The Lost Lord

Six unfortunate survivors find themselves at the sharp edge of a sword.

Running the adventure

The Lost Lord is optimized for a party of three-to-seven level 3 players. During the first third of this campaign the party will reach level 3-4, during the second third they'll be level 5-6 and by the end they'll be at 7 or 8.

This campaign is set in Tausk a high fantasy setting with the same gods and pantheons as Faerun and the rest of the Forgotten Realms..

The Dungeon Master

The Dungeon Master (DM) has a special role in the Dungeons & Dragons game.

The DM is a referee. When it's not clear what ought to happen next, the DM decides how to apply the rules and keep the story going.

The DM is a narrator. The DM sets the pace of the story and presents the various challenges and encounters the players must overcome. The DM is the players' interface to the D&D world, as well as the one who reads (and sometimes also writes) the adventure and describes what happens in response to the characters' actions.

The DM plays monsters. The DM plays the monsters and villains the adventurers battle against, choosing their actions and rolling dice for their attacks. The DM also plays the part of all the other characters the players meet in the course of their adventures, like the prisoner in the goblin lair or the innkeeper in town.

Who should be the DM for your gaming group? Whoever wants to be! The person who has the most drive to pull a group together and start up a game often ends up being the DM by default, but that doesn't have to be the case.

Although the DM controls the monsters and villains in the adventure, the relationship between the players and the DM isn't adversarial. The DM's job is to challenge the characters with interesting encounters and tests, keep the game moving, and apply the rules fairly.

The most important thing to remember about being a good DM is that the rules are a tool to help you have a good time. The rules aren't in charge. You're the DM-you're in charge of the game. Guide the play experience and the use of the rules so that everybody has fun.

Many players of Dungeons & Dragons find that being the DM is the best part of the game. With the information in this adventure, you'll be prepared to take on that role for your group.

Rules to Game By

As the Dungeon Master, you are the final authority when it comes to rules questions or disputes. Here are some guidelines to help you arbitrate issues as they come up.

When in doubt, make it up! It's better to keep the game moving than to get bogged down in the rules.

It's not a competition. The DM isn't competing against the player characters. You're there to run the monsters, referee the rules, and keep the story moving.

It's a shared story. It's the group's story, so let the players contribute to the outcome through the actions of their characters. Dungeons & Dragons is about imagination and coming together to tell a story as a group. Let the players participate in the storytelling.

Be consistent. If you decide that a rule works a certain way in one session, make sure it works that way the next time it comes into play.

Make sure everyone is involved. Ensure every character has a chance to shine. If some players are reluctant to speak up, remember to ask them what their characters are doing.

Be fair. Use your powers as Dungeon Master only for good. Treat the rules and the players in a fair and impartial manner.

Pay attention. Make sure you look around the table occasionally to see if the game is going well. If everyone seems to be having fun, relax and keep going. If the fun is waning, it might be time for a break, or you can try to liven things up.

Improvising Ability Checks

The adventure often tells you what ability checks characters might try in a certain situation and the Difficulty Class (DC) of those checks.

Sometimes adventurers try things that the adventure can't possibly anticipate. It's up to you to decide whether their attempts are successful. If it seems like anyone should have an easy time doing it, don't ask for an ability check; just tell the player what happens. Likewise, if there's no way anyone could accomplish the task, just tell the player it doesn't work.

Otherwise, answer these three simple questions:

What kind of ability check?

How hard is it?

What's the result?

Use the descriptions of the ability scores and their associated skills in the rulebook to help you decide what kind of ability check to use. Then determine how hard the task is so that you can set the DC for the check. The higher the DC, the more difficult the task. The easiest way to set a DC is to decide whether the task's difficulty is easy, moderate, or hard, and use these three DCs:

Easy (DC 10). An easy task requires a minimal level of competence or a modicum of luck to accomplish.

Moderate (DC 15). A moderate task requires a slightly higher level of competence to accomplish. A character with a combination of natural aptitude and specialized training can accomplish a moderate task more often than not.

Hard (DC 20). Hard tasks include any effort that is beyond the capabilities of most people without aid or exceptional ability. Even with aptitude and training, a character needs some amount of luck-or a lot of specialized training-to pull off a hard task.

The outcome of a successful check is usually easy to determine: the character succeeds at whatever he or she set out to accomplish, within reason. It's usually equally easy to figure out what happens when a character fails a check: the character simply doesn't succeed.

Mechanics

1. Advantage rolls

"Sometimes a special ability or spell tells you that you have advantage or disadvantage on an ability check, a saving throw, or an attack roll. When that happens, you roll a second d20 when you make the roll. Use the higher of the two rolls if you have advantage, and use the lower roll if you have disadvantage."

Home Rules

  1. Advantage rolls under 9 can be rerolled
  2. If a player drops to 0 hitpoints they are revived to one hp at the end of their turn. (They are prone and cannot participate in battle unless they succeed a death throw.)
  3. Player death in boss fights and against eachother. Unless otherwise necessary. (in the case of a quest npc being attacked by an alone PC.)

Reputation

In this system, every character gains a reputation of one sort or another as his career progresses, expressed as a reputation bonus. While a character might try to take advantage of his reputation from time to time, usually the character’s reputation precedes him—whether he wants it to or not.

Reputation enhances noncombat interaction between characters by providing bonuses to certain skill checks. Those who recognize a character are more likely to help him or to do what he asks, provided the character’s reputation is a positive influence on the NPC or monster that recognizes him. A high reputation bonus makes it difficult for a character to mask his identity, which can be a problem if he’s trying not to be noticed.

Metagame Analysis: Who’s Affected By Reputation?

Hard and fast rules for how far a character’s reputation spreads are more trouble than they’re worth; whether reputation applies in any situation is best left up to the GM. But in general, the “radius” of a character’s reputation slowly increases as she attains higher levels.

For example, a low-level character’s reputation score might apply only in her small town and the immediate surrounding countryside. Perhaps, by the time she reaches around 10th level, everyone in the province might have heard of her exploits. When she gets to 15th level or thereabouts, anyone in the country or region might know of her.

But what happens if she then visits the planar city of Glyff? She’s never been to the place before, and most Glyff residents have never been to the Material Plane, so her reputation doesn’t follow her there. But once she accomplishes something (often an adventure) that earns her a measure of fame in Glyff, her reputation “radius” expands to encompass that city. Not only do Glyff residents tell tales of her most recent adventure, some might be curious enough to find out what she accomplished on the Material Plane before coming to the City of Portals.

With the event-based reputation variant, a character who is a newcomer to her location has a reputation score of 0 until she earns at least a ½-point increase by succeeding on an adventure in that location. Once she has done so, she gains the benefit of her full reputation score. (Don’t track a character’s reputation separately for different areas—people have either heard of her, or they haven’t.)

When using level-based reputation increases, a character is entitled to benefit from her full reputation score once she has been in her new location for at least one level’s worth of adventuring, even if the adventures themselves didn’t bring her any reputation increases.

