Invisible FortressGM:Act one

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notes

The cloak

The players begin in Sijan's market on the 28th of Ascending Air in RY 768, in the late afternoon. The area is well-lit by glowing crystals. The floor is well-worn marble, and the walls of the district are polished onyx, with white and black bands. Some of the higher-end merchants have full buildings within which to sell their wares, instead of selling out of a cart or stall. Most of the shoppers are not native Sijanese, and many of the merchants aren't either.

One player is near a fur merchant's stall, and a young woman dressed in elegant green silks approaches and begins perusing his wares. If the player checks themselves, they find nothing notable; mostly pelts from small game like rabbits and foxes, he does have a pair of wolf pelts and a bear pelt. He does not have any products made from pelts for sale, only the furs themselves. The trader is bending over backwards to cater to the noblewoman (practically ignoring the player) in the hopes of making a sale to a wealthy client. However, the woman appears to be unimpressed by the selection, and starts to walk away.

A young girl dressed similarly to the fur trader darts out from behind the stall, chasing a bouncing ball, and runs directly into the noble. The trader's voice catches and he holds his breath as the noblewoman looks down to the little girl. But rather than calling for the girl to be killed for her affront to decency, the noble smiles, and pats the girl on the head, friendly. Then she pauses, something catching her eye.

Grabbing the faded cloak on the girl's back, she says "This! How much?" Flustered and confused, the girl's father stammers and stumbles over himself to offer the child's cloak to the woman for free in thanks of her tolerance.

As he's handing over the cloak, a man approaches in a tailored white coat bearing the crest of House Ragara on his back. Portly, and with a golden ring on every finger, he's curious why a scion of House V'neef would care to spend so much time at a mere fur stall. When his eyes fall upon the cloak in the trader's hand, he immediately pulls out a hefty coin purse and pulls out an obol (4gp). "*I* will buy it."

The two start arguing over the cloak and trying to outbid each other for it. The pair of them raise a commotion and draw attention of onlookers, including the rest of the players, and a crowd begins forming. The two nobles will go back and forth arguing over the cloak until the Ragara man offers 5 bars (256pp), and the V'neef woman backs down. The Ragara man refuses the merchant's offer to take the remainder of his furs, makes arrangements to deliver the promised coin in two chests the next day, and leaves with the daughter's cloak.

If the players wish to investigate, a successful Wisdom (PerceptionWisdom (Perception)skillYour Wisdom (Perception) check lets you spot, hear, or otherwise detect the presence of something. It measures your general awareness of your surroundings and the keenness of your senses. For example, you might try to hear a conversation through a closed door, eavesdrop under an open window, or hear monsters moving stealthily in the forest. Or you might try to spot things that are obscured or easy to miss, whether they are orcs lying in ambush on a road, thugs hiding in the shadows of an alley, or candlelight under a closed secret door.) check DC 10 will reveal that the apparently shabby cloak is threaded with gold. A character who passes this check may make an Intelligence (ArcanaIntelligence (Arcana)skillYour Intelligence (Arcana) check measures your ability to recall lore about spells, magic items, eldritch symbols, magical traditions, the planes of existence, and the inhabitants of those planes.) check DC 10, or a character who did not pass the Perception check may attempt an Intelligence (ArcanaIntelligence (Arcana)skillYour Intelligence (Arcana) check measures your ability to recall lore about spells, magic items, eldritch symbols, magical traditions, the planes of existence, and the inhabitants of those planes.) check DC 15; in either case, they may identify the gold as being orichalcum. Most characters will be aware that crafting using orichalcum is the signature of the champions of the Unconquered Sun. Wherever the fur trader found the cloak may have more such artifacts. If questioned, the trader will readily reveal that he traveled here with a trade caravan from the northeast, and he was planning to return home with some of the caravan members tomorrow. He obtained the cloak for his daughter as a gift in Rubylak.

The players cannot possibly beat the price offered by the nobleman, however they may attempt violence or subterfuge to obtain it, both of which are possible. Violence out in the open will draw the attention of the Black Watch very quickly, though lower Sijan has plenty of places where one might mug an unsuspecting nobleman. They may also follow him to the Blushing Spring's inn, where Blushing Spring has placed him in her best (and most expensive) room. The nobleman does not have any particular powers of his own, but he does have a bodyguard keeping watch.

If the players manage to obtain the cloak, it is The Fur Merchant's Cloak. It will not fit a Medium-sized character, although players may be able to find a buyer for 4gp.

If players look for an inn for the night, they can stay with Blushing Spring (4gp per room), Wandering Heron (3gp, better amenities, meals, and drinks), or seek the hospitality of a native (free). Camping outside the city is also an option, but the Black Watch will not permit camping within the city walls.

Evening encounters

If they wish to do so, the players may set out for Rublyak immediately. If the players stay in Sijan for the night, they may have some encounters depending on what they're up to.

Camping outside

The players camping outside the city walls encounter a hungry ghost and five zombie minions before they lay down to sleep.

