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Kelfecil's Tales - Let Void Awaken

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Let Void Awaken
Extended Variant
by
Author: Constantine "Kelfecil" Christakis
Featured Map Artist: Fantasy Atlas
Token Artist: Paper Forge
First Release: June 2021 Version 1.0
2
Art Credits
Table of Contents
A female wizard wrapped in blue magic: Warm Tail ....Front
Standard Commercial License bought from Shutterstock.
Church: Karl Baron .........................................................................3
Used under Pixabay license.
Paris Catacombs: Mike ................................................................. 4
Used under Pixabay license.
Rabat: Michael Kogan .....................................................................6
Used under Pixabay license.
NPC: MakioKuta ..............................................................................7
Used under commercial license agreement with creator.
NPC: MakioKuta ..............................................................................7
Used under commercial license agreement with creator.
Quarry Map: Fantasy Atlas ............................................................8
Used under commercial license agreement with creator.
Throne Room: Fantasy Atlas ........................................................9
Used under commercial license agreement with creator.
Amulet: Ari Pockily .......................................................................10
Used under commercial license agreement with creator.
Throne Room - Astral Gateway: Fantasy Atlas .....................10
Used under commercial license agreement with creator.
Quarry - Astral Gateway: Fantasy Atlas ..................................11
Used under commercial license agreement with creator.
Dwarf: Paper Forge .......................................................................13
Used under commercial license agreement with creator.
Drow: Paper Forge ........................................................................13
Used under commercial license agreement with creator.
Glowing Zombie: Paper Forge .................................................. 14
Used under commercial license agreement with creator.
Glowing Zombie: Paper Forge .................................................. 14
Used under commercial license agreement with creator.
Tar Beast: Theme Finland .......................................................... 15
Used under specific agreement with the creator.
Tar Rebirth: Theme Finland .......................................................15
Used under specific agreement with the creator.
Glowing Necromancer: Paper Forge .......................................16
Used under commercial license agreement with creator.
Amalgamate Scion Bust: Theme Finland ..............................17
Used under specific agreement with the creator.
Madness Returns ............................................................................. 4
Part 1: Introduction ......................................................5
Quick Adventure Info .......................................................................5
Adventure Summary ........................................................................5
Running the Adventure ................................................................... 5
Special Thanks ................................................................................. 5
Background and Characters ..........................................................6
Part 2: The Adventure .................................................. 8
Adventure Hooks ..............................................................................8
Prologue .............................................................................................8
Act 1: Madness? ................................................................................8
Act 2: The Source .............................................................................9
Act 3: Madness! .............................................................................. 10
Act 4: Wrath of the Void ................................................................11
Epilogue ...........................................................................................11
The Maps .........................................................................................11
Part 3: Appendix ................................................................ 12
Appendix A: Monsters ...................................................................12
Open Game License ........................................................ 17
Afterword ...............................................................................18
3
Madness Returns
T
here are many who believe what was once buried, must stay buried forever. Archaeologists and
others who seek knowledge and fame though, find ancient dig sites to be quite attractive.
Ancient things though are not always where people expect them to be.
Despite the immense amounts of research and the countless hours that scholars have spent trying
to find the lost shrines of Za'strasz, none have been found yet.
The reason why they were never found, is because Za'strasz did not want them found. The old god, who some
thought was banished or the one that most thought never really existed, had actually returned.
Za'strasz aimed to use these shrines as a way to bring his minions into the realm of Latakar. To activate them
though, he would need acolytes that would follow his commands and assist in activating the shrines once again.
Kycis, the priest, had failed him. The herald of the void was defeated and what was going to be a way to infiltrate
the Church of Stars became a lost hope as the weak tiefling failed to carry the void god's bidding.
Laristra Highshard showed great promise. So much that the high elf was the next one that Za'strasz chose as his
trusted acolyte.
Laristra was already succeeding where the weakling Kycis once failed. But her communion with the void was
sensed by those in the area and her dealings with the eldritch dark would not continue for much longer.
However, one does not simply walk into a void ritual...
4
Related Gamebook
Introduction
With every adventure that comes out, we also release a Tales
of Choice Gamebook to go with it. These are browser-based
interactive stories that anyone can enjoy reading and play at
any time.
They are good for anyone to read, even if you are not
taking part in a TTRPG session.
They are very short in duration, taking no more than 5
minutes to complete.
They are directly connected to the adventures, making
it perfect to allow someone to share it with their players
before or after their next session.
They are made with a simple design, something that will
become more complex and interesting in future releases.
Kelfecil's Tales is all about stories and adventures inspired by
art. Each adventure focuses on a different featured artist.
Unlike the traditional way of creating adventures and then
finding art that suits what the story is all about, we prefer to
be inspired by the art of a certain artist and then create
something based on the art itself.
