DM Notes 1.09 (Blackmoor Supplement)
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Queen Melindra, having been shamed by her son Oronin being declared Drow and then slain, recused herself from the mortal courts in which she had long schemed and withdrew to her palace, in the kingdom of Amber. Here she watched from a distance as Ambassador Cholquin tore down the promises and investments that she had built to support her estate and repurposed them to his own gain.
Amber is in the heart of the Snowmantle Forest a castle on the edge of a lake surrounded by a thick forest, that is almost impassable unless a guide that knows it's secret ways is leading. In the castle is a secret hall of mirrors, and each mirror is a portal to the Faerun, passing through the mirror leaves the image in the mirror itself. If the mirror is destroyed the image is lost and the traveller can only ever return to the material plane at night in the dark of the moon.
When her daughter we also threatened with the Drow declaration she naturally fled to her home estate. Whilst the formalities of Elven custom are delayed with inability to present the corpse of her alleged victim, they have not stopped and their progress is inevitable. Still the spiteful princess seeks her revenge on the human that slew her brother and had some part in banishing her.
Tvaris tells Tinian that Everine is in Faerun at the moment and if he was able to destroy the mirror she would be stranded there and effectively neutralised. The castle is hard to reach and of course the mirror will be well defended but Tinian can at least give the location of the hall of mirrors and how to access it. To get there first they must travel to the famed Swallows Tavern, a stopping point on the Great North Road that is on the outskirts of the forest and well travelled by traders running North out of the kingdom.
Swallows Tavern is notable for many reasons, one of which are its Gryphon Stables, where visiting elves from Amber stable their flying steeds, for that is the only way to make fast progress in the woodlands.
The Crab in Keyhole[edit]
Meeting for a council of war at The Crab, the Mollies are divided, some thinking that punitive action is the best option, some that just letting things settle down is the answer - leave her anger to cool. Conversation is interrupted by the sound of something giving way below the waterline and the hatches give way and water gushes into the barge.
It has been holed by a water elemental that now rushes into the sinking vessel seeking to cause as much havoc as possible.
Water Elemental: AC: 14, HP: 114, Slam: +7 (2d8+4), Multiattack: makes two slam attacks, Whelm DC 15 Str or 2d8+4 and grappled (escape DC 14) and drowning (2d8+4).
After the attack The Crab is destroyed and all parties agree that attack is the best form of defence.
The Swallows Tavern[edit]
At the Swallows Tavern it is clear that there are no flying creatures available, save maybe one.. A circus is in the small stead, taking advantage of regular traffic the small collection of tents makes for semi-permanent entertainment for the caravanserai. Hear they may discover an entertainer with a Hippogriff that he is prepared to sell. In fact the Hippogriff is of no use on its own but the chain of sorry looking goblin captives that have been purchased as food for the creature might be. The party will be approached by a surly representative who pleads for their purchase, swearing that they can take them into the forest by secret ways.
There are five goblins, led by Hairlip the others are Quickfists, Notty, Hater and Mumsie. If purchased they will be pathetically grateful, and ready to keep their end of the bargain, though when he hears the destination, Hairlip says that they might better have been food for the Hippogriff.
Goblin: AC: 15, HP: 7, Club: +4 (1d6+2), Nimble: can take disengage or hide as a bonus action
Woodland Scenes[edit]
The Satyr’s Feast[edit]
The party have followed a trail for some way - possibly a wagon or a large creature and are drawn to the sound of laughter and firelight, they reach a grove with a bonfire a great boar roasting and a huge key of wine that has clearly been rolled some way. The Satyr’s will spend an evening drinking and telling stories and later in the evening, drawn to the party a dryad will emerge and dance for the party, finally beckoning a party member and disappearing into the woods.
No harm will come of him and the Satyrs assure them of this - if they let this pass then by the morning they will be reunited, the lucky player that was tempted away will have the forest-touched trait - for a year and a day they cannot be lost in a natural forest. If things go the other way then the satyrs will fight to defend the Dryad and be hugely insulted by the breach in hospitality. Things will go badly for the party in the woods from this point.
Satyr: AC: 14, HP: 31, Ram +3, (2d4+1), Shortsword: +5 (2d6+3), Shortbow +5 (1d6+3)
Satyr Piper: AC: 14, HP: 31, Ram +3, (2d4+1), Shortsword: +5 (2d6+3), Shortbow +5 (1d6+3), Charming Melody, Frightening Strain, Gentle Lullaby (DC 13 Wis)
{{5e Monster Summary|Dryad|16|22|Club: +6 (1d8+4), Fey Charm (DC 14 Wis), Magic Resistance, Entangle, Tree Stride
The Satyrs will be as welcoming to the goblins as the party, the goblins will be trusting and accepting of what is offered.