Hanging around the market

See Random Urban Encounters for an appropriate encounter within the city.

Exploring outermost regions of the city

While it takes a while to reach, a player might try to explore areas of the city located further from the center and the markets. A guard will turn them away from the dangerous area of the city, but with a Wisdom (PerceptionWisdom (Perception)skillYour Wisdom (Perception) check lets you spot, hear, or otherwise detect the presence of something. It measures your general awareness of your surroundings and the keenness of your senses. For example, you might try to hear a conversation through a closed door, eavesdrop under an open window, or hear monsters moving stealthily in the forest. Or you might try to spot things that are obscured or easy to miss, whether they are orcs lying in ambush on a road, thugs hiding in the shadows of an alley, or candlelight under a closed secret door.) check DC 12, the player can witness past the guard, a conversation being held between a mortician and a deathly beauty. She is wearing a headpiece reminiscent of but not exactly matching a number of religious orders the player is familiar with, but the rest of her attire is in stark contrast to both her headwear and the cool temperature of the region, time of year, and Lower Sijan: her clothing is extremely revealing and intentionally sexual despite the apparent business transaction nature of her discussion with the mortician. Unless the character is an abyssal, watching the woman sends an instinctual chill down their spine. A successful Intelligence (ArcanaIntelligence (Arcana)skillYour Intelligence (Arcana) check measures your ability to recall lore about spells, magic items, eldritch symbols, magical traditions, the planes of existence, and the inhabitants of those planes.) check DC 10 will give them an overwhelming sense of her immense power. (This is the Lover Clad in the Raiment of Tears.)

The Deathlord and the mortician are walking as they're talking, and eventually pass out of sight. The Lover also has a pair of men and a ghost following after her like lovestruck puppies.

With a successful DC 15 Wisdom (PerceptionWisdom (Perception)skillYour Wisdom (Perception) check lets you spot, hear, or otherwise detect the presence of something. It measures your general awareness of your surroundings and the keenness of your senses. For example, you might try to hear a conversation through a closed door, eavesdrop under an open window, or hear monsters moving stealthily in the forest. Or you might try to spot things that are obscured or easy to miss, whether they are orcs lying in ambush on a road, thugs hiding in the shadows of an alley, or candlelight under a closed secret door.) check, the player discovers a soul coin on the ground.

Local work

If a player is a member of the Mortician's Order, they may have their own work to do. If one or more players are creating mortician characters, consider what they might be up to in the evening and plan accordingly. Superiors may send them onwards to push them into the campaign, as well.

Shops

Basic gear is available for purchase in Sijan at their normal prices in the DMG, including healing potions for 50gp each. Magic items available for sale include:

  • Bulb of Demise and Renewal, 1gp each, plentiful supply from local Sijanese merchants
  • Periapt of Wound Closure, 100gp, one is available from a Sijanese merchant
  • 8-Scream Devil Powder, 10gp each, players can find two held by one of the merchants who will be traveling in the caravan north (therefore if they travel with the caravan, they can continue to purchase it until they become separated)
  • Resplendent Personal Assistant, 530gp, one available from a sketchy merchant who is not part of the caravan; Passive Insight of 16 or a successful Wisdom (InsightWisdom (Insight)skillYour Wisdom (Insight) check decides whether you can determine the true intentions of a creature, such as when searching out a lie or predicting someone’s next move. Doing so involves gleaning clues from body language, speech habits, and changes in mannerisms.) check vs a +7 Deception can determine that the item was stolen from a tomb in the Plains of the Dead. Reporting the merchant to the Black Watch will have him arrested, but the Resplendent Personal Assistant will also be confiscated as evidence.
  • Windslave Disk, 110gp each, in use at the docks but players may be able to obtain 4 of them from their owners
  • One merchant in the caravan selling scrolls has:
    • Scroll of Thunderclap, 25gp (BARD, DRUID, SORCERER, WARLOCK, WIZARD, ARTIFICER)
    • Scroll of Bane, 150gp (BARD, CLERIC, OATH OF VENGEANCE paladin, THE UNDEAD warlock)
    • Scroll of Searing Smite, 150gp (paladin, Forge Domain cleric)
    • Scroll of Shield of Faith, 150gp (CLERIC, PALADIN)
    • Scroll of Tenser's Floating Disk, 150gp (wizard)
    • Scroll of Warding Bond, 300gp (CLERIC, OATH OF THE CROWN paladin, BATTLE SMITH artificer)
    • Scroll of Wall of Sand, 500gp (wizard)
If the party travels with the caravan and protects it from attack, the scroll vendor will offer a 25% discount.

Players may also obtain tackle for a riding horse for 5gp (in addition to the horse itself for 75gp).

Travel to Rubylak

The players' basic choices are to travel with the caravan leaving on the second day, or set out on their own. The caravan will travel at a slow pace, which will take 20 days to reach Rubylak. If the players travel at a normal pace ahead of the caravan, it will take them 15 days to reach Rubylak. If the players travel at a fast pace, it will take them 12 days to reach Rubylak.

