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View Full Version : Forgotten Realms Homebrew Campaign: Journey to Chult (rough idea)



Dralnu
2014-09-08, 12:39 AM
This is my ongoing homebrew campaign set in D&D 5e's "official" setting, Forgotten Realms, in the time after the Spellplague. It's for my group of 4th level adventurers. Afterward, once the MM and DMG are out, I hope to redesign the adventure as a sequel to Lost Mine of Phandelver and release it as a free module. But that's off in the future.

Backstory:

The Thunderaxe clan of Chult ran a successful mining business for centuries. They developed mines that yielded a tremendous amount of precious stones and minerals, from emeralds to diamonds. But their greatest success came from a wondrous gem they uncovered called the Myststone. This palm-sized artifact radiated magic, shining brightly with an inner light. It tugged at the strings of the Weave, allowing those adept at handling it to amplify their spellcasting and allowed for infusing mundane items with magic, permanently. Rumors have circulated that the Myststone was the superior prototype to the Netherese's mythallar constructs, and that it was a small fragment of the dead god of magic, Mystryl. The mine where the Myststone was found was renovated and turned into the Thunderaxe's headquarters, named Rune's Hollow. It was there that the dwarves established the first "Spellforge," a construct powered by the Myststone to imbue items with magical properties, a business that the clan found to be immensely profitable.

Disaster struck during the events of the Spellplague, when the god of magic, Mystra, was murdered. Since she was the embodiment of magic, also known as the Weave, with her death the Weave was unraveled and thrown into disarray, causing chaos and destruction throughout the plane. Chult was rocked by earthquakes so powerful that it tore the land away from mainland Faerun. The earthquakes caused cave-ins at the dwarves' mining sites, but worst of all was the blue fire, a mysterious and immensely dangerous flame that appeared all over Faerun during the Spellplague. This blue fire flared up deep within Rune's Hollow, incinerating nearly all of its inhabitants. With most of their people dead and their enterprise destroyed, the remaining dwarves of the Thunderaxe clan scattered from their home.

Hundreds of years later, with the calamities of the Spellplague finally settling down, a descendant of one of the survivors, Balrum Thunderaxe, wishes to reclaim some of his birthright and reunite his clan. While he knows that Rune's Hollow itself may be too difficult to reclaim due to the kobolds and other creatures that now inhabit the area, he believes that the Spellforge and treasure vault should still be safe and undiscovered by the new inhabitants. To carry out his plan, Balrum went north to Baldur's Gate, looking to hire some hardy adventurers for the perilous journey.

But Balrum is not the only one that wishes to acquire the Myststone. Sif'il'akh, a sarrukh of the Mhairshaulk kingdom residing in Chult, seeks the artifact as well. He wishes to awaken the ancient yuan-ti kingdom of Serpentes, which is loyal to his people, and he believes that the Myststone can accomplish this feat. Sif'il'akh leads the kobolds and other scaly ones that control Rune's Hollow but has yet to discover where the Myststone is hidden. He has sent his yuan-ti spies to capture Balrum Thunderaxe, having learned that he may hold the key to its location. The yuan-ti have followed Balrum to Baldur's Gate.



Episode 1: BALDUR'S GATE

The party begins their journey in Baldur's Gate, one of the largest metropolis and most important city on the continent. They arrive to meet Balrum Thunderaxe, who wishes to employ them for an escort mission into the jungle of Chult.

The PCs meet with Balrum at the Fiery Grog tavern located within the Lower City district, a relatively new establishment that caters mostly to mercenaries and adventurers, the rough types. The large two story building is loud and rowdy, with moderate prices. It's owned by Tofdir Duflame, a retired gnome sailor and adventurer that may or may not have also been a smuggler and pirate. The Inn is named after its flagship beverage, fiery grog, a recipe that Tofdir invented and perfected along his travels across the globe. It's one of the strongest, harshest drinks available in all of Baldur's Gate, but is said to have a wonderful spicy aftertaste. Fiery grog is normally consumed in small glasses, but those that can consume an entire pitcher are given free food and drink for the rest of the night.

In a controversial effort to keep the place legitimate and murder-free, hired bouncers hold onto any weapons (including arcane focus) from patrons entering the inn, which so far has kept Fiery Grog as one of the safest taverns in Baldur's Gate. The PCs must relinquish their weapons before entering or be imaginative/lucky to keep them. The ground floor is the taproom, with a bar, many tables and dark, anonymous booths. The only source of light come from the many blue driftglobes that float near the ceiling, illuminating paintings above of stormy seas and terrible beasts, including krakens, attacking ships. The walls are lined with seafaring props, an old steering wheel or fishing net here, a stuffed head of a sea beast there. In the middle, on an intricate wooden platform sits a large fish tank, where a female merfolk named Anosa (reportedly an ex lover of Tofdir) dances to the music. The back wall is lined with wooden casks filled with ale. The place is loud and packed to the brim tonight, with boxum waitresses squeezing between tables to get orders done.