Fame Or Infamy

What a character’s reputation represents lies in the character’s interaction with the NPCs or monsters. Most characters with a high reputation bonus (+4 or higher) are considered well known within their profession or social circle. Whether this notoriety has a positive or negative effect depends on the point of view of the person who recognizes the character.


Nom De Plumes And Secret Identities

If a character successfully uses the Disguise skill or illusion magic to mask his identity, then what he accomplishes while disguised doesn’t affect his reputation score for good or ill.

A character may adopt a nom de plume (as Robin Hood did) or wear a mask or other costume (as Zorro did) during his adventures. If so, the character tracks reputation separately for his true identity and his alter ego (much as comic-book heroes do). If the Crimson Cavalier needs to sneak out of town after embarrassing the captain of the guard, what better way to do so than by simply removing his mask, hiding his weapons in an oxcart, and departing while in his secret identity of Beppo the Dung-Merchant?

Reputation Checks

Most of the time, a character doesn’t decide to use his reputation. The GM decides when a character’s reputation is relevant to a scene or encounter. At the moment it becomes pertinent, the GM makes a reputation check for an NPC or monster that might be influenced in some fashion due to the character’s notoriety.

A reputation check is equal to 1d20 + the character’s reputation bonus + the NPC or monster’s Int modifier. The GM may substitute a Knowledge skill bonus for the Int modifier if he decides the character’s past activities apply to a particular field. For example, if the character were a cleric, Knowledge (religion) might be appropriate. Additional modifiers that might apply include the following.

Character is famous, known far and wide with either a positive or negative connotation +10

NPC or monster is part of character’s profession or social circle +5

Character has some small amount of fame or notoriety +2

The standard DC of a reputation check is 25.

If the NPC or monster succeeds on the reputation check, he or she recognizes the character. That recognition grants a bonus, or penalty, on certain subsequent skill checks, depending on how the NPC or monster reacts to the character.

Honor

A hero among one’s ancestors could be a successful merchant, a creator of spells or items, a victorious leader, the founder of a thriving community, someone god-touched, or someone who was the focus of a great prophecy. A failure among one’s ancestors could be an unsuccessful merchant, the founder of a failed community, a defeated leader, a traitor, a rebel, an exile, a villain, or someone who was the focus of an evil prophecy.

Starting Honor Scores

Alignment Honor Scores

Lawful good 25

Neutral good 20

Chaotic good 15

Lawful neutral 20

Neutral 10

Chaotic neutral 5

Lawful evil 15

Neutral evil 5

Chaotic evil 0

Modifiers Honor Score Ancestral hero +2

Ancestral failure -2

Earning and Losing Honor

Action Increase/Decrease in Honor Score

Heroic death +10

Fulfilling a family debt +7

Avenging murder of family member +5

Completing a great deed +5

Escaping prison +5

Leading a force to victory +5

Savin the life of another at the risk of the character’s life +5

Completing an assigned task +3

Defeating an archenemy +2

Fulfilling an oath +2

Serving a powerful person +2

Acquiring property +1

Defeating a superior opponent of the same class +1

Giving a valuable gift to an NPC +1

Granting a favor to an NPC +1

Healing, curing, or restoring NPCs +1

Making a masterwork item +1

Pulling a humiliating prank on an enemy +1

Removing a curse +1

Showing mercy to the fallen +1

Winning a contest +1

Defeating monsters +1/CR above character level

Losing a contest -1

Losing a masterwork or magic item -1

Taking a bribe -1

Losing to an inferior opponent of the same class -2

Overindulgence in food or drink -2

Rash or improper social behavior -2

Refusing a contest -2

Requesting a favor -2

Failing an assigned task -3

Murder of a family member -3

Refusing your master -3

Accused of a crime -4'

Breaking an oath -4

Ownership of a dishonorable weapon or item -4

Banished -5

Killing unarmed or helpless foes -5

Convicted of a crime -10

Taken prisoner -10

Treason -30

Honor is a measuring stick that reflects a person’s worth in society, trustworthiness, decency, and loyalty.

Honor can be used as a tool, similar to alignment, for defining characters. In the extreme case, it can replace alignment. A game that defines a character’s outlook based on his honor rather than his alignment can still feature conflicts between good and evil, or law and chaos; however these concepts are ideals rather than phenomena detectable by spells.

You may choose to use honor as an actual game mechanic, tracking numbers that change according to the characters’ individual accomplishments. Alternatively, you may choose to avoid mechanics, just as the alignment system avoids them.

Using honor in your game requires a campaign with understood codes of behavior. Individuals who act within the proper code are considered honorable by others. Those who act outside their code are considered dishonorable, and not to be trusted. As the GM, you are responsible for creating these codes of honor. Several examples appear later in this section.

Metagame Analysis: Honor And Alignment

Lawful neutral and lawful good characters are generally what people think of when they imagine honorable characters. Honor is about obeying a code, either because a character wants to live up to society’s expectations for the rewards that doing so provides, or because something inside her compels her to live in accordance with a set of beliefs. Thus, it is possible to be chaotic and still live in a way that society considers honorable.

Good-aligned characters have many reasons to live honorably. Good implies altruism, respect for life, and a concern for the dignity of sentient beings. Such characters are often compelled by their own hearts to live according to an honor code.

Evil is a slightly more complex issue. Lawful evil characters may behave honorably toward their followers and associates because doing so furthers their cause. They may even treat respected foes with honor, while oppressing everyone else. Neutral evil characters are likely only to see honor in treating their associates and followers with fairness and generosity, provided those people are necessary for the neutral evil character’s cause.

Chaotic evil characters, however, use honor as a way to trick others. While they and their associates may possess no honor of their own, they understand what it is and how to manipulate others through it.

Mechanical Honor

This system proposes a way to determine a starting honor score for each character, and how a character’s actions affect his honor score thereafter.

Starting Honor

A character’s alignment determines his starting honor score, with lawful alignments tending to have higher scores than chaotic or neutral, and good alignments tending to have higher scores than evil or neutral. See Table: Starting Honor Scores.

Earning Honor

Honor comes from action, not inaction. While a character can lose honor by not acting, he cannot gain honor by refusing to act. Actions that increase one’s honor score vary, depending on the individual character’s code (see Sample Codes of Honor, below). Some examples of actions and their impact on a character’s honor score appear in Table: Earning and Losing Honor.

Losing Honor

Depending on the character’s code of honor, dishonorable actions—those that reduce one’s honor score—may include any of the examples in Table: Earning and Losing Honor.

Benefits of Honor

It is important to remember that the benefits of honor only apply when interacting with someone who shares the same or similar honor code. Refer to the following table, using the row that relates to your honor score, when you interact with someone of that sort.

When an honorable paladin interacts with an assassin or rogue, no matter how honorable, the benefits change to penalties.

Honor Score Effect

-20 or less The previous three effects and a -2 Leadership score modifier for cruelty

-19 to -10 The previous two effects and a +2 circumstance bonus on Intimidate checks.