The party is setting out in essentially late fall; the 28th of Resplendent Air is the final day of the season, with the 1st of Descending Air being the first day of winter. Sijan lies in a fairly temperate region, and the presence of large rivers helps maintain the temperature further north than it would otherwise be as well.

3rd of Resplendent Air

Weather normal temperatures, strong winds from the southeast, light drizzle
Rumors It's no use going to Whitewall or the cities of the Haslanti League. Everyone that does is getting taxed to death and finding nothing but a few trinkets that the Great Families don't seem to be interested in. Whatever's out there is farther to the east, maybe all the way to the edge of the Feywild.
Characters with a Wisdom (PerceptionWisdom (Perception)skillYour Wisdom (Perception) check lets you spot, hear, or otherwise detect the presence of something. It measures your general awareness of your surroundings and the keenness of your senses. For example, you might try to hear a conversation through a closed door, eavesdrop under an open window, or hear monsters moving stealthily in the forest. Or you might try to spot things that are obscured or easy to miss, whether they are orcs lying in ambush on a road, thugs hiding in the shadows of an alley, or candlelight under a closed secret door.) + Intelligence (ArcanaIntelligence (Arcana)skillYour Intelligence (Arcana) check measures your ability to recall lore about spells, magic items, eldritch symbols, magical traditions, the planes of existence, and the inhabitants of those planes.) modifier (no roll required) of at least 14 begin to feel a tugging sensation coming from the northeast. It is very faint, but constant, and its strength increases as the players travel.

4th of Resplendent Air

Weather unchanged
Fast pace Characters with a Wisdom (PerceptionWisdom (Perception)skillYour Wisdom (Perception) check lets you spot, hear, or otherwise detect the presence of something. It measures your general awareness of your surroundings and the keenness of your senses. For example, you might try to hear a conversation through a closed door, eavesdrop under an open window, or hear monsters moving stealthily in the forest. Or you might try to spot things that are obscured or easy to miss, whether they are orcs lying in ambush on a road, thugs hiding in the shadows of an alley, or candlelight under a closed secret door.) + Intelligence (ArcanaIntelligence (Arcana)skillYour Intelligence (Arcana) check measures your ability to recall lore about spells, magic items, eldritch symbols, magical traditions, the planes of existence, and the inhabitants of those planes.) modifier (no roll required) of at least 13 begin to feel a tugging sensation coming from the northeast.
Normal pace Characters with a Wisdom (PerceptionWisdom (Perception)skillYour Wisdom (Perception) check lets you spot, hear, or otherwise detect the presence of something. It measures your general awareness of your surroundings and the keenness of your senses. For example, you might try to hear a conversation through a closed door, eavesdrop under an open window, or hear monsters moving stealthily in the forest. Or you might try to spot things that are obscured or easy to miss, whether they are orcs lying in ambush on a road, thugs hiding in the shadows of an alley, or candlelight under a closed secret door.) + Intelligence (ArcanaIntelligence (Arcana)skillYour Intelligence (Arcana) check measures your ability to recall lore about spells, magic items, eldritch symbols, magical traditions, the planes of existence, and the inhabitants of those planes.) modifier (no roll required) of at least 13 begin to feel a tugging sensation coming from the northeast.
Slow pace

5th of Resplendent Air

Weather unchanged
Fast pace
  • Along the Road to the End of the World, the players discover a small shrine to Ma-Ha-Suchi has been erected. Its construction is low quality, and it seems to be fairly new. The crude 8ft tall statue depicts a man-like figure with shaggy fur, with goat legs and a lupine head with goat horns.
  • Characters with a Wisdom (PerceptionWisdom (Perception)skillYour Wisdom (Perception) check lets you spot, hear, or otherwise detect the presence of something. It measures your general awareness of your surroundings and the keenness of your senses. For example, you might try to hear a conversation through a closed door, eavesdrop under an open window, or hear monsters moving stealthily in the forest. Or you might try to spot things that are obscured or easy to miss, whether they are orcs lying in ambush on a road, thugs hiding in the shadows of an alley, or candlelight under a closed secret door.) + Intelligence (ArcanaIntelligence (Arcana)skillYour Intelligence (Arcana) check measures your ability to recall lore about spells, magic items, eldritch symbols, magical traditions, the planes of existence, and the inhabitants of those planes.) modifier (no roll required) of at least 12 begin to feel a tugging sensation coming from the northeast.
Normal pace
Slow pace Characters with a Wisdom (PerceptionWisdom (Perception)skillYour Wisdom (Perception) check lets you spot, hear, or otherwise detect the presence of something. It measures your general awareness of your surroundings and the keenness of your senses. For example, you might try to hear a conversation through a closed door, eavesdrop under an open window, or hear monsters moving stealthily in the forest. Or you might try to spot things that are obscured or easy to miss, whether they are orcs lying in ambush on a road, thugs hiding in the shadows of an alley, or candlelight under a closed secret door.) + Intelligence (ArcanaIntelligence (Arcana)skillYour Intelligence (Arcana) check measures your ability to recall lore about spells, magic items, eldritch symbols, magical traditions, the planes of existence, and the inhabitants of those planes.) modifier (no roll required) of at least 13 begin to feel a tugging sensation coming from the northeast.

