any of their constructs. Thirty years ago a pirate ship was under attack from ships loyal to Waterdeep. The captain managed to escape the fight but was unable to make it all the way to Luskan and find safe haven. The crew did not want to land in Leilon for they know the stories and horrors that people spoke of in whispers when discussing the ruined town. The captain was desperate and needed to make port to save the ship and escape the storm that allowed them to survive the privateers. In the end the ship tied up to the outer piers and rowboats were sent to shore to find supplies. None know what happened to the crew or ship but the legend is that it was lost to the sea. The ship was not lost to sea, in fact it started repairs and were going to make for Luskan, when the zombies reached them. It is believed that at least one shipmate reached safety and relayed the whereabouts of The Sea Shark. A map has been floating around the region for several years showing Leilon at the lost location. Today the ship has run aground and lays partially buried in the swamp and reefs off the outer islands in the High Docks section of the city. A sandy path can be
followed at low tide out to the ship. The path is near the ruined lighthouse which is home to a coven of hags. The island itself is also home to a group of zombies whom several used to be pirates from the lost ship.
Adventure Setup The PC’s either found a map while investigating another site or have knowledge of a partially sunken ship from spotting it from one of the hilltops. PCs with the sailor background have heard the stories of the pirate ship Sea Shark that vanished off this coast. You can summarize the background section of the adventure. To get to the ship the PCs will need to travel through the outer islands dealing with the monsters that lurk there. The lighthouse at the end of the islands contain a coven of hags that will need to be dealt with before heading to the sunken ship found a short ways off the island. The Ship itself contains a portion of what is left of the crew and the final encounter with the captain himself. The encounter with the captain contains clues about the feared Kraken Society and allows foreshadowing for future events.
#1 Island Entrance
_______
As the party crosses the old wooden bridge to the last island, read the following.
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The old wooden bridge you were crossing leads to a small island maybe 300ft long and 100ft wide.
You
can see the tops of a few small houses in the overgrowth of brush and weeds. At the far end of the island you can see the stone lighthouse standing silently in the slight fog. Several foot paths wind through the weeds on what used to be a road at some point in time. Shortly after you begin heading to the lighthouse you hear sounds from the abandoned houses next to you. You notice several humanoids moving toward you through the tall reeds. You may be able to outrun them and get to the lighthouse, but that means you might be facing twice the number depending on what may be there.
Several zombies and a handful of blights have taken up residence in the area. The zombies are under the control of the hags, but the blights are randomly here. The blights will wait a turn to attack and let the zombies become involved. They will use the zombies for flanking, but will flee from them if they are alone.
Treasure: One of the zombies was a pirate from the looks of his dress and cutlass. He carries 1d10sp and a gold earring worth 25gp.
Blight, Needle_
__Med. plant, NE
Armor Class- natural Hit Points (2d8+2) Speed 30 ft.
12 11
STR
DEX
CON
INT
WIS
CHA
12 (+1)
12 (+1)
13 (+1)
4 (-3)
8 (-1)
3 (-4)
Condition Immunities blindness, deafness Senses BS 60ft, (blind beyond) Perception -1 Languages understands Common Challenge 1/4 (50 XP) Actions_______________ ______________ Claws: +3 to hit, (2d4+1). Needles: +3 to hit, (2d6+1) 30/60ft.
Blight, Twig_(8) _
_ __Sm. plant, NE
Armor Class- natural Hit Points (1d6+1) Speed 20 ft.
13 5
STR
DEX
CON
INT
WIS
CHA
6 (-2)
13 (+1)
12 (+1)
4 (-3)
8 (-1)
3 (-4)
Skills Stealth +3 Damage Vulnerabilities fire Condition Immunities blind, deaf Senses BS 60ft, (blind beyond) Perception -1 Languages understands Common Challenge 1/8 (25 XP) Abilities________________ ____________
False Appearance. While motionless it is indistinguishable from a normal dead shrub.
Actions_______________ Claws: +3 to hit, (1d4+1).
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______________
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Zombie_(6)
__ _____ Med undead, NE
Armor Class- scraps Hit Points (3d8+9) Speed 20 ft.
11 22
STR
DEX
CON
INT
WIS
CHA
13 (+1)
6 (-2)
16 (+3)
3 (-4)
6 (-2)
5 (-3)
Saving Throws Wis +0 Damage Immunities poison Condition Immunities poison Senses DV 60’. Perception -2 Languages understands- usually Common Challenge 1/4 (50 XP) Abilities______________ ______________
Undead Fortitude. When dying it makes a Con ST- DC is
There is another entrance to the lighthouse in the rear of the structure. A wooden set of stairs has been built to the second floor and enters through a window that was modified to fit a crude door. The door does not lock but is trapped with a cruse bell trap. A Perception check (DC 15) will notice this before opening the door and a Dex check (DC12) will disable it. Characters without thieves’ tools have disadvantage to the disable check.
Treasure: nil. The hags have cleared the zombies of anything valuable over the years.
Zombie_(12) Armor Class- scraps Hit Points (3d8+9) Speed 20 ft.
5+damage taken, unless radiant or critical. If successful it has 1 HP.
Actions_______________ Slam: +3 to hit, (1d6+1).
______________
Dungeon Features The ruined lighthouse uses the following features unless otherwise noted. Ceilings: Each level of the stone lighthouse is 10ft high. Doors: Doors that are still in place are made from wood with a force open (Str) DC of 15 and an Open Lock (Dex) DC of 14. Light: Each of the main rooms that are occupied by monsters other than undead are lit with candles or lanterns. Light should not be a problem for characters in these rooms. During daytime, rooms are lit by gaps in the window coverings that allow rays of filtered light to come through.
#2 The Lighthouse Entrance
_______ st
Read the following once the pc’s enter the 1 floor. Opening the old oak door you see the large room before you standing roughly 30ft by 30ft. A set of spiral stairs forms a central shaft leading to the top of the structure. Filtered sunlight comes in through the remains of old windows covered with overgrown vines. The base of the lighthouse has been stocked with zombies to kill any surprise visitors. Most are old pirates, but a few are older than that from the fall of the town or even a few adventurers from over the last few years. The zombies have been forced in the entry room and are rather docile until they see something of hear enough noise.
__ ________ Med undead, NE 11 22
STR
DEX
CON
INT
WIS
CHA
13 (+1)
6 (-2)
16 (+3)
3 (-4)
6 (-2)
5 (-3)
Saving Throws Wis +0 Damage Immunities poison Condition Immunities poison Senses DV 60’. Perception -2 Languages understands- usually Common Challenge 1/4 (50 XP) Abilities______________ ______________
Undead Fortitude. When dying it makes a Con ST- DC is 5+damage taken, unless radiant or critical. If successful it has 1 HP.
Actions_______________
______________
Slam: +3 to hit, (1d6+1).
#3 Lighthouse 2 nd Floor
_______
This area is accessed by either the central stairwell from area 2 or from the concealed stairwell in the rear of the building. Either way, read the following once the pc’s enter this room. The door opens into a large room roughly 40x40 ft. st
The central stairwell from the 1 floor continues to a rd
3 floor and beyond. This room is dominated by both a large kitchen area and lab area that end up overlapping each other. A hearth on the far wall contains a few boiling pots and the massive central table has both food plates and strange alchemical creations. Several cages are suspended from the ceiling containing an assortment of birds and small animals.
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As you enter this room you notice a hag sitting at the table and another hag to the side dealing with one of the birds in a cage. Both of these foul creatures raise claws and point at you. The hag at the table whispers; “You best be leaving if you want to survive”. This is the lab area of the hags and contains several unfinished potions along with ingredients for more potions and spells. Two of the hags are here and the rd third will come down the stairs from the 3 floor on the second round of combat if things come to this. If the PCs do not give them a good reason to be there, the hags will cast spells to incapacitate the intruders, such as sleep, and hold person. Two of the birds are songbirds from southern regions that have been bred from ones that were on the pirate ship 30 years ago along with a long-lived parrot named Gertrude that likes to squawk for attention when people enter the room. A large cage with a black curtain covering it contains a pixie named Thimble that is being kept as a prisoner and used for spell components and as ingredients in potions when the need arises. She would be grateful if let free and reward the party with information or a map to secret treasure. DM’s are free to provide something here that moves the adventure along or provides a future site for exploration.
Treasure: 2potions Greater Healing, 1 Oil of Slipperiness, and 1 Philter of Love. There are also a few unfinished potions and oils here as well. DM’s can determine type and amount. An Arcana check (DC 20) is needed to complete the formula. The wizard Gyrand the Wise at Duggin’s Hold would trade for the collection of the lab. He would be able to make potions and give a portion to the pc’s for bringing him the lab.
Hag, Green
Med fey,NE
Armor Class natural Hit Points (11d8+33) Speed 30 ft.
17 82
STR
DEX
CON
INT
WIS
CHA
18 (+4)
12 (+1)
16 (+3)
13 (+1)
14 (+2)
14 (+2)
Skills Arcana +3, Deception +4, Stealth +3 Senses darkvision 60 ft. Perception +4 Languages Common, Draconic, Sylvan; Challenge 3 (700 XP); coven 5 (1,800 XP) Abilities_______________ _______ ______ Amphibious: The hag can breathe air and water. Innate Spellcasting: (spell save DC 12).
At will: dancing lights, minor illusion, vicious mockery Mimicry: The hag can mimic animal sounds and humanoid voices. A creature that hears the sounds can tell they are imitations with a successful DC 14 Wisdom (Insight) check. Actions ____ ________________________ Claws: +6 to hit, (2d8+4) slashing Illusory Appearance: The hag covers herself and anything she is wearing or carrying with a magical illusion that makes her look like another creature of her general size and humanoid shape. The illusion ends if the hag takes a bonus action to end it or if she dies. The changes wrought by this effect fail to hold up to physical inspection. For example, the hag could appear to have smooth skin, but someone touching her would feel her rough flesh. Otherwise, a creature must take an action to visually inspect the illusion and succeed on a DC 20 Intelligence (Investigation) check to discern that the hag is disguised. Invisible Passage: The hag magically turns invisible until she attacks or casts a spell, or until her concentration ends (as if concentrating on a spell). While invisible, she leaves no physical evidence of her passage, so she can be tracked only by magic. Any equipment she wears or carries is invisible with her.
Hag, Night
Med fey,NE
Armor Class natural Hit Points (15d8+45) Speed 30 ft.
