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ADVENTURES FOR FIFTH EDITION MAY 2020 ISSUE 6

COVER: The Von


Doral Bezgerbush
Sisters lose a day’s
worth of work
thanks to the min-
ions of the nefarious
Overcrow. Original
painting by Justin
David Russell.

Free at last! BEHIND THE SCREEN 4


April 17th 2020 is a day that will live in infamy; it’s the USING THIS BOOK 5
day that I officially quit my day job as a blogger for a tech OMERIA GAZETTEER 6
company to focus on DMDave full time. This means that I’m
gaining another 40-50 hours per week to create content, get HAND OF THE EIGHT CAMPAIGN
things organized, and get rocking.
There have also been some other exciting developments. CHAPTER 7: THE SUMMER LAND 10
The DMDave brand has hired no less than three new folks CHAPTER 8: THE SHORES OF SHADOW 34
to help take us through 2020 and beyond. Those people are:
• Benjamin “Sarge” Gilyot will be joining DMDave ADVENTURES IN OMERIA
full-time starting in June as the DMDave Community
Manager. TETHER: THE MYSTERY OF SKIRVIN MANOR 58
• Matias Lazaro will be joining us as the primary illus-
MIDNIGHT IN THE ASHEN GROVE 92
trator for DMDave. You will notice his awesome art-
work throughout this publication and more to come. BELOW 96
• Adam Zlotnik, an old buddy from my days in tech
LOST CASTLE OF DREAMS 106
blogging, and his agency, Wayfinder, join the DMDave
team to help with our marketing efforts. If you’ve seen THE BLIND CAVERN 110
one of our ads, chances are Adam created it! RAIN, LIGHTNING, THUNDER 114
I’m very excited to be working with all these folks and I’m
very excited about the future of DMDave. THOSE WHO WRITHE BELOW 116
Thank you all for making this possible!
-Dave Hamrick APPENDICES
Appendix A Cyclopædia Omeria 122
Appendix B New Player Options 128
VOL. I, NO. 6
Appendix C Omerian Grimoire 130
EXEC EDITOR Dave Hamrick CARTOGRAPHY Cze&Peku, Appendix D The Bestiary 138
LEAD DESIGN Dave Hamrick Maps by Owen, Dyson Logos,
Appendix E: Player Handouts 158
DESIGNERS Griffon’s Saddle- Dave Hamrick, Watabou.itch.io,
bag, Team Superhydra Tom Gibbons Appendix F: The Summer Land Prelude 164
PROOFREADING Benjamin ART Matias Lazaro, Fat Goblin
Gilyot, select DMDave patrons Games, Miguel Santos, Griffons OPEN GAMING LICENSE 170
LAYOUT Scott Craig Saddlebag, Jason Glover, David
TYPESETTING Scott Craig Johnson, William McAusland,
ART DIRECTOR Scott Craig Luigi Castellani, Joyce Maureira,
“If you make people think they’re thinking, they’ll love you;
MARKETING Wayfinder Paper Forge, Shutterstock.
but if you really make them think, they’ll hate you.”
BroadSword Monthly is Copyright 2019 Hamrick Brands, LLC
-Harlan Ellison
BroadSword Template Design by Scott Craig www.vaultofwonders.games
BEHIND THE SCREEN
HOW TO WRITE 5E ADVENTURES PART 2 -
OUTLINING YOUR ADVENTURE
BY DAVE HAMRICK
ART BY WILLIAM MCAUSLAND

This is the second part of my “How And there we have it: an outline
to Write 5e Adventures” series which for our adventure. All it took was a
started in BroadSword Monthly #5. few dice rolls on the DMG’s random
In the last installment, I discussed adventure charts and a little organi-
the different elements of an adven- zation.
ture. Now I want to take a deep dive From here, it’s simply a matter of
into how to properly outline your fleshing out the details for your ad-
adventure. The adventure that we venture.
will outline will be a pretty simple
Adventure Flowchart
location based adventure. For more
details on location-based adventures, While optional, you might create an
check out Chapter 3 of the DMG. Overview adventure flowchart that helps you
organize the details of your adven-
Write Your Overview First The adventure’s story is spread over ture. This is especially helpful if there
three parts and takes approximately are non-linear elements, such as the
In many ways, the overview of your
three hours to play. The adventure Bonus Objectives. This gives you and
adventure is a small outline. Not only
begins with a Call to Action scene. the person reading the adventure a
does it help you plan the course of
It also contains two optional bonus basic understanding of the flow of
the adventure, but later, when an-
objectives—each taking one addition- the adventure and an outline of the
other GM references your material (if
al hour to play. different paths that the players may
that’s what you want to happen), they
• Call to Action. Oh, Look, Ruins! take in reaching the objectives. Below
can read the overview to get a quick
While traveling in the wilderness, is an example of a flowchart created
top-level view of what your adventure
the characters notice ruins. If the for the sample adventure above.
is about.
characters can clear the ruins, the
In modern Fifth Edition design,
ruins may be able to be rebuilt. Next Time: Creating an Enticing
the overview usually consists of 3-4
• Part 1. Into the Ruins. The char- Call to Action. Ω
bullet points. The first bullet point is
acters enter the ruins and face the
the Call to Action and the additional
dangers within. This is Story Objec-
bullet points are the remaining parts
tive A.
of the story. The Call to Action leads
• Part 2. Secret of the Villain.
the characters to the first part of the
The adventurers must discover
story and each part of the story has a
the main villain’s secret weakness
story objective which the characters
before they can hope to defeat the
must accomplish in order to further
villain. This is Story Objective B.
the plot.
• Part 3. The Final Conflict.
Additionally, your overview may
Armed with a weapon/knowledge
have 1 or more bonus objectives. Bo-
of how to defeat the villain, the
nus objectives can either be side treks
characters fight the villain. This is
which the characters can take that
Story Objective C.
eventually lead back to the main sto-
• Bonus Objective A. Help! The
ry or they can be different outcomes
characters must rescue a captive in
depending on the actions the charac-
the ruins. This is Bonus Objective
ters take as the story progresses.
A.
Here is an example overview using
• Bonus Objective B. The Weapon
the random adventure tables found in
of Doom. The characters must find
Chapter 3 of the DMG.
a specific item rumored to be in the
ruins. This is Bonus Objective B.

