Difference between revisions of "Session 46"

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(Created page with "==Recap== *Moonastery - Elswyth tended to and looked after. They are continuing their investigations on the... sludge. *Moonastery - Repaired wings! With care instructions. *...")
 
 
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==Recap==
 
==Recap==
  
*Moonastery - Elswyth tended to and looked after. They are continuing their investigations on the... sludge.
+
*An unfortunate inability to control wild shape
*Moonastery - Repaired wings! With care instructions.
+
*Interrogation
*Sylvania - Not the nicest of welcomes from a city so gaunt. But there are those doing what they can to help and support
+
*Djinn storms out
*Combat!
+
*Reunite at the tavern
*Unconscious on the floor is the creature you have just defeated.
+
*Investigate the dockyard house
 +
*
  
 
==Plot Points==
 
==Plot Points==
Line 12: Line 13:
 
Sylvania  
 
Sylvania  
  
T
+
*There are 3 runes, the dock-side house, the central tree as the central location and the dwarf house
  
*There are 5 runes, 1 at each corner of the city and 1 at the central tree as the central location.
+
Dwarven House
*Dispelling the runes will trigger a demonic response
 
**Xiax Galleborne (https://anyflip.com/fgoih/juok/basic p6/7)
 
  
 +
The building is of modest construction, with faded wooden shutters and a roof that has seen better days. Vines creep up the stone walls, and a soft, eerie fog often lingers in the air around the property, as though the very land itself is reluctant to part with the secrets that lie within.
 +
 +
As you approach, the faint hum of arcane energy can be felt in the air, a subtle vibration that settles in the bones, though it is nearly imperceptible to the untrained eye. The windows are shut tight, and no sign of life seems to stir inside—yet something feels wrong, as if the house itself is watching, waiting.
 +
 +
Through the front door, in the dim light of a single flickering candle, sits a lone figure. A dwarf, his hair graying at the temples and his clothes worn with age, is hunched over a small wooden table. His hands tremble slightly as they trace over an intricately carved stone tablet, his fingers drawing an unbroken series of ancient runes that glow faintly in the dark.
 +
 +
The dwarf's eyes are distant, glazed over as if caught in a trance. His mind, once sharp and clear, is now a prisoner of something far more sinister. He is unaware of the eldritch force that has taken root within him, that has seized his body and mind, compelling him to maintain the rune, to hold the spell active. The rune itself pulses with a faint, unnatural light—its form shifting and ever-changing, a symbol of madness and forbidden power.
 +
 +
The air in the house is thick with an unsettling presence, as though the very walls are suffused with dark whispers. Every now and then, a strange scraping sound emanates from the floorboards, as if something is clawing at the foundations below. Beneath the dwarf’s unknowing vigilance, the rune holds something at bay, a terrible force bound to the earth by his hands, but for how long?
 +
 +
In his unknowing service, the dwarf keeps the spell active, a delicate balance between reality and the dark horrors of the void. Outside, the city of Sylvania remains blissfully unaware of the creeping presence of eldritch forces, but those who dare to enter this house may come face to face with the unknowable horrors lurking just beneath the surface of the mundane world.
 +
 +
What will happen when the spell falters? What other forces are at play here, waiting for the moment when the rune’s control slips? This is a place where the boundaries between worlds are thin, and those who dare to uncover the truth risk becoming part of the darkness themselves.
 +
 +
Encounter Triggered:
 +
 +
As the players step into the room and disturb the dwarf, the air around the rune flares with an unnatural energy. The dwarf’s eyes snap to the party, his voice becoming a hollow whisper, “You shouldn’t be here... It’s not... safe...” His hands shake, but they continue to trace the symbols in the air.
 +
 +
A faint, eldritch hum fills the room as the glyphs on the stone tablet begin to shift and distort, growing larger and more grotesque. The ground beneath the house trembles as something vast and unknowable stirs beneath, angry that its prison is weakening. The dwarf, still unaware, continues to maintain the rune despite the chaos.
 +
 +
