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<blockquote data-quote="Lwaxy" data-source="post: 5935149" data-attributes="member: 53286"><p><strong>Awakened Bear </strong>– Sharbo, former companion of a druid</p><p><strong>Sinking Island </strong>– the Island of Dokar Muray Arthy</p><p><strong>Esoteric Scholar </strong>– Lorcan the Elf</p><p>Family <strong>Reunion </strong>– Lorcan's sinister relatives pay a visit</p><p><strong>Treehouse </strong>– Lorcan's replacement for a wizard's tower</p><p><strong>Gauntlets of Ogre Power</strong> – the way to pull the lever</p><p></p><p></p><p><span style="font-size: 15px"><strong>The Island of Dokar Muray Arthy</strong></span></p><p><span style="font-size: 15px"><strong></strong></span></p><p></p><p>Designed for 4 – 6 PCs 3rd – 5th level. An arcane magic user recommended. With little changes, the scenario can also be used in a modern setting. </p><p></p><p></p><p>PCs arrive on an island after their ship is wrecked by an unexpected cliff. The wreck is uneventful – they use the lifeboats, but they later find their money has mostly been liberated by one of the sailors. A kraken attack or a swarm of sharks could be added. They land close to the small coastal town of Homedale. The people are hospitable, and if no one acts rude, they will be given food and shelter even if they have no money. They will be asked to do some tasks for the town instead of payment. </p><p></p><p>Homedale is no fishing town nor has much in the way of docks save space for 2 ships. The inhabitants will tell anyone the tale of how they were several miles inland, living off the hunt and the woods until several decades ago some mad wizard, Dokar Muray Arthy, did "something somewhere in the middle of the forest" that caused an earthquake. From that day, the island started sinking into the ocean, so they became a coastal town. A druid came by eventually and slowed the process. They could start fishing, but rather keep to their traditions. There is one fisher who settled here to have no competition. </p><p></p><p>The party should hear some news doing tasks:</p><p></p><p>- a bear has been sighted in the forest, but there are no bears in this part of the continent</p><p>- animals acting weird, wolves trying to swim off the island, rats storming ships and the birds seem to be gone</p><p>- the fisher talks nonsense about aggressive fish </p><p>- the local wizard and librarian, Lorcan the Elf (only elf and wizard in town), had his treehouse fixed. He even hired a maid, a butler and a cook. The maid says she had to prepare several additional bedrooms</p><p></p><p>If Detect Magic or alignment, Identify or similar spells are used, everything and everyone will detect as slightly magic. Identifying items has a 50% failure chance. </p><p></p><p>Talking to the fisher reveals the fish are not attacking, but try to leave the water, which is a sign of an impending catastrophe (knowledge nature). </p><p></p><p>If the party goes to the woods (arrange a minor delivery to a neighboring settlement if needed), they will be attacked by a pack of wolves behaving irrationally, including fighting among themselves. There are 1 d10 +4 wolves. Unlike sane wolves, they will not run even when they are about to be killed.</p><p></p><p>They meet the mentioned bear (which may come to their aid), with a coat pattern spelling "sacred" to any druid or woodsperson. If no one can speak with animals, the bear will lead them into his cave, where magical energy is leaking through the walls (Sharbo, Awakened Animal, INT 9, CHA 10, WIS 7, normal physical stats). Inside the cave, the party can understand the bear, although his manners of talking are confusing. His master ordered him to wait and guard the treehouse which, as he puts it, "is growing on the dark caves to seal them in." Now the event his master was worried about, a reawakening of the sinister energy, is here, and he does not know what to do. He only knows he will need a new cave as the energy leaking in is already tainted, which is how he knew what was going on. Already the animals are fleeing the island if they can, and the others become tainted. He asks for help and will make any promises to ensure whatever is going on will be stopped. A Detect Magic here will show the energy to be of the same type making such spells difficult. </p><p></p><p>If the party meets Lorcan, they find him a polite but usually mentally absent wizard (benevolent, 9th level, no specialization, spells up to GM) who spends his days reading and researching. He knows about the history of the island and can tell about the druid who rescued the island and then left to get additional help but never returned. He will also be able to tell them that the bear was with the druid, left behind to watch until the druid's return, but he will not volunteer information, and questions have to be specific or he'll drift off. If the PCs visit the treehouse, they will notice preparations for a reception underway, and Lorcan will mention a long awaited family reunion and that he had been sent to this island by his mother soon after the druid was around. </p><p></p><p>If they express interest in the treehouse, which looks naturally grown, he claims it was the druid's work. Asked about the wizard causing the earthquake, he knows Arthy was a sickly mediocre wizard not able to accept his limitations, kicked out by his adventuring party. From diaries found after his supposed death, he was working on a way to turn himself into a super mage. If the party looks at the diary kept in the library, they can't make out much but ramblings about revenge and the mentioning of gauntlets of ogre power he finally acquired to make things work. </p><p></p><p>Asked about dark caves, Lorcan knows that there is a corridor off his wine cellar. The workers adding to it broke through a few months back. It ended in sea water filling a lower part of the tunnel, so he closed the wall again. He will refuse to let them check it out, telling them to come back after the family reunion.