17 112
STR
DEX
CON
INT
WIS
CHA
18 (+4)
15 (+2)
16 (+3)
16 (+3)
14 (+2)
16 (+3)
Skills Deception +7, Insight +6, Stealth +6 Damage Resistances cold, fire; nonmagical attacks not made with silvered weapons Condition Immunities charmed Senses darkvision 120 ft. Perception +6 Lang Abyssal, Common, Infernal, Primordial; Challenge 5 (1,800 XP); coven 7 (2,900 XP) Abilities____________ ___ _____________ At will: detect magic, magic missile 2/day: plane shift (self only), ray of enfeeblement, sleep Magic Resistance: Advantage on saving throws against spells and other magical effects. Actions __________ __________________ Claws (Hag Form Only): +7 to hit. Hit: (2d8+4) slashing. Change Shape. The hag magically polymorphs into a Small or Medium female humanoid, or back into her true form. Her statistics are the same in each form. Any equipment she is wearing or carrying isn’t transformed. She reverts to her true form if she dies.
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Etherealness . The hag magically enters the Ethereal Plane from the Material Plane, or vice versa. To do so, the hag must have a heartstone in her possession. Nightmare Haunting (1/Day). While on the Ethereal Plane, the hag magically touches a sleeping humanoid on the Material Plane. A protection from evil and good spell cast on the target prevents this contact, as does a magic circle. As long as the contact persists, the target has dreadful visions. If these visions last for at least 1 hour, the target gains no benefit from its rest, and its hit point maximum is reduced by 5 (1d10). If this effect reduces the target’s hit point maximum to 0, the target dies, and if the target was evil, its soul is trapped in the hag’s soul bag. The reduction to the target’s hit point maximum lasts until removed by the greater restoration spell or similar magic.
general size and humanoid shape. The effect ends if the hag takes a bonus action to end it or if she dies. The changes wrought by this effect fail to hold up to physical inspection. For example, the hag could appear to have no claws, but someone touching her hand might feel the claws. Otherwise, a creature must take an action to visually inspect the illusion and succeed on a DC 16 Intelligence (Investigation) check to discern that the hag is disguised.
Hag Coven When 3 hags come together they can form a coven. If more than 3 hags come together, the result is usually disastrous
Actions _________________ ___________ Shared Spellcasting . While within 30ft of each other they can cast the following spells from the wizard spell list, but share the slots between them.
Hag, Sea
Med fey,CE
Armor Class natural Hit Points (7d8+21) Speed 30 ft., swim 40ft.
14 52
st
1 lev. (4 slots): identify, ray of sickness nd
2 lev. (3 slots): hold person, locate person rd
STR
DEX
CON
INT
WIS
CHA
3 lev. (3 slots): bestow curse, counterspell, lightning bolt
16 (+3)
13 (+1)
16 (+3)
12 (+1)
12 (+1)
13 (+1)
4 lev. (3 slots): phantasmal killer, polymorph
th th
5 lev. (2 slots): contact other plane, scrying th
Senses darkvision 60 ft. Perception +1 Languages Aquan, Common, Giant Challenge 2 (450 XP); coven 4 (1,100 XP) Abilities_______________ _____________ Amphibious: The hag can breathe air and water. Horrific Appearance: Any humanoid that starts its turn within 30 feet of the hag and can see the hag’s true form must make a DC 11 Wisdom saving throw. On a failed save, the creature is frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the hag is within line of sight, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the hag’s Horrific Appearance for the next 24 hours. Unless the target is surprised or the revelation of the hag’s true form is sudden, the target can avert its eyes and avoid making the initial saving throw. Until the start of its next turn, a creature that averts its eyes has disadvantage on attack rolls against the hag. Actions ________ ____________________ Claws: +5 to hit. Hit: (2d6+3) slashing. Death Glare: The hag targets one frightened creature she can see within 30 feet of her. If the target can see the hag, it must succeed on a DC 11 Wisdom saving throw against this magic or drop to 0 hit points. Illusory Appearance: The hag covers herself and anything she is wearing or carrying with a magical illusion that makes her look like an ugly creature of her
6 lev. (1 slots): eyebite th
For casting these spells, each hag is a 12 level spellcaster that uses Intelligence as her casting ability. The spell save is 12+ Int modifier with spell attack being 4+ Int modifier.
Hag Eye. A coven can craft a magic item called a hag eye, which is made from a real eye and coated with a protective varnish and often fitted into a pendant or other wearable item. The hag eye is usually trusted to a servant for safekeeping and transport. Any hag in the coven can use its action to see through the eye as long as it is on the same plane of existence. The eye has an AC 10 and 1 HP. If it is destroyed, each hag takes 3d10 psychic damage and is blinded for 24 hours. After the 24 hours, they can create another eye with a ritual that lasts for 1 hour.
#4 Lighthouse 3 rd floor
_______
The top floor of the lighthouse is the sleeping chambers of the hags. It is guarded by a lesser gear construct (a new monster detailed here). The top floor of the lighthouse is a 30ft x 30ft room with a central staircase 10ft in diameter. This looks like it leads to a higher platform containing the fire and reflectors for the signal fires to alert ships. The rest of this floor has three beds and a set of shelving where the hags have several books, jars, and other small items.
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19
The other sight in this room is a large of liquid that looks like oil. Partially submerged inside this vat is a humanoid shaped construct of some sort made out of gears and rusting pieces of metal. As you come up the
Dungeon Features The sunken ship uses the following features unless otherwise noted.
landing to the room it begins to animate and climbs Ceilings: Each level of the wooden boat is 7ft high.
out of the liquid. The vat of oil was once used to fuel the fire at the top of the lighthouse. A system of tubes was used to wick the oil up to keep the fire burning. The construct was found years ago by the hags in one of the forge shops on the main land. The shelving area contains a few old books that are still intact and may be fair reading but of little importance. Hidden in the base of the beds is the hags’ treasure. An Investigation check (Dc 15) is needed to find.
Treasure: On the shelf are a potion of Greater Healing and a jar of Restorative Ointment containing 4 uses. The hidden treasure contains 200gp, 400sp, 25pp, and a Ring of the Ram.
Golem, Gear- Minor
_
Armor Class- nat Hit Points (12d10+36) Speed 30 ft.
Med. construct, UN
17 85
STR
DEX
CON
INT
WIS
CHA
20 (+5)
9 (-1)
16 (+3)
3 (-4)
11 (+0)
1 (-5)
Damage Immunities poison, psychic, non-magical weapons Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned Senses DV 120ft, perception +0 Languages understands creator’s language Challenge 7 (2,900 XP) Abilities__________________ __________ Immutable Form. Immune to any spell that would alter its form. Magic Resistance Advantage on ST vs. spells and other magical effects . Magic Weapons Weapon attacks are considered magical. Actions___________________ __________ Multiattack : Make 2 slam attacks Slam: +7 to hit, (2d8+5)
Doors: Doors that are still in place are made from wood with a force open DC of 17 and an Open Lock DC of 15. Light: Each of the main rooms that are occupied by monsters other than undead are lit with candles or lanterns. Light should not be a problem for characters in these rooms.
#5 Sea Shark Deck
_______
Read the following as the pc’s approach the ruined pirate ship. The pc’s are able to locate the path to the ship if it is approached during low tide. The walk out to the ship takes only 15 minutes of crossing the muck and reeds to reach the ship listing on its side. At high tide characters trying to get to the ship will need a boat or a raft of some sort. They can fashion a raft from materials found on the island. This will take 1d4 hours during which time you should roll a wandering monster check. The DM should determine when it is high tide and low tide depending on your gaming group. To put a bit of pressure on the party you can determine that it is low tide and that only an hour or two remains before the path begins to be covered by the tide coming in. This will add pressure to the party and may keep them from taking a short rest while investigating the ship. Travel to the partially sunken ship is easy enough. The ship lists only a few hundred yards off shore and your approach from the island is peaceful. Climbing over the side rail from the brush you find your footing to be awkward and slippery from both the angle the ship is resting on the sea floor and the algae and seaweeds covering the decking. There appears to be a closed door at what would be the rear of the ship that typically contains the captain’s quarters. Several other holes in the decking reveal darkness below. Some old bones from fish and other humanoids pile in the corners where the tides have not washed they from the ship.
Fire Blast (Rec
): Targets one or more creatures within 15ft cone. Each must make a Dexterity ST (DC15) taking 4d10 fire damage and are blinded on a failed saving throw, or half damage and not blinded if the saving throw is made. Effects last for 1 minute (SE). Not for resale. Permission granted to print or photocopy this document for personal use only .
Leilon- Overview
20
As you begin to gather your bearings and footing, you realize creatures are climbing out of the recesses of the ship and over the top rail on the far side of the ship. The creatures appear to be ghouls of some sort, but are dripping with moisture and covered with seaweed. The ghouls are modified versions of ghouls and ghasts from the Monster Manual. They are remnants of the pirate crew that were not taken by the hags and have been converted by the captain’s corrupting energies. They generally hide by day, but will swarm to both protect the captain and catch any food that may approach.
Treasure: The leader ghast was once the first mate and wears a gold set of earrings studded with diamonds (250gp)
Ghoul- (Corrupted)
_Med undead, CE
Armor ClassHit Points (5d8)
12 22
of ghast make a ST (DC 11 Con) or be poisoned for 1 minute (SE).
Turning Defiance: The ghast and any ghouls w/in 30’ have adv. on ST against turn undead. Actions_____________________________ Bite: +3 to hit, (2d8+3).
Claws: +5 to hit, (2d6+3). If not undead, make a Con ST DC 11 or paralyzed (SE) 1 min.
#6 Ruined Ship Hull
_______
The ship hull is accessed through either the deck cabin stairwell or from an underwater hole in the ship’s hull beneath the waterline. The smaller holes where the ghouls emerged from in the previous encounter all lead st to the 1 floor of the ship. This is a large compartment where sailors were bunked and only contains ruined furniture, and ruined kitchen and a mess hall. All these rooms are in ruins and contain nothing of value. A set of stairs leads to the bottom floor. Read the following once the party reaches the bottom floor. The bottom of the stairs leads to a large chamber
Speed 30 ft. STR
DEX
CON
INT
WIS
CHA
13 (+1)
15 (+2)
10 (+0)
7 (2)
10 (+0)
6 (-2)
roughly 30x70ft that once was the ship’s bottommost section. Ballast rock has been spilled onto the side of the ship that now serves as the floor, making the area semi-stable for walking. A large section of the far end
Damage Resistance fire Damage Immunities poison Condition Immunities charm, exhaust, poison Senses DV 60’. Perception +0 Languages- Common Challenge 1 (200 XP) Actions_____________________________ Bite: +2 to hit, (2d6+2).
is under water. You would guess the water depth
Claws: +4 to hit, (2d4+2). If not undead or elf make a
illuminates a faint green from some sort of corral or
Con ST DC 10 or paralyzed (SE) 1 min.
Ghoul, Ghast_(Corrupted) Armor Class- chain Hit Points (8d8) Speed 30 ft.