4 Issue No. 6
USING THIS BOOK
GETTING THE MOST FROM BROADSWORD MONTHLY

BY DAVE HAMRICK
ART BY DYSON LOGOS

Must-have Tomes NPC = nonplayer character LN = Lawful Neutral


PC = player character N = Neutral
To run this adventure, you will need
CN = Chaotic Neutral
access to the Fifth Edition rules and
LG = Lawful Good LE = Lawful Neutral
associated rulebooks.
CG = Chaotic Good CE = Chaotic evil
Understanding the Format NG = Neutral Good NE = Neutral evil Ω

Text that appears in a box like this


is meant to be read aloud or para-
phrased for the players when their
characters first arrive at a location
or under a specific circumstance, as
described in the text.

In addition to the monsters included


in the core rulebooks, you will also
need to use the content found in the
Appendices of this book.
When a creature’s name appears in
bold type, that’s a visual cue pointing
you to its stat block in the core rule-
books. If a stat block appears as part
of this book, the adventure’s text tells
you so.
Spells and equipment mentioned in
the adventure are described in the
core rulebooks. Magic items are also
described in the core rulebooks unless
the adventure’s text directs you to an
exclusive item that comes with this
book.

Abbreviations
The following abbreviations are used
throughout this adventure:

hp = hit points
AC = Armor Class
DC = Difficult Class
XP = experience points

pp = platinum piece(s)
gp = gold piece(s)
ep = electrum piece(s)
sp = silver piece(s)
cp = copper piece(s)

BROADSWORD 5
OMERIA GAZETTEER
A CATALOGUE OF INTERESTING LOCALES
BY DAVE HAMRICK
ART BY WILLIAM MCAUSLAND
CARTOGRAPHY BY MAPS BY OWEN

The Continent of Omeria Dar Karnione


and Environs Also known as the Isle of Winds, Dar Believed to be the oldest human
is a trading nexus for all of eastern nation in Omeria, possibly predating
Omeria is a land of mystery and high
Omeria. Presson’s Enclave and The Summer
adventure. Herein you may find an
Land, Karnione’s once-great cities
overview of some of the most interest- Desolation of Ditimaya have been absorbed by The Wither.
ing locations. This colossal desert that reaches
coast to coast in Central Omeria was Majiambayo Hayamalizi
Aegreya
once a fertile savannah. The Tadju Also known as The Sea of Man,
A large island off the coast of The
Confederacy rules the northern end of these waters are heavily patrolled by
Summer Land, Aegreya is home to
the desert. Dinzer warships both on and over the
the Great Chromatics and their dra-
water.
conic descendants. Dorithell
The Exile Nation of Dorithell is ruled Majiambayo Hulumtu
Aspaeth
by the Dinzer lich Fazel Rastkar. Meaning “The Sea of Arms” in the
The first major colony settled by the
Dinzer tongue, this great ocean hugs
Pressonians, Aspaeth fell into ruin Elsath Odonburg’s eastern and southern
following the Transmuter Wars of the Often classified as a “large island”, coasts.
early 7th century. the continent of Elsath is a land of
untamed beauty and danger. Obsidian Plain
Black Swamps of Barkor
Dividing The Wither and Desolation
These vile, lifeless mires surround Fairknot Region of Ditimaya, the Obsidian Plain is
Shred, the home of the danaavrakt. The Kingdoms of Man—Desneorus, recognizable by its jagged mountains,
Contested Lands Knotside, and Murktown—call this angry volcanoes, and merciless inhab-
Once part of the fallen nation of region surrounding the Fairknot itants.
Karnione, the Contested Lands are River home.
locked in a four-way civil dispute Ocean of Warna
between the nation of Dorithell and Hag Peninsula The largest ocean to the east of Ome-
the city-states of Ingum, Nadorith, A haven for pirates, bandits, and as- ria is home to the Marid-ruled nation
and Naqqad. sassins, the Hag Peninsula’s greatest of Qhek.
defense is its position relative to the continued on page 8...
Obsidian Plain and the Wither.

6 Issue No. 6
OMERIA GAZETTEER

BROADSWORD 7
OMERIA GAZETTEER

Odonburg Summer Land Vong


The most magically advanced nation Along with the tribes of Odonburg, Vong, the Black Claw, was once a
in all of Omeria, Odonburg takes up The Summer Land is the only early powerful Pressonian colony a few
roughly one-third of Omeria. human nation that remains. It is miles off the Scorched Coast. Many of
ruled by the Pressonians of Presson’s the horrors borne from the Transmut-
Omerian Ocean Enclave. er Wars now hide in the blackened
The cruel, impassable ocean to Ome- ruins of its fallen cities.
ria’s west bears the continent’s name. The Wither
Those who’ve never traveled to The Weysevain Coast
Portsfil Waves Wither often mistake it as part of the Second only to Odonburg in popula-
The large body of water sandwiched Desolation of Ditimaya. Of course, tion, the Weysevain Coast is home to
between the Ocean of Warna and The Wither is far more dangerous the city-states of Arruquetta, Cabal,
Majiambayo Hulumtu has long been than Ditimaya or even the Obsidian and Castlegrasp. Along with Tadju,
a battleground between the Marids of Plain. these three realms are seen as the
Qhek and the elves of Ebirai. Four Great Powers of Central Ome-
Tears of Karnione ria.
Rasgax Highlands The body of water which the ruined
Dangerous to most humans, the Nation of Karnione once filled with Xenem Dynasty
unsettled lands north of the Fairknot its sailing vessels is now the site of Xenem is a vampire-controlled island
Region are home to the Rasgax tribes. regular naval battles between the known for its extensive slave trade.
Contested Land’s challengers.
Sea of Chimes Yucraria
The Dinzer tribes built their first Tyrant’s Riddle Sometimes referred to as “The Fierce
villages along this great sea. Tyrant’s Riddle is the large body of Lands”, Yucraria is the home of the
water north of Aegreya and Xenem wanderer halflings. Ω
Smoen Brana
Dynasty.
Once Karniothian slaves, the dogfolk
canids call this rocky island nation
home.