-9 to -5 The previous effect and a -1 penalty on Will saves when the consequence of failing the save would bring dishonor on the character.

-4 to -1 A +2 circumstance bonus on Bluff checks when the target is behaving honorably. 0 No benefit or penalty.

+1 to +4 A +2 circumstance bonus on Sense Motive checks when the target is behaving dishonorably.

+5 to +9 Previous benefit and a +1 circumstance bonus on Will saves when the consequence of failing the save would bring dishonor on the character.

+10 to +19 Previous two benefits and a +2 circumstance bonus on Diplomacy checks.

+20 or more Previous three benefits and a +2 Leadership score modifier for great renown.

Free-Form Honor

Here are some guidelines for determining a character’s honor according to the character’s actions or according to alignment.


Measuring Free-Form Honor

No game mechanic measures or tracks a character’s honor in this system, just as no game mechanic measures or tracks a character’s alignment. Honor functions as a tool for developing a character’s identity, not as a straitjacket. As part of creating a character, a player should decide whether he intends to play the character as a paragon of virtue, a dishonorable scoundrel, or something in between—perhaps someone who struggles to live honorably but too often succumbs to temptation. As a general guideline, consider these five “ranks” of honor.

Honorless

An honorless character does not adhere to any code, and mocks such codes as irrelevant ideals. Such a character cannot be trusted, for betrayal comes as naturally to this person as breathing. An honorless character is usually both chaotic and evil.

Untrustworthy

Codes are an inconvenience to untrustworthy characters, who see them as tools best used to manipulate others. Such a person would betray almost anyone in the right circumstances, but can usually be relied on to come to the aid of his guild, clan, club, or other association. With self-interest taking precedence above all, such characters are usually chaotic or neutral, and often evil.

Honorable in Action

A character may act according to a code of honor even though his heart and mind are not in it. Subordinating one’s own interests to those of a group is difficult for such a character, and living up to the ideals of his code is a constant struggle. With each successful bout against temptation, however, the character’s resolve grows stronger. This minimum standard of honor usually represents a neutral alignment, with leanings toward law.

Honorable in Thought

A highly honorable character does not doubt his code or its demands. Such a person, while not free from temptation, easily overcomes it. The difficulty comes when the character is forced to bend rules, however slightly—because doing this is a challenge for the highly honorable character. Such characters are usually lawful neutral.

Honorable in Soul

A paragon of honor cannot be swayed from the call of duty to family, clan, guild, or other association. To even question the honor of such a character is unthinkable. Characters so immersed in honor are selfless, completely devoted to their association, and willing to give up their lives for the safety and security of others. They are usually lawful neutral or lawful good.

Benefits of Honor

Under a free-form system, the GM must determine how much a character benefits from honor. A character who is honorable in soul should benefit more than an untrustworthy or honorless character, for example. Someone with an opposing code of honor reacts differently to a character than one with a similar code.

Potential benefits of honor include the following:

A +1 Leadership score modifier for fairness and generosity.

A +2 circumstance bonus on Diplomacy checks.

A +2 circumstance bonus on Sense Motive checks when the target is behaving dishonorably.

A +1 circumstance bonus on Will saves when the consequence of failing the save would bring dishonor on the character.

At the GM’s discretion, other known associates of a character with a reputation for honorable behavior may also receive the bonus.

If you’re also using the reputation rules, you can apply a bonus on reputation checks based on a character’s status as an honorable or dishonorable person.

Family Honor

A common concept in games and fiction that involve honor codes is family honor. The idea is that characters can “inherit” some portion of their family’s reputation for honor, or dishonor.

Table: Starting Family Honor Modifiers

Family Relationship Honor Score

Modifier

Honorable Family

Same alignment as family +2

Alignment same as family’s in one dimension +1

Class favored by family +1

Alignment opposed in one dimension -1

Alignment opposed in two dimensions -2

Class opposed to family -1

Dishonorable Family

Same alignment as family -2

Alignment same as family’s in one dimension -1

Class favored by family -1

Alignment opposed in one dimension +1

Alignment opposed in two dimensions +2

Class opposed to family +1

When using family honor under the mechanical system, a character’s starting honor score can be affected by several factors related to the family’s status (honorable or dishonorable), alignment, and preference for a particular class, as shown below.

For example, Kroh comes from an honorable family and a long line of fighters. Since he is also a fighter, his starting honor score gets a +1 increase. His alignment is the same as that of the majority of his family members, so his starting honor score gets an additional +2 increase.

Hero Builder’s Guidebook contains five tables in the section titled Creating Your Personal History that have information useful in a mechanical honor system. They are Table 6: Family Private Ethics, Table 7: Family Public Ethics, Table 8: Family Religious Commitment, Table 9: Family Reputation, and Table 10: Family Political Views. These family characteristics, if used in the game, affect a character’s starting honor score as shown below.

Family History Honor Score Modifier

Family’s public reputation beneath contempt -2

and private ethics untrustworthy or evil -2

Family’s public reputation beyond reproach +2

and private ethics fair or good +2

Family’s public reputation undeserved and private ethics fair or good -2

and private ethics untrustworthy or evil +2

Family enmity with state religion -2

Family open heretics (cumulative with above) -2

Family part of state religion +2

Family strongly committed to state religion (cumulative with above) +2

Family reputation good +1

Family reputation outstanding +2

Family reputation mostly bad -1

Family reputation bad -2

Family is part of the government +2

Family strongly supports government (cumulative with above) +2

Family loyal opposition to government +0

Family dissidents -2

Family radicals -4

When using the free-form honor system, the categories defined under Measuring Free-Form Honor also apply to families.

Characters who are as honorable as their families, or more honorable, get more honor benefits (see Benefits of Honor) than those who are less honorable than their families.

Sample Codes Of Honor

Here are some codes of honor drawn from fiction and history.

Bushido

Bushido is the code of the samurai from ancient Japan. Many books have been written about how a samurai should live, including the Go Rin No Sho (Book of Five Rings) and the Hagakure. According to one version of the code, a samurai must possess the following seven virtues.

Gi (honesty and justice):

A samurai deals openly and honestly with others and cleaves to the ideals of justice. Moral decisions do not come in shades of gray, only right and wrong.

Yu (heroic courage):

A samurai never fears to act, but lives life fully and wonderfully. Respect and caution replace fear.

Jin (compassion):

A samurai takes every opportunity to aid others, and creates opportunities when they do not arise. As a powerful individual, a samurai has a responsibility to use that power to help others.

Rei (polite courtesy):

A samurai has no reason to be cruel, and no need to prove his strength. Courtesy distinguishes a samurai from an animal, and reveals one’s true strength.

Meyo (honor):

A samurai’s conscience is the judge of his honor. The decisions he makes and how he carries them out are a reflection of his true nature.

Makoto (complete sincerity):

When a samurai has said that he shall perform an action, it is as good as done. He need not make promises; speaking and doing are as if the same.

Chugo (duty and loyalty):

A samurai feels responsible for his actions and their consequences, and loyal to the people in his care. A samurai’s loyalty to his lord is unquestionable and unquestioning.

