2016.04.03 20:28 omri100 News regarding the Panama and Paradise Papers Scandal
2023.04.01 21:35 AdisaFolami How can the wrong shoes make it though StockX verification?
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2023.04.01 21:28 Ok_Jackfruit_5181 Help! Mystery Stomach Hell
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2023.04.01 21:21 Smites_You Whirlpool warranty nightmare
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2023.04.01 20:56 TheRedditGirl15 I joined a sorority in my sophomore year, but its been an uphill battle ever since. What do I do?
2023.04.01 20:52 c0sb0rne [WTS] OW x Nike Dunk Low Lot 12 (OWF Batch) and AJ4 x Fiba (Retail)
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2023.04.01 20:50 jlw993 The last time Ryan Cohen bought shares THE PRICE DOUBLED. If it happens again the price shoot past the declining line of doom! đ Then what happens?
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2023.04.01 20:34 IndieRex Part XVI: Yon (Lockbury Henge and the Mines)
![]() | Welcome to Part 16 of The Wild Beyond the Witchlight: Reimagined, an expansion and alternative take on the The Wild Beyond the Witchlight campaign. Previous entries: submitted by IndieRex to wildbeyondwitchlight [link] [comments]
Foreword: This post contains spoilers for The Wild Beyond the Witchlight IntroductionGreetings travelers of the frigid expanse of Yon! When we last left off, the party had made their way up into the Shimmerstorm Mountains and taken a rest for the evening.Today we will cover the party's continued journey through the mountains as they meet the korreds of Lockbury Henge, descend into a new location known as The Howling Mines, and finally encounter the small but industrious brigganocks. As a reminder from last time, we are skipping the Fey Beacons location as I am breaking up that content into parts elsewhere. Let's dive in! Lockbury Hengehttps://preview.redd.it/tjgivz62gbra1.png?width=1000&format=png&auto=webp&s=a773744fcfef40bf9cfe2682e3c57c804deb4b42Lockbury Henge is a great time to level up your players to Level 7, though I leave it to you whether this is when they first arrive at the megaliths or once they say their goodbyes to the korreds. We'll be running this area a bit differently as we can make this area more of a hub for select events:
The Korred VillageRead the following as Argantle and the group arrive:As you follow Queen Argantle, you soon find yourself standing in front of a small village of sorts nestled into the side of a mountain. The homes here are made of stone, each with a beautifully decorated roof made of intricately designed tiles. It's clear that a lot of care and attention has gone into their creation. There are dozens of Korreds, each with their signature wild black hair, milling about and glancing in your direction.Queen Argantle will leads the party into one of the dwellings, the interior of which is simple, with the furniture all crafted from stone. She will invite the party to sit and shares the information from the book that she would typically give at Lockbury Henge itself. As the discussion continues, at this point the "Distant Racket" event should play out as Argantle heads outside to investigate and subsequently also shares the info listed there as well as the additional pieces below:
Gleam If the players seek out the high elf acrobat, she will beseech them for help. They may notice though that she's missing her shadow... Gleam will share the following:
While in the village, the party should find that while they're not merchants per say, the korreds do have some of their craftwork available for sale (1 of each):
While I chose not to use it at all, this could also be a good place for the Evil Kite event (but again swapping out the goblins for korreds). Staying the Night If the characters take a long rest in town I recommend having this event play out. It's an alternative take on an idea from Korred Clans by Dan Kahn. On that note, if you're looking to expand this area even further, Dan's supplement dives into all of the different clans. During the evening the players should hear the shuffling of multiple pairs of hooves outside. This is a group of young korreds, one of a which with a shaved head, trying poorly to sneak outside. If the party confronts them they will explain that:
The Howling MinesOnce the party is ready to depart, Queen Argantle and/or Gleam and guide the group to the nearby entrance down into the interior of the mountains to The Howling Mines and the next step on their journey.https://preview.redd.it/c5u76d4hgbra1.png?width=736&format=png&auto=webp&s=aa3867cc4780dac86eb4341a56807548bb82c811 When the group enters read the following: As you step into The Howling Mines, the first thing you notice is a low, mournful wail that seems to echo from everywhere and nowhere at once. The rocky walls are lined with massive, shimmering stones that glow with an inner light that fills the cavern with a soft, otherworldly radiance of blues and purples.The walls inside the mines are made of solid rock and are on average 30 feet tall. An examination of the walls reveals a cluster of 1d3 leaves of moonwort, a silver-leaved herb that when consumed makes the user become partially incorporeal for 1 hour. While partially incorporeal, the creature has resistance to bludgeoning, piercing, and slashing damage. Once inside there is a single winding path for the players to follow deeper into the mines. A Treacherous Path After a short while of the party walking deeper inside and marveling at the interior read the following: The path ahead of you narrows, the walls now tightly closed in from both sides while icicles hang down from the ceiling to almost the floor like a maze of sharp teeth. The icicles glisten in the light