</p><p></p><p>Asked about whatever, Lorcan will know about anything the GM wants him to. He rumbles on on the more esoteric aspects. If he does so, he may mention the special energy of the treehouse area but say no more of it. </p><p></p><p>Eventually, a ship arrives with two elves who look like they have, as the locals will put it, "escaped from a wizard academy." Shortly after, three more arrive overland from the only port town, one of them a blind woman. All ask for Lorcan's treehouse and aren't polite to those who give them directions. A successful detect finds chaos and evil on all of them.</p><p></p><p>That night, the bear comes into town desperate enough to try to talk to anyone if he has not been encountered before. Soon after, there is a moderate earthquake with damage to some buildings, including the library. Lorcan hurries to save his books and to erect a barrier around the island with the help of a cone-shaped shell kept in the library to keep a possible tsunami at bay. </p><p></p><p>The PCs can</p><p></p><p>- investigate the caves under the treehouse </p><p>- go in via the bear cave, where the earthquake has opened a tunnel</p><p>- wait until morning. </p><p></p><p>If the party waits until next morning, another quake happens, making half the houses collapse, and a column of purple energy erupts where the treehouse was. The island will be rapidly sinking, a tsunami will wash over the island doing some damage despite the protection. What happened of the elves, no one can say. All that is left is evacuation. </p><p></p><p>If they act and enter the treehouse, there is no sign of the visitors until they go into the wine cellar. The connection to the caves was reopened, and someone has cast ice over the sea water blocking the tunnel. The ice is slowly starting to meld, and a wizard in the party could guess that whoever cast has done so about an hour ago. Crossing the ice requires a balance check. </p><p></p><p>There are 1 d20 + 5 twisted creatures down here, their nature depending on the campaign setting. Several more tunnels are partially or fully submerged. It is easy for the party to know the way as they need to look out for the ice. In one submerged tunnel, they will find a tunnel of ice. This should hint at a high level caster. </p><p></p><p>If they enter from the bear cave, the bear will come with them, and can carry them over most of the partially submerged parts. There should be at least one fully submerged tunnel unless the PCs have no way of going through. The bear will not go under water or enter the cave out.</p><p></p><p>In both cases, they will eventually arrive in a large cave. The elves are there standing around an iron table, save what looks to have been the mother, who is burned to death on top of it. Wires connect her to a cage-like conception made of rare metals covered in arcane symbols. A huge lever has turned a gear exposing a room with crystals of different color to the energy. Next to the lever are the gauntlets of ogre power. The contraption does not look like it could be operated by someone of normal strength. A detect is not needed to feel the arcane power. </p><p></p><p>Two of the elves are arguing about where the mistake was, how they shouldn't have relied on "that oaf Lorcan" to know when to come here, shouldn't have killed the druid but come back with him and who's fault it is anyway. The only one mourning the death of their matriarch is the blind woman. The husband of the dead elf will make adjustments to the power output by using the gauntlets, closing off part of the crystal compartment. Then he will throw the body off the table and place himself there, putting on the wires. If the party allows him to proceed, he will be driven mad by the energy and attack everything and everyone. There will also be another earthquake, blocking the exit towards the bear cave. The elf has high level offensive spells but won't be able to use them in a sensible way. He will be out of spells save one or two before he connects to the contraption. </p><p></p><p>Two of the elves are wearing chain mail armor, a mace and two swords respectively. Treat their fighter level as 2 over the highest level in the party. The blind woman is a seer/oracle who has been using her nephew's presence in the treehouse to check on the progress of the energy build up. She has no spells but a few cantrips/orisons. Unlike the others, she might surrender. </p><p></p><p>If the party defeats the group, they can use the gauntlets of ogre power to close the room with the crystals. This will not stop the energy buildup, just the release of more power. </p><p></p><p>Getting out of the cave complex is not any harder than getting in, except that the ice has melted and small tremors shake the island. In the village, they will find that the water level has risen above what it used to be. The island is sinking faster now. </p><p></p><p>Once Lorcan learns of how he has been used and what is going on, he is more than willing to help. He will be able to device a method to break the energy buildup and stop the island from sinking, but might need the additional help of the party. Alternatively, the party can look for a druid to help Lorcan. The elf ship is at their disposal now that the former owners are gone.</p></blockquote><p></p>
