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The Lair of Elaacrimalicros in the High Forest, the Aarakocra Tribe Seek to Exact Revenge on an Ancient Enemy

The Lair of Elaacrimalicros in the High Forest, the Aarakocra Tribe Seek to Exact Revenge on an Ancient Enemy

The Lair of Elaacrimalicros In the High Forest, the Aarakocra tribe seek to exact revenge on an ancient enemy. Can the PC's assist in their cause? A adventure for 4-6 characters of 5th level by Joseph Bingaman

DUNGEONS & DRAGONS, D&D, , Forgotten Realms, the dragon ampersand, and all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the Community Content Agreement for Dungeon Masters Guild. All other original material in this work is copyright 2017 by Joseph Bingaman and published under the Community Content Agreement for Dungeon Masters Guild.

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1 Credits While reading through my mass amounts of D&D material Developmental Team on my laptop, looking for good plots based in the Silver Lead Designer: Joseph Bingaman Marches, I stumbled across Jeff Quick's Aarokocran Portals Story Design: Joseph Bingaman, Robert Smith column, specifically the portal to the Elemental Plane of Air. I Editor: Joseph Bingaman read the column, and cross-referenced everything I had on Art Director & Cartography: Joseph Bingaman the aarakocra in the High Forest, Elaacrimalicros, and the Cover Art: neocaos on deviantArt. The Dragon's Princess like. What I gathered together looked like a plotline that was http://neocaos.deviantart.com/art/The-dragon-s-princess- ready to go, but was never followed up on. So I started 136884106. 2009 Used under Creative Commons writing the adventure. Attribution-ShareAlike 3.0 Unported License As I said, I had OP character issues (my own fault mixed (https://creativecommons.org/licenses/by-sa/3.0/legalcode) with lucky die rolls), so I devised a deathtrap of a dungeon, Playtesters: Karen Bingaman, Lori Congdon, Dustin Hunt, using every source I could. I pulled obscure traps from Robert Smith Dragons of Faerun and found a few obscure creatures here Made using the Homebrewery and there. I ran some stuff by my best friend/D&D sidekick http://homebrewery.naturalcrit.com Robert Smith, who suggested the hoard screwjob (again, Big Shout Out: To Glen Cooper of Dreadful Dungeons. This more on that towards the end), and in a matter of days, I had guy really brought the trap door for the secret entrance to the finished adventure. life, with a spin on the OTHER trap door. Check out his Play on this adventure commenced in early 2014. The "Deadly Dungeon Doors" on DMGuild campaign revolved around the PC's having repeated attempts (http://bit.ly/DDDDmsG), as well as his Patreon at assassination by the Red Wizards of Thay. The PC's were (https://www.patreon.com/dungeondoors). in the area between Quosten's Hold and Calling Horns, I Dedicated In Memory Of Cody Derby, fellow gamer and cannot recall why, however, this was the perfect place, with friend. 1990-2017 R.I.P. Derb, our adventures had just it's close proximity to the Lost Peaks that I could have begun, JB. Wuorlah (remember, it was originally based in 1372 DR) meet them. Additional Information Everything went as expected. The players jumped on the The following D&D books provided material and inspiration: deal offered by Wuorlah - what 5th level player wouldn't jump on the chance for a dragon's hoard for just mapping the lair Baker, Richard, Robert J. Schwalb, and others. Elemental for a strike team of assassins? It was bait, I'll admit it, but it Evil Players Companion. 2015 was a good bait, as the deal makes them wait 30 days to reap Boyd, Eric L., Eytan Bernstein. Dragons of Faerun. 2006 the rewards. It didn't seem too unbelievable, even to my Boyd, Eric L. Dragons of Faerun, Part 1: Roll Call of outside-the-box thinking players. Dragons, Wizards of the Coast website I have to give Robert credit, as he knew what was coming, (http://archive.wizards.com/default.asp? and stayed quiet. Excellent separation of player/character x=dnd/we/20060913a). 2006 knowledge. My wife Karen knew stuff as well, except she Greenwood, Ed, . Silver Marches. 2002 didn't realize it until later that I had given her vague Greenwood, Ed, Sean K. Reynolds, , and scenarios, like the mirror kitsune. Granted, I don't think she . Forgotten Realms . 2001 would have used the knowledge, but she is my Rules Guru. Helland, Jenna, Adam Lee, and others. Storm King's She will find loopholes to any situation thrown at her. Ask her Thunder. 2016 sometime about using Mage Hand, Prestidigitation, and Henson, Dave "slade", , , and shards of glass to clear a room of kobolds. others. The North: Guide to . 1996 All in all, the adventure served it's purpose. My players Mearls, Mike, Jeremy Crawford, and others. reined in a bit, everyone had fun, and I had an adventure that 's Tome of Foes. 2018 was worthy of publishing. After we made the switch to 5th Quick, Jeff. Perilous Gateways: Aarakocran Portals: Edition, and Guild website was Elemental Plane of Air Portal, Wizards of the Coast initiated, I brought this to the newest edition. Website (http://archive.wizards.com/dnd/article.asp? x=fr/pg20020109a). 2002 - Joseph Bingaman, 02/07/2017 Wyatt, James, Rob Heinsoo. Monster Compendium: Monsters of Faerun. 2001 REVISION NOTES After Mordenkainen's Tome of Foes was released Author's Introduction in 2018, the Green Abishai trap was changed to a I wrote this adventure originally late in 2013 for the 3.5 trap that summons two WHITE abishai. The Green revision of Dungeons & Dragons. I was having some issues Abishai was removed and replaced with the White, with players and OP characters, so I decided to have some due to the change in strength of the Green Abishai from 3.5 to 5th. The spell, Conjure Green Abishai fun andSample make something that seemed harmless, but turned file was rewritten and renamed Summon Abishai. This out to be quite deadly, as well as a potential moment that was done to keep with Wizards published content. would make them groan (more on that later). J.B. 02/01/19