of the mines, and look brittle enough to shatter at the slightest touch.Whereas the mines have been spacious so far, there is only this narrow 10 ft high corridor ahead. With a successful DC 14 Perception check a player can discern this narrowing is temporary, and the passage opens back up soon after. With a 20 or higher, they will hear what sounds like movement beyond the passage as well. While the icicles hanging down the path ahead are a barrier of sorts, they can potentially be avoided. Any character who makes a successful DC 15 Acrobatics or Stealth check can weave through icicles or duck down and make it out to the other side without breaking any. On a failure, a character knocks into a set of icicles causing them to break off and crash to the ground. This will alert crystalline sentinels and lookouts ahead in the next room to the party's presence, causing them to immediately attack once the players come out the other side. Once through the obstacle, the players will be be brought into a path continuing deeper into the mines. I used this map by FairyTale Maps to represent it. There are 3 crystalline sentinels and 5 crystalline lookouts (see below) that will attack any intruders, but if the players successfully did not break any of the icicles, the party will be not be spotted by the creatures when they first arrive. These golems once were tasked with overseeing work done here in the mines, but this area has long been stripped and abandoned for greener pastures. You might allow your players to bypass fighting the crystalline sentinels and lookouts altogether if they have a way to sneak by. If they are defeated though, an examination of the bodies of the crystalline creatures will provide chunks of ore worth 50 gp for each sentinel and 20 gp for each lookout. A search of the area should also uncover the following:
https://preview.redd.it/fadoltwogbra1.png?width=812&format=png&auto=webp&s=b2b964332910a3c9d04d3cd6f0535d8b67110326 https://preview.redd.it/yf06grupgbra1.png?width=158&format=png&auto=webp&s=78138361693102eaf999b0b19290d19080e83573 https://preview.redd.it/3fw15epqgbra1.png?width=823&format=png&auto=webp&s=394711f7edc4d47c7229fb2fdb42188878a8f603 Gorgenal, the Mummer Soon after making their way past the golems, the party will come across a chamber with a locked thick iron door that blocks their progress further into the mine. On the walls of the room, there is a panel with six levers (that can only be moved in the up or down position; they start up by default) labeled with numbers from 1 to 6 and a single button. The players must figure out the correct sequence of levers to pull in order to unlock the door (which is 4-2-5-6-1-3). The button resets all of the levers back to the up position. As they search the room, there are three main clues to solve the puzzle but you can feel free to add more as needed:
The faint sound of a lively tune in the distance echoes through the chamber. The music leads you to a hooded figure, their fingers expertly dancing over the holes of a flute. The man is slender with a sharp nose and dressed in a patchwork of mismatched furs and hides.A player with a passive perception of 16 or higher will notice Gorgenal does not cast a shadow. This is because it was severed by Endelyn's Scissors of Shadow Snipping, though he will not share as much. If the players introduce themselves, the man will do so in kind: "I am Gorgenal of the Greyhawk Mummers," he says in a sly voice and with a slight bow. "Perhaps you've heard of me?"As mentioned earlier, as we are not using the Fey Beacons section I am breaking that content into other sections, starting with one of the mummers, Gorgenal, who - unlike the book, is not a peryton. Gorgenal will share the following information:
If the party accepts his help as a guide, he leads them down a series of twists and turns, dodging and weaving through the mines until they reach: A narrow stream of water winds through the ground here, shimmering in a spectrum of colors from vibrant teal to deep purple. A statue of carved of ice sits at the end of the stream. The statue depicts a humanoid creature with thick fur covering its body and its hands are elongated into long claws through which the water releases down into the stream like a miniature waterfall.
The potential exception here is if the party showed any interest in stagecraft and taking part in Endelyn's plays. In that case he may be inclined to safety lead them out to Brigganock Mine and give directions to Motherhorn. The Ambush Soon after the path leads into a small chamber of the mines filled with a light fog. The trap consists of a ghost of the mines (see below) and three shadow (variants) that are shadows snipped by Endelyn. While the howling noises of the mines are indeed a natural phenomenon - the increase in volume here is from the ghost. At your discretion one of the shadows could be Gleam's, which means it's destruction would lead to the restoration of the imprisoned Gleam's actual shadow. As soon as the fighting begins Gorgenal will drink a potion of invisibility. https://preview.redd.it/cj54phizgbra1.png?width=823&format=png&auto=webp&s=2895f1f23063db85d3fd8dffa419318496b4e945 You can use this map for the ambush encounter The Mineshaft Once out of the ambush on their own, it will take the party a few more hours of travel through the mines until they reach the final chamber. Light spills through an opening in the rock wall in this large chamber clearly marking the path forward. While a clear exit lays ahead of you, there is also a large, vertical platform that sits in the back of the room with an intricate control panel set into it.The platform is a steam powered elevator that leads down to a lower level of the mines where the dragon Zephyrum nests.