6th of Resplendent Air

Weather unchanged
Fast pace Characters with a Wisdom (PerceptionWisdom (Perception)skillYour Wisdom (Perception) check lets you spot, hear, or otherwise detect the presence of something. It measures your general awareness of your surroundings and the keenness of your senses. For example, you might try to hear a conversation through a closed door, eavesdrop under an open window, or hear monsters moving stealthily in the forest. Or you might try to spot things that are obscured or easy to miss, whether they are orcs lying in ambush on a road, thugs hiding in the shadows of an alley, or candlelight under a closed secret door.) + Intelligence (ArcanaIntelligence (Arcana)skillYour Intelligence (Arcana) check measures your ability to recall lore about spells, magic items, eldritch symbols, magical traditions, the planes of existence, and the inhabitants of those planes.) modifier (no roll required) of at least 11 begin to feel a tugging sensation coming from the northeast.
Normal pace
  • Along the Road to the End of the World, the players discover a small shrine to Ma-Ha-Suchi has been erected. Its construction is low quality, and it seems to be fairly new. The crude 8ft tall statue depicts a man-like figure with shaggy fur, with goat legs and a lupine head with goat horns.
  • Characters with a Wisdom (PerceptionWisdom (Perception)skillYour Wisdom (Perception) check lets you spot, hear, or otherwise detect the presence of something. It measures your general awareness of your surroundings and the keenness of your senses. For example, you might try to hear a conversation through a closed door, eavesdrop under an open window, or hear monsters moving stealthily in the forest. Or you might try to spot things that are obscured or easy to miss, whether they are orcs lying in ambush on a road, thugs hiding in the shadows of an alley, or candlelight under a closed secret door.) + Intelligence (ArcanaIntelligence (Arcana)skillYour Intelligence (Arcana) check measures your ability to recall lore about spells, magic items, eldritch symbols, magical traditions, the planes of existence, and the inhabitants of those planes.) modifier (no roll required) of at least 12 begin to feel a tugging sensation coming from the northeast.
Slow pace

7th of Resplendent Air

Weather normal temperatures, strong winds from the southeast, no precipitation
Fast pace
Normal pace Characters with a Wisdom (PerceptionWisdom (Perception)skillYour Wisdom (Perception) check lets you spot, hear, or otherwise detect the presence of something. It measures your general awareness of your surroundings and the keenness of your senses. For example, you might try to hear a conversation through a closed door, eavesdrop under an open window, or hear monsters moving stealthily in the forest. Or you might try to spot things that are obscured or easy to miss, whether they are orcs lying in ambush on a road, thugs hiding in the shadows of an alley, or candlelight under a closed secret door.) + Intelligence (ArcanaIntelligence (Arcana)skillYour Intelligence (Arcana) check measures your ability to recall lore about spells, magic items, eldritch symbols, magical traditions, the planes of existence, and the inhabitants of those planes.) modifier (no roll required) of at least 11 begin to feel a tugging sensation coming from the northeast.
Slow pace
  • Along the Road to the End of the World, the players discover a small shrine to Ma-Ha-Suchi has been erected. Its construction is low quality, and it seems to be fairly new. The crude 8ft tall statue depicts a man-like figure with shaggy fur, with goat legs and a lupine head with goat horns. Members of the caravan react to the shrine as though it wasn't present when they traveled this road in the other direction, and the self-appointed leader of the expedition Twentieth Son will organize a number of the men to destroy it.
  • Characters with a Wisdom (PerceptionWisdom (Perception)skillYour Wisdom (Perception) check lets you spot, hear, or otherwise detect the presence of something. It measures your general awareness of your surroundings and the keenness of your senses. For example, you might try to hear a conversation through a closed door, eavesdrop under an open window, or hear monsters moving stealthily in the forest. Or you might try to spot things that are obscured or easy to miss, whether they are orcs lying in ambush on a road, thugs hiding in the shadows of an alley, or candlelight under a closed secret door.) + Intelligence (ArcanaIntelligence (Arcana)skillYour Intelligence (Arcana) check measures your ability to recall lore about spells, magic items, eldritch symbols, magical traditions, the planes of existence, and the inhabitants of those planes.) modifier (no roll required) of at least 12 begin to feel a tugging sensation coming from the northeast.