8 Issue No. 6
HAND OF
THE EIGHT
CAMPAIGN

BROADSWORD 9
This adventure is designed for three
to five 5th- to 10th-level characters
and is optimized for four charac-
ters with an average party level
(APL) of 5. Characters outside this
level range cannot participate in this
adventure.

This adventure occurs in the town of


Greatwell, located in The Summer
Land of Omeria. Greatwell is detailed
in Appendix A.

Background
Five years ago, a party of adven-
turers destroyed The tower of
burshai (see The Fantastic Lie in
BroadSword Monthly #4), ending
the effect of a centuries-long mirage
arcane spell cast over large swaths of

CHAPTER 7:
Central Omeria. With the illusion
dispelled, large deposits of Emerald
Odonburgite appeared all across
the Weysevain Coast and The

THE SUMMER
Desolation Ditimaya. The Dinzers
of Odonburg, a powerful nation of
spellcasters, blamed the event on a
terrorist organization and promised

LAND
to help “clean it up.” Most of the Cen-
tral Omerian nations agreed with the
Dinzers’ claim and vowed to stay out
of their way. However, the city-state
of Arruquetta opposed the Dinzer’s
operation in Central Omeria, accus-
BY DAVE HAMRICK ing the Dinzers of trying to monop-
olize the valuable material. Within
a month, war broke out between
5th-Level Adventure for the two nations. Soon, other nations
joined in and now all of Omeria is

Fifth Edition locked in The Emerald War. Many


Omerians believe that the Emerald
War will be what leads Omeria and
Cartography by Cze/Peku and Tom Gibbons all of Casar to destruction, as foretold
Art by Matias Lazaro, William McAusland, Joyce Maureira, Luigi Castellani, and Paper in The Hand of the Eight Proph-
Forge ecy.
As the battles rage on, the char-
acters are invited to Greatwell in
The Summer Land. There, they
will meet the warlock Vadriken who
claims to have discovered a way to
stop the war, and potentially the end
of the world.

10 Issue No. 6
THE SUMMER LAND

The Hand of the Eight Campaign: The Story So Far


The Summer Land takes place The Ghost Holm A murder mystery sets the tone for
five years after the events of The the adventure which reaches its
Mega, leader of the orcish pirates,
Fantastic Lie. If you’ve been run- climax in a popular casino.
kidnaps an important noble’s daugh-
ning the entire Hand of the Eight
ter and holds her ransom on his Wallingmiotta
campaign, naturally, the players will
fortress island, The Ghost Holm. The
have some questions regarding what Fleeing a dangerous construct, the
characters must sneak onto the island
happened to their characters during characters crashland in the wild for-
and rescue the girl before it’s too late.
the time jump. If this is the case, ests of the Wallingmiotta. They are
please see Appendix F. The Black Bird still being hunted by the construct
If this is your first experience with who hopes to claim the book for
the Hand of the Eight and Omeria, Following his incarceration in The
itself. The characters must explore
no worries. This adventure works Ghost Holm, the orcish pirate, Mega,
the forest and locate the elusive illu-
both as a continuation of the previ- escapes prison and flees north across
sionist Aruxius, the only one who is
ous story or a jumping off point for the Desolation of Ditimaya. The
able to decipher the contents of the
new characters. characters must track the fugitive
unreadable tome.
The following is a summary events and bring him to justice before bounty
that have transpired in the Hand of hunters can stop him. In addition to The Fantastic Lie
the Eight adventure path. the characters and bounty hunters, a
mysterious figure known as the Black Aruxius points the characters to the
Basilisk’s Spine Mountains’ tallest
Storm of Mega Bird is also chasing Mega across the
desert. peak, Trenrock. Atop the mountain
In the first chapter of the Hand the characters discover the Tower
of the Eight, a gang of pirate orcs The Secret of the Book of a Burshai, a magical structure
storm the coastal town of Haver that has stood on the mountain for
All of the mysteries and occurrences
during an intense hurricane. The over a millennium. The tower casts
in the first three chapters are tied to a
characters learn that the storm is a powerful illusion over the northern
mysterious, unreadable book of which
actually a distraction created by a portion of Central Omeria, masking
multiple dangerous parties hope to
vile wizard who hopes to steal an a valuable resource from the land’s
gain possession. The characters track
ancient, unreadable tome from his inhabitants.
the book to the canyon-town of Orbea.
guild mates.

