Author Note: For those starting out in the amazing world of Dungeons and Dragons, getting started in the adventure business can often be the hardest part.

This is an attempt at creating an exciting adventure for level 1 characters. Those who are really, really just starting out.

There are three levels to this adventure:

Main Level

Basement Level

Upper Level

Table of Contents

Premise: Rumors have begun to swirl about a mysterious force amassing in the Stonewyld Forest, a dense and ancient woodland that borders the eastern shores of Equinox Isle. The Stonewyld forest was once the home of a powerful necromancer who attempted to take over the Island of Equinox and not until the horse lords, the centaurs and the unicorns of the island banded together, where they able to drive out this scourge.

But, something has awoken in the old fortress. And, the Horse Lords want it investigated. And, they are currently hiring adventurers. Are you up for the challenge?

History of the Ancient Shrine in Stonewyld Forest

Origins and Purpose: The Ancient Shrine in Stonewyld Forest, known as “Thaumiel’s Sanctum,” dates back over a millennium, originally constructed by a coalition of druidic circles and early magic users as a site of profound natural power. Positioned where ley lines intersect, the shrine was intended to harness and balance the ebb and flow of magical energies, serving as a beacon of wisdom and a guardian against dark forces encroaching from the void.

The Wizard Thaumiel: Centuries after its creation, the shrine became the home and study of Thaumiel, a wizard of great renown and ambition. Thaumiel was a scholar of the arcane arts, particularly focused on the boundaries between planes. His work was groundbreaking but increasingly viewed as dangerous, as he delved into forbidden magics and sought to manipulate the very fabrics of reality.

It was reported that Thaumiel was even delving into mixing magic with life forms creating mutated creatures often through the magical breeding of several different species.

Thaumiel transformed the shrine into a labyrinthine library and laboratory, filled with artifacts, tomes, and instruments of arcane research. His presence attracted other scholars and practitioners of the magical arts, turning the once secluded shrine into a hub of arcane study and debate.

Conflict with the Horse Lords: The expansion of nearby settlements and the rise of the Horse Lords, a federation of nomadic intelligent horse tribes eventually put Thaumiel at odds with the growing powers. The Horse Lords revered the natural balance and viewed Thaumiel’s experiments as a threat to the stability of the world.

Tensions escalated when one of Thaumiel’s experiments went awry, causing a rift to open briefly that unleashed horrors from another plane upon the forest. The incident decimated wildlife, corrupted flora, and claimed the lives of several of the Horse Lords’ kin.

The Expulsion of Thaumiel: Fueled by both fear and anger, the Horse Lords united with local druids to confront Thaumiel. After a tense and bitter confrontation, Thaumiel was forcibly driven from the shrine. Rumors persist that he cursed the shrine and its attackers as he fled, vowing that the knowledge within would bring ruin to any who dared claim it.

Legacy and Current Status: Thaumiel’s Sanctum has stood abandoned since his expulsion, shrouded in the shadows of Stonewyld’s tallest trees. It has become a place of dark legend, said to be haunted by spectral figures and protected by the twisted creatures spawned from Thaumiel’s lingering magics. The Horse Lords and local druids occasionally patrol the area, ensuring that none seek to follow in Thaumiel’s footsteps.

Now, as new evils stir within the forest, the shrine’s past and its secrets beckon adventurers and scholars alike, promising power and peril in equal measure. The mystery of Thaumiel’s fate and the true extent of his arcane research remains a potent lure for those brave or foolish enough to delve into the shadows of Stonewyld.

Bridlehaven: Your Starting Point on This Adventure.

Bridlehaven, the principal port city of Equinox Isle, stands as a testament to cooperation and cultural synthesis between the mystical Vocatine Steeds and the other inhabitants of the Arcane Isles. Its unique governance and architectural style reflect the city’s vibrant, diverse community.

Architecture and Layout

Bridlehaven is designed with both aesthetics and functionality in mind, catering to the needs of its varied residents. Buildings in Bridlehaven feature wide doorways and spacious interiors, accommodating the large Vocatine Steeds comfortably. The architecture blends elements of traditional halfling coziness—such as circular windows, grass-covered roofs, and charming woodwork—with the grandeur necessary to host the majestic steeds. Streets are broad and lined with cobblestones, and there are numerous parks and open spaces where citizens can mingle freely.

Governance

The city’s governance is unique due to the deep-seated mistrust the Vocatine Steeds hold towards humans, believed to stem from historical conflicts and misunderstandings. This has led to the election of a halfling mayor, currently a wise and charismatic individual named Pebblebrook Tumbleweed. Mayor Tumbleweed is renowned for his diplomacy and has been pivotal in fostering a sense of trust and cooperation among the diverse populations of Bridlehaven.

And, he is currently hiring adventurers…

For a new group of adventurers setting out to explore the dangers surrounding Stonewyld Forest and possibly delve into Thaumiel’s Sanctum, both the mayor and the Horse Lords might offer a variety of practical and magical items to aid them. They want the adventurers to be successful and understand everyone starts somewhere.

Here’s a list of items they will offer:

Conventional and Magical Items Offered

  1. Cloak of Elvenkind: (1 for each party member)
    • Description: A cloak that helps the wearer blend in with their surroundings, providing advantage on Stealth checks.
    • Use: Ideal for sneaking past threats or exploring without attracting unwanted attention.
  2. Boots of Glimmerstep: (1 pair for each party member)
    • Description: Renders the wearer nearly invisible in low light, perfect for stealth operations or escaping detection.
    • Use: Adding plus +2 to armor class for stealth purposes.
  3. Potions of Healing: (1 for each party member)
    • Description: Several small vials containing a red liquid that heals wounds when drunk. Healing 1-10HP. One use only.
    • Use: Essential for recovering from injuries during or after combat.
  4. Bracers of Archery: (1 for each party member)
    • Description: Wrist guards that grant +1 proficiency with the longbow and shortbow, and a +2 bonus to damage rolls with such weapons.
    • Use: Beneficial for adventurers relying on ranged attacks.

Non-Player Characters Willing to Join

Here are three first-level non-player character (NPC) halflings, each with distinct classes and characteristics, from the local community willing to join in an adventure:

1. Bree Greenbottle – Halfling Rogue

Class: Thief

  • Strength: 8
  • Dexterity: 16
  • Constitution: 12
  • Intelligence: 10
  • Wisdom: 13
  • Charisma: 14 Hit Points (HP): 8
  • Armor Class (AC): 5 (Leather armor + Dexterity modifier)
  • Weapons: Dagger: Damage 1d4 + 3 piercing
  • Shortbow: Damage 1d6 + 3 piercing
  • Skills: Stealth, Acrobatics, Perception, Sleight of Hand
  • Personality: Quick-witted and observant, Bree has a knack for finding and disarming traps. She’s also a skilled pickpocket.

2. Milo Underhill – Halfling Bard

Class: Bard

  • Strength: 10
  • Dexterity: 14
  • Constitution: 12
  • Intelligence: 12
  • Wisdom: 10
  • Charisma: 16 Hit Points (HP): 8 Armor Class (AC): 14 (Studded leather armor)
  • Rapier: Damage 1d8 + 2 piercing
  • Light Crossbow: Range 80/320, Damage 1d8 + 2 piercing
  • Skills: Performance, Persuasion, History, Insight
  • Personality: Charismatic and cheerful, Milo uses his music and charm to soothe tensions and inspire his allies. He carries a lute and has a song for every occasion.

3. Tilly Thistlethorn – Halfling Cleric

Class: Cleric

  • Strength: 12
  • Dexterity: 10
  • Constitution: 14
  • Intelligence: 10
  • Wisdom: 16
  • Charisma: 12
  • Hit Points (HP): 4
  • Armor Class (AC): 18 (Chain mail + shield)
  • Weapons:
  • Mace: Damage 1d6 + 1 bludgeoning
  • Sling: Range 30/120, Damage 1d4 bludgeoning Skills: Medicine, Religion, Insight
  • Personality: Devout and caring, Tilly is committed to healing and protecting those in need. She worships a deity of health and vitality and carries several holy symbols.

