The Wrath of Juiblex

The Wrath of Juiblex

THE WRATH OF JUIBLEX The Crypt Cult Introduction: Beyond the Material Plane, deep into the elemental planes of chaos, a disturbance has occurred. Somewhere between the Plane of Water and the Plane of Earth, a foul land lies. Slime, oozing masses, foul creatures made of gelatinous goo. This is the Plane of Ooze. It is a realm full of brainless, formless aberrations. But suddenly, from the depths of pure ooze, an intelligence rises. The oozes have begun to evolve. They are becoming intelligent, gaining humanoid forms. They are seeping into the Material Plane, plotting the downfall of mankind and the rise of Juiblex. A 4-hour adventureSample for 1st file-level players by JOHN LATTIER DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers League, 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. All characters and their distinctive likenesses are property of Wizards of the Coast. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of Wizards of the Coast. ©2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe, 4 The Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK. Not for resale. Permission granted to print or photocopy this document for personal use only. The Wrath of Juiblex 1 huts lies sprawled across the marsh. You see a wagon Introduction full of grain pull into the group of buildings. This is adventure is made to be played in a single The buildings in the village include a few farmhouses, session. It assumes that you own the Dungeon a shrine, and an inn. The players are free to explore Master’s Guide and the Monster Manual. If you the village. A map is provided below: don’t own these, statistics for monsters in this adventure can be found in Appendix A. Though this adventure is set in the Forgotten Realms, it Ander’s House can easily be moved to any D&D campaign This house belongs to the Melton family. Ander Melton, his wife Liena, and their two sons, Urth and setting. The boxed text is meant to be read aloud Lith occupy this house. They are happy to let the to the party. party stay with them during their stay. The Melton family (except Urth) assume the stats of a commoner. Monster References Monster names in this adventure are written in ‘This house is small, but inviting. A warm fire is lit in the bold. Some of them will tell you to see Appendix A. far end of the one-room hut. A set of quilts and pillows If so, look in the back of the book. If no such note is lie on the floor. A table with four seats is in a corner of provided, look in the Monster Manual. the hut. Lith Melton has gone missing for the past couple of days, as well as the innkeeper’s daughter, Laima. Lith The Marsh of Chelimber had disappeared when he was exploring the marshes. When you are ready to start, read the following: Quest: Liena’s Hidden Treasure. Liena Melton hides a secret she has kept to all the villagers since her childhood. When she was a young girl, she once went You have been tramping through a swamp for a while exploring in the marsh and discovered an old crypt now. It was three days since you last saw a town. Your beneath a hill deep in the marshes. Inside the crypt boots sink three inches into the marsh. A light mist was a network of tunnels. Inside a jar she found a covers the ground like a cloak. You occasionally hear the gold necklace studded with diamonds. She left it cry of a blackbird. The air is putrid and musty. It is there, hoping to come for it later. She believes that the unbearably hard to keep your breakfast down. It is Sample crypt might connect with finding her missifile ng son. If only a couple hours after sunrise. Suddenly, you see a the players retrieve the necklace and find her son, she sign. Hammered into the bog, the sign reads: will let them keep the necklace because the Melton BEWARE OF QUICKSAND! VILLAGE OF MERTEL family has little to give. NEARBY. The Marshhill Inn A small town has been built a mile from the sign. The This is one of the only places the party might find a way to Mertel is dangerous, though. Several comfortable way to spend the night. quicksand pits line the way. Every few minutes or so, roll a d6. On a 1-2, the party encounters nothing. On a This inn is unusually quiet. Only a few people are here. A stout, 3-6, the party encounters a quicksand pit. bearded man stands behind a counter, scrubbing it with a Quicksand. The party member in the lead must make towel. A woman stands next to him sobbing. The building has a DC 10 Wisdom (Perception) check to notice the pit. a sad and somber atmosphere to it. A black-haired boy in his A character that enters the area of the quicksand early teens sits at a table staring at a mug of water in front of must make a DC 14 Dexterity (Acrobatics) check to him. escape the pit. On a failed save, the character falls into The man at the counter is the innkeeper, Jaquin the pit. The character’s speed becomes 0, the player Mastik, a human commoner. The woman next to him can’t breathe. After they travel for an hour, read the is his wife Gerda Mastik. She is morning the loss of following: her daughter, Laima. Laima had disappeared while exploring the marshes. The boy at the table is Urth Melton, a human scout. He supports his family by Over the top of a hill, an inviting sight presents itself hunting while his father works in the fields. He is to you. A small village consisting of roughly fifteen sitting solemnly and morning over the loss of his younger brother, Lith. Not for resale. Permission granted to print or photocopy this document for personal use only. The Wrath of Juiblex 2 The Shrine of Tymora The local shrine is being visited by the townsfolk for they wish to ask the goddess to grant that their children be found. The priestess, a tiefling cultist is The Abyssal Crypt constantly giving offerings for the same reason. She A day’s travel from the village of Mertel is a crypt that will tell the players that Tymora has sent her visions was once that of a worshipper of Juiblex. Now, that might connect to where the children have gone. intelligent ooze life forms are using it as a shrine to When the characters meet her, she will be sent a their creator. vision shortly after she is encountered. “I see a crypt! It appears to have been dug into the Developments hillside. It lies in the marshes! But now I see a shadow, a Space. The squares in the crypt are 5 feet each. dark, infernal shadow!” Floors. The floors are paved with ancient blocks of stone. The floors are spotlessly clean. She has seen where the children have gone. The Walls. The walls are made of stone brick and are very shadow was that of Juiblex, the father of oozes. clean. Ceilings. Ceilings are 6 feet high in most rooms, but in areas 1, 3, and 7, the ceilings are roughly 10 feet high. At this point, the players’ next goal should be to find the crypt and explore it. Sample file Not for resale. Permission granted to print or photocopy this document for personal use only. The Wrath of Juiblex 3 4. Barracks 1. The Entrance Room The oozes have set up an ambush of ooze knights to When you reach the bottom of the last flight of stairs, keep watch. you come into a large room. The floors are spotlessly clean. Several passages branch off from this room. A suit This room contains three suits of armor lined up against of armor stands by each passage. Each one holds a the wall. But the armor is not empty. Pale green slime sword. One of the passages leads down a flight of steps. squirms around in the armor, reaching out of gaps in the armor and retreating back into the metal plate. A chest The suit of armor standing next to the staircase is is in a corner of the room. The armor suits animate and actually an animated armor that clutches a flying shamble towards you. sword. It will animate if a non-ooze creature comes within ten feet of the steps. These are the first humanoid oozes the players will encounter in the crypt. Use the stats of an ooze knight (see Appendix A) for the in this room. The 2. Barrows chest contains a potion of greater healing, 100ep, and These rooms were the tombs of the servants who had an adamantine dagger (worth 50gp). dedicated themselves to the chief cultist of Juiblex. 5. Prison Cells In this room is a stone coffin, a few Jars, and a chest. The oozes have been capturing children from the In one of these rooms, the jar contains the gold necklace village Mertel during the past few days, intending to that Liena Melton had found as a girl.

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