Overview Greatwell Museum and discover owner of the museum.


clues that suggest the Museum may • Bonus Objective B: The Tip of
The adventure’s story is spread over
have a secret basement. This is the Spear. A group of Arruquettan
three parts and takes approximately
Story Objective A. adventurers notes the presence of
four hours to play. The adventure
• Part 2: Museum Heist. The char- the adventurers in Greatwell and
begins with a Call to Action scene. It
acters must develop a plan to break confronts them.
also contains two optional bonus
into the Museum in order find what
objectives—each taking one addi- Adventure Hooks
is in its secret basement. There,
tional half-hour to play. The following plot hooks provide some
they discover a kidnapped boy. This
• Call to Action: Vadriken the possible ways for the characters to get
is Story Objective B.
Three-Timer. The characters involved in this adventure.
• Part 3: The Boy Awakens. After
arrive in the town of Greatwell Reunited and It Feels So Bad.
the characters bring the boy to
and meet the warlock Vadriken The characters are the same adven-
safety, the are accosted by a group
at a farm north of town. Vadriken turers who destroyed the Tower of
of powerful creatures. Before the
doesn’t know why the characters Burshai five years ago. Mysteriously,
characters are destroyed, the boy
have been asked to meet him but they’ve been asked to come to The
awakens and stops the creatures.
has been given an address to the Summer Land and meet the warlock
This is Story Objective C.
Pressonian History Museum. Vadriken.
• Bonus Objective A: The Aegrey-
• Part 1: Knight at the Muse- Faction Agent (Secrets of the
an. The characters start to unravel
um. The characters scope out the Righteous). The Dinzers of Odon-
a dark plot involving the Aegreyan

BROADSWORD 11
THE SUMMER LAND

burg have reason to suspect that The Letter start of its turn if it has at least 1
there is something of great power The characters each receive a letter hit point. Change its CR to 11.
being held in Greatwell. The charac- asking them to come to Greatwell. Decreasing the Challenge. Sim-
ters are encouraged to meet with the There, they are told to speak with ilarly, if the party is inexperienced,
borrower Vadriken. the warlock Vadriken. Supposed- add these changes:
Faction Agent (Black Rose Clan). ly, Vadriken has discovered a way • Remove the guards and wards
Something strange is happening in to stop the Emerald War and poten- spell element from the adventure.
Greatwell. The warlock Vadriken has tially the end of the world. Instead, the doors are all securely
appeared and rumor has it that he’s Any character who succeeds on a locked (DC 20 to break or pick).
supposed to meet a group there but DC 10 Intelligence (History) will • Hell has half its normal hit points.
doesn’t know what they look like. The have heard of Vadriken. Vadrik- Its CR is 8.
Black Rose Clan asks the characters en is a warlock who borrows pow-
to assume the role of the mystery er from three patrons. Considered
characters. chaotic and extremely dangerous by
Vadriken the Three-Timer
Pressonian Characters. In- Odonburg (and most other Omeri- The characters arrive in the town
stead of being randomly invited to an nations), Vadriken is rarely seen of Greatwell. How they arrived in
Greatwell, the characters are already in Omeria. Greatwell is ultimately up to the
in Greatwell. They are approached by Roleplaying Vadriken. Vadrik- characters with your approval. Ap-
Vadriken who seeks their assistance. en is an unusual fellow, to say the pendix A covers Greatwell in greater
least. While extremely intelligent detail.
How to Adapt the Adventure and devilishly charming, he lacks
Wisdom and often misses even the Greatwell
This section details how to separate
this adventure from the Hand of the simplest things. Greatwell stands at the edge of
Eight storyline as well as tips for The Wharf Of Berthiergus on the
scaling it up and down for parties of exudes evil, making it obvious that Wound. Boasting a population just
different strengths. it’s an object of great power. Qiu over 2,000, Greatwell is one of the
Xiang uses the cyclopes skulls to few major Pressonian towns in the
Stand Alone Adventure diminish its power. Summer Land to survive the War of
If you wish to run this adventure • Exclude Part 3 from the adventure. the Burning Plains in 965 AT. Like
separate from the Hand of the Eight Instead, the characters return to most Pressonian settlements in the
storyline, make the following adjust- Vadriken and reveal what they Summer Land, Greatwell is managed
ments: know about the throne of greed. by a Mydon Prince—Prince Orsilo-
• Remove the “Reunited and It Feels Vadriken pays each character 100 chus “Lochi” Castellanos Tomydon.
So Bad” adventure hook and use gp for the information.. However, Prince Castellanos is rarely
one of the others. seen in Greatwell, preferring to live a
• Avoid mentioning the details of the Scaling the Adventure lavish lifestyle in Presson’s Enclave
war happening in Omeria as it may This adventure is optimized for a proper. Enes Castellanos Tomydon,
cause confusion to the overall plot. party of four 5th-level characters. the town’s steward, presides in Prince
• Vadriken’s invitation doesn’t claim However, it can be adjusted up or Castellanos’ absence. Enes is Lochi’s
to stop the end of the world, but down depending on you or the play- cousin.
instead, explains that there is an ers’ needs.
artifact of great power within the Area Information
Increasing the Challenge. If the
Pressonian History Museum he Greatwell has the following features.
party is more experienced, consider
needs help learning more about. For additional information, refer to
making the following changes:
• Vadriken never received a letter of Appendix A.
• Incorporate the Bonus Objective
his own. He is acting on his own vo- Dimensions & Terrain. Likely,
A and have Qiu Xiang lock down
lition and he wants the characters the characters will travel through the
the museum right before the heist
to help him because his reputation crowded Docks and Market wards
begins.
in Greatwell isn’t so great. of Greatwell. Walking east to west
• Have the Tip of the Spear turn on
• There is no boy in the museum. through the town can be somewhat
the characters while they are in the
Instead, the goal is to learn as of a tiring affair as Greatwell is built
museum.
much as possible about the throne onto a great slope that dips towards
• Give Hell the regeneration trait.
of greed in area B28. The throne the sea. The streets are crowded and
Hell regains 10 hit points at the