Bridlehaven General Store

Overview: Bridlehaven General Store is the quintessential one-stop shop for adventurers passing through or setting up base in Bridlehaven. Nestled at the heart of the town, this store is famed for its wide range of supplies, from basic necessities to specialized gear for the discerning explorer.

Exterior Appearance: The store is a charming, two-story building made from sturdy oak wood with a stone foundation, giving it a robust yet welcoming appearance. The front is adorned with a large, hand-painted sign featuring a horse’s bridle and an assortment of adventure gear. Large windows display an array of goods that entice potential customers.

Interior Layout: Upon entering, visitors are greeted by the warm glow of lantern light and the pleasant aroma of leather and wood. The ground floor is spaciously organized into several sections:

  • Provisions: This area offers food supplies tailored for long journeys, including dried meats, hard cheeses, various grains, and hermetically sealed fruits. There are also bins of local produce for those needing immediate sustenance.
  • Gear and Clothing: An extensive selection of clothing racks and shelves hold gear suited for different climates and terrains. Waterproof cloaks, sturdy boots, climbing gear, and protective armor are prominently displayed.
  • Weapons and Tools: One corner of the store is dedicated to weaponry and tools. Here, adventurers can find finely crafted swords, bows, arrows, daggers, and multipurpose tools like grappling hooks and hammers.
  • Magical and Alchemical Supplies: For those who dabble in the mystical or need a magical boost, there’s a section stocked with potions, enchanted scrolls, minor magical items, and basic alchemical components.

Upper Floor: The second floor, accessible via a wooden staircase, houses more specialized and high-value items:

  • Rare Artifacts and Maps: A locked glass cabinet displays rare artifacts and detailed maps of the surrounding regions, including some that hint at undiscovered places.
  • Library Corner: A small but well-stocked area offers books on local lore, monster compendiums, and survival manuals.

Staff and Service: The store is owned and run by Milo Underhill, a friendly halfling with a knack for procuring hard-to-find items. Milo and his staff are known for their hospitality and expertise. They are always ready to offer advice on gear selection, local dangers, or tips on hidden treasures in the area.

Community Hub: Bridlehaven General Store also serves as a community hub, where adventurers can check the community board for local news, job postings, and messages. Milo often organizes small gatherings and workshops on various survival skills or potion making.

Accessibility and Convenience: The store is open from early morning till late evening, accommodating the unpredictable schedules of adventurers. It also offers a delivery service within Bridlehaven for those who can’t make it to the store due to their demanding adventures.

In summary, Bridlehaven General Store is not just a place to stock up on goods; it’s a vital part of the adventurer’s journey, offering both tangible supplies and invaluable local knowledge, all wrapped in a friendly and supportive atmosphere.

The Hike to Stonewyld Forest

Journey Overview: The hike to Stonewyld Forest from the nearest settlement winds through a diverse landscape that shifts from rolling hills dotted with farms to rugged, densely wooded terrain as one approaches the forest. The path is well-trodden near the town but becomes wilder and less defined, requiring careful navigation as it cuts through thick underbrush and overgrown trails.

It is a 5 day hike across the island. See below for random monster encounters.

Key Features of the Hike:

  • Verdant Meadows: The journey begins with the passage through lush meadows filled with wildflowers and grazing livestock, offering a serene start.
  • Cresting Hills: As travelers progress, they ascend gentle hills that provide sweeping views of the valley below, marked by streams and the distant outline of the forest.
  • Dense Woodlands: The final leg of the hike enters the dense outskirts of Stonewyld Forest, where the canopy closes overhead, and the air grows cooler and damp, filled with the scent of moss and earth.
  • Wildlife Encounters: The area teems with wildlife, including deer, foxes, and numerous birds. More cautious hikers might catch glimpses of larger predators like wolves or bears keeping to the shadows.
  • Stream Crossings: Several fresh, bubbling streams intersect the path, requiring careful crossings. These waters are clean and cold, sourced from natural springs within the forest.

Random Monster Encounters: Stonewyld Forest

While traversing to and through the dense and misty Stonewyld Forest, the adventurers may stumble onto a random monster encounter and inadvertently provoking the inhabitants.

Each day, there is a 30% chance of a random monster encounter. If the dice roll against the adventurers, then roll a 10D for the encounter below:

  1. Giant Ants x3
    • Hit Points (HP): 8 each
    • Armor Class (AC): 8
    • Attack: Bite; Hit: reach 5 ft., one target. Damage: 1d6.
  2. Giant Beetles (Fire Beetles) x 2
    • Hit Points (HP): 10 each
    • Armor Class (AC): 4
    • Attack: Bite; reach 5 ft., one target. Damage: 1d4 slashing damage.
  3. Bulette (juvenile)
    • Hit Points (HP): 17
    • Armor Class (AC): 6 (Natural Armor)
    • Attack: Bite; Hit: reach 5 ft., one target. Damage: 1d6
  4. Dryad
    • Hit Points (HP): 22
    • Armor Class (AC): 9 (Natural Armor)
    • Attack: Club; reach 5 ft., one target. Damage: 1d6 bludgeoning damage.
    • Special: Magic Resistance, can meld into trees, uses charm and enthrall spells.
  5. Giant Eagle
    • Hit Points (HP): 26
    • Armor Class (AC): 13
    • Attack: Beak; reach 5 ft., one target. Damage: 1d6 damage.
  6. Goblin x4
    • Hit Points (HP): 5 each
    • Armor Class (AC): 5 (Leather Armor)
    • Attack: Scimitar; reach 5 ft., one target. Damage: 1d6 damage.
  7. Berserkers x 3
    • Hit Points (HP): 7 each
    • Armor Class (AC): 7 (Hide Armor)
    • Attack: Greataxe; Hit: reach 5 ft., one target. Damage: 1d4 damage.
  8. Ogre
    • Hit Points (HP): 23
    • Armor Class (AC): 8 (Hide Armor)
    • Attack: Greatclub; reach 5 ft., one target. Damage: 1d8.
  9. Owlbear
    • Hit Points (HP): 30
    • Armor Class (AC): 5 (Natural Armor)
    • Attack: Beak; reach 5 ft., one target. Damage: 1d10.
  10. Peryton
    • Hit Points (HP): 23
    • Armor Class (AC): 7
    • Attack: Talons; Hit: one target. Damage: 1d4.

The Sanctuary of Thaumiel

Author Note: As the adventurers get closer and closer to the Sanctuary of Thaumiel, the notice a foggy mist envelopes the area. The closer they get, the denser the fog. Visibility becomes very limited.

Overview: The Sanctuary of Thaumiel, once a place of profound arcane research and knowledge, is a secluded structure deeply hidden within the dense, whispering forests of Stonewyld. Built by Thaumiel, a wizard of great power and ambition, the sanctuary was designed not just as a home but as a crucible for magical experiments that pushed the boundaries of known magic.

Much of the Sanctuary has collapsed in on itself over the years from neglect. Not all the rooms are searchable.

Architectural Design: The sanctuary is an imposing stone structure, ancient and covered with ivy and moss, giving it an almost eternal quality. It features tall, spire-like towers and sprawling wings that extend into private gardens and overgrown alchemical greenhouses. The architecture incorporates elements that enhance magical efficacy, such as ley line convergences and elemental vortices.

Entryway to the Sanctuary of Thaumiel

Design and Appearance: The entryway to the Sanctuary of Thaumiel is as imposing as it is foreboding, designed to deter the unwelcome and impress the invited. The double doors are made of aged, dark oak, reinforced with blackened iron that is etched with intricate runes and magical sigils. These symbols flicker faintly with a residual magical energy, hinting at the powerful wards that once protected the sanctuary. The doors now stand open, allowing a someone to enter the sanctuary unimpeded.

We need some willing to share in an adventure...

Hallway into the Sanctuary of Thaumiel

Description: As the massive doors of the Sanctuary of Thaumiel swing open, they reveal a long, narrow hallway that leads deeper into the heart of the arcane structure. This hallway serves as both a passage and a gallery, displaying the grandiosity and the dark aesthetic that defined Thaumiel’s life and work.