The PCs meet with Balrum, take a booth, and he goes into a quick tale about the story of his people and the Myststone (see Backstory). He wishes to hire the PCs to escort him to Rune's Hollow, where he knows of a secret entrance that will (hopefully) bypass the kobold inhabitants and get to the secret treasure vault.

There will be at least one burly human looking to cause trouble in the tavern. It's a member of the Thieves' Guild, aka the Guild, and he's under orders to start a commotion. He will try to start a fight with the PCs, but if unable to, he will start a fight elsewhere. The Guild has been paid to do this as a distraction for their employers, three human females that are looking to kidnap Balrum. To do this, they've been given the clothing of Baldur's Gate's police force, the Flaming Fists. With the PCs hopefully distracted, they burst in to "calm down" the fighting, while hastily arresting Balrum on trumped up charges.

These humans aren't what they appear -- they are three yuan-ti purebloods disguised as humans (used a disguise kit to hide their scaley features). The yuan-ti are here to kidnap Balrum and find out the location of the Myststone. They try to "arrest" Balrum on trumped up charges, taking him to somewhere secluded where they can interrogate him. If the PCs stop this, they try to run away and regroup. If they do steal Balrum, the PCs can follow up on leads via the Guild, or the Flaming Fists, to find where the yuan-ti are holding Balrum. If Balrum is killed, his sister will try to contact the PCs and replace Balrum for the adventure.

When the yuan-ti are taken care of and the PCs are ready to go, they take a ship heading to Chult.


EPISODE 2: PORT NYRANZARU

Not sure how much travel time is required to sail from Baldur's Gate to Port Nyranzaru. During that time, pirates attack, maybe other cool things, dunno yet. Eventually they arrive.

A grouchy old dragon turtle named Aramag has established territory has established territory in the waters north of Port Nyranzaru, right in the path taken by trading ships sailing south from Baldur's Gate and Water's Deep. He runs a protection racket here, in which passing ships must pay a levy of food or treasure in order to proceed with an intact hull. (stats Dragon Turtle CR 17, MM p119)

Port Nyranzaru is a heavily fortified frontier port on the northern tip of Chult. A thick stone wall pierced by three iron gates provides a barrier between civilization and the savage jungles to the south. A powerful militia holds invaders at bay from both land and sea: hostile natives of Chult from the south, and roaming pirates from the northern sea. The trade colony's 12,000 people are either extremely wealthy or extremely poor, with very few in the middle. Those lucky enough to be employed by one of the major trading companies live in relative safety inside the walls, while those not as fortunate are forced to live in the expansive shanty-town beyond the wall, trying their best to survive day by day while dealing constantly with diseases and threats from the jungle.

The port is bustling with activity. The docks are always near full capacity with ships bringing good to and from Chult, or ships carrying goods from the islands to the mainland and vice versa. The taxes are high and the major trading companies are very wealthy. In the shanty-town outside the city walls, the poor struggle to survive, working the poor jungle soil for whatever food they can muster. The luckiest of these folk are picked up as servants for the wealthy within the city, but most are not as fortunate. The brave and desperate lead suicidal excursions into the jungle in hopes of claiming riches to feed their families. Many turn to a life of crime to get by, stealing or even murdering to get what they need. A prominent gang called the Tumblers terrorizes the shanty-town, running primarily off a protection racket. They are secretly promoted by some of the trading companies to keep the poor's hatred directed at the gang instead of the real problem, the trading companies themselves. There are some who wish to change this unfortunate situation. (Blank), leader of the Star Swords in the shanty-town, wishes to oust the Tumblers and be just protectors of their home. The nobleman (blank) wishes to expose the trading company's shady gangster dealings and remove them from power.

PORT NYRANZARU FACTIONS:

- Rich Trading Companies
The ruling class of the city. Establish high taxes for everything. Share a monopoly on the wealth and commerce going in and out. Highly profitable. Has connections with the Tumblers gang, supplies them with money and weapons to keep a tight leash on the poor outside the city walls.

