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100% found this document useful (2 votes)
433 views88 pages

CrucibleMagazine 000 LaunchIssue Lairs

Uploaded by

Jackson Dunlay
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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LAUNCH ISSUE | LAIRS

A N E P I C M O N T H LY M A G A Z I N E F O R F I F T H E D I T I O N

DEATH, DESPAIR & A SPARKLY LAIR

DRAXORN
DELVE
AND THREE MORE ADVENTURES!

DIREQUEST: LEGENDS
OF THE FREELANDS
THE ADVENTURE BEGINS IN OUR 4 PAGE COMIC

THE HOT SEAT INTERVIEW WITH

LUKE GYGAX
TWO NEW SUBCLASSES
THE BLOODBOARD QUEST HOOKS
NEW MAGIC ITEMS, MONSTERS
AND MORE WITH EVERY ISSUE
Staff
Chief Executive Officer Alex Hitchen

Chief Creative Officer TJ Phoenix

Product Manager Harrison

Artists
Direquest Martin Kirby-Jackson
ON THE COVER instagram.com/direquest artstation.com/kirbish

A cloaked adventurer raises a lantern as they face off Pavel Kunc Sinlaire
against a deadly Draxorn in Martin Kirby-Jackson’s
kuncart.com artstation.com/sinlaire
stunning illustration for the Draxorn Delve
adventure. The green-cloak on our print version of
the cover is exclusive to our Kickstarter launch; the Marlene “Taarie”
original features a red-cloaked member of the Robinson
(in)famous Bloodbound adventuring guild as seen on artoftaarie.com
page 30!

Writers
Jess Pendley & Keith Pendley
undergroundoracle.com

Crucible Magazine and its respective logo are trademarks of Crucible Magazine, Ltd. in the
United Kingdom and other countries. © 2021 Crucible Magazine, Ltd. Hit Point Press
and its respective logo are trademarks of Hit Point Press Inc. The MAD Cartographer and
its respective logo are trademarks of The MAD Network, Ltd.

This material is protected under the copyright laws of the United Kingdom and the United
States of America. Any reproduction or unauthorized use of the material or artwork
contained herein is prohibited without the express written permission of Crucible
Magazine, Ltd. This product is a work of fiction. Any similarity to actual people,
organizations, places, or events is purely coincidental.

@CrucibleMag @Crucible_Mag @Crucible_Mag @Crucible_Mag


INSIDE THIS ISSUE
Sea Giant Cove
Page 6

Sea Giant
Prison
Cove of the Arachlex
Page 30
Page 19

Draxorn Delve
Page 30 Prison of the
Arachlex

The04 Heavenly Horde 17


// ADVENTURE: SEA GIANT COVE
A sea giant is a�acking merchant vessels sailing along the
// ADVENTURE: PRISON OF THE ARACHLEX
The prison of a telepathic monstrosity has been breached
Breakwater
Page 44Coast under the instruc�on of an infamous and the creature’s webs have begun to ensnare the local
pirate captain searching for mysterious ar�facts. populace, turning them into spider-like horrors.

FEATURED CONTENT
60 // ADVENTURING DAYS Are you brave enough to face the wrath of a rampaging sea
giant? Can you save the missing children and uncover the
63 // THE BLOODBOARD
webbed prison of a hidden horror? Do you dare to investigate
66 // SUBCLASSES beneath a quaking mine shaft to learn what threatens to wake
a slumbering volcano? Will you have the courage to stand
69 // BACKGROUNDS
against a war-hungry horde that wields a divine power?

80 // DEAR DIRELORDS 82 // DIREQUEST COMIC 77 // HOT SEAT: LUKE GYGA X

4 CRUCIBLE MAGAZINE | LAIRS


HOW TO USE
THIS MAGAZINE
| Letter from the Editors
You currently hold in your hands a magazine born from the
To get the most out of the adventures and other
imaginations of two life-long devotees to the World’s Greatest
content provided within the pages of this
Role-Playing Game and brought to life with the help of a diverse
magazine, you will need the fifth edition core
team of creators spanning the entire globe!
rulebooks abbreviated as PHB, DMG, and
MM. You can also use the Basic Rules and the
We have all struggled through the world-wide events of the last
fifth edition System Reference Document
two years, but the one thing that brought us together is a shared
(SRD) which can be downloaded for free
passion of crafting exciting adventures, unique worlds, and
online. Every adventure provided in this
fantastical creatures. As we battled a world-wide pandemic, we also
magazine uses the fifth edition SRD and OGL.
made heroes that fought against the dark tides of evil, delved deep
FORMATTING under mountains, and sailed the seas against deadly corsairs. And
these are the adventures that we want to share with all of you!
In the provided adventures’ text you will come
across references that point to information All of the content you’ll find here is built to be plug-and-play and
that can be found in the Fifth Edition core easily dropped into your personal campaign with little to no prep-
rulebooks. work. For this launch issue we chose the theme of “Lairs” to
Magic Items and Spells are italicized and showcase four unique BBEG’s and highlight their personal lairs
creature names are bolded when their and stories. We also packed in tons of additional content that ties
statistics are potentially needed. into the theme, as we will continue to do for each monthly issue!
If the adventure introduces new creatures, Join us next month where we will be searching for treasure and
items, or spells, the relevant information will exploring the horrors of the deep in the “Dark Seas”!
be provided in the corresponding text.
Thank you for giving us a chance to share our passion with you!
Text that is presented in a box like this is
meant to be read aloud or paraphrased for Ready for an adventure?
the players when their characters arrive in a
location or as the circumstances dictate in TJ & Alex
the adventure text.

GET THIS ISSUE’S DIGITAL DOWNLOADS,


INCLUDING ALL ADVENTURE MAPS,
THE FIRST 5E MAGAZINE FOR
REGION MAPS, AND PLAYER HANDOUTS
IN VTT AND PRINT QUALITY F O U N D RY V T T
Love Foundry VTT? Each monthly issue
of CRUCIBLE MAGAZINE will be
released as a full JSON module, with all
the adventures, dynamic maps, magic
items and more available to import
straight into Foundry. For more
informa�on visit our website.

CRUCIBLEMAG.COM/LAUNCHISSUE WWW .CRUCIBLEMAG.COM

CRUCIBLE MAGAZINE | LAIRS 5


Sea Giant Cove ea Giant Cove is a Fifth Edition adventure

S
intended for three to five characters of 2nd to
A Fifth Edition Adventure 4th level and optimized for four characters
for 2nd - 4th level characters with an average party level (APL) of 3. A
young sea giant has taken residence in a
hidden cove on the Breakwater Coast and is sinking
merchant vessels at the behest of a fearsome pirate lord. The
Written by TJ Phoenix attacks have made the nearby port city of Hopewell Harbor
Header Art by Marlene Robinson panic, and calls have gone out to stop the rampaging giant
before the sea trade the port depends on ceases entirely.
Interior Art by Pavel Kunc This adventure takes place in the Freelands campaign
MARLENE “TAARIE” ROBINSON

setting but can be placed into any existing campaign with a


small port city and sea cave with only a few modifications
and name changes.

6 CRUCIBLE MAGAZINE | SEA GIANT COVE


Adventure Summary
����� �� ��� ����� The characters learn a strange giant has been terrorizing the
����� ��������� ���� coastline and sinking trading vessels. The party visits
Hopewell Harbor and is tasked with ending the threat and
Sea Giant’s Cove is the first adventure of the Wrath of the retrieving the stolen goods. They team up with an old pirate
Dread Lords Adventure Path that will take a party of captain who takes them to the underwater village of Ocelona,
characters from 3rd level to 10th level. These adventures home to a tribe of nixies who know more information. After
can be played independently of each other as single convincing the initially unfriendly nixies to help, the
adventures or consequently as a complete campaign.
characters learn the location of the giant’s hidden sea cave.
Each adventure will be released in forthcoming issues of
Crucible Magazine.
They confront the young giant and determine his ultimate
fate after battling through the cave and against the rising
tides that threaten to drown them.

Backstory Adventure Hooks


Bonsag was not like other sea giants, those reclusive beings Here are a few ways to get your players hooked into this
who live in coral villages at the bottom of the ocean and adventure:
shun the rest of civilization. He had dreams and ambitions
greater than the rough, simple life that his tribe offered—he No Sail Zone
wanted to see the land and travel like the ships he watched Sailing is the fastest and relatively safest mode of travel along
regularly pass by his small village. Bonsag believed the sea the Breakwater Coast. As the characters travel along the
giant tribe should move closer to the coast and engage with coast, their ship unexpectedly docks in Hopewell Harbor.
the land folk more often. The other giants were not pleased The captain is adamant that they will sail no further due to
with his grandiose ideas, and when the hot-tempered youth reports of a strange giant attacking vessels along the coast.
pushed for changes, the tribe felt it best if they parted ways. She recommends the Eager Gopher as a place to stay and
The young giant was exiled from his tribe and forced out suggests they gather information about the ongoing situation
into the world alone, where he quickly found that life from the local merchants’ guild if they’re interested in
outside the tribe was far more complicated than he helping.
imagined, and his dreams of greatness were quickly dashed.
The pirate lord Captain Holden “Rough Dog” Hayden Missing Supplies
found the half-starved giant in this despondent state. The
infamous corsair and captain of the Night Rover had been A local temple priest has reached out to one of the more
terrorizing the Breakwater Coast for years. With the religious characters and requested their assistance. The temple
authorities growing closer to capturing his ship, Captain expected a shipment of much-needed medical supplies to be
Hayden saw an opportunity in recruiting the naive young delivered to Hopewell Harbor from The Mastiff, a trading
giant to his side. The shrewd pirate filled Bonsag’s head with vessel coming from the Holy Ignis Empire. The giant
promises of wealth and glory as a pirate and convinced him attacked the ship and stole the supplies. The priest received a
to join his crew. divine vision, and it told him that the character would be the
The pirate lord tasked Bonsag with attacking trading one to retrieve the missing supplies.
vessels traveling between the Holy Ignis Empire to the east
and the port city of Hopewell Harbor in the Freelands. After Treasure Hunters
sinking a ship, the giant hands over the goods to the pirates Reports and rumors have been circling the taverns up and
before retreating to a hidden sea cave to enjoy his share of down the Breakwater Coast. Everyone is talking about a
the spoils. This arrangement has proven effective in strange giant attacking merchant vessels traveling to
distracting the authorities away from pursuing the Night Hopewell Harbor and stealing literal tons of valuable goods.
Rover as fear of the sea giant has begun to spread up and There’s even a bounty of 1,000 gp for the giant’s head by the
down the Breakwater Coast. merchant’s guild. Anyone brave enough to find the giant’s
hideaway could claim the goods and become very wealthy.

CRUCIBLE MAGAZINE | SEA GIANT COVE 7


Hopewell Harbor frustration and stomping away from a captain, one
Hopewell Harbor is a busy port city on the very halfling merchant sees your party and begins to walk your
southeastern tip of the Freelands. Little more than a fishing way. “Ho there, travelers!” he calls out while flashing a
village before the end of the Great War, the port has grown bright smile. “You look to be capable adventurers. Are you
into a central hub of commerce with the nearby Holy Ignis here to take care of our giant problem?”
Empire since the peace treaty was signed twenty years ago. It
stands now as one of the most diverse and growing
populations outside of the capital city of Haven. The merchant’s name is Korder Moonbarrel (LN halfling
When the characters arrive in the city, read aloud the spy), and when he is not gathering intelligence for the Holy
following: Ignis Empire, he trades in silks that are popular in the
primarily desert eastern empire. He is a plump halfling with
Hopewell Harbor is a sprawling port surrounded by curly brown hair, mischievous green eyes, and a garishly
twenty-foot-high fortified stone walls that appear newly bright orange silk vest. Korder is frustrated that no captain
built. Caravans of heavily laden wagons make their way out will take his goods down the coast, and he does not want to
risk the bandits that plague the overland routes. The halfling
of the city with grim guards nervously fingering their
downplays the danger of the giant the captains are
weapons—each train appears woefully under-protected
concerned about (“Cowards, all of ’em!”) and tells the
for their size.
characters that the merchant’s guild has a reward for “those
Inside the city, the atmosphere is tense as city patrols seem who have the guts” to find and take on the giant. He
to be around every corner, eyeing each passerby with recommends asking around the docks, the city guard, or in
suspicion. The namesake harbor is packed with ships the tavern room of the Eager Gopher, a popular Inn where
unloading goods onto docks filled with angry merchants he is also staying.
arguing with resolute ship captains. The merchants’ pleas
are met with the same response from every captain: no
ship is sailing eastward. After throwing his hands up in

PAVEL KUNC

8 Hopewell Harbor, ships trading from the stone docks


City Guards
Exploring the Harbor
Guard Captain Jon Garland is a war veteran that embodies
The characters are free to explore the city to gather supplies
everything a paladin should be. He is a broad-shouldered
and any information they can on their own. Many Harbor
man in his early forties with a dusting of grey at the temples
citizens are eager to gossip and discuss the current talk of the
of his short-cropped black hair. As captain of the city guard,
town, and their conversations are easily overheard. As the
he can be found in the city’s town hall organizing extra
characters make their way around the city, roll a d6 and
patrols of the docks. His men are overworked and on edge as
consult the Hopewell Harbor Rumors table, or pick a rumor
tensions in the city rise. While he keeps an open-door policy,
the characters haven’t heard yet. These rumors have varying
the only advice Captain Garland or any city guards have is
degrees of truthfulness, as noted at the end of each.
to recommend the characters speak to Captain Foambeard at
the Eager Gopher.
Hopewell Harbor Rumors
d6 Rumor
The Docks
“I saw it take down a whole ship as we were passing! It
had dozens of tentacles and a maw full of razor-sharp The crowded city docks are a hotbed of high tension and
1 teeth. I’ll never forget that day; it haunts my dreams still.” frustrations. If the characters ask around, they learn that
(False)
none of the ships are willing to risk taking them down the
“Between you and me, I think it’s that pirate lord, Rough coast to investigate the giant. One name mentioned is
Dog Hayden! He’s been terrorizing these waters for years,
2 and now all of a sudden this “giant” appears, and he’s Captain Renegade at the Tipsy Rhino as the only captain
nowhere to be found? It’s not just the harbor that smells a crazy enough to help them.
bit fishy to me.” (Partially True)
“I hear that Jon Garland, captain of the city guard, sent the
dwarven schooner The Surprise to take on the giant, but
Captain Foambeard
3 they came back empty-handed. Those dwarves are Brennan Foambeard is captain of The Surprise, a dwarven
masters of the sea, so Captain Foambeard must be
fuming down at the Eager Gopher.” (True) light war cruiser. A stocky oceanic dwarf, his braided black
“Ol’ Captain Renegade is spinning his tales again. He says beard is decorated with silver and blue glass beads, and his
that he knows how to find the sea monster. Get this, he bald head is tattooed with the blue stylized wolf symbol of
4 says “the pixies” will know the way! I tell ya, that old sea
dog has had too many cups of that swill the Tipsy Rhino his clan. Captain Foambeard was a privateer during the
calls rum.” (True) Great War, but his ship and crew now hunt pirates and
“Captain Garland should do something! With all of these protect the trade lanes. Like most oceanic dwarves in the
goods sitting here at port, it’s just asking for thieves to Freelands, he spends most of his life at sea and rarely stays
5 come and take it! The guards are overworked, and there’s
just not enough of them to protect the docks all day and on land. He’s currently drowning his frustrations in ale at
night.” (True) the Eager Gopher after his ship failed to find the giant, and
“This is just the beginning of an invasion of the Ignasians! he returned empty-handed. If the characters strike up a
6 They’re cutting off our supplies from the east before they conversation with him, he can impart the following
attack. They’re going to break the peace treaty and restart
the Great War!” (False) information:

◆ “Aye, tis a giant, not some other beastie like some are saying.”
Important NPCs & Locations
◆ “We’ve managed to find some survivors, and they all say th’
The characters should eventually be pointed towards visiting
same thing: the sea be calm, nothing in sight for miles, and
some or all of the following NPCs and places during the
course of their information gathering. While they can learn then they’re struck from below. The giant tears a hole in their
a lot of information, all roads lead to Captain Renegade. hull, and they’re dead in the water.”
If the characters have difficulty determining their next ◆ “The giant never strikes in th’ same place twice and disappears
step, Kordan Moonbarrel finds them once more and tells beneath th’ waves right after. There’s no way to track th’ damn
them he’s heard of a captain who may help them. His name thing!”
is Captain Renegade, and he can be located at the Tipsy
Rhino tavern near the docks. ◆ “Me crew is full and The Surprise docked ‘til further orders. If
ye be wanting to hunt the giant, ye’ll need to find a ship at
the docks willin’ to take ye’.”

CRUCIBLE MAGAZINE | SEA GIANT COVE 9


Captain Renegade live out in the oceans, away from us land folk. I’m thinkin’ it’s
one of those types.”
Many years ago, Captain Reginald “Renegade” Merton was
a feared corsair and captain of The Howling King. Through ◆ “Do I know where t’is? Nay, not I. But I know who does! The
a string of bad luck—and a minor mutiny—he lost his ship nixies know everything that happens in this sea. The fish tell it
years ago and now spends what is left of his treasure on ale to them, ye see.”“The nixies are creatures that make their
and a flea-ridden cot above the Tipsy Rhino, a seedy home ’neath the sea. A peaceful folk—until ye cross’em! They
dockside tavern. Reginald is a thin man in his sixties with don’t like bein’ bothered, like most who make the sea their
long white hair and a low opinion of “modern” pirates. The home.”
cranky but kindly old captain shares whimsical tales of his
travels that no one believes. His only friend is his weasel Characters attempting to convince Reginald to take them to
companion named Flit, and when he’s not fishing from his the nixie village can do so with a successful DC 15
ship, the Periwinkle, he drinks away his nights at the Rhino. Charisma (Persuasion) check or a payment of 10 gp per
When the characters reach the Tipsy Rhino, read aloud character. If the characters are short on funds or fail to
the following: convince him, Reginald will accept their help with repairs
on his ship in lieu of payment. He tells the party to meet
Raucous laughter and the sound of a hurdy-gurdy drift him at the far northern pier where his ship, the Periwinkle, is
through the open door of the seedy tavern just before a docked.
drunken sailor stumbles his way out to empty his stomach
in the street gutter. He wipes his mouth and smiles, The Periwinkle
showing off what few teeth he has left before passing out
cold next to the newly formed puddle. Captain Renegade’s ship, the Periwinkle, is a 30-foot-long
leaky old cutter that has seen better days. Characters with
Inside the smoke-filled tavern are sailors and dockhands sailing backgrounds or who are proficient in water vehicles
enjoying their time off with a bit of ale and a voluptuous recognize that the ship is in a poor state and will be in
bard singing bawdy songs with music from her hurdy- danger in rough waters. The characters can spend 1 hour
gurdy. Not everyone is enjoying the show—one old sailor before casting off to improve the ship’s condition from level
sits hunched in a darkened corner with a mug held in one 2 to 3, as outlined in the Periwinkle Condition table. If a
gnarled hand and a scowl on his scarred and wrinkled face. character repairing the ship is proficient in carpenter’s tools,
His tricorn hat is pulled low, and his battered leather it increases to level 4 instead. During the course of the trip
to the nixie village, the ship’s condition will determine the
overcoat looks like it once fit a man with a larger frame.
difficulty rating of the ability checks the characters face in
After a moment, he breaks off a piece of bread and feeds it
keeping it afloat.
to a weasel sitting in an inside pocket, and a small smile
creases his weathered face before returning to a scowl. Periwinkle Condition
Level Difficulty Rating
Characters with a passive Wisdom (Perception) of 13 or 1 DC 16
higher or who succeed on a DC 13 Wisdom (Perception)
2 DC 14
check notice that while the rest of the tavern is packed, no
one else seems eager to share a table with the old sailor 3 DC 13
The captain’s looks are far grimmer than his actual attitude, 4 DC 10
and he welcomes characters who attempt to strike up a
conversation—especially if they bring him more ale. Most Travel to Ocelona
locals have dismissed his odd stories as the ramblings of an The trip to the nixie village takes 3 hours of sailing from
old crackpot, but there are grains of truth to his tales. He Hopewell Harbor and out into the Cerulean Sea. For each
imparts the following information when asked about the hour of travel, roll a d6 and consult the Ocelona Travel table
giant and how to track it down: to determine what happens during the voyage and to the
battered ship; reroll on events that have already occurred.
◆ “Aye, I’ve heard the stories just like everyone else. This ain’t The ship no longer functions if its condition drops to 0, and
yer ordinary monster, though. I’ve heard tale o’ sea giants that it takes 2 hours of repairs to bring it back up 1 level.

10 CRUCIBLE MAGAZINE | SEA GIANT COVE


Once the ship reaches the general location of the nixie A colorful coral reef filled with exotic plants swaying in the
village, read aloud the following: current lies splayed across the ocean floor. Nestled into the
reef and almost completely hidden from view is a small
After a brief but eventful voyage, Captain Renegade calls village of homes shaped from the natural formation. Tiny
for the sails to be furled. “We’ve reached the spot!” he blue and green humanoids— the largest only a foot tall—
declares, locking the helm in place and placing his weasel dressed in seaweed and shells for clothing swim
on his shoulder. This section of the sea looks no different effortlessly around the village. Suddenly, seahorses
than any other, but the captain claps his hands together bearing a group of the tiny creatures burst from behind the
and grins. “Now you’ll see that ol’ Captain Renegade be reef and straight towards you. They are armed with small
tellin’ ye the truth. Now, I’ve been saving these for a special seashell shields, spears, and fierce expressions. The rest of
occasion, but now is as good a time as any other,” he says the villagers quickly swim into their coral homes and close
before handing each of you a small vial filled with a thick, their seashell doors tight.
foul-smelling green liquid.
The nixies do not attack; instead, they quickly surrounding
A creature that drinks the potion suddenly has gills form on the party with spears leveled. An elderly nixie wearing a
its neck along with translucent webbing between its fingers coral crown and riding a purple seahorse approaches the
and toes. The creature gains the ability to breathe group and introduces themselves as Rydlon, leader of the
underwater for 1 hour and a swim speed of 30 ft. However,
the creature cannot breathe air until the effect ends and
begins to suffocate while out of the water.

Ocelona Travel Nixie


d6 Event Tiny fey, neutral good

The Periwinkle starts to leak in multiple places, and the Armor Class 15 (coral armor)
characters must succeed on three group Dexterity checks Hit Points 5 (2d4)
1 with the DC determined by the Periwinkle’s condition Speed 20 ft., swim 30 ft.
level. Two failed checks result in the ship’s condition
dropping by 1 level. STR DEX CON INT WIS CHA
A sudden storm rips through across the water, and waves 4 (-3) 14 (+2) 10 (+0) 12 (+1) 13 (+1) 16 (+3)
batter the ship around. The characters must succeed on a
2 group Strength check to steady the ship’s wheel and
support the mast, or its condition drops by 1 level. Saving Throws Cha +5
Skills Animal Handling +3, Nature +3
The ship encounters choppy waters, and each character Damage Immunities cold
3 must succeed on a DC 13 Constitution saving throw or gain Condition Immunities charmed
1 level of exhaustion from seasickness. Senses darkvision 60 ft., passive Perception 11
Languages Aquan, Common, Sylvan
The boat’s gentle rocking has lulled the characters to Challenge 1/8 (25 XP) Proficiency Bonus: +2
sleep, and they find Captain Renegade snoring at the
4 helm. The nap has caused the ship to veer off course and Amphibious. The nixie can breathe air and water.
adds an additional 2 hours to the voyage.
Just off the starboard bow, the characters notice a bit of Innate Spellcasting. The nixie's innate spellcasting ability is Charisma
5 floating debris amidst ship wreckage. A barrel of fine rum (spell save DC 13, +5 to hit with spell attacks). It can innately cast the
worth 100 gp is caught in a bit of rigging and ripped following spells, requiring no material components:
This hour of travel is peaceful, and the party enjoys one of At will: druidcraft, guidance
6 Captain Renegade’s whimsical tales of his former life as a
3/day each: speak with animals
pirate during the Great War.
1/day each: animal messenger
Ocelona Actions
Poisoned Spear. Melee or Ranged Weapon Attack: +2 to hit, reach 5
Once the characters dive into the ocean, they quickly find a ft. or range 20/60 ft., one target. Hit: 1 piercing damage, 2 (1d4)
coral reef filled with colorful plants and algae. A small village poison damage, and the target must succeed on a DC 10
of homes shaped from the coral is visible, and a delegation Constitution saving throw or become poisoned for 1 minute. If its
saving throw result is 5 or lower, the poisoned target falls
of a dozen nixies riding seahorses come out to meet with unconscious for the same duration, or until it takes damage or
the party. Read aloud the following: another creature takes an action to shake it awake.

CRUCIBLE MAGAZINE | SEA GIANT COVE 11


nixie village. They demand to know the reason for the their size. They require five pearls, and each requires a
“breather” intrusion into their territory. Rydlon is a patient successful DC 12 Dexterity (Sleight of Hand) check to
and shrewd leader, but the safety of their village is retrieve the oyster safely, while a failed check results in
paramount to any discussion. recovering the oyster and taking 4 (1d8) poison damage.
While Rydlon confirms they know the location and The nixies give the party an additional reward of a pearl of
story of the giant troubling the coast, the nixies typically do power for their efforts and explain the whole story of the
not give information for free. There are a few ways the exiled giant except for his affiliation with the pirate lord, of
characters can get them to share what they know: which they are unaware.

A Charismatic Plea. A character that succeeds on a DC 17 A Show of Force. The nixies defend themselves from
Charisma (Persuasion) check can convince Rydlon to share hostilities but surrender if half of their delegation is defeated
the giant’s location with a convincing argument. The nixie or Rydlon drops below half their hit points. The nixies only
gives the details of the cove only and asks the party to leave give up the giant’s location to appease the characters’
them in peace. hostility. The characters have earned the nixie’s enmity and
may find themselves targeted by their allies in the future, of
A Helping Hand. Rydlon offers information in exchange for which there are many.
the party’s assistance retrieving pearls from a nearby field
filled with toxic anemones. The toxin is enough to kill a Travel to the Cove
nixie outright, but the characters “should be fine” because of
The giant’s hidden cove can only be accessed by sea, and the
voyage takes 3 hours of sailing. Captain Renegade is hesitant
to bring the party directly to the entrance but can be
convinced by a character who succeeds on a DC 17
Charisma (Persuasion) check. Otherwise, he lets the party
use his dinghy to get to the cove while he anchors just up
the coast to wait for them. When the characters reach the
cove, read aloud the following:

The nixies’ directions prove accurate as a small cove set in a


tall cliff face comes into view off the Periwinkle’s bow. A
cave entrance sits well below the tide line, and it’s clear
why it has been so challenging to find—it is completely
underwater at high tide. Captain Renegade turns to you,
giving Flit a scratch under the chin as he thoughtfully says,
“Ye’ll have to be quick about it if ye don’t want to be caught
by the tides. They come in fast in these parts.”