As the adventurers enter the Sanctuary, they would swear they here whispers all about them…

Architectural Features:

  • Walls and Flooring: The walls of the hallway are constructed from the same dark stone as the exterior, smooth and cold to the touch. The floor is laid with black marble tiles that reflect the dim, flickering light from torches mounted in iron sconces along the walls.
  • Ceiling: The ceiling is arched, made of vaulted stone, and occasionally inset with small, stained glass panels that depict celestial patterns and arcane symbols, casting colorful but subdued light across the surfaces.

Decorative Elements:

  • Busts and Statues: Along the length of the hallway, on both sides, are pedestals on which rest busts of various figures important to Thaumiel’s research and personal pantheon. These include:
    • Historical Mages: Renowned wizards and sorcerers whose works influenced Thaumiel’s theories and experiments.
    • Mythical Entities: Creatures of legend, some believed to have been summoned or created by Thaumiel himself, such as elemental spirits or mythical beasts with magical properties.
    • Philosophers and Alchemists: Thinkers who contributed to the understanding of metaphysics and alchemical transformations, crucial to Thaumiel’s pursuit of transcending mortal limits.

Enchanted Busts: Some of the busts are enchanted; Their eyes might subtly follow passersby, or they could whisper cryptic messages or warnings to those who come too close.

M1 – The First Chamber off the Hallway: The Spider’s Lair

Description: Just off the main hallway, through an archway veiled in cobwebs, lies the first chamber of the Sanctuary of Thaumiel. This room, once a place of study and contemplation, has been overtaken by nature and darkness, now serving as the lair for a giant spider. The spider is not easily seen it is hiding in an upper corner of the room and will see the adventures before they see it. It will have the advantage of the attack.

Giant Spider

Appearance: The giant spider is a fearsome creature, with a body the size of a large dog and legs that span several feet. Its carapace is glossy black, marked with irregular patterns of grey and dark red, which help it blend into the shadowy recesses of its lair. It has multiple eyes that gleam with a reflective green sheen in the faint light, adding to its menacing demeanor.

Statistics:

  • Hit Points (HP): 16
  • Armor Class (AC): 4 (Natural Armor)
  • Speed: 30 ft., climb 30 ft.

Attacks:

  • Bite: The giant spider’s primary attack is a venomous bite.
  • Reach: 5 ft.
  • Target: One target
  • Damage: 1d4
  • Spider’s Nest: The nest contains eggs and remnants of previous meals, wrapped in silk. It is located in the darkest corner of the room, partially hidden by fallen bookshelves.
  • Deceased Adventurer: The unfortunate soul, still clad in the remnants of leather armor, lies near the center of the room, half-ensnared in webbing. Clutched in one hand is a small, open journal detailing the adventurer’s search for hidden treasures within the sanctuary.
  • Treasure: Scattered around the room, partially hidden under debris and webbing, are items of value:
    • Enchanted Ring: A silver ring with a glowing emerald that grants the wearer Protection #1.
    • Coin Pouch: A heavy pouch containing a mix of 10 gold and 15 silver coins.
    • Ancient Scroll: Tucked inside a waterproof case, this scroll contains a Scroll of Magic Missile.

M2 – The Second Chamber: The Hall of Elements

Overview: The second chamber of the Sanctuary of Thaumiel, known as the Hall of Elements, is a testament to Thaumiel’s extensive research into elemental magic. This grand hall is designed to harness and manipulate the elemental forces of nature, and it plays a crucial role in various experimental procedures that Thaumiel conducted.

Architectural Features:

  • Structure: The Hall of Elements is a large, circular room with a high domed ceiling. The floor is made of tiles, each crafted from different natural materials representing the elements—stone, water, fire (through heat-resistant glass), and air (crystals that shimmer like mirages).
  • Elemental Stations: Positioned at the four cardinal points of the chamber are elaborate stations, each dedicated to one of the four primary elements. These include an ever-burning flame encased in a magical fireproof barrier, a miniature waterfall and pool, a pedestal with a constantly swirling air vortex, and a large earthen mound with crystals and metals embedded within.

Magical Properties:

  • Elemental Conduits: Each station is not only a focal point for its respective element but also serves as a conduit for drawing elemental energy directly from their native planes, facilitated by Thaumiel’s arcane contraptions.
  • Central Altar: In the middle of the room stands a large, ornate altar made of a unique alloy that conducts magical energies. This altar is used to combine elemental forces during experiments, often resulting in powerful magical phenomena.

M3 – The Third Chamber: The Arcane Library

Overview: The third chamber of the Sanctuary of Thaumiel, known as the Arcane Library, is a vast, sprawling room dedicated to the preservation and study of magical knowledge. This library used to house an extensive collection of arcane texts, ancient manuscripts, and magical tomes that Thaumiel accumulated over his many years of study and exploration, but these have been looted over the years, leaving behind damaged books lying about the room.

Architectural Features:

  • Structure: The library is rectangular, with towering ceilings supported by ornate columns carved with images of famous scholars and mystics. The walls are lined with shelves that reach nearly to the ceiling, accessible by rolling ladders that glide silently along metal tracks.
  • Central Reading Area: In the center of the room, large oak tables are set up with enchanted lamps that provide perfect reading light. Comfortable chairs and small desks are scattered around for individual study.
  • Secluded Alcoves: Along the periphery of the library are several secluded alcoves, each designed for private study and experimentation. These alcoves are shielded by sound-dampening curtains and contain specialized workstations for various types of magical research.

The Female Bust: The Guardian’s Warning

Appearance: Located along the Arcane Library, there stands an exquisite bust of a female figure, reputed to be the likeness of a legendary oracle or seer associated with Thaumiel’s studies. The bust is carved from a rare, luminescent marble that faintly glows in the dim light of the sanctuary.

Design Features:

  • Facial Expression: The bust’s face is detailed with fine lines that suggest both wisdom and sorrow, hinting at the heavy knowledge she bears. Her eyes, wide and seemingly gazing into the distance, are designed to meet the gaze of anyone who walks by, giving a lifelike quality to the sculpture.

Magical Properties:

  • Whispering Warning: The bust is enchanted to whisper warnings to those who approach. Adventurers who pass by might hear a soft, ethereal voice urging them to leave before they awaken the darker forces that linger in the sanctuary. The warnings are not specific but carry an emotional weight that can instill a sense of dread or urgency.

The Busts Three Warnings:

  1. “Turn back, brave souls, for beyond these walls lies only sorrow and shadows. The secrets held here are not meant for mortal hands.”
  2. “Heed my words, seekers of the arcane; the path you tread is woven with peril, and the darkness here has devoured stronger wills than yours.”
  3. “Beware, for not all that slumbers is silent. Disturb the wrong echoes in these halls, and you may awaken more than just the echoes of the past.”

Mimic in the Arcane Library

Description: Residing among the vast collection of the Arcane Library, a mimic has cleverly disguised itself as an ornate chest. This deceptive creature lies in wait for the unwary, blending seamlessly with the other richly decorated furniture in the library.

Appearance: The mimic, when in its disguised form, appears as a beautifully carved wooden chest with intricate designs that suggest it might contain valuable scrolls or magical items. Its surface is polished to a high sheen, and it features elaborate metalwork that mimics the library’s aesthetic. If the adventurers look first, they will see a collection of bones around the chest, possibly giving them a clue that something may be amiss here…

Statistics:

  • Hit Points (HP): 18
  • Armor Class (AC): 7
  • Attack:
    • Bite: When a creature reaches to open the mimic, it attacks with a powerful bite.
    • Reach: 5 ft.
    • Target: One target
    • Damage: 1d8

M4 – The Fourth Chamber: The Sanctuary Dining Room

Overview: The fourth chamber of the Sanctuary of Thaumiel, known as the Sanctuary Dining Room, is a grand hall designed not only for dining but also for hosting elaborate gatherings where magical and philosophical debates once took place. This room, while now silent and devoid of its former lively discourse, still holds an air of regal elegance and arcane mystery.

