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. Patreon Supporters Ayesha Daoud Coby Alexander Patrick Scribner Artemisthemp Hunter Adkins Cam B Seberous Andrew Leaming Keven Aggro Aggron Rikki D Venatus Maps Beary el osos Bill Nussbaumer Alex Alex Smith Paul Smith mark bloomer Abdullah Aboalwa Couch Burgers Patreon Fan Xavier Amend Billy Greene Josh Elliott Anthony DeRosso Joshua Schutzler Lara Nick Emilia MoFest Moonlight Maps Y4CK Paul Dawkins Mike Conley Karlel Cornejo Milo Sabrina Schi Nebel Geisterjäger Antoni Sobkowicz The Goblin Explorer Sandrine Lasserre Oliver Voigt Brodown Cryptik Loottavern Marcel Prinsloo Sergio Vilches Jenn Nsk Daphne Rhys Mark Shevchenko Hannah Brown Jos Howie Taylor Silvio Rene Lopar JC Ramin AStarryFox Naomai Alexander Matthew Lougheed Ian Achzenick FeyMa Emma Kate Cthonia Kori Martin Rebane Keks AdR KataiAkuma 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. Get more beautiful art, tokens and printable minis from Paper Forge. 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. Get more beautiful art, tokens and printable minis from Paper Forge. 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. Get more beautiful art, tokens and printable minis from Paper Forge. 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. 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(h) “You” or “Your” means the licensee in terms of this agreement. 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. Patrons get access to various exclusives! 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