As the party prepares for confrontation, the very room begins to distort, reality bending under the influence of the arcane forces at play.
 +
 +
 +
=== '''Combat Setup:''' ===
 +
'''Environment:'''
 +
 +
* '''Distorted Reality:''' The room is in a state of unstable reality. The walls pulse with shifting, arcane symbols, and the floor occasionally warps, creating uneven terrain that can cause players to stumble (Dexterity saving throw DC 14 to avoid falling prone when moving more than 10 feet in one turn).
 +
* '''Eldritch Whispers:''' Every round, the players must succeed on a DC 13 Wisdom saving throw or be overwhelmed by the voices in their heads, causing them to have disadvantage on their next attack roll or ability check (player’s choice).
 +
* '''The Rune:''' The glowing rune pulses with power in the center of the room, shifting and reshaping with every passing moment. If the players damage it, it reacts violently. Every time it takes damage, it causes a burst of psychic energy (DC 15 Constitution saving throw, 3d6 psychic damage on a failed save, half on a success).
 +
 +
'''Enemies:'''
 +
 +
# '''Possessed Dwarf (1)'''  The dwarf is the focal point of the ritual and remains the central target. His body is wracked with the power of the eldritch force inside him, making him unnaturally strong. His eyes glow with an unnatural hue, and he is drawn to protect the rune at all costs.  '''Stats (modified for possession):'''
 +
#* '''AC''' 16 (heavy armor)
 +
#* '''HP''' 45 (6d8+18)
 +
#* '''Speed''' 25 ft.
 +
#* '''STR''' 16 (+3)
 +
#* '''DEX''' 12 (+1)
 +
#* '''CON''' 16 (+3)
 +
#* '''INT''' 10 (+0)
 +
#* '''WIS''' 8 (-1)
 +
#* '''CHA''' 6 (-2)  '''Actions:'''
 +
#* '''Multiattack:''' The possessed dwarf makes two attacks with his warhammer (+6 to hit, 1d8+3 bludgeoning damage).
 +
#* '''Eldritch Smite (Recharge 5–6):''' The dwarf channels eldritch energy through his hammer, dealing an additional 3d6 psychic damage on a hit.
 +
#* '''Rune Defense (1/Day):''' The dwarf can, as a reaction, raise the rune's protective energy, granting him temporary hit points equal to half his maximum HP (rounded down) and causing any melee attacker to take 2d6 psychic damage.
 +
# '''Eldritch Shadows (3)'''  As the ritual weakens the boundary between worlds, shadowy, otherworldly figures manifest to protect the dwarf. They are ephemeral, formless creatures, like humanoid silhouettes of living darkness. They remain tethered to the room’s distorted geometry.  '''Stats (for each shadow):'''
 +
#* '''AC''' 13
 +
#* '''HP''' 20 (4d6+4)
 +
#* '''Speed''' 40 ft.
 +
#* '''STR''' 12 (+1)
 +
#* '''DEX''' 16 (+3)
 +
#* '''CON''' 12 (+1)
 +
#* '''INT''' 6 (-2)
 +
#* '''WIS''' 14 (+2)
 +
#* '''CHA''' 10 (+0)  '''Actions:'''
 +
#* '''Shadow Strike (Melee):''' +5 to hit, 2d6+2 necrotic damage.
 +
#* '''Flickering Step:''' The shadow can teleport up to 30 feet as a bonus action.
 +
#* '''Horrific Visage (Recharge 5–6):''' Each creature within 10 feet of the shadow must make a DC 13 Wisdom saving throw or be frightened until the end of their next turn.
 +
 +
=== '''Combat Flow:''' ===
 +
 +
* '''Round 1:'''
 +
** The players enter the room, and the ritual is interrupted. The dwarf begins to resist, attacking anyone who approaches the rune, as if protecting it from them. The Eldritch Shadows flicker into existence, their whispers growing louder as they move to protect the house.
 +
** The house itself seems to “fight back,” warping the environment as the ritual’s energy surges, creating a hostile and unpredictable battlefield.
 +
* '''Round 2+:'''
 +
** The players are faced with a tough choice: focus on disabling the possessed dwarf, or attempt to destroy the rune, which could potentially destroy the house and sever the eldritch influence—but with great risk.
 +
** If the players damage the rune, it retaliates, causing psychic bursts and even more Eldritch Shadows to appear.
 +
** If the dwarf is reduced to 0 HP, the ritual falters, and the remaining Eldritch Shadows will make one final desperate attempt to finish the ritual, protecting the rune with their lives.
 +
* '''Final Phase (Optional):'''
 +
** If the ritual is stopped (either by killing the dwarf or destroying the rune), the energy holding the eldritch horrors at bay collapses, causing the ground to crack open. A large, otherworldly horror—perhaps an Eldritch Spawn—attempts to briefly break free from its prison before the walls of reality snap shut. The players must make a quick escape before the house collapses into the madness that lies beneath.
  