The Virgin and the Unicorn[edit]
A naked human druid riding a unicorn will come across the party, she is a druid and has been living alone in the forest - she has become quite feral. The animals speak with her and will have told of the party’s misdeeds. If they are judged to be wanting then she will demand that they drop their weapons and leave the forest immediately. If they refuse then she will let out a piercing shriek and engage. Her cry will be answered within three rounds by a pack of blink dogs and thereafter by a shambling mound.
Druid: AC: 16, HP: 27, Quarterstaff: +4 (1d8), Entangle, Thunderwave
Unicorn: AC: 12, HP: 67, Hooves: +7, (2d6+4), Horn +7 (1d8+4), Multiattack: 2 attacks, Healing Touch, Teleport, Magic Resistance, Magic Weapons, Charge, Entangle, Calm emotions
Blink Dog: AC: 13, HP: 22, Bite: +3 (1d6+1), Teleport
Shambling Mound: AC: 15, HP: 135, Slam Attack: +7 (2d8+4) Multiattack: two slam attacks, Engulf
If the party have chosen to take a more environmentally friendly route through the woodland then the druid introduces herself as The Virgin and says that the forest needs help and leads them towards the ancient tomb.
The Wandering Monsters[edit]
Heard long before they are seen, a pack of allosaurus roam the forest, looking for prey. Their tactic is for three of them to push towards the scented prey making considerable noise whilst the remaining five have pushed ahead to flank their prey and take advantage if they break cover.
This pack has been successful in hunting goblins in the past as their nature means that they are easily flushed out. Consequently Hairlip knows the nature of the beasts, Gongwala in their language.
Allosaurus: AC: 13, HP: 51, Bite: +6 (2d10+4), Claw: +6 (1d8+4), Pounce: DC 13 Strength or knocked prone, then bonus bite
The Ancient Tomb[edit]
Deep in the heart of the forest, enormous, ancient trees make everything gloomy, but it is clear that their dominance is being challenged by an encroaching swamp. The soft ground, unable to hold the root bed has given way and one tree has smashed through the canopy .
It looks like this structure, an almost Victorian style gothic tomb, has been spat up from the ground rather than claimed by an encroaching marsh. Regardless, it is clear that the place is having a corrupting effect on the surrounding area, sickly grey lights seem to bomb about the gloom that almost exudes from the place, will-o’-wisps haunt the place though they will not attack and go invisible if approached - they wait to take the leavings of greater creatures.
The tomb structure comprises a large square, stone vestibule, with rusted iron gates twisted by some great force. Inside there are stone sarcophagi that lie open and empty, the inhabitants, hide in the shadows waiting to attack.
Will-o’-wisp: AC: 19, HP: 22, Shock +4 (2d8), Invisibility
Wight: AC: 14, HP: 45, Longsword: +4 (1d8+2), Life Drain: +4 (1d6+2) DC 13 Con or loose equivalent from Max hits, Multiattack: makes 2 attacks
Within the tomb stairs lead down to the tomb of a mummy that is likely to be drawn to sounds of violence. deep in the heart of the tomb is a small fortune in ancient golden coins, phylacteries and jewelry from an unknown age. There is also an ancient papyrus scroll covered with script in a lost language. If it’s secrets could be unlocked then it is a 4th circle spell.
Mummy: AC: 11, HP: 58, Rotting Fist: +5 (2d6+3) DC 12 Con or cursed with mummy rot, Dreadful Glare: DC11 Wis or frightened, and possibly paralysed, Multiattack: Uses glare and fist.
Dragonflies Over the Lake[edit]
At the heart of Amber is a great lake, on the far shore of which can be seen Castle Amber, but before it can be reached there is slow progress to be made about it’s reedy shores. Progress is slow and made slower by the presence of shoals of quippers. Once such takes advantage of progress across a waist deep stretch of water to attack.
Shoal of Quippers: AC: 13, HP: 28, Bite: +5 (4d6 or 2d6 if on half hits), Damage Resistance
Noise of the quippers attack draws the attention of other hunters on the water margin - A pair of wyverns hunt here, skimming across the water surface and catching animals come to drink.