Bonsag’s Cave
The hidden sea cave in which Bonsag has made his lair was
once the home of a sahuagin tribe long ago. During low
tide, the cave is partially open, but at high tide, it floods,
hiding it from sight completely. The greedy giant found it to
be a perfect home to store his ill-gotten goods and conduct
his attacks on merchant ships traveling along the coast. A
few remnants of the previous owners can still be found
among the flotsam and jetsam Bonsag has left in his wake
Nixie Warrior and a vibrant sea life—including a pet shark—keeps the
giant company.
PAVEL KUNC

12 CRUCIBLE MAGAZINE | SEA GIANT COVE


9
10

1
13
General Features Keyed Locations
These general features are prominent throughout the sea The following descriptions correspond to the keyed locations
cave unless otherwise noted in the area descriptions. on the provided map of the sea cave on page 13.

Ceilings, Floors, and Walls. The sea cave is formed from


the basalt of the surrounding cliff, and Mollusks and sea
1. Entrance
plant life cover almost every surface. The stalactite- When the characters make their way to the sea cave’s
covered ceiling height ranges from 15 feet high in the entrance, read aloud the following:
tunnels up to 40 feet tall in the larger caverns.
Pieces of wood bob with each ebb and flow of the waves
Lights. Bioluminescent plants cover the walls and ceiling
floating in and out of the jagged mouth of the sea cave.
and fill the caves with dim light.
Seaweed-covered whale rib bones are strapped to either
Flooded Caves. The cave is partially filled with seawater, side of the rough stone walls, creating a tunnel leading
every exposed surface is slick with water and wet plants, deeper into the cliffside. Each one is carved with
and climbing reduces a character’s movement to one- scrimshaw and decorated with humanoid skulls hanging
quarter speed. Each of the flooded areas marked on the
from braided rope.
provided map with dark blue water is 10 feet deep. The
rest of the cave is partially underwater and is considered A character who succeeds on a DC 17 Strength check or
difficult terrain. Small fish, seaweed, and other harmless multiple characters with a combined Strength score of 25 or
creatures and plants are found living in the water. Make higher can carry the Periwinkle’s dinghy into the cave.
sure to review the underwater combat rules as some Characters who understand Giant or succeed on a DC 15
encounters may force the characters to fight while Intelligence (History) check can determine that the
submerged. The rising tide floods the entire cave in 2 scrimshaw carvings on the whale bones declare this cave the
hours, completely submerging areas 1 through 7 after home of “The mighty pirate king Bonsag.”
the first hour.
Singing Coral. The coral in area 5 emits an ethereal song- 2. Spring Trap
like sound out to 60 feet that can only be heard while
submerged underwater. The coral is not magical or
harmful and has no other effect other than the sound it The floor of this area begins to descend into deeper water
emits. filled with bits of ship wreckage, and the walls are covered
in long strips of wood decorated with fish bones.
Shark Patrol. Bonsag has befriended a hunter shark that
guards the entrance to his lair in area 7. If any of the Trap: Bone Scythe. A tripwire made from a whale
characters are in the water and are wounded, the shark tendon is hidden beneath the water and stretches across the
smells their blood and begins to make its way towards entire tunnel. A character with a passive Wisdom
them, leaving area 7 to hunt them. (Perception) of 15 or higher or who succeeds on a DC 15
A Tight Squeeze. There are a few areas, as noted in the area Wisdom (Perception) check notices the wire. A successful
descriptions, that are only navigable by creatures of size DC 15 Dexterity check using thieves’ tools breaks the trip
Small or smaller. Medium-sized creatures moving wire harmlessly. A character without thieves’ tools can
through the tight spaces must succeed on a DC 15 attempt this check with disadvantage using any edged
Dexterity check for every 5 feet of movement or become weapon or tool. On a failed attempt, the trap triggers. When
restrained. A creature can spend its action to make a DC the trap is triggered, it releases a spring-loaded pole with
15 Strength check to pull a restrained creature into an sharpened bones strapped along the length that scythes
available open space that they can fit into, ending the through the tunnel in the area marked on the provided map.
restrained condition. Each creature in the path must make a DC 15 Dexterity
saving throw, taking 5 (1d10) piercing damage on a failed
save or half as much damage on a successful one.

14 CRUCIBLE MAGAZINE | SEA GIANT COVE


3. Fish Food chest while moving his loot through the center of this area.
A character who succeeds on a DC 15 Wisdom (Perception)
check notices a glint of gold peeking through the broken
This cave is completely flooded and dimly lit by various side of the chest. Inside are 100 gp and a dagger with a
plants emitting a soft green glow that reflects off the water serrated and curved silver blade worth 50 gp.
and casts shimmering waves of light along the ceiling. A
small tunnel leads to the north, and a larger passage
continues to the northeast.
5. Singing Coral
The coral in this flooded room emits a soft, song-like
This flooded area is filled with bits of wreckage that fell off ethereal sound that can only be heard underwater. When the
the various odds and ends Bonsag dragged through here on characters reach this chamber, read aloud the following:
his way to area 10. The debris makes this difficult terrain to
swim or row through if the characters brought the dinghy. If Glittering plantlife dots the ceiling and walls of this small
submerged underwater, the characters can hear the singing cave, giving the impression you are swimming beneath a
coral from area 5 coming through the small entrance to the star-filled night sky. A strange coral with shifting colors
north. grows along the cave floor, shimmering in the soft glow of
Encounter: The Fish Bite Back. Once a character enters bioluminescent algae. The coral reaches up into small
the water, two hungry swarms of quippers appear out of underwater towers covered in red, bulbous plants.
the northeastern tunnel to investigate the intrusion.
A character proficient in Nature or who succeeds on a DC
4. Jellyfish Flotsam 13 Wisdom (Nature) check recognizes that the red plants
have healing properties. A creature that spends an action to
eat one restores 2 hit points. Ten plants can be harvested
A tattered ship’s sail floats under the water in the center of from the coral, but they lose their potency after 12 hours.
this large cave, surrounded by rotting planks, barrels, and Breaking off a piece of the coral causes the broken part
other ship debris floating around. Two tunnels—one to stop singing, and it withers away within 1 hour.
small, one large—lead due west while another small one
exits to the north.
6. Sea Snake Pit
The debris in the water makes this room difficult terrain to The pile of debris clogging the tunnel between this cave and
swim or row through. The water in this cavern is 20 feet area 7 can be broken apart with a successful DC 12 Strength
deep and filled with parts of various destroyed ships. check.
Characters with sailing backgrounds or proficiency in water
vehicles can identify at least a dozen different ships. The ceiling of this rancid-smelling cave is filled with salt-
The tunnel leading into area 8 can only be navigated by covered stalactites. There is a noticeable lack of plant life
creatures who are size Small or smaller; Medium-sized here compared to the rest of the sea cave.
creatures who attempt to squeeze into the tunnel will find
themselves stuck (see General Features). This pitch-black cave descends into a 30-foot-deep pit. A
Hazard: Jellyfish Swarm. A character with a passive character that spends 10 minutes scraping the stalactites can
Wisdom (Perception) of 13 or higher or who succeeds on a gather 1 pound of salt worth 1 gp.
DC 13 Wisdom (Perception) check notices tiny baby Encounter: Sea Snake. Inside the pit is a sea snake that
jellyfish floating in the dark water. Characters proficient in uses the giant constrictor snake statistics and can breathe
Nature or who succeed on a DC 13 Wisdom (Nature) check air and water. The giant sea snake pulls grappled characters
know that jellyfish have a paralyzing sting. Creatures down to the bottom of the pit to drown them.
swimming through the marked area on the map must make Treasure. A sahuagin skeleton holding a spear made
a DC 15 Dexterity check for every 10 feet of movement. For from carved whalebone (functions as a spear +1), and 36 gp
each failed check, the creature takes 1 poison damage and scattered around it lies at the bottom of the pit.
must succeed on a DC 10 Constitution saving throw or be
paralyzed for 1 minute.
Treasure. Bonsag accidentally dropped a small wooden

CRUCIBLE MAGAZINE | SEA GIANT COVE 15


7. Pet Hunter 9. Storage Room
The pile of debris clogging the tunnel between this cave and
area 6 can be broken apart with a successful DC 12 Strength This cave is packed with rows of rough shelves stuffed with
check. various goods and items on top of makeshift platforms
built from broken ship decks. Crates and barrels are
Shafts of sunlight pierce through small cracks in the ceiling stacked haphazardly, each one bearing a different
of this broad cavern. The floor slopes up to the northwest, merchant’s seal.
and torchlight dances on the walls of a wide tunnel
entrance leading in that direction. This storage room is where Bonsag stores the stolen goods
before he hands them off to Captain Hayden. There are five
Encounter: Pet Shark. Bonsag used his sea animal tons of various trade goods spread among the crates,
friendship ability to befriend a hunter shark that patrols including bales of cotton, unrefined ore, animal skins, and
this area (see General Features). If injured characters are in spices worth a total of 5,000 gp.
the water, it smells their blood and focuses its attacks on If the characters are searching for the temple’s missing
them. A pair of violet fungus cling to the walls of the supplies (see Adventure Hooks: Missing Supplies), they are
causeway and attack any characters that come near them. found here among the other goods.

8. Sahuagin Shrine 10. Bonsag’s Lair


The tunnel leading into this chamber from area 4 can only
be navigated by creatures who are size Small or smaller. This colossal cavern resembles a shipwreck graveyard with
Medium-sized creatures who attempt to squeeze into the bits and pieces of sailing vessels pushed together in an odd
southern tunnels may find themselves stuck (see General display. Nests of rigging stretch like webbing between
Features) but can navigate the northern tunnel with two masts that almost touch the ceiling. Knotted and
successful DC 15 Dexterity checks. Seaweed-covered ropes prop the masts upright and span
the space like a tightrope. Rubble floats around in the
The walls of this chamber are covered in spiky plants of all
shin-high water, giving the illusion of wreckage floating in
shapes and colors. Rough steps carved into the cave floor
the sea.
lead up to a cleared space against the eastern wall. A shark
skull hangs haphazardly from a frayed rope above a large Suddenly a roar echoes throughout the cave, and a green-
chunk of pink quartz, on top of which sits a conch shell. skinned giant gripping a broken mast in one barnacle-
covered fist steps from behind a half-submerged hull. His
The sahuagin that once lived here used this chamber as a patchwork armor is made from various ship parts and
shrine to their shark god. It’s now in disrepair, and Bonsag covered by a seaweed tunic. “What do ye landlubbers be
does not even know it exists due to the narrow tunnels doing in me shipyard? Trying to steal the great Pirate
leading here. The top of the shrine sits just above the tide Bonsag’s booty, are ye?”
line in this room, leaving the conch untouched by the
seawater. Trap: Rigging. Two 30-foot-tall masts are central
Hazard: Toxic Plants. The plants on the walls are toxic. supports for a 15-foot-square section of rigging that hangs in
Whenever a creature steps within 5 feet of a wall, roll a d20. the center of the ceiling, as noted on the provided map.
A plant shoots a poisonous spine on a roll of 18 or higher, Each mast has an AC of 17, 10 hit points, and immunity to
and the creature must make a DC 12 Dexterity saving throw psychic and poison damage. If either mast is damaged to the
or take 1 piercing damage and 2 (1d4) poison damage. point it collapses, the rigging drops. Those in the marked
Treasure. The conch shell on the shrine is a magical area are trapped under the rigging and restrained. Creatures
item that has the same properties as a circlet of blasting when caught by the rigging must also succeed on a DC 13
a creature spends an action to blow into it. Strength saving throw or be knocked prone. A creature can
use its action to make a DC 13 Strength check, freeing itself
or another creature within its reach on a success. The net has

16 CRUCIBLE MAGAZINE | SEA GIANT COVE


AC 10 and 20 Hit Points. Dealing 5 slashing damage to the aura of conjuration magic. A character proficient in Arcana
rigging (AC 10) destroys a 5-foot-square section of it, or who succeeds on a DC 18 Intelligence (Arcana) check
freeing any creature trapped in that section. determines that the sphere is part of a larger machine but
Hazard: Shipwrecks. Each of the shipwrecked hulls, as cannot determine its purpose. At the GM’s discretion, this
noted on the provided map, are 20 feet high. The debris and sphere may be replaced by another item that leads to future
water in the cave are difficult terrain. adventures (see Conclusion for further information).
Encounter: The Sea Giant Pirate. Bonsag the sea giant
(see Appendix: New Creature, page 18) Bonsag wields a
mast with a crow’s nest as a great club instead of a spear with Conclusion
a +7 attack bonus that has a reach of 10 ft. and deals 17 If the characters manage to recruit the sea giant to assist
(3d8 + 4) bludgeoning damage on a hit) is defensive of his Hopewell Harbor in securing the trade routes or defeat him
home and his loot. However, he is not the brightest of in battle, they are hailed as heroes in the port city. The
individuals and will listen to characters attempting to merchant vessels eagerly cast off and sail east to unload their
persuade him to abandon his alliance with Captain Hayden goods. Captain Garland of the city guard thanks each
and stop his attacks on the trading vessels. A character with character personally and tells them he may call on them in
a persuasive argument must first succeed on a DC 15 the future.
Charisma (Persuasion), or Strength (Intimidation) check to If the characters are unable to defeat the sea giant, he
get the sea giant’s attention. Depending on the character’s continues his attacks on the routes under the direction of
argument, they must then succeed on an additional DC 15 Captain Hayden while the pirate lord gathers his strength.
Charisma (Persuasion) or Charisma (Deception) check to Eventually, a pirate armada attacks Hopewell Harbor, and
get him to consider their words. Bonsag will not want to the port city is captured. Captain Hayden becomes Lord
give up the loot he already has but will consider aligning Hayden and continues his scourge of the Breakwater coast.
himself with Hopewell Harbor to safeguard the trading
route in exchange for a more lucrative arrangement than he The Clockwork Sphere
has with Captain Hayden. He confesses the deal he has with
the pirate lord when he accepts the character’s offer. He also This sphere is part of an ancient arcane machine capable of
gives them the strange sphere in his chest (see Treasure tapping into the energies of other planes of existence.
below) to symbolize his trust. Bonsag does not know what Captain Hayden is seeking the pieces to the device to gain
the sphere is, only that Captain Hayden was looking for this power for himself. This adventure continues in the next
similar items, and he kept it for himself. issue of Crucible on the high seas, where the characters
If negotiations fail, the sea giant engages the characters come into direct conflict with the pirate lord.
in combat to remove them as threats. His size limits his If the characters fail to recover the sphere, it eventually
movements around the shipwrecks, and he moves carefully makes its way into Captain Hayden’s possession, and the
not to damage them. However, if he is reduced to less than characters will have another chance to recover it in a future
half his hit points, he becomes enraged and becomes less adventure in the Wrath of the Dread Lords adventure path.
careful, smashing through them to reach the characters.
Treasure. Bonsag keeps a golden sarcophagus next to a Adventure Hook Resolutions
pile of molding silk he uses for bedding. Scattered around Depending on how the characters were hooked into this
and inside the sarcophagus are 500 gp, 200 sp, an ornate adventure, they are rewarded as follows:
gold necklace with an emerald beetle worth 100 gp, and a
wrinkled black flag with a blood-red raven’s skull. A
Missing Supplies
character that succeeds on a DC 12 Intelligence (History)
check recognizes the flag as that of the Night Rover, the If the characters manage to return the missing supplies to
infamous pirate ship of the pirate lord Captain Rough Dog the temple, the priests reward them with the promise of
Hayden. Any merchant or guard in Hopewell Harbor will future services. The characters may return to the temple at
also recognize the flag and the history of the pirate lord. any time and receive a single resurrection spell free of
Nestled into a recess on the chest of the sarcophagus is a charge. The party has gained the temple’s trust, and they
gold clockwork sphere made of twisted rings. A detect magic may find themselves called upon in future times of need.
spell or similar effect cast on the clockwork sphere reveals an

CRUCIBLE MAGAZINE | SEA GIANT COVE 17


Treasure Hunters traditions. While the other giants raised mighty empires on
the lands that would eventually crumble under the weight of
The merchant guild is not thrilled to pay off the sea giant to history, the peaceful sea giants remained under the waves,
keep their routes safe but honors any agreement made ever watchful and as patient as their ocean home.
between the characters and Bonsag. However, they pay the
characters only half of the promised reward because they
wanted the threat to end entirely and not be forced to
negotiate. If the giant is defeated and the danger is no more,
they are pleased to pay the total amount.

Appendix: New Creature Sea Giant


Huge giant, chaotic good

Armor Class 14 (scrap armor)


Sea Giant Hit Points 136 (13d12 + 52)
Speed 40 ft., swim 40 ft.
Sea giants are a recluse people that prefer to live deep STR DEX CON INT WIS CHA
beneath the ocean’s surface and far away from dry land. 19 (+4) 10 (+0) 18 (+4) 14 (+2) 12 (+1) 18 (+4)
Most have green or blue skin and hair, and emerald or
sapphire colored eyes. They make their homes in deep coral Saving Throws Str +7, Con +7
reefs, sometimes under the rule of a storm giant that they Skills Athletics +7, Perception +4
Damage Resistances cold
hold in high regard, but more often in small tribes with Damage Immunities poison
chosen chieftains. Sea giants are at one with the oceans and Condition Immunities poisoned
Senses darkvision 120 ft., passive Perception 14
form close bonds with other sea creatures to defend their Languages Aquan, Common, Giant
homes from foreign invaders. While fierce protectors of the Challenge 5 (1,800 XP) Proficiency Bonus: +3
sea, these giants are kind and helpful to those in need, often Amphibious. The giant can breathe air and water.
helping shipwrecked sailors find their way home.
Ocean Guardians. Sea giants see themselves as Innate Spellcasting. The giant's innate spellcasting ability is Charisma
(spell save DC 15). It can innately cast the following spells, requiring
guardians of the ocean and fiercely protect their sea animal no material components:
companion’s habitats. They sometimes ally with merfolk
At will: create or destroy water, detect magic
tribes and provide assistance in building their underwater
3/day each: animal friendship (sea creatures), control water, water
cities. This sometimes puts them at conflict with merrow breathing
tribes looking to attack the merfolk.
Reclusive Tribes. While they sometimes give aid to
Actions
Multiattack. The giant makes two spear attacks.
shipwrecked sailors, sea giants do not involve themselves
with the affairs or wars of the “dry landers.” This includes Spear. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit:
17 (3d8 + 4) piercing damage.
other giants especially. While the occasional sea giant tribe
Rock. Ranged Weapon Attack: +7 to hit, range 60/240 ft., one target.
enjoys the protection of a powerful storm giant, most tend Hit: 20 (3d10 + 4) bludgeoning damage.
to lead quiet lives in the furthest depths of the sea and rarely Water Blast (Recharge 5-6). The giant exhales a blast of water in a
travel further than the village in which they were born. 30-foot line that is 5 feet wide. Each creature in that line must
Traditionalists. The traditions of the sea giant tribes are make a DC 15 Dexterity saving throw, taking 36 (8d8)
bludgeoning damage on a failed save and being knocked prone,
passed orally through song and every sea giant is taught to or half as much damage and not being knocked prone on a
sing at a young age. This shared history speaks of the time successful one.
before the humans and elves, of when the dragons were just
stretching their wings on the first wounds, and the giants
took their first steps upon the world. The All-Father gave
them the seas as their domain and there they have remained
since the dawn of time, following his teachings and

18 CRUCIBLE MAGAZINE | SEA GIANT COVE


Prison of the Arachlex
rison of the Arachlex is a Fifth Edition adventure

P
intended for three to five characters of 5th to
7th level and optimized for four characters
A Fifth Edition Adventure with an average party level (APL) of 6. An
for 5th - 7th level characters interplanar ship full of telepathic beings crashed
centuries ago on the material plane, killing all but a few of
its crew members. The survivors built a laboratory in the
remnants of their ship, seeking a way back to the plane of
Written by TJ Phoenix madness. The resulting experiments created an abomination
imprisoned in the laboratory until the fateful day some
Header Art by Marlene Robinson village children stumbled upon the entrance to its prison.
Interior Art by Pavel Kunc Transforming them into monstrous creatures under its
mental control, it now threatens to spread its corruption to
the outside world. This adventure occurs in the Freelands
MARLENE “TAARIE” ROBINSON

campaign setting but easily fits into any existing campaign


with a small village near a dark wood with only a few
modifications and name changes.

CRUCIBLE MAGAZINE | PRISON OF THE ARACHLEX 19


Backstory Adventure Hooks
Long ago, a race of highly intelligent beings from the plane Here are a few ways to get your players hooked into this
of madness crashed their interplanar traveling ship in the adventure:
area of the Freelands now known as the Verdant Hills. With
their ship severely damaged and most of the crew killed in Hunters in the Wood
the crash, the survivors found themselves in an unknown The Shimmering Forest lies along the western edge of the
and hostile world. To survive, they built an underground Freelands border. It is home to druids, strange creatures, and
laboratory in the remains of their ship to attempt to find a mystical phenomena. During their adventures, the
way back to their home plane. Unfortunately for them—but characters find themselves traveling a road through the
fortunately for the rest of the material plane—they failed, forest, where they stumble upon an injured man lying by the
slowly dying off one by one until only the last remained. wayside. He cries for help as soon as the party comes into
Unwilling to admit defeat, this sole survivor poured sight, begging them to stop and aid him. The wounded
herself into her work to find a way to stay alive and escape. hunter’s name is Brom, and he is from a nearby village called
In the course of her experimentations, she discovered a new Silverton. Monsters attacked him and his hunting party in
kind of ooze that could mimic and recreate the physical the woods, and he must warn the other villagers of the
form of her species. She intended to transfer her danger.
consciousness into this ooze and gain immortality—but
something went wrong. A spider somehow managed to Protectors of the Green
make its way into the transfer fluid during the process, and
the result was disastrous. The ooze began to partially take on The Circle of the Silver Star is a well-known druidic
the form of the spider, growing to an enormous size and collective known for aiding local communities with the
becoming trapped within the wall containing the vat the more wild residents of the Shimmering Forest. Cosgrach the
ooze was stored within. The transfer of the survivor’s Elder has put out the word through his connections that an
consciousness was a success, but she found herself in the evil presence has blossomed in the forest beyond the druids’
body of an abomination made of part spider and part capabilities to handle. He has called upon those heroes
corrosive ooze, trapped and unable to escape. dedicated to preserving the balance of nature to seek out the
The creature—calling herself the Arachlex—survived for town of Silverton to find this evil and end its spread.
centuries by feeding on the rodents and insects that
managed to creep into the underground laboratory. Driven Heroes for Hire
insane long ago, the Arachlex futilely raged against her The local adventuring guild near the characters’ home base is
imprisonment, forgetting everything from her past life and stretched thin and reached out to the party for assistance.
yearning only for her freedom. That freedom seemed like it Strange monsters have attacked local hunters from the
would never come until the fateful day when a group of village of Silverton, and a group of children playing in the
curious children found a hatch leading into her lair. nearby forest has mysteriously vanished. The villagers have
scraped together a reward of 100 gp for those able to end the
Adventure Summary threat to the village’s safety and potentially rescue the
missing children.
The village of Silverton needs the characters to investigate
the disappearance of local children and the disturbing
reports of monsters near an old forest ruin. The party finds
the ruin covered in strange, corrosive webbing and guarded
Silverton
by wildlife mutated into spider-like creatures. After fighting The village of Silverton lies near the edge of the Shimmering
off the creatures, the adventurers find a hatch leading into an Forest and just inside the Shadowmist Vale in the Verdant
underground complex covered in webbing and strange Hills region of the Freelands. It’s a quiet farming village that
machinery. They find the missing children turned into enjoys a nearby druid circle’s protection and is known
monstrosities and controlled by a telepathic creature trapped mainly for its sleepy atmosphere and the residents’ easy-
below. The characters must confront the abomination to end going personalities. These days, the nervous farmers have
the danger it poses to the rest of the world. taken to arming themselves while going about their day.

20 CRUCIBLE MAGAZINE | PRISON OF THE ARACHLEX


Important NPCs ◆ The missing children are named Elsa, Maurice, Petal, Edgar,
and Lori. The missing hunters are called Brom, Jax, Erlich,
Significant locations in and around Silverton and the and Kang.
essential people found there include the following:
◆ The farmers are terrified and don’t let their herds graze too far
Village Elders. Kerry Montgomery (LG human acolyte) is afield and huddle with their families in the safety of their
the village midwife, healer, and head of the village homes. Every so often, cattle and travelers who went out at
elders. The village blacksmith Eric Kilsinger and the night are reported missing.
farmer Lester Holt are the other elders. When a decision
◆ A group of five children from nearby farms went missing
affects the entire village, they are responsible for leading
the community. Both Eric and Lester’s children are while playing in the nearby forest a few nights ago. Local
among the missing group, making them particularly hunters searched for them, but only a few returned gravely
anxious for the characters to begin their search right wounded and reported that strange creatures attacked them.
away. ◆ The creatures were many-legged monstrosities that ambushed
them from the treetops near the old ruins on Broketooth Hill.
Inn & Tavern. The Lion's Tooth is owned and operated by They attacked too fast for the surviving hunters to see them
Lian Yun (NG elf commoner) with the help of her
clearly before the survivors fled for their lives.
daughters Tan and Lai. After her husband died in the
Great War decades ago, Lian found love again with her ◆ No one knows for sure where the stones came from that gave
wife, Kerry Montgomery, the village elder and healer. Broketooth Hill its name. The jagged monoliths are made
The inn typically caters to hunters on longer treks and from black stone and covered in strange carvings.
the occasional traveling merchant. The tavern is the only Grandparents told stories that they learned from their
one in Silverton and is often used for village meetings grandparents of spirits haunting the ruin at night and
when needed. monsters that would eat little children who did not finish
their supper.
General Store. Petyr’s Provisions provides the area with dry
goods and equipment. Petyr Pavlovich (CN human spy) ◆ The Old Path heads west from the village and through the
is a retired thief named Gregory “Blue Eyes” Jeffery who Shimmering Forest to Broketooth Hill.
is wanted in the capital city of Haven for the theft of a
rare and expensive jewel from a powerful nobleman.
Unable to sell the unique gem, he is hiding in Silverton Getting the Quest
under the guise of a shop owner while he quietly looks
Once the characters head towards the town, read aloud or
for a buyer.
paraphrase the following:
Druid Circle. The Circle of the Silver Star is a small group Your travels bring you through the namesake rolling green
of druids that live in the nearby Shimmering Forest and
hills of the Verdant Hills leading towards Shadowmist
often work with the Silverton farmers. When needed,
Vale. Open fields and farms line the road, and the farmers
they help with crops and act as intermediaries with the
forest’s denizens in exchange for goods and other appear nervous, fingering their pitchforks as they watch
comfort items. A green-robed druid can often be found you pass. A few awkwardly wear swords at their hips, and
around town or at the Lion’s Tooth tavern sharing a cup the fear on their faces is unmistakable.
of mead with a farmer they are assisting. These druids The village of Silverton appears like many others, with
are adept alchemists and can help characters with balms,
simple plaster and thatch homes circling a village green.
cures for disease, and other healing needs.
Smoke curls from every chimney, but each door is tightly
closed without a villager in sight. The sound of raised
Rumors in Silverton
voices comes from the largest building in the village. A
The characters can learn the following information by wooden sign bearing the profile of a lion with a single
spending time in the tavern or conversing with the locals. tooth swings above its front door.