This module's featured artist is: Mik & Wewa
Quick Adventure Info
Deliverance Lost is one of the many short adventures we
release every week for free. Some quick information about it:
Recommended Average Party Level (APL): 8
Experience from Completion: ~8500 XP
General Theme: Investigation
Setting: Any, Starlight Chronicles
Time - Sessions to Finish: x1 session - x3 hours
Special Thanks
Kelfeci's Tales would like to extend their gratitude to a few
people that really helped this module come to life.
My caring partner, Anna, who has continuously
supported me, every step of the way.
My good friend and co-writer, Philip, who is always
there to give feedback and help me out with anything.
All my patreon supporters who continue to give me
feedback and all their love and support.
Adventure Summary
The adventurers are called to help with the investigation of
some strange incidents that have been reported at a quarry to
the west. They band together with Olbia's finest investigators
and head over to find out what is happening. When they
arrive, they see a bunch of quarry workers acting all mad and
they move closer. They end up having to fight a few of the
deranged workers and then discover an entrance that has
been dug up. They follow it through to find a priestess that is
using the void to corrupt the people in the area. Once she is
dealt with, the quest is complete.
In the extended version, the adventurers have to deal with
whatever is waiting for them outside of the cave too.
Patreon Support
If you wish to support me with writing more RPG
modules in the future, you are more than welcome to
do so through my Patreon page.
Patreon supporters get exclusive adventures,
gamebooks, side quest encounters, dungeon tales,
variants of free adventures and extra supplements! All
of this... weekly!
Running the Adventure
This adventure is easily adaptable and can easily be run as a
One-Shot, as an added adventure in your campaign or as
part of the Starlight Chronicles setting created by Kelfecil's
Tales.
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This adventure takes place during the "Return of the Void"
era in the Astral Chronicles timeline and setting.
The story in Let Void Awaken is part of the Void Trilogy and
is the direct sequel to what happened in the adventure Let
Void Slumber and can therefore be played as part of a series.
There is also another adventure to be released after this one,
called Let Void Conquer.
More information on the custom Kelfecil's Tales campaign
setting can be found in the available for free Of Starlight and
Void supplement.
5
Background
The drow did not know what to expect when they came to the
surface, since much had changed. Unlike other races though,
they did not lose that much and the knowledge they had
gathered over the years was still safe and sound in their great
underground libraries.
The drow decided to be kind and benevolent, helping
everyone they could find. They are the ones that helped build
the city of Olbia and would have helped with even more
things if it wasn't for their sensitivity to sunlight. Their
disconnection from the stars' light had caused them to
develop a certain kind of weakness to various light sources.
They no longer felt comfortable in the moonlight as well and
for that reason, they always used artificial or magical light to
illuminate dark spaces. They would rarely illuminate areas
though since their underground livelihood had allowed them
to also develop the ability to see in the dark.
It was only recently that a void corruption threat was dealt
with in the east of Olbia. It did not take long before more
reports of strange incidents started coming in, only this time,
they were from the west.
More specifically, the reports came from a quarry to the
west of Olbia, on the border between the Valleys to the South
and the Dunes of the West. The reports speak of people
acting weirdly and even going mad. Having read the reports,
the two main investigators of Olbia's city guard have
recognized a pattern that is repeating. They intend to
personally investigate the quarry in order to identify the
threat and hopefully trace it to its source so that they can deal
with it, once and for all.
However strong the city's guard may be, they are still quite
afraid that the Kycis church incident might happen again. For
that reason, they have asked some brave adventurers for their
help, in return for gold. With the help of some brave
adventurers, they are sure that no matter what makes a jump
on them, they will be adequately prepared to deal with it.
The Drow Twins
Quenthel and Rilniss are twins and were born in Olbia to
drow parents and although they have never been to their
family's city of origin underground, they still have a strong
connection to their drow roots.
Both Quenthel and Rilniss have the same susceptibility to
sunlight like most others of their kind. For that reason, they
tend to travel around with a hat on or their hood covering a
large part of their face.
They grew up in Olbia together seeing all sorts of things
happen and learned of how cruel people can be. As some of
the less popular races in Olbia, the drow always had to hide
who they are. Even though the drow helped build the city,
they are still seen as one of the outsider races and are
therefore treated as such.
Having seen the injustice and crime that exists in Olbia,
the drow twins decided to do something to bring change. As
soon as they were old enough to apply to join the city guard,
they immediately did so. They were accepted and after a few
years of doing normal guard duty, they started standing out of
the rest of the guard due to their inquisitive and investigative
skills. Both of them had actually helped solve quite a few
cases that nobody else had any leads on.
Drow In Latakar
The drow race in Latakar came to be after many sunless
nights when some moon elves decided to abandon their faith
in Umi, the Moon goddess, leave the surface and live in
underground caverns. They did so because they believed that
their once beloved goddess was not acting in the kind way
that they thought she would. By abandoning their life on the
surface of Latakar, they wanted to show that they no longer
accept her moonlight and what they saw as a two-faced
benevolence.
After two hundred years, the drow society decided to
emerge again and socialize with the other races after a series
of intense earthquakes that they experienced. The
earthquakes were the result of the Astral Conflict and they
destroyed a lot of what the drow had built underground.