- Shandar Ambrose
Part of the ruling class, but wise enough to recognize the growing unrest in the poor is a serious threat. Believes that a hostile takeover is imminent and there must be some concessions to be made to avoid Port Nyranzaru destroying itself. Doesn't trust the Tumblers. Wishes to have them overthrown and replaced by the Star Swords, in hopes that they can gain enough power to become a faction of their own in Nyranzaru -- and be indebted to her, boosting her own power.

- The Tumblers
This gang is bad news. Operates outside the city walls, runs a protection racket, keeps the poor man down. Primary purpose is to keep tabs on any dissenters and quell any potential riots. Funded by the Rich Trading Companies. Led by a half-orc named Bozzok.

- The Star Swords
A small gang run by halfling siblings. Benjin Starsword, aka the "Star Lord," leads the group. They help manage the import/export business between mainland Chult and Port Nyranzaru, fairly well off, but choose to use their wealth and off-hours to help the poor outside the walls. Have a rivalry with the Tumblers but hopelessly outmatched in terms of numbers and funding.

*optional*
With his maps and research, Balrum can lead the PCs to Rune's Hollow. However, if the PCs poke around the immediate area, they can potential hire a guide from a small Tabaxi village just south of Port Nyranzaru, a young hunter (ranger1) named Elijah. His family traces their ancestry to a long line of priests of Ubtao in the glorious city of Merzo. The Spellplague took away their crown jewel of civilization, leaving a massive crater teeming with foul undead in its wake. While his family is opposed to Elijah helping the adventurers, he knows that they can use the money, and he's itching for some exploration. Still, Eilijah refuses to enter Rune's Hollow, since he knows it was hit badly by the Spellplague and the "blue curse" is strong there. With a guide in tow it's onward to ADVENTURE!

EPISODE 3: JUNGLES OF CHULT

Travel in the heart of the rainforest is easier than one might expect. The tall trees stretch hundreds of feet overhead, barren of branches or leaves, save for the huge canopies that spread wide in search of light and rain. A thin carpet of fallen leaves, pale vines, and hearty fungus covers the hard ground. The biggest obstacle to travel are the trees themselves, which sport huge, buttressed boles. The rainforest is bordered on the west and south by low mountains, hills, and lakes. Traveling here is much more difficult, as the towering trees give way to smaller copses. Low shrubs and tangles of vines block movement on every side, often hiding small pools and narrow streams from sight. Since snakes, crocodiles, and other dangerous creatures often lurk in these waters, inattentive wandering in these areas can prove deadly.

JUNGLE FACTIONS

- Tabaxi
The native humans of Chult have never fully recovered from the destruction of their capital, Mezro. With its sudden destruction, they lost the epicenter of their people's culture/wealth/power, from their vast libraries to their barae leadership. Even their deity, Ubtao, seems to be missing. The survivors are scattered, living in semi-nomadic villages, hoping that one day they will be able to gather their strength and rebuild their once powerful kingdom. Small Tabaxi villages are found primarily on the outskirts of the jungle, some of the larger ones found near Port Nyranzaru for trade relations. Each village has a chief and shaman that leads their people. They grow what little they can in the poor soil and get the rest of what they need through hunting and trading with Port Nyranzaru. They are wary of adventurers, as most of those types are foolhardy foreigners looking for an easy way to the jungle's fabled riches. But they also are kind, giving shelter and advice to those in need.

- Batiri
The bloodthirsty goblin natives roam the jungles in groups of 25 to 200. They are relentless trackers, skilled in jungle lore and the use in bow and spear. Most tribes roam the jungles, raiding humanoid settlements and devouring any captives. Each group is led by a Queen, which rules only as long as she can defend herself in arena combat against any and all challengers. Her court moves along with her clan, but some of the more powerful and long-lived queens have set up capitals, complete with wooden palaces. Each Batiri clan has a patron deity to whom they offer sacrifices, generally a particular dinosaur.

- Sharp Beak clan
A batiri clan that reveres the deity Screelark, whose avatar is the pteradonon. The clan's queen, Rita'lob, has recently ascended to her position and has laid claim to the ruins of an ancient Tabaxi city as her clan's base of operations. She rules from her ramshackle wooden palace and often sets up arena battles in a large dirt pit for entertainment. The Oogra clan are generally hostile and bloodthirsty like most batiri, but they maintain trade relations with the neighboring chultan dwarves, trading food and other supplies for emeralds and sometimes weapons.