Endwinwel
 
  
* Endwinwel looks haggard, drained. Not as bad as the rest of the city but he's clearly affected by the nightmares.
+
=== '''Reward:''' ===
* Please, if you wish to interrogate him. Do not leave him in the same state as the last chap. Given the nature of this one, once you have what you need. End him.
 
  
 +
* '''Upon defeating the dwarf and stopping the ritual:'''
 +
** The players receive the dwarf’s journal, containing fragmented, cryptic notes about the eldritch horrors and ancient rituals. This may serve as a clue to the larger campaign or a stepping stone toward uncovering an ancient, cosmic threat.
 +
** The players also uncover powerful artifacts tied to the eldritch forces (e.g., a ''Cursed Rune Stone'', a relic of forgotten gods, or ''The Dwarf's Hammer'', now imbued with residual eldritch power that may provide a temporary advantage but also risk corrupting the wielder).
  
<br />Aetherstone of the Runebinder
+
=== '''Dwarf’s Hammer of the Eldritch Forge''' ===
 +
''Weapon (warhammer), rare (requires attunement)''
  
 +
This sturdy, yet ominous warhammer was once wielded by the dwarf now lost to the influence of eldritch forces. The hammer’s head is made of dark, almost obsidian-like stone, intricately carved with symbols that shimmer faintly with shifting, incomprehensible patterns. Though its weight is substantial, the hammer feels strangely light when held by one attuned to it, as though the weapon is eager to be wielded.
  
This intricate, palm-sized device is crafted from polished obsidian, its dark surface gleaming with an otherworldly sheen. At the center of the device, nestled in a delicate silver setting, rests a deep purple gem—''Amethra'', the Heartstone. The gem glows faintly, pulsing with arcane energy, and its colour shifts depending on the strength and nature of the runes around it.
+
Upon wielding the hammer, the user can feel the lingering presence of ancient, dark powers, like whispers at the edges of perception. The power of the hammer is both a boon and a curse—one that channels the unpredictable energy of the eldritch beyond.
  
Around the gem, the device features delicate engravings of ancient symbols—runes of protection, sight, and banishment—etched in a pattern that seems almost alive. The engravings seem to ripple when the device is near a hidden or active rune, responding to its presence. The outer frame of the Aetherstone of the Runebinder is adorned with small, glowing sigils that flicker when a rune is detected nearby, revealing the rune’s type and strength.
 
  
To use the device, the wielder need only hold it in their hand and concentrate, allowing the ''Aetherstone'' to sense and reveal any runes embedded in the surroundings. The stone’s edges glow brighter when the detection reaches its peak, indicating the location of a rune, no matter how well-hidden or magically obscured. With a whispered incantation, the user can focus the energy within the gem, causing it to pulse with a violet beam that weakens and dispels the magical essence of the rune.
 
  
The power of the ''Aetherstone of the Runebinder'' isn't limitless—its ability to dispel grows weaker with the number of active runes around it, requiring the wielder to wait for it to recharge before using it again. Still, its unique fusion of detection and dispelling magic makes it an invaluable tool for mages, treasure hunters, and those seeking to unravel or undo dangerous runic enchantments.
+
'''Properties:'''
  
 +
* '''Weapon Type:''' Warhammer
 +
* '''Damage:''' 1d8 bludgeoning damage (versatile 1d10)
 +
* '''Properties:''' Heavy, Two-Handed
 +
* '''Attunement:''' Requires attunement by a creature of neutral or evil alignment.
  