Code of the Knight Protector

The Knight Protectors, a loose organization of chivalric-minded warriors described in Complete Warrior, hold to this code of honor. It makes a fine code for lawful knights.

Courage and enterprise in obedience to the Order. Defense of any mission unto death. Respect for all peers and equals; courtesy to all lessers.

Combat is glory; battle is the true test of self-worth; war is the flowering of the chivalric ideal. Personal glory above all else in battle. Death before dishonor.

Omerta

The “code of silence” of the Cosa Nostra isn’t codified or written down. It makes a good code for a thieves’ guild or other criminal organization. One interpretation is as follows.

Do what you’re told by your superiors. Always look out for ways to make money for the Family. Do not hide or hold back money from the Family. Respect your elders in the Family, and in the Organization in general. Never let a debt go unpaid. Never be late paying your debts. Don’t get caught. If you do get caught, keep your mouth shut. Paladin’s Code The standard rules offer the following code of conduct for paladins.

Never commit an evil act. Respect legitimate authority. Act with honor (don’t lie, don’t cheat, don’t use poison, and so on). Help those who need help (provided they do not use the help for evil or chaotic ends). Punish those that harm or threaten innocents. Don’t Tread on Me This relatively short code of honor works well for barbarians, fighters, and rangers.

I won’t be wronged.

I won’t be insulted.

I won’t be laid a hand on.

I don’t do these things to others, and I require the same from them.

Thieves’ Code

“Honorable” thieves in a guild might abide by a code similar to this one.

Never steal from another member of the guild. Never perform another thief’s assigned task or “steal” jobs from another thief. Never let your own jobs interfere with the guild’s jobs.

Don’t attract attention to the guild, especially not the attention of the town fathers. 10% of the take from your jobs goes to the guild; you keep the rest.

100% of the take from guild-assigned thefts goes to the guild, and maybe you get a taste. Don’t kill anyone in the commission of a job, except in self-defense. It attracts too much attention.

Background

The lost lord is a story of the rise and fall of an empire.

The Crown

A thousand years before this adventure a crown was forged, with it came five elemental runestones, using them the crown gave a normal human the power to topple an empire. Responsible and kind, compassionate leaders filled the history books until it came down to the Blackfall family lineage.

Blackfall Lineage

At first militaristic nobles, the Blackfalls turned their troops into colonies and claimed their own land. They uprooted any and all creatures living in their way and cast them aside without a second thought. They tore the continent of Tausk in half claiming it as Blackfall.

As the years passed they became a proper monarchy crowning a young boy by the name of Garen. He was a kind boy whose soft hands turned to fists as he grew.

Varsilvia

The wicked winter queen Varsilvia the violent is Garens half-sister, the righteous queen of Frostfall. Her father was the king of Frostfall; Tiberius Reign, married to the queen of Blackfall; Cynthia Blackfall. Their union created a rift between her and her brother; Garen Blackfall. It created a power vaccuum that they'd never grow to fill.

The wars for full control of the continent of Tausk prevailed for decades with neither sibling showing any leeway. It was then that the kings crown was lost, last seen hurling towards the abyss by arm of Garen. His last bid at keeping the known world from his sister. Varsilvia will stop at nothing to be the queen of Tausk, even if it means sacrificing her brother to do it.

Strange Compulsion

The king was born into power, his family raised him into a tryant and gave him a kingdom to conquer. His crown was a weapon encased in silver and gold, it glinted with such beauty that those who gazed upon it felt themselves stricken with the urge to take it.

Battles fought by the dozens took place daily, the king became a hardened and cruel man by way of combat. By the end he lost himself no longer seeking to protect the world from his sister, rather to claim it for himself.

As he aged he saw less and less reason and became more of a single minded force against his sister. He dispends troops like cannon fodder to the shores of Frostfall just to keep her at bay.

Bid for the crown

When Garen cast out his crown he cast off his power, his status, in protecting his territory from his sister he fell to a common man. Garen now lives in the shadows of Blackfall as a ghost seeking to unleash his revenge on the winter queen for taking his kingdom from him.

He offers gold, jewels, the finest things to those brave enough to go out looking for his crown themselves. The payment seems like foul trinkets in comparison and often he is faced with tracking down another power hungry adventurer who's been charmed by the crown.

Survivors Thoughts

A group of rebels working under a strange soldier against the crown, against the prophecy. Cadmus is an ex general in the blackfall military and wears his pride like a fine fur cloak.

He stands against the crown, against monarchy, whether it be a streak of true rebellion or a god complex is entirely up to the DM. He is here as middleground, a neutral party.

Overview

The Lost Lord is defined in three separate parts; Tausk, Blackfall, Frostfall. Tausk is levels 1-4, Blackfall is 5-6, and Frostfall is 7-8.

Part one, Tausk, is where the party begins. They find themselves in the forests of Neitherheim near the desert Taisune. It is here that the party stumbles upon a slave camp in distress, this is a call to action against Varsilvia.

Part two, Blackfall, is where the party finds themselves once they leave Sandrune by ship. It is here that they learn of the prophecy between the Frost and Black fall siblings.

Part three, Frostfall, is where the party finds themselves when they leave Blackfall. The hub of the winter queen, this is where the bulk of the combat encounters will come in. This is also where the party begins to find pieces of the crown.

In the end the party finds themselves facing against Garen in Blackfall, Cadmus in Tausk, and Varsilvia herself in Frostfall. Whether they choose to ally or make enemies with either or both of them is up to the story, if there's no room for this particular plot line, find a way to quietly intertwine it. Don't force the story, make it interesting.

Adventure Hooks

The Kings Ward

Garen stood, his hand outstretched with a single jewel in it. "Find the rest, find my crown and I'll make you the richest sod in the world." The man towered over most with his bulky and heavily armored frame. He was intimidating in the glow of the tavern light, it shone light on the dark sides of him and the shadows had eyes.

The king takes in an adventurerer and makes them his ward, in exhange for the raised status and the inherent social perks the king requests that you find his crown. Including all of the jewels.

Variants

Child of Garen You were adopted by Garen in some way in your youth, he trained you, helped you, healed you, etc, and now you're in his debt or you're loyal to him.

Wayward Soul You were found by Garen while traveling, you aided him, or he you, and you worked alongside eachother. Until you learned he was the king...

Conniving You planned to get close to the king to steal his crown, and it worked to a fault.

Child of Varsilvia

Your home was taken from you, your parents burned, your siblings kidnapped. You stand here with nothing, young, frail, afraid of your own shadow in front of a legion.

A woman stood at the head of the room, her eyes steely and sharp. She raised her glass and showed her pearl white teeth in her too-wide smile. "Welcome to Frostfall, welcome home."

The followers of Varsilvia killed or incapacitated your parents and incudcted you into their cult. You're raised on scripture that praised the winter queen, you're taught prophecies foretold, tales spun, and you hear their hushed whispers.