6
Having been promoted to investigators, they were now sent
on special missions outside of the city too and people
respected them more than ever before. Being drow no longer
held them back in anything they did.
Quenthel Diluan
Quenthel is the smarter of the two drow siblings. A scholar at
heart, he has always been interested in learning more about
history and various incidents of the past. He believes that
studying what happened in the past is a great way of
understanding how someone could think and operate in the
future.
A true investigative mind, Quenthel has studied for years all
the crimes that have taken place in Olbia and outside of
Olbia. He knows a lot of cases by heart and constantly tries to
learn more.
Quenthel loves his sister a lot and cannot imagine doing
any of his work without Invyll by his side.
Unique Phrase: "Hmmm..."
Desire: He wants to clean up Olbia as much as possible.
Fear: He is afraid that the city guard does not have
enough resources to be able to do their job properly.
Misbelief: He believes that all the people of Olbia can rally
under the city's flag, no matter what their origins may be.
Invyll Diluan
Invyll is the more agile of the twins. While Quenthel was busy
studying and losing himself in books, Invyll would spend her
time learning the city and all the possible routes she could
follow in order to apprehend criminals. She trained the bow
every day and in just a few years she had become one of the
most trusted rangers of the city.
Invyll spends a lot of time with Quenthel and is an excellent
tracker. Quenthel would not have solved even half of the
cases he has solved if it wasn't for Invyll and her spectacular
tracking skills.
Unique Phrase: "Quenthel might know."
Desire: She wants her brother to be happy.
Fear: She fears that her brother will get caught up in a
really bad case and some vile criminal might personally
target him.
Misbelief: She does not believe that the city guard has
enough resources to deal with the amount of crime that
Olbia has.
Jozmug Leadheart
Jozmug is a kind dwarf who has served with the city guard for
many years. He has actually been with the city guard for
many more years than the drow siblings have but he has
grown very fond of them due to the great work that he sees
them do.
Jozmug has been assigned as one of the guards that help
the Diluan siblings with their cases.
7
Adventure Hooks
Quenthel will mention that they should probably be careful
while moving around as they do not know what unseen
dangers could be lurking. He will ask the adventurers to
assist him as he climbs down the wall to get a bit closer to
some of the workers.
The adventure can start through any of the following
adventure hooks:
Reward. The adventurers are asked by a local lord or
foreman to investigate the quarry and make sure that all
work continues as normal. If they deal with whatever is
causing problems there, they will be rewarded.
Curiosity. The adventurers happen to travel close to a
quarry where they will suddenly see some people running
away from it while screaming. They will decide to
investigate the situation closely.
Good Will. The adventurers have an acquaintance that
knows either of the two drow siblings. The acquaintance
asks the adventurers to go aid the drow siblings with their
investigation.
Follow-up. As soon as the players finish the previous
adventure (Let Void Slumber), they are contacted by the
investigators and asked to head over to the quarry to help
with the investigation.
🢂 ''Encounter!'' Should anyone try to talk to any of the
workers, they will all turn around and attack. The moment
they turn to attack, their skin will turn purple and start
glowing. This is a clear sign of the corruption having taken
over and their sanity is completely gone. The city guard
squad will assist in combat.
There are x14 workers and they use the Corrupted Minion
stat block. Most of the workers are gathered at 1. on the
map.
🢂 ''Reinforcements!'' As soon as half of the workers are
dealt with, another x10 workers will start jumping off from 2.
on the map to join the fight. They will actually try landing on
their enemies below in an effort to immobilize them.
When the fight is over, Invyll will tell everyone that she can
see some kind of tracks coming from A. on the map. When
investigated closer, the adventurers will find an opening in
the wall that leads to a cave.
As soon as you have introduced one of the above adventure
hooks, move on to the Prologue.
Prologue
Get a full-sized version of this map (plus gridless
and other variants) from Fantasy Atlas Patreon.
The adventurers travel to the quarry where they will meet the
drow investigator twins Quenthel Diluan and Invyll Diluan.
They are both overlooking the quarry as a bunch of workers
are acting all weird below.
Assisting Quenthel and Invyll are x2 Drow Warriors and
Jozmug Leadheart.
Read the following when the adventurers arrive at the
quarry:
As you approach the quarry, you see close by a group of
people resting below a tree's shade. One of them notices you
and starts approaching. As he comes closer, you see he has
dark purplish skin and is wearing a hat that covers most of
his head.
"You must be the ones that dealt with Kycis. Good, good. I
am glad to know that you have accepted our invitation in
assisting with our investigation here at the quarry. Strange
things have been reported and I will not rest until the source
of this madness is found and dealt with. The last thing we
want is for this corruption to reach the city of Olbia."
As soon as Quenthel has introduced himself to the players, he
will also introduce the rest of his team. Once introductions
are over, move to Act 1: Madness?
Act 1: Madness?
The investigators will ask the adventurers to follow them as
they move closer to the quarry. Read the following:
You move closer to the main area and at some point, you
reach a position that oversees the lower levels of the quarry.