Med undead, CE
17 36
STR
DEX
CON
INT
WIS
CHA
16 (+3)
17 (+3)
10 (+0)
11 (+0)
10 (+0)
8 (-1)
slopes down to several feet at the far end depending on the tide. Shortly before the beginning of the water stands a shrine of some sort. Bits of shipwood is mixed with coral and various flotsam to form an altar that moss. Unknown markings are written on the shrine. This is the living chamber of the Sea Shark’s captain. He did not die in the crash or become a ghoul in service to the hags. He was spared a life of sorts in a bargain with the kraken Slarkrethel , who transformed him into a loyal servant. Read the following description of the captain once the party begins to explore the room and especially the shrine.
Damage Resistance fire, necrotic Damage Immunities poison Condition Immunities charm, exhaust, poison Senses DV 60’. Perception +0 Languages- Common Challenge 2 (450 XP) Abilities____________________________
Stench. Any creature that starts turn w/in 5’ Not for resale. Permission granted to print or photocopy this document for personal use only .
Leilon- Overview
21
Inky black tentacles silently rise out of the water near the far side of the ship. Rising out of the water looks part man/ part squid. Cold bluish skin mixed with undead eyes mark the monster as once a living man who has passed to undeath long ago. The lower portion of his body has been converted somehow to coils of an octopus or squid. A moaning voice speaks out; “Death to those who spy on the Sea Lord”. The captain will attack the party directly and try to drag PCs into the water to drown them. You can roll initiative and let players take action on their turn. Some may want to question the captain about who or what he is. He will continue to attack and let out answers to questions similar to the following sentences. “The hags betrayed me, you will regret this intrusion”. “The Sea Lord sees all and is everywhere. You cannot run from his grip”. “The moon is coming and we shall be ready”.
Turning Defiance: The Captain and any undead w/in 30’ have adv. on ST against turn undead. Amphibious: The Captain can breathe air and water. Freedom of Movement: The Captain ignores difficult terrain, and magical effects can’t reduce its speed or cause it to be restrained. It can spend 5 feet of movement to escape from nonmagical restraints or being grappled. Actions________ ________________ Multiattack : 3 attacks- cutlass (x2) and tentacle. Tentacle: +8 to hit, 15ft reach,(2d6+3) and grappled. On its turn, it drags the target 10ft towards the water with an opposed Str check (Athletics) in addition to automatically dealing (1d6+3) damage. Cutlass attacks against grappled targets gain advantage. Cutlass: +7 to hit, (1d6+3). If not undead, make a Con save (DC 14) or paralyzed (SE) 1 min.
Whats Next?
___
Eliminating the pirate captain will have lingering effects in the following months. Slarkrethal the kraken will eventually come, usually in the spring when shipping starts anew. More of his forces will begin to explore the town if the captain cannot be reached.
Treasure: The ships treasure it was carrying when it crashed is still kept here. It lays partially buried beneath ballast stones. I will take several minutes to remove each chest. You can make this more exciting if you have the tide start coming in and filling in the hull of the ship. 4 chests are buried here containing; 400cp, 300sp, 300gp, 100pp, 12 gems at 100gp and 4 gems at 500gp. You should also place an appropriate magic item here depending on your campaign.
Destroying the hags will have repercussions as well. They balance the forces of the lizard men along the coast with the demon Roxx’s forces living under Tower Hill. Roxx will sense the upset in the power struggles that that go on within the town and begin to send forth kua-toa to eventually discover the hold and the adventuring parties coming into the town. An attack on the hold would happen only a few months after the hags death.
Ghoul, _(Pirate Captain)
Awarding Experience Points
Armor Class- natural/mixed Hit Points (14d8+28) Speed 30 ft.
Med undead, CE
17 91
STR
DEX
CON
INT
WIS
CHA
16 (+3)
17 (+3)
14 (+2)
11 (+0)
10 (+0)
8 (-1)
___
Experience in this area should be based on each encounter rather than the whole area. Some encounters may be avoided or missed and would change the total amount of experience gained.
Saving Throws Con +6, Str +6 Skills Athletics +8, Stealth +8 Damage Resistance fire, necrotic Damage Immunities poison Condition Immunities charm, exhaust, poison Senses DV 60’. Perception +0 Languages- Common Challenge 8 (3900 XP) Abilities________ ____________________
Stench. Any creature that starts turn w/in 5’ of the captain must make a ST (DC 14 Con) or be poisoned for 1 minute (SE).
Not for resale. Permission granted to print or photocopy this document for personal use only .
Leilon- Overview
22
Gargoyle_(2)
Part 4: The Tinsmith Background rd
This short adventure is designed for characters of 3 – th 4 level. It takes place in the High Docks section of town following the road next to the river from the south most bridge. You can pick most any building to suit the purpose, but this adventure was meant to set up future incursions into this section of the town and it should be one of the first few buildings. Not much is known about the Tinsmith. Any records or memory say he was known as Beedle because of a clicking sound he made while thinking. He was thought to be part mage or sorcerer and was hired on occasion to make constructs of various sorts. There were several smiths in the same cabal or guild making constructs. Some made animals or weapons and materials were varied as the smiths with copper, tin, and iron being the most popular.
Adventure Setup
Med. Elemental, CE
Armor Class- nat Hit Points (7d8+21) Speed 30 ft., fly 60ft.
15 52
STR
DEX
CON
INT
WIS
CHA
15 (+2)
11 (+0)
16 (+3)
6 (-2)
11 (+0)
7 (-2)
Damage Resistances non-magic wpns except adamantine Damage Immunities poison Condition Immunities exhaustion, petrified, poisoned Senses DV 60”, Perception +0 Lang. Terran Challenge 2 (450 XP) Abilities___________ ___ ______________ Falce Appearance. While motionless it is indistinguishable from an inanimate statue. Actions_________ _______ _____________ Multiattack : Make two melee attacks. Claws: +4 to hit, (1d6+2). Bite: +4 to hit, (1d6+2).
One hook for using this adventure is to have Durgin point out this place as a good spot to loot. He will ask for a share of the metal brought out since he can send it to Waterdeep on one of the last few caravans before winter. He plans to sell it for more food provisions and a few more guards/laborers. He will ask for one equal share and can even throw in a wagon and horse if needed. He also offers to buy any other items off them that they find. If needed, Cotton the NPC can drive the wagon and act as lookout and guard while the pc’s are in the building. He can be hired for a few gold and a partial share if he is involved in fighting.
#1 Roadside Ambush
_______
The road to the tinsmith’s shop crosses over either of the central bridges near Tower Hill. Unless the party is trying to conceal themselves, a roost of gargoyles will attack them. Roll a Wisdon check (perception) if the party is trying to move with stealth. Read the following once the party crosses the bridge if the gargoyles are attacking. A pair of gargoyle statues that were sitting on the roof of the nearby building take flight and fly toward you.
Treasure: The gargoyles carry no treasure.
Not for resale. Permission granted to print or photocopy this document for personal use only .
Leilon- Overview
23
#2 Tinsmith’s Shop- Front Office
_______
Read the following once the characters approach the shop. The Tinsmith’s Shop stands a short ways into the lower warehouse section of the town away from Tower Hill and closer to the waterfront. It is one of the main buildings you come to when entering this section of town. The outside looks intact with metal shutters over the windows and a large metal door closed to the outside. The two-story building looks more like a prison than a smith’s shop. The Doors are locked and requires a Dex check (Open Locks DC 14) or a Str check (Athletics DC 16) to force open. Forcing the door open alerts all monsters on the first floor to intruders. Read the following once the pc’s open the door and start to enter. The doors open to the main room of the shop. This
Mephit, Dust_(4)_
Sm. elemental, NE
Armor Class- nat Hit Points (5d6) Speed 30 ft.
12 17
STR
DEX
CON
INT
WIS
CHA
5 (-3)
14 (+2)
10 (+0)
9 (•1)
11 (+0)
10 (+0)
Damage Vulnerabilities fire Damage Immunities poison Condition Immunities poison Senses DV 60’, Perception +2, Stealth +4 Languages Auran, Terran Challenge 1/2 (100 XP) Abilities_____________ _______________
Death Burst. 5ft/ DC 10 Con Saving Throw or blinded for 1 minute, (SE).
Innate Spellcasting (1/day). Sleep Cha. based Actions__________________ ___________ Claws: +4 to hit, (1d4+2). Blinding Breath (Rec ): 15ft cone of blinding dust, DC 10 Dex. Save or blind 1 minute (SE).
room is roughly 30x30ft. Faint light comes through the metal window shutters and the door behind you.
#3 Tinsmith Workroom
Several dusty shelves lay shattered around the shop
Read the following once the party opens the door from the front shop area.
with only one on the far wall still intact. A few pieces
_______
of pewter and tinwork are still on the far shelf with several more pieces lying scattered around the floor. A
The door from the shop area opens into a large
desk and other pieces of furniture have been piled in
workroom roughly 30x50ft. Shelving lines the left and
front of the door to the rear room. A skeleton wearing
back walls and is filled with various boxes, tools, pieces
smiths clothing lays near the pile.
of metal and an assortment of product in all stages of completion. The right side of the shop contains a small
The skeleton is a dead shop worker who managed to enter this room after he was attacked by the constructs in the back room. Inspecting him reveals 2 metal darts made from tin sticking out of his shirt in his chest area. Hiding in this room are several dust mephits whom have been living here while feeding off the death energies that abound in the ruined city. They enter and leave through the chimney leaving the doors locked.
Treasure: The mephitis have 50cp, 100sp, and 25gp collected from around the town. Coins are kept in a box under the stove. The pewter and tin items are worth 100gp in a city such as Waterdeep or Neverwinter, but Durgin will only offer 20gp.
forge and several workstations with anvils and various tools. A set of stairs crosses between the forge and workstations leading up to the second floor. Small constructs shaped like crossbows on wheels roll out from various areas of the shelving and the workstations. Tin bolts similar to what was found in the front room begin to fire from the constructs. The tin crossbows have advantage on initiative and will roll out and attack on the round after the doors are opened. They have been free-willed since the Spellpalgue and will attack until destroyed. They can be commanded again if they can be incapacitated by dispel magic or possibly repaired if destroyed. Gyrand will pay 50gp for one if it is brought to him.
Treasure: The raw ingots of tin and pewter are worth 100gp if sold to Durgin, but 400gp if brought to Waterdeep or Neverwinter.
Not for resale. Permission granted to print or photocopy this document for personal use only .
Leilon- Overview
24
The doors open to a large room roughly 30x40ft
Rolling Tin Crossbow (6) Armor Class- Natural Hit Points (5d6) Speed 30 ft.