Variants

Hidden Resolve You joined the cult to find a friend or family member.

One-Mind You were born into the cult and raised by it's standards.

Defiant You're an unruly slave, captured and unwilling to obey.


Hired Hand

A bag of gold clunked onto the table infront of you and a single coin rolled across the wooden surface glinting in the light. "You're doing a good thing, even if it's for the wrong reasons," A heavy hand patted your shoulder and in a flash the figure was gone. You held a paper in your hand, a wanted poster.

The hired hand is someone who was hired in some way to do a task that ended them in this mess.

Variants

Do-gooder You're trying to get rid of the cultists and rid of Blackfalls men.

Tracker You were hired to find the location of a person or object that was taken by the cult or by Blackfalls men.

Soldier You're a soldier for hire under Garen in combat with his sisters people.

Hidden Allegiance You're hired by the cultists to keep an eye on a weary band of adventurers.

Using these hooks

Use these as you like, or not at all, what's important is that you and your players are having fun. If they have a more interesting backstory let them run wild with it.

Ward of the king This player woke up in the clearing with no immediate memory, all of their gear intact but without memory of the past few months. Reflect that memory loss on their environment, especially if they move through the cities of Tausk. Give them perks and downfalls accordingly.

Child of Varsilvia This player is in the forest against their will, they'd either just escaped the confines of the cultists or had seen some attrocity that blinded their one-minded loyalty. These people are malnourished (aside from One-Mind variant) and in an overall state of disrepair, they have few or no supplies with them.

These players have advantage on history and insight checks regarding the cult.

Hired Hand These players find themselves traveling through the forest at either the wrong (Soldier) or the right (Tracker/Hidden allegiance) time and cross paths with the rest.

The World of Tausk

Just like a fantasy novel or movie, an adventure is set in a larger world. In fact, the world can be anything that the DM and players can imagine. It could be a swords-and-sorcery setting at the dawn of civilization, where barbarians battle evil sorcerers, or a post-apocalyptic fantasy where elves and dwarves wield magic amid the wreckage of a technological civilization. Most D&D settings are somewhere between those two extremes: worlds of medieval high fantasy with knights and castles, as well as elven cities, dwarven mines, and fearsome monsters.

The world of Tausk is one such setting, and that's where the story in this adventure takes place. In Tausk, knights fend off cultists in the forests and mines of Neitherheim seeking freedom from oppression. Rogues prowl the dark streets of Sandrune and Mauven looking for those too feebleminded to notice the loss of a few coins. Clerics in the service of gods wield mace and spell, questing against the swelling power struggle that threatens the land. Wizards are tasked with finding the cures for unimagineable curses in the floating isles.

Dragons, giants, demons, and unimaginable abominations lurk in dungeons, caverns, ruined cities, and the vast wild places of the world.

On the roads and rivers of Tausk travel minstrels and peddlers, merchants and guards, soldiers, sailors, and steel-hearted adventurers carrying tales of strange, glorious, faraway places. Poor maps and decrepit trails can take an inexperienced youth with dreams of glory far from home.

Thousands of restless would-be heroes from backcountry farmsteads and sleepy villages arrive in Garmunger and the other great cities every year in search of honor and glory against the prophecized siblings.

Known roads may be well traveled, but they aren't safe. Fell magic, deadly monsters, and cruel local rulers are all perils that you face when you travel the streets of Tausk. Even farms and freeholds within a day's walk of a city can fall prey to monsters, and no place is safe from the sudden wrath of a dragon.

Tausk

The adventure begins with every member of the party coming together, hired hands wander in, escaped cultists trample through the underbrush, the King's wards stumble cluelessly trying to find where they are.

You awake staring up into a vibrant endless blue, as you blink the sleep from your eyes the blurry figures of trees faded into your vision.

Neitherheim forest, in the faewilds. A dangerous place, as you try to compose yourselves there's a rustling in the underbrush.

Eyes peered from the shrubbery with glowing intensity. Until the sound of heavy metallic footfalls echoed nearer.

Kings Wards

You wake up with all of your gear but no memories of how you got where you are or why you're there.

Children of Varsilvia

You're faced with something that gives you a chance at freedom, even if you don't know what freedom is.

Hired hands

You're in the area, fully geared up on your second day of travel from a far off place.

Lay of the land

In a rural region of the Faewilds known as Neitherheim forest many draconic and underdark dwelling creatures scurry about. The underdark is at it's nearest to the surface here, the ground often collapses revealing thousand foot drops into the inky abyss.

Positive Reinforcement

Encourage your players to avoid violence, in the case they're more aggressive players allow them to face the upcoming npc Jawl in combat. The dragonborn is a paladin-like protector of the kobolds. Making him an enemy is making all of the kobolds in the region your enemy. Ensure to deliver karma evenly.

Jawl's Challenge

An eight foot tall silver dragonborn. Guttural voice, direct, harsh, demeaning, degrading.

Grey and white scales glistened in the sun as you came face to face with a dragonborn. He towered over the kobolds that now lept from the underbrush, after him, so close they were nearly biting at his heels.

He looked down at you with an expression a mix of disgust and repulsion. He seemed to be thinking about what to do with you when a particularly small kobold lept forward.

"You're more of those adventurers!"

Jawl challenges the party to a fight, if they win he'll take them in and spare them, if they lose he drives them out. He behaves like a very arrogant god of the kobolds in his care.

Draakzhens Querie

"You're more of those adventurers,"

The exceptionally small kobold stood in front of you with a too-wide grin on his scaly lips. "At least we found them alive this time Jawl!"

The kobold scuttles closer his little claws tinking against the ground as he shuffles around, "How did you end up here?"

Draakzhen asks the party about how they ended up where they're at. This makes the players think more in depth about their characters, be sure to lighten up if someones having a hard time with it.

Draakzhen is a lighthearted and comical character for those who feel a bit shy about first introductions, as well as being a kind of intended mascot. (he is however an entirely optional ridealong)

Ivar's Revenge {OPTIONAL}

A young man by the name of Ivar James is found by the party, at the slave camp or otherwise and asks for some help finding his way to the nearest village. He mentions that he has to trek through the mountains or face the cultists in the caverns. He offers gold and supplies if the party helps him.

Additional information

This is a hook that will lead the party through the mountains of Neitherheim. Use this in the case of Draakzhens death (or absence) and if the party loses Jawls challenge.

The Camp

Theres a large slave refuge near the original clearing. Run by Jawl, protected by the kobolds. It's here the party finds themselves growing a consience, children, women, and the elderly, all emaciated and afraid.

Try to make these people pathetic, weak, frail, try to get pity from your players, make them mourn for these people. For those who care little for roleplay can take this as a chance to gain gold, equiptment, xp, etc.

People gathered around Jawl as he walked into the camp. Worried eyes, broken hearts, shaking voices, all stimulus of the surroundings.

The massive dragonborn seems to be delivering upsetting news.

Should the party kill Jawl in combat they see the camp and find themselves realizing that he was much more than a single dragonborn.