From there, you immediately notice at least a dozen workers
moving aimlessly all around as if they are in some kind of
zombified state.
''Sense Void.'' Any character with this ability will
immediately be able to sense the presence of void corruption
nearby.
⦿
8
The corrupted minions will be trying their best to actually
keep the party surrounded at all times, overwhelming them
and pushing them around.
Act 2: The Source
Once the players enter the cave, read the following:
Ways to make things more difficult
You navigate through the narrow path of the cavern with
Invyll leading the way. She is moving slowly and carefully in
an effort to be ready for anything unexpected that might
come her way.
If you would like to extend the duration of this phase, then
you could have another wave of Corrupted Minions attack the
adventurers. It is meant to be considerably easy to cut
through most of the minions though before the second and
much harder phase starts.
Another way to make things a bit more difficult is by having
the minions push the adventurers or any of the companions
to their deaths by dropping them off the platform.
Considering there will be so many minions, you can justify
the shoves being a bit harder to deal with from the players'
perspective.
Only a minute later, you start to see light coming from up
ahead. Invyll turns to you and says, "careful now, we are not
alone..."
You take a few more steps forward and you suddenly find
yourselves in a room with a narrow corridor leading up to an
elevated platform and then another one further ahead with a
throne. To the sides are elegantly carved pillars that have
water flowing off them into a pool below. There are braziers
lighting the entire way forward and before you are able to
understand where exactly you are, you hear a voice say,
"welcome to the altar of Za'strasz! It took you a while to
notice me, but you are finally here!"
As soon as that happens, make sure you move to Act 3:
Madness! and also change the map.
The person saying this is Laristra Highshard who is at 2. on
the map. You can have Quenthel engage in a discussion with
her, but all Laristra will say is "I will succeed where Kycis has
failed!"
🢂 ''Encounter!'' Combat will immediately start and Laristra
will hit the ground with her staff, creating a barrier around
the throne platform. The barrier is transparent purple in
color and is impenetrable by any spell or item. The only way
to bring down the barrier and get to Laristra is by defeating
all of her minions and waiting for the moment she has
become weakened.
As soon as combat starts, x6 Corrupted Minions will climb
from the sides of the platform at 1. on the map. Once those
are dealt with and the players move forward and at least one
of them stands at the middle of the big platform, x5
Corrupted Minions will climb from each side of the platform
3. on the map.
Laristra will be casting only cantrips and level 1 spells
while all of this is happening. She will save her harder-hitting
abilities for later.
Get a full-sized version of this map (plus gridless
and other variants) from Fantasy Atlas Patreon.
Once those minions are dealt with as well, Laristra will
become restless and will start summoning the void. Read the
following:
"Enough! You dare trespass in one of the ancient shrines of
Za'strasz, interrupting my ritual and slaying his children?! You
shall be judged the way all non-believers are to be judged!"
You suddenly feel the ground below your feet shaking and
the waters around you are flowing in reverse as if time is
moving backward. A loud noise is heard echoing all
throughout the cavern and the corridor from where you came
is starting to fall apart as the stone cracks and breaks, falling
below into the water. The now-empty southern part of the
room has a whirlpool of water and debris that is swirling ever
faster and slowly changing color into a dark purple.
Soon enough, you find yourselves surrounded by purple
waters. The whirlpool of water has now been replaced by a
huge vortex of space-like essence that pulses slowly, creating
a very strange and somewhat threatening aura.
"Bear witness... as the children of Za'strasz, ARISE!"
9
Act 3: Madness!
🢂 ''Encounter!'' Combat starts right away and the Scion
🢂 ''Encounter!'' As soon as the room changes, x8 Void
Void Lord will be at 2. on the map trying to enter the
material plane. It needs a lot of time in order to fully exit the
void portal that Laristra created but ever since her death, the
portal is unstable and it will take the Void Lord even longer to
go through it. At 1. on the map are x2 Void Spawns and x1
Lesser Void Elemental on each side. The Void minions are
there to make it more difficult for the adventurers that try to
split to two sides in order to avoid the Void Lord's cone
attacks, or in order to get close enough to attack him.
Spawns will climb from each side of the platform (x2 from
each side) and x1 Lesser Void Elemental will come from the
vortex (1. on the map).
Every 3 rounds, a new wave of x4 Void Spawns will spawn
on the sides and every 4 rounds x1 new Void Elemental will
come from the vortex.
As soon as the Lesser Void Elemental is destroyed,
Laristra's Void Barrier will be down until a new Elemental
spawns. In this phase of the fight against Laristra, she will
start using all of her abilities.
The small stone platforms at the south of the Void Lord
require a DC 10 Athletics check for someone to jump on to
them. If someone fails the check, they fall to the vortex and
float on the void magic, taking 3d4 void damage per turn that
they are stuck there. The only way to get out is by being
pulled up by someone else or by trying to get close to the
walls in order to climb up again. A creature's move speed is
halved while floating on the void.