Architectural Features:

  • Structure: The dining room is expansive with a high, arched ceiling supported by thick, ornate columns that are sculpted with scenes depicting various magical creatures and ethereal beings.
  • Dining Table: Dominating the center of the room is a long, ancient oak table capable of seating up to thirty guests. The table is intricately carved with symbols representing the schools of magic and the elemental forces.
  • Fireplace: A massive stone fireplace at one end of the room, has a small fire going in it.

Goblins in the Sanctuary Dining Room

Overview: Three crafty goblins have taken refuge in the Sanctuary Dining Room, using it as a temporary hideout while scavenging through the sanctuary. Startled by the sounds of a fight with the mimic in a nearby chamber, they have now set up an ambush, hoping to either defend their newfound territory or capitalize on the chaos.

Descriptions and Stats:

  1. Grizzleek the Sneaky
    • Hit Points (HP): 7
    • Armor Class (AC): 7 (Leather Armor)
    • Weapon: Shortbow
      • Attack: range 80/320 ft.
      • Damage: 1d6 + 2 piercing
    • Treasure: A pouch containing a few precious gems likely pilfered from a neglected treasury within the sanctuary worth 10 GP.
    • Personality: Grizzleek is the lookout, quick and quiet, preferring to attack from a distance and avoid direct confrontation.
  2. Snarlgut the Greedy
    • Hit Points (HP): 8
    • Armor Class (AC): 7 (Leather Armor)
    • Weapon: Scimitar
      • Attack: reach 5 ft.
      • Damage: 1d6 slashing
    • Treasure: Clutches a small, magical amulet that he believes brings luck (actually a minor magical item that provides +1 to saving throws).
    • Personality: Snarlgut is always looking for items to steal and hoard. He’s bolder than his companions and ready to leap into melee combat if it means potentially gaining more loot.
  3. Fangsnap the Cautious
    • Hit Points (HP): 6
    • Armor Class (AC): 7 (Leather Armor)
    • Weapon: Dagger
      • Attack: reach 5 ft.
      • Damage: 1d4
    • Treasure: Carries an old, dusty scroll found in the library, unaware of its spell content (the scroll contains the spell “Silence”).
    • Personality: Fangsnap is wary and calculating, preferring to set traps and use the environment to his advantage. He advises caution and is ready to flee if the fight turns against them.

Tactics: The goblins are small and nimble, making use of the dining room’s large furniture and shadows to hide and launch surprise attacks. They communicate with each other using sharp, quiet whistles and are prepared to use hit-and-run tactics to harry and confuse any intruders. Their plan is to create chaos, steal what they can during the confusion, and then slip away into the sanctuary’s deeper shadows.

Ambush Setup: The goblins have positioned themselves behind the large dining table and in the alcoves, using the room’s decorative tapestries and dim lighting to conceal their presence. Their ambush is set to trigger when they believe their opponents are most distracted by the remnants of the mimic encounter or when they are close enough for a surprise attack.

M5 – The Sanctuary Kitchen: The Wargs’ Den

Overview: Adjacent to the grand dining room, the sanctuary kitchen is a vast, sprawling area that once served to prepare elaborate feasts for Thaumiel and his guests. Now, it has been repurposed by the resident goblins as a den for their two pet wargs, turning this once bustling culinary hub into a makeshift lair.

The door to the kitchen is closed and so the wargs will be alerted to the fighting and will be itching to get into the fight.

Author Note: The Wargs are in the enclosed kitchen. If the adventurers do not open the door, then the wargs won’t be able to attack. It is basically a trap waiting to be triggered.

Architectural Features:

  • Structure: The kitchen retains its original stone architecture, with large hearths and ovens built into the walls, now cold and unused. High ceilings supported by wooden beams give the space an airy feel, though the air is now thick with the musky scent of the wargs.
  • Storage Areas: Multiple pantry rooms and storage areas, once filled with ingredients and fine wines, now serve as nesting spots for the wargs, strewn with bones and remnants of their meals.

Current Inhabitants:

  • Pet Wargs: The goblins have trained two wargs, large, wolf-like creatures, the use for hunting purposes.
    • Hit Points (HP): 12 each
    • Armor Class (AC): 6 (Natural Armor)
    • Attack: Bite; Damage: 1d6 piercing damage.

M6 – The Fifth Chamber: The Enchanted Conservatory

Overview: The fifth chamber in the Sanctuary of Thaumiel is the Enchanted Conservatory, a room dedicated to the study and cultivation of magical plants and herbs. This conservatory serves as a vital component of Thaumiel’s research into botanical magic and alchemy, housing a diverse collection of flora from various magical realms.

Architectural Features:

  • Structure: The conservatory is a large glass-domed room that allows natural light to nourish the plants within. The dome is enchanted to simulate various climatic conditions, supporting a wide range of magical and mundane plant life.
  • Layout: Organized in circular tiers, the conservatory’s layout facilitates easy access to all plants. Central pathways spiral outwards, leading to different sections categorized by plant properties and uses.

Magical Properties:

  • Growth Enhancement: Magical energies infused into the soil promote rapid growth and extraordinary properties in the plants, making the conservatory a valuable resource for potion ingredients and magical research.

Decorative Elements:

  • Fountains and Ponds: Small water features are strategically placed to maintain humidity levels and add a soothing auditory backdrop. These water bodies are occasionally home to small, magical aquatic creatures.
  • Glowing Pathways: The pathways are lined with luminescent stones that provide soft lighting, which helps navigate the conservatory at night and enhances the ethereal beauty of the space.

Current Use: Since the sanctuary’s abandonment, the conservatory has grown wild, with some plants becoming sentient or developing defensive mechanisms. The ecosystem has adapted and evolved, creating a somewhat dangerous but fascinating area ripe for exploration.

A Water Weird’s Lair

As the adventurers begin to wander about the Conservatory they may notice gold and silver coins and a skeleton have been tossed (or dropped) into the ponds. Its a trap!

Overview: A Water Weird is a creature composed entirely of water, taking the form of a serpentine entity that inhabits and guards a specific body of water. In the Sanctuary of Thaumiel, a Water Weird has made its home in one of the magical ponds in the overgrown conservatory, blending almost invisibly with the water until disturbed.

Appearance: The Water Weird is transparent, resembling a coil of water constantly in motion, with a head and tail that are discernible only when it chooses to show itself. When at rest or undisturbed, it is nearly indistinguishable from the rest of the water in the pond.

Statistics:

  • Hit Points (HP): 17
  • Armor Class (AC): 4 (Natural Armor)
  • Speed: 0 ft., swim 60 ft.

Attacks:

  • Constrict: The Water Weird attacks by enveloping and drowning its prey.
    • Attack Bonus: None, seeks to drown its victim.
    • Reach: 10 ft.
    • Target: One target
    • Damage: A Water Weird seeks to grab hold, wrap itself around a victim and pull them into water where they eventually drown. Until this grapple ends, the target is restrained and unable to breathe unless it can breathe water. If pulled underwater a character will die from drowning within three turns unless saved.

Special Abilities:

  • Water Bound: The Water Weird must stay in contact with the water of its pond and cannot move more than 30 feet away from it. If it is ever removed from the water, it dies.
  • Invisibility: While fully submerged in water, the Water Weird is invisible, giving it a natural stealth ability to ambush prey or protect its domain.
  • The best way to survive this encounter is to move away from the water and get 30 feet away from it.

Treasure of the Water Weird

Overview: The treasure guarded by the Water Weird in the Sanctuary of Thaumiel’s conservatory is an eclectic collection of items that have accumulated either from fallen adventurers who dared to explore too close or from Thaumiel’s own enchantments intended to keep the conservatory’s secrets safe. This treasure is submerged within the depths of the magical pond and is part of the lure that attracts the unwary.