If the party stay the full day in Danu, there will be a minor demonic incursion
 
  
[[/homebrewery.naturalcrit.com/share/SJZw-7r eW|Pigasus - The Homebrewery]] x 5 (Open in Edge if needed)
+
'''Eldritch Smite:'''
  
https://5e.tools/bestiary/babau-vgm.html x 1
+
When you hit a creature with this hammer, once per day you can deal an additional 2d6 psychic damage. The psychic damage cannot be reduced by resistance or immunity to bludgeoning or psychic damage. However, after you use this ability, you must succeed on a DC 12 Constitution saving throw or suffer 1d6 psychic damage as the eldritch energy recoils.
 +
----'''Bound to the Void:'''
  
<br />
+
While attuned to the Dwarf’s Hammer, you gain resistance to psychic damage. However, the eldritch forces that infuse the weapon slowly warp your mind. You must succeed on a DC 15 Wisdom saving throw every time you finish a long rest while attuned to the hammer. On a failed save, you gain one level of madness (see ''Dungeon Master's Guide'', p. 258), which may manifest in uncontrollable fits of paranoia, hallucinations, or other symptoms of a slowly unravelling mind. The madness persists as long as you remain attuned to the hammer, and it intensifies the longer the attunement lasts.
 +
----'''Rune of Binding:'''
  
==Return Ritual==
+
The hammer is tied to the ancient rune that the dwarf once maintained. If the rune is destroyed (such as through dispelling magic or other means), the hammer’s eldritch power becomes unstable. The hammer can be used once more in a single devastating strike, dealing 5d10 psychic damage on a hit, but upon doing so, the wielder must succeed on a DC 16 Constitution saving throw or be knocked unconscious as the backlash from the disrupted eldritch forces takes a toll on their body and mind.
 +
----'''Curse of the Possessed:'''
  
'''Ingredients:'''
+
The dwarf's connection to the hammer is not entirely severed. At times, the possession of the hammer may surge, briefly taking control of its wielder. Once per long rest, the Dungeon Master may choose to force the attuned wielder to make a DC 14 Charisma saving throw. On a failed save, the wielder is compelled to use the hammer to attack the nearest creature (friend or foe) on their next turn. After the attack, the wielder regains control, but the entity inside the hammer grows more powerful, granting the wielder advantage on saving throws against fear or charm effects for the next 24 hours.
 +
----
  
*A black candle (symbolizing the darkness of the nightmare realm)
+
=== '''Lore:''' ===
*A silver mirror (to reflect the boundary between planes)
+
The Dwarf’s Hammer was crafted by a master smith of old, its purpose initially to serve as a tool of protection for the people of Sylvania. However, when the dwarf’s mind became overwhelmed by the eldritch forces he unwittingly bound himself to, the hammer was corrupted by the same dark power. Now, it is a cursed relic, powerful but dangerous, offering incredible might at the cost of the wielder’s sanity.
*A small bowl of midnight salt (to stabilize the portal)
 
*A shard of obsidian (to channel the energies)
 
*A cloak of shadows (to shield from the nightmarish energies)
 
*A written incantation on parchment (inscribed in an ancient, forgotten language)
 
*A circle of chalk, drawn with precise measurements
 
  
'''Preparation:'''
 
  
#Draw a circle on the floor using the chalk, ensuring it is large enough to stand within. Inside the circle, inscribe ancient runes that correspond to the crossing of realms. These symbols must be perfect in their design, for any flaw may cause the portal to destabilize.
 
  
'''Steps:'''
 
  
#'''Place the Candle:''' Place the black candle at the centre of the circle. Light it with a match, focusing on the flame as a conduit between the two planes.
+
Endwinwel
#'''Place the Mirror:''' Position the silver mirror facing outward, just outside the chalk circle, with the reflective side pointing toward the darkness. This mirror acts as a window to the nightmare realm.
 