🢂 ''Corruption!'' At some point throughout this fight, it is
advised that you have one of the drow warriors and Jozmug
become completely corrupted and turn against the
adventuring party. It is a nice way to flip the tables on the
players and make things much more dangerous for them.
Once Laristra is defeated (she will not surrender, no matter
what), Quenthel will investigate her body (2. on the map). He
will find a medallion with a purple gem in the middle of it.
The purple gem is actually a void stone and Laristra was
using it so that she can focus on keeping her Void Barrier up
while casting other spells.
Quenthel and Invyll will take a moment to catch their
breath. Invyll will rest for a moment and then stand back up
to continue looking for tracks. The room will go back to its
normal state and the water level will be quite low, allowing
people to walk through it. Read the following:
The fight against the Void Lord can be extremely difficult, so
make sure Quenthel, Invyll and whoever else is left of the city
guard group are doing their best to help with the situation.
You could even have a couple extra Drow Warriors join the
fight as reinforcements.
Get a full-sized version of this map (plus gridless
and other variants) from Fantasy Atlas Patreon.
"We lost a good friend to this foul corruption... but we must
not take too long before continuing our search. We must find
the source. If this woman was able to use the powers of the
void to this degree, I fear the reach of her corruption might
be far greater than we initially thought. Invyll. Guide us,
please. We need to keep going."
The players may loot Laristra's body to find 150 gold pieces,
an Orbital Ring and can also convince Quenthel to take the
medallion. Quenthel can be convinced with a DC 14
Persuasion roll. If he is successfully convinced, he will
explain that he would like to study the amulet at some point
as it could be an important clue to finding the source of the
corruption.
It is a good idea for the party to rest a little bit here because
the next part is even harder. You could have Quenthel and
Invyll suggest a quick rest. You could for example have Invyll
say that she can sense something coming from outside of the
cave.
As soon as the party reaches the exit of the cave, move to
Act 4: Wrath of the Void and read the next read-aloud box.
Act 4: Wrath of the Void
You make it outside and you realize that it has either become
dark very first, or something very strange is going on outside.
As soon as you exit the cave, you find yourselves standing in
front of yet another void vortex. This time, the vortex has
replaced the once steady ground of the quarry and there is a
huge void aberration that is trying to come out of it. It has
only managed to enter the realm from its waste up.
As you notice all of that, you see the huge aberration turn
around to face you and while looking at all of you, it says in a
booming voice "PREPARE, AS THE WRATH OF THE VOID,
CONSUMES ALL."
10
As soon as the Void lord is brought to 30 HP or lower, he will
immediately start pulling himself back into the other side of
the portal. The fight will end and the quarry will go back to
normal.
Epilogue
You could have Invyll guide the players out into the open
again before she explains that she cannot track down any
other signs of the void energies, meaning the investigators
will have to go back to the city to prepare and do more
research.
The third and final part of the trilogy will come with the
next adventure Let Void Conquer where the adventurers will
be called to join Quenthel and Invyll once again.
The Maps
The beautiful maps by Fantasy Atlas can be found without
GM Notes at the following links:
1st map; Marble Quarry - Day
2nd map; Throne Room - Lit
3rd map; Throne Room - Astral Gateway
4th map; Quarry - Astral Gateway
For more variants and gridless versions, make sure you
check out Fantasy Atlas Patreon page.
Medallion of Za'strasz
A silver amulet with a purple gemstone in the middle.
Holding the amulet makes you feel as if the stone is
calling you to wear the amulet. Requires attunement.
Use: Wearing the amulet allows any spellcaster to
keep concentration spells going without the cost of
continuing the spell. The spell that requires
concentration keeps going while the caster is free to
take other actions (such as cast other spells).
For every day that passes while the user is wearing the
amulet, they take x1 times corruption.
Orbital Ring
This ring forms an artificial gravity field around you as
if you were a planet. Its circumference has been inlaid
with an unknown black material inscribed with
unknown symbols. This material appears to be
responsible for creating this gravity and often pulls
dust andother small debris to it.
Warped Gravity. You have +2 bonus to your AC against
projectiles while wearing this ring.
Circular Orbit. While wearing this ring, you create an
orbit around you. When a creature misses you with a
ranged attack, you can use your reaction to catch the
projectile in your orbit. Each projectile orbits you for
1 minute or until you use a bonus action to make a
ranged attack with a projectile using your Dexterity
modifier. You make this attack with proficiency,
regardless of your weapon proficiencies and the
projectile has a normal range of 30 ft. and a long
range of 90 ft. You can only have up to two projectiles
in your orbit at a time.
11
Invyll Diluan
Appendix A: Monsters
Medium humanoid (elf), lawful good
If you are looking to populate your adventures with more
monsters from the world that Kelfecil's Tales take place in,
then make sure you check out the Of Starlight and Void
supplement, released on our Patreon.
Armor Class 15 (chain shirt)
Hit Points 52 (8d8 + 16)
Speed 40 ft.