CRUCIBLE MAGAZINE | PRISON OF THE ARACHLEX 21


The characters find the village elders in the Lion’s Tooth
tavern loudly discussing the missing children and hunters.
Kerry Montgomery (see “Roleplaying Kerry”) attempts to
keep the others calm, but the fear over their lost children
drives the other elders to near panic. The villagers are
relieved at the party’s arrival, explaining the situation as they
know it and answering any questions the characters may
have (refer to the Silverton rumors table).

Roleplaying Kerry
In her youth, Kerry Montgomery studied to be a priest of
Sylvanis, goddess of life. In her fifties now, she has pursued a
simpler life in the quiet town with her wife and step-
children. Her patience and steady hand have helped guide
the community, but the missing children have the entire
village on edge. Kerry was the midwife for each of the
missing children and has a personal attachment to them. She
appeals to the characters’ better natures to influence them to
seek the children out. If that fails, she offers 100 gp that the
villagers scraped together as a reward.

To Broketooth Hill broketooth hill


The journey through the Shimmering Forest takes two hours
of travel by foot. The forest is named for the multi-colored
and translucent leaves of the unique trees that grow here.
Sunlight filters through the leaves, casting a shimmering
kaleidoscope of colors throughout the forest. Characters
proficient in Nature notice the forest is unnaturally quiet the
closer they get to the hill. Characters with a passive Wisdom
(Perception) of 15 or higher notice thick strands of orange-
tinged webbing among the tree branches as they approach THE ARACHLEX
the ruins.
The monstrosity trapped in the crashed ship went insane
Once the characters arrive at the monoliths on centuries ago and does not remember who she once was
Broketooth Hill, as shown on the provided map (see page or whence she came. She lost her name to her madness
24), read aloud the following: and now refers to herself in the third person as the
Arachlex. While her current physical form is trapped
The trees begin to thin as the winding path leads to a rocky within the ship’s walls, she retains her power of telepathy
through her corrosive webbing. This webbing is thick and
hill jutting from the forest floor. Atop the mound is a
tinged with a sickly orange color, hinting at its corrosive
cluster of dark stone monoliths made from a different nature. She mutates creatures within her ooze abdomen,
stone than the others that dot the landscape. They appear turning them into spider-like monsters called spiderkith
like a massive claw reaching from beneath the earth with (see “Spiderkith,” page 23) that she can control and—if
thick strands of webbing stretching between them, the host has enough intelligence to do so—can speak
telepathically through them. With the help of the
swaying in the light breeze. transformed hunters and children she turned into her
spiderkith minions, the Arachlex has begun to spread
The hilltop is covered in sticky webbing similar to a web webs from her lair and out into the forest above, trapping
spell (save DC 12), except they are not flammable. A and mutating whatever creature they come across.
character can clear a 5-foot section of these webs on their
turn by using an action to attack using weapons that deal
PAVEL KUNC

22 CRUCIBLE MAGAZINE | PRISON OF THE ARACHLEX


slashing damage. This webbing is corrosive to the touch, and Over the years, various villagers carved their names into
a restrained creature takes 2 (1d4) acid damage at the start of the monoliths as a way to prove their bravery for spending
its turn. the night here. Characters who learned the names of the
Encounter: Hilltop Guardians. There are four missing children (see Rumors in Silverton, page 21) and
spiderkith hiding among the rocks on the hill. Two actively search the stones who succeed on a DC 12
spiderkith were mutated from deer, and the other two were Intelligence (Investigation) check find all five of the missing
once wolves. They attempt to ambush the characters as they childrens’ names carved into a monolith. The very last name
approach the hill and fight to the death. is only half-finished as the child’s knife pressed a hidden
Treasure. A search of the area uncovers five bedrolls and button that opened a hatch in the stone, revealing a ladder
backpacks, each containing a water skin and one day’s worth leading down a chute within the hollow monolith. This
of rations. These belonged to the children who intended on hatch still stands open with thick webbing climbing out.
spending the night here before they stumbled on the hidden
hatch to the lair below. A character actively searching the
hilltop who succeeds on a DC 12 Wisdom (Perception)
check finds the cocooned corpse of Jax, the hunter. A pouch
containing 20 gp is on his belt, and he wears a gold wedding
band worth 5 gp. If the characters return this band to his Spiderkith
pregnant wife Marilyn in Silverton, she breaks down in tears Medium monstrosity, unaligned

and thanks them for its return. Armor Class 13 (natural armor)
Hit Points 39 (6d8 + 12)
Speed 30 ft., climb 30 ft.
Monoliths
STR DEX CON INT WIS CHA
These black stone-like monoliths are part of the ancient ship
12 (+1) 16 (+3) 14 (+2) 4 (-3) 10 (+0) 8 (-1)
that crashed here centuries ago, and they are the exposed tips
of the ship’s massive frame; the rest of the vessel was buried Skills Perception +2, Stealth +7
underground from the force of the impact. Runes cover the Damage Resistances psychic
Damage Immunities acid
monoliths, but they have been rubbed smooth from Condition Immunities frightened
centuries of exposure to the elements. A character who Senses blindsight 10 ft., darkvision 60 ft., passive Perception 12
Languages —
understands Deep Speech recognizes the language, but none Challenge 1 (200 XP) Proficiency Bonus: +2
of the phrases are legible.
Spider Climb. The spiderkith can climb difficult surfaces, including
upside down on ceilings, without needing to make an ability check.

Web Sense. While in contact with a web, the spiderkith knows the
exact location of any other creature in contact with the same web.
SPIDERKITH
Web Walker. The spiderkith ignores movement restrictions caused by
Spiderkith are created from living creatures transformed webbing.
into monstrosities by an arachlex. While each
spiderkith’s appearance is different, the end result is the Actions
same—a hybridization of the host and a giant spider. Acidic Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one
These creatures have little intelligent thought and are creature. Hit: 7 (1d8 + 3) piercing damage and 3 (1d6) acid
entirely under the control of the arachlex that created damage.
them. Each one is telepathically linked through the Corrosive Web (Recharge 5-6). Ranged Weapon Attack: +5 to hit,
corrosive webs of their creator and used to bring food and range 30/60 ft., one creature. Hit: The target is restrained by
new hosts back to the nest. webbing. A restrained creature takes 4 (1d8) acid damage at the
Due to the unstable nature of the process that start of its turn. As an action, the restrained target can make a DC
13 Strength check, bursting the webbing on a success. The
created them, spiderkith have extremely short life spans, webbing can also be attacked and destroyed (AC 10; hp 5;
often collapsing within a month of their “birth” into an immunity to bludgeoning, fire, poison, and psychic damage).
acidic goo. This necessitates the arachlex to push her
spiderkith to constantly hunt for hosts to turn into new
puppets to control.

CRUCIBLE MAGAZINE | PRISON OF THE ARACHLEX 23


1c 1 1b

1a

2 3

24
The Crashed Ship Climate. The air in the ship is cool and damp, with droplets
of oily moisture covering almost every surface. The
The ship from the plane of madness barely survived the stench of sulfur permeates every floor and is heaviest in
crash, and most of the crew were killed instantly. The the Arachlex’s lair.
handful that survived did so while living in the only section
that managed not to be crushed by the impact. The Corrosive Webbing. Thick strands of webbing stretch
survivors turned the upper level into living space while they throughout the entire structure. These webs are similar
worked in the laboratory below. They constructed an to a web spell (save DC 12), except they are not
elevator from scavenged parts of the ship to connect the two flammable. The webs have AC 10, 5 hit points, and
floors and lived this way for years. After contracting a local immunity to bludgeoning, fire, poison, and psychic
disease that their immune systems could not counteract, the damage. The webs are corrosive to the touch, and a
surviving crew soon joined their companions—all except restrained creature takes 4 (2d4) acid damage at the start
one. The sole survivor of the telepathic plane-traveling race of its turn.
attempted to cheat death and gain immortality through her
experiments. She now exists in a mutant spider form,
trapped within the walls of the laboratory below.
Keyed Locations
The following descriptions correspond to the keyed locations
on the provided maps (see page 24).
General Features
These general features are prominent throughout the crashed 1. Living Quarters
ship unless otherwise noted in the area descriptions.
The former occupants used this chamber as a makeshift
Ceilings, Floors, and Walls. The ship’s walls are made of a living quarters after the crash. They built an elevator in the
seamless, black, organic-looking substance similar to an center of the room to connect this room and the laboratory
insect’s carapace. They are smooth to the touch and as (area 3). When the Silverton youths stumbled into the
strong as 1-inch thick steel plating. Stone-like columns chamber, they activated the dormant magic in the elevator’s
stand interspersed along the smooth walls and create the gems and found themselves at the mercy of the Arachlex (see
impression of a rib cage around each room. The floors “The Arachlex” sidebar, page 22).
are made of smooth stone, and each location has 30-
foot-high domed ceilings. The web-covered ladder leads down into a massive 60-
foot-wide circular room chamber. The smooth dark walls
Lights. There are no light sources in the ship, and the of the circular room are ridged and resemble the shell of a
descriptions provided for each area assume the beetle, and are etched with tentacle-like patterns. Ornate
characters have their own light source or assisted vision. black arches along the walls rise to meet in the center of
the domed ceiling. These arches appear to be the same
material as the monoliths above.

Thick strands of webbing stretch across the room, filling it


except for a large, round platform in the center. Curved
onyx spikes rise from the edges of the platform, and a short
pedestal holding an ornately carved bowl stands to one
side.

Short ramps lead up through flowing arches opening to


chambers to the east, south, and west.

The room is covered in corrosive webbing (see General


Features). The Arachlex is alerted to the characters’ presence
once they touch the webbing and sends six spiderkith (see
“Spiderkith,” page 23) in the area to attack the intruders.
PAVEL KUNC

Spiderkith Child CRUCIBLE MAGAZINE | PRISON OF THE ARACHLEX 25


The spiderkith group consists of two of the missing Silverton the beings were of an unknown race. Characters proficient
youths, two hunters, and two rabbits (their size is Tiny, they in Nature who succeed on a DC 18 Wisdom (Nature) check
have 17 (2d4 + 12) hit points, their bite deals 2 (1d4) recognize the shape of the skulls as being similar to a
piercing damage and 3 (1d6) acid damage, and their CR is cephalopod.
1/2 (100 XP)). The spiderkith uses the webs to quickly Treasure. A character actively searching through the
traverse the room above melee characters to reach the skeletons who succeeds on a DC 15 Wisdom (Perception)
characters in the back. They attempt to restrain the check finds a ring of mind shielding etched with a
characters in webs to bring them to the Arachlex below. cephalopod pattern along the outer edge.
Once any two spiderkith are defeated, the Arachlex
speaks to the characters telepathically through the remaining 1b. East Platform
spiderkith. Once this happens, read aloud the following:
The walls of this chamber are covered in bookshelves filled
with scrolls and books. Unfortunately, time and the ever-
Suddenly, the creatures stop their assault and pull back
present moisture within the ship have ruined these tomes,
slightly just as a blend of voices pierces through your mind
and they are illegible. A character searching the room who
and your ears as they begin to speak in unison. “Why do succeeds on a DC 17 Intelligence (Investigation) check finds
you kill the Arachlex's children?” the voices ask. The a hidden panel in the back of one bookshelf. The panel is
echoing voices yell together, “Why do you fight us? Help us trapped with a poison needle, and a creature attempting to
free the Arachlex!” open it takes 1 piercing damage and 11 (2d10) poison
damage, and must succeed on a DC 15 Constitution saving
The characters can converse with the Arachlex, but she only throw or be Poisoned for 1 hour. A successful DC 15
knows anger and fear at being trapped here so long and Dexterity check with thieves’ tools disarms the trap,
grows frustrated quickly. She demands the characters submit removing the needle from the panel. An unsuccessful disarm
to her “children” so they can “become one.” If the characters attempt triggers the trap. In the hidden compartment is a
refuse or attack, the voices scream, “You will submit thin steel box containing ten diamonds worth 50 gp each.
willingly or by force!” before resuming the spiderkith
attempt to restrain the characters in their webs. 1c. West Platform
Elevator. Characters stepping onto the elevator This chamber was severely damaged in the crash and was
platform feel it shift beneath their feet, clearly indicating used only as storage for the surviving crew members. Old
that the platform is designed to move. The pedestal on the containers made from the same substance as the walls (see
south end of the elevator holds a bowl filled with a wet, General Features) lie empty, their contents having perished
black sludge used to control its ascent and descent. The long ago. A pedestal similar to the elevator control sits
sludge is motionless until a creature with an Intelligence against one wall; the former crew used it to mind-meld with
score higher than 3 comes within a foot of it. The surface the ship. Any creature attempting to interact with the sludge
will ripple and reach out to engulf the hand of a character in this bowl feels a blinding pain in their mind and must
that touches it. Once in physical contact with the sludge, make a DC 15 Intelligence saving throw, taking 14 (4d6)
the character senses the connection in their mind and can Psychic damage on a failed save, or half as much damage on
order the elevator to move with a mental command. The a successful one.
character must remain in physical contact with the sludge to
operate the elevator. Once activated, the elevator descends
through the shaft (area 2) by an unseen force at a rate of 5 2. Elevator Shaft
feet per second. The circular elevator shaft is 80 feet wide, 80 feet deep, and
the walls are covered in corrosive webbing (see General
1a. South Platform Features). The walls are made from the same braced smooth
This platform was once the sleeping quarters of the surviving black substance as the rest of the ship. Characters with a
crew members. Bunks set in the walls hold the crumbling passive Wisdom (Perception) of 15 or higher notice that the
skeletons of the crew that died here centuries ago. Each shaft walls appear to be cobbled together from bits and
wears the tatters of ancient purple robes. While the skeletons pieces—this area was not originally an elevator shaft.
are humanoid, the skulls and elongated fingers indicate that As the platform descends to the halfway point, it reaches
four spiderkith (see “Spiderkith,” page 23), hiding in the
webbing and preparing to ambush the characters. The

26 CRUCIBLE MAGAZINE | PRISON OF THE ARACHLEX


spiderkith group consists of two goats, a wolf, and a deer. As the platform touches down, a powerful feminine voice
Make a Dexterity (Stealth) check for the spiderkith against crashes through your mind. “The Arachlex’s prison will
the characters’ passive Wisdom (Perception) scores to now become your tomb! The spiderkith will feast upon
determine if they surprise the party. your merrow!”

Secret Room The Arachlex (see “Appendix: New Creature” page 28, her
speed is 0 ft. while trapped in the wall) is trapped within the
The door to another room sits hidden behind a cluster of
northern wall. If the characters attempt to engage with her
webbing halfway down the shaft. A character with a passive
in conversation and a character succeeds on a DC 17
Wisdom (Perception) of 17 or higher or actively searching
Charisma (Persuasion) check, she will angrily speak
the walls during the descent who succeeds on a DC 17
telepathically with them and halt her attack. The Arachlex
Wisdom (Perception) check notices the entryway. There is a
remembers little of her past or the experiment that made her
10-foot-wide gap filled with corrosive webbing between the
into the creature she is today, and escape—both from this
edge of the platform and the doorway. The door is stuck and
chamber and the material plane—dominates her thoughts.
can be opened with a successful DC 17 Strength check.
If the characters offer to assist with removing her from the
Inside is a small room that partially collapsed when the
wall and succeed on a DC 20 Charisma (Persuasion) check,
ship first crashed. Rubble fills most of the room, but a long-
she will cautiously allow them to try (see Freeing the
fingered skeleton hand is seen sticking out from among the
Arachlex below), promising them whatever they want to
rocks and dirt. It takes 10 minutes of digging to uncover the
hear to earn her freedom. She uses her Psychic Strike and
skeleton, which is wearing a belt made of steel links in the
Corrosive Web abilities to reach characters at range,
shapes of spiderwebs. This belt is a belt of web walking which
specifically targeting spellcasters. In the second and fourth
grants its attuned wearer the ability to ignore movement
rounds of combat, a spiderkith (see “Spiderkith,” page 23)
restrictions caused by webbing.
mutated from a missing child crawls out from her ooze
abdomen.
3. Laboratory
The lowest level of the crashed ship served as the laboratory Freeing the Arachlex
for the surviving crew members. Here they worked on ways Freeing the monstrosity requires the characters to succeed on
to use the ship's interplanar traveling capabilities to open a a group DC 25 Strength check to break through enough of
portal back to their home in the plane of madness. When the wall for her to escape. Characters proficient in smith’s
that failed and the crew began to die off, the last remaining tools can add their proficiency bonus to their roll. The
survivor attempted to infuse her consciousness with an Arachlex betrays her saviors the moment she is free,
intelligent ooze with shapeshifting capabilities. Her promising to make their deaths swift.
experiment went horribly wrong, transforming her into the
Arachlex monstrosity trapped in the wall of this chamber. Defeating the Arachlex
When the characters descend on the elevator into this
room, read aloud the following: Once the characters defeat the monstrosity, read aloud the
following:
The platform descends through the webbed shaft and into
a massive chamber. Like the rest of the complex, thick The creature’s massive legs crash against the walls during
strands of webbing stretch across the room and between her death throes, cracking them further and crushing a
the ribbed arches along the carapace-like walls. However, supporting pillar. Pieces of the ceiling begin to fall as the
they do little to hide the horror of what you now face. A chamber starts collapsing in on itself. The light of the
massive spider with tentacles for mandibles and an creature’s ooze abdomen dims as it bursts apart, revealing
immense blood-red oozing abdomen appears embedded an unconscious female child covered in slime.
in the partially crumbled and cracked northern wall. Its
The unconscious child weighs 100 pounds, and the
many eyes glisten in the pulsing light given off by its
characters have 2 minutes to escape the complex before
abdomen as it watches your descent.
being buried in rubble. As the characters enter the elevator

CRUCIBLE MAGAZINE | PRISON OF THE ARACHLEX 27


shaft (area 2) and the living quarters (area 1), each character arachnid-ooze monstrosity created by accident when an
must succeed on a DC 12 Dexterity saving throw to dodge innocent spider interfered with the experiment, becoming
falling debris, taking 7 (2d6) bludgeoning damage on a trapped within the laboratory walls. Her mind was shattered
failed save. If the characters escape the collapsing complex, once combined with the ooze, with fragments of a thousand
read aloud the following: memories of other creatures pouring through her like a river.
She now sits in the physical prison of her lair and the mental
The earth rumbles beneath your feet as the hill begins to prison of her broken mind, spreading her corrosive webbing
collapse in on itself. The surrounding forest groans as as far as she can, frantically attempting to escape.
ancient trees shift and their roots pop from the strain. The Arachlex appears as a massive spider with a pulsing,
Within seconds, the monoliths sink beneath the earth’s orange ooze-like abdomen. Instead of mandibles, she has a
surface, leaving a slight divot that quickly fills with rock host of tentacles in her maw reminiscent of the telepathic
and dirt. There is no trace of the hill that once stood here race she was before her transformation. The center of her
for hundreds of years, and the forest begins to settle in just head is dominated by a single eye that glistens like an oily
a moment. For the first time, you hear a birdcall in the rainbow.
Although physically trapped within her lair, the
distance.
Arachlex extends her reach through her telepathic control
over her spiderkith “children”. They spread her webbing
from her prison into the world beyond, trapping food and
Conclusion future hosts for more hybrids. While in her web, she uses the
former intelligent hosts to broadcast her telepathy and
When the characters arrive back in Silverton, the news they
whisper into her victims’ minds to draw them to her lair.
bring is bittersweet. While the villagers can rest easy now
that the threat of the Arachlex has been defeated, they
mourn the loss of their children and loved ones. The rescued The Arachlex’s Lair
child is Lori, daughter of the blacksmith and village elder The Arachlex is trapped within the laboratory wall that
Eric Kilsinger. She appears physically unharmed and mostly housed the container for the ooze that now makes up her
in shock from her experience. There is no telling what abdomen. She has been trapped in the remains of her
influence the Arachlex has had on her mind, however, and crashed ship for centuries, slowly going mad from the
only time will tell if she recovers completely from the ordeal. fragments of memories that are added to her mind from
Perhaps there is a small piece of the Arachlex’s consciousness each new spiderkith created. Corrosive webbing is strung
melded with the child’s mind that will manifest later. across the entirety of the lair and up into the world above.
The villagers pay any promised rewards (see Adventure This webbing is acidic to organic tissue and quickly eats
Hooks). If the characters were brought to the village by the through flesh and bone. Her children slowly pull her webs
Circle of the Silver Star, Cosgrach the Elder thanks them for out to blanket the region and trap new victims.
their assistance and promises to keep an eye on Lori. If the Lair Actions. On initiative count 20 (losing initiative
local adventuring guild hired the characters, their contact is ties), the Arachlex can take a lair action to cause one of the
saddened by the somber news but glad they managed to end following effects. She can’t use the same effect two rounds in
the threat to the village. a row.

◆ The Arcahlex weaves her webs tighter around a creature


Appendix: New Creature restrained in her webbing, increasing the escape DC by 1 and
the web’s hit points by 5.

The Arachlex ◆ The Arachlex shakes her webbing, making it whip back and
forth. Any creature within 5 feet of a webbed area must make
An unnamed researcher of a telepathic, plane-traveling race
a DC 10 Strength saving throw or be knocked prone.
of beings from the plane of madness became trapped on the
material plane when their ship crash-landed. The sole ◆ A clutch of tiny red spider eggs bursts and a swarm of spiders
survivor after decades of attempts to return home, the with 11 hit points appears in a random unoccupied space
researcher attempted to infuse her consciousness with a near the Arachlex, sharing it’s initiative and taking their turn
sentient ooze in order to gain immortality. The result was an after the Arachlex.

28 CRUCIBLE MAGAZINE | PRISON OF THE ARACHLEX


Arachlex Tentacles. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit:
Huge monstrosity, chaotic evil 14 (2d8 + 5) psychic damage. If the target is Medium or smaller, it is
grappled (escape DC 15) and must succeed on a DC 15 Intelligence
Armor Class 14 (natural armor) saving throw or be stunned until this grapple ends.
Hit Points 85 (10d12 + 20) Mind Spike. The arachlex drives a spike of psychic energy into the
Speed 30 ft., climb 60 ft. mind of one creature she can see within 30 feet. The target must
succeed on a DC 15 Intelligence saving throw or take 7 (2d6) psychic
STR DEX CON INT WIS CHA
17 (+3) 12 (+1) 14 (+2) 20 (+5) 12 (+1) 16 (+3) damage and subtract 1d4 from the next saving throw it makes
before the end of her next turn.
Saving Throws Int +8, Cha +6 Corrosive Web (Recharge 6). Ranged Weapon Attack: +4 to hit, range
Skills Arcana +8, Deception +6, Insight +4, Perception +4, Persuasion 30/60 ft., one creature. Hit: The target is restrained by corrosive
+6 webbing. As an action, the restrained target can make a DC 12
Damage Resistances psychic Strength check, bursting the webbing on a success. The webs are
Damage Immunities acid, poison corrosive to the touch and a restrained creature takes 4 (2d4) acid
Condition Immunities charmed, poisoned damage at the start of its turn. The webbing can also be attacked
Senses darkvision 60 ft., tremorsense 60 ft., passive Perception and destroyed (AC 10; hp 5; immunity to bludgeoning, poison, fire,
14 and psychic damage).
Languages Common, Deep Speech, telepathy 60 ft.
Challenge 7 (2,900 XP) Proficiency Bonus: +3
Legendary Actions
Legendary Resistance (3/day). If the arachlex fails a saving throw, it The arachlex can take 3 legendary actions, choosing from the
can choose to succeed instead. options below. Only one legendary action option can be used at a
Keen Hearing and Sight. The arachlex has advantage on Wisdom time and only at the end of another creature's turn. The arachlex
(Perception) checks that rely on hearing or sight. regains spent legendary actions at the start of her turn.

Shielded Mind. The arachlex is immune to scrying and to any effect Engulfing Ooze. The arachlex places a target she is grappling into
that would sense its emotions, read its thoughts, or detect its her ooze abdomen, completely engulfing them. The engulfed
location. target is blinded and restrained, it has total cover against attacks
and other effects outside the arachlex, and it takes 10 (3d6) acid
Spider Climb. The arachlex can climb difficult surfaces, including damage at the start of each of the arachlex's turns. The arachlex
upside down on ceilings, without needing to make an ability check. can have only one target engulfed at a time. If the arachlex takes
20 damage or more on a single turn from the engulfed creature,
Web Sense. While in contact with a web, the arachlex knows the the arachlex must succeed on a DC 15 Constitution saving throw
exact location of any other creature in contact with the same web. at the end of that turn or the creature is expelled, which falls
Web Walker. The arachlex ignores movement restrictions caused by prone in a space within 10 feet of the arachlex. If the arachlex
webbing. dies, an engulfed creature is no longer restrained by it and can
escape from the corpse using 5 feet of movement, exiting prone.

Actions Puppeteer (Costs 2 Actions). The arachlex takes mental control of a


spiderkith within 30 feet of her that she can see. The spiderkith
Multiattack. The arachlex uses her Corrosive Web attack when can move up to half its maximum speed and make one melee
available and makes two Slam attacks and a Mind Spike attack. weapon attack.
Slam. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 16
(3d8 + 3) bludgeoning damage. Sense Prey. The arachlex uses its keen hearing and sight to make a
Wisdom (Perception) check.

Regional Effects. The region containing the Arachlex’s lair is ◆ Within 1 mile of the Arachlex’s lair, corrosive webbing is
warped by her presence, which creates one or more of the strung between all 10-foot cubes of open space, so long as the
following effects: webs can be anchored between two solid masses (such as walls
or trees). These webs are stronger than typical webs and are
◆ There is a noticable increase in the spider population in the considered difficult terrain. They have an AC of 10, 5 hit
region within 1 mile of the Arachlex’s lair. points, and immunity to bludgeoning, fire, poison, and
◆ An ominous silence sits heavy within 1 mile of the Arachlex’s psychic damage. The webs are corrosive to the touch, and a
lair, as if the local wildlife is collectively holding their breath. restrained creature takes 4 (2d4) acid damage at the start of its
Carcasses are often found trapped in corrosive webbing, turn. Any destroyed webs are magically repaired at the next
partially melted from the acidic nature of the webs. dawn.