12 Issue No. 6
THE SUMMER LAND

everyone is always in a hurry to be the letter and what the number 93 Vadriken’s Letter
somewhere. Greatwellians are known could mean. Vadriken, like the characters, was
for their rudeness. Meanwhile, Vadriken will remain invited to Greatwell by way of a
Light. The characters arrive in at the farm and try to learn who sent mysterious letter. Vadriken’s letter
Greatwell at the start of the summer, the mysterious letters that the char- had four details:
shortly after the Festival of Ilwyn, the acters were given. • Go to Greatwell.
Summer General. • Wait for the characters to ar-
Sound. Rapid haggling, animals Call to Action: Go to the Pres- rive (the characters’ names and
bleating in the market, bells from sonian History Museum in briefs descriptions of each are
a ship in the harbor, screaming Greatwell given).
babies—Greatwell is a noisy town, The characters must travel back to • The Pressonian History Muse-
especially in the southern end. Greatwell and visit the Pressonian um’s address in Greatwell.
History Museum. • The number 93.
Creature Information
It doesn’t take long for the characters Part 1: Knight at the Alarm. There is an alarm spell cast
to find Vadriken. The townsfolk men- Museum on every exterior door and window.
tion that he’s renting a farmhouse
The characters arrive at the Presso- The only exception is the rear and
roughly ten miles north of town.
nian History Museum in Greatwell. front doors which are open during
When the characters find Vadriken,
The museum has three floors. A map hours of operation and the door that
he’s relaxing outside of the farmhouse
of the ground floor is on page 14, a leads from area G8 out to area G12.
sipping tea and speaking with an
map of the upper floor is on page 20, The door to area G10 is also alarmed,
old boot. Vadriken’s statistics can be
and a map of the secret basement is as are all the doors in the basement.
found in Appendix A
on page 23. Anyone who speaks the passphrase
What Does He Want? Vadriken
“dakai” can pass through the alarmed
is not only one of the most powerful The Pressonian History Mu- portal without triggering it. When
spellcasters in all of Omeria, but seum in Greatwell triggered, the alarm telepathically
he’s also one of the smartest living
It’s likely that the characters arrive notifies Qiu Xiang. During the night,
humanoids in all Casar. Rarely does
at the Pressonian History Museum in it also alerts the nightmare orb in
a mystery pique his interest. How-
Greatwell during normal operating area G6.
ever, the mysterious letter Vadriken
hours. There, they can explore the Guards and Wards Spell. At
received was enough to bring him to
areas of the museum open to them night, the museum is protected by
Greatwell. Although he won’t out-
without too much trouble. a guards and wards spell (DC 15)
wardly share it, he is very excited to
that protects areas G2, G3, G4, G5,
pursue this adventure.
Story Objective A U16, U20, and U23. The spell lasts
What Does Vadriken Know?
Scoping out the museum is Story until Qiu Xiang dismisses it. If some-
Already, Vadriken has scoped out
Objective A. one speaks the passphrase, “dakai”
the Museum, but he encourages the
they are immune to the effects of the
characters to do the same. So far, he Area Information
hasn’t discovered anything in the mu- Unless otherwise noted, the museum
seum that seems out of the ordinary. Pressonian Law
has the following features.
Nor has he figured out what the num- It should be evident that caus-
Dimensions & Terrain. The entire
ber 93 means. Finally, he isn’t sure ing trouble during the day could be
museum is approximately 160-feet
where the letters came from, either. quite dangerous as it’s well-guard-
wide by 100-feet long and two sto-
ed. Furthermore, Greatwell is a
Development. Vadriken shares ries high. Its walls are made of brick
town of strict laws. Causing a ruck-
what he knows with the characters. and limestone with windows placed
us will undoubtedly lead to pris-
He’s already been to the museum and at regular intervals all around. A
on time or worse. Not only are
so far believes it’s a dead end. Howev- wrought-iron fence wraps the build-
guards around to ensure that trou-
er, he admittedly has a short atten- ing, housing a well-manicured garden
ble doesn’t happen at the museum,
tion span and is terrible at noticing that clutches the sides of the building.
but the museum’s wealthy patrons,
things. Therefore, he encourages the During hours of operation, the front
House Barbakis, won’t take kind-
characters to travel back to Greatwell doors are wide open. At night, all of
ly to outsiders hurting their invest-
and visit the museum to see if they the doors are locked and magically
ment.
can learn why it was mentioned in warded.

BROADSWORD 13
THE SUMMER LAND

guards and wards spell. While active, Nightmare Orb. A nightmare part of the regular town guard but
the guards and wards spell creates orb (see Appendix D) rests in a large instead on the museum’s payroll.
the following effects in the aforemen- container in area G6. Once the orb What Do They Want? The guards
tioned areas: detects the presence of intruders, it work the museum to collect a pay-
• Fog fills all of the warded areas, hunts the intruders down until they check. As such, they have no loyalties
making them heavily obscured. are destroyed or leave the museum. It to the museum. Their knowledge is
• All of the doors in the warded areas then returns to its container. easily bought with a few gold coins.
are magically locked as if sealed by Visitors. During the day, there are What Do They Know? The guards
an arcane lock spell. 1d6 + 2 visitors present in the muse- don’t carry keys to any of the doors
• The door leading from area G5 to um throughout most of the day. Most in the museum. Only the museum’s
area G10 is concealed by an illu- of the visitors are commoners or caretaker, Qiu Xiang, holds the keys.
sion that makes it appear as a plain nobles. The guards are allowed anywhere in
section of wall. the museum except for areas G10
Hours. The museum is open to the Ground Floor and G11. The door to G10 is kept
public six days a week, closed only The easiest way to enter the museum locked at all times. At night, there
on Surek. The museum is open from is through its ground floor. are no guards present; the museum is
two hours past dawn until two hours locked and left as it is. However, the
before sunset. Creature Information guards believe that Qiu uses abju-
Lighting. Most of the museum’s During daytime hours of operation, ration magic to ward the place from
interior is lit by continual flame spells there are three guards working in intrusion. Finally, the guards believe
cast in lamps hung on sconces on the museum. One guard stands at that there is a secret basement in the
the wall. During the day, light floods the front door while a second makes museum. However, no one has ever
in through the dozens of windows regular rounds. The third works in seen it, nor do they know where the
throughout the complex. the front office Area G4. They are not staircase would be located.