- Chultan dwarves
These albino dwarves spend the majority of their lives deep underground working in secret mines scattered around the Chultan mountain ranges. They are passionate about acquiring precious stones and metals, masterfully crafting items with these materials. They are dour, sullen fellows, not particularly bellicose but will fight fiercely to protect their homes and their stockpiles of emeralds, diamonds, and gold. Weapons smithed by the Chultan dwarves are valued highly, since they are often edged with diamonds. These short swords, spears, and axes are extremely expensive, but are well worth their price -- the diamond cutting edges never need to be sharpened and give a +1 to damage.

- Specific Chultan dwarves
Trade with the surface world is limited, however these particular dwarves conduct a thriving business with the batiri Toothy Spine Clan. They exchange gems for exotic pelts, ivory, and foodstuffs unavailable to the dwarves underground. The batiri have established a permanent residence near their secret mine. Some dwarves in their midst are survivors from Rune's Hollow and would be willing to help Balrum and the PCs in their journey.

- Lizardfolk
The lizardfolk live in the swampy parts of the Chultan jungles. Most groups are truly neutral creatures. They kill only when it is expedient and treat any creature entering their territory as fair game to be hunted and devoured. They rarely stray from their claimed borders, though sometimes they will form alliances with their neighbors.

- Murky Eye Clan
Unlike most lizardfolk clans, the Murky Eye Clan are highly aggressive. They serve Grimclaw, a young black dragon that recently made the journey to Chult to make his fortune without the competition of mainland dragons. On his commands, the lizardfolk terrorize their neighbors, raiding and plundering to feed Grimclaw's insatiable greed.

- Big Croak Clan
A bullywug tribe named the Big Croak clan live in the heart of the jungle. Aggressive raiding from the Murky Eye Clan have caused them to recently relocate further south into the jungle. They wish to capture humanoids to impress their queen and possibly advance in social status. The queen can be tricked with bribes, treasure, and flattery to let the captives go, but not before she tries to impress its "guests" with the majesty of its treasure and realm.

- Children of Serpentes
The ancient yuan-ti kingdom of Serpentes used to serve the sarrukh of the Mhairshaulk kingdom. Now they slumber within buried ruins. Sif'il'akh, a sarrukh of the Mhairshaulk kingdom residing in Chult, wishes to awaken these yuan-ti and reclaim some of his people's lost power. Awakening an entire kingdom is no easy task, however, and Sif'il'akh now searches for the rumored MystStone to power the rituals needed to accomplish his goal. He has already awoken some of the yuan-ti, now called the Children of Serpentes. He has also brokered an alliance with some kobold clans, using them to excavate Rune's Hollow.



SET ENCOUNTER: DWARVES, DINOS, AND QUICKSAND

One night during the journey the PCs hear this:

A horrid cry from a beast you do not recognize splits the air. It is followed by tumultuous crashing and thrashing sounds and the voices of people. You don't understand the dialect but the voices sound human. The loud ruckus sounds like it's coming from the west, less than half a mile away.

If the characters move close to investigate

Moving through the dense undergrowth, you reach a clearing lit by the moon. In it are two dinosaurs, each at least fifteen feet long. One of them thrashes in a pool of quicksand. The two dinosaurs wear leather saddles and look like huge, single-horned rhinoceroses with large bony neck frills. A half dozen short, stocky men dressed in dark hooded cloaks move about frantically at the edge of the bog, waving their arms at the struggling creature. Behind the six are two more, similarly dressed, with white beards poking out from under their hoods. These two figures bark orders at the six, speaking in Dwarvish.

The terrified dinosaur bellows in despair and churns in the muck, splashing it in all directions. It is obvious that the beast is slowly sinking. The other dinosaur looks on impassively, standing quietly in front of a large wooden wagon that is harnessed to it. Another wagon sits at the edge of the quicksand.

The two monoclonius have been trained by the Chultan dwarves as beasts of burden, carrying rocks and debris from the emerald mine that is deeper in the jungle and carrying emeralds to the Tabaxi villages and other settlements that the dwarves trade with. The dwarves were leading the pair of dinosaurs from the mine when the lead monoclonius fell into a sink hole full of mud and sand.

The dwarves quickly released the wagon it was carrying but the unemcumbered dinosaur still could not climb out because it panicked. If given time, the dwarves will use their rope to lasso the monoclonius, but they do not have the strength to pull the frightened dino out. It will dive in seven rounds if the PCs do not intervene to save it.

If the PCs approach the dwarves and appear friendly, the dwarves will ask for assistance in saving the monoclonius. If the PCs threaten or attack the dwarves, they defend themselves, abandoning the dinosaur to its fate.