As you enter the camp you catch sight of a gathering group. The people look emaciated and sickly but their eyes showed determination.

Upon being questioned they answer: "Our leader... He's been gone for too long,"

Call to Action

A small kobold stood in front of you. It seemed he wasn't even two feet tall. On his back hung a rifle that looked like it should be holding the little creature down.

"Why are you the only ones alive? What did you do to be spared?" Excited, confused, joyful, three emotions that well defined the kobold.

"Can you kill the cultists?!"

Draakzhen offers the party gold, food, and information in exchange for the slaying of a small collection of cultists in a nearby cave.

He can be introduced at the start with or without Jawl, or be introduced with him and the slaves at any point in the first few sessions.

If Draakzhen isn't with the party allow them to stumble upon the next point- Tommel -on their own.

Savior Complex

Jawl is a poor leader at best, he's a soldier not a leader in any sort of way. He needs help in a dire way. Should the party help him they gain a reputation of the Savior Complex meaning they are seen as heroes by the people of the faewilds.

This gives the party the benefit of Folk Hero. Should they be recognized they'll be celebrated and doted on.


Devils Advocate

If the party happened to kill Jawl they're faced with a negative reputation Devils Advocate meaning they're seen as selfish and cruel by the people of the faewilds and shall be rejected or even hunted by their society.

Moving on

Travel between the camp and the village of tommel, or to Jarvis' abode takes several days, make this last by sending different hurdles for your party to stumble across. Here are a few encounter ideas.

  1. Friendly Bandits
  2. Owl Bear
  3. Goblin Clan
  4. River crossing
  5. Hunters
  6. Tigers
  7. Wandering Children
  8. The party encounters a group of travelers coming from the opposite direction. They don’t have any direct information concerning their adventure, but they may be willing to shar some of their supplies.
  9. The party crosses paths with a traveling merchant. This merchant has basic traveling supplies for sale as well as a few common magic items though these are much more expensive than expected. If attacked, the merchant’s glyph of warding tattoo activates, casting the teleport spell on themselves, taking them back to their home city.
  10. Mischievous Sprites or other feyfolk approach the party during a rest. They ask for sweets and trinkets. They’ll accept anything interesting enough, but if the party refuses, the Sprites cast sleep the sleep spell or similar magic and steal 1d6 sp of food or trinkets.

Into Tommel

As the party walks into Tommel they notice one thing- It's run down and decrepit.

Falling Down

The nearby buildings are covered in moss and seem to be rotting from the inside out. Similarly the creatures standing in the tall grass seemed to be doing the same.

Four skeletons, three zombies (calibrate accordingly for your group, medium difficulty.)

The village of Tommel

A settlement entirely overrun with the undead that the party stumbles upon after the slave camp. Guided by Draakzhen or not.

The village was once a farm town where people gathered to barter goods. Now however it is a breeding ground for the followers of Varsilvia and her rather ... disgusting deeds.

Draakzhen

An artificer kobold with a kind disposition and a cheery attitude offers his assistance navigating the forest. He begs the party for their help driving out Varsilvias followers from the caverns going as far as offering himself as collateral if he were unable to pay for their services.

He takes the party to the nearest village, Tommel, then to Jarvis for help with a map or for goods against the brunt of the enemies force.

He is a ridealong npc who will acompany the party for the foreseeable future.

The Caverns

"Oh, the only way out of here is through the caverns." Draakzhen spoke, "There's monsters in there, and mindless followers of the winter queen. They take anyone who gets near the entrance."

The party finds the following upon looting the abandoned houses.

Goods – Poor

  1. Item of Sentimental Value
  2. Bone
  3. Cloth Scrap
  4. Unreadable Note
  5. River Stone
  6. Dried Flower
  7. Hardtack
  8. Iron Nail
  9. Piece of Food
  10. Iron Buckle
  11. Chalk
  12. Hat
  13. Iron Earring
  14. Tin Cup
  15. Belt
  16. Candle
  17. Die (6 Sided)
  18. Pouch
  19. Soap
  20. Spike, Wood

Traveling

Jarvis

A kind but conceited dwarven merchant who seeks a better situation. He found himself lost in the caverns while Draakzhen led the party to his home.

Jawl (OPTIONAL)

This is an option for a lower level party, he is a paladin tank for higher level monsters, he takes the brunt of the force to protect the party. His loyalty once won is undying.

Leaving Tommel

The party departs from Tommel village with Draakzhens or Ivars assistance. They head for the caverns or for Jarvis' abode.

Travel

The party once again departs through the forest chancing an encounter with one of the following;

  1. Goblins
  2. Kobolds
  3. Dragonborn Camp
  4. Tiger * 2
  5. Direwolves
  6. Owl Bear
  7. Orcs
  8. Gnolls
  9. Merchant
  10. Hunters

Jarvis' Home

Jarvis lives in the forest in a cabin located at the entrance of the underground. The well entrance is in his backyard.

Down the rabbit hole

Once Draakzhen finds that Jarvis isn't in his home he offers to take the others through the tunnels. He offers payment to ensure the mans safe return to his home.

Down the rabbit hole

The party comes to find that Jarvis isn't in his home-

As you enter the house you notice a scene of disrepair, the home was trashed, ripped curtains and bloodstained walls. Tears gathered in Draakzhens eyes as he turned, slowly to face you.

"We have to save him.. they took him."

The party goes down the well in Jarvis' yard finding themselves a few feet below the surface, they continue on their path to the cultist camp.


Encounters

D6

  1. Direwolves
  2. Goblins
  3. Gnolls
  4. Lion
  5. Cultists
  6. Wyrmling

Loot

Forest

d20

  1. 1800 CP
  2. 10 GP
  3. A broken doll
  4. A ripped banner
  5. Spellbook
  6. Health Potion
  7. Chain Mail
  8. Helmet
  9. Vial of Poison
  10. Flask of Holy Water
  11. 2000 CP
  12. Torn Cloth
  13. 50ft Rope
  14. Dice set
  15. Prayer Beads
  16. 20 GP
  17. 5 GP
  18. Map of Mauven
  19. Map of Sandrune
  20. Slave Manifest

Cultist Trouble

The party moves from the well down a long tunnel riddled with traps. Add a puzzle or two if you so desire, when the party passes all of the traps, puzzles, etc, they're able to move on. Beyond the tunnel theres a large cave opening littered with bones and blood. The farther in they go the more things they notice, ancient hieroglyphs littering the cave walls describing the prophecy of the two monarchs., scattered chains and bloody footprints that lead deeper into the cave.

From there the party finally confronts three cultists, two are fanatics, the last is an acolyte. The acolyte is a young boy with a dagger in his shaking hands.

Kaisal

Two shaking hands held a dagger at arms length. "S-Stay where you-you're at!" The boy looked no older than fourteen and stood with pathetic posture. "Listen-Listen to what Armin says!"

Armin

"You're pathetic." He smiled, too wide, too cruel, "But, but, but," He turned to face the party, "I can make you so much more." He extended his hand, "Join me and you can be gods!"

