The Stormcaller
High above the village is a strange outcropping that the Orcs refer to this as The Stormcaller. The High Shaman calls upon its power and prays to the storm god Gromm the Thunderer to call lightning and forge mighty weapons.
While the orcs do not seem to question what exactly this is, outsiders who come here often have questions. Unfortunately the Orcs do not allow anyone to get close to it.
This was a dungeon, and the following should not be read by players who may play through this.
Naked: 0 Damage
Clothing: 2d6 per Round
Armored: 8d6 per Round
The entrance to this room has a different sigil than the others, that of a Blood-red upraised sword on a white background. As you step in, the local seems completely different. You can taste the salty sea air, and it seems to be night time. Ahead of you looks to be the orb on a pedestal.
Inside is a beggar who asks for help Guards will confront him/them, saying that the beggar stole from a noble.
They can let the guards take them or pay the fine (100g). If they pay it, they will find it waiting for them back at the entrance
The entrance to this room has a different sigil than the others. It has a Silver cross on a white field. There appears to be an altar in the middle with a collection plate. Surrounding the room appears to be all manner of treasure. Ideally they put something valuable in that isn't coin. Secondary is coin. Lastly would be the coin off the sides. The coin here will not last outside the room. If they put the coin in, they see a vision of a preacher serving soup to a young boy before going to get more. The boy eats hungrily, then looks up, brushing the hair from his eyes and scanning the room. Before the vision disappears, his eyes seem to connect with yours.
See The Floor Puzzle (visual) Left plaque Inscription
General order number four
Swords must stay in hilts
and if lone wolf does ignore
Quickly his life wilts Right plaque Inscription
Traveler steps square to square
Choose carefully if one must
Poor chooser might just disappear
Being replaced with dust Center Plaque Inscription
The warlord's army marched toward battle
left... right... left... right...
They formed two columns, marching one squad after another.
While they marched, the warlord reviewed his secret plan.
Some of his soldiers were in on the plan, mostly squad leaders.
However, the warlord didn't trust the leaders of the larger squads...
Any squad larger than four men and the warlord didn't involve them.
Except for the very large squads (seven men or more) - he feared
their betrayal, so he planted spies who knew of his plan at the back
of their ranks. When the time came to enact the plan, the knowing
soldiers leapt into action...
left... right... left... right...
One after the other.
And unbeknownst to them, every third involved soldier
(starting with the third soldier) was given false orders - they were
not really part of the plan after all. Answer:
LRTMSIOAIPRWDRDHLD
7 Or More letters = Back Letter
4 or less Letters = First Letter
5-6 = No Letters
Once you have them all, skip every third one, and go left-right-left-right After gathering all of the keys, the staircase winds with a grinding creak and leads the way up
History DC15 - Rest was an old city that was lost over a thousand years ago. The poles shifting brought great floods the area, and it has forever been a swamp. Loot
Potion of Resistance (fire)
Potion of Superior Healing
Ring of Free Action Driftglobe
This small sphere of thick glass weighs 1 pound. 500 cp, 4000 sp, 1700 gp, 50 pp, 4 x Amber (100 gp), 3 x Amethyst (100 gp), 2 x Coral (100 gp), Garnet (100 gp), 2 x Jade (100 gp), Spinel (100 gp)
Stirge Group 2 6 Stirges with 1 health
Air Elementals
Lightning Elemental
Environmental Action (10)
Legendary Action (20) Fight Mechanics
Lightning Aura: The Lightning Elemental has a large aura around it (15' Radius). Upon entering the aura for the first time or at the beginning of a characters turn, they take D6 Lightning Damage. Environmental Action:
Lightning Strike: The 5' cube around each Elemental gets hit with a lightning strike, dealing 2d6 Lightning damage (Dex DC 15 half, disadvantage if wearing metal armor or wielding a metal weapon)
Stirge Spawn: Spawn stirges in variable amounts to adjusts fight balance.
Air Elemental Spawn: Spawn air elementals in variable amounts to adjusts fight balance. Legendary Action:
Fixate: The Lightning Elemental fixates on a random target within 60'. You can see lightning arcing between them. At the beginning of the Lightning Elementals turn, it rushes to the target, dealing 1d4 damage per 5' traveled, hitting everyone in between. (Dex DC15 to avoid, disadvantage if wearing metal armor or wielding a metal weapon) The Orb of Control Weather
By dealing 50 damage to the orb, it shatters. It requires 10 damage to deal any to it, and magic is required. It has resistance to elemental damage. If it takes lightning damage, it expels the Lightning Elemental. It can only heal for 100 damage before it must recharge (over night) Air Elementals
These can be used to increase the difficulty of the fight, spawn in variable amounts. By moving them over the orb, it can force the Lightning Elemental out. Stirges:
The stirges attack anyone that is alone, and are not intelligent enough to avoid the lightning. The party should use AOE or the Lightning Elementals aura to kill them easily. Lightning Elemental
The elemental moves to and attacks whomever attacked them last. It has advantage on any melee swings againsts someone wearing metal armor or wielding a metal weapon.