Contents of the Treasure:

  1. Ring of Invisibility:
    • Description: A magic ring of invisibility, it betrayed its previous owner by slipping off his finger exposing him to the water weird. Now, it lies in wait for a new ring bearer.
  2. +1 Chainmail:
    • Description: A silver chainmail set lies in one pond. From a previous victim. It may need some cleaning.
  3. Coins:
    • Description: A small stash of 23 gold coins and 37 silver pieces are scattered around in the ponds.
  4. Ring of Healing: Can heal wounds (restores 1d4+1 hit points) up to three times per day.

The Stairway to the Upper Level of the Sanctuary of Thaumiel

Overview: Ascending from the main level of the Sanctuary of Thaumiel, the stairway leading to the upper levels spirals upwards, acting as a portal to the more esoteric and personal spaces used by Thaumiel. This area of the sanctuary is less about grand public research and more about private studies and contemplation.

Architectural Features:

  • Design: The staircase is an elegant construction made from white marble that contrasts with the darker stones used in the lower and ground levels. The steps spiral elegantly around a central column, which is smooth and devoid of the heavy runes found on the descent stairway.
  • Lighting: Skylights incorporated into the design of the upper floors allow natural light to spill down the staircase, illuminating the path and giving the marble a radiant glow during the day.
  • Railings: Wrought iron railings with intricate designs of celestial bodies and ethereal creatures flank the stairs, providing safety as well as aesthetic appeal.

UL1 – The Observatory

Overview: The first room on the upper level of the Sanctuary of Thaumiel is the Observatory. This space was specifically designed for astronomical studies and magical experiments related to celestial phenomena. It reflects Thaumiel’s fascination with the cosmos and his belief in the alignment of celestial bodies influencing magical powers.

Architectural Features:

  • Structure: The Observatory features a large, domed ceiling made of transparent glass that has been shattered in many locations allowing for the current occupants the ability to come and go freely.
  • Viewing Platforms: There are several raised platforms equipped with ancient telescopes and other arcane instruments. These platforms are arranged in a circular pattern around the room, each focusing on different parts of the sky.

Magical Properties:

  • Celestial Alignment Mechanism: At the center of the room, there’s a large, intricate device that functions both as a clock and a calendar, aligning the room’s telescopes with celestial events, such as solstices, equinoxes, and conjunctions.

Decorative Elements:

  • Mural of the Zodiac: The walls beneath the dome are adorned with a detailed mural depicting the zodiac signs and their mythological representations, each painted with luminescent paint that glows softly in low light.

Current Use: Since Thaumiel’s disappearance, the Observatory has largely been left to its own devices. The machinery and telescopes are dusty but still functional, possibly retaining some of their magical properties. The room occasionally shows signs of automatic adjustments during significant celestial events, suggesting some lingering enchantments remain active.

A Colony of Stirges in the Observatory

Overview: A colony of stirges has taken up residence in the upper level of the Sanctuary of Thaumiel, specifically within the confines of the once-grand Observatory. These creatures, resembling a grotesque cross between large bats and oversized mosquitos, thrive in the shadowy recesses of the ceiling and the less frequented corners of the room.

Appearance and Behavior: Stirges are small, flying beasts with leathery wings, sharp, pointed beaks, and a disturbingly long proboscis designed for bloodsucking. They have a reddish-brown coloration that helps them blend into the dark woodwork and shadows of the Observatory’s architecture. Typically, stirges lie dormant during the day, clinging to the ceiling or hiding in the nooks of the room, and become active at dusk.

Habitat Adaptation: In the Observatory, stirges benefit from the high dome and the limited light, which provide them with ample roosting spots and the element of surprise against intruders. The large windows and openings allow them easy access to the outside for feeding but they often return to the safety of the Observatory.

Stirges Statistics x 15:

  • Hit Points (HP): 2 (each stirge)
  • Armor Class (AC): 8 (Natural Armor)
  • Attack:
    • Blood Drain: Stirges dive down to latch onto their prey with their legs, using their proboscis to pierce the skin.
      • Attack Bonus: +1 to hit
      • Reach: 5 ft.
      • Target: One creature
      • Damage: 1d4 piercing damage, and the stirge attaches to the target. While attached, the stirge doesn’t attack. Instead, at the start of each of the striges’ turns, the target loses 1d4 hit points due to blood loss.
      • Detachment: The stirge detaches after it has drained 10 hit points worth of blood from the target or if the target dies. It can also be forced off by inflicting damage to it.

UL2 – The Luminous Chamber

Description: The Luminous Chamber, once a beacon of elegance, now bears the marks of time and neglect. The once-bright golden light is now dim, struggling to filter through the dust and cobwebs that cover the arched window. The frescoes on the walls have faded, and in some places, they have chipped away, revealing the bare stone beneath.

Features:

  • The grand canopy bed is now a tattered relic, its silks torn and moth-eaten, with the celestial motifs barely discernible.
  • The plush seating area is covered in a layer of dust, and the velvet armchairs are threadbare and sagging.
  • The polished mahogany writing desk is scratched and weathered, with several of the quills broken and ink bottles dried up.
  • The private balcony’s wrought iron railings are rusted, and the potted plants are long dead, leaving only cracked pots and dry soil.
  • The en suite bathroom’s marble soaking tub is stained, and the gold fixtures are tarnished. The collection of aromatic oils and bath salts are long gone, leaving empty bottles and dusty shelves.

UL3 – The Enchanted Grove Room

Description: The Enchanted Grove Room, once a warm and inviting space, now feels cold and abandoned. The dark wood paneling is warped and cracked, and the ceiling’s hanging vines and lanterns have withered away, leaving only cobwebs and broken glass.

Features:

  • The four-poster bed’s forest-green linens are faded and torn, with the canopy of vines and flowers reduced to brittle remnants.
  • The stone fireplace is clogged with debris, and the carved wooden mantle is splintered and broken.
  • The sitting area’s large armchair is threadbare, and the plush rug is matted and stained. The bookshelf is nearly empty, with a few remaining books covered in dust and mildew.
  • The window seat’s cushions are moldy and discolored, and the view of the gardens below reveals overgrown and untended foliage.
  • The en suite bathroom’s natural stone shower is grimy, the wooden vanity is rotting, and the herbal soaps and shampoos are dried out and crumbling.

UL4 – The Celestial Observatory

Description: The Celestial Observatory, once a haven for stargazers, now feels desolate and forlorn. The midnight blue walls and ceiling are peeling and covered in mold, and the shimmering stars and constellations are barely visible through the grime. The large, domed skylight is cracked, letting in rain and debris.

Features:

  • The round, luxurious bed’s midnight blue and silver linens are tattered and dirty, with stuffing protruding from the mattress.
  • The telescope near the window is rusted and misaligned, and the star charts and celestial maps are yellowed and torn.
  • The cozy nook’s chaise lounge is ripped and sagging, and the collection of celestial-themed books and scrolls are water-damaged and moldy.
  • The suites bathroom’s modern design is marred by rust and mildew, with the rainfall shower barely functioning and the star-shaped soaps melted into unrecognizable lumps. The moonlit-scented candles are reduced to puddles of wax, leaving only the burnt-out wicks.

Shadow of Thaumiel

Description: The Shadow of Thaumiel is an eerie, malevolent entity that lurks within the decayed and forgotten rooms of the sanctuary. It appears as a dark, amorphous form, constantly shifting and blending into the shadows cast by the broken ceilings and crumbling walls. Its presence chills the air, and a sense of dread fills anyone who steps into its domain. Whispered voices and fleeting, shadowy figures can be seen and heard out of the corner of the eye, adding to the unsettling atmosphere.

The Shadow of Thaumiel feeds on the despair and fear of those who enter the once-grand rooms, drawing strength from the ruined beauty and the memories of a more glorious past.

The Shadow of Thaumiel is moving about the upper floor of the Sanctuary. There is a 100% chance that the characters will see the shadowy figure, but, there is only a 20% per room that he will expose himself and attack the adventurers.

As long as the adventurers stay in the upper level, the Shadow will continue to move about them, looking for an adventurer’s moment of weakness to attack, to absorb their life force.