#'''Place the Bowl of Salt:''' Place the midnight salt next to the candle, symbolizing the boundary between the waking world and the nightmare. Sprinkle a small amount of salt around the edge of the circle.
 
#'''Obsidian Shard Placement:''' Place the obsidian shard just inside the circle, within arm's reach. This will help focus the energies.
 
#'''Incantation:''' Stand within the circle, holding the shard of obsidian in your right hand. With a deep breath, speak the incantation written on the parchment, aloud and clearly. As you speak, envision the dark veil between the planes tearing open. The words are ancient, carrying the power of crossing between worlds:  "From the depths of the unshaped dark, I call the shifting, cruel spark. Through nightmare's door, I bid thee come, From the realm where shadows hum. Open the way, let passage be, Between the dream, and what I see."
 
#'''Focus the Energy:''' As you chant the incantation, focus on the reflection in the mirror. Feel the energy of the obsidian shard intensify, and allow the image within the mirror to warp and twist, distorting as though the fabric of reality itself is bending.
 
#'''Opening the Portal:''' Once the mirror reflects a swirling, dark vortex, you know the portal has opened. At this moment, the air will grow cold, and a heavy silence will fall. You may hear distant whispers or feel a sense of impending dread.
 
  
'''Closing the Portal:'''
+
*Endwinwel looks haggard, drained. Not as bad as the rest of the city but he's clearly affected by the nightmares.
 +
*Please, if you wish to interrogate him. Do not leave him in the same state as the last chap. Given the nature of this one, once you have what you need. End him.
  
Once your purpose is fulfilled, the portal will begin to close on its own. To ensure the portal fully seals, chant the reverse of the incantation to reverse the flow:
 
  
"From the dark, I sever the tie,
+
<br />Aetherstone of the Runebinder
  
Close the door, and bid thee fly.
 
  
Return once more to endless night,
+
This intricate, palm-sized device is crafted from polished obsidian, its dark surface gleaming with an otherworldly sheen. At the center of the device, nestled in a delicate silver setting, rests a deep purple gem—''Amethra'', the Heartstone. The gem glows faintly, pulsing with arcane energy, and its colour shifts depending on the strength and nature of the runes around it.
  
Let this realm know only light."
+
Around the gem, the device features delicate engravings of ancient symbols—runes of protection, sight, and banishment—etched in a pattern that seems almost alive. The engravings seem to ripple when the device is near a hidden or active rune, responding to its presence. The outer frame of the Aetherstone of the Runebinder is adorned with small, glowing sigils that flicker when a rune is detected nearby, revealing the rune’s type and strength.
  
'''Important Notes:'''
+
To use the device, the wielder need only hold it in their hand and concentrate, allowing the ''Aetherstone'' to sense and reveal any runes embedded in the surroundings. The stone’s edges glow brighter when the detection reaches its peak, indicating the location of a rune, no matter how well-hidden or magically obscured. With a whispered incantation, the user can focus the energy within the gem, causing it to pulse with a violet beam that weakens and dispels the magical essence of the rune.
  
*This ritual is dangerous. The energies of the nightmare realm are unstable and may cause unintended consequences. Proceed with caution.
+
The power of the ''Aetherstone of the Runebinder'' isn't limitless—its ability to dispel grows weaker with the number of active runes around it, requiring the wielder to wait for it to recharge before using it again. Still, its unique fusion of detection and dispelling magic makes it an invaluable tool for mages, treasure hunters, and those seeking to unravel or undo dangerous runic enchantments.
*Only those prepared with knowledge of the dark planes should attempt such a ritual.
 
*It is advised to have a secondary method of protection, such as a binding ward or safety circle, in case the portal becomes unstable.
 
  
  
 
==Nightmares==
 
==Nightmares==
 
<br />
 
<br />

Latest revision as of 17:37, 20 March 2025

Recap

  • An unfortunate inability to control wild shape
  • Interrogation
  • Djinn storms out
  • Reunite at the tavern
  • Investigate the dockyard house

Plot Points

Sylvania

  • There are 3 runes, the dock-side house, the central tree as the central location and the dwarf house

Dwarven House

The building is of modest construction, with faded wooden shutters and a roof that has seen better days. Vines creep up the stone walls, and a soft, eerie fog often lingers in the air around the property, as though the very land itself is reluctant to part with the secrets that lie within.