CREDITS 2 Introduction or over a century, the wrath of the ancient green dragon Elaacrimalicros has been felt by the The Assassination Plot aarakocra of the High Forest. This is most felt The plan of the Nest of Retribution is simple. After gaining near the Lost Peaks, where their numbers have entry to Elaacrimalicros' lair, powerful air elementals will dwindled to the teens. A resistance, known as keep him held back in his main chamber, buffeting him with the Nest of Retribution, has started to rise up, their strong winds, while also protecting the aarakocra from Fand has planned out an attack on the dragon's his poisonous breath weapon. The aarakocra, meanwhile, lair, with assassination as the outcome. will attack with ranged attacks, careful to avoid any attacks by The players won't be expected to participate in that part of the dragon that may get past the air elementals' assaults. the plan, however. The plan for them is to scout the actual lair For all this occur, however, the aarakocra need to know the and map it out, as well as disable any traps, if possible. The layout of Elaacrimalicros' lair. They know the location of his easier they make the job for the Nest of Retribution, the lair on the Star Mounts, but no aarakocra that has ever greater liklihood that their mission will be a success, and the entered his lair has ever come out. It is widely known that he players will reap the benefits...sort of. did charm a clan of dwarves into expanding his lair as he grew, however, it is assumed that Elaacrimalicros did not Adventure Background allow them to leave, as to protect the whereabouts of his lair. The Star Mounts lie near the center of the mysterious High Forest, located in the Savage Frontier. It is from the Star Aarakocran Portal Mounts that the Unicorn Run springs from, as it flows down The Nest of Retribution opened this portal to the through the High Forest into the Delimbiyr Vale on its way Elemental Plane of Air in 1374 DR, with the hopes into the Delimbiyr River. This is one of the safest routes into of a speedy victory in a battle with Elaacrimalicros. the High Forest, and possibly the only way to find the Star However, though the aarakocran clerics, druids, Mounts, as no roads or trails are known to lead to them. and wizards were familiar with the Elemental Plane The green dragon known as Elaacrimalicros made his lair of Air and its occupants, they did not expect them here about six centuries ago. He hunted what he could, but to be so much of mercenaries. As a result, in eventually he slumbered for decades. When he awoke, about exchange for the elementals' promise to help 1364 DR, he discovered the local tribes of aarakocra were defeat Elaacrimalicros, the Nest of Retribution easy targets, and he shrank down his hunting grounds to the must perform favors or retrieve lost or stolen items High Forest. For generations, he hunted down the aarakocra, for the elementals from the Prime Material Plane. causing some tribes to flee, while others went extinct, killed Because the aarakocras are asking every elemental off by Elaacrimalicros' hunts. they can summon to attack an ancient dragon, one By 1374 DR, only a handful of tribes remained. One, the of the most powerful beings on the continent, the elementals require some serious payment in return. Khle'cayre ("Last Aerie") was home to a mere 47 aarakocra The portal is well hidden, and one of the least upon the Star Mounts. Elaacrimalicros hunted them to their obvious portals in all of Faerun. The portal lies in teens before their leader, Wuorlah, moved them north to the midair, about a quarter mile east of the edge of the Lost Peaks. They rechristened themselves as the Nest of Lost Peaks. It also has no visible markers or Retribution. Their first attacks used air elementals boundaries. The members of the Nest of summoned from their portal to the Elemental Plane of Air Retribution that are aware of its existence (see Aarakocran Portal sidebar) near the Lost Peaks. This memorized where they created the portal and can strategy helps protect the aerie from assaults by orient themselves with it from either side. Only Elaacrimalicros, but is not enough to defeat him, as he flies when the portal is open can it be detected, and away from stronger elementals. then only when looking down upon it at an angle Now, in 1491 DR, after almost 120 years of avoiding from above, when a 15 foot diameter of sky decimation, the Nest of Retribution has gained the attention appears where ground should be. of tribes of aarakocra that fled, with many aarakocra from The portal has a few key points that should be those tribes volunteering to join the cause. Many aarakocra known: have returned from across the North and Cormyr, where The key phrase to opening the portal is "Swift many survivors of Elaacrimalicros' early assaults exiled Passage", spoken in Auran. themselves to for safety. The tribe has since returned to the There are always at least two air elementals Star Mounts' southernmost mountains. guarding the portal on either side. The arrakocran population has grown to a point where Wuorlah's son and successor, Avorlah, has decided that now is the time for a direct assault on the lair of Elaacrimalicros, using a combined force of air elementals and aarakocra. With the menace known as Elaacrimalicros destroyed, the aarakocraSample can return to their home in the Star Mounts, file where they have made their aerie since -31000 DR.