[QUOTE="Lwaxy, post: 5935149, member: 53286"] [B]Awakened Bear [/B]– Sharbo, former companion of a druid [B]Sinking Island [/B]– the Island of Dokar Muray Arthy [B]Esoteric Scholar [/B]– Lorcan the Elf Family [B]Reunion [/B]– Lorcan's sinister relatives pay a visit [B]Treehouse [/B]– Lorcan's replacement for a wizard's tower [B]Gauntlets of Ogre Power[/B] – the way to pull the lever [SIZE=4][B]The Island of Dokar Muray Arthy [/B][/SIZE] Designed for 4 – 6 PCs 3rd – 5th level. An arcane magic user recommended. With little changes, the scenario can also be used in a modern setting. PCs arrive on an island after their ship is wrecked by an unexpected cliff. The wreck is uneventful – they use the lifeboats, but they later find their money has mostly been liberated by one of the sailors. A kraken attack or a swarm of sharks could be added. They land close to the small coastal town of Homedale. The people are hospitable, and if no one acts rude, they will be given food and shelter even if they have no money. They will be asked to do some tasks for the town instead of payment. Homedale is no fishing town nor has much in the way of docks save space for 2 ships. The inhabitants will tell anyone the tale of how they were several miles inland, living off the hunt and the woods until several decades ago some mad wizard, Dokar Muray Arthy, did "something somewhere in the middle of the forest" that caused an earthquake. From that day, the island started sinking into the ocean, so they became a coastal town. A druid came by eventually and slowed the process. They could start fishing, but rather keep to their traditions. There is one fisher who settled here to have no competition. The party should hear some news doing tasks: - a bear has been sighted in the forest, but there are no bears in this part of the continent - animals acting weird, wolves trying to swim off the island, rats storming ships and the birds seem to be gone - the fisher talks nonsense about aggressive fish - the local wizard and librarian, Lorcan the Elf (only elf and wizard in town), had his treehouse fixed. He even hired a maid, a butler and a cook. The maid says she had to prepare several additional bedrooms If Detect Magic or alignment, Identify or similar spells are used, everything and everyone will detect as slightly magic. Identifying items has a 50% failure chance. Talking to the fisher reveals the fish are not attacking, but try to leave the water, which is a sign of an impending catastrophe (knowledge nature). If the party goes to the woods (arrange a minor delivery to a neighboring settlement if needed), they will be attacked by a pack of wolves behaving irrationally, including fighting among themselves. There are 1 d10 +4 wolves. Unlike sane wolves, they will not run even when they are about to be killed. They meet the mentioned bear (which may come to their aid), with a coat pattern spelling "sacred" to any druid or woodsperson. If no one can speak with animals, the bear will lead them into his cave, where magical energy is leaking through the walls (Sharbo, Awakened Animal, INT 9, CHA 10, WIS 7, normal physical stats). Inside the cave, the party can understand the bear, although his manners of talking are confusing. His master ordered him to wait and guard the treehouse which, as he puts it, "is growing on the dark caves to seal them in." Now the event his master was worried about, a reawakening of the sinister energy, is here, and he does not know what to do. He only knows he will need a new cave as the energy leaking in is already tainted, which is how he knew what was going on. Already the animals are fleeing the island if they can, and the others become tainted. He asks for help and will make any promises to ensure whatever is going on will be stopped. A Detect Magic here will show the energy to be of the same type making such spells difficult. If the party meets Lorcan, they find him a polite but usually mentally absent wizard (benevolent, 9th level, no specialization, spells up to GM) who spends his days reading and researching. He knows about the history of the island and can tell about the druid who rescued the island and then left to get additional help but never returned. He will also be able to tell them that the bear was with the druid, left behind to watch until the druid's return, but he will not volunteer information, and questions have to be specific or he'll drift off. If the PCs visit the treehouse, they will notice preparations for a reception underway, and Lorcan will mention a long awaited family reunion and that he had been sent to this island by his mother soon after the druid was around. If they express interest in the treehouse, which looks naturally grown, he claims it was the druid's work. Asked about the wizard causing the earthquake, he knows Arthy was a sickly mediocre wizard not able to accept his limitations, kicked out by his adventuring party. From diaries found after his supposed death, he was working on a way to turn himself into a super mage. If the party looks at the diary kept in the library, they can't make out much but ramblings about revenge and the mentioning of