Sm. Construct, UN
14 17
containing a large central room with two small chambers along the rear wall. The main room appears to have been ransacked long ago with most of the
STR
DEX
CON
INT
WIS
CHA
10 (+0)
16 (+3)
11 (+0)
1 (-5)
5 (-3)
1 (-5)
contents scattered around. As you enter the room, a construct similar to animated armor but made from bulky plates of tin with smoke rising from some sort of gear mechanism in the chest cavity. It ambles toward
Saving Throws Dex +5 Damage Immunities poison, psychic Condition Immunities blind, charm, deafened, exhaustion, fright, paralyze, petrified, poisoned Senses blindsight 60” (blind beyond), Perception -3 Languages nil Challenge 1/4 (50 XP) Abilities_____________ _ ______________ Antimagic Susceptibility. Incapacitated while in the area of an antimagic field . If targeted by dispel magic, it must succeed on a Con ST vs. caster DC or fall unconscious for 1 min. Toy Appearance. The construct gains advantage to initiative rolls and to Dex checks (stealth) to hide outside of combat. Close Quarters. The construct does not suffer from disadvantage to attack rolls while next to an opponent. Actions_______________ __ ____________ Crossbow : +3 to hit, (1d6+3) range 40/120ft.
#4 Living Quarters 2 rd floor
_
Read the following once the characters ascend the stairs. The second floor contains a small sitting room at the top of the stairs and a short hall on either side. The left travels 5 feet to a door which looks fancier than the doors opposite of the sitting room, appearing to be more like living quarters and the others are storage rooms or the master’s quarters and the others simply apprentice’s quarters. The rooms are all empty with the exception of the master’s quarters. All the rest are either Spartan living quarters or a small supply closet. The Doors are unlocked except the master’s room which requires a Dex check (Open Locks DC 13) or a Str check (Athletics DC 18) to force open. Read the following once the pc’s open the door and start to enter the master’s chambers.
you from out of one of the rear rooms with its heavy fists raised.
Treasure: The tin man is built with a 500gp gem that is used to power it. Investigating the remains will reveal it. The rooms also contain a potion of greater healing under the bed, easily found in a small box.
Construct- Tin Man
_ Med. Construct, UN
Armor Class- Natural Hit Points (12d8+24) Speed 25 ft.
16 80
STR
DEX
CON
INT
WIS
CHA
17 (+3)
11 (+0)
14 (+2)
1 (-5)
3 (-4)
1 (-5)
Damage Immunities poison, psychic Condition Immunities blind, charm, deafened, exhaustion, fright, paralyze, petrified, poisoned Senses blindsight 60” (blind beyond), Perception -4 Languages nil, but understands common Challenge 6 (2300 XP) Abilities____________ ________________ Antimagic Susceptibility. Incapacitated while in the area of an antimagic field . If targeted by dispel magic, it must succeed on a Con ST vs. caster DC or fall unconscious for 1 min. Toy Appearance. The construct gains advantage to initiative rolls and to Dex checks (stealth) to hide outside of combat. Actions_____ ______ __________________ Multiattack : Make two melee attacks. Slam: +8 to hit, (2d6+3).
Whats Next?
___
Having cleared out the Tinsmith Shop of danger, the party may secure the building for future trip into this section of town. If the window plating is not taken off and brought to Durgin for trade, this building can be fortified from attacks. Other adventuring parties may use the building or the pc’s can work with them to establish several safe houses in the town for safety in case groups cannot make it out be dark and need to lay low.
Not for resale. Permission granted to print or photocopy this document for personal use only .
Leilon- Overview
25
Typically, this foray into town takes half the day between getting there, exploring the building, and loading the wagon of loot. Adventuring parties may want to explore other buildings in the area or while traveling back to the East Gates. Feel free to reuse these monsters or simply roll for wandering monsters in each building they come to.
Awarding Experience Points
___
Experience in this area should be based on each encounter rather than the whole area. Some encounters may be avoided or missed and would rd change the total amount of experience gained. 3 level parties may have a hard time with 2 gargoyles and that encounter could be lowered to 1 if the adventurers have no magical weapons. The first two encounters in the shop are on the easier side and groups may not think to rest before exploring the upstairs. The Tin Man is a challenge 6 monster and careless parties will have a hard time dealing with it.
Not for resale. Permission granted to print or photocopy this document for personal use only .
Leilon- Overview
26
Part 5: The Old Inn Background rd
This short adventure is designed for characters of 3 – th 4 level. It takes place in the Old Inn section of town. The Old Inn was last known as The Sword of Leilon when the town was alive over a hundred years ago. It was a prosperous place built high upon the hill in the center of town. It was built upon an inn of the same name that burned down long before and rebuilt twice. The Old Inn was not the only inn in town, but being central to the other businesses and markets made it popular.
Adventure Setup Parties new to the region may want to head here on their own. Cotton, the NPC at Durgin’s Hold, will approach the party if they are discussing where to investigate in town. He will offer the inn as a place he investigated before but did not go in. He wants them to bring back the bread oven in the kitchen for the staff of the hold to use. He will offer to drive a wagon used by the hold if the party needs. On the way to the inn the party will pass the well that a dormant golem stands guard over. Low-level parties will want to not awake it. Exploring the inn, groups will find several undead and low-level critters such as rats and blights. Hiding in the basement of the inn is a sinkhole to the tunnels and mines that cross through the hills in town.
Golem, Stone ___
_
Armor Class- nat Hit Points (17d10+85) Speed 30 ft.
17 178
Lg construct, UN
STR
DEX
CON
INT
WIS
CHA
22 (+6)
9 (-1)
20 (+5)
3 (-4)
11 (+0)
1 (-5)
Damage Immunities poison, psychic, non-magical weapons Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned Senses DV 120ft, perception +0 Languages understands creator’s language Challenge 10 (5,900 XP) Abilities______________ __ __________ Immutable Form. Immune to any spell that would alter its form. Magic Resistance Advantage on ST vs. spells and other magical effects . Magic Weapons Weapon attacks are magical. Actions_________________ __________ Multiattack : Make 2 slam attacks Slam: +10 to hit, (3d8+6)
Slow (Rec
): Targets one or more creatures within 10ft or it that it can see. Each must make a Wisdom ST (DC17). On a failed save, target cannot use reactions, its speed is halved, and cannot make more than one attack on its turn. In addition target can only use an action or bonus action, not both. Effects last for 1 minute (SE).
#2: The Old Inn- Courtyard________________ #1:The Crumbling Well_____________________ At the top of the hill before you reach the inn is an old well with a stone statue beside it. This was a stone golem once owned by the mage Thalivar before the Spellplague. The golem went berserk and rampaged through the town for over 2 weeks before coming to rest beside the Old Inn at the top of the hill. It has stood here for over 100 years waiting to be awakened once again. The golem is a dangerous opponent but will not animate and attack unless it is damaged or someone tried to pry out one of its eyes. It seems to be waiting for something or someone to once again begin to function.
Outside of the inn is a courtyard framed inside a stone wall. This courtyard has long been overgrown and the cobble path to the front door is barely noticeable. The courtyard is roughly 40x30ft with the main gate opposite the inn door. A side gate faces the old stable to the left. Hidden among the weeds are a fire pit and several statues, all are harmless. There are several blights hidden among the overgrowth.
Treasure: A skeleton of a worker who died during the Spellplague can be found with a Perception check (DC 15). In its hands is an old leather bag containing 4 sets of silverware (5gp each) and 3 silver candlesticks (15gp each).
Treasure: The golem’s eyes are made from diamonds that have clouded over with dirt and lichen. An Investigation check (DC 15) is needed to discover them. These are each worth 250gp.
Not for resale. Permission granted to print or photocopy this document for personal use only .
Leilon- Overview
27
Blight , Twig_(4)_ _
_
_
_Sm. plant, NE
Armor Class- nat 13 Hit Points (1d6+1) 5 Speed 20 ft. STR DEX CON INT WIS CHA 6 13 12 4 8 3 (-2) (+1) (+1) (-3) (-1) (-4) Skills Stealth +3 Damage Vulnerabilities fire Condition Immunities blind, deaf Senses BS 60ft, (blind beyond)Perception -1 Languages understands Common Challenge 1/8 (25 XP) Abilities_______ _____________________
False Appearance. While motionless it is indistinguishable from a normal dead shrub.
Actions_____ ________________________ Claws: +3 to hit, (1d4+1).
Blight, Vine_(1)
_ _ _ __Med. plant, NE
Armor Class- nat Hit Points (4d8+8) Speed 10 ft.
12 26
STR
DEX
CON
INT
WIS
CHA
15 (+2)
8 (-1)
14 (+2)
5 (-3)
10 (+0)
3 (-4)
Skills Stealth +1 Damage Vulnerabilities fire Condition Immunities blind, deaf Senses BS 60ft, (blind beyond) Perception +0 Languages Common Challenge 1/2 (100 XP) Abilities____________________________
False Appearance. While motionless it is indistinguishable from a normal dead shrub.
Actions_____________________________ Constrict : +4 to hit (10ft), (2d6+2) and grapples (escape DC 12). Until ends the target is restrained and the blight cannot grapple another target. Entangling Plants (Rec ): 15ft radius on blight. For 1 minute the area becomes difficult terrain for nonplants. In addition, each creature of the blights choice at the time of creation makes a ST (DC12 STR) or become restrained. A creature can use its action to make another ST, freeing itself or another creature.
#3: The Bar___________________________________ The main entrance opens to a large bar area roughly 30x30 with a side alcove of 20x30. There are several upturned tables and chairs littering the floor and a large broken cask of beer behind the bar.
A door in the alcove area leads to the kitchen and stairs leading down. Another set of stairs leading to nd the 2 floor stands by the bar area.
Treasure: Searching the skeletons finds 2d10sp and 1d6gp. Also, searching behind the bar reveals 1d6 intact bottles of liquor each worth 25gp.
Skeleton_(4)
_______ Med undead, LE
Armor Class- scraps Hit Points (2d8+4) Speed 30 ft.
13 13
STR
DEX
CON
INT
WIS
CHA
10 (+0)
14 (+2)
15 (+2)
6 (-2)
8 (-1)
5 (-3)
Damage Vuln bludgeoning Damage Immunities poison Condition Immunities exhaustion, poison Senses DV 60’. Perception -1 Languages understands- usually Common Challenge 1/4 (50 XP) Actions________________ _____________ Short Sword : +4 to hit, (1d6+2). Short Bow : +4 to hit, (1d6+2). 80’/320’
Skeleton, warrior _(1)_ Armor Class- chainmail Hit Points (5d8+10) Speed 30 ft.
Med undead, LE
17 32
STR
DEX
CON
INT
WIS
CHA
12 (+1)
14 (+2)
15 (+2)
6 (-2)
10 (+0)
5 (-3)
Damage Vuln bludgeoning Damage Immunities poison Condition Immunities exhaustion, poison Senses DV 60’. Perception +2 Languages understands- usually Common Challenge 1 (200 XP) Actions_____ ____________ ____________ Multiattack : 2 attacks Long Sword : +5 to hit, (1d8+3) (1d10+3 two-handed).