14 Issue No. 6
THE SUMMER LAND

G1. Public Entrance Grand Staircase. A large pair of lector who understands the historical
The museum is an impressive staircases rise to the second floor. significance of the scrolls.
building, taking up two blocks of Information Desk. Joeliyn (LN
Greatwell’s Noble’s Ward. A short female Pressonian human noble) sits G4. Business Office
flight of steps leads up to the main at the information desk during hours Adventurers and treasure-seekers
(public) entrance. of operation. There is a light crossbow who have objects of historical signifi-
kept in a hidden compartment in her cance to offer the museum meet with
Area Information. This area has Qiu Xiang here.
desk which she can use if necessary.
the following features.
On Murns, Qiu Xiang meets visitors Area Information. This area has
Dimensions & Terrain. The public
and leads tours through the museum. the following features.
entrance is at the north end of the
Lighting. A large globe hangs over Dimensions & Terrain. The busi-
building. The street on which the
the entryway. Within the globe are ness office has 20-foot high ceilings.
museum stands is a busy street in the
four continual flame spells that wash Usually, this room is empty unless
Noble Ward of Greatwell.
the room in warm, white light. Qiu is conducting business here.
Front Door. The front door that
Mezzanines. Two mezzanines flank During hours of operation, visitors
leads to area G2 is a set of large, oak
the western and eastern ends of the can pass through here and admire
double-doors on iron hinges set into a
room. They are both 20 feet above the any historical objects Qiu is currently
stone frame. At night, the doors are
floor. observing.
locked. It requires a DC 15 (25 with
guards and wards) Dexterity check Desk. The business desk is where
G3. Pipe Room Qiu sits to discuss business. Qiu is
using proficiency in thieves’ tools to Just off the entrance, visitors to the
pick the lock. Breaking the door open currently valuing a set of arrowheads
museum can rest and smoke a pipe in donated by the Tip of the Spear from
requires a DC 18 Strength check. The this small room.
door has AC 15, 18 hp, and is immune Arruquetta that they discovered in
to poison and psychic damage. At Area Information. This area has the ruins of Lala Kunat. Altogeth-
night, this door is protected by the the following features. er, the arrowheads are worth 100
guards and wards spell. Dimensions & Terrain. The pipe gp if sold to a collector who under-
Lighting. The museum stands alone room has 20-foot high ceilings. During stands what they are. A sign reading
on the street. During the day, it is the day, there is a 30% chance that “PLEASE DON’T TOUCH” was left
well illuminated and at night, the one or more visitors are in the room on the desk next to the arrowheads.
lights cast by street lamps keep it enjoying a pipe. Doors. At night, all of the doors
visible from all angles. Chairs. Visitors can sit in two plush are locked and warded as described
chairs against the northern wall. above. During hours of operation, the
G2. Entry Hall Doors. At night, all of the doors doors leading to area G6 are open.
The entry hall is a large, open area are locked and warded as described Painting. Tostrasz the Enormous
where visitors can get information above. During hours of operation, battles Pressonian Knights during
and start tours of the museum. the door leading to area G9 is open, the Battle of Seven Fields in a huge
however, the door to the courtyard is painting hung on the western wall.
Area Information. This area has
kept locked and enchanted with the The painting was painted by Lord
the following features.
alarm spell. Ibsis and is valued at 250 gp.
Dimensions & Terrain. The ceil-
Painting. The south wall is covered
ings here are 40-feet high. G5. Main Hall
by a painting of Libby of the North
Coat Check. The museum is a Almost the entire museum is connect-
banishing Donnaman painted by Lord
popular location to host events for ed to the main hall that runs from the
Ibsis. The painting is over 100 years
Greatwell nobles and other important front and rear entrances then to both
old and worth 250 gp.
Pressonians. During these events, the eastern and western wings of the
Scroll Case. The case holds four
coats are checked to the left of the museum.
scrolls important to the history of
grand staircase. There is a hidden
Presson’s Enclave. Each was penned Area Information. This area has
bottle of Castlegraspian brandy in the
by Libby of the North, the first Pres- the following features.
cabinet against the eastern wall.
sonian Abjurer. The scrolls are pro- Dimensions & Terrain. The halls
Doors. At night, all of the doors are
tection from evil and good, warding have 20-foot high ceilings. The walls
locked and warded as described on
bond, death ward, and banishment. are made of unpainted clay brick and
page 8. During hours of operation,
Each scroll is worth 100 gp per spell the floors are made of gray marble.
however, the doors are open.
level or twice as much if sold to a col-

