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THE pillars of pelagia BByy Chris Doyle • CCoverover Artist:Artist: • EEditor:ditor: Tim Wadzinski AArtrt DDirectorirector: Jeremy Mohler for Outland Entertainment IInteriornterior AArtists:rtists: Shannon Potratz, Aaron Palsmeier, Pedro Figue CCartographer:artographer: Keith Curtis • DDesign:esign: Edward Lavallee GGraphicraphic DDesign:esign: Jamie Wallis • PPlaytesters:laytesters: Lisa Doyle, Alec Doyle, Eric Jessup, Mark Fortin, Devin McCullen, Steve LaBun

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FIFTH EDITION FANTASY THE pillars of pELAGIA 1 The Pillars of Pelagia By Chris Doyle

Th e Pillars of Pelagia is an adventure designed for use with erful kraken sorcerers for their own diabolical schemes, the 5th edition of the fi rst fantasy roleplaying game. It is was an immense ebony stone capable of enshrouding a intended for four to six 3rd-level characters and can be fi ve-mile radius of the surface world in constant dusk-like completed in a single session. Depending on the number conditions. One year after her victory, a band of adven- of characters and the challenges overcome, the characters tures led by the paladin Valinus destroyed the Shadow- should gain one level by the end of the adventure. A va- stone and routed the armies of the Devil-Lich. Th is riety of character classes is suggested to tackle the chal- short adventure is the story of how Chalychia (before she lenges presented herein, and since investigation and de- embraced undeath) acquired the powerful relic, and how duction are paramount in this adventure, a strong sword a band of fl edgling adventures discovered the secret to de- arm might not be the ideal solution to a situation. One of stroy it, setting the stage for her eventual defeat. It occurs the characters should understand the Draconic language. about 20 years before the Devil-Lich attacks Arovarel, or Th e adventure is set along an isolated coast complete with the year 2650 EC. Although astute readers will under- majestic sea cliff s and a nearby small village. stand the obvious back story tie-in with the 3.5 edition In the year 2670 EC (530 years ago), the Devil-Lich module DCC #13 Th e Crypt of the Devil-Lich, that ad- Chalychia attacked and destroyed the elven city of venture is not required to enjoy the challenges presented Arovarel. Instrumental to her victory was an artifact herein. called the Shadowstone. Th e Shadowstone, created by pow- Background Along a remote sea coast are seven stone pillars that reach powerful artifact called the Shadowstone. Arcadianus nev- from the turbulent coastal depths to a height of several er discovered the krakens’ ultimate goal for this weapon, hundred feet. Although rumored to have been created by but he surmised the krakens were developing a nefarious divine means, simple erosion and wave action sculpted plot. At the cost of two dear friends the relic was secured, the majestic formations. When the wind blows from a and moved to his sea tower. Th e massive Shadowstone, certain direction, it creates a soothing melodious trill that nearly 15 feet long and about 8 feet wide, was placed in encourages passing whales to respond with song. Th e lo- a submerged vault protected by enchantments. It took cation has always been a favored spot to worshipers of a short time for Arcadianus to discover how to activate Pelagia, and thus the name Th e Pillars of Pelagia was be- and deactivate the relic, but many years of research were stowed upon the unique geographic feature many years needed to discover the secret of how to destroy it. Th ese ago. Th e location attracted a powerful wizard (and de- secrets were documented in a book, and placed in a spe- vout follower of Pelagia) named Arcadianus. Desiring a cial extradimensional chest that’s contents could only be remote location to pursue his arcane studies in peace, he summoned by a password known to Arcadianus. How- used magic to augment the natural erosion of one of the ever, there was another method to open the chest… larger columns, carving a tower inside the pillar (some- When Chalychia Forlorna, an ambitious drow matron times referred to as the sea tower). bent on bringing her armies to the surface world, learned Years before this story begins, Arcadianus led many al- of the Shadowstone, she knew she must have it. With such lies on fabulous quests, including some to the bottom of a powerful relic at the front of her army, she could estab- the ocean via powerful magic. One of these was to the lish a permanent base of operations on the surface to eas- dark abyss of the ocean where a cadre of krakens created a ily conquer the surrounding lands. Ever the patient one,