CRUCIBLE MAGAZINE | PRISON OF THE ARACHLEX 29


Draxorn Delve
raxorn’s Delve is a Fifth Edition adventure

D
intended for three to five characters of 12th
to 14th level and optimized for four
A Fifth Edition Adventure characters with an average party level (APL)
for 12th - 14th level characters of 13. A mining operation on the long-
dormant volcano Mount Temper has dug too deep,
unleashing a host of elementals into their mine and trapping
some miners inside. After sending an adventuring party that
Written by TJ Phoenix mysteriously vanished, something was awakened deep
within the mountain and rumbled the volcano awake. An
Header Art by Martin Kirby-Jackson eruption of ash now lies thick on the surrounding region,
Interior Art by Pavel Kunc with the threat of even further destruction teetering ever
closer with each passing moment. This adventure fits into
any existing campaign with a mountain range that includes a
dormant volcano and a nearby village.
Martin Kirby-Jackson

30 CRUCIBLE MAGAZINE | DRAXORN DELVE


Backstory most dangerous locations, whether at the bottom of the sea,
in monster-infested locales, or even active volcanoes like
Local legends speak of the devastation that ensued when the Mount Temper. The company headquarters is located in
appropriately named Mount Temper erupted and laid waste Haven, the Freelands capital city, and has close ties to the
to the surrounding countryside. Centuries passed, and Council of Seven. Their political relations and bribes have
civilization was rebuilt, but the memory lives on in tales made them a powerful group that uses scrupulous tactics to
passed from generation to generation. When the village achieve its goals. The company’s reputation and profits
living in the shadow of the dormant volcano was matter more than their employees’ lives, and they are
approached by a wealthy mining company seeking to concerned that the collateral damage caused by the Mount
excavate the mountain, the villagers were less than thrilled at Temper eruption will affect them politically.
the prospect. But their greed soon outpaced their fears after
the company put gold into the right pockets. About the Draxorn
The miners found rich deposits of rare gemstones of all
A massive, single-eyed creature with a maw filled with rows
types and some never seen before. They were amazed at their
of razor-sharp teeth, a draxorn is a unique breed of dragon
luck and quickly began to dig further, disregarding the risks
that burrows through the earth as easily as others soar
of the sulfur and methane gas pockets prominent in the
through the air. They are attracted to gemstones as a bed and
mine. They eventually opened a tunnel leading to even
food source, making the gem-rich Mount Temper an ideal
deeper caverns below but found elemental creatures raging
lair. You can find more information on draxorns in the
within.
Appendix: New Creature section on page 42.
The creatures quickly overran the mine and forced the
The draxorn beneath Mount Temper is named
mining company to cease operations until they cleared the
Orgeileos, and he has slept peacefully for the last few
infestation. With miners still trapped inside, the company
decades until the recent digging exposed the caverns leading
reached out to the widely famous—and expensive—
to his lair. After Higgin Stormcloak brought his team of
Bloodbound adventuring guild. The guild sent a team led by
Bloodbound adventurers in the caves, they disturbed
one of their best, but even they were not prepared for the
Orgeileos’ rest and became the draxorn’s meal. In frustration
draxorn they found asleep within the mountain’s belly, and
at being awoken, Orgeileos shifted through the mountain,
their bodies are still lying where they fell. Now awake, the
causing minor earthquakes and started pushing the volcano
draxorn’s rumblings have stirred the volcano even further,
to erupt.
and cracks have appeared on the mountaintop, releasing ash
into the air. It’s now only a matter of time before it causes
the volcano to erupt and unleash its wrath once more upon Adventure Hooks
thousands of innocent people living in the region. There are many reasons why the characters would want to
assist with stopping the volcano from erupting. Here are a
Adventure Summary few ways to get them hooked into this adventure:

The characters must enter the gemstone mine to determine An Erupting Temper
what is causing the earthquakes that threaten to wake up the
volcano. The mine is filled with precarious caves, natural Word has spread that something is going on with Mount
hazards, and elemental creatures that escaped from below. Temper and it’s looking like the long-dormant volcano is
The characters find miners trapped within the caves and the about to erupt after centuries of slumber. Earthquakes have
remains of the Bloodbound adventuring party deep beneath caused landslides that have wiped an entire village off the
the mountain. The trail leads them to a massive gem- map. Rumors have circulated that a new mine was recently
studded cavern where a massive draxorn made its lair, and excavated in the mountainside, and creatures were released
they discover it is causing the earthquakes to rile up the from deep within. The local population has turned to their
mountain. leadership and begged them to send someone into the mine
and find out what is causing the problem. This leadership
Doralli Mining Company has, in turn, asked the characters to help stop the volcano
from erupting and save the region.
The Doralli Mining Company operates mines and quarries
throughout the Freelands. They specialize in digging in the

CRUCIBLE MAGAZINE | DRAXORN DELVE 31


A Friend in Need Important NPCs
The Bloodbound adventuring guild is widely respected Azmar is the closest village to the mine and a useful place for
across the Freelands as highly competent and expensive the characters to stock up on supplies and gather
mercenaries for hire; the characters may have run into the information before heading to the mountain. The following
red-cloaked members as allies or even foes in their travels. A NPCs are located at the Singing Fire Inn and have
close friend of the party reaches out, begging for their information the characters may want to hear:
assistance in locating their cousin, Teragon. He is a member
of the Bloodbound guild who disappeared while on a The Mayor. The mayor, Karcsi Bladetarren (LG human
mission to investigate an infested mine on Mount Temper. noble), is also the owner of the Singing Fire, the only inn in
Whatever caused their cousin’s disappearance might also be the village. The middle child—and black sheep—of the
behind the recent spate of earthquakes in the region. noble Bladetarren family, she has led a simple life with her
family in Azmar for the past thirty years, away from the
An Offer of Partnership politics of the big city of Haven. She is sensitive about the
pale, genetic birthmarks covering her dusky skin but is quick
The Doralli Mining Company reaches out to the characters
to use her sharp tongue to keep rowdy folks in line. As
to offer a mutually beneficial partnership. They recently
mayor, she is highly respected, and even the roughest villager
began operations on a highly lucrative mine on Mount
withers under her disappointed glare. Karcsi’s strength has
Temper that came under attack by creatures from below. The
been holding the village together during this crisis—and the
company provides a substantial reward and a small
villagers away from the miners’ throats. She can share the
percentile partnership in the mine to the characters in
following information about the mine:
exchange for their assistance in clearing the nuisance
currently infesting it. The creatures are too strong for less
◆ Local legends speak of the mountain as a demon trying to
powerful adventurers to defeat, and the mining company is
escape from the fiery bowels below. The last eruption
willing to fund their entire expedition in the hopes they
hundreds of years ago almost released it from its prison.
prove to be more competent than the last team sent into the
mine. The company also offers a bonus if they manage to ◆ She has asked the villagers to wait two more days before they
return the accounting books the mine’s Overseer abandoned completely abandon the village.
in their main office. The characters are directed to Azmar
village to speak with their representative, Kalyre Faith. ◆ The miners brought wealth to the area, but Karcsi is afraid
they went beyond the boundaries that they agreed with the
village. She asks the characters to find proof of any
Azmar Village wrongdoing at the mine and bring it back to her.

◆ The last party that went into the mine was a group of
The village of Azmar is best known for the nearby salt quarry
powerful adventurers who wore distinctive red cloaks.
that employs the majority of the villagers along with those
from a dozen other nearby settlements. The village is nestled
The Miners. Kalyre Faith (CN tiefling commoner) is the
between the Black Hills and the base of Mount Temper,
Overseer of the Mount Temper mining operation and
directly in the shadow of the volcano and 20 miles away
represents the Doralli Mining Company. Formerly loyal to
from the Doralli company mine. The roughly two-hundred
the company, she has grown disillusioned and wary of the
villagers living here come from hard-working and sturdy
repercussions of the failed mine. She was in charge of the
stock who appreciate their simple and quiet lives. While
fifty tiefling miners excavating the gemstones from the
most of the population is human, almost any player
volcano and is currently staying at the Singing Fire Inn with
character race can be found here.
the dozen that escaped. Kalyre knows the following
Along with the nearby forest and hills, the village sits
additional information when asked about the mine:
covered in a thin layer of ash that recently burst out of the
mountain. The villagers are frantic, torn between
◆ The tieflings' natural resistance to fire made them the perfect
abandoning their homes and trusting the mining company
choice for enduring the extreme heat within the mine, but
to fix the problem. They blame the miners for disturbing the
they were no match for the elementals that escaped when they
mountain, and the miners are holed up in the village inn,
trying to stay out of sight while they wait for assistance. dug too deep.

32 CRUCIBLE MAGAZINE | DRAXORN DELVE


Azmar village, in the shadow of Mt. Temper

◆ She does not know where the new tunnel leads but can sketch
the mine as she knew it before they escaped the elementals.
She provides the characters with a sketch of areas 1 through 4
(see map on page 35) and directions on reaching the mine. Mountain Encounters
◆ The mine is extremely hot and filled with pockets of toxic and d6 Encounter
flammable gas. There should be some protective gear left in A landslide has blocked the path, and the party must
the mine that may help the characters. make a group DC 15 Strength (Athletics) check to climb
1 over. A failure results in adding an hour to their total
travel time. Characters that fly or can employ similar
◆ Kalyre kept detailed records in the mining headquarters, and movement effects automatically succeed this check.
she wants the characters to retrieve them for her.
A group of 2d4 trolls is hunting the area and catches the
2 party’s scent.
Traveling to the Mine
A pack of 1d4 manticores was disturbed from their cave
Once the characters leave Azmar, they must travel 20 miles 3 and charge towards the characters.
through mountainous difficult terrain to reach the mine
entrance. The path there winds through scattered forest and An adult red dragon is seen flying through the clouds
4
up rocky trails, all in the shadow of the brooding volcano. above the mountain range in the far distance.
Earthquakes have disturbed the area, and the characters may
Small fissures in the mountain vent steam and sulfur.
encounter some of the more aggressive creatures and 5-6 Each character must make a DC 15 Dexterity check to
dangerous hazards along the way. For every 2 hours of travel, cross the area, taking 9 (2d8) fire damage on a failure.
roll a d20. On a roll of 18 or higher, roll a d6 and consult
the Mountain Encounters table to see what the characters
come across.
PAVEL KUNC

CRUCIBLE MAGAZINE | DRAXORN DELVE 33


Once the characters reach the mine entrance, read aloud General Features
the following:
These general features are prominent throughout the mine
After ascending the mountainside, the rocky path ends on unless otherwise noted in the area descriptions.
a tent-filled shelf overlooking the valley below. The
remaining pieces of a wooden cart, shattered by a fall, are Ceilings, Floors, and Walls. The mine is carved into the
basalt that forms mount temper. The miners shored up
scattered throughout the empty tents, as well as
the rough walls and smoothed the floor in their working
abandoned shovels and pickaxes. Massive wooden
areas, but much of the caverns are still rough natural
scaffolding hugs the cliff face, towering thirty feet above,
stone. The tunnel ceilings are 8 feet high, and the caves
leading to the mine entrance. In the dense humidity, there range from 15 to 40 feet tall.
is quite a bit of dust. The only way to the mine is a platform
held up by a broken pulley system located in the middle of Lights. The miners use wands charged with light spells on
the scaffolding. their helmets and lanterns to avoid open flames in the
mine. In the deeper caverns, lava peaks through cracks,
The miners took everything of value from their shedding dim light throughout that area. The mine is
encampment. If the characters attempt to fix the pulley otherwise pitch black, and the location descriptions
system to repair the lift, a character proficient in carpenter’s assume the characters have light sources or assisted
tools or who succeeds on a DC 15 Strength check can bring vision.
it to working order. Otherwise, the characters must climb,
fly, or use other methods to reach the mine’s entrance. Extreme Heat. The interior of the mine and subsequent
Once the characters enter the mine, read aloud the deeper caverns are under the effects of extreme heat, and
following: this heat makes it impossible to gain the benefits of a
short or long rest while inside the mine. A creature
As you stand before the dark portal leading into the mine, exposed to the heat and without access to drinkable
you are greeted by a blast of humid air. To one side of the water must succeed on a Constitution saving throw at
entrance sit crates and barrels of mining equipment. The the end of each hour or gain one level of exhaustion.
posts and beams that reinforce the tunnel walls appear to The DC is 8 for the first hour and increases by 1 for
have been erected recently. A minecart sits on its side, each additional hour.
knocked off the tracks that lead further into the darkness.
Gas Pockets. There are pockets of toxic and flammable gas
throughout the mine, as noted in the adventure text.
Mount Temper Mine Creatures breathing the gas must succeed on a DC 15
Constitution saving throw, taking 18 (4d8) poison
Mount Temper is a small but ancient volcano that sits on the damage and becoming poisoned for 1 hour on a failed
southeastern edge of the Motionless Mountains range. save, or half as much damage and not becoming
Natural caverns and cave systems honeycomb the mountain poisoned on a successful save. Characters resistant or
and are home to various elemental creatures, but the true immune to poison automatically succeed this throw. If a
terror has lain dormant beneath the mountain for centuries. flame is ignited in a gas pocket, it erupts in a 10-foot-
Deep within gem-studded caverns, the draxorn Orgeileos wide explosion centered on that point. Creatures caught
has made his lair, wishing for nothing more than peace from in the blast must succeed on a DC 15 Dexterity saving
the topside world. The recent intrusions from the Dorelli throw, 14 (4d6) fire damage on a failed save, or half as
gem mine have angered the draxorn, and he has decided to much damage on a successful one.
rouse the volcano once more to rid himself of the pests
above so he can return to his slumber. Earthquakes. The draxorn is causing earthquakes to awaken
the volcano. Every half hour of game time, the
mountain rumbles and generates a random event to
occur. Roll a d6 and consult the Mount Temper
Earthquake table on page 36 to determine what
happens.

34 CRUCIBLE MAGAZINE | DRAXORN DELVE


6
7

4b

5 8a

4a

35
survey report showing the area as unstable is hidden behind
Mount Temper Earthquake
a loose rock near Kalyre’s desk on the far western wall. The
d6 Event loose rock can be found by a character with a passive
Wisdom (Perception) of 15 or higher or who succeeds on a
Rocks fall from the ceiling, and each creature in the area DC 15 Wisdom (Perception) check.
must make a DC 13 Dexterity saving throw, taking 21 The gas masks hanging on pegs and sitting on the tables
1 (6d6) bludgeoning damage on a failed save, or half as
much damage on a successful one. are made of tightly stitched leather fitted with glass goggles,
fitting straps, and a tin cylinder filled with charcoal. These
Part of the draxorn moves through an open space near the masks negate the effects of breathing toxic gasses (see
wall of the area the characters are currently within. They
2 General Features) but limit the field of view to the point the
see only a flash of massive pebbled hide as the creature
dives effortlessly through the stone. wearer has disadvantage on melee attack rolls and all
A total of 1d4 fissures that are 1d4 x 5-feet-long and 10- Perception ability checks and saving throws.
feet-deep appear in random locations chosen by the GM Encounter: Elemental Firebugs. This room has three
in the area the characters are currently within. Characters
3 air elementals and a swarm of firebugs (see “Firebug
standing on a space a fissure appears must succeed on a
DC 13 Dexterity saving throw or fall 10 feet down into the Swarms” sidebar). The elementals are not happy with other
crack.
living creatures in their domain and defend the cave against
A small fissure appears in a random unoccupied space intrusion but do not leave the area.
4 chosen by the GM that releases 1d4 swarms of fire bugs Treasure. A character who searches the mining
(see “Firebug Swarm” sidebar) that assault the party.
equipment and succeeds on a DC 15 Intelligence
The ground shifts beneath the party’s feet, and each (Investigation) check uncovers a light stick among a pile of
character must succeed on a DC 15 Dexterity saving throw mining helmets. This wand has 1d8 charges remaining and
5-6 or be knocked prone. Characters that are concentrating on
spells must succeed on a DC 15 Constitution saving throw regains 1d3+2 charges at dawn. A character holding the light
or lose concentration. stick can use their action to spend a charge to cast a light
spell.

Keyed Locations
The following descriptions correspond to the keyed locations
on the provided map of the mine. FIREBUG SWARMS
These insects resemble large fireflies with glowing red
1. Mining Headquarters and orange abdomens that live in magma. They use the
swarm of insects stat block with the following changes:
• Their creature type is elemental.
In this cavern, crates and barrels are situated on wooden • They have immunity to fire damage.
pallets against the eastern wall, and rows of tables • Their Bite attack deals fire damage instead of
covered in papers and strange masks hang from pegs piercing.
• If a creature ends its turn in the same space as a
along the north and west walls. The air appears to be
swarm, it takes 7 (2d6) fire damage.
circulating here, and glowing insects float on a light
breeze. Suddenly, the insects swarm together with an When these swarms are hit with a successful attack that
angry buzz, and the current begins to form three vaguely deals damage, the dying insects burst into small sparks of
flame that are strong enough to ignite the flammable gas
humanoid shapes made out of the wind.
in some sections of the mine (see General Features).

This cave is where the miners made their headquarters while


delving into the rest of the mine. The mining gear is still in
excellent and usable condition. A search of the papers on the
tables uncovers schematics for plans to dig further into the
mountain through area 4. Among the documents is a ledger
detailing the mining operation as written by the mine’s
Overseer Kalyre Faith. This ledger is a false record; the actual
record detailing cut corners, covered-up accidents, and a

36 CRUCIBLE MAGAZINE | DRAXORN DELVE


Arxus Trust (NG tiefling commoner) is a disgruntled elderly
2. Gas Bridges miner the characters find standing guard with a pickaxe in
his hand. If the characters clear the path for their escape, the
The tunnel suddenly drops into a massive open cavern miners quickly leave the mine and head towards Azmar.
sixty feet deep. Wooden scaffolding forms bridges Arxus also shares the following information if asked:
spanning the expanse, forking in the center of the cave.
Mining cart tracks span across to the northwest and ◆ Since it opened, there have been many accidents in the mine
southwest. Fissures in the rock floor below release due to the company pushing for quicker expansion. The
sporadic bursts of hot air that smells like rotten eggs. survey team warned the area was unstable, but the report
went missing.
Hazard: Toxic Gas. This entire area is filled with toxic
◆ Arxus does not know about the Bloodbound team, but the
and flammable gas (see General Features). Igniting the gas
here sets off a chain reaction that collapses the pathway miners did hear explosions in area 2 recently, along with a
leading to area 3. The resulting rockslide can be tunneled scream as if someone had fallen off the bridge.
through by characters spending 8 hours digging with mining ◆ The miners came across large amethyst crystals that distorted
tools. However, the oxygen will have run out for the miners the air around them. The Doralli Mining Company was
trapped in area 3, and they do not survive. especially interested in these crystals.
Encounter: Dragon Mephits. Lounging in the toxic
steam throughout the cavern are eight steam mephits and
two swarms of firebugs (see “Firebug Swarms” sidebar). The 4. New Tunnel
steam mephits Steam Breath attack is amplified by the gas in
This tunnel connects the mine to the lower caverns and was
the room, extending the reach to a 20-foot cone, increasing
the entry point for the elementals living below.
the Dexterity saving throw DC to 13, and increasing the
damage to 18 (4d8) fire damage on a failed saving throw or
The cart tracks end at the beginning of what appears to be
half as much on a successful save. The Steam Breath attack
a recently excavated tunnel. Shovels and other digging
does not ignite the gas as described in the General Features.
equipment lay haphazardly across the path that angles
The sounds of battle alert the trapped miners in area 3
to the characters’ presence. On the second round of combat, sharply downwards. Smoke billows from the tunnel's
a gas-masked miner with pickaxe in hand (Arxus Trust, see northern end and past barrels adorned with red skulls
area 3) steps into the cave entrance to see what is happening lining the western wall.
before ducking back inside the following round.
Hidden Tunnel. The secret tunnel (as shown on the
provided map) connecting this area with area 5 can only be 4a. Explosive Barrels
seen by creatures that have reached the bottom of the Sitting in a small crate filled with sand are three 6-inch-tall
cavern. Just inside the tunnel entrance lies the charred kegs marked with red skulls and full of an alchemical
remains of one of the Bloodbound party members, their substance that is highly explosive and corrosive. The miners
bright red cloak instantly giving away the tunnel’s location. used this substance to eat away at the rocks around the
There is a steel chain necklace around the corpse's neck with larger gemstones to protect them from damage while
a tag engraved with the name "Teragon" on one side and a digging the tunnel. Sitting in the mine’s heat for an
blood drop emblem from the Bloodbound guild on the extended period of time has made the substance highly
other. volatile, and a character with a passive Wisdom (Perception)
of 15 or higher, or who succeeds on a DC 15 Wisdom
3. Trapped Miners (Perception) check notices the kegs are malformed from the
pressure building inside. A character who attempts to take a
There are half a dozen tiefling miners (they use the barrel from the sand must succeed on a DC 20 Dexterity
commoner stat block) of various genders trapped in this (Sleight of Hand) check to handle it properly, repeating the
section of the mine. Most of them were injured during the check for every 10 feet of movement while holding the
initial elemental infestation, and they’ve been running low barrel. Failing the handling check or attempting to open the
on supplies while hiding from the mephits in area 2. barrel triggers an explosive blast in a 10-foot-wide sphere.

CRUCIBLE MAGAZINE | DRAXORN DELVE 37


Creatures caught in the blast must make a DC 17 Dexterity Natastonite crystal
saving throw, taking 27 (6d8) fire damage on a failed save or
half as much damage on a successful one. An exploding
barrel does not cause a chain reaction with the other barrels,
but they are destroyed in the blast. The tunnel floor (as
outlined on the provided map) collapses into a 20-foot-deep
pit that drops into area 5 if a barrel explodes within 10 feet
of the outlined section.

4b. Chimney
A 10-foot-wide and 160-foot-deep natural chimney leads
directly down into area 6. Smoke from the lava below
billows up into the chimney and heavily obscures the
chimney. A gust of wind spell or similar effect clears the area
for 1 minute.
Embedded halfway down in the wall is a five-pound on a successful one and not being restrained. The demon’s
amethyst-colored rough crystal with gold veins that creates mouth remains closed for 1 minute before reopening,
an effect similar to an anti-magic field in a 10-foot-wide dropping a restrained creature into the 10-foot-hole. A
sphere. The first time a magical effect from an item or spell character who succeeds on a DC 20 Strength check can hold
is dispelled by entering this space, the crystal loses its anti- the mouth open or casting a dispel magic spell cast on the
magic effect and becomes inert. A character proficient in stone face also disables the trap. Smashing through the
Arcana or who succeeds on a DC 17 Intelligence (Arcana) closed mouth (AC 17, 18 hit points, and immunity to
check recognizes the crystal as natastonite, an extremely rare poison and psychic damage) from either side destroys the
spell negating gemstone. These gems are worth 5,000 gp if portable hole, sending anything—or anyone—trapped inside
the effect is still active and 1,000 gp if inert. Placing a to a random plane of existence.
natastonite—either active or inert—into an Treasure. A human skeleton wearing rusted plate armor
extradimensional space such as a bag of holding creates the lays at the bottom of the extradimensional hole. Next to it
same destructive effect as if placing another is a cracked leather satchel containing 500 pp and a gem of
extradimensional space inside the bag. seeing (command word “sight”).

5. Ancient Statue 6. Lava Cave


This location is accessible through the hidden tunnel in area
2 or the pit created by the collapsing floor in area 4a. Once The chimney drops into a forty-foot-deep cavern filled
the characters enter this room, read aloud the following: with ash and smoke. The dull glow of magma peeks
through large cracks in the floor, and a blast of heat hotter
The walls of this cave have partially collapsed, and rubble than any forge rolls through the hazy air. A tunnel exits to
covers the floor. In the center of the cave is a section of the south with a slender ledge running along the northern
worked flagstone surrounding a six-foot-wide stone face edge of the stream of lava.
shaped like a snarling demon. It is twisted with anger, and
its fanged mouth gapes into a three-foot-wide pitch-black The lava-filled crevasses range from 5 to 10 feet across and
hole. intersect throughout the entire cavern. Any creature that
falls into the lava or starts its turn there takes 55 (10d10) fire
Trap: Demon’s Mouth. The stone demon’s mouth acts damage. Any object that falls into the lava takes damage on
as a portable hole that cannot be removed from the statue. A initial contact and once per round thereafter until it is
creature attempting to enter the hole must make a DC 15 removed from the lava or destroyed.
Dexterity saving throw to avoid the fanged mouth that snaps Encounter: Lava Guardians. Four salamanders are
closed, taking 22 (4d10) piercing damage on a failed save lounging in the lava-filled crevasses and out of sight after
and being restrained in the closed mouth, or half as much escaping their battle with the Bloodbound party that killed
PAVEL KUNC

38 CRUCIBLE MAGAZINE | DRAXORN DELVE


their companions (see area 7). Many of them still have
healing wounds on display. Once the characters attempt to
cross a ravine, they try to ambush the party. The salamanders
focus on disarming their opponents and use their tail attacks
to throw grappled creatures or weapons into the nearby lava.
Treasure. An unhatched salamander egg—a two-foot-
wide obsidian stone sphere—can be spotted in a small niche
with a successful DC 18 Wisdom (Perception) check. The
egg will hatch into a fire snake in 2d6 weeks.

7. Battleground

Half a dozen salamander bodies litter the ground of this


cave. A mangled body partially covered by a crimson cloak
lays next to a hole in the floor to the east—multi-colored
shards of crystals embedded in the body glitter in the
lava’s glow.

An improvised rope ladder hangs from pitons and descends


a 5-foot-wide and 50-foot-deep shaft into area 8. Laying
next to the shaft’s mouth is the collapsed body of Higgin
Stormcloak, leader of the failed Bloodbound party.
Higgin. Higgin Stormcloak is a gruff and proud man
and a true mercenary to his core. His mission was to clear
out the mine of all elementals and silence anyone who
learned of the covered-up accidents and mismanagement.
He managed to get this far before collapsing after his party
was attacked by the draxorn as they entered into area 8. The
mercenary was injured in the draxorn’s breath attack and is
unconscious and bleeding from his wounds. If healed, he
shares what he knows about the creature below but will not
assist them further while recovering from his injuries. He
shares the following information:

◆ He led the Bloodbound party down into these caverns in


search of what was causing the earthquakes.

◆ One of his party, Teragon, was killed while attempting to clear


the elementals in the gas-filled cavern (area 2), falling to the
cavern below.

◆ His team went through the chimney below and was attacked
by a creature he’s never seen before.

◆ The attack happened too fast, and he did not see what
attacked them, only the blast of razor-sharp crystals that hit
him as he stepped off the rope ladder.

◆ He gives the characters his two potions of resistance (fire) to


aid them.

