CrucibleMagazine 000 LaunchIssue Lairs
CrucibleMagazine 000 LaunchIssue 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
DRAXORN
DELVE
AND THREE MORE ADVENTURES!
DIREQUEST: LEGENDS
OF THE FREELANDS
THE ADVENTURE BEGINS IN OUR 4 PAGE COMIC
LUKE GYGAX
TWO NEW SUBCLASSES
THE BLOODBOARD QUEST HOOKS
NEW MAGIC ITEMS, MONSTERS
AND MORE WITH EVERY ISSUE
Staff
Chief Executive Officer Alex Hitchen
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
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Sea Giant
Prison
Cove of the Arachlex
Page 30
Page 19
Draxorn Delve
Page 30 Prison of the
Arachlex
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?
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
PAVEL KUNC
◆ “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’.”
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.
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:
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
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.
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
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.
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.
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.
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
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.
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.
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.
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
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
◆ 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.
◆ 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
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).
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”).
7. Battleground
◆ 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.
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
3
2
5
4
6
SINLAIRE
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.
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.
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
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
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
Conclusion
This adventure ends according to whether or not the
characters spared Raon’s life and if Hurlgun survived the
battle.
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.
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.
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.
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
A Profitable War
◆ Themes: politics, war, intrigue
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
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.
◆ 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?
3 I live to explore the great unknown. 3 Independence. I don’t need anything or anyone.
5 I document everything in my trusty journal. 5 Reciprocity. One good turn deserves another.
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.
Ornate Peacock
Hair Comb
Wondrous item, common
LUKE
GYGAX
Written By Alex Hitchen
Art By 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
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.
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!
W W W. C R U C I B L E M A G . C O M