Wyvern: AC: 13, HP: 110, Bite: +7 (2d6+4), Claw +7 (2d8+4), Stinger: +7 (2d6+4) DC 15 Con or 7d6 poison.
The Wyvern have a fairly visible nest like an enormous stork nest high in one of the giant oak trees. If the party could get to it then they might find a pair of wyvern eggs there that will make a valuable prize. The stingers are also worth a significant amount.
A Magician's Advice[edit]
Tvaris has offered some insight to Tinian as to the whereabouts and the vulnerabilities of Evarine, however he has also offered more arcane help, secretly, to Clarys. Having explained that Tinian is being watched through a magic pool. He offers Clarys the opportunity to make four magical hearts that will serve to mislead the scrying device, however to make the items convincing she will need to persuade four people to pretend to be Tinian. She has elected to take a more arcane route and has conjured four zombies, into which are stitched the magical hearts, each stuffed with shit that she has secretly taken from Tinian's chamber pot.
The zombies are dressed as lepers, with bells, bandages and hoods and sent in three directions from the city, instructed to keep away from people and habitation. The fourth, she has sold to a slaver as a dangerous gladiator, and has sent him in irons to the south. All of this preparation means that she has missed the rendezvous at The Swallows Inn. However, she is a high elf and in this matter that opens doors, she has a Griffon Mount and directions to Castle Amber.
Bard has also missed the rendezvous but is less surprised, he knew that it was likely and in fact only attempted it because Tvaris gifted him a scroll of locate person. He has managed to make it to The Swallows Tavern ahead of Clarys and has managed to purchase, for a song, a rather wild and mistreated Hippogriff. He is now flying above the forest and concentrating on the spell.
Castle Amber[edit]
Beyond the lake the grounds of the castle rise up in a well manicured order - animated gardening machinery can be seen going about it’s business but there are no other signs of life from the outside.
The court, such as it is, has moved into the Faerun leaving the castle to the defences of its magical servants. The servants will recognise the party as enemies if they are not accompanied by a high elf that they know. The more intelligent servants however might be convinced by a high elf that they do not know if there is a decent charisma roll to persuade.
The perimeter of the castle grounds is defined by the least intelligent servants, released in the court's absence to chase off any curious predators or larger wandering monsters. The iron hounds are led by the master of hounds and he can call upon several animated scythes from the gardeners.
The master of hounds is a helmed horror, for the mechanical hounds use Hell Hounds without the fire breathing and fire immunity and the gardening equipment is represented by flying swords.
Helmed Horror: AC: 20, HP: 60, Longsword +6 (1d8+4), Multiattack (two longsword attacks), Magic Resistance, Spell Immunity: Fireball, Lightning Bolt, Spirit Guardians
Mechanical Hound: AC: 15, HP: 45, Bite +5 (1d8+3), Pack tactics: Advantage on attacks when target is adjacent to ally
Flying Scythe: AC: 17, HP: 17, Scythe: +3 (1d8+1)
Tvaris has offered some insight to Tinian as to the whereabouts and the vulnerabilities of Evarine, however he has also offered more arcane help, secretly, to Clarys. Having explained that Tinian is being watched through a magic pool. He offers Clarys the opportunity to make four magical hearts that will serve to mislead the scrying device, however to make the items convincing she will need to persuade four people to pretend to be Tinian. She has elected to take a more arcane route and has conjured four zombies, into which are stitched the magical hearts, each stuffed with shit that she has secretly taken from Tinian's chamber pot.
The zombies are dressed as lepers, with bells, bandages and hoods and sent in three directions from the city, instructed to keep away from people and habitation. The fourth, she has sold to a slaver as a dangerous gladiator, and has sent him in irons to the south. All of this preparation means that she has missed the rendezvous at The Swallows Inn. However, she is a high elf and in this matter that opens doors, she has a Griffon Mount and directions to Castle Amber.
Bard has also missed the rendezvous but is less surprised, he knew that it was likely and in fact only attempted it because Tvaris gifted him a scroll of locate person. He has managed to make it to The Swallows Tavern ahead of Clarys and has managed to purchase, for a song, a rather wild and mistreated Hippogriff. He is now flying above the forest and concentrating on the spell.