If the monoclonius drowns, the dwarves will take the remaining monoclonius and its wagon on their way, leaving three dwarves to guard the remaining wagon. They will return to dump the contents of the remaining wagon.

The PCs can help save the dinosaur a number of ways, the most straightforward method to be helping the dwarves pull it out with their lasso. Ask each PC holding the rope to make a Strength check. If the PCs checks reach a total of 40 or more, they help the dwarves pull out the monoclonius.

Other methods can also work. If they can communicate with the beast, they may be able to calm it down so it can be more easily pulled out. Without a common language, Animal Handling skill could potentially work but would be difficult, DC 20. Let the PCs be creative.

If the PCs have proven themselves friendly and/or helpful, the dwarves will question them about what they're doing in Chult. In return, they can provide information about the jungles, including the major factions. If they see Balrum with the party, they are immediately friendly, but balk at Balrum's plans at retrieving the MystStone. They believe such a mission is doomed to failure, as yuan-ti and kobolds have a firm hold of the ruins. Worse, if Balrum is captured or killed once the mission inevitably fails, the dwarves may face retribution from the scaley buggers.

The dwarves eventually go on their way to deliver their emeralds to the villages. When they do, the jungles become eerily quiet. The desperate roaring of the monoclonius attracted the attention of predators. Two allosaurus have been creeping forward to the PCs, stealthily moving from massive tree to tree. They charge forward when spotted.

2x Allosaurus (Utahraptor) CR: 2 XP: 450 Monster Manual p.79
Adjusted XP: 1,350 Hard


SET ENCOUNTER: CROSSING THE RIVER

At some point the PCs must cross a river. The murky waters run slow, but the muddy ground and waist-high water act as difficult terrain and impose disadvantage on Dexterity checks for PCs wading through.

A hunting group of lizardfolk from the Murky Eye Clan patrols these waters with their trained crocodiles. One lizardfolk keeps watch from its hiding spot, poking its eyes out of the water among reeds and plant debris that act as concealment. The other lizardfolk stay close underwater, briefly surfacing every 15 minutes to catch their breath. Once the lizardfolk spots prey, he signals the group to ambush the PCs once they're midway through the river.

The lizardfolk and crocodiles have been doing river ambushes for a while now and have figured out the best hiding spots and methods of approaching stealthily. When the PCs approach, roll a group stealth check for the lizardfolk (+4) with advantage against the PC's individual passive Perception scores. The party will likely make an active Perception check to scope out the river before braving the water, which they do against that group stealth check. If the lizardfolk aren't spotted, they stealthily creep up underwater towards the PCs, requiring another group stealth check (+4) with advantage. If they aren't spotted, the lizardfolk and crocodiles get a surprise round. If they're spotted at any point, roll initiative!

2x Crocodile CR: 1/2 p320
4x Lizardfolk CR: 1/2 p204
Encounter Total XP: 600 Adjusted XP: 1,200 Hard

If the PCs are defeated, they are left unconscious but stabilized, and taken back to the clan's base as feast and tribute to the black dragon Grimclaw.


JUNGLES OF CHULT: RANDOM ENCOUNTERS

1.

**USE THIS ONLY AS AN ADDITION TO AN ONGOING ENCOUNTER**

As the PCs are fighting in a different encounter, a t-rex is attracted to the commotion. It approaches slowly, then strikes at the monsters that the PCs are fighting. With how swiftly it can deal with monsters, the PCs should realize that this bad boy isn't something they can take on and RUN! If they run, the t-rex doesn't chase, content with its own kill.

T-Rex CR 8 MM p80



2.
A pack of goblins from the Oogra clan are on the hunt. They fly on the backs of their trained pteranodons, which are equipped with saddles and reigns, flying just under the tree canopy to spot prey moving on the jungle floor. When they spot the PCs, the pteranodons make flyby attacks while the goblins ready actions to strike with spears once the PCs are in range. The goblins carry vines fashioned into ropes to capture humanoids.

5x Pteranodon CR: 1/4 XP: 50 Monster Manual p.80
5x Goblin CR: 1/4 XP: 50 Monster Manual p.166
Encounter Total XP: 500 Adjusted XP: 1,250 Hard

If the PCs are defeated, the goblins take them hostage and lead them on foot (the pteranodons cannot carry more than one goblin on its back) to their base to meet goblin queen Rita'lob. The PCs can either break free, convince Rita'lob to let them go, or challenge Rita'lob for her crown.



