5e Part 1 (Region Of The Sun Supplement)

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Light and Darkness Part 1[edit]

The party will start in the small village known as Stonewood. Stonewood is cleverly named after the 2 main exports in the town, lumber and stone. Our “heroes” will begin in the tavern known as Quarry’s Cup. The party will have a few minutes to introduce their characters, by some food, and hopefully not do anything illegal. After this time a panicked human will come into the tavern and he will beg the PCs to come with him to a newly unearthed ruin and help him find treasure. He says he will take all the money and the party could take everything else of value. If the party pushes for more money he will offer 100 gold per person after the ruins are explored. If the party demands money upfront he will sweat nervously, but will refuse. And insight check of 16 will help you tell if something is up.

After the party agreed to the humans deal (assuming they do) make the party roll a perception check of 15. On a pass they will see a man in an eyepatch paying a few mercenaries and then follow the party. The human will bring down a path to a quarry near the town. The quarry has no workers at this time even though it is midday and there is a cave opening at the bottom. The human will take out a torch and lead the party into the cave. The cave looks normal at first, very damp, stone walls, occasional patches of luminium stick out the walls providing light in some areas, but eventually the players will come across the ruins wall with a hole coming through. If the players come through they will be in a hallway that goes left and right of the hole they came in. If they go to the left it will be blocked off by a cave in. If they go right they will have entered the dungeon. The dungeon has stone walls and there is dust and sand sized particles everywhere. It is pitch black in the dungeon and the PCs will need a light source. The first room they enter will have two ways to go. One to the left and one to the right. Ahead of the party after they take the right, they will enter a small room, about 25 by 35 feet. In this room there are 2 ways for the party to go. The right and the left(they will lead to the same place). There are several statues in the room 2 lining every entrance to a hallway in the room(2 where they entered, and 2 on the right and left) and 1 statue on the wall ahead ( 7 “statues” total) If the PCs examine the statues they will realize that they have rusted weapons in their hands and have no facial features as they eroded away. If the party decides these “statues” are suspicious and attack them with a melee weapon, (with at advanage) and hit have the Guardian roll a dex saving throw of 12. On a success the Guardian will stop the melee attack and the PCs will have to roll a strength saving throw of 20. On a success the PCs still deals damage. On a failure the damage is blocked. If the Guardian fails the dex save then the PCs will see the Guardian move but it will not try to stop the weapon. If the party tries to move on, or if they try to attack the statues(Guardians) the statues will come out of the walls and start talking to the party. In a rough, scratchy voice. “You adventurers have come to the wrong place. Turn back now. This place is dangerous and there is nothing here for you. Leave now or we will be forced to attack.” If the party insists they continue the Guardians will attack. If they believe the Guardians(hopefully not) the buyer will insist that they continue and the Guardians will attack anyway. When the party continues they can go down the left or right. Going down either way will take a turn (left if the party goes right and right if the party goes left) and they will go down a staircase and take another turn where the two paths converge and there will be another staircase down to another room. This room is mostly well lit by luminium lanterns and PCs will easily be able to see the whole room. They can see three ways to go, one left, one right and one straight. There are also balcony like platforms on the left and right side of the room. The room is about 30 feet high, 50 feet long and 30 feet wide. Have players roll a Perception roll, on a 14 or higher the players will see 2 statues ahead of them and 4 on each elevated platforms. There is full cover on the ground in front of the Guardians and the platforms will have half cover. When the players start combat, all the Guardians will take out bows get in half cover and try to shoot at the players. An athletic check of 10 will allow a PC to climb to the upper platform. The left and right ways to go will bring the PCs up a staircase to the upper platforms. The way to go at the end of the room will bring the party to a long dark hallway. Have the leader make a perception saving throw. On a fail the PC will step on a pressure plate causing several giant axes to swing in front of the group. After one or two swings the axes will snap off of whatever caused them to swing and the hallway will be littered with giant axes. These will be considered rough terrain and the PCs will have to find a way to get over them our take D6 slashing damage. If the leading PCs succeeds they will not set off the trap.

After the party got through the saws they come into another room. This room is like 60 feet long and 40 feet wide.This room was supposed to be lined with Guardians and would end most adventurers however the room will have most of the Guardians destroyed by cave ins and weathering. This room had a cave covering most of the right side. The left side will have 12 guardians lining the wall, with 6 of them alive. Ahead is a large vertical door. This door requires 50 collective strength to lift enough for the PCs to get through. or it can be busted through.