8th of Resplendent Air

Weather normal temperatures, light winds from the southeast, no precipitation
Fast pace
  • The road comes to a bridge across a ravine. The players are stopped by a group of 4 bandits, demanding that they pay a toll to cross (5gp per person). If the players refuse, the leader signals for the other bandits lying in hiding to attack. See bandit ambush map in Roll20.
  • Characters with a Wisdom (PerceptionWisdom (Perception)skillYour Wisdom (Perception) check lets you spot, hear, or otherwise detect the presence of something. It measures your general awareness of your surroundings and the keenness of your senses. For example, you might try to hear a conversation through a closed door, eavesdrop under an open window, or hear monsters moving stealthily in the forest. Or you might try to spot things that are obscured or easy to miss, whether they are orcs lying in ambush on a road, thugs hiding in the shadows of an alley, or candlelight under a closed secret door.) + Intelligence (ArcanaIntelligence (Arcana)skillYour Intelligence (Arcana) check measures your ability to recall lore about spells, magic items, eldritch symbols, magical traditions, the planes of existence, and the inhabitants of those planes.) modifier (no roll required) of at least 10 begin to feel a tugging sensation coming from the northeast.
Normal pace
Slow pace

9th of Resplendent Air

Weather normal temperatures, no wind, no precipitation
Fast pace
Normal pace
  • The road comes to a bridge across a ravine. The players are stopped by a group of 4 bandits, demanding that they pay a toll to cross (5gp per person). If the players refuse, the leader signals for the other bandits lying in hiding to attack. See bandit ambush map in Roll20.
  • Characters with a Wisdom (PerceptionWisdom (Perception)skillYour Wisdom (Perception) check lets you spot, hear, or otherwise detect the presence of something. It measures your general awareness of your surroundings and the keenness of your senses. For example, you might try to hear a conversation through a closed door, eavesdrop under an open window, or hear monsters moving stealthily in the forest. Or you might try to spot things that are obscured or easy to miss, whether they are orcs lying in ambush on a road, thugs hiding in the shadows of an alley, or candlelight under a closed secret door.) + Intelligence (ArcanaIntelligence (Arcana)skillYour Intelligence (Arcana) check measures your ability to recall lore about spells, magic items, eldritch symbols, magical traditions, the planes of existence, and the inhabitants of those planes.) modifier (no roll required) of at least 10 begin to feel a tugging sensation coming from the northeast.
Slow pace
  • Rumors: Noone can find the Empress because she's not in the real world any more. She's out there fighting in the Feywild, and she's winning. So, as she pushes it back, all these old cities start popping up, perfectly preserved and full of wonders. These treasures we've found so far just scratches the surface—the second wave of items, they'll change the world. Literally.
  • Characters with a Wisdom (PerceptionWisdom (Perception)skillYour Wisdom (Perception) check lets you spot, hear, or otherwise detect the presence of something. It measures your general awareness of your surroundings and the keenness of your senses. For example, you might try to hear a conversation through a closed door, eavesdrop under an open window, or hear monsters moving stealthily in the forest. Or you might try to spot things that are obscured or easy to miss, whether they are orcs lying in ambush on a road, thugs hiding in the shadows of an alley, or candlelight under a closed secret door.) + Intelligence (ArcanaIntelligence (Arcana)skillYour Intelligence (Arcana) check measures your ability to recall lore about spells, magic items, eldritch symbols, magical traditions, the planes of existence, and the inhabitants of those planes.) modifier (no roll required) of at least 11 begin to feel a tugging sensation coming from the northeast.

10th of Resplendent Air

Nothing of note occurs on the 10th of Resplendent Air

12th of Resplendent Air

Weather unchanged
Fast pace Characters with a Wisdom (PerceptionWisdom (Perception)skillYour Wisdom (Perception) check lets you spot, hear, or otherwise detect the presence of something. It measures your general awareness of your surroundings and the keenness of your senses. For example, you might try to hear a conversation through a closed door, eavesdrop under an open window, or hear monsters moving stealthily in the forest. Or you might try to spot things that are obscured or easy to miss, whether they are orcs lying in ambush on a road, thugs hiding in the shadows of an alley, or candlelight under a closed secret door.) + Intelligence (ArcanaIntelligence (Arcana)skillYour Intelligence (Arcana) check measures your ability to recall lore about spells, magic items, eldritch symbols, magical traditions, the planes of existence, and the inhabitants of those planes.) modifier (no roll required) of at least 8 begin to feel a tugging sensation coming from the northeast.
Normal pace Characters with a Wisdom (PerceptionWisdom (Perception)skillYour Wisdom (Perception) check lets you spot, hear, or otherwise detect the presence of something. It measures your general awareness of your surroundings and the keenness of your senses. For example, you might try to hear a conversation through a closed door, eavesdrop under an open window, or hear monsters moving stealthily in the forest. Or you might try to spot things that are obscured or easy to miss, whether they are orcs lying in ambush on a road, thugs hiding in the shadows of an alley, or candlelight under a closed secret door.) + Intelligence (ArcanaIntelligence (Arcana)skillYour Intelligence (Arcana) check measures your ability to recall lore about spells, magic items, eldritch symbols, magical traditions, the planes of existence, and the inhabitants of those planes.) modifier (no roll required) of at least 9 begin to feel a tugging sensation coming from the northeast.
Slow pace
  • The road comes to a bridge across a ravine. The caravan is stopped by a group of 4 bandits, demanding that they pay a toll to cross (5gp per person). The caravan is expecting this and is ready to pay. However, if the players refuse, the leader signals for the other bandits lying in hiding to attack. See bandit ambush map in Roll20.
  • Fighting and defeating the bandits will have the scroll vendor traveling with the caravan offer a discount.
  • Characters with a Wisdom (PerceptionWisdom (Perception)skillYour Wisdom (Perception) check lets you spot, hear, or otherwise detect the presence of something. It measures your general awareness of your surroundings and the keenness of your senses. For example, you might try to hear a conversation through a closed door, eavesdrop under an open window, or hear monsters moving stealthily in the forest. Or you might try to spot things that are obscured or easy to miss, whether they are orcs lying in ambush on a road, thugs hiding in the shadows of an alley, or candlelight under a closed secret door.) + Intelligence (ArcanaIntelligence (Arcana)skillYour Intelligence (Arcana) check measures your ability to recall lore about spells, magic items, eldritch symbols, magical traditions, the planes of existence, and the inhabitants of those planes.) modifier (no roll required) of at least 10 begin to feel a tugging sensation coming from the northeast.