3.
Zombies (dwarves, batiri, tabaxi) are sent by Ras Nsi to collect his protection racket fee. They're not intelligent, so they move towards the PCs for their payment. Each zombie has a hand outstretched, as if asking for something. If they don't receive their payment (12 emeralds) they attack.

8x Zombie CR: 1/4 XP: 50 Monster Manual p.316



4.
A basilisk lives in a cave built into a shallow sinkhole that used to be a camp site for wandering batiri groups. The basilisk cleared out the batiri and has taken up residence here, preying on anyone that ventures too close. Players may be tipped off by irregular shaped stone, a fragment in the shape of half a face, a torn off arm, etc. Basilisks aren't the cleanest eaters.

1x Basilisk CR: 3 XP: 700 Monster Manual p.24
Encounter Total XP: 700 Adjusted XP: 700 Medium



5.
A bullywug tribe named the Big Croak clan are out hunting for prisoners. They have trained many frogs, which they can communicate to using very simple croaking commands. The party will come across a lone frog that begins croaking. Moments later, the croaking is joined by another not too far away, then another, until suddenly the surrounding area is filled with croaking. The bullywugs have been informed of humanoids in the vicinity and they, along with their trained giant toad, close in on the PCs. This will either be creepy or comical, probably both.

5x Bullywug CR: 1/4 p35
1x Giant Toad CR: 1 p329
Encounter Total XP: 450 Adjusted XP: 900 Medium

The bullywugs wish to capture humanoids to impress their queen and possibly advance in social status. The queen can be tricked with bribes, treasure, and flattery to let the captives go, but not before she tries to impress its "guests" with the majesty of its treasure and realm. She may throw a "grand banquet" for the PCs as a show of wealth, a mess of half-broken plundered plates and cutlery and not so appetizing food.



6.
A couatl named Vo is the guardian of a holy fountain with magical restorative properties. The fountain itself is hidden by powerful illusions that mask the location from creatures and enchantments that unconsciously compel creatures to go around it. When the PCs approach, the couatl observes them in the form of a tiny insect, judging their character. If Vo is convinced they have good intentions, he reveals himself and offers them refuge near the fountain. Vo knows the general location of various factions and is troubled by the MystStone, sensing it was tainted by the blue fire and needs to be cleansed. He had asked his friend

Couatl CR: 4 p43



7.
A shambling mound composed of decaying vines/undergrowth is perfectly camoflauged in the PC's path. When they walk up, BAM!

1x Shambling Mound CR: 5 XP: 1,800 Monster Manual p.270
Encounter Total XP: 1,800 Adjusted XP: 1,800 Deadly



8.
Yuan-ti escorting cargo full of azureflame crystals.


- ptera-men
- displacer beasts


Quicksand. A creature that steps into the quicksand must succeed on a DC 11 Dexterity saving throw or sink into the quicksand and be restrained . On its turn, as part of its movement, the trapped creature can escape by making a DC 15 Strength check . Another creature can attempt to pull the restrained creature out of the quick sand as an action but must succeed on a DC 15 Strength check to do so. As in a movie , the trapped creature is always more than 5 feet from the edge of the quick sand, so rescuers can’t just grab the character; they must find a vine, a rope , or a pole and toss it to where the trapped character can reach it.





The PCs eventually reach Rune's Hollow.

RUNE'S HOLLOW

During the events of the Spellplague, Rune's Hollow suffered cave-ins. Worse, blue flame flared deep within the mountain, spewing upward and incinerating nearly all the inhabitants. The flames melted through the earth and stone like butter, leaving two new gaping chasms in its wake. The blue flame came in contact with the Myststone, reacting violently with it. The result was an explosion of tainted magic that coalesced into crystals that now coat the Myststone's vault and the new chasms created by the blue flame. These crystals, called azureflame crystals, are being harvested by the kobolds now. Proper handling can tap into the power of the blue flame within -- improper handling can release the destructive fire within, instantly incinerating anything it touches.

The kobolds are here for the azureflame crystals, though Balrum has never heard of these gems before. The kobolds work for the yuan-ti, who in turn are under instruction by Sif'il'akh. The sarrukh ultimately wishes to uncover the Myststone said to be hidden in this mine, but for now is content with the haul of azureflame crystals.

OUTSIDE:

A kobold encampment has been set up at its entrance, guarded by lizardfolk and maybe other stuff, administered by yuan-ti. Some of these creatures are spellscarred from exposure to the azureflame crystals. Lots of small tents, some big ones, little campfires, giant lizards hauling carts full of azureflame crystal.

