Divine Golem Expedition
Adventure background
This oneshot can be made as long as you needed and easily be converted into several sessions. This article will discuss the basic events of the plot but will also give options for additional encounters and travel through the dangerous region.Kavaldri
The group will start there journey from Kavaldri, a frontier settlement that houses the troops who defend the eastern edge of the Silent Forest. Given that the settlement is well supplied the group can start their journey will all the food and gear they need. The estimated duration of the expedition is two weeks but the group takes additional supplies for 6 days with them. After getting a permit to enter the forest they are free to depart. When the group decides to leave they will reach the border of the forest after about 3 hours. The guards along the various watch towers will stop them to see if everything is in order. Afterwards the group is reminded that they are not allowed to take Chaos Falls with them on the way back if they don't want to be imprisoned.Travel
After passing the edge of the Silent Forest it will not take long for the group to see why it was given this name. The Chaos Tempests start appearing and get more extreme the further they walk but the storm produces no sound. Besides the sound they make themselves the forest is completely silent.Roll | Rumor | True/False |
---|---|---|
1 | Magic surges can occur which cause temporary weird effects in an area | True |
2 | Being hit by a lightning strike from the Chaos Tempest above can cause chaos corruption | False |
3 | It is common to encounter humanoids affected by chaos corruption. They have lost all sense of their former selves. | True |
4 | Sometimes the chaos tempest grows stronger and a heavy fog descends. You need to take shelter when this happens as prolonged exposure can kill you. | True |
5 | Ancient constructs of the Gnomes are said to still roam near their old settlements. | False |
6 | Some of the large Chaos crystals in the region are actually dangerous entities from which more creatures can spawn. | True |
Corrupted
On the second day of travel the group encounters several corrupted humanoids who seem to have appeared out of nothing. Read the following.Corrupted CR: 4
STR
16 +3
DEX
14 +2
CON
16 +3
INT
6 -2
WIS
6 -2
CHA
6 -2
Sunlight Sensitivity While in sunlight, the wight has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Actions
Multiattack The crystal zombie makes two attacks with it's claws. It can use its Crystal Splinters in place of one claw attack. Crystal Splinters Melee Weapon Attack:+5, Reach 5 ft., one creature, Hit: 5 (1d6 + 2) psychic damage The crystal zombie infuses the target with crystal splinters that attack the nervous system.The target must succeed on a DC 13 Charisma saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A humanoid slain by this attack rises 24 hours later as a crystal zombie, unless the humanoid is restored to life or its body is destroyed. Claw Melee Weapon Attack:+5, Reach 5 ft., one target, Hit: 8 (1d10 + 3) slashing damage Crystal Blast The crystals on the crystal zombie's back start shining and vibrating until the zombie releases a blast in a 15ft cone in front of it. Every creature in the area must make a DC15 Dexterity saving throw or suffer 14(force) damage. On a succesful save the target takes half that damage.