2 FIFTH EDITION FANTASY THE pillars of pELAGIA she spent years spying on Arcadianus (using her crystal of cryptic Draconic passages. Although Solemaya found ball, spells, and mundane methods) to learn about the one such passage, she doesn’t comprehend Draconic and wizard and his sea tower. Although Arcadianus often de- dismissed its importance. Eventually, Solemaya learned tected the magical eavesdropping, he assumed it was an the true purpose of the wind chime, and stepped up her old rival, and thought little of the intrusions. During this eff orts to capture the pesky dragon. While her koalinth time, she cultivated an alliance with a band of aquatic allies failed again and again, Solemaya amused herself drow and their koalinth (aquatic hobgoblin) allies. When with one of Arcadianus’ more interesting magical devices. the time was right, she sent her allies to attack the sea Recently, Solemaya fi nally captured the old wizard’s cun- tower from the water. Once secure, Chalychia arrived via ning familiar. Solemaya suspects the familiar knows the teleporting for a fi nal showdown with Arcadianus. After a command word, and is trying to extract it from the di- dazzling duel of magic, she prevailed and transported the minutive dragon. subdued wizard and the Shadowstone back to the Under- dark. Adventure Hooks But Arcadianus’ will was stronger than she expected, and in a fi t of rage she killed the wizard before she recovered Th is adventure begins with the characters arriving at the all the information about the Shadowstone, such as the se- cliff overlooking the Pillars of Pelagia (and thus the sea crets to its destruction. She (correctly) suspected that Ar- tower), which is area 1-1. Begin play with Beginning the cadianus hid the information somewhere in his sea tower. Adventure below. It is the responsibility of the GM to de- Although she wouldn’t mind spending years researching vise an appropriate plot hook to get the characters to the the abilities of the Shadowstone before its use, she sent a sea tower and investigate the whereabouts of Arcadianus: small group of koalinth led by an aquatic drow back to • Th e characters are hired by a resident of Waterton the sea tower to search for the information. Th e leader to investigate the whereabouts of a reclusive wizard of this band, Solemaya, is a promising female aquatic named Arcadianus. Th e wizard typically frequents the drow cleric tempted with the prospect of formally join- nearby town to purchase supplies, including rare spell ing House Forlorna if she successfully locates the secrets components, but has not been heard from in several of the Shadowstone. weeks. A large order of expensive herbs and incense Solemaya is now in control of the sea tower, with a small awaits pick-up from a local herbalist, initiating the re- group of koalinth. She has recovered a magic chest (ac- quest. tually, a secure chest; see appendix B for a description of • Th e characters are hired by another wizard (named La- this new spell), and determined that a command word is zlo, whose tower is a few days’ travel to the west), to required to open it. But the command word died with pick up a parcel from Arcadianus. When they arrive Arcadianus, and she hasn’t been able to fi nd reference to in Waterton, they learn of the wizard’s lack of recent it anywhere in the sea tower. In addition to the command contact. word, there is another method to open the secure chest. • Th e church of Pelagia hires/instructs the PCs to travel Th e wind chime of Pelagia is a magical device with four to the sea tower to investigate rumors of the wizard’s fl ute-like chimes, each constructed of unique materials disappearance. Th is hook works best if a cleric of Pela- and shaped like a diff erent sea creature. It once rested in gia is in the party. the open-air shrine at the top of the sea tower. Solemaya Quest: Investigate the Whereabouts of Arcadianus. despoiled the shrine and sundered the wind chime, as- Regardless of the hook used, the characters are sent to suming it was but a useless religious trinket. Aware that the sea tower expecting foul play of some sort. Th e GM the device could be used to open the secure chest, Arcadi- needs to determine an appropriate reward for the task, anus’ familiar, a sea pseudodragon named Myricia, gath- suitable to the campaign. ered the four chimes and hid them from Solemaya. Th e crafty little dragon eluded capture due to her diminutive size and knowledge of the sea tower’s nooks and cran- Beginning the Adventure nies. Hoping that help would soon arrive, Myricia has Th e adventure begins as the characters are approaching left clues to the whereabouts of the pieces, in the form the Pillars of Pelagia. Read or paraphrase the text below:

FIFTH EDITION FANTASY THE pillars of pELAGIA 3 Leaving the safety of the road behind, your band heads west following a twisting game trail. Your band scales a rocky crag General Features adorned with scraggy sprouts of weeds, each sporting tufts of Weather. Th e day is partly sunny with a brisk salty breeze fl u ff y cotton-like pods, poking out of the forlorn landscape. that occasionally gusts. A steady, stiff breeze laced with a slight briny scent swirls Sound. Outside, the wind occasionally creates unusual about as you plod upward. Short on breath, you fi nally crest sounds as the air is forced between rock formations. In- the rise, and are greeted by a more aggressive wind. Below, at side the sea tower, the constant wind can still be heard. least 200 feet down, is the rolling surf, crashing on protrud- Sea Tower. Th e interior walls of the sea tower were sculpt- ing rocks, and the base of an eroded cliff . ed from the stone with magic, and then worked with Oddly, a sandy clearing is located at the edge of the precipice. tools for delicate features. Due to the proximity to the A smooth white marble pedestal, shaped like a truncated sea, the whole tower is drafty and damp, with the faint pyramid, perhaps 4 feet high, is situated near the cliff ’s edge. scent of salty air. Ceiling heights vary based on individual Located a few hundred feet off shore is an eroded stone pillar, chambers, and lighting is specifi c to individual chambers perhaps 100 feet in diameter, and rising to a height exceed- as described in the text. Unless otherwise noted, doors ing the cliff where you stand. Th e pillar’s peak appears to be are made of unadorned stone. Climbing interior walls of adorned with monolithic stones, almost serving as a natural the sea tower require a DC 15 Strength (Athletics) check, crown. while exterior surfaces require a DC 18 Strength (Athlet- Th e PCs are at area 1-1. When they approach the pedes- ics) check. tal for a better look, proceed with the description below. AREA 1-1 – THE UNSEEN BRIDGE (Reference handout #1 on page 40) As the party approaches the pedestal, read or paraphrase the following: Th e marble pedestal is about 5 feet wide at its base, but slopes up to 2 feet wide at its truncated, fl at top. eTh top surface is smooth and plain, save for a slot 2 inches wide. Along the front of the pyramid is a similar horizontal slot, but about 4 inches wide. Th e marble under this slot is stained slightly yellow, as if a fl uid oozed out of the opening. Faint runes are inscribed in a fl owing pattern at the base of the pedestal. Arcadianus saw a need to defend the entrance to his tow- er from the casual passerby. Th us an alliance with a harpy that lairs nearby, and he cloaked the bridge in invisibility. He later added the perfume dispenser as a way for ex- pected guests to avoid the harpy. Pedestal. Show the players the illustration on Player Handout #1. Th e runes on the truncated pyramid are in eldritch symbols and can be deciphered with a DC 13 Intelligence (Arcana) check. Th ey read: Platinum in the slot, so she bothers you not. Arcadianus devised this “vending machine” from observ- ing a similar one used to dispense holy water in a temple dedicated to Myna. Any coin put into the top slot (it doesn’t need to be platinum; the wizard added that in