13th of Resplendent Air

Weather unchanged
Fast pace The players reach an abandoned campsite by the road. Although clearly set up for a group of five, there is one body, dead. A successful Intelligence (MedicineWisdom (Medicine)skillA Wisdom (Medicine) check lets you try to stabilize a dying companion or diagnose an illness.) check DC 8 will reveal it to be the result of strangulation. If the players search the body, they will find a parchment stuffed into the man's mouth. In Rivertongue, it reads "Servant of the Dark". The man has been stripped of most of his belongings other than his clothes, although if a player makes an Intelligence (InvestigationIntelligence (Investigation)skillWhen you look around for clues and make deductions based on those clues, you make an Intelligence (Investigation) check. You might deduce the location of a hidden object, discern from the appearance of a wound what kind of weapon dealt it, or determine the weakest point in a tunnel that could cause it to collapse. Poring through ancient scrolls in search of a hidden fragment of knowledge might also call for an Intelligence (Investigation) check.) check DC 15, they'll find a hidden money pouch with 18sp inside.

Investigation of the campsite will reveal that a struggle occurred, and tracks lead away from the campsite to the north. If the players follow the trail (Wisdom (NatureIntelligence (Nature)skillYour Intelligence (Nature) check measures your ability to recall lore about terrain, plants and animals, the weather, and natural cycles.) DC 12 to keep track of it), they will quickly come upon a cave, and a second corpse dressed similarly to the first. At the threshold to the cavern, any character with Cleric, Paladin, Druid, or Ranger levels, or a character whose backstory would imply they know something about Shadowfell pockets (eg, because they are Sijanese) may make an Intelligence (ReligionIntelligence (Religion)skillYour Intelligence (Religion) check measures your ability to recall lore about deities, rites and prayers, religious hierarchies, holy symbols, and the practices of secret cults.) check DC 18. On success, they will recognize that this cave is a Shadowfell pocket.

Inside the cave, living creatures take additional necrotic damage (immunity becomes resistance, resistance becomes normal damage, and normal damage becomes vulnerability) and undead creatures take reduced radiant damage (vulnerability becomes normal damage, normal damage becomes resistance, and resistance becomes immunity). If a character uses detect magic, they will learn that the cave makes the living weaker against necrotic and makes the dead stronger against radiant. If a creature leaves the cave after sundown and before sunrise, they will find themselves in the Shadowfell instead of Creation.

See the Shadowfell cavern map in Roll20 if the players explore.

Normal pace
Slow pace

14th of Resplendent Air

Weather unchanged
Fast pace
  • Characters with a Wisdom (PerceptionWisdom (Perception)skillYour Wisdom (Perception) check lets you spot, hear, or otherwise detect the presence of something. It measures your general awareness of your surroundings and the keenness of your senses. For example, you might try to hear a conversation through a closed door, eavesdrop under an open window, or hear monsters moving stealthily in the forest. Or you might try to spot things that are obscured or easy to miss, whether they are orcs lying in ambush on a road, thugs hiding in the shadows of an alley, or candlelight under a closed secret door.) + Intelligence (ArcanaIntelligence (Arcana)skillYour Intelligence (Arcana) check measures your ability to recall lore about spells, magic items, eldritch symbols, magical traditions, the planes of existence, and the inhabitants of those planes.) modifier (no roll required) of at least 7 begin to feel a tugging sensation coming from the northeast.
  • The party arrives in Rubylak
Normal pace
Slow pace