MAIN ENTRANCE:

A1: Main tunnel leads past a guard room, assayer's office, two kobold barracks, and a storeroom. At the end of this initial tunnel before the first chasm (A2), these is a huge hole in the tunnel's ceiling. This is where the boulder trap is.

A2: First chasm. 80ft. wide and at least 100ft deep, this chasm gives off a faint blue glow from all the azureflame crystals dotting the walls. Reinforced wooden cube platforms are suspended from the ceiling with thick iron chains. Each cube has three mechanical levers, one to go up/down, left/right, and forward/back. The cubes are hollow and can be loaded up with azureflame crystals for easy transportation. These platforms are used by the kobolds to build the numerous shallow tunnels that honeycomb the chasm's wall, which are then loaded with crystals and hauled back to the main tunnel. The PCs can use a cube to get across the chasm.

The end of the black tunnel glows a dim blue color. You hear the distinct clanging of numerous pickaxes echoing in the distance. As you reach the end of the tunnel, you're confronted with a vast chasm sprinkled with glowing blue crystals dotting the chasm's walls. The chasm is 80ft wide and its bottom is swallowed up in the darkness. A wooden cube-shaped platform is suspended by thick iron chains in its center, sitting by the edge of the tunnel in front of you. Three metal levers are located on top.

All along the chasm's walls are other of these wooden cube platforms suspended at various heights, with humanoid figures standing atop them, chipping away at the blue crystals with pickaxes. The chasm walls are honeycombed with shallow holes.

If the kobolds see the PCs on a cube, they attack with projectiles, send winged kobolds on the platform, and toss over rust monsters to eat the chain and send the PCs down to their doom.

2x Rust Monster CR: 1/2 XP: 100 Monster Manual p.262
3x Kobold CR: 1/8 XP: 25 Monster Manual p.195
3x Winged Kobold CR: 1/4 XP: 50 Monster Manual p.195
Encounter Total XP: 425 Adjusted XP: 1,062 Hard



A3: The main tunnel continues on the other side of the chasm to.. another chasm. Same thing as A2. This is where the hidden entrance (B) connects to the main one.

A4: There are many side tunnels here, all leading to dead ends where the original dwarven miners abandoned them to excavate elsewhere. The kobolds don't bother with this area much. One of the tunnels has an enchanted wall that looks mundane. If you say thanks to Moradin while touching it, you can pass through the wall into the treasure vault (C1).

Main entrance also is lined with kobold traps. Kobolds love making them on their time off. It's their damned favorite hobby! Couple ones I've got so far:
- crocodile pit trap
- ooze pit trap
- hold person + catapult trap
- automatic phalanx trap
- poison dart trap
- tar + feather trap
- oil + fire trap
- illusory pit trap (PC thinks they are falling, goes prone, "Ahhhhh...!!!")
- at the end of A1 is the boulder trap. if a lever in the adjacent kobold barracks is pulled, a giant boulder rolls out indiana jones style. except this one is enchanted with dozens of arcane runes that fire off cantrips and low level spells in random directions as it rolls. if the PCs run at full speed, they maintain their distance from it each round. acting on a turn brings them one square closer. getting hit by a trap or something else suitable brings them one square closer. if the boulder catches up, squish!

SECRET ENTRANCE:

B: The kobolds aren't aware of this secret entrance. Balrum knows where to find it. There will be a puzzle to gain entrance but I don't know what it should be. It connects to the main tunnel in A3.

TREASURE VAULT

C1: There is another small hallway with a dead kobold and the entrance to the treasure vault, guarded by two animated armors clutching flying swords. They are security for the first treasure vault.

2x Animated Armor CR 1 XP: 200 MM p19
2x Flying Sword CR 1/4 XP: 50 MM p20
Adjusted XP: 1,000 (medium difficulty)

In combat, the armors advance forward while the flying swords attack ranged PCs.

C2: The treasure vault -- a fake one!

The fake treasure room has some neat stuff:
- fool's gold coins
- cursed magic items -- a bow of returning (arrows come back and attack you), an amulet of silence (if you cast a spell it constricts and strangles you), a leather amulet of caution (it yells "hey! look out!" when you're near enemies), and a weapon of shocking (it electrocutes you when you hit an enemy with it)
- a hidden entrance to the REAL treasure vault!

Someone mentioned to me that the coins could actually be an earth elemental, which is awesome and I may do that. My only worry is if I throw so many bad guys at the PCs they're going to be massacred for the following encounter or take a long anti-climatic rest.

C3: Another small hallway leading to the REAL treasure vault. It's guarded by a spectator, some sort of trapped floor, and will need some minions to make sure the PCs don't zerg it down in one round before it can do any of its cool stuff.