Game Statistics:

  • Hit Points: 45 (10d8)
  • Armor Class: 7
  • Speed: 40 ft
  • XP Value: (700 XP

Strength Drain: Melee Weapon Attack: reach 5 ft., one target. Hit: 13 (3d6 + 2) necrotic damage, and the target’s Strength score is reduced by 1d4. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest. If a non-evil humanoid dies from this attack, a new shadow rises from the corpse 1d4 hours later.

Description of Presence: The Shadow of Thaumiel is an insidious presence in the rooms. In the Luminous Chamber, it blends into the darkened corners, whispering promises of lost grandeur and forgotten glories to entice the unwary. In the Enchanted Grove Room, it weaves through the warped wood and hanging cobwebs, creating an unsettling sense of being watched. In the Celestial Observatory, it lingers near the cracked skylight, mimicking the shifting shadows of the night sky to conceal its true form.

UL5 – The Astral Library

Description: The Astral Library, once a grand repository of arcane knowledge, now stands as a shadow of its former glory. This large room, originally designed for quiet study and reflection, is filled with towering bookshelves that reach up to the high, vaulted ceiling. However, decades of neglect have left their mark, and the room now exudes an air of abandonment and decay.

Features:

  • Bookshelves: The once-majestic bookshelves are now warped and leaning, many of them covered in a thick layer of dust. Several shelves have collapsed, spilling ancient tomes and scrolls onto the floor, where they lie in disarray. Many of the books have been damaged by time and elements, their pages yellowed and brittle, with some volumes reduced to mere fragments.

Atmosphere: The Astral Library is permeated by a heavy silence, broken only by the occasional sound of dripping water or the creak of the settling building. The air is musty and thick with the scent of decaying paper and rotting wood. Despite its current state of disrepair, there is an undeniable aura of lost knowledge and forgotten wisdom that lingers in the room, hinting at the sanctuary’s once-glorious past.

Thaumiel’s Homunculus

Description: Thaumiel’s Homunculus is a small, arcane construct designed to assist in the maintenance and organization of the Astral Library. Over the decades, it has become the solitary guardian of the decayed repository, tirelessly working to preserve the knowledge within, despite the overwhelming neglect. It stands about two feet tall, with a body composed of a mixture of organic and magical materials.

Personality: Thaumiel’s Homunculus is both a guardian and a curator, fiercely protective of the library’s contents. Despite the state of decay, it diligently performs its duties, driven by an unwavering sense of purpose instilled by its creator. It is cautious of outsiders and can be wary of those who appear to disrespect the library or its knowledge. However, it is also deeply curious and can become quite helpful to those who show genuine interest in the arcane secrets the library holds. The Homunculus, is not interested in a fight. But, if the adventurers misread and then attack the poor creature.

If the Adventurers attack first, then the Shadow of Thaumiel will come to the aid of his first creation.

  • Hit Points: 18 (4d4+8)
  • Armor Class: 13 (natural armor)
  • Speed: 20 ft., fly 30 ft.
  • Damage: Bite: 1 D4
  • XP Value: (200 XP)

Cache of Magic Scrolls and Tomes

Description: Hidden away in a secluded corner of the Astral Library, behind a towering bookshelf that has long since collapsed, lies a hidden cache of magic scrolls and tomes. This small trove of arcane knowledge has somehow withstood the ravages of time and neglect, preserved by the lingering enchantments and the watchful care of Thaumiel’s Homunculus.

Features:

  • Ancient Tomes: The collection includes several ancient tomes bound in rich, dark leather with intricate silver or gold embossing. Their pages are made of high-quality parchment, still supple and intact. These books contain a wealth of arcane knowledge, from powerful spells and rituals to detailed treatises on magical theory and history.
    • The Codex Arcana: A massive tome filled with advanced spells and magical formulas. It is said to contain the secrets of creating powerful magical constructs and enchanted items. Value: 500GP
    • The Grimoire of Shadows: A dark leather-bound book that details the manipulation of shadow magic, including spells for concealment, illusion, and necromancy. Value: 750 GP
    • Thaumiel’s Journal: A personal journal of Thaumiel himself, containing notes on his experiments, discoveries, and musings on the nature of magic. This journal offers invaluable insight into the mind of the sanctuary’s creator. Value: Priceless.
  • Magical Scrolls: Three scrolls are neatly rolled and secured with enchanted ribbons or wax seals bearing arcane symbols. Each scroll contains a single spell, meticulously inscribed with magical ink that shimmers in the dim light. These scrolls range from simple cantrips to powerful incantations capable of altering reality itself.
    • Scroll of Fireball: A spell scroll containing the powerful evocation spell, capable of unleashing a devastating burst of flame.
    • Scroll of Teleportation: This scroll allows the caster to instantly travel to a known location, bypassing physical obstacles and vast distances.
    • Scroll of Protection: A scroll that provides a potent magical barrier, granting the caster protection against specific types of damage or magical effects.

UL6 – Thaumiel’s Bedchamber

Description: Thaumiel’s bedchamber, once a luxurious and serene retreat, now stands as a poignant reminder of the sanctuary’s decline. The room is spacious, with high ceilings and large, arched windows that once allowed sunlight to stream in. Now, the windows are grimy and cracked, casting a muted, dusty light over the decayed grandeur within.

1. Canopy Bed:

  • Description: The centerpiece of the room is a grand canopy bed, its wooden posts intricately carved with arcane symbols and mystical creatures. The canopy, once draped with rich, dark fabrics, is now tattered and faded, with cobwebs hanging from the corners. A mummy now rests on the bed.

2. Personal Artifacts:

  • Description: Scattered across a vanity table are various personal items, including a silver comb, an ornate mirror, and a collection of jewelry. These items were once meticulously arranged and well-kept, reflecting Thaumiel’s attention to detail. These are worth 75SP.

3. Wardrobe and Dressers:

  • Description: Along one wall stands a large wardrobe and several dressers, their surfaces carved with elaborate designs. These pieces of furniture once stored Thaumiel’s robes and personal garments, keeping them in pristine condition.

Atmosphere: Thaumiel’s bedchamber, despite its state of disrepair, still exudes a sense of mystique and lost grandeur. The room is filled with a heavy silence, broken only by the occasional creak of the settling building. The air is thick with dust and the musty scent of decay, but the remnants of opulence hint at the room’s former splendor. Exploring Thaumiel’s bedchamber offers a glimpse into the past, where the powerful mage once sought rest and reflection amidst his arcane pursuits.

Mummy of Thaumiel’s Spouse

Description: The mummy of Thaumiel’s spouse, though primarily a tragic figure, is also imbued with protective enchantments that make her a formidable guardian of the bedchamber. She is bound by ancient magic to defend against intruders who might disturb her eternal rest.

Game Statistics:

  • Hit Points: 58
  • Armor Class: 3 (natural armor)
  • Speed: 20 ft.
  • XP Value: (700 XP)

Actions:

Multiattack: The mummy can use its Dreadful Glare and makes one attack with its rotting fist.

Rotting Fist: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage plus 10 (3d6) necrotic damage. The target must succeed on a DC 12 Constitution saving throw or be cursed with mummy rot. The cursed target can’t regain hit points, and its hit point maximum decreases by 10 (3d6) for every 24 hours that elapse. If the curse reduces the target’s hit point maximum to 0, the target dies, and its body turns to dust. The curse lasts until removed by the remove curse spell or other magic.

Dreadful Glare: The mummy targets one creature it can see within 60 feet of it. If the target can see the mummy, it must succeed on a DC 11 Wisdom saving throw against this magic or become frightened for 1 minute. If the target fails the saving throw by 5 or more, it is also paralyzed for the same duration. A frightened target can repeat the saving throw at the end of each of its turns, with disadvantage if the mummy is within line of sight, ending the effect on itself on a success. If a target’s saving throw is successful or the effect ends for it, the target is immune to this mummy’s Dreadful Glare for the next 24 hours.

Description of Presence: The mummy of Thaumiel’s spouse lies in her final resting place, bound by powerful protective magic. Though she appears as a serene and tragic figure, the enchantments placed upon her ensure that she can rise to defend herself and the sanctuary if disturbed. The air around her is thick with a sense of sorrow and latent power, making it clear that she is not to be trifled with.