Heavy Storm
During at least one of the days of travel the storm above grows heavier and a thick fog starts to descend. The party will need to take shelter or will suffer some consequences.No Gravity
During one of the travel days of your choosing a sudden magic surge occurs. Gravity stops working as it normally does and all the creatures in the area start floating 2 meter above the ground. On top of that it seems that everyone is moving further upwards at a small but noticeable pace. The group will need to find ways to move out of the area as they don't have access to the ground to push themselves away. Luckily once they have found a way to propel themselves forward they can keep moving for a short while. Example solutionFake River
At some point the party will come across a river that looks very clear and easy to cross. However this river is an illusion. In reality the illusion covers a crevasse that at some points is quite deep. If a person tries to cross the river without checking it they will fall into the crevasse and get 3d6 damage. On top of that they will now need to find a way out of it. To any person outside the illusion it will look like the character disappeared. It is quite easy to check if the river is real by using magic to reveal its nature or by throwing someting in and see that it does not generate a splash.The Vortex
The Ruins
After about 7 days of travel the group will reach the ruins which, according to their patron, are near the final location of the Divine Golem. From a distance the group can easily see the large amount of corrupted that in the ruined settlement. The group needs to be on the west side of the settlement and can easily sneak around it. If the party is enticed to visit the settlement at some point you expand the adventure by returning here at some point.The Crater
When they reach the other side of the settlement it does not take them long to notice a very large crater surrounded by a large amount of skeletons. If your patron is to be believed this was the sight of a very large battle between the Gnome Draconid Alliance and the Selefer. After reaching the edge of the crater the group can see a gigantic metallic construct in the middle of it. This vaguely humanoid construct is stuck in the ground from the waist down but still has one arm exposed. From afar they can already see that this arm is fitted with what looks like a gigantic cannon. If the group comes closer the construct seem to awaken and starts to charge this weapon. Luckily for the group the construct in its current state is rather bad at aiming and shoots a bit in random directions. Whether they approach the Divine Golem or not one of the nearby large Chaos Crystals changes shape to become a big blubbery mass. It then quickly moves behind them and blocks their path. The group stands in front of a Chaos Vortex, a dangerous creature only a few have heard about. Chaos VortexChaos Vortex CR: 17
STR
21 +5
DEX
11 +0
CON
25 +7
INT
20 +5
WIS
12 +1
CHA
18 +4
Attack on the mind All melee attacks by the Chaos Vortex are considered magical. In addition to the regular damage they also deal psychic damage as victims are affected by short bouts of insanity. Immutable Form The Chaos Vortex is immune to any spell or effect that would alter its form. Legendary Resistance (2/Day) If the vortex fails a saving throw, it can choose to succeed instead. Living Chaos Portal (3/Day) The Chaos Vortex opens a portal to the Primal Chaos and can summon up to 3 chaos creatures per day with a combined CR of 8. This can be either one creature or several. Every summoned creature counts as one use. If the max CR is reached no more creatures can be summoned.
Actions
MultiattackThe Chaos Vortex can make three protrusion attacks. One of these can be exchanged for an engulf attack on a hit of a protrusion attack. Protrusion. Melee Weapon Attack:+11, Reach 30ft, one target Hit: 18 (2d10+5) bludgeoning damage and 6(1d10) psychic damage. EngulfThe target is engulfed by the Chaos Vortex and is considered grappled (DC 18). When a creature begins its turn while engulfed it needs to make an intelligence saving throw (DC 18) or suffer 11(2d10) psychic damage or half as much on a success. A total of three creatures can be engulfed by the Chaos Vortex. Trying to free a creature requires a (DC 19) strength check. Chaos Mind (Recharge 5-6) Each creature within a 20 ft radius needs to make an intelligence saving throw (DC 18) as the Chaos Vortex invades the mind. The victims see chaotic images in their mind causing short term insanity. The creatures take 4d10 psychic damage or half as much on a success. Those that fail have disadvantage on attack rolls for the next turn.
Legendary Actions
Protrusion The Chaos Vortex makes one protrusion attack. Corruption (costs 2 actions) The Chaos Vortex unleashed a wave of Chaos energy. Each creature within 10 ft. takes 5 (1d8) necrotic damage and each creature must make a (DC 10) Constitution saving throw or be affected with Chaos Corruption. If this is not healed with Greater Healing in the first hour the disease can progress further.
Crystal Hound CR: 3
STR
17 +3
DEX
12 +1
CON
14 +2
INT
6 -2
WIS
13 +1
CHA
6 -2
Keen Hearing and Smell The hound has advantage on Wisdom (Perception) checks that rely on hearing or smell. Pack Tactics The hound has advantage on an attack roll against a creature if at least one of the hound's allies is within 5 ft. of the creature and the ally isn't incapacitated.
Actions
Bite Melee Weapon Attack:+5, Reach 5 ft., one target, Hit: 7 (1d8 + 3) piercing damage plus 7 (2d6) radiant damage Force Blast (Recharge 5-6) The hound's crystal begin to shine and release a blast in all directions. Each creature within 10 ft of the hound must make a DC 12 Dexterity saving throw, taking 21 (6d6) force damage on a failed save and falling prone, or half as much damage on a successful one.
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PANGORIO
andHYPNOSIUM