If reduced under half HP, it enters the orb. (See above to expel it) and heals for 10 damage per round, until it comes back out to attack again. Victory: Upon killing the elemental, the fight ends. The Stormcaller can now function as normal
History and Lore
The Stormcaller is an ancient, crashed ship that used to belong to the dwarves of the area in the brief period that they owned airships centuries ago. It is unrepairable, the magic that made it fly is long depleted. It has an orb that used to be able to control the weather (Control Weather spell) that had malfunctioned. The Orcs had managed to tap into its energy and call its storm to forge The Stormcaller has attracted a lightning elemental, which becomes particularly active every time the Orcs invoke its power. When they do, it disrupts the Stormcaller causing it to send out random weather in waves. Most commonly it is an electrically charged blizzard but it varies. In the rear of the village a narrow path crosses a steep gorge to the door leading to the old tomb.Entrance
Located behind the village is a path that leads to an ancient, impenetrable door. It seems to be warded against magic, and despite efforts the orcs have never been able to enter. There are numerous seals on the door, the largest being to Solanus, but there is a symbol of Muir, Thyr, DC15 Religion check to recognize them. On the door is written in High Boros, "here lies the the tomb of our fair Queen, Nephthys." as well as another that says "None but the Blood of old Hyperborea may enter. To pass unto these hallowed grounds, speak the six virtues of Solanus" A ghostly woman appears before you as you enter the first chamber. "if you wish to obtain the location of the Tomb of King Theodric, you must pass the trials before you. Take caution, those who leave may never enter again." Inside is a set of trials, and the location of the key to get the Sword of Solanus. Entry Hall The entryway rises up a set of stairs into a room. In the center is a Dias that appears to hold six orbs. Around the room are six doorways1.) Trial of Valor: (Light Blue Orb)
In this room you see a large gap with no discernable bottom. Across the void lies a paper thin bridge of rainbow light. On the other side appears to be a brown orb in a small bowl. If the PC's approach the bridge of light and cross it with certainty and without fear they will walk upon it as if it were solid, if they attempt to test whether it will hold their weight or are skeptical of it, they will pass through it or fall. If a player falls, they’ll be disappear into the abyss (presumed dead) until the party finds them back at the entrance unconscious and at 0 HP. Flying will result in the player being sucked into the abyss2.) Trial of Humility: (Brown Orb)
As you enter a ghostly fire erupts from the floor, the path forward seems quite hot as you hold your hand up to ward off the flames. You can barely make out the orb at the far end of the corridor. During this one, if you could declare your movements and let the DM do them that would be appreciated (invisible walls make it so its difficult to dash through it). To pass through the flames unharmed they must remove all their armor and walk through the flames. They can also attempt to just run through the flames but will suffer damage. If the damage would be enough to kill one of them, instead, they disappear in a blaze of light and appear at the entrance with 0HP.Naked: 0 Damage
Clothing: 2d6 per Round
Armored: 8d6 per Round
3.) Trial of Justice: (Red Orb)
Sigil = Muir, Goddess of Virtue & TruthThe entrance to this room has a different sigil than the others, that of a Blood-red upraised sword on a white background. As you step in, the local seems completely different. You can taste the salty sea air, and it seems to be night time. Ahead of you looks to be the orb on a pedestal.
Inside is a beggar who asks for help Guards will confront him/them, saying that the beggar stole from a noble.
They can let the guards take them or pay the fine (100g). If they pay it, they will find it waiting for them back at the entrance
4.) Trial of Generosity: (Yellow Orb)
Sigil = Thyr, God of Law and JusticeThe entrance to this room has a different sigil than the others. It has a Silver cross on a white field. There appears to be an altar in the middle with a collection plate. Surrounding the room appears to be all manner of treasure. Ideally they put something valuable in that isn't coin. Secondary is coin. Lastly would be the coin off the sides. The coin here will not last outside the room. If they put the coin in, they see a vision of a preacher serving soup to a young boy before going to get more. The boy eats hungrily, then looks up, brushing the hair from his eyes and scanning the room. Before the vision disappears, his eyes seem to connect with yours.
5.) Trial of Mercy: (White Orb)
Upon entering, the room seems to be filled with a thick cover of mist. Suddenly it clears, and Scarvinvious stands before you with some hobgoblins. He cries out "What trickery is this?! Traitorous swine! You said you would let me go!" and attacks. Once defeated, he will beg for mercy. Time will freeze There is a time for mercy, and a time for justice. Which do you choose? - If they choose mercy, a portal opens and the bewildered Bugbear steps through. If they choose justice, the room falls silent but the final key is available6.) Trial of Wisdom:(Purple Orb)
This room has a large grid on the floor with various runic lettering inside. On the left and right are two small plaques with text engraved on them. On the center is a much larger amount of text.See The Floor Puzzle (visual) Left plaque Inscription
General order number four
Swords must stay in hilts
and if lone wolf does ignore
Quickly his life wilts Right plaque Inscription
Traveler steps square to square
Choose carefully if one must
Poor chooser might just disappear
Being replaced with dust Center Plaque Inscription
The warlord's army marched toward battle
left... right... left... right...