15th of Resplendent Air

Weather normal temperature, light winds from the east, no precipitation
Fast pace N/A
Normal pace Characters with a Wisdom (PerceptionWisdom (Perception)skillYour Wisdom (Perception) check lets you spot, hear, or otherwise detect the presence of something. It measures your general awareness of your surroundings and the keenness of your senses. For example, you might try to hear a conversation through a closed door, eavesdrop under an open window, or hear monsters moving stealthily in the forest. Or you might try to spot things that are obscured or easy to miss, whether they are orcs lying in ambush on a road, thugs hiding in the shadows of an alley, or candlelight under a closed secret door.) + Intelligence (ArcanaIntelligence (Arcana)skillYour Intelligence (Arcana) check measures your ability to recall lore about spells, magic items, eldritch symbols, magical traditions, the planes of existence, and the inhabitants of those planes.) modifier (no roll required) of at least 8 begin to feel a tugging sensation coming from the northeast.
Slow pace Characters with a Wisdom (PerceptionWisdom (Perception)skillYour Wisdom (Perception) check lets you spot, hear, or otherwise detect the presence of something. It measures your general awareness of your surroundings and the keenness of your senses. For example, you might try to hear a conversation through a closed door, eavesdrop under an open window, or hear monsters moving stealthily in the forest. Or you might try to spot things that are obscured or easy to miss, whether they are orcs lying in ambush on a road, thugs hiding in the shadows of an alley, or candlelight under a closed secret door.) + Intelligence (ArcanaIntelligence (Arcana)skillYour Intelligence (Arcana) check measures your ability to recall lore about spells, magic items, eldritch symbols, magical traditions, the planes of existence, and the inhabitants of those planes.) modifier (no roll required) of at least 9 begin to feel a tugging sensation coming from the northeast.

16th of Resplendent Air

Weather heat wave (20°F warmer), light winds from the east, no precipitation
Fast pace N/A
Normal pace The players reach an abandoned campsite by the road. Although clearly set up for a group of five, there is one body, dead. A successful Intelligence (MedicineWisdom (Medicine)skillA Wisdom (Medicine) check lets you try to stabilize a dying companion or diagnose an illness.) check DC 8 will reveal it to be the result of strangulation. If the players search the body, they will find a parchment stuffed into the man's mouth. In Rivertongue, it reads "Servant of the Dark". The man has been stripped of most of his belongings other than his clothes, although if a player makes an Intelligence (InvestigationIntelligence (Investigation)skillWhen you look around for clues and make deductions based on those clues, you make an Intelligence (Investigation) check. You might deduce the location of a hidden object, discern from the appearance of a wound what kind of weapon dealt it, or determine the weakest point in a tunnel that could cause it to collapse. Poring through ancient scrolls in search of a hidden fragment of knowledge might also call for an Intelligence (Investigation) check.) check DC 15, they'll find a hidden money pouch with 18sp inside.

Investigation of the campsite will reveal that a struggle occurred, and tracks lead away from the campsite to the north. If the players follow the trail (Wisdom (NatureIntelligence (Nature)skillYour Intelligence (Nature) check measures your ability to recall lore about terrain, plants and animals, the weather, and natural cycles.) DC 12 to keep track of it), they will quickly come upon a cave, and a second corpse dressed similarly to the first. At the threshold to the cavern, any character with Cleric, Paladin, Druid, or Ranger levels, or a character whose backstory would imply they know something about Shadowfell pockets (eg, because they are Sijanese) may make an Intelligence (ReligionIntelligence (Religion)skillYour Intelligence (Religion) check measures your ability to recall lore about deities, rites and prayers, religious hierarchies, holy symbols, and the practices of secret cults.) check DC 18. On success, they will recognize that this cave is a Shadowfell pocket.

Inside the cave, living creatures take additional necrotic damage (immunity becomes resistance, resistance becomes normal damage, and normal damage becomes vulnerability) and undead creatures take reduced radiant damage (vulnerability becomes normal damage, normal damage becomes resistance, and resistance becomes immunity). If a character uses detect magic, they will learn that the cave makes the living weaker against necrotic and makes the dead stronger against radiant. If a creature leaves the cave after sundown and before sunrise, they will find themselves in the Shadowfell instead of Creation.

See the Shadowfell cavern map in Roll20 if the players explore.

Slow pace

17th of Resplendent Air

Weather heat wave (20°F warmer), no wind, no precipitation
Fast pace N/A
Normal pace
  • Characters with a Wisdom (PerceptionWisdom (Perception)skillYour Wisdom (Perception) check lets you spot, hear, or otherwise detect the presence of something. It measures your general awareness of your surroundings and the keenness of your senses. For example, you might try to hear a conversation through a closed door, eavesdrop under an open window, or hear monsters moving stealthily in the forest. Or you might try to spot things that are obscured or easy to miss, whether they are orcs lying in ambush on a road, thugs hiding in the shadows of an alley, or candlelight under a closed secret door.) + Intelligence (ArcanaIntelligence (Arcana)skillYour Intelligence (Arcana) check measures your ability to recall lore about spells, magic items, eldritch symbols, magical traditions, the planes of existence, and the inhabitants of those planes.) modifier (no roll required) of at least 7 begin to feel a tugging sensation coming from the northeast.
  • The party arrives in rubylak
Slow pace