gauntlets of ogre power he finally acquired to make things work. Asked about dark caves, Lorcan knows that there is a corridor off his wine cellar. The workers adding to it broke through a few months back. It ended in sea water filling a lower part of the tunnel, so he closed the wall again. He will refuse to let them check it out, telling them to come back after the family reunion. Asked about whatever, Lorcan will know about anything the GM wants him to. He rumbles on on the more esoteric aspects. If he does so, he may mention the special energy of the treehouse area but say no more of it. Eventually, a ship arrives with two elves who look like they have, as the locals will put it, "escaped from a wizard academy." Shortly after, three more arrive overland from the only port town, one of them a blind woman. All ask for Lorcan's treehouse and aren't polite to those who give them directions. A successful detect finds chaos and evil on all of them. That night, the bear comes into town desperate enough to try to talk to anyone if he has not been encountered before. Soon after, there is a moderate earthquake with damage to some buildings, including the library. Lorcan hurries to save his books and to erect a barrier around the island with the help of a cone-shaped shell kept in the library to keep a possible tsunami at bay. The PCs can - investigate the caves under the treehouse - go in via the bear cave, where the earthquake has opened a tunnel - wait until morning. If the party waits until next morning, another quake happens, making half the houses collapse, and a column of purple energy erupts where the treehouse was. The island will be rapidly sinking, a tsunami will wash over the island doing some damage despite the protection. What happened of the elves, no one can say. All that is left is evacuation. If they act and enter the treehouse, there is no sign of the visitors until they go into the wine cellar. The connection to the caves was reopened, and someone has cast ice over the sea water blocking the tunnel. The ice is slowly starting to meld, and a wizard in the party could guess that whoever cast has done so about an hour ago. Crossing the ice requires a balance check. There are 1 d20 + 5 twisted creatures down here, their nature depending on the campaign setting. Several more tunnels are partially or fully submerged. It is easy for the party to know the way as they need to look out for the ice. In one submerged tunnel, they will find a tunnel of ice. This should hint at a high level caster. If they enter from the bear cave, the bear will come with them, and can carry them over most of the partially submerged parts. There should be at least one fully submerged tunnel unless the PCs have no way of going through. The bear will not go under water or enter the cave out. In both cases, they will eventually arrive in a large cave. The elves are there standing around an iron table, save what looks to have been the mother, who is burned to death on top of it. Wires connect her to a cage-like conception made of rare metals covered in arcane symbols. A huge lever has turned a gear exposing a room with crystals of different color to the energy. Next to the lever are the gauntlets of ogre power. The contraption does not look like it could be operated by someone of normal strength. A detect is not needed to feel the arcane power. Two of the elves are arguing about where the mistake was, how they shouldn't have relied on "that oaf Lorcan" to know when to come here, shouldn't have killed the druid but come back with him and who's fault it is anyway. The only one mourning the death of their matriarch is the blind woman. The husband of the dead elf will make adjustments to the power output by using the gauntlets, closing off part of the crystal compartment. Then he will throw the body off the table and place himself there, putting on the wires. If the party allows him to proceed, he will be driven mad by the energy and attack everything and everyone. There will also be another earthquake, blocking the exit towards the bear cave. The elf has high level offensive spells but won't be able to use them in a sensible way. He will be out of spells save one or two before he connects to the contraption. Two of the elves are wearing chain mail armor, a mace and two swords respectively. Treat their fighter level as 2 over the highest level in the party. The blind woman is a seer/oracle who has been using her nephew's presence in the treehouse to check on the progress of the energy build up. She has no spells but a few cantrips/orisons. Unlike the others, she might surrender. If the party defeats the group, they can use the gauntlets of ogre power to close the room with the crystals. This will not stop the energy buildup, just the release of more power. Getting out of the cave complex is not any harder than getting in, except that the ice has melted and small tremors shake the island. In the village, they will find that the water level has risen above what it used to be. The island is sinking faster now. Once Lorcan learns of how he has been used and what is going on, he is more than willing to help. He will be able to device a method to break the energy buildup and stop the island from sinking, but might need the additional help of the party. Alternatively, the party can look for a druid to help Lorcan. The elf ship is at their disposal now that the former owners are gone. [/QUOTE]
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