If the Adventurers attack, then the Shadow of Thaumiel will come to the aid of his first love.

UL7Secret Alcove:

Description: Hidden behind a cleverly concealed panel in the wall, the secret alcove is a small, secure space that Thaumiel used to store his most prized possessions. Despite the overall disrepair of the sanctuary, the alcove has remained relatively untouched, protected by powerful enchantments that preserve its contents. The treasures and magical items within offer a glimpse into the wealth, power, and deep arcane knowledge of Thaumiel.

The adventurers will have a 50% chance of finding the secret alcove if they actively search the room for secret compartments.

Enchanted Items:

  • Ring of Protection: A delicate silver ring set with a small, glowing sapphire. This ring grants its wearer a +1 bonus to Armor Class and saving throws, providing a subtle but powerful magical defense.
  • Amulet of Health: An amulet with a large, red gemstone at its center, hanging from a fine gold chain. When worn, the amulet increases the wearer’s Constitution score +3, enhancing their vitality and resilience.
  • Staff of the Magi: A long, slender staff made of ebony wood, intricately carved with arcane runes and symbols. This powerful staff grants a variety of spellcasting abilities and can store spell energy for later use.
  • Scroll of Protection from Evil and Good: A scroll containing the incantation to create a protective barrier against evil and good creatures, granting advantage on saving throws and protection from certain effects.
  • Scroll of Fireball: A scroll inscribed with the powerful evocation spell, capable of unleashing a devastating explosion of fire.
  • Cloak of Invisibility: A beautifully woven cloak that, when worn, renders the wearer invisible. The fabric shimmers faintly with a magical glow and is exceptionally lightweight.

Secret Stairwell

Description: The secret stairwell is a hidden passage designed to provide discreet access between Thaumiel’s bedchamber and the lower levels of the sanctuary. Concealed behind a cleverly crafted panel in the wall, the stairwell is a testament to Thaumiel’s ingenuity and need for privacy and security. Despite the overall decay of the sanctuary, this stairwell has remained relatively intact, protected by enchantments that prevent unauthorized access.

The adventurers will have a 50% chance of finding the secret alcove if they actively search the room for secret compartments.

Entrance:

  • Hidden Panel: The entrance to the stairwell is concealed behind a section of the wall that seamlessly blends with its surroundings. The panel is decorated with intricate carvings and arcane symbols, but one particular symbol acts as a trigger when pressed.
  • Trigger Mechanism: Pressing the correct symbol causes the panel to silently slide open, revealing the darkened passage beyond. The mechanism is smooth and nearly silent, indicating a high level of craftsmanship and magical reinforcement.

Stairwell Features:

1. Construction:

  • Stone Steps: The stairwell consists of a narrow, winding staircase made of solid stone. The steps are worn smooth by years of use but are still sturdy and stable. Each step is slightly curved, creating a spiral descent that maximizes space.
  • Walls: The walls of the stairwell are made of the same stone as the rest of the sanctuary, though they are reinforced with arcane runes that faintly glow, providing a dim, eerie light. The runes serve both to light the way and to ward off intruders.

2. Lighting:

  • Glowing Runes: Faintly glowing runes are etched into the walls at regular intervals, casting a soft blue light that illuminates the stairs without revealing their presence to the untrained eye. These runes are powered by ancient enchantments, ensuring the stairwell is never completely dark.
  • Enchanted Sconces: At several points along the descent, there are enchanted sconces holding ever-burning torches. The flames of these torches are magical and do not produce smoke, providing a steady light that flickers gently, adding to the mysterious atmosphere.

3. Secret Landings:

  • Hidden Nooks: Along the descent, there are a few small landings with hidden nooks containing emergency supplies, such as healing potions, magical scrolls, and simple rations. These nooks are concealed behind false panels and are meant to provide refuge in times of need.

4. Lower Levels:

  • First Lower Level: The first lower level is accessed after a descent of about 50 steps. This level contains various functional rooms, such as storerooms, a secondary study, and guest quarters that are in a state of disrepair but still bear signs of their former utility.
  • Second Lower Level: Continuing further down, another 50 steps lead to the second lower level, which houses Thaumiel’s arcane laboratory, ritual chambers, and secure vaults. This level is heavily warded and contains the most potent magical artifacts and experiments, many of which are still active.

Lower Level 1 – The Experimentation Chamber

Description: The Experimentation Chamber is the first room one encounters upon climbing down the stairs. This large, eerie space served as Thaumiel’s primary laboratory, where he conducted countless experiments that pushed the boundaries of natural and magical laws. The room is filled with the remnants of these experiments, creating an unsettling atmosphere that hints at the dark and arcane nature of Thaumiel’s work.

Experimental Remains:

  • Skeletons: The skeletal remains of various creatures, both natural and unnatural, are scattered throughout the room. Some are partially assembled on workbenches, while others lie in heaps on the floor. The bones are yellowed and brittle, showing signs of extensive tampering and magical alteration.
  • Glass Tanks: Large glass tanks, some shattered and others intact, contain the preserved remains of Thaumiel’s experiments. These include mutated animals, hybrid creatures, and other abominations. The tanks are filled with a murky, preservative fluid that has long since stagnated.
  • Dissection Tables: Several metal tables equipped with restraints and surgical tools are positioned in the center of the room. These tables were used for live dissections and modifications, and the rusted tools still bear traces of dried blood and other substances.

LL2 – The Alchemical Laboratory

Description: The Alchemical Laboratory is the room adjacent to the Experimentation Chamber, serving as the primary workspace for Thaumiel’s extensive alchemical research. This room is dedicated to the study and creation of potions, elixirs, and other alchemical concoctions. Despite the overall decay of the sanctuary, the laboratory retains a sense of order and purpose, with shelves lined with ingredients and workbenches covered in alchemical equipment.

Workbenches:

  • Alchemical Equipment: Several large workbenches are covered with an array of alchemical apparatus, including alembics, retorts, distillation coils, and crucibles. These pieces of equipment are well-organized and appear to be in better condition than those in the Experimentation Chamber, though still showing signs of age and use.
  • Potion Bottles: Rows of glass bottles and vials, some filled with colorful liquids and others empty, are arranged neatly on the workbenches. Each bottle is labeled with faded, handwritten tags indicating their contents.

Shelves and Cabinets:

  • Ingredient Storage: Wooden shelves and cabinets line the walls, filled with jars, boxes, and pouches containing various alchemical ingredients. Dried herbs, rare minerals, and exotic powders are stored in meticulously labeled containers. Some jars are cracked or dusty, but the contents inside remain largely intact.
  • Rare Ingredients: In a locked, glass-fronted cabinet, Thaumiel stored his most rare and valuable ingredients. The cabinet contains items like dragon scales, phoenix feathers, and powdered unicorn horn, each carefully preserved and protected by enchantments.

Alchemical Tome:

  • Thaumiel’s Alchemical Tome: On a central pedestal, there is an open, large leather-bound tome filled with Thaumiel’s alchemical recipes and notes. The pages are covered in intricate diagrams, formulas, and annotations, offering a wealth of knowledge to those who can decipher them. Worth 500GP.

Distillation Apparatus:

  • Central Distillation Setup: In the center of the room, a large distillation apparatus stands, connected by a network of glass tubing and metal stands. The apparatus includes a series of burners, flasks, and condensers, used for creating complex alchemical mixtures. The setup is intricate and well-maintained, despite the overall decay of the sanctuary.

Skeleton Warriors

Description: The three skeleton warriors are ancient guardians created by Thaumiel to protect the Alchemical Laboratory from intruders. Each skeleton is armed with a different weapon and wears remnants of armor that have withstood the passage of time. When adventurers enter the laboratory, these skeletal guardians awaken, their eyes glowing with a faint, eerie light as they move to defend the room.

When the adventurers enter the Alchemical Laboratory, the skeleton warriors animate and take up defensive positions. The Sword and Shield Skeleton will engage in melee combat, using its shield to block attacks. The Archer Skeleton will stay at a distance, targeting intruders with its longbow. The Greatsword Skeleton will charge into battle, using its powerful attacks to deal significant damage.