CRUCIBLE MAGAZINE | DRAXORN DELVE 39


Treasure. Higgin has two potions of resistance (fire) and a Encounter: Draxorn’s Breath. The adult draxorn (see
frost brand longsword (command word “hielos”) on his Appendix: New Creature) Orgeileos is furious at the further
person. He also wears a steel chain necklace with an iron tag intrusion into his domain. He roars at the characters in
engraved with his name on one side and the blood drop Draconic, “More of you pests?” before unleashing his
emblem of the Bloodbound guild on the other. Crystal Breath at the party. Orgeileos does not fight in this
Encounter: Last Stand. After the characters leave location and uses his Earth Glide ability to retreat through
Higgin and move on to the next area, he moves a large the rock wall and into area 9.
boulder next to the hole. As they are ascending the shaft, he
calls out to ask them if they successfully defeated the 8a. The Crystal Tunnel
creature before pushing the boulder over the opening to
The ledge leading across the cliff descends into a crystal-
block the way. The boulder weighs 200 pounds, is 4 feet in
encrusted tunnel ending in the Orgeileos’s lair. The sharp
diameter, and can be moved with a successful DC 17
crystals crunch underfoot, and the tunnel is considered
Strength check. This check is done with disadvantage unless
difficult terrain. In the center of the tunnel is an active
the characters find a way to position themselves in a way to
natastonite crystal (see area 4b for its effects).
leverage the boulder while beneath it. Higgin proceeds to
make his way out of the mine, fighting to the death if the
characters manage to catch him. 9. Orgeileos’ Lair
The draxorn Orgeileos has made this enormous crystal-filled
8. Death Ledge cavern into his lair. He cannot be surprised by the characters
as he already knows of their presence and waits for them to
make their way to him.
The rope ladder ends on a rocky shelf hugging a cliff face
Crystals. The lair is filled with jagged crystals that
that descends into a massive bottomless expanse. A
impede movement, and the entire area is considered difficult
slender path leads down the side of the cliff and deeper terrain. Creatures that are knocked prone or fall onto the
into the mountain. Shards of glittering crystal are crystals take 3 (1d6) piercing damage for every 10 feet of
embedded in the rock, and a crimson-cloaked body lays on height fallen. Orgeileos is not affected by the crystals.
the path with one arm and leg hanging over the edge. Platforms. Three natural rocky platforms ring around a
30-foot-deep pit in the center of the cave. The northernmost
A character with a passive Wisdom (Perception) score of 12 platform is 30 feet high and each subsequent platform
or higher notices that the crystals embedded in the rock wall moving clockwise decreases in height by 10 feet.
are the same crystals embedded in Higgin Stormcloak. The
body on the pathway is precariously balanced, and a single Orgeileos
touch sends it over the edge. The noise of the falling body
echoes across the empty space as it bangs against the cliff The adult draxorn (see Appendix: New Creature) Orgeileos
face, but no one hears it land—the pit is over 300 feet deep. is a recluse who mainly wants to be left alone. He has little
If the body falls into the hole, the noise attracts the attention regard for the aboveground civilizations and views
of Orgeileos (see Appendix: New Creature), and he uses his humanoids as little more than pests. However, his appetite
Earth Glide ability to come through the wall from area 9 to for rare stones—why he chose this mountain to make his
the western wall directly across from the ledge. lair—opens him to possible negotiations with the characters.
When Orgeileos arrives, read aloud the following: In order to do this, the characters must offer him rare
gemstones and succeed on three separate ability checks to
The wall across the bottomless pit starts to shift and ripple convince him (see below). If they fail more than one check,
like water right before an enormous horned head slips Orgeileos is unconvinced of the characters’ ability to
through the rock with a single gleaming eye burning with negotiate and decides to eat them instead.
a fiery light. Spiraling rows of shark-like teeth fill the
creature’s maw, and its skin resembles recently cooled Negotiations
molten rock. The beast pulls its gargantuan body halfway As an action, the characters can attempt to negotiate with
through the stone, flanked by massive claws that crack into Orgeileos by giving him various rare stones they may have
the stone. It’s jaw opens and a blast of crystals spews out. found throughout the mine, including whatever the party
may already have on their persons:

40 CRUCIBLE MAGAZINE | DRAXORN DELVE


◆ Any ordinary gemstone worth 5,000 gp or higher, or a The Doralli Mining Company
magical gem of rare quality or higher.
The Doralli family is not pleased to be forced into a deal
◆ The gem of seeing in area 5. with the draxorn to keep their mine open and pay only half
of the promised reward to the party. If the characters made a
◆ The unhatched salamander egg in area 6.
deal that closes the mine in order to keep the draxorn
◆ A natastonite crystals in areas 4b and 8a. appeased, the Dorallis are less than pleased, paying them
nothing and putting a target on their back with their
After giving a stone to Orgeileos, the characters must underworld connections. Otherwise, if the characters defeat
convince him that an arrangement can be made between the the draxorn, they are paid handsomely, and the Dorallis plan
draxorn and the Doralli Mining Company and succeed on a on resuming mining operations as before.
DC 20 Charisma (Persuasion) check. One check can be If the characters manage to find the hidden reports and
done at advantage if the characters offer both natasonite give them to Mayor Karcsi Bladetarren, she uses her
crystals at the same time. The draxorn eats the offered stone connections through her noble family to spread the word
on a successful check, and his posture becomes visibly more that the Doralli operation knew of the dangers and put the
relaxed and thoughtful at the characters’ words. He also eats entire region at risk. This effectively ends the mine, and the
the offered stone but grows more agitated on a failed check, area returns to the traditions of leaving Mount Temper and
not believing the characters can offer him any more than its hidden treasures—and dangers—alone.
what they have. The characters have now made an ally or an enemy out
After three successful checks, Orgeileos agrees to meet of one of the most powerful factions in the Freelands. They
with a representative of the Doralli Mining Company to may begin to run into some of the Doralli’s enemies seeking
come up with a mutually beneficial arrangement and agrees to harm the powerful family. They may seek to hinder the
to stop building up the volcano’s wrath. As a sign of good party if they are friends of the Doralli’s or recruit them in a
faith, he allows the characters to choose two items from his plot against the shady company and welcome them as allies.
hoard (see below). If the characters fail to convince him,
Orgeileos ends the conversation angrily and proceeds to Hook Resolution: The Missing Cousin
remove the pests from his lair.
If the characters manage to discover the fate of Teragon, his
Draxorn Hoard cousin is grateful, if saddened, by the news. They plan to
recover the body (if the characters do not bring it with
Orgeileos keeps his hoard at the bottom of the pit in the them) to provide a proper burial. The Bloodbound guild is
center of his lair. The totality of the hoard is as follows: sure to visit the party at some point—to either determine
9,000 pp, 22,000 gp, an ornate set of full-plate armor edged the fate of Higgin Stormcloak or at his behest to eliminate
in gold and platinum worth 2,000 gp, an ioun stone the party and complete the contract given to them by the
(insight), a manual of quickness of action, and a rod of Doralli Mining Company.
alertness. The Bloodbound guild are mercenaries through and
through, respecting only a more powerful force or those who
pay them the most. It is up to you to determine how the
Conclusion Bloodbound guild decides to interact with the characters.
They are a highly competent collective of powerful war
Depending on how the characters ended their encounter wizards who see that every contract is completed and
with Orgeileos and who hired them, they must decide on finished—no matter what it takes.
the future of the mine on Mount Temper. With the draxorn
appeased or defeated as the case may be, Mount Temper
begins to settle down quickly, and the region is safe from the
threat of its eruption. Azmar and the surrounding villages
are grateful for the characters’ assistance, and songs of the
brave heroes who put the mountain back to sleep soon
circulate the region.

CRUCIBLE MAGAZINE | DRAXORN DELVE 41


Appendix: New Creature regard. They enjoy the feel of the soft metals of gold and
silver, often sleeping on their hoards. Because they consume
gemstones as food, they do not usually keep them as part of
Adult Draxorn their hoard, eating them whenever they come across them
instead.
Among the more rare and powerful dragons are the Lair Actions. The draxorn can invoke the ambient
draxorns, interplanar travelers from the plane of earth that magic to take lair actions when fighting inside its lair. On
occasionally make their way to the material plane. Solitary initiative count 20 (losing initiative ties), the draxorn can
and proud, they avoid contact with living creatures they take one lair action to cause one of the following effects.
consider inferior. They spend most of their time
underground, burrowing through mountains, searching for ◆ The earth erupts from a point on the ground the draxorn can
rare minerals and gemstones that they consume. see within 120 feet of it, in a 20-foot-high, 5-foot-radius
Draxorns have front-facing curved horns that flank a solitary eruption. Each creature in the blast area must make a DC 15
eye glaring above a maw filled with row upon row of jagged Dexterity saving throw, taking 21 (6d6) bludgeoning damage
fangs. Their pebbled stone-like hide makes them seem like a
on a failed save or half as much damage on a successful one.
living part of the mountains and earth they prefer to live
within. Some sport a pair of vestigial wings that hint to a ◆ Part of the ceiling collapses above one creature that the
time when they flew through the air as effortlessly as they draxorn can see within 120 feet of it. The creature must
now dive through solid stone. succeed on a DC 15 Dexterity saving throw or take 10 (3d6)
Masters of Earth. A draxorn is one with the earth and bludgeoning damage and be knocked prone and buried. The
flows through stone like a bird in flight, leaving no trace of buried target is restrained, has total cover, and cannot breathe
its passing. Their constant movement through the or stand up. A creature can take an action to make a DC 10
underground often brings them into conflict with other Strength check, ending the buried state on a success.
dragons who make their home under the earth, such as red
dragons and copper dragons. Draxorns often move into a ◆ A tremor shakes the lair in a 60-foot radius around the
lair that has been abandoned, moving in when other dragons dragon. Each creature other than the draxorn on the ground
leave by choice or when defeated by adventurers. in that area must succeed on a DC 15 Dexterity saving throw
Miners of the Deep. Draxorns seek precious stones and or be knocked prone.
minerals for food, often finding deep mines to gorge
themselves. Once sated, they find secluded places to sleep The draxorn can't repeat an effect until they have all been
and dream of their homes on the elemental plane of earth used, and it can't use the same effect two rounds in a row.
where they were never hungry or had to roam in search of
food. Regional Effects. The region containing a legendary
Solitary Kings. Draxorns value their seclusion above draxorn’s lair is warped by the draxon’s magic, which creates
anything else and fiercely defend their feeding grounds. one or more of the following effects:
While they do not purposefully seek to dominate others and
can peacefully coincide with other creatures, they will not ◆ Deposits of rare minerals are more common within 6
tolerate any attempts to disturb their peace. miles of the dragon’s lair.
◆ The soil within 1 mile of the draxorn’s lair is extremely
The Draxorn’s Lair fertile, and crops grown here are more resilient to disease
Draxorns are reclusive beings that prefer to make their lairs due to the rich minerals.
deep underground, and they typically burrow under
mountain ranges rich in minerals and gemstones. The ◆ Underground fissures and caverns form within 1 mile of
creatures rarely form alliances with others and choose to live the draxorn’s lair, reaching deep enough for creatures
in solitude, and any agreements they make are often to the and beings from the Deepshade to reach and threaten
extent of a mutual understanding to leave each other alone. the aboveground civilizations.
All dragons collect a hoard of various precious metals
and magic items, and a draxorn is no different in that If the draxorn dies, these effects fade over the course of 1d10
days.

42 CRUCIBLE MAGAZINE | DRAXORN DELVE


Adult Draxorn Claw. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 15
Huge dragon, chaotic neutral (2d6 + 8) slashing damage.
Tail. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 17
Armor Class 18 (natural armor) (2d8 + 8) bludgeoning damage.
Hit Points 243 (18d12 + 126)
Speed 40 ft., burrow 80 ft., climb 40 ft. Frightful Presence. Each creature of the draxorn's choice that is within
120 ft. of the draxorn and aware of it must succeed on a DC 19
STR DEX CON INT WIS CHA Wisdom saving throw or become frightened for 1 minute. A creature
26 (+8) 12 (+1) 25 (+7) 14 (+2) 16 (+3) 21 (+5) can repeat the saving throw at the end of each of its turns, ending
the effect on itself on a success. If a creature's saving throw is
Saving Throws Dex +7, Con +13, Wis +9, Cha +11 successful or the effect ends for it, the creature is immune to the
Skills Perception +15, Stealth +7 draxorn's Frightful Presence for the next 24 hours.
Damage Resistances bludgeoning, piercing, and slashing from
nonmagical attacks that aren't adamantine Crystal Breath (Recharge 5-6). The draxon exhales razor-sharp crystal
Damage Immunities acid, poison shards in a 60-foot cone. Each creature in that area must make a DC
Condition Immunities poisoned 21 Dexterity saving throw, taking 63 (18d6) piercing damage on a
Senses blindsight 60 ft., darkvision 120 ft., tremorsense 60 ft., failed save, or half as much damage on a successful one.
passive Perception 25
Languages Common, Draconic, Terran
Challenge 19 (22,000 XP) Proficiency Bonus: +6 Legendary Actions
The draxorn can take 3 legendary actions, choosing from the options
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can below. Only one legendary action option can be used at a time and
choose to succeed instead. only at the end of another creature's turn. The draxorn regains spent
legendary actions at the start of its turn.
Earth Glide. The draxorn can burrow through nonmagical, unworked
earth and stone. While doing so, the draxorn doesn't disturb the Detect. The draxorn makes a Wisdom (Perception) check.
material it moves through.
Tail Attack. The draxorn makes a tail attack.
Stone Camouflage. The draxorn has advantage on Dexterity (Stealth)
checks made to hide in rocky terrain. Earthquake (Costs 2 Actions). The draxorn rears back and slams
down into the ground with all its weight. Each creature within 10
feet of the draxorn must succeed on a DC 22 Dexterity saving
Actions throw or take 15 (2d6 + 8) bludgeoning damage and be knocked
Multiattack. The draxorn can use its Frightful Presence. It then prone. The draxorn can then move up to half its burrow speed.
makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit:
19 (2d10 + 8) piercing damage plus 7 (2d6) acid damage.

CRUCIBLE MAGAZINE | DRAXORN DELVE 43


The Heavenly Horde
he Heavenly Horde is a Fifth Edition adventure

T
intended for three to five characters of 7th to
A Fifth Edition Adventure 9th level and optimized for four characters
for 7th - 9th level characters with an average party level (APL) of 8. The
divine weapon of a fallen angel falls into the
hands of a bloodthirsty young warrior. A horde of orcs eager
for battle has formed under a new warlord’s banner and risen
Written by TJ Phoenix from their underground city to threaten the lands above.
The battle horns have sounded, and war is on the horizon.
Header Art by Martin Kirby-Jackson This adventure occurs in the Freelands campaign setting but
Interior Art by Pavel Kunc easily fits into any existing campaign with only a few
modifications and name changes.
MARTIN KIRBY-JACKSON

44 CRUCIBLE MAGAZINE | THE HEAVENLY HORDE


Backstory burn away the Greywatch knights that had harried her band.
Power that she took back to the clan, challenging her father
A thousand years have passed since the orc-led Great Horde for the right to lead and taking his crown in combat. Power
swept through the Motionless Mountains and crushed the that inspired the dakh to rally beneath the bloody angel
dwarven kingdoms beneath their heel. They swept the dwarves wings the young warlord claimed as her battle standard. The
into the seas, where they took to their ships and still remain to drums of war now thrum as campfires light the
this day. Reveling in their victory, the orc and giant clans set mountainside like so many stars in the night sky. The
their roots deep into the captured underground cities and Heavenly Horde rises, and with it, war has come to the
strongholds, cementing their hold on the entire mountain Freelands.
range. The Great Horde, fresh from their victory over the
dwarven nations, pushed further into the elven and human
kingdoms but were rebuffed time and time again until they Adventure Summary
abandoned their desire for further conquests. Instead, the orcs The characters are pulled into the rising conflict between a
began to look inward, building a mighty civilization rooted in newly formed orcish horde looking to sweep the Freelands
their traditions and tempered with the knowledge left behind and the Greywatch forces scrambling to stop them. The
by the dwarves. knights were unprepared for the ferocity of the orcs, and
Over time, their bloodthirst and passion for war evolved their commander, General Serina Shadowbane, was captured
into a dedication to the pursuit of crafting and spiritual and imprisoned within the orc’s war camp. With their forces
perfection, tempering both steel and spirit in the ever-burning stretched thin as they wait for support from the capital, the
forges. The warriors test their courage against the creatures of knights ask the characters to conduct a rescue mission to
the Deepshade, the endless network of caverns stretching retrieve the general and learn more about the power the orc
leagues beneath the mountains, filled with nightmarish horrors commander wields. They believe a small, capable team can
and the dark elven nation hidden from the rest of the world. infiltrate the camp undetected where their larger forces
Tradition and a shared history bind the twelve orc dakhs would fail.
(clans) of the Karzak Alliance, the modern descendants of the The characters are accompanied by Darius Sunstorm, a
savage Great Horde. But not all are content with this way of wizardly cleric who received a vision from his god, who sent
life, and some of the younger generations seek a return to the him to assist the knights. While making their way through
old ways. Among them is Raon, daughter of Hurlgun, lord of the camp, the characters find the general imprisoned with
the Krolgord Dakh. Raon excelled in battle, leading successful the former orc lord of the Krolgord Dakh, who explains the
raids into the Deepshade and earning the title of Champion at truth behind the rise of his daughter’s power. Together, the
the youngest age in centuries. Surrounded by a devoted party makes their way to the warlord’s tent, where they find
following of elite fighters and with the support of an ukhathsi the divine warlord Rain. They must defeat her to end the
(shaman) dedicated to the old ways, the young warrior pleaded threat she poses to the Freelands and restore peace to the
with her father to lead the dakh into the fertile lands above. region once more.
Her request was adamantly refused. Dejected but even more
determined, Raon took her band of warriors on secret The Krolgord Dakh
nighttime raids into the Black Hills, rekindling fears of an
orcish invasion in the region. One of the twelve dakhs (clans) that make up the orc nation
The knights of Greywatch, paladins dedicated to keeping a known as the Karzak Alliance, the Krolgord Dakh is known
vigil on the orc nation, responded swiftly, driving Raon’s band for its elite warriors and high-end arms smithing. Based in
back into the mountains. Frustrated at tasting defeat for the the underground city Thag Boramm (known as Ker Tora to
first time in her life, she gathered her remaining warriors the ancient dwarves), the dakh was counted among the
around the campfire to plan their next move. Suddenly, the strongest leaders of the Great Horde long ago, and many
skies above their camp erupted in an explosion of thunder and Nalt Kri-krisurs (High Chiefs) have been elected from the
lightning, and a blast of energy knocked them off their feet. Krolgords ranks.
They watched fearfully as a blazing figure of gold with Like all orcs, the Krolgords have high respect—tinged
feathered wings descended from the heavens and crashed into with more than a bit of fear—for their gods, especially the
the earth: an angel had fallen. Watcher, head of the orc pantheon. The dakh’s ukhathsi
The angel fell with his weapon, a golden glaive crackling (shaman) hold positions of great authority in their
with crackling divine power. Power that Raon then used to communities, and their commands are obeyed instantly by

CRUCIBLE MAGAZINE | THE HEAVENLY HORDE 45


orcs seeking spiritual perfection. While only a minority of
the Krolgord ukhathsi believe in returning to the old ways of
constant war and conquest, their voices are loud, and they OATH OF THE GREYWATCH
have been critical in Raon’s ascension to becoming warlord.
The ukhathsi Zutrak the Spiteful has become Raon’s right The Greywatch knights were once respected as noble
heroes who dedicated their lives in service to standing
hand and aids her in learning to use the power of the angel’s guard against the return of the Great Horde of the orc
glaive. nation. Centuries later, they are now reduced to filling
The traditional battle standard of the dakh has been a their ranks with less savory volunteers. A Greywatch
boar’s head because their orc ancestors rode giant boars into knight’s training is severe and challenging, but the oath
battle, and many of their ranks are wereboars. Raon has of the watch binds together even those who joined one
step ahead of the executioner’s axe:
replaced this standard with a pair of wings and dubbed her
new army the Heavenly Horde in honor of the Great Horde “My sword is sworn to the land, not to king or queen.
of the past. To emphasize their return to tradition, some My life is not my own; it belongs to the people.
warriors—calling themselves the doram (hand) of Raon— I am the mountain that stands forever vigilant against the
have also taken to wearing the fur-lined armor styled from coming horde. I am the stone that stands defiant against the
their ancestors. While not all have answered her call, a darkness. I stand my watch with faith, courage, and honor
above all.”
thousand Krolgord orcs now stand ready for war under
Raon’s standard.

About the Greywatch Knights


After the Great Horde swept through the dwarven kingdoms At the same time, he rushes to establish a defense with the
and took control of the Motionless Mountains, they remaining Greywatch knights, knowing full well that he
attempted to expand south into the area now called the may be overrun at any moment.
Freelands. The ancient kingdoms of the elves, humans and
other peoples rose together to force them back, where they Adventure Hooks
have remained ever since. To ensure that they are never
Here are a few ways to get your players hooked into this
taken by surprise again, King Timirund the Resolute built
adventure:
Greywatch Keep on the eponymous mountain and formed
an independent order of knights dedicated to standing
watch for when the orcs would return. Champions from all
A Knight in Need
kingdoms and lands came to kneel and dedicate themselves The characters come upon a wounded Greywatch knight
to the noble cause. while traveling near the Motionless Mountains. The blood-
As kingdoms rose and fell and the 500 years long Great spattered warrior is in bad shape, barely clinging to life as he
War divided the rest of the continent in half, Greywatch calls out to the characters for aid. His name is Sir Laris, and
remained vigilant in their sacred duty and stayed out of the he needs their help in returning to the Greywatch
conflict. However, after the Freelands were formed, many encampment to relay important information about the
knights felt it was time for their watch to end, and their horde of orcs camped in the nearby mountains.
numbers began to dwindle as fewer champions took up the
mantle. They have since become an order filled with former A Divine Quest
brigands and thieves who barely escaped the hangman’s
Characters with religious backgrounds all receive the same
noose by swearing the Oath of the Watch. Patrols along the
dream: a divine presence appears to them and tells them of
mountain borders lessened over the years, and the remaining
an artifact in the hands of one who would use it to wage war
few hundred knights are no match for the strength of the
on the Freelands. The presence beseeches them in the name
Heavenly Horde.
of their deity to seek out the “Watchers of the Mountains”
While leading her Greywatch knights into battle against
and aid the other seekers they find there to reclaim the
the horde, General Serina Shadowbane’s forces were overrun,
artifact. The character awakens with an innate sense of
and Raon’s forces took her prisoner. Without her leadership,
direction that pulls them directly towards the Greywatch
the mantle has fallen to Commander Erik von Schozen, who
encampment.
has sent word to the capital city Haven for reinforcements.

46 CRUCIBLE MAGAZINE | THE HEAVENLY HORDE


Heroes for Hire In the center of the busy camp sits a large tent flying a grey
A representative of the Greywatch Knights named Sir banner with a black tower crest. The atmosphere in the
Barolyn reaches out to the characters and requests a meeting. lantern-lit interior is calmer but no less intense than the
He explains that the knights are stretched thin as they set up soldiers outside. A scarred oak table sits in the tent’s
defenses against a building army of orcs set to invade the center, covered in maps and reports being poured over by
Freelands. The knight has been sent to hire the party— officers. A short, broad-shouldered knight with a crooked
known for their heroics throughout the region—to assist the nose and piercing blue eyes stands calmly, listening to a
Greywatch with a highly classified rescue mission. He’s been tall elf with flowing blond hair and crystal sapphire eyes.
authorized to offer them 5,000 gp if they accept the quest The elf gestures insistently with his hands as he says,
and directs them to meet with Commander Erik von “These are not the orcs of old, Sir Erik. They are not the
Schozen at their forward encampment.
savage brutes that your history remembers. We must...”
The knight looks up as you enter and holds a hand up to cut
off the elf. “What’s this? Is there something to report?” he
Greywatch Camp asks in a measured tone.
However the characters are drawn to the encampment, the
adventure kicks off once they arrive and are introduced to
Commander Erik von Shozen. The encampment is a hastily Sir Erik (LG human knight) is the acting commander of the
prepared forward operating base the Greywatch knights have Greywatch forces in General Shadowbane’s absence. A stern
set up near the southern tip of the Motionless Mountains and capable leader, he has personally led the training of the
and just a few miles from the Heavenly Horde’s war camp. Greywatch soldiers for the past twenty years and is highly
Once the characters arrive, read aloud the following: respected. Darius Sunstorm (see “Fallen Angel” sidebar)
recently arrived at the camp and has been advising Sir Erik
Perched atop a hill stands a newly constructed palisade of what he knows of the oncoming orc threat.
overlooking neat rows of hundreds of canvas tents. If Sir Laris is with the characters, he hands over a map
Soldiers in the grey and black livery of the Greywatch he drew of the orc war camp and introduces the commander
to the characters as heroes who helped him. Sir Erik’s trained
soldiers are busy digging a stake-lined ditch around the
eye quickly discerns the party’s abilities and asks them if
camp and building platforms for defensive towers.
they’d be willing to continue their help for the good of the
Overhead a squad of griffon riders practices maneuvers,
Freelands, outlining the rescue mission as described below. If
wheeling and diving in synchronized battle patterns. The the characters need further encouragement, he grudgingly
staccato smack of hammer on heated metal rings out from offers them a reward of 5,000 gp if they complete the task.
blacksmiths forging blades and armor. A pair of armored Sir Erik is a man who respects honor and duty and finds
soldiers bearing a black tower crest on their breastplates mercenaries distasteful, but he knows he has no other option
stand guard at the gate leading into the busy camp. than to recruit the characters by any means.

A character with a military background with a passive Rescue Mission


Wisdom (Perception) score of 12 or higher or who succeeds
on a DC 12 Wisdom (Perception) check can tell these
soldiers are competent but rough around the edges. “For the last thousand years, we have watched for the next
Characters with a passive Wisdom (Insight) score of 15 or coming of the Great Horde, and it’s finally arrived. A few
higher sense that the soldiers are very nervous and tense, miles north of here is an orc war camp led by a warlord
although they hide it well. wielding a power that we’ve never seen before. Our leader,
If Sir Laris accompanies the characters (see Adventure General Serina Shadowbane, was taken captive and is now
Hook: A Knight in Need), the guards allow the party to pass held prisoner in that camp. We do not have the forces to
on his word. Otherwise, they must explain their business to take them head-on but can provide a distraction to pull
the guards before being escorted through the camp and into their attention away. This distraction will allow a smaller
the command tent. force to infiltrate their camp under cover of night—with
Once they enter, read aloud the following: the help of a little illusion magic.”