Getting through the door will make a staircase going down. At the bottom will be a huge room,about 100 feet tall, 100 feet long and 80 feet wide. Dimly lit by a few luminium lanterns the room will look empty. There is one giant statues on each side of the room. The one on the right has been destroyed by a cave in. The one on the left will leave it place in the wall when it notices the players starting the boss fight. (Go to titan page) On the far side of the room will be a door. The PCs don’t have to kill the boss (though they probably will) and if they escape before reaching the boss it will not be able to reach them. Going through the door PCs will go down another staircase and enter an odd room. This room will have a basketball sized luminium chunk on a podium in the center of the room. Glowing lines go away from the podium leading to 8 valuable gems of various colors, and more lines leading to other valuable gems, causing the entire room to be covered with the odd lines and gems. Some gems appear to have cracked but there is a ton in the room. The buyer will be paniniked looking around the room saying stuff like “There is no gold, lots of gems,but no gold”, “What will I do? What will I do?” and pacing around the room. PCs can handle this as they please. The players can take a few gems (have players decide how to do that) and could take the luminium on the podium. If they aren’t taking the luminium have the buyer take it, saying “I can’t believe this is on the podium like it is the treasure. This is everywhere!” When the luminium is removed from its podium the ground will shake for a second and the glowing lines will all fade away.

After this happens, if the party brought the buyer than an arrow will fly by the party and land in the wall next to the buyer. A man in an eyepatch (the same that they would of saw earlier if they passed the perception check) and 3 mercenaries will approach them. He will tell the party ¨This is the end of the line. You have run far enough. Did you think I wouldn´t find you? Mercenaries(pointing to the party), that man attempted to steal a large amount of valuables from me and here he is, trying to raid ruins found on my property. I doubt he will be able to pay you whatever he promised. I shall pay you half.¨ The man who would them would beg that the party don’t turn him in. The PCs can decide what to do from here.

Crumbling Guardian: Health 15, Strength 20, Dex 6, Cont 16, Int 12, Wisdom 10, Cha 6, Ac 15, Can have Attacks 2D8 spear (can be thrown), Bow Attacks 3D6, Attacks use strength Advantage on all saving throws, Vulnerable to acid, Resistant to everything except bludgeoning, radiance, and necrotic, physic, slashing Immune to disease and poison, charms and can’t sleep. Regeneration(If the party does not destroy the skeleton in the Guardian nearby earth will reshape the Guardian after 10 minutes. If the party removes body parts from the Guardian it will regenerate without that part) Blindvision, Magic properties, Guardians can be detected with detect undead or detect magic. When you use detect magic tell players it is a mixture of Necromancy, and Abjuration magic. Description: Guardians are constructs/undead that appear to be statues made of dirt and stone, with eroded facial features and rusted weapons but as they take damage they will reveal they have a human skeleton inside, with a chunk of luminium inside their skull. Earth material will gravitate towards the Guardian when its bones are showing. Guardians used to be a member of the army of 15k who fought with the King of Paladins against the God of Darkness, Decay, and Evil emotions. They have gone under a ritual so even in death they can prevent people from coming in contact with the God.

Crumbling Guardian Titan: Health 56, Str 25, Dex 4, Con 20, Int 14, Wis 12, Char 4, Ac 16, Attacks Brutish swing, (Dex saving throw of 10) 4D8 damage, large enough to be climbed on with athletics throw of 15, Stone Spike, spikes comes out of ground and deal 3D10 damage if fail Dex saving throw of 12. Rock throw, picks up a rock and throws it at the party and they take 5D6 on a failed Dec save of 14, (all attacks are area of effect). Advantage on all saving throws, Vulnerable to acid, Resistant to everything except bludgeoning, radiance, and necrotic. Immune to disease and poison, being charmed and never sleep. Regeneration(If the party does not destroy the skeleton in the Guardian nearby earth will reshape the Guardian after 2 hours. If the party removes body parts from the Guardian it will regenerate without that part) Blindvision,Magic properties, Guardians can be detected with detect undead or detect magic. When you use detect magic tell players it is a mixture of Necromancy, and Abjuration magic.

Description: Guardian Titans are constructs/undead that appear to be giant statues made of dirt and stone, with eroded facial features but this one will have half of it skull sticking out of its earthen shell. As it takes damage it will reveal more of the human skeleton inside, with a large chunk of luminium inside its skull. Earth material will gravitate towards the Guardian Titan when its bones are showing. Guardian titans are about 30 feet tall. Guardians Titans used to be a General of the army of 15k who fought with the King of Paladins against the Dark one. They have gone under a ritual so even in death they can prevent people from coming in contact with the God.

Party’s Buyer: Health 10, Strength 10, Dex 10, Cont 9, Int 14, Char 12, AC 14 Attacks shortsword D6+2

Merce 1: Human Health 24, Strength 16, Dex 12, Cont 12, Int 12, Char 8 AC 16 Attacks longsword D10+3

Merce 2: Human Health 20, Str 14, Dex 16, Con 10, Int 16, Wis 18 Char 8,Ac 14 Attacks bow , D6+3

Merce 3:Dwarf Health 38, Str 18, Dex 12, Con 12, Int 8, Wis 7, Char 8, Ac 17 Attacks warhammer D12+3

Merce Leader :Human Health 34, Str 16, Dex 17, Con 16, Int 12, Wis 10, Char 12, Ac 13 Attacks longsword D10+3
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