PART 1 | INTRODUCTION 3 Running the Adventure New Faction: Nest of Retribution To run this adventure, you will need the fifth edition Player's The Nest of Retribution was founded by the clerics, Handbook, 's Guide, Volo's Guide to druids, and wizards among the Star Mounts tribe of Monsters, Mordenkainen's Tome of Foes, and Monster Aarakocra. Their leader at the time, an old, feeble Manual. The Sword Coast Adventurer's Guide and Storm aarakocra named Wuorlah, had led them to the King's Thunder, while not required, may be useful in running Lost Peaks to hide and plot revenge against this adventure as they contain information on the High Forest Elaacrimalicros. and surrounding areas, as well as the Elemental Evil Player's Now, over a century later, Wuorlah's son, Companion, as it contains information on the aarakocra. Avorlah, has not only gained the following and support of aarakocra that fled, but also of air Other books with information that may be helpful are as elementals, along with a few humanoid druids and follows: rangers in the High Forest. The North box set, from 2nd edition AD&D The Nest of Retribution is a very secluded group Forgotten Realms Campaign Setting, from 3rd edition with centralized power. They seek to restore the home of the aarakocra, and stop the threat of Monsters of Faerun, from 3rd edition Elaacrimalicros. Many aarakocra, druids, and rangers Silver Marches, from 3rd edition of good or neutral alignment are drawn to of Faerun, from the 3.5 revision cause.

Text written in a box like this is meant to be read or Goals paraphrased to the players as they interact with NPC's, To reclaim the ancient home of the Star Mounts monsters, enter a new area, or as instructed otherwise. aarakocra. To eliminate the threat of Elaacrimalicros. The contains the stat block for Beliefs Elaacrimalicros. Use the entry for an Ancient Green Dragon Seclusion and secrecy are the keys to survival. found on page 93. Monsters in Bold are found in the Monster Evil takes many forms, and all are suspect until Manual. Monsters in Bold Italics are found in Volo's Guide to they prove their worth. Monsters and Mordenkainen's Tome of Foes. New creatures The aarakocra will overcome this threat. are found in Appendix B, as well in J. Halk Games Lethal Lexicon. All spells are found in the Player's Handbook, unless Member Traits it is a new spell, which then the text will direct you to Members of the Nest of Retribution are spread out Appendix C. NPC's are in Appendix D. far and wide, usually seeking payment for the air elemental mercenaries they employ. They operate in secret, and usually in isolation. Socially, they are Deadly By Design wary of outsiders and draconic species, as well as This adventure was designed to be VERY difficult. Many of sorcerers. Around the High Forest, anyone could the scenarios were designed to be deadly. This adventure be a spy for Elaacrimalicros. does not mean the players must die, however, should the party find themselves in a TPK situation, try to give them a Ranks way out. Perhaps Elaacrimalicros wants to keep them around Hatchling (rank 1) as a snack later, or perhaps he makes them an offer they Flightless One (rank 2) cannot refuse. Maybe a trap malfunctions slightly. Give them Feathered Friend (rank 3) every opportunity to survive the adventure. Soaring Savior (rank 4) Eagle Eyed (rank 5) Treasure This adventure involves a dragon's hoard, a majority of which are gold coins. Fear not, as the player's will not receive these immediately at the end, but a after the characters reach an appropriate level to battle the Gold Coin Golem. Also, as an option, the gold coins may mostly be lost if you fear your players will have too much gold, by using the example in the Author's Introduction. Most of the other treasure that is found is a little light, so if you plan on using the above example to lessen the hoard haul, give the players the maximum in the other areas. Some of the other treasure is also trapped, false, and/or destroyed in the course of the adventure. Green dragons enjoy living treasures, so there are several dwarvesSample wandering the lair. The aarakocra wish them to be file captured, if possible. If any aarakocra are found, they too should be captured.