BROADSWORD 15
THE SUMMER LAND

Doors. At night, all of the doors are Playing at Higher Levels? with a cast stone statue.
locked and warded as described on To add a challenge to this adven- • F. Anorian Trinkets. This display
page 8. During hours of operation, all ture, grant Hell the following ac- case is filled with four trinkets
of the doors are open with the ex- tion: recovered from Knotside. They were
ception of the door leading into area New Action: Animate Object. owned by Anorian Priests of Vapul.
G10. Hell targets one inanimate ob- None of the items are magical but
Bench. There is a comfortable wood- ject within 30 feet of it. The object are worth 250 gp to a collector.
en bench in the south section of the comes to life as the animate objects • G. Ashes of the Monks. The ashes of
hall. A plaque on the bench reads spell, but Hell does not need to con- three White Pillar monks are kept
“Donated by Keti Barbakis.” centrate. Hell can have up to ten in urns on this table. The monks
Libby’s Seal. The floor of the ro- nonmagical objects animated using were Kef, Nuun, and Mor, three
tunda has been engraved with a this action at a time. Medium tar- contemporaries of Otar. The urns
recreation of Libby’s Seal, the same gets count as two objects, Large tar- are worth 300 gp each.
one she used to trap and interrogate gets count as four objects, and Huge • H. Hell’s Pot. This large ceramic
Donnaman. targets count as eight objects. If pot was recovered at the site of the
Lighting. The eastern and western Hell is destroyed, all animated ob- Battle of Aspaeth. It is inscribed
hallways are well lit both by continu- jects revert to their normal mun- in ancient Asperthi. A comprehend
al flame sconces and plenty of natural dane states. languages spell or a character who
light pouring in through the myriad can read any text will read the
of windows. Exhibits. There are nine exhibits in word “Hell.” Within the pot rests
Murals. The south walls of the east- this wing. Exhibits f, g, and i are kept the nightmare orb Hell. The orb
ern and western halls are covered in in protective glass cases. Opening a is dark brown and smashed on one
painted murals depicting the history case requires a DC 12 Dexterity check side. A character who sees Hell and
of The Summer Land from the start of using proficiency with thieves’ tools. succeeds on a DC 20 Intelligence
the Age of Triumphs through the War Otherwise, the case can be broken (History) check will know the orb
of the Burning Plains. open: a case has AC 13, 2 hp, and is for what it is.
Painting. Next to the door to area immune to poison and psychic dam- • I. Pressonian Dishes. After the fall
G8 is a Lord Ipsin painting of Lib- age. of Presson’s Enclave during the
by of the North praying to the Four • A. Libby of the North. The largest War of the Burning Plains, histo-
Generals. The painting is valued at statue in the wing, the marble rians entered the scorched city to
250 gp. statue of Libby of the North simul- recover important items from the
taneously demonstrates her ferocity Otari temple. Among those items
G6. Age of Triumphs Wing were this tea seat and flatware col-
and perseverance.
This is the main gallery of the mu- lection. Altogether, the set is worth
• B. Silas of Greatwell. Greatwell’s
seum containing many important 500 gp to a collector.
greatest hero was the bard, Silas.
artifacts from Presson’s Enclave and Lighting. Globes of continual flame
This statue is made of cast stone.
The Summer Land during the Age of hang from the ceiling. In addition,
• C. Godefroi Barnemouth. One of the
Triumphs. the windows bring in plenty of light
most cherished Pressonians, Gode-
Area Information. This area has froid Barnemouth is shown in his during the day.
the following features. twilight years wearing a robe (as he Paintings. There are eighteen
Dimensions & Terrain. This wing preferred). This statue is made of paintings in the room. Each painting
has 20-foot high ceilings. Most of the cast stone. depicts different periods of Presso-
floor is made of marble with mosaic • D. Camor of Jost. Another of the nian history. A single painting is
designs along the walls. The walls are great heroes of the Age of Tri- worth 1d4 x 100 gp when sold to a
unpainted red clay brick. umphs, Camor of Jost defeated the collector.
Benches. There are various benches demon god Vapul in melee combat. Staircase. A staircase leads up to
placed throughout the room. Each This statue is made of cast stone. area U19.
has a plaque denoting the bench was • E. Xaltix. Xaltix was a gnomish
donated by one of Greatwell’s nobles. G7. Vaskil Valley Room
mage who accompanied Camor and
Doors. At night, all of the doors The items in this room were collected
Barnemouth across the Basilisk’s
are locked and warded as previously from the Vaskil Valley and surround-
Spine and into the Wallingmiotta.
described. During hours of operation, ing areas. Many of the items were
Xaltix sacrificed himself to save his
all of the doors are open. donated by Anorian ambassadors
companions. He is commemorated
from Vaskil.

16 Issue No. 6
THE SUMMER LAND

Area Information. This area has Plains. The entire collection is check. The lock has AC 17, 3 hp, and
the following features. worth 100 gp. immunity to poison and psychic dam-
Dimensions & Terrain. This wing • F. Anorian Pottery. The pots in this age. Inside the box is 30 gp.
has 20-foot high ceilings. Most of the case were donated by the current
floor is made of marble with mosaic Lord of Vaskil Zszzyr Desplyl and G9. Natural History Wing
designs along the walls. The walls are his family. Within this wing, one can learn
unpainted red clay brick. • G. Royal Crowns of Imfe Mythse about the creatures who have lived in
Doors. At night, all of the doors are Anore. The crowns in the case are The Summer Land since before the
locked and warded as described pre- replicas of the crowns worn by the elves.
viously. During hours of operation, all last royal family of Imfe Mythse Dimensions & Terrain. This is the
of the doors are open. Anore, the Despndars. They are largest room in the entire museum.
Lighting. This room is relatively worth 50 gp altogether. The ceilings here are 30-feet high ter-
dark compared to the rest of the mu- minating in a large skylight. A gallery
seum. Only the large windows at the 20-feet up wraps the entirety of the
eastern end of the room bring in light. room, accessible by two staircases at
The exhibits themselves have perma- the southwest and northwest corners
nent yellowish light spells cast over of the room.
them to illuminate the contents. Lighting. This room is well-lit by
Exhibits. There are seven exhibits the skylight overhead. At night or
in this wing. Exhibits a, b, f, and g are when it is particularly overcast, the
kept in protective glass cases. Open- sconces on the walls light the room.
ing a case requires a DC 12 Dexterity Exhibits. There are eight exhibits
check using proficiency with thieves’ in this wing. Exhibits b, d, and e are
tools. Otherwise, the case can be kept in protective glass cases. Open-
G8. Cafe
broken open: a case has AC 13, 2 hp, ing a case requires a DC 12 Dexterity
The museum hosts a small bakery
and is immune to poison and psychic check using proficiency with thieves’
and cafe.
damage. tools. Otherwise, the case can be
• A. Dragon Urns. Four urns con- Area Information. This area has broken open: a case has AC 13, 2 hp,
taining the ashes of four Great the following features. and is immune to poison and psychic
Chromatics killed by the Anorians Doors. The door leading out of the damage.
and brasugas of Vaskil. Each urn is cafe to the small alley between the • A. The Discs. A model of the Ome-
worth 250 gp. wings (G12) has had its alarm spell rian Cosmology stands here. The
• B. Anorian Jewelry. The jewelry dispelled. However, it is kept locked model is made of solid brass and
locked in this case were owned during all hours. The door requires a weighs close to 500 lbs.
by Anorian families pre-Age of DC 15 Strength check to break down • B. Animal Skulls. This case con-
Triumphs. The entire collection is or Dexterity check using thieves’ tools tains the skulls of an assortment of
worth 500 gp. to pick the lock. It has AC 16, 8 hp, Pressonian fauna.
• C. Vapul Priest Vestments. This col- and immunity to poison and psychic • C. Globe of Casar. A globe of Casar
lection of blood-stained vestments damage. stands on a large, oaken base. The
were worn by priests of Vapul. The Lighting. This room is well-lit most globe weighs close to 300 lbs.
set is worth 50 gp to a collector. of the day thanks to all the large • D. Kruuntar Skull. A kruunatar’s
• D. Vaskilish Dragon Armor. This windows. skull is stored in a case lined with
suit of studded leather armor was Service. The cafe offers comfortable lead. It still reeks of sulfur and
worn by an Anorian soldier during meals, coffee, and even wine. During radiates heat. Kruuntars are now
the War of the Burning Plains. Oth- hours of operation, the baker and one (thankfully) extinct.
er than its historical significance, it server manage the entire bar (com- • E. Squaga Skulls. A collection of
is worth no more than an ordinary moners). Greatwellian nobles enjoy Pressonian squaga skulls are kept
suit of studded leather armor. meeting here. in this case. Squagas are now ex-
• E. Anorian Pottery. This collection Treasure. There is a small lockbox tinct.
of pottery was recovered from Imfe under the bar. The baker has the key. • F. Pressonian Triceratops Skeleton.
Mythse Anore and kept in a muse- Without the key, a creature proficient The skeleton of an ancient Presso-
um in Knotside until it was donated with thieves’ tools can pick this lock nian triceratops is the centerpiece
following the War of the Burning with a successful DC 15 Dexterity of this room. In life, the creature