Within the manor house, the place looks abandoned - the household is in Faerun though unseen servants keep everything polished and clean. It is clear that this is an exceptionally magical place and that there is a great deal of wealth in the furnishings of the property. In each of the principal rooms an imposing and beautifully decorated stone golem stands impassively against the wall. It will only react if attacked or if it perceives that someone appears to be stealing something. If a high elf were directing servants to remove something then it would be unliely to respond (a deception role).
The Hall of Mirrors[edit]
In the hall of mirrors there are three large mirrors running from floor to ceiling. In each of them can be seen the reflections of many of the servants that have been taken to Faerun. Tvaris has told Tinian that he will find Evarine’s reflection in a mirror hidden in a secret room accessible from this chamber - finding it just by a casual search is difficult (DC 20 Perception) however taking a more physical approach (knocking hole sin walls) will make this much easier (DC 12). Unfortunately, knocking holes in walls will get the attention of the stone golem, patiently watching the scene.
If any of the mirrors in the halls are smashed, they will release 3d6 shades into the room, the reflections of their now trapped servants.
Stone Golem: AC: 17, HP: 178, Slam: +10 (3d8+6), Multiattack: two slam attacks, Slow: DC 17 Wis or slowed.
Shades: AC: 14, HP: 16, Fey touch: +4 (2d6+2 necrotic), Insubstantial: Attacks are at disadvantage
Within the secret room there is what appears to be a study and library along with a mirror from which Evarine and Queen Melindra’s shades look out. They appear to recognise the party and Evarine’s shade will be extremely agitated. Smashing the mirror releases two shades they are more powerful than their servants:
Melindra’s Shade: AC: 14, HP: 67, Fey Touch: +6 (4d8+3 necrotic), Insubstantial: Attacks are at disadvantage, Innate spellcaster: Magic Missile, Mirror Image, Misty Step, Counterspell, Lightning Bolt
Evarine’s Shade: AC: 14, HP: 67, Longbow: +6 (1d8+4), Fey Touch: +6 (2d8+3 necrotic), Insubstantial: Attacks are at disadvantage, Multishot: Everine can take three shots with her longbow, Innate Spellcaster: Misty Step, Lighting shot: +6 (4d6 + 4); Webshot: +6 (Target restrained DC 12 Strength); Flaming: +6 (1d8 + 6) Target on fire for 1d6 per round or until put out as an action).
Within the office there are books, maps and papers that have significant value. Melindra has already taken her arcane library with her and so there are no magical writings. However on the wall there are a pair of gauntlets which appear to be magical, finely made of soft leather they have been mounted on a board as if taken as a trophy. They are in fact cursed gloves of poisoning.
Gloves of Poisoning[edit]
When put on they cannot be removed without a remove curse spell, on putting them on the wearer will remain poisoned until they are removed and will take 7d6 poison damage (DC 15 Con for half). They will take this damage again after each long rest.
Also in the room, on the mantelpiece above the fireplace is a finely wrought china figurine - it doesn’t really look to have much value (which a passive int 14 might think it strange to find here). Tvaris has described it in some detail however - he believes that it is likely to be hidden in a treasure trove somewhere and recommended that it is taken with the party. It is Melindra’s link to the material plane and with it the party have a bargaining chip - of course they could just destroy it but having it is enough to prevent Melindra from risking losing it - especially now that she cannot easily return.
Leaving Snowmantle[edit]
Having been robbed by the goblins, Tinian wants to try and track them down and recover his boots of speed. This would be all but impossible however The Virgin will offer to help them although her goals are more directed towards destabilising the interests of her rival Druids. To that end, once they have met her she will direct them through the Vale of Saddle Keep the domain of Silas.
Silas is a wear ear Druid and he is not inclined to stop and talk to those that invade his territory, he will attack as soon as he has prepared the ground and buffed himself. When he returns to human form he carries three potions of greater healing.
Silas (Werebear Druid): AC: 11(16), HP: 135(145), Saves: Wis +6, Con: +6 (advantage), Claw: +7 (2d8 +4) Multiattack: Makes two claw attacks, Spell Caster: Call Lightning, Protection from Energy, Barkskin, Enhance Ability, Hold Person, Longstrider, Healing Word, Fog Cloud, Cure Wounds
Once Silas has been defeated The Virgin will show up again and a decent insight will reveal that she is elated by the defeat of one of her rivals. If the players have managed to take him prisoner the. She will show no pity in killing him, it is natures way.