4 FIFTH EDITION FANTASY THE pillars of pELAGIA Don’t Listen

If the characters think to plug their ears against the harpy’s Luring Song, a suitable material grants advantage on the saving throw. Candle wax, heavy fabric, or cotton (such as the tufts found on the weeds approaching the clearing) are all suitable items. an eff ort to generate more funds) travels down the chute ible bridge while running, or during combat, he needs and triggers an elaborate gear system, which tips a crystal to make a DC 15 Dexterity (Acrobatics) check, or fall vial holding perfume. Th e perfume exits the horizontal prone. If a target rolls a 1 on this check, the target falls slot on the front of the pyramid, hence the staining. Un- off the bridge. less captured in a receptacle, a DC 15 Dexterity check is If the PCs throw a handful of sand on the bridge, it re- needed to “catch” the perfume, if unaware. If triggered veals a 10-foot section. Th at is the whole purpose Arca- subsequent times, the perfume is easily caught. dianus transported several tons of sand to the clearing: so Th e pyramid radiates magic, because an alarm spell (cast it can be used by guests to safely cross the bridge. Due to by the harpy Morella) has been placed on it. the high winds, the sand blows off the bridge in about an Th e perfume is not valuable, but the harpy disdains the hour, and it is safely concealed again. stench of such a pleasant fragrance. She will not attack a Arcadianus has a loyal bridge keeper, a juvenile harpy character (in melee) that has had the perfume splashed named Morella. Her mother lived in a nearby sea cave on him. If forced to attack an anointed target, she has for decades. When Arcadianus fi rst arrived and desired to disadvantage to hit. Of course, this doesn’t aff ect using settle in the Pillar, he struck an accord with the venerable her Luring Song. harpy (who has since passed on) to train her daughter Instead of using a coin, the dispenser can be triggered in wizardry. Arcadianus kept his end of the bargain, and with a DC 17 Dexterity check. At the back of the pyra- although Morella never progressed as a prodigy she ac- mid is a concealed access panel, requiring a DC 13 Intel- quired minor arcane talents. ligence (Investigation) check to locate and deduce how to Th e alarm spell is triggered when a target approaches open. It then takes a DC 12 Dexterity (Sleight of Hand) within 20 feet of the pedestal. Th e mental alarm alerts check to open by using the correct sequence of panel ma- Morella, who arrives after 3 rounds. She fl ies to an al- nipulations. Inside, below a complicated clockwork gear titude of 60 feet, and observes the characters for a few assembly (that sports the trademark of the Clockwork rounds. If they place coins in the slot and anoint them- Academy) is a crystal vial (worth 175 gp) holding several selves with the perfume, she spies on them but lets them drams of perfume. Th ere is also a small metal box holding use the bridge. If they attack her, destroy the pedestal, or several coins (4 sp, 11 gp, 15 pp). Frustrated PCs could attempt to cross without using the perfume, she attacks. always smash the pyramid with a bludgeoning weapon She starts by casting blade ward, and then uses her Luring (40 hit points, but immunity to slashing and piercing Song action. Note that while targets use the Dash action weapons), but this destroys the crystal vial. to move to her, they are granted a second saving throw to Bridge. Th ere is a 200-foot-long rope bridge that spans avoid falling off the cliff . She remains aloft about 60 to 90 the ocean, leading to a doorway into the sea tower (area feet away from the characters, using her fi re bolt 1-2). Th e bridge is attached to two thick poles on a ledge as needed. If reduced to 8 hit points or less, she fl ees to a about 5 feet below the cliff edge. If the characters are aware of the ledge, such as by tossing a few handfuls of sand on it, it’s an easy task to climb down. But to confuse guests, Arcadianus enchanted the ledge and bridge with a permanent invisibility spell. Th e bridge is wood and rope, and sways a bit when crossed. If cautiously crossed, it’s safe. But if a character attempts to cross the invis-

FIFTH EDITION FANTASY THE pillars of pELAGIA 5