Cultists camp

Within the well in jarvis' yard the party finds a cultists camp. Here lies the captured slaves and Jarvis himself.

The first cultists

Armin and Kaisal are the first two cultists, a fanatic and an acolyte respectively.

The two try to convince the party to join them, if they do they have to face Jawl and Draakzhen in combat but are still able to purchase Jarvis' goods.

if the party decides to kill the cultists they are faced with rescuing several slaves from their grasp.

Armin's Querie

The cult leader Armin and his secondary Kaisal stood in front of the party with their weapons drawn. "Join us, ascend."

Armin

A cult fanatic responsible for enslaving several kobolds and weaker members of the bandit clan. He is a narcissistic single minded force who follows only Varsilvia herself.

Kaisal

A teenager working under Armin as a slaver. He is a devoted but fearful boy who wears shadows like a cloak to hide his identity. He fears ridicule above all else. He is an optional character ridealong.

Underground Travel

  1. The tunnel ahead is flooded and something invisible is lurking in the water.
  2. Goblins
  3. Friendly Kobolds
  4. Cultists
  5. A raging monster threatens to crumble the cavern’s supports.
  6. Miners who've never seen the surface
Loot

Cavern

d10

  1. 2,000 CP
  2. Slave Manifest
  3. Holy Book
  4. Holy Water
  5. Prayer Beads
  6. Vial of Poison
  7. Dagger of Venom
  8. Shortsword
  9. Shortbow
  10. Chainmail

Strife of a werebear

Deep within the caverns walls hides away a camp of cultists. This can be the entrance to the dungeon or simply a stopping point on the way. if you choose it to be a stopping point continue on back to the camp.

Werebear Signs

As you're walking towards camp you notice something strange, markings on nearly all of the trees on the trail. The farther you went along you started to notice almost ape-like animalistic footprints. As these footprints continued they began to seem more and more bear-like.

Sigrid the Werebear

The werebear is a woman seeking out her children. Should the party aid her they gain +4 reputation for Peacekeeper.

Should they slay her they gain the positive reputation +2 Beastslayer.

As well as the ability to tame her children. Through fear or other methods with a DC 15 charisma check the party can tame and adopt, sell, eat, kill, etc a baby werebear.

Plot hook

This werebear is the escaped slave of a cultist beastmaster, the party can track them down using this were and eliminate another cultist camp.

This beastmaster will be a low level boss.

Werebear Strife

"They came from the mountains, descended on us like wild dogs and tore us from our homes." Sigrid spoke with woe and anguish in her weary voice.

"They took our women, our children, then our men, they slaughtered the elderly," Now more mournful she carried on, "they took us all from our home, to a horrible place."


Plot Hook Were Variant

Have the adopted cultist boy, Kaisal be turned into a were. See what the party does, and if nothing happens have the cultists target them.

Peacetimes

Once the werebear is tamed or otherwise incapacitated the party is faced with down time. Theres nothing for them to do but wait for a attack on the village.

Village Terror

1d8

  1. Horde of zombies
  2. Horde of Goblins
  3. Kobold Rebellion
  4. Jawl makes a mistake roll 1d4 at the jawl table.
  5. Draakzhen has a quest roll 1d4 for a side quest at the quest table.
  6. Food shortage
  7. Plague
  8. Hunters
Jawls Mistakes
  1. Brute force on peaceful people due to personal strain.
  2. Charming people to get what he wants.
  3. Forcing peace.
  4. Losing track of the slave manifest.
Draakzhens quests
  1. Quest for the manifest
  2. Saving Kaisal
  3. Facing cultists
  4. Picking berries
Quest for the manifest

The party finds that Jawl has sought and been found wanting in the case of his manifest, a collection of names, races, genders, ages mared down in a cultists journal.

Saving Kaisal

The party is faced with a dilema, Kaisal isn't welcomed in the camp. He's ridiculed and cursed wherever he goes. What will the party do to ease his torment?

Facing Cultists

The beastmaster is hiding in the underbrush seeking his moment to strike.

Picking Berries

You have to pick berries for draakzhen, unfortunately within earshot of an owlbear.

Village Torment Review

Horde of zombies

A horde of zombies attacks the camp from tommel village, it seems they followed the party there.

Horde of Goblins

It seems several goblins were drawn in by the carnage and paid the group a visit in an attempt to steal their goods.

Kobold Rebellion

The kobolds all go on strike and refuse to farm, mine, and hunt for the other races in the camp.

Jawl makes a mistake

See Jawl Mistake Table

Draakzhen has a quest

See Draakzhen Quest table.

Food shortage

The camp fidns themselves in dire need of food, having their goods stolen by bandits, goblins, or the traitorous kobold here and there they are left without rations. Will the party aid them or leave them to die?

Plague

A strange sickness has taken to the people of the camp, is it magical? Do with this as you wish

Hunters

A group of hunters happens upon the camp and offers their help.

Continuing

Once one of the previous has taken place the party finds themselves standing in the camp with nothing else to do. Genuine downtime to help the village repair, grow, or rebuild entirely. As well as to heal, buy and sell objects obtained in battle, and getting the players to know a few NPC's.

1. Vance A prideful half elf who may or may not have been struck by the werebear. He seems to not know himself, drawing concern from his neighbors.

2. Joy A barmaid, the only barmaid in the whole camp. A kid but ill tempered girl who will do anything to hear another story from the outside world. She sees it as an escape from her bleak surroundings.

3. Talis A flamboyant bard-like elf who sings and dances his charming songs to keep the survivors in high spirits. Hes kind of like a dionysus readying the men for war with parties and relaxation.

4. Ivar James A dim man who navigates by a magical map, he seeks help finding his way to the city of Sandrune, a place only reached by goinjg underground through the underdark.


Plot Hooks for leaving the camp

roll 1d4 if one of these doesn't already apply.

  1. Ivar needs help getting to Sandrune
  2. The party wants to slay the queen
  3. More cultists are coming
  4. The kings men have started to arrive
Ivar

A man in town set a reward for guiding him to the village of sandrune, a famous slave refuge.

Slaying the queen

The party has taken it upon themselves to kill queen Varsilvia, they need to travel to sandrunes coastal port to get to blackfall, then to frostfall.

Cultists

waves of cultists come into the camp until one day they stop entirely, theres a growing army in the distance.

The kings men

Men from the king of Blackfalls army begin to show up in the forests, they push out the survivors and harshly eliminate any cultists, including their prisoners.

Khans Pact

If you choose Khan and Cadmus as the starters have Cadmus die in the cultists/kingsmens attack. Have Khan sacrifice himself for his people and sell his soul to a cambion for Cadmus.

Unchangeable Elements

No matter the road chosen all elements will come into place, if Ivar needs help they'll run into knights on the road, cultists in the caverns. If the knights appear Ivar will offer his aid and the knights will lay siege to a cultists camp.

That and many more opportunities for adventure! Mix it up if you'd like.