#4: The Kitchen______________________________ The kitchen room is 20x30 and a side alcove is another 10x10ft. Stairs lead down in this room and a 5ft lift is used to load barrels and crates to the basement. The stairs have been destroyed and an Investigation check (DC 13) reveals that they were deliberately destroyed from this level. A large stove and bread oven can be found here along with a few ruined crates and furniture hiding the warren of rats.
Not for resale. Permission granted to print or photocopy this document for personal use only .
Leilon- Overview
28
Treasure: There is little treasure here but a scattered 1d6sp. The bread oven is valued at Durgin’s Hold, but payment for this is only good will.
Rat, Giant (8)_
___Small beast, UN
Armor Class natural Hit Points (2d6) Speed 30 ft.
12 7
STR
DEX
CON
INT
WIS
CHA
7 (-2)
15 (+2)
11 (+0)
2 (•4)
10 (+0)
4 (•3)
Senses DV 60 ft., Perception 0 Languages — Challenge 1/8 (25 XP) Abilities______________
______________
rely on smell.
Pack Tactics. Adv. on an attack roll against a creature if at least one of the rat’s allies is within 5 feet of the creature and the ally isn’t incapacitated. Actions______________ _______________ Bite: +4 to hit, (1d4+2) piercing damage.
#5: 2nd Floor- The Rental Rooms__________ The upstairs contain several rental rooms 10x10 and 10x20. These all have open doors and destroyed furnishings. More skeletons are found here, victims of defending the Inn from destruction.
Treasure: The warrior skeletons each have 1d6gp and 1d10sp.
_____ Med undead, LE
Armor Class- scraps Hit Points (2d8+4) Speed 30 ft.
13 13
STR
DEX
CON
INT
WIS
CHA
10 (+0)
14 (+2)
15 (+2)
6 (-2)
8 (-1)
5 (-3)
Damage Vuln bludgeoning Damage Immunities poison Condition Immunities exhaustion, poison Senses DV 60’. Perception -1 Languages understands- usually Common Challenge 1/4 (50 XP) Actions_____________ ________________ Short Sword : +4 to hit, (1d6+2). Short Bow : +4 to hit, (1d6+2). 80’/320’
Skeleton, warrior _(2) Armor Class- chainmail Hit Points (5d8+10) Speed 30 ft.
DEX
CON
INT
WIS
CHA
12 (+1)
14 (+2)
15 (+2)
6 (-2)
10 (+0)
5 (-3)
Damage Vuln bludgeoning Damage Immunities poison Condition Immunities exhaustion, poison Senses DV 60’. Perception +2 Languages understands- usually Common Challenge 1 (200 XP) Actions____________________ _________ Multiattack : 2 attacks Long Sword : +5 to hit, (1d8+3) (1d10+3 two-handed).
#6: 2nd Floor- The Master’s Room_________
Keen Smell. Adv. on Wisdom (Perception) checks that
Skeleton_(4)__
STR
_Med undead, LE 17 32
The master’s rooms are on the end of the inn blocked by a metal door that is locked (Dex check DC 17). Here the owners and a few guests tried to lock themselves in the building while the destruction was raging around them. Unfortunately, they turned to ghouls or ate those not turned. The 3 room suite is set up for defense and had iron window bars and stone walls which prevented the ghouls from escaping.
Treasure: The Inn owners saved their treasure with them when they locked themselves in. There is a small chest containing 100gp and 200sp. There is also a gold necklace worth 25gp.
Ghoul (2)
______
_ Med undead, CE
Armor Class- natural Hit Points (5d8) Speed 30 ft.
12 22
STR
DEX
CON
INT
WIS
CHA
13 (+1)
15 (+2)
10 (+0)
7 (-2)
10 (+0)
6 (-2)
Damage Immunities poison Condition Immunities charm, exhaust, poison Senses DV 60’. Perception +0 Languages- Common Challenge 1 (200 XP) Actions_____________________________ Bite: +2 to hit, (2d6+2).
Claws: +4 to hit, (2d4+2). If not undead or elf make a Con ST DC 10 or paralyzed (SE) 1 min.
Ghoul, Fighter
__
___Med undead, CE
Armor Class- chain Hit Points (8d8+8) Speed 30 ft.
16 45
STR
DEX
CON
INT
WIS
CHA
12 (+1)
15 (+2)
13 (+1)
7 (-2)
10 (+0)
6 (-2)
Not for resale. Permission granted to print or photocopy this document for personal use only .
Leilon- Overview
29
Damage Immunities poison Condition Immunities charm, exhaust, poison Senses DV 60’. Perception +0 Languages- Common Challenge 2 (450 XP) Actions________________ _____________ Bite: +4 to hit, (2d8+2).
Claws: +6 to hit, (2d6+2). If not undead or elf make a Con Save (DC 12) or paralyzed (SE) 1 minute.
#8: Basement- Rear Lockers_______________
#7: Basement- Storage Room______________ The front section of the basement holds several old kegs of ale and crates of destroyed foodstuffs. Several ghouls live in this area and have been unable to escape through the lift since the staff broke the stairs that lead down.
Treasure: The warrior skeletons each have 1d6gp and 1d10sp.
Ghoul, Ghast _
______Med undead, CE
Armor Class- natural Hit Points (8d8) Speed 30 ft.
13 36
STR
DEX
CON
INT
WIS
CHA
16 (+3)
17 (+3)
10 (+0)
11 (+0)
10 (+0)
8 (-1)
Damage Resistance necrotic Damage Immunities poison Condition Immunities charm, exhaust, poison Senses DV 60’. Perception +0 Languages- Common Challenge 2 (450 XP) Abilities_____________ _______________
Stench. Any creature that starts turn w/in 5’ of ghast make a ST (DC 11 Con) or be poisoned for 1 minute (SE).
Turning Defiance: The ghast and any ghouls w/in 30’ have adv. on ST against turn undead. Actions________________ _____________ Bite: +3 to hit, (2d8+3). Claws: +5 to hit, (2d6+3). If not undead, make a Con ST (DC 11) or paralyzed (SE) 1 min.
Ghoul (2)
_
______ Med undead, CE
Armor ClassHit Points (5d8) Speed 30 ft.
12 22
STR
DEX
CON
INT
WIS
CHA
13 (+1)
15 (+2)
10 (+0)
7 (-2)
10 (+0)
6 (-2)
Damage Immunities poison
Condition Immunities charm, exhaust, poison Senses DV 60’. Perception +0 Languages- Common Challenge 1 (200 XP) Actions_______________ ______________ Bite: +2 to hit, (2d6+2). Claws: +4 to hit, (2d4+2). If not undead or elf make a Con ST DC 10 or paralyzed (SE) 1 min.
Here is a locked area in the back of the basement. The door is open and the lock no longer works. From this rear room a tunnel leads to the old mines under the hill. This is where the original ghouls came from as they were being pushed by the demons and gargoyles.
Treasure: Found here are 4 silver lanterns and a magic item.
Ghoul (2)
___
____ Med undead, CE
Armor ClassHit Points (5d8) Speed 30 ft.
12 22
STR
DEX
CON
INT
WIS
CHA
13 (+1)
15 (+2)
10 (+0)
7 (-2)
10 (+0)
6 (-2)
Damage Immunities poison Condition Immunities charm, exhaust, poison Senses DV 60’. Perception +0 Languages- Common Challenge 1 (200 XP) Actions_________________________ ____ Bite: +2 to hit, (2d6+2). Claws: +4 to hit, (2d4+2). If not undead or elf make a Con ST DC 10 or paralyzed (SE) 1 min.
Ghoul, Fighter ___
__Med undead, CE
Armor Class- chain Hit Points (8d8+8) Speed 30 ft.
16 45
STR
DEX
CON
INT
WIS
CHA
12 (+1)
15 (+2)
13 (+1)
7 (-2)
10 (+0)
6 (-2)
Damage Immunities poison Condition Immunities charm, exhaust, poison Senses DV 60’. Perception +0 Languages- Common Challenge 2 (450 XP) Actions_________________ ____________ Bite: +4 to hit, (2d8+2). Claws: +6 to hit, (2d6+2). If not undead or elf make a Con Save (DC 12) or paralyzed (SE) 1 minute.
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Leilon- Overview
30
Whats Next?
___
The Old Inn tends to be a gathering place for undead and other lessor forces in the town such as goblins. Being high on the hill also means that it is a good gathering place for adventurers since it provides good views of the whole town. It would be a good place to spy on Tower Hill and the happenings there and also provides views of the waterfront.
Awarding Experience Points
___
Experience in this area should be based on each encounter rather than the whole area. You should also give a story award of 500xp if the whole building is cleared out and the bread oven is delivered to Durgin’s Hold, if this was the hook for the adventure.
Adventuring parties could come to the inn every week or so and find that something has moved in. Typically goblins will infest or more blights will gather.
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Leilon- Overview
31
Part 6: The Coppersmith Background This adventure is designed for adventurers of levels 3-4. The coppersmith was a respected and well liked businessman. He was part of the ruling council before the town collapsed. His son however, was secretly part of the Zhentarim. He secretly funneled slaves through a hidden tunnel under the coppersmithing shop. His friends believed him to be a mage who created various constructs with a few other smiths. Nobody knew his deeds and what lies below the coppersmith today.
Adventure Setup The PC’s are asked by Gyrand to bring back a construct from the various shops in town. In a previous adventure, the pc’s may have encountered the tin crossbows in the Tinsmith Shop and brought one out for either Gyrand or Durgin. If it was not the current pc’s, it can always be another adventuring group as it will not affect this adventure. Gyrand will pay 100gp if the party can bring a construct back intact. Gyrand suspects that a secret group of mage smiths were once active in town before The Spellplague and is interested in collecting any knowledge on the group or how to build any of their constructs.
#1 Shop Entrance
_______
The main shop houses a group of ghouls led by a stronger fighter ghoul who was once part of a pirate ship that crashed among the outer islands over 30 years ago. They have contained a few of the constructs in the rear shop area and in the unexplored areas of the secret tunnels. The front entrance is not locked and opens fairly easy revealing the ghoul hideout. Read the following once the pc’s open the door to the shop and start inside. Opening the door reveals a 30x30ft room filled with broken rubbish. Mud and dirt have been used to coat
(Perception DC12) each round to determine if the upstairs ghouls overhear the fighting and ready an ambush for characters coming up the stairs. They will automatically gain surprise on the first round of fighting. Characters entering through the rear door will need to make a Dexterity check (Open Locks DC15). Paraphrase the contents of the workshop area and the two remaining ghouls will come from the front room.
Treasure: The ghouls have scattered around the shop 4d10sp and 3d10gp.
Ghoul_(4)
______ Med undead, CE
Armor Class- natural Hit Points (5d8) Speed 30 ft.