These skeleton warriors serve as formidable guardians, challenging the adventurers to overcome the defenses Thaumiel put in place to protect his alchemical secrets.

1. Skeleton Warrior – Sword and Shield

  • Appearance: This skeleton warrior wields a rusty longsword and carries a battered shield. It wears the remnants of chainmail armor, now corroded and covered in dust. The bones are yellowed and cracked but still held together by dark magic.
  • Hit Points: 22
  • Armor Class: 4 (rusty chainmail and shield)
  • Speed: 30 ft
  • Damage Resistances: Poison
  • Condition Immunities: Poisoned
  • XP Value: (50 XP)
  • Actions:
    • Multiattack: The skeleton makes two melee attacks.
    • Longsword: Melee Weapon reach 5 ft, one target. Hit: 7 (1d8 + 3) slashing damage.
    • Shield Block: The skeleton can use its reaction to add +2 to its AC against one melee attack that would hit it.

2. Skeleton Warrior – Archer

  • Appearance: This skeleton warrior wields a longbow, its quiver filled with arrows that are still sharp and functional. It wears scraps of leather armor, offering minimal protection but allowing for greater mobility. The bones are more intact, suggesting it was created from a fresher corpse.
  • Hit Points: 18
  • Armor Class: 8 (worn out leather armor)
  • Speed: 30 ft
  • XP Value: (50 XP)
  • Actions:
    • Multiattack: The skeleton makes a ranged attacks.
    • Longbow: Ranged Weapon Attack range 150/600 ft, one target. Hit: (1d8) piercing damage.

3. Skeleton Warrior – Greatsword

  • Appearance: This skeleton warrior wields a greatsword, its blade nicked and worn from years of use. It wears fragments of plate armor that provide substantial protection, though the armor is rusted and falling apart in places. The skeleton’s bones are thick and heavy, indicating it was a formidable warrior in life.
  • Hit Points: 20
  • Armor Class: 4 (plate armor, partially intact)
  • Speed: 30 ft
  • Languages: Understands the languages it knew in life but can’t speak
  • XP Value:(100 XP)
  • Actions:
    • Multiattack: The skeleton makes one melee attack.
    • Great sword: Melee Weapon Attack: reach 5 ft, one target. Hit: 10 (2d6) slashing damage.

LL3 – The Summoning Room

Description: The Summoning Room is an imposing and mystical space dedicated to the conjuring and binding of supernatural entities. It is located adjacent to the Alchemical Laboratory, providing easy access to the magical resources and ingredients needed for summoning rituals. This room is filled with powerful arcane symbols and intricate preparations, all designed to ensure the successful summoning and control of otherworldly beings.

1. Entrance:

  • Heavy Stone Door: The entrance to the summoning room is marked by a heavy stone door inscribed with protective runes and arcane symbols. The door is designed to contain any summoned entities and prevent them from escaping into the rest of the sanctuary.
  • Magical Wards: The frame of the door glows faintly with magical wards, ensuring that only those with the proper knowledge or magical attunement can enter.

2. Summoning Circle:

  • Central Feature: At the heart of the room lies a large, intricately inscribed summoning circle. The circle is engraved into the stone floor and filled with glowing, iridescent runes. The runes pulse with a faint, rhythmic light, indicating the latent power within the circle.
  • Complex Patterns: The summoning circle is composed of multiple layers of geometric patterns and symbols, each corresponding to different elements and aspects of summoning magic. The outermost ring is adorned with protective glyphs, while the inner rings contain binding runes and conjuration symbols.

3. Altar and Ritual Tools:

  • Stone Altar: A sturdy stone altar stands near the summoning circle, covered with various ritual tools and offerings. The altar is carved with symbols of power and sacrifice, and its surface is stained with the remnants of past rituals.
  • Ritual Tools: The altar holds an array of tools used in summoning rituals, including ceremonial daggers, chalices, incense burners, and candles. These items are arranged meticulously, ready for use in the next summoning.
  • Offerings: Small bowls and containers hold offerings such as rare herbs, precious gems, and other valuable materials meant to entice and appease summoned entities.

Thaumiel’s Revival

Description: Thaumiel, once thought to be a long-dead figure, stands at the center of the summoning altar, radiating a palpable aura of power and malevolence. His laughter echoes through the dimly lit room, sending chills down the spines of the adventurers who have just entered. The runes and symbols of the summoning circle glow brightly under his feet, amplifying his presence and emphasizing the arcane energy he commands.

Appearance:

  • Figure: Thaumiel is tall and imposing, with an ethereal, almost otherworldly presence. He is dressed in dark, flowing robes adorned with arcane symbols and intricate embroidery. The robes shimmer faintly, reflecting the glow of the summoning circle.
  • Face: His face is gaunt yet commanding, with high cheekbones and hollowed eyes that burn with an inner fire. His eyes, once dull, now blaze with a fierce, almost insane intensity. His skin is pale and stretched tight over his bones, giving him a spectral appearance.
  • Hair: His long, silver hair flows freely over his shoulders, adding to his menacing and regal aura. It moves slightly as if stirred by an invisible wind, contributing to his ethereal presence.
  • Hands: His hands are skeletal and claw-like, with long, bony fingers that end in sharp, blackened nails. He gestures dramatically as he laughs, the motions fluid and unsettlingly graceful.

Scene:

  • Summoning Circle: Thaumiel stands within the summoning circle, the runes glowing brightly beneath him. The intricate patterns and symbols pulse with energy, casting eerie shadows across the room. The magical energy contained within the circle seems to feed into him, enhancing his already formidable power.

Thaumiel’s voice is smooth and commanding, dripping with condescension. “Welcome, fools,” he sneers. “Did you truly believe you could trespass in my domain unchallenged? Behold the power of Thaumiel, undiminished by time and death!”

Thaumiel’s Taunts

Thaumiel will attempt to gloat over the adventurers and there are a couple of possible outcomes.

1. Revelation of Intent

Dialogue: “Ah, the brave heroes, seeking to thwart my plans. But you are too late. The rituals are complete, and soon, the very fabric of reality will bend to my will. Kneel before me, and perhaps I shall spare your wretched lives.”

Context: If the adventurers decide to join with Thaumiel, they will have their alignments adjusted to Lawful Evil. And will rise servants of Thaumiel to lead his revenge on the Horse Lords. Our adventure ends here, and the adventurers start a new set of adventures as evil doers.

If they proceed with an attack, well then –

2. Mocking Taunt

Dialogue: “Fools, did you truly believe you could trespass in my domain unchallenged? Behold the power of Thaumiel, undiminished by time and death!”

Context: If the adventurers attack, Thaumiel will simply teleport to another plane and be out of danger from the adventurers.

The Climax: Thaumiel’s Escape

Thaumiel will not be defeated by a group of entry level adventurers. He has lived too long, fought too long, and stood the test of time to be challenged by a group of entry level adventurers. He has fled through his portal to another time and realm. Wisps of smoke will all that is left behind. The adventurers will be left behind, and Thaumiel will return at a later date in another adventure.

However, as Thaumiel teleports an energy wave is emitted and knocks our adventurers backwards from the force. A wave of magic has set the room on fire, and it is spreading fast. Too fast to be fought and extinguished. The adventurers must flee for their lives.

By the time the adventurers get outside it is clear the Sanctuary is becoming completely involved in fire. In essence, they have accomplished their mission. But now the adventurers must report what has happened (or, not) and warn the Horse Lords that Thaumiel has escaped and is on the loose.

And, he is gonna be pissed.

For more adventures on the Equinox Isle see the following modules:

E-2 The Trouble with Trolls

E-3 The Rise and Fall of the Third Thaumiel

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G-1 The Hill Giants of Thunder Ridge

G-2 A Pact of Ice and Earth

G-3 A Throne of Embers

T-1 The Path of Elements

L-1 Isle of The Lich King

P-1 Pirates! Goblin Pirates!

Now sit back, relax and let your imagination run free…

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