STR
DEX
CON
INT
WIS
CHA
15 (+2) 18 (+4) 12 (+1) 13 (+1) 12 (+1) 16 (+3)
Quenthel Diluan
Skills Survival +6, Stealth +6
Saving Throws Con +4, Dex +6
Senses passive Perception 12
Languages Common, Sylvan
Challenge 3 (700 XP)
Medium humanoid (elf), lawful good
Armor Class 12 (15 with mage armor)
Hit Points 52 (8d8 + 16)
Speed 30 ft.
STR
DEX
CON
INT
WIS
Fey Ancestry. Invyll has advantage on saving throws
against being charmed, and magic can't put the drow to
sleep.
CHA
11 (+0) 14 (+2) 13 (+1) 17 (+3) 16 (+3) 15 (+2)
Innate Spellcasting. Invyll's spellcasting ability is Charisma
(spell save DC 11). It can innately cast the following
spells, requiring no material components:
Skills Investigation +6, Arcana +4, Religion +4
Saving Throws Con +4, Wis +2
Senses passive Perception 15
Languages Common, Deep Speech, Sylvan, Dwarvish
Challenge 3 (700 XP)
At will: dancing lights
1/day each: darkness, faerie fire
Sunlight Sensitivity. While in sunlight, Invyll has
disadvantage on attack rolls, as well as on Wisdom
(Perception) checks that rely on sight.
Fey Ancestry. Quenthel has advantage on saving throws
against being charmed, and magic can't put the drow to
sleep.
Brave. Invyll has advantage on saving throws against
being frightened.
Innate Spellcasting. Quenthel's spellcasting ability is
Charisma (spell save DC 14, +6 to hit with spell attacks).
He can innately cast the following spells, requiring no
material components:
Keen Tracker. Invyll has advantage on Wisdom checks
when trying to track creatures she is familiar with.
Ambush. In the first round of a combat, Invyll has
advantage on attack rolls against any creature she
surprised.
Cantrips (at will): fire bolt, light, mage hand,
prestidigitation
1st level (4 slots): detect magic, mage armor, magic
missile, shield
2nd level (3 slots): misty step, suggestion
3rd level (3 slots): counterspell, fireball, fly
4th level (3 slots): greater invisibility, ice storm
5th level (1 slot): cone of cold
Actions
Multiattack. Invyll can make two ranged attacks.
Dagger. Melee Weapon Attack: +2 to hit, reach 5 ft., one
target. Hit: 5 (1d4 + 2) slashing damage.
Longbow. Ranged Weapon Attack: +5 to hit, range
15/400 ft., one target. Hit: 10 (1d10 + 5) piercing
damage.
Sunlight Sensitivity. While in sunlight, Quenthel has
disadvantage on attack rolls, as well as on Wisdom
(Perception) checks that rely on sight.
True Detective. Quenthel is able to recognize patterns in
the actions that creatures around him are making. He
will be able to understand the weaknesses of his
enemies and will communicate this with his allies. When
out of combat, he has a +5 to all Investigation checks.
Reactions
Parry. Invyll adds 2 to her AC against one melee attack
that would hit it. To do so, the knight must see the
attacker and be wielding a melee weapon.
Actions
Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft.,
one target. Hit: 5 (1d6 + 2) piercing damage.
12
Jozmug Leadheart
Drow Warrior
Armor Class 17 (plate)
Hit Points 58 (9d8 + 18)
Speed 30 ft.
Armor Class 14 (leather armor)
Hit Points 32 (5d8 + 10)
Speed 30 ft.
Medium humanoid (dwarf), lawful good
STR
DEX
CON
INT
Medium humanoid (drow), lawful neutral
WIS
CHA
STR
DEX
CON
INT
WIS
CHA
16 (+3) 13 (+1) 14 (+2) 10 (+0) 11 (+0) 10 (+0)
15 (+2) 14 (+2) 14 (+2) 11 (+0) 12 (+1) 11 (+0)
Skills Athletics +5, Perception +2
Senses passive Perception 12
Languages Common, Dwarvish
Challenge 3 (700 XP)
Skills Athletics +2
Senses passive Perception 10
Languages any one language (usually Common)
Challenge 1/2 (100 XP)
Squad Tactics. Jozmug has advantage on an attack roll
against a creature if at least one of his allies is within 5
ft. of the creature and the ally isn't incapacitated.
Fey Ancestry. The drow warrior has advantage on saving
throws against being charmed, and magic can't put the
drow to sleep.
Actions
Sunlight Sensitivity. While in sunlight, the drow warrior
has disadvantage on attack rolls, as well as on Wisdom
(Perception) checks that rely on sight. Squad Tactics. The
drow warrior has advantage on an attack roll against a
creature if at least one of their allies is within 5 ft. of the
creature and the ally isn't incapacitated.
Multiattack. Jozmug makes two Greataxe attacks.
Greataxe. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10
+ 3) slashing damage if used with two hands.
Actions
Heavy Crossbow. Ranged Weapon Attack: +3 to hit,
range 100/400 ft., one target. Hit: 6 (1d10 + 1) piercing
damage.