12 22
STR
DEX
CON
INT
WIS
CHA
13 (+1)
15 (+2)
10 (+0)
7 (-2)
10 (+0)
6 (-2)
Damage Immunities poison Condition Immunities charm, exhaust, poison Senses DV 60’. Perception +0 Languages- Common Challenge 1 (200 XP) Actions________________ ___________ Bite: +2 to hit, (2d6+2). Claws: +4 to hit, (2d4+2). If not undead or elf make a Con ST DC 10 or paralyzed (SE) 1 min.
#2 Upstairs
_______
Read the following once the characters ascend the stairs to the open room above. Climbing up the stairs opens to a small room maybe 15x15ft. A door to the left is open and another opposite where you enter is closed. An overturned table is near the wall next to you and a sitting table with chairs is in the opposite corner. Two ghouls move out of the open door towards you.
the windows and ceiling making it darker in here than
One wears armor and looks like it was a warrior in its
normal. An old counter on the opposite wall is still
past life.
intact along with an open door to the rear room. As you begin to enter you notice the clawed hand of a ghoul reach up from behind the counter and another one enters from the rear room. The rest of the ghouls will enter the fight the next round on their initiative. The ghouls will not hear the fighting unless the fight continues into the workshop area of the ground floor. Make a Wisdom check
The other two ghouls will come out of the closed door to ambush pc’s in the rear ranks of the fight. If the ghouls have surprise from overhearing the fighting on the ground floor, they will throw metalworking instruments at them (treat as daggers +4 to hit (1d4+4 damage). They do this in an attempt to lure them towards the open door, even into their room. This still allows the others to come out of the closed door on the following round.
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Leilon- Overview
32
Treasure: The lead ghoul has a chest under the large bed containing 50cp, 100sp, and 15gp. There is also a note there about a sailor being part of the crew that crashed off the outer islands and members of the crew being corrupted by evil and turned to ghouls.
Ghoul_(3)
________ Med undead, CE
Armor Class- natural Hit Points (5d8) Speed 30 ft.
12 22 CON
INT
WIS
CHA
13 (+1)
15 (+2)
10 (+0)
7 (-2)
10 (+0)
6 (-2)
with a floor to ceiling curtain blocking the rest of the room. To your right at the bottom of the stairs is a large set of double doors.
the floor. You spy hints of metal flashing off your torchlight from under the curtain.
Damage Immunities poison Condition Immunities charm, exhaust, poison Senses DV 60’. Perception +0 Languages- Common Challenge 1 (200 XP) Actions________________ ____________ Bite: +2 to hit, (2d6+2). Claws: +4 to hit, (2d4+2). If not undead or elf make a Con ST DC 10 or paralyzed (SE) 1 min.
____Med undead, CE 16 45
STR
DEX
CON
INT
WIS
CHA
12 (+1)
15 (+2)
13 (+1)
7 (-2)
10 (+0)
6 (-2)
The copper snakes have been stationed here or pushed down here from the ghouls upstairs. They sit silent until they sense someone approaching and will swarm the party when they can. They have no more master and cannot use that ability. The tin crossbows here will shoot from the rear, but will need to come up to the curtain to target adventurers.
Treasure: Gyrand will pay 50gp for either a snake or crossbow. Durgin will pay 100gp for the various supplies in storage.
Construct- Copper Snake (4) Armor Class- Natural Hit Points (4d6+4) Speed 30 ft., climb 10ft
Damage Immunities poison Condition Immunities charm, exhaust, poison Senses DV 60’. Perception +0 Languages- Common Challenge 2 (450 XP) Actions________________ ___________ Bite: +4 to hit, (2d8+2). Claws: +6 to hit, (2d6+2). If not undead or elf make a Con Save (DC 12) or paralyzed (SE) 1 minute.
#3 Basement- Main Room
The room opens to your left roughly 20x40 and ends
chilling sound, like a chain being softly pulled across
DEX
Armor Class- chain Hit Points (8d8+8)
the workshop until you reach a room at the bottom.
As you begin to explore the large room you hear a
STR
Ghoul, Fighter _
The darkness of the stairwell descends 3 levels below
_
The main room of the basement coming down the stairs contains a large curtain that blocks the manacles attached to the walls and the escape tunnel out of the back of the room. The room also contains crates of storage that are various sorts of contraband. The curtain and crates hid the copper snakes until the pc’s enter the room. Read the following once the pc’s reach the bottom of the stairs.
Sm. Construct, UN
16 18
STR
DEX
CON
INT
WIS
CHA
10 (+0)
16 (+3)
12 (+1)
2 (-5)
5 (-3)
10 (+0)
Damage Immunities poison, psychic Condition Immunities blind, charm, deafened, exhaustion, fright, paralyze, petrified, poisoned Skills Stealth +5, Perception -3 Senses blindsight 60” (blind beyond), Languages nil- understands common Challenge 1/2 (100 XP) Abilities_____________________ ______ Antimagic Susceptibility. Incapacitated while in the area of an antimagic field . If targeted by dispel magic, it must succeed on a Con ST vs. caster DC or fall unconscious for 1 min. Guard. If the copper snake is within 5ft of its master it can use its reaction to force disadvantage on an attack roll against its master. Actions_________________ __________ Bite: +4 to hit, (1d4+3), plus (1d6) poison
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Leilon- Overview
33
Rolling Tin Crossbow (3) Armor Class- Natural Hit Points (5d6) Speed 30 ft.
Sm. Construct, UN
14 17
STR
DEX
CON
INT
WIS
CHA
10 (+0)
16 (+3)
11 (+0)
1 (-5)
5 (-3)
1 (-5)
Saving Throws Dex +5 Damage Immunities poison, psychic Condition Immunities blind, charm, deafened, exhaustion, fright, paralyze, petrified, poisoned Senses blindsight 60” (blind beyond), Perception -3 Languages nil Challenge 1/4 (50 XP) Abilities______________ ______________ Antimagic Susceptibility. Incapacitated while in the area of an antimagic field . If targeted by dispel magic, it must succeed on a Con ST vs. caster DC or fall unconscious for 1 min. Toy Appearance. The construct gains advantage to initiative rolls and to Dex checks (stealth) to hide outside of combat. Close Quarters. The construct does not suffer from disadvantage to attack rolls while next to an opponent. Actions_________________ ____________ Crossbow : +3 to hit, (1d6+3) range 40/120ft.
#4 Basement- Rear Room__________________ The double doors open to this large, richly furnished room. The doors are locked and require a Dexterity check (Open Locks DC15) to open. Read the following once the pc’s reach the bottom of the stairs. Opening the double doors reveals a large room roughly 30x30ft. Light from your torches bounce off
for pleasure. The items on the shelving are mostly different drinks and crystal goblets. The parchments contain names of contacts and a few name other members of the group involved in the slave market. This may lead to future adventurers as the pc’s learn where they lived and worked and may look in those locations for secret rooms.
Treasure: Durgin will pay 100gp for the various crystal and liquors. The snake will fetch 50gp from Gyrand, or 10gp from Durgin if it is destroyed and only metal scraps.
Animated Armor (2)_ Armor Class- Natural Hit Points (6d8+6) Speed 25 ft.
Med. Construct, UN
18 33
STR
DEX
CON
INT
WIS
CHA
14 +2)
11 (+0)
13 (+1)
1 (-5)
3 (-4)
1 (-5)
Damage Immunities poison, psychic Condition Immunities blind, charm, deafened, exhaustion, fright, paralyze, petrified, poisoned Senses blindsight 60” (blind beyond), Perception -4 Languages nil Challenge 1 (200 XP) Abilities_________________ _________ Antimagic Susceptibility. Incapacitated while in the area of an antimagic field . If targeted by dispel magic, it must succeed on a Con ST vs. caster DC or fall unconscious for 1 min. False Appearance. Indistinguishable from a normal suit of armor while remaining still. Actions___________________ ________ Multiattack : Make two melee attacks. Slam: +4 to hit, (1d6+2).
several large mirrors and a crystal chandelier that illuminates the room in dazzling brilliance. The room is
Construct- Copper Constrictor
dominated by a giant table with 12 chairs. A few side
Armor Class- Natural Hit Points (10d10+10) Speed 40 ft., climb 10ft
tables and a set of shelves containing a few bottles, small boxes, and rolls of parchment finish the room. As you enter, 2 suits of armor that were standing next to an open rear door begin to animate and move towards you. From under the table you hear the same chilling chain sounds like the snakes from the last room, however the head that emerges is from a snake at least 10ft long and as thick as your leg. This room once served as a personal retreat for the smith’s devious son and other members of his slaver’s guild. The room in the rear contains a couple prison cells for holding future slaves and prisoners tortured
Lg. Construct, UN
16 70
STR
DEX
CON
INT
WIS
CHA
16 (+3)
14 (+2)
12 (+1)
2 (-5)
5 (-3)
10 (+0)
Damage Immunities poison, psychic Condition Immunities blind, charm, deafened, exhaustion, fright, paralyze, petrified, poisoned Skills Athlitics +5, Perception -3 Senses blindsight 60” (blind beyond), Languages nil- understands common Challenge 2 (450 XP) Abilities__________________ ________
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Leilon- Overview
34
Antimagic Susceptibility. Incapacitated while in the area of an antimagic field . If targeted by dispel magic, it must succeed on a Con ST vs. caster DC or fall unconscious for 1 min. Actions______________ _____________ Bite: +7 to hit, (1d8+3) Constrict : +7 to hit, (1d8+3), plus restrained. Characters may make a Strength check (DC13) to escape. Restrained characters automatically take (1d8+3) damage each round.
Poison Breath (Rec
): 15ft cone of poison. (6d6) poison damage. Con save for half (DC 13).
Whats Next?
He plans to modify and create his own constructs but will continue to look for a manual or set of notes. If successful, he will create several guards to post on the walls around the hold. This story with the magesmith society can continue with other members and types of constructs.
Awarding Experience Points
___
Experience in this area should be based on each encounter rather than the whole area. A story award of 400xp can be given for bringing back a suitable construct to Gyrand.
___
Dealing with the coppersmith provides Gyrand with materials to begin construction of his own constructs.
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Leilon- Overview
35
Appendices NPC adventuring Party
__ _______
This is a sample adventuring party that found exploring the ruins of Leilon. They are called The Steelheels and are a recent group to the area, having been here for a little more than a week and been to the town twice. Their short term goal is to find the miner’s guildhall and secure the cartload of silver rumored to be there. Another goal is to find the rumored sword that belonged to local hero Glastgo who died here fighting a demon from the tower.
Treasure: The Steelheels enjoy eating and drinking at the inn and will buy a round of drinks whenever they come back with newfound coins. They tend to be low in coins and try to collect healing potions whenever they can. Typically they have around 50gp and 1-6 potions on hand.
Sir Gylles of Tethyr
Med. human, LN
Armor Class- breast plate/sh Hit Points (5d10+10) Speed 30 ft.