The only thing that matters is that they hit every base, interact with the knights and see the conflict between the cultists and the mournful losses of innocents on both sides.

  1. The knights lay siege on the cultists and the slaves
  2. The cultists lay siege to the camp
  3. The party has to find a way to Blackfall
  4. The party has to find a way to Sandrune

(Blackfall and Sandrune are interchnageable.)

Leaving the camp with Ivar

Ivar is a low level mage who casts simple spells for Jawl when he needs idle assistance. Thaumaturgy when he needs the groups attention, prestidigitation when he needs it, and the occasional charm spell.

Plot hooks

Knights Duel

Several knights arrive in the slave camp demanding they bow down or leave the forest. They challenge Jawl and Draakzhen to a battle of strength.

Cultist Ramblings

People in the camp start to disapear, where could they have gone?

Quest To Blackfall

Once the party departs from the camp they're faced with finding the source of the knights. To blackfall they go to fid the king and demand his retreat from the forest of Neitherheim.

Why is the king in neitherheim? He's looking for his crown.

Why would the party face him? To save the slaves of course.

The Kings Offer The king offers the freedom and protection of neitherheim forest if the party seeks out his crown.

The Mountains

If you go for the Khan/Cadmus variant have a Cambion appear in the camp (Summoned by Khan to save his people.)

Slaves of Varsilvia

Dassius

Dassius was once a knight in the kings army, when the king fell to mutineers he was outcasted. It was in his wanderings that he became a slave of Varsilvia.

Caspian

Caspian was a farmer turned adventurer, when he attempted to aid the kobolds in their battle against the cultists he himself was captured.

Ivar (OPTIONAL)

A man staying with the kobolds, a kind if a bit dim man who offers his help navigating.

Varsilvias Bosses

  1. Markus the cult fanatic responsible for enslaving much of the kobold underground.

  2. Sadad the assasin, sent after the party while on Gryks quest.

  3. Vasily a cult fanatic who has taken it to another level and imbued himself with wild magic whom the party faces on the shores of Mauven.

Into the depths

The Cavern entrance

Upon entering the caves the party finds itself faced with many traps, all of which taken over by draakzhen, in the case he isn't with them the party has to complete a DC 15 perception check.

Kobold Camp

The kobold camp houses Jarvis a dwarven merchant who charges abnormally high prices.. His wares are more than they seem.

Alongside Jarvis is Jawl the dragonborn paladin who takes care of the kobolds.

Cultist Slave Camp

Armin and Kaisal appear as the first cultist encounter, a fanatic and an acolyte respectively, the two work in tandem despite Kaisals wary allegiance.

Points of interest

See maps pdf

Leaving the caves

Cavern Exit

The Crypt

Cultists in the Crypt

Sekain the slaver, Jargol the fanatic.


Sekain

Jargol

Sandrune

Trek through the desert

City of Sandrune

Kains Abode

```

Through the desert again

up the mountain

Across the rift

Magic Items

Silver Dagger

A seemingly normal dagger that has a 25% chance of doing 1d8 radiant damage. DC 15

Lore

This silver dagger belonged to the king of Lionis, a thief and charlatan who was hanged for his crimes against neighboring countries. He was killed by his own dagger, blessed by a paladin to deal radiant damage on him to remove the evil from his bones.

Skeleton ash

Ash that can be compressed into chalk over the course of one hour, the chalk can be used to summon and control one undead per player level with a 50% success chance (Roll a d20 DC 10)

Skeleton Coins

Two coins enscribed with skulls giving the user the ability to cause a creature to do a DC 10 con save against intimidation.

Skeleton Ring

Allows you to communicate with the undead.

Lore

Creatures of the faewilds live so closely to the underdark that many have been tainted by the raw wild magic that's concentrated between the faewild and the underdark. Creatures that die are frozen in time, their souls refuse to move on annd their body rots leaving them living clumps of dirt, bone, ash, rotted meat, etc.

Cobra Strike Dagger

A dagger that does 1d4 damage, the victim has to complete a DC 15 con save or suffer 1d8 poison damage.

Lore

A dagger built by the desert king, Kain to poison his enemies. It was lost in an epic battle against the cultists of Varsilvia.

Random Encounters

Forest

1d20

  1. Bandits
  2. Cultists
  3. Fanatics
  4. Escaped Slaves
  5. Merchant
  6. Traveler
  7. Goblins
  8. Kobolds
  9. Owlbear
  10. Constrictor Snakes
  11. Alligator/Rats
  12. Rat King
  13. Bear
  14. Dire Wolf
  15. Orcs
  16. Slave Camp
  17. Lost Noble
  18. Wolf Den
  19. Owlbear Den
  20. Goblin Camp

Cavern

1d8

  1. Bugbears
  2. Kobolds
  3. Goblins
  4. Jawl's Camp
  5. Merchant
  6. Cultists
  7. Slave Camp
  8. Treasure Trove

Desert

1d10

  1. Gnolls
  2. Gnoll Camp
  3. Djinni
  4. Bugbear Camp
  5. Slaver Cultists
  6. Slaves
  7. Mercenaries
  8. Friendly Bandits
  9. Jackalweres
  10. Pack of Jackals

Urban

1d6

  1. Bandits
  2. Pickpocket
  3. Charlatan
  4. Mystic
  5. Mercenaries
  6. Merchant

Arctic

1d8

  1. Ice Trapper
  2. Polar Bear
  3. Winter Wolf
  4. Fishermen
  5. Igloo camp
  6. Hell or high water (Quest)
  7. Getting lost
  8. Troll

Loot

Forest

d20

  1. 1800 CP
  2. 10 GP
  3. A broken doll
  4. A ripped banner
  5. Spellbook
  6. Health Potion
  7. Chain Mail
  8. Helmet
  9. Vial of Poison
  10. Flask of Holy Water
  11. 2000 CP
  12. Torn Cloth
  13. 50ft Rope
  14. Dice set
  15. Prayer Beads
  16. 20 GP
  17. 5 GP
  18. Map of Mauven
  19. Map of Sandrune
  20. Slave Manifest

Cavern

d10

  1. 2,000 CP
  2. Slave Manifest
  3. Holy Book
  4. Holy Water
  5. Prayer Beads
  6. Vial of Poison
  7. Dagger of Venom
  8. Shortsword
  9. Shortbow
  10. Chainmail

Desert

d8

  1. Holy Relic
  2. Spellbook
  3. Ancient Map of Sandrune
  4. Gold Pieces 100
  5. 1200 CP
  6. Dagger
  7. Scimitar
  8. Clothing

Urban

d10

  1. 100 GP
  2. 500 CP
  3. Bandit Mask
  4. Commoners Clothes
  5. Jewels (Malachite, Lapis Lazuli, and Onyx)
  6. Dagger
  7. Bag of Holding
  8. Dice set
  9. Card set
  10. Cursed Weapon

Arctic

  1. Raw Trout
  2. Seal Jerky x 3
  3. Bag
  4. Ivory Ring
  5. 6. 7. 8.