As you approach, the faint hum of arcane energy can be felt in the air, a subtle vibration that settles in the bones, though it is nearly imperceptible to the untrained eye. The windows are shut tight, and no sign of life seems to stir inside—yet something feels wrong, as if the house itself is watching, waiting.

Through the front door, in the dim light of a single flickering candle, sits a lone figure. A dwarf, his hair graying at the temples and his clothes worn with age, is hunched over a small wooden table. His hands tremble slightly as they trace over an intricately carved stone tablet, his fingers drawing an unbroken series of ancient runes that glow faintly in the dark.

The dwarf's eyes are distant, glazed over as if caught in a trance. His mind, once sharp and clear, is now a prisoner of something far more sinister. He is unaware of the eldritch force that has taken root within him, that has seized his body and mind, compelling him to maintain the rune, to hold the spell active. The rune itself pulses with a faint, unnatural light—its form shifting and ever-changing, a symbol of madness and forbidden power.

The air in the house is thick with an unsettling presence, as though the very walls are suffused with dark whispers. Every now and then, a strange scraping sound emanates from the floorboards, as if something is clawing at the foundations below. Beneath the dwarf’s unknowing vigilance, the rune holds something at bay, a terrible force bound to the earth by his hands, but for how long?

In his unknowing service, the dwarf keeps the spell active, a delicate balance between reality and the dark horrors of the void. Outside, the city of Sylvania remains blissfully unaware of the creeping presence of eldritch forces, but those who dare to enter this house may come face to face with the unknowable horrors lurking just beneath the surface of the mundane world.

What will happen when the spell falters? What other forces are at play here, waiting for the moment when the rune’s control slips? This is a place where the boundaries between worlds are thin, and those who dare to uncover the truth risk becoming part of the darkness themselves.

Encounter Triggered:

As the players step into the room and disturb the dwarf, the air around the rune flares with an unnatural energy. The dwarf’s eyes snap to the party, his voice becoming a hollow whisper, “You shouldn’t be here... It’s not... safe...” His hands shake, but they continue to trace the symbols in the air.

A faint, eldritch hum fills the room as the glyphs on the stone tablet begin to shift and distort, growing larger and more grotesque. The ground beneath the house trembles as something vast and unknowable stirs beneath, angry that its prison is weakening. The dwarf, still unaware, continues to maintain the rune despite the chaos.

As the party prepares for confrontation, the very room begins to distort, reality bending under the influence of the arcane forces at play.


Combat Setup:

Environment:

  • Distorted Reality: The room is in a state of unstable reality. The walls pulse with shifting, arcane symbols, and the floor occasionally warps, creating uneven terrain that can cause players to stumble (Dexterity saving throw DC 14 to avoid falling prone when moving more than 10 feet in one turn).
  • Eldritch Whispers: Every round, the players must succeed on a DC 13 Wisdom saving throw or be overwhelmed by the voices in their heads, causing them to have disadvantage on their next attack roll or ability check (player’s choice).
  • The Rune: The glowing rune pulses with power in the center of the room, shifting and reshaping with every passing moment. If the players damage it, it reacts violently. Every time it takes damage, it causes a burst of psychic energy (DC 15 Constitution saving throw, 3d6 psychic damage on a failed save, half on a success).