19 44
STR
DEX
CON
INT
WIS
CHA
16 (+3)
12 (+1)
14 (+2)
10 (+0)
12 (+1)
15 (+2)
Saving Throws Str +6, Con +5 Skills Athletics +6, Perception +4 Languages Common, Elven Challenge 1 (200 XP) Abilities___________ ______ ___________ Brave, Adv. on saves vs. frightened 2nd Wind, (1x rest) as a bonus action he can gain 1d10+5 hit points. Actions______________ _______________ Multiattack, Make 2 longsword attacks Longsword : +5 to hit (1d8+3) (1d10+4) Crossbow : +3 to hit, (1d10). 80’/320’ Reactions______________ _______________ Parry : +3 to AC against 1 melee attack it can see from attacker and be wielding a weapon. Equipment; Po. Greater Healing (4d4+4) Sir Gylles is a noble fighter from the southern lands of Tethyr. His family has ties to the noble families of Waterdeep and receives typical benefits from them as expected. He is tall and fit, but not muscular looking. He likes to keep clean shaven and his hair close cropped in the military fashion. One of his eyes is milky and scarred from a fight early in his career and when he is in social situations with other nobles and
people of authority he tends to cover it by rubbing his eyebrow. Gylles is the leader of The Steelheels and brought them here after hearing about the new opportunity during one of the noble galas in Waterdeep. He is interested in gaining wealth and the rumored sword of Glastgo thought to be here. Right now he plans to stay through the winter as long as the weather is tolerable.
Valin, the Magnanimous Armor ClassHit Points (5d6) Speed 30 ft.
Med. human, LN
12 21
STR
DEX
CON
INT
WIS
CHA
9 (-1)
14 (+2)
11 (+0)
17 (+3)
12 (+1)
11 (+0)
Saving Throws Int +5, Wis +3 Skills Arcana +5, History +5 Senses DV 60 ft., Perception +1 Lang Common, Dwarvish, Draconic, Elvish Challenge 1 (200 XP) Abilities__________ _____ ______ _______ Spellcasting. 5th level caster. DC 14 / +6 hit Cantrip (at-will) light mage hand, shocking grasp, prestidigitation st 1 lev. (4 slots): charm per, magic missile, nd 2 lev. (3 slots): hold person, misty step(B) nd 3 lev. (2 slots): fireball, fly Arcane Recovery, (1xday) During a short rest Valin can recover 2 levels of spell slots. Sculpt Spell, When casting spells, Valin can choose to leave up to 3 targets out of the area of affect. Actions_________ ____________________ Quarterstaff : +3 to hit, (1d6-1) (1d8-1). Valin the Magnanimous is a pale, thin man from the city of Waterdeep. He has always been an academic and even now keeps out of the sunshine. Early in his career he was sickly and now carries fruit such as apples, oranges, and pears with him at all times. His hooked nose is lessened in appearance when he is wearing his thick-rimmed eyeglasses that turn smoky green in the sunshine. Valin joined The Steelheels when he was in midcareer. His first adventuring group fell to a plague and died several summers ago. He credits his taste for fruit and a healthy diet for saving him. He gets along with all the members but enjoys the company of Selmo the most. He finds him generally quiet and feels that he can speak his mind around him. The others tend to not listen to him because he speaks quietly and does not assert himself when action is called for.
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Leilon- Overview
36
Brother Bargon _
Med. dwarf, NG
Armor Class- Ch shirt Hit Points (4d8+8) Speed 25 ft.
Selmo, the Sly
__Med. Human, LN
Armor Class- ltr Hit Points (5d8+5) Speed 30 ft.
13 31
15 32
STR
DEX
CON
INT
WIS
CHA
STR
DEX
CON
INT
WIS
CHA
14 (+2)
10 (+0)
12 (+1)
10 (+0)
16 (+3)
10 (+0)
11 (+0)
16 (+3)
12 (+1)
14 (+2)
13 (+1)
11 (+0)
Saving Throws Wis +5, Cha +2 Skills Medicine +5, Religion +5 Senses DV 60 ft, .Perception +3 Languages Common, Dwarvish Challenge 1 (200 XP) Abilities_________________ ___________ Resilience. Adv. on ST vs. poison and resistance vs. poison damage. Spellcasting. 4th level caster. DC 13 / +5 hit Cantrip (at-will): light, sacred flame, thaumaturgy, guidance st 1 lev. (4 slots): bless, cure wounds, sanctuary, guiding bolt nd 2 lev. (3 slots): lesser restoration, spiritual weapon, find traps Turn Undead. Undead with in 30ft of you must make a Wisdom save (DC 13) or use its action to move away from Bargon, and cannot move closer willingly. Actions____________________ _________ Militant. Bonus action ( 3xrest) make an extra warhammer attack. Barton has advantage on this attack if he has no other allies attacking same target. Warhammer : +4 to hit, (1d8+2) (1d10+2). Equipment; Po. Healing (2d4+2) Brother Bargon is a retired soldier from the city of Mirabar, having left five years ago. He has a typical dwarven gruff about him, but likes to meet others, especially fellow dwarves whom he can speak religion with but usually ends up preaching to. He is still young and likes to keep his long blond hair tied back and his short beard neatly trimmed. He has a broken nose that never healed right, causing him to stop speaking and catch his breath often. Bargon is a faithful friend to Gylles and will back him in everything. He enjoys spending his treasure on quality clothing and especially quality boots. He keeps a few pairs in his pack and will change them to his older pair if he thinks they will get wet or muddy. If asked about this habit, he usually says something such as, “Keeping your dogs happy will keep you happy”.
Saving Throws Dex +6, Int +5 Skills Investigation +5, Perception +4, Stealth +6 Senses Languages Common, Elven Challenge 1 (200 XP) Abilities_______________ _____________
Sneak Attack. (+2d6) Cunning Action, He can use his bonus action each round to use Dash, Disengage, Hide, Thieves Tools, Use Object. Uncanny Dodge, He can use his reaction each round to take half damage from 1 attack he can see. Actions__________ ______ _____________ Shortsword : +6 to hit, (1d6+3) Longbow : +6 to hit, (1d8+3) 150/600’ Selmo, the Sly is a short man who skulks about in the shadows, typical for a thief. He stays off to the side of conversations and is always looking around and behind him, to the point where you start to think someone is sneaking up on you as well. He keeps his hair short and has a thin mustache and wispy beard that gives him the look of an adolescent boy rather than someone pushing 30 years of age. Selmo is the newest member of the group, having replaced the last thief crushed by a trap less than a year ago. He tends to hang out with Valin since he is quieter than Gylles and Bargon and does not bring attention. His main objective is to gain wealth and be able to repay the loan-sharks in Baldur’s Gate who soon will be looking for him.
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Leilon- Overview
37
NPC’s Durgin’s Hold_________________________
Durgin, soldier NPC
_
Armor Class- Ch shirt Hit Points (8d10+16) Speed 25 ft.
Med. dwarf, LG
14 60
STR
DEX
CON
INT
WIS
CHA
16 (+3)
10 (+0)
12 (+1)
10 (+0)
12 (+1)
13 (+1)
Skills Athletics +6, History +3 Senses DV 60 ft, .Perception +4 Languages Common, Dwarf Challenge 2 (450 XP) Abilities__________________ __________ Resilience. Adv. on ST vs. poison and resistance vs. poison damage. 2nd Wind. (Bonus action) Gain 1d10+8 Actions____________________ _________ Multiattack : Make 2 attacks per round Action Surge. (Free action) once per rest gain an extra action to use this round. +1 Warhammer : +7 to hit, (1d8+4) (1d10+4).
Cotton, Thief NPC
Sm. halfling NG
Armor Class- Leather Hit Points (5d8+5) Speed 25 ft.
15 32
STR
DEX
CON
INT
WIS
CHA
8 (-1)
17 (+3)
12 (+1)
11 (+0)
10 (+0)
14 (+2)
Skills Acrobatics +6, Stealth +6, Investigation +3, Open Locks +6 Senses DV 60 ft, .Perception +3 Languages Common, halfling Challenge 2 (450 XP) Abilities_________________ __ _________ Brave, Adv. on saves vs. frightened Nimble, Move through spaces of creatures size Medium or larger. Lucky, Reroll 1’s Actions_________________ _____ _______ +1 Dagg er : +6 to hit, (1d4+4) backstab (+2d6) Equipment; +1 dagger, Bag Holding, Driftglobe
Treasure: Cloak of Protection +1, Po. Healing (2d4+2) +1 Dagger (Far-bite) +1 Warhammer (Ice-anvil)
Weapon (dagger), rare (requires attunement)
Weapon (warhammer), rare (requires attunement)
+1 to attacks and damage
+1 to attacks and damage
Returns when thrown
On command; Ray of Frost (as per spell, +5 to hit, 2d8 cold)
1x rest; As a Bonus action he can teleport 30ft similar to misty step.
1x rest; deal an additional 1d10 cold damage to your last attack. Durgin’s warhammer is made from a mixture of steel and mithral that is rumored to be bathed in the breath of a white dragon. The merging of the metal caused white streaks to course through the head. It is chilly to the touch and while wielded icy crystals coat the head. The weapon was a gift to Durgin by the Starbright noble family of Waterdeep over 80 years ago shortly after he saved the ruling son in a giant attack while exploring the Troll Moors east of Nesme.
Cotton’s dagger was named Far-bite by him shortly after he came to own it. It used to belong to the mage Greer the Gifted who lived near Silverymoon. He was a minor necromancer that Cotton and his group slain after defeating the undead followers. The group disbanded shortly after and Cotton took up with a caravan heading south. The dagger was made over 700 years ago by elves that lived in the region of what is now Tethyr in the south. Elven runes glow in moonlight along the blade revealing the command
Treasure: Aside from the equipment listed in his stat block, Cotton has 10gp, 20sp, and 50cp
Not for resale. Permission granted to print or photocopy this document for personal use only .
Leilon- Overview
38
Gyrand, mage NPC
Med. human, LN
Armor ClassHit Points (9d8) Speed 30 ft.
12 (15 mage armor ) 40
Gilroy the Pedlar
Med. 1/2elf, NG
Armor Class- Chain shirt Hit Points (8d8+16) Speed 30 ft.