They formed two columns, marching one squad after another.
While they marched, the warlord reviewed his secret plan.
Some of his soldiers were in on the plan, mostly squad leaders.
However, the warlord didn't trust the leaders of the larger squads...
Any squad larger than four men and the warlord didn't involve them.
Except for the very large squads (seven men or more) - he feared
their betrayal, so he planted spies who knew of his plan at the back
of their ranks. When the time came to enact the plan, the knowing
soldiers leapt into action...
left... right... left... right...
One after the other.
And unbeknownst to them, every third involved soldier
(starting with the third soldier) was given false orders - they were
not really part of the plan after all. Answer:
LRTMSIOAIPRWDRDHLD
7 Or More letters = Back Letter
4 or less Letters = First Letter
5-6 = No Letters
Once you have them all, skip every third one, and go left-right-left-right After gathering all of the keys, the staircase winds with a grinding creak and leads the way up
The Tomb of Queen Nephthys
As you ascend the staircase you enter a dusty old tomb with a large sarcophagus in the middle. To your right is a strange sight, a busted up wooden passageway that leads to an ascending staircase. As you enter, a ghostly apparition appears before you. "My child. You have proven yourself worthy. The last key to finding the Tomb of King Theodric and The Sword of Solanus, lies in the ruins of Rhest. Seek out the abandoned temple of Solanus and find the Suns Gods Medallion.History DC15 - Rest was an old city that was lost over a thousand years ago. The poles shifting brought great floods the area, and it has forever been a swamp. Loot
Potion of Resistance (fire)
Potion of Superior Healing
Ring of Free Action Driftglobe
This small sphere of thick glass weighs 1 pound. 500 cp, 4000 sp, 1700 gp, 50 pp, 4 x Amber (100 gp), 3 x Amethyst (100 gp), 2 x Coral (100 gp), Garnet (100 gp), 2 x Jade (100 gp), Spinel (100 gp)
The Stormcaller
As you ascend the stairs it comes to an old hatch. It has an intricate locking mechanism that looks difficult or impossible to do from the other side, but after some fiddling with levers you get it to open. Above is open sky, and you appear on the deck of a ship that appears impaled in the side of the mountain. The ship looks to be in poor condition after years of wind and storms have ravaged it. Hundreds of feet below you can see Storms Call. At the ships stern is a strange orb on a pedestal. Interacting with the orb with magic will start the fight. The weather will worsen with dark storm clouds gathering overhead, then the lightning elemental will zap into view. It begins cackling with energy, from above you see a bunch of small creatures stick their heads out of the cliff-side. Initiative Stirge Group 1 (6 Stirges with 1 health)Stirge Group 2 6 Stirges with 1 health
Air Elementals
Lightning Elemental
Environmental Action (10)
Legendary Action (20) Fight Mechanics
Lightning Aura: The Lightning Elemental has a large aura around it (15' Radius). Upon entering the aura for the first time or at the beginning of a characters turn, they take D6 Lightning Damage. Environmental Action:
Lightning Strike: The 5' cube around each Elemental gets hit with a lightning strike, dealing 2d6 Lightning damage (Dex DC 15 half, disadvantage if wearing metal armor or wielding a metal weapon)
Stirge Spawn: Spawn stirges in variable amounts to adjusts fight balance.
Air Elemental Spawn: Spawn air elementals in variable amounts to adjusts fight balance. Legendary Action:
Fixate: The Lightning Elemental fixates on a random target within 60'. You can see lightning arcing between them. At the beginning of the Lightning Elementals turn, it rushes to the target, dealing 1d4 damage per 5' traveled, hitting everyone in between. (Dex DC15 to avoid, disadvantage if wearing metal armor or wielding a metal weapon) The Orb of Control Weather
By dealing 50 damage to the orb, it shatters. It requires 10 damage to deal any to it, and magic is required. It has resistance to elemental damage. If it takes lightning damage, it expels the Lightning Elemental. It can only heal for 100 damage before it must recharge (over night) Air Elementals
These can be used to increase the difficulty of the fight, spawn in variable amounts. By moving them over the orb, it can force the Lightning Elemental out. Stirges:
The stirges attack anyone that is alone, and are not intelligent enough to avoid the lightning. The party should use AOE or the Lightning Elementals aura to kill them easily. Lightning Elemental
The elemental moves to and attacks whomever attacked them last. It has advantage on any melee swings againsts someone wearing metal armor or wielding a metal weapon.
If reduced under half HP, it enters the orb. (See above to expel it) and heals for 10 damage per round, until it comes back out to attack again. Victory: Upon killing the elemental, the fight ends. The Stormcaller can now function as normal
Type
Tomb
Parent Location
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