Enemies:

  1. Possessed Dwarf (1) The dwarf is the focal point of the ritual and remains the central target. His body is wracked with the power of the eldritch force inside him, making him unnaturally strong. His eyes glow with an unnatural hue, and he is drawn to protect the rune at all costs. Stats (modified for possession):
    • AC 16 (heavy armor)
    • HP 45 (6d8+18)
    • Speed 25 ft.
    • STR 16 (+3)
    • DEX 12 (+1)
    • CON 16 (+3)
    • INT 10 (+0)
    • WIS 8 (-1)
    • CHA 6 (-2) Actions:
    • Multiattack: The possessed dwarf makes two attacks with his warhammer (+6 to hit, 1d8+3 bludgeoning damage).
    • Eldritch Smite (Recharge 5–6): The dwarf channels eldritch energy through his hammer, dealing an additional 3d6 psychic damage on a hit.
    • Rune Defense (1/Day): The dwarf can, as a reaction, raise the rune's protective energy, granting him temporary hit points equal to half his maximum HP (rounded down) and causing any melee attacker to take 2d6 psychic damage.
  2. Eldritch Shadows (3) As the ritual weakens the boundary between worlds, shadowy, otherworldly figures manifest to protect the dwarf. They are ephemeral, formless creatures, like humanoid silhouettes of living darkness. They remain tethered to the room’s distorted geometry. Stats (for each shadow):
    • AC 13
    • HP 20 (4d6+4)
    • Speed 40 ft.
    • STR 12 (+1)
    • DEX 16 (+3)
    • CON 12 (+1)
    • INT 6 (-2)
    • WIS 14 (+2)
    • CHA 10 (+0) Actions:
    • Shadow Strike (Melee): +5 to hit, 2d6+2 necrotic damage.
    • Flickering Step: The shadow can teleport up to 30 feet as a bonus action.
    • Horrific Visage (Recharge 5–6): Each creature within 10 feet of the shadow must make a DC 13 Wisdom saving throw or be frightened until the end of their next turn.

Combat Flow:

  • Round 1:
    • The players enter the room, and the ritual is interrupted. The dwarf begins to resist, attacking anyone who approaches the rune, as if protecting it from them. The Eldritch Shadows flicker into existence, their whispers growing louder as they move to protect the house.
    • The house itself seems to “fight back,” warping the environment as the ritual’s energy surges, creating a hostile and unpredictable battlefield.
  • Round 2+:
    • The players are faced with a tough choice: focus on disabling the possessed dwarf, or attempt to destroy the rune, which could potentially destroy the house and sever the eldritch influence—but with great risk.
    • If the players damage the rune, it retaliates, causing psychic bursts and even more Eldritch Shadows to appear.
    • If the dwarf is reduced to 0 HP, the ritual falters, and the remaining Eldritch Shadows will make one final desperate attempt to finish the ritual, protecting the rune with their lives.
  • Final Phase (Optional):
    • If the ritual is stopped (either by killing the dwarf or destroying the rune), the energy holding the eldritch horrors at bay collapses, causing the ground to crack open. A large, otherworldly horror—perhaps an Eldritch Spawn—attempts to briefly break free from its prison before the walls of reality snap shut. The players must make a quick escape before the house collapses into the madness that lies beneath.


Reward:

  • Upon defeating the dwarf and stopping the ritual:
    • The players receive the dwarf’s journal, containing fragmented, cryptic notes about the eldritch horrors and ancient rituals. This may serve as a clue to the larger campaign or a stepping stone toward uncovering an ancient, cosmic threat.
    • The players also uncover powerful artifacts tied to the eldritch forces (e.g., a Cursed Rune Stone, a relic of forgotten gods, or The Dwarf's Hammer, now imbued with residual eldritch power that may provide a temporary advantage but also risk corrupting the wielder).

Dwarf’s Hammer of the Eldritch Forge

Weapon (warhammer), rare (requires attunement)

This sturdy, yet ominous warhammer was once wielded by the dwarf now lost to the influence of eldritch forces. The hammer’s head is made of dark, almost obsidian-like stone, intricately carved with symbols that shimmer faintly with shifting, incomprehensible patterns. Though its weight is substantial, the hammer feels strangely light when held by one attuned to it, as though the weapon is eager to be wielded.

Upon wielding the hammer, the user can feel the lingering presence of ancient, dark powers, like whispers at the edges of perception. The power of the hammer is both a boon and a curse—one that channels the unpredictable energy of the eldritch beyond.


Properties:

  • Weapon Type: Warhammer
  • Damage: 1d8 bludgeoning damage (versatile 1d10)
  • Properties: Heavy, Two-Handed
  • Attunement: Requires attunement by a creature of neutral or evil alignment.