PART 1 | INTRODUCTION 4 Chapter 1: An Unexpected Meeting his chapter starts the sequence of events that leads to the players assisting the Nest of We have nothing to offer in advance, however, once the Retribution. The characters have the option of dragon is slain by our forces, we shall tell no one, until after we reaching the first rank of the Nest of inform you so you may have the first stab at the dragon’s Retribution faction if they choose so just by taking the mission. hoard. Take all you can carry. It would all be yours.” The adventure is styled that the players are on the T If the characters are still interested, continue. If they need Delimbiyr Road between Secomber and Zelbross, though something to sweeten the deal, Avorlah will grant them the Appendix A lists links to other locations through official ability to access the portal to the Elemental Plane of Air (see adventures that can be tied in. Introduction). The characters are travelling to Secomber for one or more of the following hooks: “A fair warning though first. Elaacrimalicros is a powerful, old Secomber is being held at the whim of the nearby Urshani dragon. Many of the rooms in his lair he can no longer access hobgoblins. This tribe resides in the High Moor and with his body, but he can still breathe his vile acid breath into demands "tributes" several times a year, coming in and most of them. He also has "living treasures" wandering these forcing the residents of Secomber to give them food, ale, and mined ore as a form of "protection". The "protection" chambers. These rooms house older hoards of his from when is from the hobgoblins themselves. he used to be able to access these chambers. Feel free to take The characters are looking for entertainment and shelter whatever you wish from these chambers, for he most likely after a long travel, and the Seven-Stringed Harp is known does not recall everything that is in these chambers. But do to have the finest minstrels passing through, while the not try to take from his main hoard, for this he will surely Singing Sprite is the only inn with any sort of good notice, and fight for it to the death. I wish you all luck. I will reputation in the area. meet you back here in a tenday to receive the map, and in the If the characters are involved with the Zhentarim, they can be on a reconnaissance mission, as the Zhentarim once future someone from our tribe will contact you telling you of held a solid foothold in Secomber a century ago, and the dragon’s demise. Farewell, young heroes.” would like to regain control of the Delimbiyr Road. Avorlah (See Appendix D) will answer any questions the When you and the players are ready to begin, read: characters may have about the Nest of Retribution, to the best of his nature. He is secretive about the main aerie, as The winds lash at you and the rain bites hard. The weather took well as the portal. He will also provide a map to the lair, as a turn over an hour ago, but you push on, eager for a warm well as describing the waterfall the main entrance lies behind. meal, dry clothes, and some entertainment. You know you He also asks that if any aarakocra are encounterd as "living treasures", that they be captured, rather than killed. must be getting close to Secomber soon. Suddenly, you feel eyes upon you from above, followed by a large wooshing sound, then the flapping of wings. An Aarakocra in the Party aarakocra lands in front of the party, and bows. Should one of the characters be an aarakocra, “Greetings, great travellers! I am Avorlah, shaman of the last Avorlah will treat the situation slightly different. remaining tribe of Aarakocra in the High Forest and He will ask that the aarakocra try to refrain from representative of the Nest of Retribution. We have been entering Elaacrimalicros' main hoard chamber, watching your exploits from above, and would wish to hire you as the sight of the aarakocra will give away the for a dangerous mission of great importance.” plan. He will also ask that the aarakocra try to remain When the characters agree, continue: in the shadows or cloaked as much as possible inside, for fear that one of Elaacrimalicros' "living treasures" will alert the dragon to the “Over the last century, the ancient green dragon presence of an aarakocra. Elaacrimalicros has ravaged our people. Where we once had 4 large colonies in the High Forest, we are down to one final tribe left on the Star Mounts. We seek revenge for our brethren. We seek the blood of the dragon. But we need assistance. We can kill the dragon, but we require scouts of a more...humanoidSample persuasion to map out the dragon’s lair, file giving us the layout and locations of traps that are too difficult for the scouts to disarm.