CRUCIBLE MAGAZINE | THE HEAVENLY HORDE 47


Sir Erik explains the characters will be accompanied by ◆ They do not know exactly where the general is being held, so
Darius, who knows more about the orcs than anyone else, the group must carefully search through the war camp
and griffons will fly them to infiltrate the war camp from the without being unmasked.
rear. The party will be placed under a seeming spell to
disguise them as orc warriors as they search for the captive A successful DC 20 Wisdom (Insight) check reveals that
general and sabotage the camp in any way they can along Darius is being earnest and honest, but seems to be holding
the way. The rest of the Greywatch forces will draw out the something back.
enemy to give the party less chance of being discovered. Once night has fallen and the characters are ready, read
A character who attempts to ask Sir Erik for further aloud the following:
assistance and succeeds on a DC 17 Charisma (Persuasion)
check convinces him to part with a potion of healing for each The sun has set, and the griffon riders have prepared their
character. Otherwise, he directs them to the camp’s armory, mounts. The griffons kneel as the riders assist you in the
where they can borrow Greywatch weapons and armor, all of saddle behind them, and within moments the great eagle
which are mundane and must be returned once the mission wings raise, and the ground suddenly drops as they soar
is completed. into the night sky. The countryside spreads like a living
map beneath you. In the distance, you can see the torches
Flying to the War Camp from Sir Erik’s soldiers engaged with a much larger force,
When the characters have agreed to the mission and have drawing them away from the mountain that looms to the
prepared, Sir Erik hands them a map of the Krolgord War north. The terraced cliff faces twinkle like stars with the
Camp drawn by Sir Laris and gathers the Greywatch forces torches and campfires of the orc warriors. The griffons
to lead them on the distractionary maneuver. Darius and the begin to glide around the mountainside, fearful that even
party must wait for nightfall with the squad of griffon riders the slightest flap will draw attention. But within moments,
assigned to carry them to their infiltration point. the majestic creatures dive to land with barely a whisper at
While waiting, the characters have an opportunity to the top of a waterfall overlooking the camp.
chat with Darius to learn more about what he knows. He
avoids answering questions about his personal life and The griffon riders duck their mounts behind a copse of trees
prefers to share what he knows about the orcs and the as Darius uses a spell scroll to cast a seeming spell (save DC
upcoming mission. He shares the following information if 15) on himself and the party. Each character and their gear
asked: take on the illusory appearance of Krolgord warriors. Darius
warns the party that it is only a visual illusion, and they
◆ He is a follower of Arvian, a minor and mostly unknown god must avoid physical contact that may give up the ruse. The
of dreams, illusions, and magic. As such, he is both a cleric riders provide the party with rope to rappel down the
and wizard and will be providing the seeming spell that hides waterfall and begin their mission, starting at the waterfall’s
their identities while in the war camp. splash pool (area 1) in the Krolgord War Camp.
◆ He received a vision from his god about an artifact the orcs
are using as a weapon and was directed to help the Greywatch
defeat them to retrieve the artifact. He does not say what the
artifact is precisely, only that it is powerful and must be FALLEN ANGEL
returned to his god.
Darius Sunstorm is a deva that has taken the form of an
◆ These orcs are not the savage brutes told of in the history elven mage with his Change Shape ability. He has lost his
books; they are knowledgeable and cultured. While this war ability to fly through the loss of his wings and his Angelic
Weapons trait due to the loss of his glaive. Darius is a
camp may look like the ancient Great Horde, they must be reserved individual and humbled by his current
wary of underestimating them. situation. He is a warrior angel in the astral plane who
was defeated in battle with another celestial and
◆ The seeming spell he will cast on them will give them the banished to the material plane. Darius hides his angelic
illusion of being orcs, but they must be wary of being nature by using his Healing Touch ability as if it were a
discovered and avoid unnecessary interactions. cure wounds spell.

48 CRUCIBLE MAGAZINE | THE HEAVENLY HORDE


9
8

3
2

5
4

6
SINLAIRE

CRUCIBLE MAGAZINE | THE HEAVENLY HORDE 49


Krolgord War Camp Darius sunstorm

The Heavenly Horde has made their war camp on the triple
terraced face of a mountain on the southern edge of the
range. Defensive walls and towers have been erected to
create deadly choke points along the route leading up to the
main terrace where Raon has set up her command post.
While Sir Erik’s distraction has drawn out many orcs, there
are still a significant number of warriors left in the camp
going about their business. While most of them are eager for
a return to the glorious days of the Great Horde, a good
number of the orcs fear Raon and the power she wields.
These orcs whisper in the corners about their predicament
and worry that Raon will lead the dakh to destruction.

General Features
These general features are prominent throughout the war
camp unless otherwise noted in the area descriptions.
Tents. Hundreds of tents of all sizes fill the camp, each made
of a thick red canvas and decorated with painted runes
along the borders of the door flaps and carved into the
tent poles. Characters that speak dwarvish and orcish
recognize the runes as a blend between the two
languages. The runes are prayers for The Watcher’s
guidance and protection.

Lights. In most places, the camp is well lit by torches atop


poles bearing the Heavenly Horde’s banner: ash-colored
angel wings dripping black blood on a crimson
background. Some areas—such as the war hearths— Unless otherwise noted in the adventure text, Krolgord
hold bonfires that light the entire location. orcs use the orc stat block with an Intelligence score of
10. If the adventure text calls for an orc to use an NPC
Sounds, Sights, & Smells. The camp is actively preparing stat block, they also have the following orc trait:
for a prolonged military campaign. Open-air Aggressive. As a bonus action, the orc can move up to
blacksmiths repair weapons and armor, fletchers prepare its speed toward a hostile creature that it can see.
arrows, and quartermasters load carts of supplies even at
night. The sounds and sights of workers are everywhere,
along with the banter and training of soldiers preparing
Infiltrating the Camp
for war. The air is full of the smell of smoke, food from As the characters search through the lower tiers of the camp
cooking fires, and thick animal scents. Characters that to find General Shadowbane, they must refrain from
succeed on a DC 12 Intelligence (Nature) check drawing attention to themselves before time runs out on
recognize the heavy scent of boar permeating the entire their illusion spell. They have opportunities to learn
camp. information at each location leading them to the prisoner
pit (area 6), where the general is being held captive. In
Krolgord Orcs. The Krolgord orcs speak Common with the general, the orc grunavs (grunts) do not know where the
occasional breakdown into Orc, and Darius quietly prisoner pit (area 6) is located in the camp and will react
translates for those who do not understand Orc. The orc with suspicion if asked. If a character asks any orc about the
warriors are well-spoken and dutiful soldiers with prisoner, they will point out the ukhathsi shrine (area 5) and
impeccably tidy armor and high standards of cleanliness. suggest talking to the shamans there.
PAVEL KUNC

50 CRUCIBLE MAGAZINE | THE HEAVENLY HORDE


Until they reach the upper tier (areas 7 and 8), the Messenger
characters must make a group DC 13 Dexterity (Stealth)
check to avoid confrontations as they move between keyed An orc officer steps out of his tent as the characters pass by,
locations. On a failure, roll a d10 and consult the War and he points to a character that failed their Stealth check
Camp Encounters table to see what they encounter or and says, “You! Grunav (grunt)! Take this to Balak, the cook.
choose one from the list the characters have yet to come And fix your armor, you look slovenly. You others stay here
across. These encounters are designed as skill challenges until he returns with my answer.” He hands the character a
where failure is meant to eat away at the characters’ time and sealed parchment and waits expectantly. The character must
put pressure on them to complete their mission. run to the war hearth (area 3) to deliver the message, to
Orcs begin returning from the skirmish with the which the cook simply replies, “Tell the captain I
Greywatch knights (along with other complications) as the understand.” If the character peeks at the note before
characters spend more time in the encampment. Use the handing it over, it reads, “Dinner was adequate. Use a bit
following timeline to add an increased sense of urgency: less salt next time.” The trip there and back takes 20 minutes
unless the character succeeds on a DC 15 Strength
After 1 Hour: An orc passes by the group stating that spies (Athletics) check, in which case it takes 10 minutes.
were reported near the camp. For the next hour, Stealth
checks are made with disadvantage. Assistance Required
The party passes by a group of carts being loaded with crates
After 3 Hours: Injured orcs begin to return from the and barrels by a group of soldiers. The orc officer overseeing
skirmish, and the encampment is riled up. The DC of the the loading notices the characters trying to sneak past and
group Stealth check increases to 17. calls them over to “Stop sneaking about and help” with the
loading. The party must make a group DC 15 Strength
After 5 Hours: The ukhathsi arrive in the area the characters (Athletics) check, completing the task in 10 minutes on a
are located and begin a prayer with the other orcs as they success or 20 minutes on a failure.
declare a “great sacrifice” will be made soon. This comment
is about the sacrifice of General Shadowbane (see area 8). Overheard Conversations
While walking past a tent, the characters overhear orcs
War Camp Encounters talking in low voices about the ongoing situation with the
d10 Encounter new warlord. Darius pauses and motions for the party to
1-2 You Smell Funny
stop and listen to gain possible new information. The
characters can persuade him to continue with a successful
3-4 Messenger DC 15 Charisma (Persuasion) check. Otherwise, Darius will
5-6 Assistance Required
covertly listen to the conversation for 20 minutes before
moving onward. You may choose to reward the characters
7-8 Overheard Conversations with information (roll once on the Krolgord Rumors table,
9-10 Drunken Revelers
page 53) or have this simply be a waste of their time.

Drunken Revelers
You Smell Funny
A group of drunken orcs is making their way through the
A passing party of orcs, including an orc wereboar, walks by
camp, celebrating the horde by singing battle songs. They
the characters when the wereboar stops suddenly with a
see the party and attempt to get them to sing with them.
puzzled expression on his face and sniffing the air. He points
The characters must succeed on a group DC 15 Charisma
to a character that failed their Stealth check and says, “You
(Performance) check to continue on their way. A failure
smell... odd.” The character in question must come up with
results in the drunken orcs spending 10 minutes teaching
a reason for their scent being off and succeed on a DC 15
them the song, forcing another group DC 12 Charisma
Charisma (Deception) check to appease the wereboar. On a
(Performance) until they succeed, with 10 additional
failure, the group spends the next 20 minutes listening to a
minutes spent on each failure.
lecture on hygiene and cleanliness being essential for a
warrior’s health and strength.

CRUCIBLE MAGAZINE | THE HEAVENLY HORDE 51


An orc dressed in leather armor trimmed with fur steps out
Keyed Locations from the cave entrance and is surprised to see you standing
The following descriptions correspond to the keyed locations there. With a grunt, the orc motions you over and shouts,
on the provided map of the orc war camp. “You there! Grunavs! The boars are acting up, and we need
some help. Get in here and lend a hand.” before reentering
1. Splash Pool the cave.

If the characters do not follow, the giant boars escape their


The roar of the waterfall crashing down the mountainside
pens in 1 minute and rush to attack them with the
masks any noises made during the descent. The pool of
wereboars close behind (see “The Pig Pen,” area 2).
crystal-clear water in which you stand continues cascading
down the mountainside and past a pair of watchtowers to
the west. To the east is a cave mouth with firelight dancing 2. Wereboar Den
on the walls within. The sound of animal grunts and
squealing can faintly be heard above the noise of the A strong scent of animals is the first thing you notice upon
waterfall. Darius nods in the cave's direction before saying, entering the cave. The ear-splitting grunts and squeals of
“We’ll need to secure our escape and make sure nothing is three massive boars are the next. Two orcs are trying to
waiting to surprise us on the way out.” calm the beasts in an enclosure that takes up most of the
cave. Each boar is straining against collars chained to a
metal rod attached to the wall. The rod breaks with a
At this point, the characters must decide on a course of piercing screech of twisting metal, and the giant boars
action as the giant boars in area 2 have caught their scent. If begin to charge up the ramp!
they have not made a decision within 1 minute, a wereboar
steps out from the cave and calls for them to assist with the Encounter: The Pig Pen. There are two orc wereboars
boars. If this happens, read aloud the following: (armed with thick oversized war bows with +2 to hit, range

52 CRUCIBLE MAGAZINE | THE HEAVENLY HORDE


80/320 ft., one target. Hit: 7 (2d6) piercing damage) in Krolgord Rumors
their humanoid forms attempting to calm three giant boars
that have caught the characters’ scent. The giant boars smell d8 Rumor
that the characters are not orcs and charge towards them, “What are we even doing here? We’ve had peace with the
above ground for a thousand years. We should be fighting
while the wereboars change into hybrid form once they 1 in the Deepshade, not here. Our homes are already under
catch the characters’ scent. The wereboars attack from range threat!”
while the giant boars charge towards the party. “Lord Hurlgun was wrong to stop Raon from taking the
crown. She is the leader we need to return to the old ways!
2 That old fool should have lost more than his hand for his
3. War Hearth cowardice.”
“I hear that ukhathsi Zurtak is preparing the human
prisoner for a sacrifice to the Watcher, and he keeps
A crackling bonfire sits in the center of a dirt clearing filled 3 bringing her to the lower shrine for preparation. He Who
Watches will be pleased with such a sacrifice and bless
with orc warriors eating and drinking at wooden tables. On us!”
the eastern side of the clearing, cooks prepare and serve “Have you been to the fighting pits lately? That greedy
food to an organized line waiting patiently for their turn. aukuk Shakh is running bets on the fights. I’m surprised
4 he’s still got his head attached after all his sneaking
The mouth-watering smell of well-seasoned meat wafts around.”
from the grills. “I can’t believe those humans were so foolish to attack in
5 the middle of the night. I wish I could be out there to
bloody my blade, but I’m stuck here loading carts.”
This area is where the horde warriors eat, drink, and
socialize. If the characters wish to gather information in this “It is amazing that the Watcher blessed Raon with such a
magnificent weapon. We’re truly blessed to have such a
location, they can either attempt to chat with orcs in the 6 leader divinely chosen; she is the light that will lead us to
area or listen to conversations in hopes of overhearing glory!”
something relevant. For every 30 minutes they spend
listening to overheard conversations, roll a d6 and consult The bookie is named Shakh, and he is more than happy to
the Krolgord Rumors table, or pick a rumor the characters chat with characters willing to bet on the fights. The other
have not yet heard. A character must succeed on a DC 15 orcs are too focused on the battles to talk. There are four
Charisma (Persuasion) check to get an orc to converse with fights left before the orcs disperse. As each pair of fighters
them. A success reveals two rumors from the table before the enter the pit, the characters must bet at least 10 gp, and they
orc leaves. have a 50% chance of winning. This chance increases to
If the characters decide to get food and a table, it takes 100% if the characters succeed on a group DC 15 Wisdom
20 minutes to wait in line. They will be served a nicely (Insight) check to choose which fighter will win their bout.
cooked steak of indeterminate meat and given a mug of ale For each win, Shakh will answer a question the characters
with a foul taste. A character drinking the ale must succeed have. He knows the following helpful information:
on a DC 12 Constitution saving throw or take 3 (1d6)
poison damage and be poisoned for 1 hour. ◆ “The Watcher blessed Raon with a divine weapon! She will
lead the horde to glory once more.”
4. Fighting Pit ◆ “We threw that human in with the old chief, Hurlgun. Old
Zutrak has taken a special interest in her, I hear. He keeps
Roars of triumph mix with groans of defeat from a crowd of bringing her to the lower shrine for ‘cleansing.’”
orcs surrounding a circular, muddy pit. Two orcs stripped ◆ “Can you believe that the Raon’s doram closed the upper tier
bare to the waist are wrestling in the hole, slipping in the off? They think they’re better than the rest of us!”
mud and throwing each other to the ground until one
yields and the other stands victorious. An unsavory bookie ◆ “I believe in the return to the old traditions, but even I’m not
with a heavily scarred face and a broken tusk walks sure about the sacrifices the ukhathsi are making at the stone
through the crowd taking bets. He walks over with a toothy altar. My tent is not too far, and the screams keep me awake
grin and says, “How about a little wager, friends? Ready to at night.”
win some coin?”

CRUCIBLE MAGAZINE | THE HEAVENLY HORDE 53


5. Ukhathsi Shrine
◆ “Our young warlord is as ambitious as she is powerful. He
A dark stone monolith carved with lidless eyes stands in Who Watches blessed her with a divine weapon fit for our
the center of a ring of stones holding small iron braziers. leader— she is god-touched now!”
Orcs in dark robes edged in gold surround the monolith ◆ “We have hidden underground for far too long. No more! It is
and lead a group of kneeling warriors in a chant. One of the our destiny—and The Watcher’s will!—that the Heavenly
robed figures notices your arrival and nods in greeting. Horde rises!”

Characters proficient in Religion recognize the markings of ◆ “Zurtak is a great and powerful leader. I hope to one day
He Who Watches, head god of the orc pantheon. The achieve his spiritual connection. With his guidance, Raon will
ceremony is a prayer to the god for protection in battle. lead the Heavenly Horde to victory!”
Characters who succeed on a DC 12 Wisdom (Religion)
check can join in the chant and be blessed by the ukhathsi
with a death ward spell.
6. Prisoner Pit
After the ceremony is complete, an ukhathsi named
Vakmu approaches the characters. He is a young and A small, muddy clearing well-lit by torches sits nestled at
ambitious shaman who is eager to spread the word of his the base of a thirty-foot-high cliff. In the center is a large pit
god. He openly talks with the characters and answers their covered by a lattice of wooden poles strapped together to
questions. He knows the following helpful information: form a cage. Standing guard over the hole is a group of six
well-armed orcs wearing skull masks with a red hand
◆ “The human prisoner? Yes, she is being kept in a pit where she painted across their dark plate armor.
belongs. Ukhathsi Zurtak will be sacrificing her to the
Watcher soon to gain his blessing for tomorrow’s battle.” There are six orc knights standing guard in this location.
(Vakmu indicates the location of the pit to the characters) These are members of Raon’s doram (hands), her personal

54 CRUCIBLE MAGAZINE | THE HEAVENLY HORDE


Gates guarding the upper tier

guard. They order the characters to leave the area The Prisoner
immediately if they are seen. If the characters seem like they
want to attack these guards, Darius warns them that these Once the guards are taken care of and the characters can
orcs seem much stronger than the others in the horde and reach the pit, read aloud the following:
suggests they come up with a distraction to lessen their
A mud-covered orc in rags stands quietly with a straight
numbers.
back as he looks up through the cage bars with defiance
Distraction burning in his eyes. He is well-muscled and wears a stained
bandage wrapped around the stump where his left hand
The characters must determine how to pull the guards away should be. He squints slightly and growls, “You are no orcs.
from their posts. The guards are suspicious of any attempts What is this? Who are you?”
to convince them to leave without a written order from
Raon or Zutrak. If the characters devise a way to distract the Hurlgun (LN orc gladiator) is the former lord of the
guards and pull them away, two orcs remain to stand guard Krolgord dakh and the father of Raon. He has spent the last
while the others rush towards the distraction. few days imprisoned in this pit with General Serina
Shadowbane, who is now with the ukhathsi Zurtak at the
PAVEL KUNC

CRUCIBLE MAGAZINE | THE HEAVENLY HORDE 55


7. Upper Gate

A heavy wooden gate flanked by watchtowers blocks the


path leading to the upper terrace. The guards wear skull
masks and plate armor bearing a painted red hand across
the breastplate.

A dozen of Raon’s doram (orc knights) guard this gate and


refuse entry to anyone not accompanied by another doram
or an ukhathsi. If the disguised Hurlgun accompanies the
characters (see area 6), the guards open the gate and allow
them entry.

8. The Watcher’s Altar

A rocky path leads up towards a secluded clearing on the


western edge of the terrace. In the center of a ring of
standing stones sits a bare stone slab stained with old
blood and carved with lidless eyes. Torchlight casts
dancing shadows against the looming cliffside and across
the unconscious body of a human woman strapped to the
altar. Surrounding the altar are three robed and hooded
orcs chanting with arms raised as a golden mist forms
between them and into the altar. The largest figure holds a
carved ebony staff topped with a crystal that glows with
power.

Encounter: Zurtak the Spiteful. Zurtak and two orc


ukhathsi (they use the priest stat block) are conducting a
ritual to sacrifice Serina Shadowbane to their god. Zurtak, as
watcher’s altar (area 8) to be sacrificed. The orc lord offers to his moniker implies, is a cruel and angry individual who
guide the characters to their general in exchange for their wishes to see the orcs rise to power under his god’s banner.
help stopping his daughter from starting this war. He takes Zurtak and Hurlgun exchange heated insults during the
the armor, weapons, and mask of one of the fallen doram battle as the former lord blames the ukhathsi’s influence over
guards and leads the characters through the upper gate (area his daughter for the current situation.
7) towards the watcher’s altar.
Serina Shadowbane
Roleplaying Hurlgun Serina (LG human knight, her AC is 10 without her armor,
Hurlgun the Wise has earned his moniker many times and she has 26 remaining hit points) is a brawny woman
throughout his life. As lord of the Krolgord, he led his with short brown hair cut in a military fashion. The general
people through a long period of prosperity and believes that is in bad shape after unsuccessfully trying to escape Zurtak.
war is unnecessary for the advancement of their people. Once released from her bindings, she thanks the characters
While known for his intellect, Hurlgun is a talented warrior and agrees with Hurlgun that they cannot leave until they
and willing to fight to regain control of the dakh. He confront Raon and neutralize the threat of her divine
believes the divine glaive to have corrupted his daughter weapon. If the characters do not have an extra weapon to
and—while he does not wish her death—will aid the share with her, Serina takes a mace off of a fallen ukhathsi
characters in any way he can to stop her. along with a robe to disguise herself.

56
57
9. Warlord’s Yurt Raon fights to the death.
The first time that Darius uses an ability or attack that
affects Raon, read aloud the following:
The largest yurt in the encampment sits perched on a
small hill overlooking the valley below. Ornately carved The orc warlord’s face twists with rage as she glares at
posts that curve into arches hold crimson-stained canvas Darius. “You were supposed to be dead!” she growls with a
tightly in place. Three short wooden steps lead up to the blast of spittle. “This time, I’ll make sure of it!”
entryway, and a stream of black smoke rises from an
opening in the center of the roof.
NPC’s Actions During Encounter
Dwarven characters or those who succeed on a DC 15
Intelligence (History) check recognize the carvings on the Both Burlgun and Darius have different motivations for
posts as partially ancient dwarven mixed with a more battling Raon and separating her from the divine glaive.
modern orcish design. Hurlgun wishes to see his daughter taken into custody so he
Before the characters enter the yurt, Hurlgun asks for can regain control of the dakh (clan), while Darius wishes to
them to allow him one last chance to convince his daughter recover his glaive to restore himself to his angelic self.
to abandon this war. He does not wish to have her death on General Shadowbane has been weakened from her ordeal
his hands but understands the danger she presents if she and works with Hurlgun to defend the back of ranged
does not surrender. Once the characters are ready to enter, characters.
read aloud the following:
Defeating Raon
The massive open space inside the yurt is brightly lit by a Once Raon is defeated, Darius moves to take possession of
bonfire blazing in the center. A wooden platform sits at the the glaive while Hurlgun attempts to restrain Raon. When
far end with ornate posts carved with battle scenes. Darius takes ahold of the divine glaive, read aloud the
Suspended from hooks above the platform rests a giant following:
pair of white-feathered wings stained red with dried
blood. They hang directly behind a stone throne, giving As the slender elf takes hold of the glaive, a blast of light
the orc warrior sitting there a winged appearance. A blinds you. Blinking away your blurred vision, you see that
battered iron crown rests on her brow, and her eyes glow Darius has been transformed—a pair of giant snow-white
with the same golden light as a blazing glaive held across wings have grown from his back, and his skin has taken on
her lap. Her mouth curls into a smirk as she leans forward the same golden hue of the weapon he now holds
and says, “Now what do we have here? You are fools to contemplatively in his hands. His eyes are now sapphire
come within my sight. I see what you are. And father, must orbs, and he is covered in golden armor with white robes.
I take your other hand now?” The angel smiles at you all, and you feel an inner peace fill
you.
Hurlgun attempts to speak, but Raon, who wants to hear
from the characters, cuts him off. She allows the characters “Thank you, my friends,” he says softly in a melodic voice.
to try and convince her to abandon her plans for “This was a test of my faith after my great failure. I
amusement; she has no intention of stepping off her apologize for the deception, for I could not have done this
destined path. She believes herself to be chosen by He Who without your help. While I cannot give you thanks enough,
Watches, who gifted her the very weapon she will use to perhaps this will help.” A shimmering pearl appears in the
destroy them. angel’s hand, and he continues, “When you have a great
Encounter: The Divine Warlord. Raon the Chosen need of help, hold this and call my name, and I will come.
(stat block on page 59) has two doram guards (orc knights) But be warned, I cannot stay long in this realm in this form,
flanking her on the platform. She uses her Divine Glaive to and it will only work once.”
cast bless on the guards. When appropriate, she casts heroism
on them next. Raon casts fly on herself to navigate the area Darrius hands the party a shimmering pearl that radiates an
to target casters with melee attacks. Unless she is disarmed aura of calm. Anyone holding this pearl finds themselves
and cannot regain posession of her weapon or is restrained, under the effects of a calm emotions spell. If the command

58 CRUCIBLE MAGAZINE | THE HEAVENLY HORDE


word “Darius” is spoken while holding it, the pearl crumbles
to dust, and Darius (using deva statistics) appears in the
material realm for 1 minute before vanishing back to the
astral plane.
The angel explains that a war is brewing in the astral
plane that he must return to fight alongside his brethren. If
Hurlgun survives the battle, Darius offers to restore his
missing hand before leaving, but the stoic orc states that he
wishes it to remain lost as a reminder of his failure. The
angel disappears back to the astral plane with another
blinding flash of light.

Conclusion
This adventure ends according to whether or not the
characters spared Raon’s life and if Hurlgun survived the
battle.

If Raon was spared and Hurlgun survived, the elder orc


takes back control of the dakh as their lord. He dissolves the
warband, and the orcs retreat to Thag Boramm,
their underground city, with a vow to keep the peace. He
allows the Greywatch knights an embassy in the city and
thus begins a new era of prosperity with open trade between
the nations. Raon, however, vows vengeance upon the
characters and becomes a dangerous rival that they may
encounter in the future.

If Raon was not spared and Hurlgun survived, the orc lord
takes back control of the dakh and retreats to their city,
closing the doors on the aboveground civilizations once
more. The orcs resume their policy of isolation from the rest
of the world, focusing inward and downward. When the
denizens of the Deepshade eventually rise against the Karzak
Alliance, they quickly overpower the orc nation and soon
begin to threaten the Freelands above.

If Hurlgun did not survive the battle, the orc encampment


quickly falls into chaos without proper leadership. The
Greywatch knights take advantage of the confusion, driving
the orcs back to their underground city, where the dakh
eventually crumbles due to infighting. The other members
of the Karzak Alliance begin to question their isolation
policy, and tensions begin to rise between the orc nation and
the Freelands.