Eldritch Smite:

When you hit a creature with this hammer, once per day you can deal an additional 2d6 psychic damage. The psychic damage cannot be reduced by resistance or immunity to bludgeoning or psychic damage. However, after you use this ability, you must succeed on a DC 12 Constitution saving throw or suffer 1d6 psychic damage as the eldritch energy recoils.


Bound to the Void:

While attuned to the Dwarf’s Hammer, you gain resistance to psychic damage. However, the eldritch forces that infuse the weapon slowly warp your mind. You must succeed on a DC 15 Wisdom saving throw every time you finish a long rest while attuned to the hammer. On a failed save, you gain one level of madness (see Dungeon Master's Guide, p. 258), which may manifest in uncontrollable fits of paranoia, hallucinations, or other symptoms of a slowly unravelling mind. The madness persists as long as you remain attuned to the hammer, and it intensifies the longer the attunement lasts.


Rune of Binding:

The hammer is tied to the ancient rune that the dwarf once maintained. If the rune is destroyed (such as through dispelling magic or other means), the hammer’s eldritch power becomes unstable. The hammer can be used once more in a single devastating strike, dealing 5d10 psychic damage on a hit, but upon doing so, the wielder must succeed on a DC 16 Constitution saving throw or be knocked unconscious as the backlash from the disrupted eldritch forces takes a toll on their body and mind.


Curse of the Possessed:

The dwarf's connection to the hammer is not entirely severed. At times, the possession of the hammer may surge, briefly taking control of its wielder. Once per long rest, the Dungeon Master may choose to force the attuned wielder to make a DC 14 Charisma saving throw. On a failed save, the wielder is compelled to use the hammer to attack the nearest creature (friend or foe) on their next turn. After the attack, the wielder regains control, but the entity inside the hammer grows more powerful, granting the wielder advantage on saving throws against fear or charm effects for the next 24 hours.


Lore:

The Dwarf’s Hammer was crafted by a master smith of old, its purpose initially to serve as a tool of protection for the people of Sylvania. However, when the dwarf’s mind became overwhelmed by the eldritch forces he unwittingly bound himself to, the hammer was corrupted by the same dark power. Now, it is a cursed relic, powerful but dangerous, offering incredible might at the cost of the wielder’s sanity.



Endwinwel

  • Endwinwel looks haggard, drained. Not as bad as the rest of the city but he's clearly affected by the nightmares.
  • Please, if you wish to interrogate him. Do not leave him in the same state as the last chap. Given the nature of this one, once you have what you need. End him.



Aetherstone of the Runebinder


This intricate, palm-sized device is crafted from polished obsidian, its dark surface gleaming with an otherworldly sheen. At the center of the device, nestled in a delicate silver setting, rests a deep purple gem—Amethra, the Heartstone. The gem glows faintly, pulsing with arcane energy, and its colour shifts depending on the strength and nature of the runes around it.

Around the gem, the device features delicate engravings of ancient symbols—runes of protection, sight, and banishment—etched in a pattern that seems almost alive. The engravings seem to ripple when the device is near a hidden or active rune, responding to its presence. The outer frame of the Aetherstone of the Runebinder is adorned with small, glowing sigils that flicker when a rune is detected nearby, revealing the rune’s type and strength.

To use the device, the wielder need only hold it in their hand and concentrate, allowing the Aetherstone to sense and reveal any runes embedded in the surroundings. The stone’s edges glow brighter when the detection reaches its peak, indicating the location of a rune, no matter how well-hidden or magically obscured. With a whispered incantation, the user can focus the energy within the gem, causing it to pulse with a violet beam that weakens and dispels the magical essence of the rune.

The power of the Aetherstone of the Runebinder isn't limitless—its ability to dispel grows weaker with the number of active runes around it, requiring the wielder to wait for it to recharge before using it again. Still, its unique fusion of detection and dispelling magic makes it an invaluable tool for mages, treasure hunters, and those seeking to unravel or undo dangerous runic enchantments.


Nightmares