18th of Resplendent Air

Weather heat wave (20°F warmer), strong winds from the northeast, no precipitation
Fast pace N/A
Normal pace N/A
Slow pace Characters with a Wisdom (PerceptionWisdom (Perception)skillYour Wisdom (Perception) check lets you spot, hear, or otherwise detect the presence of something. It measures your general awareness of your surroundings and the keenness of your senses. For example, you might try to hear a conversation through a closed door, eavesdrop under an open window, or hear monsters moving stealthily in the forest. Or you might try to spot things that are obscured or easy to miss, whether they are orcs lying in ambush on a road, thugs hiding in the shadows of an alley, or candlelight under a closed secret door.) + Intelligence (ArcanaIntelligence (Arcana)skillYour Intelligence (Arcana) check measures your ability to recall lore about spells, magic items, eldritch symbols, magical traditions, the planes of existence, and the inhabitants of those planes.) modifier (no roll required) of at least 8 begin to feel a tugging sensation coming from the northeast.

19th of Resplendent Air

Weather normal temperature, strong winds from the northeast, no precipitation
Fast pace N/A
Normal pace N/A
Slow pace

20th of Resplendent Air

Weather normal temperature, strong winds from the northeast, heavy rain
Fast pace N/A
Normal pace N/A
Slow pace Rumors: At the end of the First Age, the Great Dragon Mela flew north. But when she got to the end of the world, she found she was too heavy to fly over the great mountains there. Therefore, she was forced to vomit up the age old contents of her massive belly to lose weight. Among the bones and rocks that came up were all the splendid items she had consumed for safe keeping or took from some foolish adventurer who tried to fight her. That's where these artifacts come from.

21st of Resplendent Air

Weather unchanged
Fast pace N/A
Normal pace N/A
Slow pace The caravan reaches an abandoned campsite by the road. Although clearly set up for a group of five, there is one body, dead. A successful Intelligence (MedicineWisdom (Medicine)skillA Wisdom (Medicine) check lets you try to stabilize a dying companion or diagnose an illness.) check DC 8 will reveal it to be the result of strangulation. If the players search the body, they will find a parchment stuffed into the man's mouth. In Rivertongue, it reads "Servant of the Dark". The man has been stripped of most of his belongings other than his clothes, although if a player makes an Intelligence (InvestigationIntelligence (Investigation)skillWhen you look around for clues and make deductions based on those clues, you make an Intelligence (Investigation) check. You might deduce the location of a hidden object, discern from the appearance of a wound what kind of weapon dealt it, or determine the weakest point in a tunnel that could cause it to collapse. Poring through ancient scrolls in search of a hidden fragment of knowledge might also call for an Intelligence (Investigation) check.) check DC 15, they'll find a hidden money pouch with 18sp inside.

Investigation of the campsite will reveal that a struggle occurred, and tracks lead away from the campsite to the north. If the players follow the trail (Wisdom (NatureIntelligence (Nature)skillYour Intelligence (Nature) check measures your ability to recall lore about terrain, plants and animals, the weather, and natural cycles.) DC 12 to keep track of it), they will quickly come upon a cave, and a second corpse dressed similarly to the first. At the threshold to the cavern, any character with Cleric, Paladin, Druid, or Ranger levels, or a character whose backstory would imply they know something about Shadowfell pockets (eg, because they are Sijanese) may make an Intelligence (ReligionIntelligence (Religion)skillYour Intelligence (Religion) check measures your ability to recall lore about deities, rites and prayers, religious hierarchies, holy symbols, and the practices of secret cults.) check DC 18. On success, they will recognize that this cave is a Shadowfell pocket.

Inside the cave, living creatures take additional necrotic damage (immunity becomes resistance, resistance becomes normal damage, and normal damage becomes vulnerability) and undead creatures take reduced radiant damage (vulnerability becomes normal damage, normal damage becomes resistance, and resistance becomes immunity). If a character uses detect magic, they will learn that the cave makes the living weaker against necrotic and makes the dead stronger against radiant. If a creature leaves the cave after sundown and before sunrise, they will find themselves in the Shadowfell instead of Creation.

See the Shadowfell cavern map in Roll20 if the players explore.

22nd of Resplendent Air

Weather unchanged
Fast pace N/A
Normal pace N/A
Slow pace
  • Characters with a Wisdom (PerceptionWisdom (Perception)skillYour Wisdom (Perception) check lets you spot, hear, or otherwise detect the presence of something. It measures your general awareness of your surroundings and the keenness of your senses. For example, you might try to hear a conversation through a closed door, eavesdrop under an open window, or hear monsters moving stealthily in the forest. Or you might try to spot things that are obscured or easy to miss, whether they are orcs lying in ambush on a road, thugs hiding in the shadows of an alley, or candlelight under a closed secret door.) + Intelligence (ArcanaIntelligence (Arcana)skillYour Intelligence (Arcana) check measures your ability to recall lore about spells, magic items, eldritch symbols, magical traditions, the planes of existence, and the inhabitants of those planes.) modifier (no roll required) of at least 7 begin to feel a tugging sensation coming from the northeast.
  • The caravan arrives at Rubylak