15 55
STR
DEX
CON
INT
WIS
CHA
STR
DEX
CON
INT
WIS
CHA
9 (-1)
14 (+2)
11 (+0)
17 (+3)
13 (+1)
11 (+0)
10 (+0)
16 (+3)
14 (+2)
12 (+1)
14 (+2)
16 (+3)
Saving Throws Int +6, Wis +4 Skills Arcana +6, History +6 Senses Perception +1 Lang Common, Dwarvish, Draconic, Elvish Challenge 6 (2,300 XP) Abilities____________ ________ ________ th Spellcasting. 9 level caster. DC 14 / +6 hit Cantrip (at-will) light mage hand, fire bolt (2d10), prestidigitation st 1 lev. (4 slots): detect magic, magic .missile, mage armor, shield(R) nd 2 lev. (3 slots): misty step(B), suggestion rd 3 lev. (3 slots): counterspell(R), fireball, fly th 4 lev. (3 slots): greater Invisibility, ice storm th 5 lev. (1 slots): cone of cold Actions___________________ _ _________ Dagger : +5 to hit, (1d4+2) 20/60’ +1 Staff : +5 to hit, (1d6+1) Equipment: +1 staff, Cloak of Displacement, 400gp, 300sp
+1 Staff (Blackthorn) Weapon (staff), rare (requires attunement) +1 to attacks and damage On command; Light (as per spell) 1x rest; Shield , Knock (as per spell) 1x day; Levitate (as per spell ) Gyrand’s staff is made from a black wood with a knob like top. He discovered it long ago in his early days of adventuring in a ruined tomb on the eastern side of the Sumbar Hills. There are Netherese markings along one side showing its age as far older than what Gyrand lets on.
Skills Deception +6, Insight +4, Investigation +5, Perception +6, Persuasion +6, Sleight of Hand +6, Stealth +6 Senses Darkvision 60’. Adv. vs. charm and immune to sleep Languages Common, Elf, Dwarf, Goblin Challenge 2 (450 XP) Abilities_______________ _____________ Cunning Action Each turn can use bonus action for Dash, Disengage, or Hide action. Sneak Attack (1/turn) +2d6 Adv. or ally w/in 5ft. Actions________________ _____________ Multiattack : Make two melee attacks. Shortsword : +6 to hit (1d6+3). Hand Crossbow : +6 to hit, (1d6+3). 30’/120’ Magic; Mithral Shirt, Portable Hole, 2 Po. Greater Healing (4d4+4), Driftglobe, 2 cards from Deck of Many Things
Animated Sword (3)_ Armor Class- Natural Hit Points (5d6) Speed 0 ft., fly 50 ft.
Sm. Construct UN,
17 17
STR
DEX
CON
INT
WIS
CHA
12 (+1)
15 (+2)
11 (+0)
1 (-5)
5 (-3)
1 (-5)
Saving Throws Dex +4 Damage Immunities poison, psychic Condition Immunities blind, charm, deafened, exhaustion, fright, paralyze, petrified, poisoned Senses blindsight 60” (blind beyond), Perception -3 Languages nil Challenge 1/4 (50 XP) Abilities_______________ _____________ Antimagic Susceptibility. Incapacitated while in the area of an antimagic field . If targeted by dispel magic, the sword must succeed on a Con ST vs. caster DC or fall unconscious for 1 min. False Appearance. Indistinguishable from normal weapons while remaining still. Actions__________________ ___________ Longsword : +3 to hit, (1d8+1).
Not for resale. Permission granted to print or photocopy this document for personal use only .
Leilon- Overview
39
New Monsters________________________________
Construct- Copper Constrictor Armor Class- Natural Hit Points (10d10+10) Speed 40 ft., climb 10ft
Lg. Construct, UN
16 70
STR
DEX
CON
INT
WIS
CHA
16 (+3)
14 (+2)
12 (+1)
2 (-5)
5 (-3)
10 (+0)
Damage Immunities poison, psychic Condition Immunities blind, charm, deafened, exhaustion, fright, paralyze, petrified, poisoned Skills Athlitics +5, Perception -3 Senses blindsight 60” (blind beyond), Languages nil- understands common Challenge 2 (450 XP) Abilities__________________ ________ Antimagic Susceptibility. Incapacitated while in the area of an antimagic field . If targeted by dispel magic, it must succeed on a Con ST vs. caster DC or fall unconscious for 1 min. Actions______________ _____________ Bite: +7 to hit, (1d8+3) Copper Constructors are large constructs that look like giant snakes made from plates of copper. They are between 10-12ft long and weigh over 100lbs. They are mostly hollow, but have gears inside them that allow they use their constrict ability. They cost 350gp and take 45days to build.
Construct- Copper Snake (4) Armor Class- Natural Hit Points (4d6+4) Speed 30 ft., climb 10ft
Sm. Construct, UN
16 18
STR
DEX
CON
INT
WIS
CHA
10 (+0)
16 (+3)
12 (+1)
2 (-5)
5 (-3)
10 (+0)
Damage Immunities poison, psychic Condition Immunities blind, charm, deafened, exhaustion, fright, paralyze, petrified, poisoned Skills Stealth +5, Perception -3 Senses blindsight 60” (blind beyond), Languages nil- understands common Challenge 1/2 (100 XP) Abilities_____________________ ______ Antimagic Susceptibility. Incapacitated while in the area of an antimagic field . If targeted by dispel magic, it must succeed on a Con ST vs. caster DC or fall unconscious for 1 min. Guard. If the copper snake is within 5ft of its master it can use its reaction to force disadvantage on an attack roll against its master.
Actions_________________ __________ Bite: +4 to hit, (1d4+3), plus (1d6) poison Copper snakes resemble normal snakes roughly 3ft long. They are made from copper scales and typically have cheap gemstones for eyes. Tiny gears inside them allow them to move and climb.
Construct- Crystal Cat
Sm. Construct, UN
Armor Class- Natural Hit Points (4d6+4) Speed 30 ft.
14 18
STR
DEX
CON
INT
WIS
CHA
8 (-1)
16 (+3)
12 (+1)
3 (-4)
5 (-3)
10 (+0)
Saving Throws Dex +5 Damage Immunities poison, psychic Condition Immunities blind, charm, deafened, exhaustion, fright, paralyze, petrified, poisoned Skills Stealth +5, Perception -3 Senses blindsight 60” (blind beyond), Languages nil Challenge 1/4 (50 XP) Abilities______________ ___________ Antimagic Susceptibility. Incapacitated while in the area of an antimagic field . If targeted by dispel magic, it must succeed on a Con ST vs. caster DC or fall unconscious for 1 min. Crystal Radiance. Once per round while in bright light, the construct can force an attacker to reroll the last attack. Crystal Scrying. The construct can act as a scrying device for spellcasters and can be sent similar to a familiar into places within 1 mile of caster. Actions___________________ _______ Claws: +3 to hit, (1d2+3). Crystal cats are constructs made to look and act similar to normal house cats. Many are gifts to wealthy families or serve mages as familiars. They cost 400gp to make and take 90days to build.
Construct- Rolling Tin Crossbow Armor Class- Natural Hit Points (5d6) Speed 30 ft.
Sm. Construct, UN
14 17
STR
DEX
CON
INT
WIS
CHA
10 (+0)
16 (+3)
11 (+0)
1 (-5)
5 (-3)
1 (-5)
Saving Throws Dex +5 Damage Immunities poison, psychic Condition Immunities blind, charm, deafened, exhaustion, fright, paralyze, petrified, poisoned
Not for resale. Permission granted to print or photocopy this document for personal use only .
Leilon- Overview
40
Senses blindsight 60” (blind beyond), Perception -3 Languages nil Challenge 1/4 (50 XP) Abilities_____________ _ ______________ Antimagic Susceptibility. Incapacitated while in the area of an antimagic field . If targeted by dispel magic, it must succeed on a Con ST vs. caster DC or fall unconscious for 1 min. Toy Appearance. The construct gains advantage to initiative rolls and to Dex checks (stealth) to hide outside of combat. Close Quarters. The construct does not suffer from disadvantage to attack rolls while next to an opponent. Actions_______________ __ ____________ Crossbow : +3 to hit, (1d6+3) range 40/120ft. Tin Crossbows are simple constructs that appear like a child’s toy. They are roughly 2ft square wheeled boxes with a crossbow on top made from tin. Small bolts made from tin shoot from it. Each of these takes 7 days to build and costs 150gp
Construct- Tin Man
_ Med. Construct, UN
Armor Class- Natural Hit Points (12d8+24) Speed 25 ft.
16 80
STR
DEX
CON
INT
WIS
CHA
17 (+3)
11 (+0)
14 (+2)
1 (-5)
3 (-4)
1 (-5)
Damage Immunities poison, psychic Condition Immunities blind, charm, deafened, exhaustion, fright, paralyze, petrified, poisoned Senses blindsight 60” (blind beyond), Perception -4 Languages nil, but understands common Challenge 6 (2300 XP) Abilities____________ ________________ Antimagic Susceptibility. Incapacitated while in the area of an antimagic field . If targeted by dispel magic, it must succeed on a Con ST vs. caster DC or fall unconscious for 1 min. Toy Appearance. The construct gains advantage to initiative rolls and to Dex checks (stealth) to hide outside of combat. Actions_____ ______ __________________ Multiattack : Make two melee attacks. Slam: +8 to hit, (2d6+3). The tin man is a man-sized construct weighing over 300lbs. They are boxy and clunky in their appearance and movement. Internal gears allow for movement. The gears tend to smoke and wheeze as the construct moves. Similar constructs are made with modified limbs such as a flame jet, flail, or whirling saw. They cost 1500gp to make and take 120days.
Golem, Gear- Minor
_
Armor Class- nat Hit Points (12d10+36) Speed 30 ft.
Med. construct, UN
17 85
STR
DEX
CON
INT
WIS
CHA
20 (+5)
9 (-1)
16 (+3)
3 (-4)
11 (+0)
1 (-5)
Damage Immunities poison, psychic, non-magical weapons Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned Senses DV 120ft, perception +0 Languages understands creator’s language Challenge 7 (2,900 XP) Abilities__________________ __________ Immutable Form. Immune to any spell that would alter its form. Magic Resistance Advantage on ST vs. spells and other magical effects. Magic Weapons Weapon attacks are considered magical. Actions___________________ __________ Multiattack : Make 2 slam attacks Slam: +7 to hit, (2d8+5)
Fire Blast (Rec
): Targets one or more creatures within 15ft cone. Each must make a Dexterity ST (DC15) taking 4d10 fire damage and are blinded on a failed saving throw, or half damage and not blinded if the saving throw is made. Effects last for 1 minute (SE). A gear golem is made with both mechanical and magical parts. A smith manufactures the body with various types of metal gears and body parts while a mage enchants a gem to act as its heart. The gem is valued at 500gp and the rest of the cost to build is 2,500gp. The time it takes to build is 6 months.
Ghoul, Fighter
__
___Med undead, CE
Armor Class- chain Hit Points (8d8+8) Speed 30 ft.
16 45
STR
DEX
CON
INT
WIS
CHA
12 (+1)
15 (+2)
13 (+1)
7 (-2)
10 (+0)
6 (-2)
Damage Immunities poison Condition Immunities charm, exhaust, poison Senses DV 60’. Perception +0 Languages- Common Challenge 2 (450 XP) Actions________________ _____________ Bite: +4 to hit, (2d8+2).
Not for resale. Permission granted to print or photocopy this document for personal use only .
Leilon- Overview
41