CRUCIBLE MAGAZINE | THE HEAVENLY HORDE 59


Adventuring Days
An adventurers life leads them along many paths as they seek The group wake to the smell of bacon cooking. With a
glory and fortune. They often find themselves passing successful DC 14 Intelligence (Investigation) check they
through dark forests, burning wastelands, and treacherous discover a camp; food is cooking but empty of people.
mountain passes. Days can blend into one another as they
travel between locations, but there are some days where they
stumble their way into the strangest of circumstances… A stone bridge crossing over a small river is guarded by a
troll. To pass it demands 10 gp for its master and any food
the group is carrying for itself. With a sniff it can smell
any food being held in a mundane container.

A fork in the road has no signpost and isn’t on any map in


the players possession. Taking the left fork the group
travel for 6 hours on a straight road until they reach the
same fork and signpost ahead of them.

A black-clad rider on a dark horse approaches the group


at sunset, they are a messenger and have either been
seeking the group with a message for them, or simply wish
to camp with them for the night.

Traveling under a canopy of trees which stretch over the


road, fireflies above make the scene look like the night sky.
If the group stop the fireflies gather around and travel
with them for 10 minutes.

The group find a clearing covered in purple flowers that


smell feintly of lavender. With a successful DC 12
Intelligence (Nature) check they know that these wild
groves help travelers recover quicker and a long rest can be
taken in 4 hours. Resting for a full 8 hours and the group
get the benefits of a long rest, but also 1 point of
WHAT ARE ADVENTURING DAYS ? exhaustion as they become lethargic.
A typical adventuring day is broken up into 6 to 8
encounters that can provide a challenge for a party,
taxing their time and resources. We have designed a
[2nd Watch] DC 12 Wisdom (Perception) check to spot.
selection of pre-made Adventuring Days with some A wild creature approaches the camp, they are attracted by
random encounters (combat, skill checks and points of the scent the flowers give off when they are disturbed,
interest) that can make traveling from point A to point B alerting the creature that something may be fatigued and
a lot more interesting over the course of a full day of easier to hunt.
travel! Use these as they are written, mix and match
them, or come up with your own. The provided
Adventure Hooks in each adventure also work as perfect
encounters for an Adventuring Day.

60 CRUCIBLE MAGAZINE | ADVENTURING DAYS


A bird, a red cardinal, curiously watches the camp from At sunrise, a stream of falling stars arc through the sky,
atop one of the tents. The bird is under an Awaken spell thousands of long rainbow streaked tails fall for a whole
as performed by a druid that dwells in the forest, and minute. Across the region folk talk about the event for
introduces itself as Tomas. months, each giving their own meaning to it.

Storm clouds gather companied by a strong smell of A flash flood has knocked out part of the bridge that
sulphur as it closes in. A successful DC 15 Intelligence crosses fast paced, 15-foot-wide river. Parts of the bridge
(Knowledge) check reveals it as a burning rain cloud, are still intact, but weak. Players can make a DC 10
and any creatures not in full cover take 2d8 fire damage Strength (Athletics) check to leap the gap safely, or a DC
from the scalding rain. 10 Wisdom (Animal Handling) check if mounted;
increasing the DC by an additional +1 (to a maximum
DC of 15) for each person that tries as planks break away.
A wagon appears to have broken down at the side of the A character that fails their check falls into the freezing ater
road, and an elderly gentleman flags the party down for and takes 1d6 bludgeoning and 1d6 cold damage as they
help. If they stop to help, bandits (or an enemy of the are swept down the river. Horses falling into the water are
group) attack! killed outright from the fall, and any vehicles are
destroyed and their cargo swept away.

As they approach a stack of blue rocks with pink veins


the party is struck deaf. A successful DC 15 Intelligence The party come across a large half-orc male (Kurlig) with
(Knowledge) check identifies them as "Silencing Stones" a heavy limp, accompanied by a halfling female (Rummy)
which cast magical silence on an area in a 100 foot whose braided hair reaches down to her ankles.
radius. If the formation is disturbed the effect is broken. Adventurers simply heading on to the next town, they
appear well armed, but good natured, and show to be no
threat.
A landslide covers the road for half a mile, forcing the
group into the overgrown forest. To get back on the road
requires a successful DC 12 Wisdom (Survival) check. A cart ahead has stopped in the road, two horses pulling it
On a success, the group navigate the forest and gets back have collapsed to the floor and the driver is slumped
on the road. On a failure, the group gets lost and can forward in his seat. Drawing closer they see a swarm of
repeat the check every hour. stirges feeding upon the horses and driver. If the group
pass by, the stirge continue to feed. If the group try to help
the driver then the stirge attack.
A bulette, the creature that initially caused the landslide
that covered the road, hunts this area. It attacks the
group when they are back on the road. [On 2nd Watch] DC 14 Wisdom (Perception) check to
spot. A tribe of borrowers sneak into the camp, small fae
that look to take mundane items from any unattended
[3rd Watch] Strange shadows drift through the camp, backpacks. If the fairies go unnoticed then the group see
slipping past light sources and the person on watch. their packs have been rifled through in the night and can
They head into the tents of the sleeping characters, and instantly see which of their items are missing.
each wakes up with a start after experiencing the same
dream! When the guard is next on watch alone, the
dream comes true!

CRUCIBLE MAGAZINE | ADVENTURING DAYS 61


The party awakens to the smell of smoke in the air. A As the sun rises, the loud croak of a raven rouses the party.
successful DC 14 Wisdom (Perception) check leads It cocks its head once before taking wing, and in its beak
them to the charred remains of a nearby farmhouse. A is an object of meaning to one of the characters. A
successful DC 14 Wisdom (Survival) check finds strange successful DC 14 Wisdom (Survival) check leads to its
claw marks leading away and dragging something. nest full of odds and ends worth 2d10 gp.
Following them leads to a red dragon wymrling’s cave.

The party finds an old well near the roadside and hears the
The shrill sound of swearing is heard coming from a sound of crying coming from the bottom. The crying is
copse of trees in the countryside. Inside is a dirt-covered from the ghost of a young boy that misses his dog Sparky.
young goblin named Turnip caught in a snare trap and A successful DC 14 Wisdom (Perception) check of the
dangling upside-down from a branch. He has a pouch area uncovers the bones of a small dog. After dropping
with 1d10 ep hidden on his person and pleads with the them into the well, the characters hear happy barks and a
party to let him down in exchange for the “location of a joyful thank you before the ghosts fade away.
vast treasure.” Turnip attempts to dash away the
moment he is free.
A green flash of light surrounds the setting sun as it dips
below the horizon. All the birds and insects in the area
A dozen goblins with makeshift weapons and armor instantly go silent for the next hour. A successful DC 14
made of pots and pans rattle their way down the road. Intelligence (History) check reveals a local legend that the
Their leader is slathered in red paint and introduces green flash means the dead have returned from the grave.
themself as Apple. They are looking for a young goblin
named Turnip, who stole the clan’s treasure. They can be
convinced to leave the party alone with a successful DC A cozy roadside inn sits on the road ahead, and the sound
14 Charisma (Persuasion) or Strength (Intimidation) of music drifts out the open door. The people inside are
check. enjoying hot food and a lively bard. Ale is 1 sp and rooms
cost 2 sp each for the night. The party awakens in the
middle of the night, and they find the inn transformed
The party finds a young man and woman digging a into an empty decrepit building with no signs of life.
grave next to a linen-wrapped body under an old oak
tree. They explain that their father died in his sleep, and
they are burying him under his favorite tree. A successful After leaving the inn, the party comes across a friendly
DC 14 Wisdom (Insight) check reveals the pair are lying farmer with a lantern-lit wagon carrying goods to the next
bandits—they murdered the man for his money and town. If asked about the inn, the blood drains from her
still have the 50 gp on them. face before she snaps her horse’s reigns and gallops away.
No one in the region will say more than to avoid that
place.

[2nd Watch] The character on watch hears the sound of


trickling water nearby. They can follow the sound with a [3rd Watch] A pack of wild boars stampedes through the
successful DC 14 Wisdom (Perception) check, finding a campsite. Other than the one on watch, each character
stream of water dripping into a pond from a crack in a must succeed on a DC 14 Dexterity saving throw made
boulder. Under the water is a skeletal hand with a gold with disadvantage or take 2d6 bludgeoning damage.
wedding ring worth 5 gp on one bony finger.

62 CRUCIBLE MAGAZINE | ADVENTURING DAYS


The Bloodboard
All across the Freelands the daring deeds of the Bloodbound—a
seasoned guild of veteran mercenaries—are known and their tales
sang by many a tavern bard. Those spoiled with enough coin can hire
the expensive Bloodbound guild members directly, or pay a smaller
fee to put their requests for help on the Bloodboard. These quest
boards are found in all the major settlements, and even those who are
not Bloodbound members can pick up a quest—if they dare.

Honor Restored
◆ Themes: urban, cultists intrigue, religion USING THE BLOODBOARD
An elderly knight dressed little better than a vagabond The quest board is filled with complete plots for
and carrying a cloth�covered shield travels the region. The inspiration in designing your own adventures. Each is
knight offers his services in exchange for food and a place to designed to be easily picked up and placed into any
sleep, never asking for more than a pittance in return. He is a campaign setting for characters of any level and there are
polite man with a cheerful disposition, and his speech and multiple themes to accomodate variations in play styles.
bearing hint at a noble upbringing, but he is rebuffed by Each adventure plot includes theme tags that break down
everyone he speaks to and driven away by even the lowliest the core elements within the story to help you determine
at a glance which works best for what you are looking for
peasant.
in your campaign. While we provide each plot with a
The knight is the last surviving member of an order complete path from opening to climax, you are not
dedicated to a good deity that was excommunicated by their beholden to this! Take the parts you like, drop the ones
temple after the high priest was murdered by members of you don’t, and mix and match to your heart’s content.
the order a year ago. The knight has traveled the lands
seeking redemption, but he is treated like an outcast as the
deeds of the disgraced order are common knowledge even
the last year, the knights have suspiciously and quietly
though he was not among those found guilty. However, the
disappeared without anyone noticing or caring.
truth is that the knights caught the temple high priest and
Religious characters of the good deity may receive a
other clerics conducting unholy rituals to an evil god and
vision leading them to the disgraced knight or come across
converting others into a secret cult, but were killed trying to
him in their travels where he offers them assistance. The
stop them. The cultists quickly covered up the evidence and
characters encounter the knight being harassed by young
framed the order of knights as heretics and murderers. Over

CRUCIBLE MAGAZINE | THE BLOODBOARD 63


priests of the temple—secret cultists themselves—and return. The elven queen denied any knowledge of the
observe him take the abuse with head bowed in shame until ambassador’s whereabouts and sent her warriors in response.
it gets physical. By defending the knight, the characters The border towns now live in fear of a possible war on the
begin to find themselves treated as outcasts by the local horizon, and the characters find themselves in the middle of
populace as well. a powderkeg situation, ready to explode at any moment.
Soon afterward, the party and the knight find A local noble hires the characters to look into the root
themselves attacked in the middle of the night by a group of cause of the tensions—the bandit attacks along the border.
assassins. The assassins bear the mark of the evil god, and one The noble sets the characters as escorts for a merchant
is revealed to be from the group of priests that were caravan as a trojan horse filled with guards. Once the bandits
previously harassing the knight. This leads the characters to ambush the caravan, the characters must interrogate captives
investigate the temple, where they must find clues as to their or track escaping bandits to find one of their camps. There,
connection to the cult, eventually leading to a hidden temple the characters face extremely well�armed and organized
dedicated to the evil god. There they must fight through the mercenaries along with crates of weapons bearing the mark
evil cultists and stop a horrifying ritual the cultists are of a powerful merchants guild. The noble that hired the
performing. Along the way, they find evidence that characters knows that this guild has been pushing for years
vindicates the knight’s order and restores him to grace. Once to increase taxes on imported goods from the elven
the truth begins to spread, other knights who were in hiding kingdom.
return to the temple, and the order is once more held in The merchants guild has been supplying weapons and
high esteem. supplies to the bandits to incite a war and increase profits by
selling armament to the kingdom. The characters must
infiltrate the guild headquarters to gain the needed proof of
their connection to the bandits. They find letters between
the guild and the bandit leadership coordinating attacks in
exchange for gold and supplies.
Despite this evidence of the guild’s manipulations, the
armies refuse to back down from their heightened stances
until the missing ambassador returns. The characters must
find the bandit mercenaries’ base of operations and rescue
the kidnapped ambassador to ease the tensions between the
two nations before war erupts.

A Profitable War
◆ Themes: politics, war, intrigue

A long�standing peace has reigned between the ruler of a


human kingdom and his forest�dwelling elven neighbors.
Steady trade between the nations has made them both very
wealthy. However, over the past few months, increased
organized bandit attacks along the shared border have
tensions rising. The bandits attack indiscriminately, and each
nation is pressuring the other for a solution, and tempers are
starting to flare.
After the human ambassador to the elven kingdom
disappeared while traveling between nations, the human
ruler sent his soldiers to the border and demanded his

64 CRUCIBLE MAGAZINE | THE BLOODBOARD


A Cure for Magic anti�magic field. It seems to affect those people with magical
aptitude specifically—magic�wielding characters may find
themselves feeling the effects of the plague, growing sicker
◆ Themes: dungeon crawl, low magic, war
the longer they stay in the city.
A mountain city has long fostered a fear of magic and those The ruling council has decided to end the anti�magic
who wield it for their own power. Their history tells of field to save their citizens’ lives, but it leaves the threat of the
powerful magical creatures that terrorized the region long ago imprisoned creatures looming. The characters must enter the
and used their magic to enslave the people and bend them to sealed mines leading to the ruins beneath the city. They
their will. The creatures were eventually defeated and encounter various denizens and traps leftover from ages past,
imprisoned in the ancient ruins deep beneath the city built uncovering the ancient city the current one is built upon.
over them. The citizens then erected monoliths to create an They also come across a tribe of people living in the caverns
anti�magic field to cripple their power and seal them away and completely cut off from the rest of the world. The
forever. The city has lived under the protection of this field characters then learn the truth behind the monoliths—they
since that day and never forgot the reasons the monoliths were a defense the tribe’s ancestors used against the sorcerer
remain in place. When they visit the city, the characters find invaders whose descendants now live in the city above. The
their spells fizzle out, and their magic items become inert. The invaders captured the city and used the monoliths to seal the
gate guards inform all visitors that the use of magic is outlawed tribe’s ancestors away and buried the truth under years of lies
and point to the prominent monoliths to explain the until it reached the point the descendants believed the lies to
anti�magic field. Characters who are obvious magic users are be their true history.
shunned by locals and treated with equal parts fear and disdain. With the weakening of the monoliths, the tribe’s
Something has recently started to interfere with the magical powers are returning, and they are eager to reclaim
monoliths, and they are beginning to weaken. On top of that, a their ancestral home above. Will the characters lead the tribe
plague has struck the city, and the city council is desperate for a to win back the city above, or will they warn the current
cure. They discovered the disease could be cured outside of the residents of the increasing danger below? Or will they broker
city, but it quickly returns once the patient reenters the peace between the peoples in the name of saving thousands
of lives from the plague?

CRUCIBLE MAGAZINE | THE BLOODBOARD 65


Arcane Tradition: Empowered Familiar
2nd-level School of Summoning feature
School of Summoning You add the Find Familiar spell to your spellbook without it
counting towards your total spells prepared, and you can
By TJ Phoenix cast it without the need for material components. You have
learned to channel your arcane powers into this ritual to
At 2nd level, a Wizard gains the Arcane Tradition feature empower your familiar beyond those typically summoned.
that reflects their chosen path of magic specialty. The When summoned, an empowered familiar's hit points
following School of Summoning option is available to you equal the familiar’s Constitution modifier + your
when you make that choice, in addition to the standard Intelligence modifier + 3 times your wizard level (the
options offered. This choice grants you features at 2nd level familiar has a number of Hit Dice equal to your wizard
and again at 6th, 10th, and 14th level. level). Unlike typical familiars, empowered familiars can take
an Attack action in combat. The familiar can move on its
own, but the only action it takes on its turn is the Dodge
School of Summoning action, unless you take a bonus action on your turn to
Many wizards dabble in the conjuration and summoning of command it to take another action. If you are incapacitated,
powerful creatures, but devotees of the School of the empowered familiar can take any action of its choice,
Summoning are the only ones who have truly mastered the not just Dodge.
art. Known as summoners, they are experts in the mystical
binding of elemental powers and fiendish pacts between Transfer Damage
demons and devils. While other wizards struggle with 6th-level School of Summoning feature
controlling their minions, summoners have an indomitable
will that bends even the most obstinate to their wishes. Your connection with your empowered familiar has
Summoners are powerhouse casters that bring deepened. When you or your familiar are hit by damage
reinforcements to turn the tide of any battle. Through other than slashing, piercing, or bludgeoning, you can spend
extensive training and years of study, practitioners of the your reaction to redirect the damage dealt, taking half
School of Summoning learn techniques that strengthen their (rounded down) and having the other half dealt to your
familiars to become powerful allies. While other types of familiar. This damage ignores resistances and immunities.
wizards—especially conjurers who focus on teleportation—
often scoff at the summoner’s devotion to this specific art,
they cannot deny the impact made when the cavalry arrives.
School of Summoning Features
Wizard
Feature
Level
2nd Summoner’s Devotion, Empowered Familiar
6th Transfer Damage, Advanced Familiar
10th Strengthen Familiar, Advanced Spellbook
14th Summon Archon Familiar

Summoner’s Devotion
2nd-level School of Summoning feature
Your training has fortified your body against the disruptions
of the world around you, and you no longer flinch in even
the most heated of battles. You gain advantage on
Constitution saving throws made against your concentration
to maintain conjuration spells.
PAVEL KUNC

summoning a blood hawk familiar

66 CRUCIBLE MAGAZINE | SUBCLASSES


Advanced Familiar considered wizard spells for you and do not count towards
6th-level School of Summoning feature your total spells prepared.
Your empowered familiar ritual casting has dramatically
Summon Archon Familiar
improved, and additional animal forms are available to be
14th-level School of Summoning feature
chosen: blood hawk, boar, panther, pony, giant badger, giant
rat, giant weasel, or wolf. Choose a familiar attribute from Your ability to empower your summoned familiar reaches
the Advanced Familiar table. When next summoned, your the pinnacle of its evolution, and your familiar transforms
familiar’s physical appearance changes to outwardly reflect into a powerful creature of raw magic called an archon. Your
the attribute chosen, and its stat block has the following familiar can now take the physical appearance of any
additional modifications: creature you have seen; your choice has no effect on its game
statistics. Your familiar uses the archon stat block which uses
◆ Damage Resistances: poison and familiar attribute damage your proficiency bonus (PB) in several places along with
type. your familiar attribute damage type.
◆ New Trait: Magic Weapons. The familiar's weapon attacks
are considered magical.

◆ Updated Attack Action: The familiar uses your spell attack


modifier to hit, and a hit deals additional damage of the
familiar attribute damage type equal to your proficiency
Archon
Large Celestial, Fey, or Fiend, unaligned
bonus.
Armor Class 17 (natural armor)
Advanced Familiar Hit Points 3 + your Intelligence modifier + 5 times your wizard
level (the archon has a number of Hit Dice [d8s] equal to your
Attribute Damage Type wizard level)
Speed 30 ft., fly 30 ft. , swim 30 ft.
Astral Psychic
STR DEX CON INT WIS CHA
Celestial Radiant
16 (+3) 14 (+2) 16 (+3) 6 (-2) 10 (+0) 12 (+1)
Construct Force
Choose one: Fire (fire), Lightning (air), Acid (earth), or Damage Resistances bludgeoning, piercing, and slashing from
Elemental nonmagical attacks
Cold (water)
Damage Immunities poison; familiar damage type
Condition Immunities charmed, exhaustion, poisoned
Undead Necrotic Senses darkvision 60 ft., passive Perception 10
Languages understands the language of its summoner but does
not speak
Strengthen Familiar Challenge — Proficiency Bonus: equals your PB
10th-level School of Summoning feature
Magic Weapons. The archon's weapon attacks are magical.
You have learned to strengthen your familiar further with
Immutable Form. The archon is immune to any spell or effect that
your arcane energy. As a bonus action, you can expend a would alter its form.
spell slot to give your familiar a bonus to attack and damage
rolls or ability checks and saving throws equal to half the Actions
level of the spell slot expended (rounded up). This effect lasts Multiattack. The archon makes two Strike attacks.
for 10 minutes times the level of the spell slot expended. You Strike. Melee Weapon Attack: your spell attack modifier to hit,
can use this feature a number of times equal to your reach 5 ft., one target you can see. Hit: 9 (2d8 + PB) familiar
Intelligence modifier (minimum of once) per long rest. damage type.
Archon Breath (Recharge 6). The archon exhales a blast of magical
energy in a 30-foot line that is 5 feet wide. Each creature in that
Expanded Spellbook area must make a DC (8 + your Intelligence modifier + PB)
10th-level School of Summoning feature Dexterity saving throw, taking 56 (16d6) familiar damage type on
a failed save, or half as much damage on a successful one.
Your studies have shattered the boundaries that have halted
lesser wizards. You add the Conjure Woodland Beings and
Conjure Animals spells to your spellbook, and they are

CRUCIBLE MAGAZINE | SUBCLASSES 67


Ranger Archetype: Dungeon Strider
Practiced Trapper
By Jess Pendley & Keith Pendley 3rd-level Dungeon Strider feature
At 3rd level, a Ranger chooses a Ranger Archetype that Your time disarming and setting traps has given you an edge
defines their chosen path as a wilderness defender. The in your field. You gain proficiency with Thieves' Tools if you
following Dungeon Strider option is available to all Rangers do not already have it. Additionally, as a bonus action, you
along with the usual archetypes offered. This choice grants may give yourself advantage on your next check made to
features at 3rd level and again at 7th, 11th, and 15th level. disarm, find, or set a trap. You can use this feature a
number of times equal to your proficiency bonus, and you
regain all expended uses when you finish a long rest.
Dungeon Strider
Fortresses rise and fall, transforming from safeguards of Ruin Walker
humanity to piles of crumbling stone and fallen towers in a 3rd-level Dungeon Strider feature
civilization’s heartbeat. Nature, as immutable as time, rises
Through practice and study, you are as in tune with your
and consumes the remains of these once-grand behemoths,
unique hunting ground as the rest of the wilderness. When
leaving behind scattered ruins and decaying fortifications
you use Primeval Awareness, you may add oozes and
like the discarded bones of a kill. It’s in the carcasses of these
monstrosities to the list of creatures that you can sense.
half-buried monuments that Dungeon Striders work.
Additionally, when you use this feature, you are aware of the
Dungeon Striders are rangers who dedicate themselves
location of any molds, slimes, or creature-based hazards
to traversing the dungeons and catacombs that are left
within 60 feet of you.
behind in the wilderness. Whether hired by remote villages
to ensure that ancient ruins are cleared of dangerous
creatures or by adventuring parties seeking treasure and
Underworld Guardian
7th-level Dungeon Strider feature
glory within underground corridors, Dungeon Striders
spend a majority of their lives braving precarious structures Your reflexes have sharpened to protect those around you
and clearing deadly hazards that other rangers will never from the threats of the dungeon. If a trap or hazard within
have to face. 15 feet of you would deal damage, you may expend a spell
Dungeon Striders gain the skills necessary to pursue slot as a reaction to reduce that damage. The damage is
their trade through shadowing a more experienced mentor reduced by 2d6 for a 1st-level spell slot, plus 1d6 for each
in the wild, practicing the arming and disarming of traps, slot level higher than 1st. The damage is reduced before any
studying the structural integrity of various ruins, and resistance or vulnerability is applied.
learning about the flora and fauna that they’re likely to Your range for this feature increases from 15 feet to 30
encounter on their journeys. These connections are feet at 18th level.
considered invaluable by Dungeon Striders and they’ll
maintain a relationship, however distant it might be, with Oubliette-Honed Instincts
their mentor for the remainder of their careers. 11th-level Dungeon Strider feature

Dungeon Strider Features When you focus your energy, the corridors reveal their
secrets to you. As an action, you may expend a spell slot. For
Ranger
Feature the next 1 minute, you can discern the location of any secret
Level
doors, dangerous structural flaws (like weakness in the floor,
2nd Practiced Trapper, Ruin Walker
unstable ceilings, hidden sinkholes, etc.), or objects bearing
7th Underworld Guardian magic within 30 feet of you. This feature penetrates all
10th Oubliette-Honed Instincts nonmagical barriers within range.
14th Tireless Delver
The duration for this feature is increased by 1 minute
and the range is increased by 10 feet for each spell slot level
expended higher than 1st.

68 CRUCIBLE MAGAZINE | SUBCLASSES


Tireless Delver
15th-level Dungeon Strider feature
You have been hardened by a life spent roaming the
underworld and it’s changed you in more ways than one.
Backgrounds
You gain the following benefits: By Jess Pendley & Keith Pendley

◆ You have resistance to bludgeoning, piercing, and slashing Heroes all have stories about where they came from and
damage dealt by traps, hazards, and from falling.
what shaped them into who they are today. The following
backgrounds can be used to create your character’s
◆ You have advantage on all saving throws made to resist background in the Freelands or any setting of your choosing.
exhaustion. Additionally, when an effect or completing a long These backgrounds are for those heroes who were raised in
rest would remove 1 level of exhaustion from you, you can the underground known as the Deepshade, played as a child
remove 2 levels instead. among ancient ruins, or studied the secrets of deadly
dungeons plundered in the past.
◆ You only need to sleep for 4 hours to gain the benefits of a
long rest.
Deep Born
You grew up under twisting constellations of glowing fungus
and among chambers dotted with spires of quartz. You may
be from a people who have their origins down in the
Deepshade, living and thriving far beyond the reach of the
sun and the sky above. Or you could have been raised
among refugees who fled from the surface, making your life
within the cave systems and caverns that the authorities of
your area were too afraid to explore.
In either case, you have since set out on your own and
now find yourself traveling through a bright and strange new
realm. With an endless sky above your head and a wide-
open world set before you, will you balk in the face of a life
without boundaries or will you embrace your new life and
rush headlong into the unknown?