1x Spectator CR: 3 XP: 700 Monster Manual p.30


C4: And now we get to the real treasure room. The blue flame from the Spellplague warped this place something fierce. The chamber is now a giant sphere shape, the walls coated in thick azureflame crystals the shimmer with the fire within. Multiples platforms float around the room, the remnants of what it used to be. The only thing still intact is the platform holding the Myststone, in the center of the room. It sits atop a pedestal that has been unchanged for hundreds of years. The artifact radiates a brilliant blue light that illuminates the entire chamber, the light bouncing off the crystal-encrusted walls. The PCs can navigate between the floating platforms to get to the center.

I want to throw in a "nemesis" character for the PCs so I came up with an idea of a magically attuned werewolf subconsciously connected to the Myststone, trapped here in stasis:

When the Spellplague hit, the most intense concentration of blue flame was here, drawn by the Myststone. It washed over the entire chamber. Skoll Thunderaxe was the only survivor from this chamber. He is a werewolf, a fact he kept hidden from his comrades. Dozens of his friends died in front of him, "shielding" him from the flames. Skoll was crystallized with the rest of the room, preserved yet horribly warped by the flames. The PCs might see a blurred humanoid figure in the crystal, unable to discern any features. Skoll's experiences that day forged an unconscious bond with the tainted Myststone. Whenever he turns into a werewolf, he loses complete control of himself and hunts down the stone, killing any in his way. His magical connection to the stone makes tracking it incredibly simple.

When the PCs grab the Myststone, the place starts to collapse. Rune's Hollow was only held up by the power of the artifact, and with its movement, that small falter, is causing a full cave in. The azureflame crystals shatter and crash to the ground. The PCs have to make haste getting out. The kobolds are in a panic as well. They will leave the PCs alone as they try to flee, the only exception being if the PCs attempt to cross the chasms with the cubes, potentially leaving some kobolds stranded behind on the other side. Aside from that, the only thing the PCs have to worry about are the multitude of traps on their way out -- the ones they trigger, and the ones that may randomly trigger from falling debris. If all goes well, they trigger the indiana jones boulder trap on their way, rushing to the entrance as a boulder chases them firing firebolts and rays of frost while the whole place collapses around them!

It would suck if the PCs ran out the main entrance and there was a whole encampment of kobolds waiting for them, right? Well, there is. But the commotion of an entire mine collapsing has drawn the attention of some big ol' dinosaurs. They take advantage of the commotion and attack! What do the PCs do?

The secret entrance eventually connects to the main tunnel. Here they may be spotted by kobolds working on the chasms. Large cube platforms suspended on iron chains are held at the edge of the chasm, with two levers, one to go up/down and another to go forward/back. These platforms are the main method getting past these 60-80ft wide chasms, and the cubes are hollow inside which let kobolds fill them up with azureflame crystals for easier transportation.


- when the MystStone is touched for the first time it fires a massive pillar of light through the roof of the cavern and down into the depths below. A few moments later, there's a massive roar and the place starts caving in
- the Tarrasque emerges and eventually destroys Rune's Hollow before going on a rampage
- the Skull Clan (Orcus) wants the MystStone to ressurect Tenebrous

Yora
2014-09-08, 05:28 AM
Is Balrum a dwarf? If so, it would probably be cool if some survivors from the base in Chult escaped into the jungle and mixed with the native wild dwarves.
Also, an interesting alternative to drow would be yuan-ti. These are just as smart and magically gifted, native to Chult and the surrounding area, have a natural ability to pose as humans, and have a long well known history of infiltrating human society.

Would probably do a fair bit of bringing the unique elements of Chult into the foreground of the campaign.

Dralnu
2014-09-08, 11:50 PM
Is Balrum a dwarf? If so, it would probably be cool if some survivors from the base in Chult escaped into the jungle and mixed with the native wild dwarves.
Also, an interesting alternative to drow would be yuan-ti. These are just as smart and magically gifted, native to Chult and the surrounding area, have a natural ability to pose as humans, and have a long well known history of infiltrating human society.

Would probably do a fair bit of bringing the unique elements of Chult into the foreground of the campaign.

These ideas are fantastic and works exactly with what I had in mind. I ended up changing the drow to yuan-ti and ran with it today. The party stopped the kidnapping, killed one and forced the other two to retreat. I called it when they reached Port Nyranzaru in Chult. With yuan-ti involved, I have an idea that perhaps the big bad will be a sarrukh leader with grand plans.