Multiattack. The drow warrior makes two melee attacks.
Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft.,
one creature. Hit: 5 (1d6 + 2) slashing damage.
Heavy Crossbow. Ranged Weapon Attack: +2 to hit,
range 100/400 ft., one target. Hit: 5 (1d10) piercing
damage.
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13
Corrupted Minion
Medium humanoid (corrupted), neutral evil
Armor Class 8
Hit Points 22 (3d8 + 9)
Speed 20 ft.
STR
DEX
CON
INT
WIS
CHA
13 (+1)
6 (-2)
16 (+3)
3 (-4)
6 (-2)
5 (-3)
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 8
Languages understands all languages it spoke in life but
can't speak
Challenge 1/4 (50 XP)
Weak Corrupted Essence. The Corrupted Minion is
corrupted by the Void but is too weak to affect creatures
around it unless it directly attacks them itself.
Corrupted Essence. Any creature that comes in direct
contact with the Corrupted Minion takes x1 times
corruption. Direct contact means that the creature's skin
must touch the Corrupted Minion.
Actions
Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one
target. Hit: 4 (1d6 + 1) bludgeoning damage.
Void Leap. The corrupted minion can jump with inhuman
strength in an effort to land on an enemy and throw
them prone. The Corrupted Minion can leap up to 20
feet away. Target creature must make a DC15
Constitution saving throw or be knocked prone.
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14
Void Spawn
Lesser Void Elemental
Armor Class 10
Hit Points 10 (3d6)
Speed 15 ft.
Armor Class 14 (natural armor)
Hit Points 57 (6d10 + 24)
Speed 30 ft.
Small elemental, chaotic evil
STR
DEX
CON
Large elemental, chaotic evil
INT
WIS
CHA
STR
DEX
CON
INT
WIS
CHA
5 (-3) 11 (+0) 10 (+0) 11 (+0) 10 (+0) 12 (+1)
14 (+2) 12 (+1) 14 (+2) 5 (-3) 10 (+0)
Damage Vulnerabilities Any Starlight Magic
Damage Immunities void
Condition Immunities poisoned, corrupted
Senses darkvision 60 ft., passive Perception 10
Languages -Challenge 1 (25 XP)
Damage Vulnerabilities Any Starlight Magic
Damage Resistances bludgeoning, piercing, and slashing
from nonmagical weapons
Damage Immunities void
Condition Immunities exhaustion, grappled, paralyzed,
petrified, poisoned, prone, restrained, unconscious
Senses darkvision 60 ft., passive Perception 10
Languages Deep Speech, Primordial
Challenge 3 (700 XP)
Death Burst. When the Void Spawn dies, it explodes and
corruption spreads around it. Each creature within 5 ft.
of the Void Spawn must succeed on a DC 10 Dexterity
saving throw or take 2 (1d4) void damage.
8 (-1)
Void Form. The elemental can enter a hostile creature's
space and stop there. It can move through a space as
narrow as 1 inch wide without squeezing.
Weak Corrupted Essence. The Void Spawn is made of the
Void but is too weak to affect creatures around it unless
it directly attacks them itself.
Corrupted Essence. The elemental is made of the Void
and any creature that comes in direct contact with it
takes x1 times corruption. Direct contact means that the
creature's skin must touch the elemental.
Actions
Slam. Melee Weapon Attack: +2 to hit, reach 5 ft., one
creature. Hit: 2 (1d4) bludgeoning damage plus 2 (1d4)
void damage.
Actions
Multiattack. The elemental makes two slam attacks.
Void Spit (Recharge 6). The Void Spawn exhales a 15-foot
cone of void goo. Each creature in that area must
succeed on a DC 10 Dexterity saving throw, taking 4
(1d8) void damage and taking x1 times corruption on a
failed save, or half as much damage on a successful one.
Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 7 (1d8 + 2) bludgeoning damage +2 void
damage.
Whelm (Recharge 4-6). Each creature in the elemental's
space must make a DC 13 Strength saving throw. On a
failure, a target takes 10 (2d8 + 2) bludgeoning damage.
If it is Large or smaller, it is also grappled (escape DC
12). Until this grapple ends, the target is restrained and
unable to breathe. If the saving throw is successful, the
target is pushed out of the elemental's space.
The elemental can grapple one Large creature or up to
two Medium or smaller creatures at one time. At the
start of each of the elemental's turns, each target
grappled by it takes 10 (2d8 + 2) bludgeoning damage
and takes x2 times corruption for each turn it spends
there. A creature within 5 feet of the elemental can pull a
creature or object out of it by taking an action to make a
DC 12 Strength and succeeding.
Expand Corruption (1/Day). The void spawn has a 10
percent chance of summoning a copy of itself. The
summoned copy appears in an unoccupied space within
5 feet of its summoner and acts as an ally of its
summoner.
15
Laristra Highshard
Medium humanoid (any race), any alignment
Armor Class 12 (15 with mage armor)
Hit Points 120 (27d8)
Speed 30 ft.