The exit meanwhile leads directly to Brigganock Mine, which is most likely course of the action here. Zephyrum's Lair If the party takes the elevator from the mine shaft down, they are brought into a lower level of the mines. As you make your way in, you come across a small alcove that has been converted into a living area of sorts. A bedroll has been laid out on the ground next to a small fire pit and an assortment of basic supplies.This is Gorgenal's home for the nights where he is keeping watch over the mine and Zephyrum. As the party examines the area, eight winged beasts with antlers will circle and wheel around them, before landing and watching them quizzically. If the players learned of the perytons from Gorgenal and aren't putting two and two together that these are his old troupe, allow a DC 12 History check to connect the dots on their behalf. If the party has a spell such as speak with animals they can learn of the peryton's plight, and that they have stayed near their old partner Gorgenal out of boredom. If not, consider placing a scroll of the spell among Gorgenal's belongings - he may need to speak with them on occasion after all. The perytons will also share that:
Similarly, the characters can also impress the perytons by putting on a performance of their own. Impressing the perytons requires the performing characters to succeed on a DC 15 Charisma (Performance) group check. Any character who received an acting lesson from Candlefoot in the Witchlight Carnival has advantage on this check. If the group check succeeds, the perytons regard the characters as kindred spirits. In the case of a good show (by the mummers or the party), the perytons will warn them of the dragon and Gorgenal being further ahead. As a part of this they will share the dragon's resistances and immunities and its main abilities (tunneler, spider climb, debilitating breath, hold person). Zephyrum After a short trek past the camp site read the following (though if the group was warned by the mummers and is being sneaky, you may choose to exclude the last sentence): As you venture deeper, you are suddenly confronted by a massive, fearsome creature that bursts out from the rock wall with a fierce roar. Its scales are a deep, iridescent blue that shimmer and sparkle in the dim light of the mines, creating an almost mesmerizing display of color. Despite its beauty, there is no mistaking the raw, primal energy of a deadly predator that radiates from the creature's piercing gaze. Its muscles are coiled, and you can feel the cool wind of its breath on your skin as it snarls and prepares to strike.If Gorgenal is alive, he will also be here watching over the dragon. They will both attack the party on sight. Gorgenal uses the bard (MotM) stat block (but with a Charisma of 18, spell save DC of 16, and double the hit points), while Zephyrum is a young sapphire dragon (Fizban's Treasury of Dragons), though a young blue dragon (Basic Rules; but substitute it's lightning breath for the cold breath from a young white dragon) can work as a substitute. If they are defeated, the players can loot Zephyrum's hoard which contains:
Cold Iron Cold iron ingots can be used to craft a cold iron weapon. Recommended locations include the Woodcutter's Axe in Vale Crossing, Arctis Tor, and once the party travels back to their home city after Yon (Waterdeep for my campaign). You may choose to allow it to happen by other means - especially if you have a character well versed in smithing. It takes two ingots to enhance an existing weapon (similar to silvering a weapon), or you may choose to allow a new weapon to be made with other ingredients mixed in. Cold iron weapons have the following properties:
Brigganock MineOnce out of The Howling Mines (see the mineshaft section above), the party will soon find the entrance to the Brigganock Mine (the two are connected), and should hear the tapping, etc. from the book. Things should play out as written until the confrontation with Molliver and the brigganocks where we will need to change what is told to the party.When speaking with Molliver he will instead share the following information and will similarly order the release of any captured characters if convinced appropriately. If the party helped Elkhorn and Strongheart earlier in The Fields of Spring, they can use that to their advantage to win over Molliver.
Once pleasantries are done, Molliver and the brigganocks will lead the group back towards Wish-Come-True to meet with Obud. During the trek, Molliver will share the additional tidbits:
Once at the grotto things will play out mostly the same except:
Tunnel to Motherhorn Once the party has defeated Zephyrum (or otherwise convinced Obud), he will lead the party to a permanent illusion in the basement wall of the lodge. This secret tunnel leads out of the mines and back out to the Shimmerstorm Mountains near Motherhorn. As an additional reward I had Obud allow each party member to take a stab at mining. Each player should roll a D12 and receive the reward below (based on tool proficiencies you may allow a +1 or +2 to the roll):
A final note. The book suggests that if the korreds and brigganocks are allied an assault could be made on Motherhorn. This is less in line with the concepts we're going for (plus the play is a ton of fun) so I might avoid this altogether. An alternative for team up action could be them all helping the party to defeat Zephyrum and Gorgenal and thus free the mountains of the hag's influence. ResourcesI have highlighted some of the resources I used for this portion of the campaign below.Art
Whatâs Next? After coming out of the mines to the other side of the Shimmerstorm Mountains, our party will find themselves at the doorstep of Motherhorn, the amphitheater of horrors. As alway |
2023.04.01 20:33 kibblesnbits308 Second time mold exposure please help!
2023.04.01 20:31 DauntingPrawn Not as bad as that one guy but still a problem one year in.....
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2023.04.01 20:29 UrAuntiesPlug QC for vintage navy dunk low from Timsneakers. Look good?
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2023.04.01 19:59 barrybrowns 22 Turbo Hatch Low Engine Oil False Positive?
2023.04.01 19:58 International_Ruin12 HOTH getting hot again, reversal just started imo. what do you think?