Skill Proficiencies: Perception, Survival


Tool Proficiencies: One type of artisan's tools and a gaming
set of your choice
Languages: One of your choice of Deep Speech, Primordial,
or Undercommon
Equipment: One set of commoner's clothes, any one
artisan's tool or gaming set you are proficient with, two
trinkets you’ve brought from your home, a necklace with a
crystal pendant worth 10 gp, and a purse containing 5 gp

Feature: Underdweller’s Instincts


Your time spent living without a view of the sun or stars has
left you with certain innate abilities. Unless your mind is
being clouded by magic, you are always able to discern true
north.

a dungeon strider pondering


their next move
PAVEL KUNC

CRUCIBLE MAGAZINE | BACKGROUNDS 70


Suggested Characteristics Ruin Scrapper
Whether from the depths of the Deepshade or from a
reclusive band of cavern runners, deep born individuals are During your life, you’ve spent more time wandering through
forced to find their place and purpose among the (often ruins and picking through catacombs than window
confusing) cultures and peoples of the surface world. Some shopping in the city square, and you’ve learned to use the
strive to blend perfectly with their newfound surroundings materials you find in the field to keep your gear up to snuff.
while others embrace their differences and carry them You may have been raised far from the trappings of
proudly as a reminder of their home. conventional society where your practice of reclamation was
a necessity of life, or you may have served as the apprentice
of a Dungeon Strider or other dungeoneering adventurer
Dungeon Delver whose gear was your responsibility to repair and upkeep.
Before ever setting foot outside of your home, you dreamt of However you may have come by your unique skills and
exploring ruins and walking through dungeon corridors. waste not, want not philosophy, you now find that you’re
Braving traps, avoiding pitfalls, and discovering what lies well-equipped to face extended periods of time away from
where others fear to tread captured your imagination from a the cities and services that others depend on.
young age and since then, you’ve devoted every moment to
learning the ins and outs of the dungeons you crawl. Skill Proficiencies: History, Survival
You may have learned your trade in the books and Tool Proficiencies: Tinker's Tools
journals on the shelves of your local academy or library, Languages: One exotic language of your choice
memorizing diagrams and the dusty histories of places Equipment: One set of traveler's clothes, tinker’s tools, 10
others have long forgotten. Or you may have studied under gp worth of materials you have previously scavenged, a
the direct tutelage of a dungeoneer of renown, picking up trinket you have kept from the first ruin you explored, and a
tips and tricks that others could only dream of gleaning. pouch containing 3 gp
However you learned, you’re now ready to make your own
mark on the field that you love. Feature: Practiced Scrapper
You know how to find useable materials to cobble together
Skill Proficiencies: Athletics, History your gear. After completing a long rest, you can scavenge the
Tool Proficiencies: Cartographer’s tools, Thieves' tools area you’re in to find 5 gp worth of materials that can be
Equipment: One set of traveler's clothes, cartographer’s used to make repairs with your tinker’s tools. These materials
tools or thieves’ tools, 5 pieces of chalk, a steel mirror, a can only be used to make repairs and have no monetary
leather journal, and a belt pouch containing 15 gp value outside of that purpose.

Feature: Studied Dungeoneer Suggested Characteristics


You have spent ample time in the field and the library, Ruin scrappers are accustomed to leading fairly
learning to hone your craft. You may double your unconventional lives on their own, spending extended
proficiency bonus on checks made to determine the history, periods of time away from the trappings of civilization.
age, or recover any general knowledge regarding dungeons That, combined with their habit of reclaiming any found
or ruins or to remember their layout if you have previously materials they deem useful can be offputting to those
seen a map of the specific dungeon or ruin in question. outside of their close circles, but ruin scrappers don’t
typically let the opinions of others influence their behavior.
Suggested Characteristics
Dungeon delvers are typically rugged and well-studied
individuals who have no problems thinking under pressure
Character Traits
or in less than ideal circumstances. Whether they are The following tables can be used to flesh out the personality
pursuing their craft purely for knowledge or leading groups traits, ideals, bonds, and flaws for any character that can
through the darkest areas of civilization for profit, there’s no connect their background to extensive time spent in the
arguing their value to a team of adventurers. Deepshade, underworld, or dungeons and ruins, but is
specifically tailored for players that choose the deep born,
dungeon delver, or ruin scrapper backgrounds.

71 CRUCIBLE MAGAZINE | BACKGROUNDS


d8 Personality Trait d8 Ideal
Knowledge. I’ll learn every secret that the ruins are
1 I am fiercely independent and really revel in that fact. 1 keeping.
I’ll take crawling through tunnels over walking crowded Found Family. My campfire is my hearth and my
2 2
city streets any day. traveling companions are my family.

3 I live to explore the great unknown. 3 Independence. I don’t need anything or anyone.

Legacy. People will read about me and my travels long


4 The night sky still astounds me. 4 after I’m gone.

5 I document everything in my trusty journal. 5 Reciprocity. One good turn deserves another.

Power. There are artifacts of untold power hidden in the


6 I have no respect for wasteful people. 6 dark corners of the world and I plan to find them.

7 I’m drawn toward strong earthy flavors and scents. 7 Reclamation. One man’s trash is my treasure.

8 There’s no greater rush than disarming a trap. Adaptability. You have to be quick on your feet to
8 handle what the world throws at you.

d8 Bond d8 Flaw
I wouldn’t be the person I am today without my I can’t stand it when people are too dependent on
1 1
mentor’s guidance. others for things they could do themselves.
I feel incredibly vulnerable when I’m in wide open
2 My heart belongs to the hidden places of the world. 2 spaces.

3 My pet rat comes with me everywhere I go. I refuse to spend good coin on something I could fix or
3 make myself.
There’s nothing more important than the people you I have a one-track mind and am not easily pulled away
4 4
call family. from what I’m focusing on.
5 Once I say I’m going to do something, I do it. 5 I get angry when people question my expertise.
There’s a basic code that all adventurers follow and I
6 6 I don’t eat anything I didn’t catch or make myself.
stick to it.
There’s a legendary treasure hidden out there and I Something interrupting my routine can ruin my entire
7 7
plan to be the one who finds it. day.
I’m dedicated to finishing the memoir full of my I am easily overwhelmed when meeting groups of new
8 8
adventures and discoveries. people.

CRUCIBLE MAGAZINE | BACKGROUNDS 72


M’nzeep’s
Market of
Minor Magics
Welcome adventurers to my market of wonders! Here
you will find objects from all over the world, from the
bottom of the Cerulean Sea to the top of the Motionless
Mountains! Today we have a selection of items found in
the lairs of some of the most vicious monsters and
villains of the Freelands. All are sold for a fair price
and with M’nzeep’s guarantee of authenticity!

Ornate Peacock
Hair Comb
Wondrous item, common

This gold and apatite comb is


formed as a stylized peacock replete
with shimmering feathers. While wearing this
comb, your clothing appears neatly pressed and as
fresh as if they were just newly made; the colors of
the cloth even seem brighter than possible. You
also find yourself walking with an elegant gait as if
you are dancing with each stride.

“Oh, looking for a mate? This


SINLAIRE

will help you catch their eye!”


73 CRUCIBLE MAGAZINE | MAGIC MARKET
Harp of Thorns “It is said that great music is born from great pain.”
Wondrous item, common

The frame of this small wooden lap harp is carved


with beautiful enameled roses, and the delicate silver
strings are twisted to resemble stems with red-tipped
thorns. You must be proficient in stringed
instruments to use this harp. When you play this
harp as part of a Performance check, you take 1d4+1
piercing damage and add that result to your roll.
SINLAIRE

CRUCIBLE MAGAZINE | MAGIC MARKET 74


“Just a small sip, and you’ll turn heads
wherever you go!”

Shimmering Snail Shell Goblet


Wondrous item, common
The large mother-of-pearl spiral shell that makes up this goblet
shimmers with ever-changing swirls of scintillating colors. The
goblet fills each dawn with a clear liquid that smells like
strawberries. The skin (or fur) of a creature who drinks this
liquid begins to shift and swirl in the same colors as the shell
for 1 hour. The fluid has no effect outside of the shell and can
only affect an imbiber once per day.
SINLAIRE

75 CRUCIBLE MAGAZINE | MAGIC MARKET


Turncoat of Arms
Wondrous item, common
This large silver brooch is engraved with a blank crest.
When worn on a sash or as a cloak clasp, you can use an
action to touch the brooch and speak its command word.
The brooch shimmers and instantly changes to display a
house sigil or coat of arms that you have personally seen.
You gain advantage on Deception checks made to
convince others that you are a member of the house or
organization the brooch is displaying. The brooch reverts
to its blank state after 1 hour and cannot be used again
for 24 hours.

“No one will question your authority


while wearing this magnificent broach!”

“The power of love is sometimes greater


than even the most potent of magics.”

True Heart’s Letter


Wondrous item, common
This carefully folded parchment is cut into the shape of a
heart with frilled patterned edges. An indecipherable yet
delightful scent wafts from the letter when opened. The
owner of this letter can spend 1 hour thinking of the
individual they wish to give the letter to express their true
feelings. This can be done over the course of a short or long
rest. The wording then changes to a letter addressed to that
individual from the owner that elegantly details their true
feelings towards them, whatever they may be.
SINLAIRE

CRUCIBLE MAGAZINE | MAGIC MARKET 76


Acidic Slug in a Jar
Adventuring gear, common
This glass jar contains a glowing green slug that secretes a
highly acidic slime trail that can melt through metal.
This slug is extremely rare, found only in the deepest
caverns of the Motionless Mountains. It produces
enough corrosive acid in a 1-foot-long trail to melt
through 2-inch-thick iron over 1 minute. The snail has a
lifespan of one year if cared for properly by feeding it a
semi-precious gemstone at least once per week. The slug
dies after two weeks of not being fed.
If the jar is thrown at a target as an improvised
thrown weapon, a hit deals 1 piercing damage and
1d4+2 acid damage, killing the slug inside.

“Be careful when opening the jar;


I assume you want to keep your hands.”
SINLAIRE

77 CRUCIBLE MAGAZINE | MAGIC MARKET


The Hot Seat
with

LUKE
GYGAX
Written By Alex Hitchen
Art By Martin Kirby-Jackson

“An old soldier, father of three


princesses, son of the Gygax”

This is the Twi�er bio for Luke


Gygax, founder of Gary Con and
son of Gary Gygax, co-creator of
Dungeons & Dragons. We took
some �me to sit down and
explore the three Lukes with the
man himself.
D&D has always been big in the U.S. fellow nerds, we would hang out and
When you enlisted, did you let people play all sorts of games.
An Old Soldier know, “Oh, my dad invented D&D?”
What’s had the bigger impact: D&D
You joined the army when you were No, quite the opposite. Growing up as on your army training or your army
18, in 1989, then a year later was the the son of somebody famous, you have training on your D&D?
Gulf War, and you got thrown into to struggle to make your own identity.
Desert Storm. People don’t And that was something that I, like so There is a crossover there. I’d say playing
necessarily sign up thinking I’m going many other people, wanted to D&D and roleplaying, in general, gives
to go to war straight away as I’ve differentiate myself from who my you skills that will help you in life, and
signed up. parents were. Certainly, I’m proud of you don’t really realize that you’re
everything my father has done. I'm so training yourself, but you are. Certainly,
That’s true; that was a surprise. It’s happy to be able to carry on his legacy you’re learning small group dynamics,
certainly something you train up for and in any way that I can. But at that problem-solving techniques, speaking
when you go into an organization like time—especially as a teenage person— persuasively, probably expanding your
the military, you kinda become man, it was hard, and I wanted to have a vocabulary. Those things gave me a leg
inculcated, and you embrace the idea of chance just to be me. Not just “Oh, let’s up in my military career. I’ve always
being a warrior. I was scared at times, it talk about your dad.” ranked highly in any of my officers’
was nerve-wracking getting artillery fire I really wanted to be known for who schools. I attribute a lot of that to
coming in, and you don't know exactly I was, and I think the army helped me having had a few more extra reps by
where it’s coming from or where it’s to be comfortable with my own identity. roleplaying throughout my life in
going to hit. I was scared, [but] you But, certainly, people recognized the assuming the leadership spot.
MARTIN KIRBY-JACKSON

don’t show that as a 19 year old. name, and when I found out they were My experiences in the army I’m

CRUCIBLE MAGAZINE | HOT SEAT: LUKE GYGAX 78


able to bring to the table as well. Boy, if still get those at-the-table jitters when “Alright, come on..” and then once we
you’ve ever had to put on 40 lbs of body you’re just about to start a game? start, they're having a great time.
armor and then put a 60 lb rucksack on
you and walk around in the heat. When Of course. I think that just shows that You've established that you learned a
I got back from my last deployment you care, that you're invested. And you lot through playing D&D. Do you
back to Iraq, it was 129 degrees just want it to go well. You feel the feel like you try to teach them
sometimes (...) it made me appreciate pressure of “Oh my gosh..” I imagine through it?
the consequences of the environment! it's kinda like being the quarterback on I have. I said, “Okay, let’s play fifth
If you want to play a system that’s a football team, you have to orchestrate edition,” and just opened up D&D
very realistic, they’re actually not nearly this thing, and you are vital. You’re not Beyond. “Pick whatever. What race do
as fun. Basically, one good hit from a doing it alone, but you’re vital to that you want to be?” And so I ended up
sword and you were done, no matter role and people having fun and enjoying with a minotaur paladin, an elven
who you were. My heroic personas are it. And you’ve probably invested the sorcerer, and a bugbear ranger. So she's
to be Errol Flynn and dance around, most amount of time prepping, so you [the bugbear] like a friendly bugbear
and to me, that’s more fun. I prefer want it to go well. Or you haven’t, and raised by elves, so they’re buddies in the
leaving most of the realism behind and then you’re extra nervous! game. And then Miriam plays a male
just adding little elements of flavor. minotaur paladin because she's always
been a hack n’ slasher; she wants to be
Your desert setting [The Blightlands],
Father of Three Princesses the biggest, toughest, strongest. When
you ran in your Founders & Legends they go around to various towns, it’s an
You have three princesses [daughters
game for Extra Life [2020]; and who elf with a giant minotaur and a giant
Miriam, Amira and Sabrina] who are
did you run it for? bugbear. So if they’re in a smaller place,
presumably well familiar with who
sometimes people will run away from
Gary Gygax is in the industry. Do
It was the first time I’d run Fifth them, or people don’t usually allow their
they know who dad is? Do they know
Edition. It was very easy, really no stress kind in the bar, so I use that as a
how big you are and your legacy?
whatsoever! For this guy I can’t teaching mechanism for a “See what
remember his name.. he DMs a few happens when you see people as one
[Laughing] No, no, they are like anyone
times on this show; Matt Mercer? [Also] thing, but you’re really nice, but people
else's children. They will keep you
Matt Colville, Deborah Ann Woll, TJ treat you differently.” So I guess there’s
humble, right? But they do think it's
Storm who just does a great job of that lesson in there.
kinda cool. Kids are proud of you. I
DMing too, Eric Jordan who does Idle You do have a pretty good
think kids want to love their parents;
Champions [of the Forgotten Realms] influence, particularly in the younger
they want to be proud of their parents.
and Kyle Newman. years, I would say, in how they form
And then there's a struggle we go
Was that a stressful situation? Do you connections, instilling a sense of value in
through as teenagers where we want to
who you are. I think that's a big one if
identify as our own, as a separate entity,
you have a solid core of who you are,
until you kind of get that distance from
your place in the world, your
your parents like, “Oh, you're not cool
importance in perspective. Then I think
anymore” or whatever.
it's a lot harder to be free to fall in a lot
of pitfalls.
And that’s your eldest, Miriam, who is
There’s a really great book, Dr.
14 now?
Seuss's “Oh, the Places You'll Go!”. I've
read all of my girls that one, and I refer
Yeah, but she's such a good kid. She
to it and I say, hey, you know, there's
really hasn't hit those terrible teenage
ups there's downs, sometimes you’re
years. She's still my buddy. She's the
ahead, sometimes you're in the dumps,
biggest gamer out of all of them so she'll
but you know what, be resilient, because
like to play games with me. The other
you'll get through this period.
LUKE POSES WITH A PICTURE OF HIS ones, I'll have to rope in and be like,
FATHER, GARY GYGAX, AT GARY CON

79 CRUCIBLE MAGAZINE | HOT SEAT: LUKE GYGAX


Son of the Gygax this whole next generation of people lot of time doing all of the family stuff;
playing dungeons and dragons and he wasn’t there at every game or those
[Gary Gygax] died in 2008, friends that’s wonderful, and they’re sorts of things. So the way I chose to
and family got together shortly after experiencing these benefits of gaming,” connect with him, or that I had time
to celebrate him, and someone said I realized he may be forgotten if I don’t with him, was embracing gaming. And
you should do this more often. You get out there and start talking about it so I did that, and I gamed with my dad
did, and Gary Con was born. and say “hey, look at these things he when I got out of the army, in the
did.” reserves and college, I would play in his
Losing a parent is very difficult for most weekly game. I would run some D&D
people; everyone reacts to it differently. You've talked before about how games, and occasionally my dad would
I found it a challenge—very, very hard. work-focused your dad was, how he’d join later in life.
It was a horrible thing. I feel [Gary Con come home from the office and carry
is] one of my finest accomplishments. on working at home and D&D. Was He died way before the resurgence of
What I was the most happy with: I had he a workaholic? D&D. What do you think he would
to give the eulogy and thought the have made of it?
sentiment that came out was very Yeah, he worked a lot, that’s true. I
powerful, but very natural. It allowed have never thought about this, but he Yeah, I think he would have been very
me to express a lot of things about my did get up early and start working. So a humbled. I think he'd be blown away,
dad, and who he was to me and who he lot of times, he’d have his coffee, it’s 6 personally. I can't see him saying, “well
was to others. Being able to share that o'clock in the morning, and he’d go yeah, I’m such a genius for doing it”
with other people and realize that he was down and start typing because people (...) he thought D&D might sell 10,000
important either directly or indirectly to might not be up yet. Or he just woke copies... a mind-blowing amount,
other people, and they shared in that up with an idea and wanted to capture right?!
loss. It was very comforting. For us it. I think he enjoyed the creative
being able to get together and honor aspect; I don’t believe he enjoyed the He was right—it did. It just sold a few
him by playing games—which was such business aspect that was a necessary evil. more…
an important facet of his life—was When D&D took off very unexpectedly
cathartic. It was a great way to and became this phenomenon, he had
remember him with his friends and to assume more business
family. responsibilities, so when did he have
time to create? Well, it was after he was
“I realized he may be back from the office and he’d go to his
den, and he would write before dinner
forgotten if I don’t get and potentially after dinner as well.
There were times we watched movies,
out there and start we watched series like Shogun together
talking about it” as a family, we watched football. He
was a Chicago Bears fan so we’d watch
I really realized after my father football on Sundays often times which
passed away [that] I knew he created a weren’t that great as the bears were
wonderful game. What I didn’t really always losing.
fully understand is the way he changed He was pretty busy, so I think he
popular culture and the impact came to one or two of my music recitals GARY CON XIV
when I was in elementary and junior
Dungeons and Dragons had on many
high. Then for sporting events, I think
March 24th - 27th 2022
people's lives. A very important impact
in how those folks felt a connection to he came to two of sixteen football Grand Geneva Resort
my father even if they never met him. games; it’s funny the things you Lake Geneva, Wisconsin
As I saw D&D growing, and his remember as a kid. Then he would
name isn’t on the front of any books make it to some of my [military high
these days, it made me go “wow, there’s school] parades. But he didn’t spend a // play.garycon.com

CRUCIBLE MAGAZINE | HOT SEAT: LUKE GYGAX 80


“Jodie” Pradyx Hellmet Lord Dastard

Dear Direlords, Secondly, consider good dungeon architecture. Multiple


The local ADVENTURERS keep trashing my lairs - do empty rooms are not *hic* only boring to design, but they
you have any advice for making a more devious lack any utility for your minions. A room with an upper
ledge accessed by mini- *hic* minions gives them the drop
dungeon?
on the fools below. Hidden corridors behind secret doors
I’m relatively new to all of this, I’ve been
might allow your forces to flank the adventure party *hic* .
terrorising the local region for the last year or so, and Paths that loop back on ‘emselves mean these would-be-
time and time again these coin-hungry questboard assassins never know what is coming up… behind them
jockeys keep coming into my home and razing it, all *hic* and blocking their escape. Splendid!
for a couple of gold. Don’t they realise how expensive it Finally, consider using traps! Bad traps are one’s that’ll
is to set these things up, especially in this economy? jus’ kill intruders without them seeing it coming, good traps
I’m at the end of my terrible tether and was seeking will soften them up, make them use their reso- *hic*
some advice on how to make a dungeon lair that will resources so that when they reach your final room they’re so
test even the most seasoned of gold mongers. much easier to kill and then you can take their… take their
loot and gear and add it to your *hic* horde. Trying to
Trevor the Terrible,
recover loot from a…. lava pit… isa pain in the ass- *hic* ..
THE FOREST OF RECENT RUINS, CHESTER
a pain in the ass- *hic* a pain in the assortment process
when trying to document your spoils, on account of all the
LORD DASTARD: In my day adventurers had a lot more
melting. Fun traps are when the enemy can see them, but
respect… and honor… an’a *hic* code… didn’ jus go
aren’t so sure how… they’re triggered. A big hanging
roun- *hic* burning lairs down willy nilly.
blade from the *hic* roof will pause them in their
I’d recommend a few minions moving around to
tracks an’ force them to stop and deal
keep these *hic* questboard jockeys on their sneaky
with it… combine this with
toes. Whether a monster that moves freely, or an..
them bein’ inarush *hic* or being
an… actshual patrol, having moving
chased, then they might be force
minions can stop adventurers from always resting,
to rush headlong into a trap fully
rooms that *hic* were once full might not
aware that it’s there! Very splendid
be nex’ time they go there, and it’s easy to
indeed… *hic*
back up a fight where your forces get taken
out too *hic* quickly!
DIREQUEST

81 CRUCIBLE MAGAZINE | DEAR DIRELORDS


Dearest Dark Ones, Dear Masters of Darkness,
How do I make my players poop themselves? My minions are bored, how do I keep them
I’m preparing to run a horror campaign and I really engaged ?
want to try and make my players scared about what’s I’ve put together a tidy crew of thugs and goons
following them or hidden in the dark. How do? who have been running together for a while now; we
John S, used to have a grand old time killin’ stuff. Lately
DUNGEON OF DEADLY DANGERS, WYOMING they’re less inspired about hearing the laments of their
enemies, how do I reignite the blood lust and make
“JODIE”: There’s many ways to introduce frightening combat as exciting as when they killed their first
elements into your campaign, but first, make sure it’s shopkeeper?
something your players desire. Not everyone at the table
Dangerous Dave,
signs on to be made to feel anxious and scared. If they do
THE BAND OF BROWN NOSERS, B.C.
however, then inflicting pyschological torment is the purest
form of domination, each shocked
HELLMET: There is no sssadder sssight than a minion who
gasp or whimper is a symphony,
hasss lossst their passion for ssslaughter. There are many
the whites of their eyes a work of
waysss to challenge your minionsss and reignite that fire in
art. Pure rapture... *Ahem*,
their heartsss. The sssimplessst way would be to change the
where was I? There is no
typesss of battlegroundsss to sssomething more
greater horror than the ones
exotic than your usssual dusty tombsss or
you humans build
crumbling ruinsss. Take them on a trip to
up in your
an elemental plane, deep dive under the
heads, you are
sssea, or introduce them to fighting on the
quite imaginative.
backsss of flying creaturesss. Ussse
So with that, the best
environment hazardsss to your
way to quickly change
advantage and create new challengesss.
the color of your players’
Consssider pitting them againssst foesss that work together
underpants is to build tension over time. You can do this by
with complimenting abilitiesss or intelligent beingsss that
using ambiance to your advantage and adding a sense of
ussse consssumables like potionsss and magic ssscrolls!
urgency. Give them a time limit to complete their goal. The
Remember that not every creature will fight to the death;
make their flesh crawl with creepy sounds with no obvious
they may run away to draw your minionsss into trapsss or
source. Watch their panic rise as they stumble across
reinforcementsss. Ssstronger enemiesss are not alwaysss
gruesome remains and ritualistic fetishes. Change the
more exciting, but sssmarter and more tactical onesss will
environment when they look away (Was that always there?
keep them on their toesss. And do not be afraid to keep
Was that a real person or a ghost?) and make them question
them on tasssk! If they are finding combat to be to easssy,
their sanity. Once they’re on the edge, and that sweet,
they may no longer fear death and that jussst will not do!
delicious fear is at its peak—release the true horror upon
Put them up againssst foesss that will not pull their
their poor souls to feast upon their flesh, their minds, their
punchesss—make them remember that they can die at any
souls… *Ahem*. So! Tension and release are the foundations
moment! Do not forget: their livesss are ultimately yoursss
of good horror. Use them wisely and enjoy!
to do with asss you will. If need be, remind them who isss
the true massster and crusssh them!

NEED SOME ADVICE FROM OUR “EXPERTS” ON HOW TO IMPROVE


YOUR CAMPAIGN? HAVE THOUGHTS ABOUT PREVIOUS ISSUES? GOT
SOME FAN ART TO SHARE? SEND YOUR LETTERS OVER TO
deardirelords@cruciblemag.com
PUBLISHED LETTERS WILL RECEIVE A CRUCIBLE T-SHIRT & TANKARD SO GET WRITING!
DIREQUEST

CRUCIBLE MAGAZINE | DEAR DIRELORDS 82


Product Identity: The following items are hereby identified a Product Identity, as of this License to include the exact text of the COPYRIGHT NOTICE of any Open
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that you Use. No terms may be added to or subtracted from this License except 15. COPYRIGHT NOTICE Open Game License v 1.0a Copyright 2000, Wizards of
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to any Open Game Content distributed using this License. Coast, Inc.; Authors Mike Mearls, Jeremy Crawford, Chris Perkins, Rodney
Thompson, Peter Lee, James Wyatt, Robert J. Schwalb, Bruce R. Cordell, Chris
3. Offer and Acceptance: By Using the Open Game Content You indicate Your Sims, and Steve Townshend, based on original material by E. Gary Gygax and
acceptance of the terms of this License. Dave Arneson.

4. Grant and Consideration: In consideration for agreeing to use this License, the END OF LICENSE
Contributors grant You a perpetual, worldwide, royaltyfree, non-exclusive
license with the exact terms of this License to Use, the Open Game Content.

5. Representation of Authority to Contribute: If You are contributing original


material as Open Game Content, You represent that Your Contributions are
Your original creation and/or You have sufficient rights to grant the rights
conveyed by this License

6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion
A sea giant wreacks havoc along the
coast plundering ships on their way to
Hopewell Harbor. In Silverton, local
children have gone missing, lured into
a secret prison containing a failed
experiment. Something stirs in the
mines at Mount Temper which is living
up to its name. An orc warlord has
gathered a horde under her banner
while wielding a divine power. Four Big
Bads, Four amazing lairs!
This launch issue of Crucible Magazine
brings you four new compelling
adventures, six magic items to place into
any campaign, two new subclasses, three
adapatable adventure seeds, and traveling
encounters to expand your adventure
days. Plus a four page comic, the Dear
Direlords advice column, and a Hot Seat
interview with Luke Gygax!

Ready for an adventure?

W W W. C R U C I B L E M A G . C O M

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