The goblins are based beyond The Vale in the Quarterdeep Narrows, a series of overgrown mud ravines, cut through by floodwaters into a maze of half tunnels perfect for ambushes. The goblins have a series of villages in the heart of this space all loosely affiliated and prepared to come to each other's aid if threatened by non-goblins.
The Virgin's animal spies tell her that Hairlip's group made their way to the village that the goblins call Horsegut, though what happened thereafter she cannot tell - her animals are hunted near the villages. In fact Hairlip has not been granted sanctuary in any of the villages, as he is not of their tribe, and his pleas fell on deaf ears, he passed through Horsegut, Dog Leg and Flat Tit and is currently pleading his case before the chief of No Water.
The first contact with the goblins is with one of their traps, set to catch larger prey. In a clearing small figures appear to be scattered about a fireplace, a crow tears at the flesh of one of them, a dog headed humanoid. In fact it is a dog head on a bundle set to look like a humanoid, a rope net triggers swinging captives up into the canopy (DC 15 to avoid). The net swings into a set of sharpened stakes (4d6+4) and then drops back down to the floor (3d6). The trap also sets off a loud rattle to attract a dozen goblins.
Goblin hunters: AC: 15, HP: 7, Scimitar: +4 (1d6+2), Shortbow: +4 (1d6+2), Blow dart: +4 (Con DC 12 Poisoned)
The goblins are armed with blow darts that they will use before engaging, hoping to poison their targets. They will flee if they take more than a couple of casualties.
In the face of a dangerous enemy the goblins will try and lead them to a grove that they have carefully prepared. A rope bridge leads across a narrow muddy ravine, and at each end under platform a bonfire has been set. There are spikes in the grove that reduce speed as caltrops do and there are vines that the goblins use to avoid the spikes but that are too weak for the party. Fire pots light the two fires making the rope bridge difficult though not impossible to cross, but the real purpose is to attract a treant that lives in the grove. It will attack without consideration whilst the fires are not extinguished.
Treant: AC: 16, HP: 138, Slam: +10 (3d6+6), Rock: +10 (4d10+6), Multiattack (2 slam attacks), Animate tree: creates another treant equivalent.
If the fires are extinguished then the treant will hold back unless attacked - though an animated tree continues to attack unless the treant can be persuaded to stop it. The treant knows the goblins and can well believe that they will have set up a trap like this. By way of recompense he will offer the party a draught of healing waters (4d4 + 16hp) each.
The goblin village is built out of living willow cleverly built into curved wicker walls all with arrow slits, dead ends and careful fire zones. The goblin archers will be firing from cover and able to easily hide giving them advantage on attacks. They cannot tolerate heavy casualties however and if the chief and twenty of them are defeated the remaining forty will flee. If the battle continues for more than ten rounds then reinforcements from the next village will arrive and the goblins know this and will delay if they can.
Goblin archers: AC: 15, HP: 7, Scimitar: +4 (1d6+2), Shortbow: +4 (1d6+2)
Goblin Chief: AC: 17, HP: 21, Scimitar: +4 (1d6+2), Multiattack: Two scimitar attacks (second at disadvantage), Redirect attack (Reaction): when targeted, swap with adjacent goblin.
If a surrender is taken, the goblins will take the party to their graveyard where high on a platform in the trees, their chief of old Githob holds a great treasure. In his mummified hands is what appears to be a golden sceptre, studded with semi-precious gems and inlaid with a crest that appears to be the heraldry of the House of Melindra. It is in fact not a club as the goblins believed but a messengers scroll case and when opened it contains messages mostly written in Elven that must have been sent many years ago. Amongst the many papers are two spells and documents relating to negotiations with The Ordning of Gaunt to provide access to the Snare’s Gate Lime Kiln’s for which there are maps and plans. Along with this is a treatise on The Spirit of Wind, a magical ring crafted by the elves and worn by the elven ambassador Nihon. The treatise suggests that it rests with his remains somewhere beneath Snare’s Gate.
Taking the treasures might invite the attention of the ghost of Githob, fighting with it in the branches of the graveyard tree has potential downfalls: (Dex DC 10) or fall to the ground for 4d6
Ghost of Githob: AC: 11, HP: 45, Withering touch: +5 (4d6+3), Horrifying visage: (Wis DC 13) Frightened and possibly aged, Possession: (Cha DC 13)
Leaving the jungle, unsuccessful in tracking down Hairlip the party might hear stories on the road of a troupe of travelling goblins, led by a very acrobatic and extremely fast goblin but Hairlip will remain a foe to be met on another day.
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