STR
DEX
CON
INT
WIS
CHA
9 (-1) 14 (+2) 11 (+0) 17 (+3) 12 (+1) 11 (+0)
Saving Throws Int +6, Wis +4
Skills Arcana +6, History +6
Senses passive Perception 11
Languages any four languages
Challenge 6 (2,300 XP)
Dark Devotion. Laristra has advantage on saving throws
against being charmed or frightened.
Medallion of Za'strasz. Laristra is wearing an amulet that
allows her to keep her Void Barrier up all the time while
at the same time casting spells. The Void Barrier makes
her invulnerable to all attacks unless someone uses
starlight magic against it, which can break it instantly if
it's a level 3 or higher spell.
Spellcasting. The mage is a 9th-level spellcaster. Its
spellcasting ability is Intelligence (spell save DC 14, +6
to hit with spell attacks). The mage has the following
wizard spells prepared:
Cantrips (at will): Light, Sacred Flame, Void Bolt*
1st level (5 slots): Inflict Wounds, Healing Word, Mage
Armor, Magic Missile
2nd level (4 slots): Silence, Hold Person,
3rd level (4 slots): counterspell, Mass Healing Word,
4th level (4 slots): Ice Storm
5th level (2 slot): Flame Strike*
Actions
Staff. Melee or Ranged Weapon Attack: +5 to hit, reach 5
ft., one target. Hit: 8 (1d8 + 3) bludgeoning damage.
Void Bolt, in this case, is the same as Fire Bolt but does void
damage instead.
Void Explosion, in this case, is the same as Flame Strike but
does void damage instead.
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Laristra was once a priestess of the Church of Stars but just
like Kycis, she has fallen to the corruption and the promises
for power that Za'strasz, the Void god, has made to her.
16
Scion Void Lord
Actions
Huge aberration, Chaotic Evil
Multiattack. The void lord makes two slam attacks.
Armor Class 15 (natural armor)
Hit Points 200 (17d10 + 107)
Speed 0 ft.
Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one
target. Hit: 19 (3d8 + 6) bludgeoning damage.
STR
DEX
CON
INT
WIS
CHA
22 (+6)
9 (-1)
20 (+5)
3 (-4)
11 (+0)
1 (-5)
Void Gaze (Recharge 5-6). The void lord targets one or
more creatures it can see within 10 ft. of it. Each target
must make a DC 17 Wisdom saving throw against this
magic. On a failed save, a target can't use reactions, its
speed is halved, and it can't make more than one attack
on its turn. In addition, the target can take either an action
or a bonus action on its turn, not both. These effects last
for 1 minute. A target can repeat the saving throw at the
end of each of its turns, ending the effect on itself on a
success.
Damage Immunities poison, psychic; bludgeoning,
piercing, and slashing from nonmagical weapons that
aren't adamantine
Condition Immunities charmed, exhaustion, frightened,
paralyzed, petrified, poisoned
Senses darkvision 120 ft., passive Perception 10
Languages Common, Deep Speech, Celestial, Primordial
Challenge 11 (7,200 XP)
Scion's Command. As an action, the void lord targets one
creature within 200 ft. The target must make a DC 14
Wisdom saving throw and on a failed roll be magically
charmed as the void lords commands it to make a normal
weapon attack against any other creature or move up to
its normal speed.
Cone of Voidflame. As an action, the void lord lets out a
massive wave of black fire in a cone shape in front of it.
Each creature in a 120-foot cone must make a
Constitution saving throw. A creature takes 4d8 void
damage on a failed save, or half as much damage on a
successful one.
Immutable Form. The void lord is immune to any spell or
effect that would alter its form.
Corrupted Essence. The void lord is made of the Void and
any creature that comes in direct contact with it takes x2
times corruption. Direct contact means that the creature's
skin must touch the creature.
Magic Resistance. The void lord has advantage on saving
throws against spells and other magical effects.
Void Bolt Storm. As an action, the void lord targets 2
creatures that it can see within 60 ft. of itself. Targeted
creatures must make a DC 14 Wisdom Saving Throw and
suffer 12 (2d8 + 2) force (or Void) damage on a failed
roll, or half as much on a successful one. Any creature
that is standing in void slime takes double damage from
this.
Void Lord. The void lords are fearsome creatures that
embodiments of the void itself. Za'strasz trusts them
more than any of its followers and has therefore granted
them immense power. The void lord may make two
actions on its turn when using its special abilities (not
slam attacks).
17
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18
Afterword
Thank you for taking the time to download, read and
maybe even play this module. Every story I write, every
character I create, every comment you leave on my
posts, every piece of feedback I receive, everything is
motivating me to write more. I am loving every
moment I put into this and I have all of you to thank for
this. Thank you for your support.
I would like to thank the featured creator, Fantasy
Atlas, once again for allowing me to use his work to
bring life (or the corruption of the void in this case) to
this adventure.
If you would like to support Kelfecil's Tales with all
of the adventure writing, we have set up a Patreon.
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