CHAPTER 1 | AN UNEXPECTED MEETING 5 Chapter 2: The Unicorn Run he characters, should they choose to start Korreds immediately, are instructed to follow the Two korreds appear, asking if the characters had seen a Unicorn Run into the High Forest. Along the group of dwarven miners in the area. These miners are way, there will be several random encounters rumored to be searching for a vein of gems in the Star with creatures that reside in this mysterious Mounts. If the party has encountered them without place, as well as the reclusive wood circumstance, they can direct the korreds in the direction of Tencampment of Te'Telvaen ("Well of Life"). The the dwarves. wood elves will be territorial, but neutral towards the PC's In actuality, these dwarves are spies of Elaacrimalicros unless Kleckikki is with the party, which then they will be (see below), that watch for aarakocra and air elementals in favorable towards the PC's. It is up to the DM when the area. If Kleckikki is with the party, he will inform the Kleckikki (see Appendix D) joins the party, but it should be korred of this, otherwise, unless the PC's had already no later than reaching Te'Telvaen. The elves of Te'Telvaen, encountered the dwarven party, it is unknown to the while not directly allied with the Nest of Retribution, are characters. sympathetic to their cause, and will provide food, shelter, and If there is a dwarf in the party, the korred will not speak to protection to those affiliated with the Nest if required. the dwarf, and be unfriendly towards it, but not hostile. The Unicorn Run has been described as a "place of unearthly, tranquil beauty", filled with sylvan creatures such Unicorn Run Random Encounters as dryads, treants, and unicorns. The forest predators, such d100 Encounter as owlbears and stirges, tend to avoid the immediate vicinity, as the sylvan defenders will fight evil creatures, as well as 01-08 Dryads woodcutters and those who use fire. It is said that every 09-16 Treants natural race was said to have emerged from the womb of 17-24 Unicorns Chauntea onto Toril at the river's source high in the Star Mounts, and then traveled down the Unicorn Run to the 25-32 Korreds outside world, making it the Font of Life. As such, the elves, 33-40 Satyrs korreds, and all agree that the waters are sacred, and that if the waters are tainted, no new races would ever be 43-48 Lone Ranger born to Toril again. 49-56 Halflings 57-64 Nymphs Random Encounters 65-72 Wood Elf Scout Party Characters travelling up the Unicorn Run will encounter 73-80 Aarakocra many different creatures. Several of these may challenge the characters; a few may draw the ire of the elves of Te'Telvaen if 81-88 Blights not dealt with in a diplomatic manner. Also, any tainting of 89-94 Dwarven Miners the water, by blood or remains, will turn the elves of 95-99 Te'Telvaen against them permanently, as well as any local korred or tribes. 100 Disciples of Aumvor the Undying

Dryads Satyrs 1d4 + 1 dryads encircle the party, questioning their presence 2d4 satyrs come from the thickets, panpipes in hand. If a in the valley. the dryads will not attack the characters unless bard is in the party, the plan is to lull the party to sleep, then they use open flames, taint the waters, harm trees, or attack kidnap the bard. If the party is without a bard, the plan is to the dryads. charm the party into leading them to the nymphs, if already encountered. Treants If the party has neither a bard nor encountered nymphs, 1 treant makes itself known purely by accident when a the satyrs play a little tune the means "Greetings!", and pass character leans against it. The treant will remain neutral to onward. the characters unless they harm a tree or produce fire, upon which it will animate 1d4 trees and attack the characters in a Lone Ranger blind rage. A lone human ranger, Kellis Darkwood (See Appendix D), lies critically injured near the river. He was hunting elk Unicorns nearby when he was attacked by a rogue owlbear. Kellis is a 1d3 unicorns are seen, passing through the forest. If the member of the Emerald Enclave, and any party members that characters are injured, they will provide assistance with their are also members are required to assist him. If the party healingSample touch abilities. If the characters are under attack, assists him, and does not have a filefaction (other than Nest of they will use their shimmering shield abilities to protect the Retribution), they gain favor with the Emerald Enclave. characters they determine are in the most peril.

CHAPTER 2 | THE UNICORN RUN 6