BROADSWORD 17
THE SUMMER LAND

was 20% larger than most Dinzer to be the plans of a temple of some
triceratopses. Pressonian tricera- sort. The following numbers have
topses are now extinct. been sketched on the blueprint: 72,
• G. Pressonian Grizzly. Another ex- 78, 85, 90, 91 (with a question mark),
tinct creature, a Pressonian grizzly 92 (crossed out), and 93 (circled).
has been stuffed and placed against Doors. The door leading from area
the southern wall. Naturally, its G5 to G10 is arcanely locked (DC
eyes have been replaced with glass 25 to break or pick) and alarmed.
replicas for safety reasons. Like the other doors, only the phrase
• H. Pressonian Bloodcat. A stuffed “dakai” will open the door. However,
Pressonian bloodcat is on display it’s magically trapped with a glyph
against the southern wall. Presso- of warding (DC 15). When triggered,
nian bloodcats have been extinct any creature within 20-feet of the
since the War of the Burning door must make a Dexterity saving
Plains. throw. A creature takes 22 (5d8)
lightning damage on a failed saving
G10. Qiu Xiang’s Sitting Room throw, or half as much damage on a
This is the museum curator Qiu successful one. A second key phrase,
Xiang’s sitting room. “woshokai” temporarily removes the G11. Qiu Xiang’s Office
Area Information. This area has enchantments and traps. Refer to area 10 for notes on the
the following features. The door leading to area G11 is Doors, False Windows, and Magical
Magical Wards. Qiu Xiang’s of- actually a mimic. The mimic only Wards active in this room.
fice is a magical fortress unto itself. answers to Qiu Xiang. It waits for
Area Information. This area has
Within this office, area G11, and the trespassers to touch it, then attacks
the following features.
secret basement, divination spells when they adhere to its resin.
Bookcase. The bookcase against
of 6th level or lower do not function False Windows. The windows into
the southern wall contains books
(including detect magic). In addition, this room and area G11 are actually
of arcane study. Stacked oddly is a
teleportation spells do not work, nor powerful illusions. First, the windows
collection of books with an attached
does the passwall spell or any spell are not actual windows, but stone
note: “From the Diamond estate sale,
that would alter or affect the walls. walls. A creature who looks through
thought you might enjoy - R.” The
The office, however, is not protected the window from inside this room can
books are The Blood Jungle Elsath,
against ethereal creatures and effects; see the outside of the office as normal.
Elsathian Flora and Fauna, The
thus, Hell can enter the areas with no However, a creature who looks in
Legend of Hearth, Black Tezcatlipoca,
issues if it needs to. A dispel magic through the window from the outside
and The Obsidian Plain.
spell cast against a 6th-level spell sees the illusion of a dusty, old stor-
There is also a large wooden box
temporarily removes the enchant- age room.
kept on the shelf. The box is locked
ments for 1 minute. Journal. The coffee table in the
with an intricate lock, requiring a
Books. The two bookcases on the seating area has an open journal
successful DC 18 Dexterity check
northern wall hold roughly 250 books, upon it. The journal is half-written. A
using thieves’ tools to open. The box
mostly hand-written, leatherbound character with an Intelligence score
itself is an uncommon magic item
journals. The journals mostly cover of 10 or higher can spend 1 hour
that has AC 20, 40 hp, and is im-
Omerian history, specifically Qiu reading through the journal to learn
mune to bludgeoning, piercing, and
Xiang’s findings, and date back as far from it. At the end of the hour, the
slashing damage from non-magical
as 850 AT. character discerns that it is a journal
attacks. Within the box is a shriveled
Desk. The desk against the eastern recalling the apprehension of a young
severed head of what-looks-like was
wall contains maps and blueprints. boy on an island called The Skeleton
once an old woman. The woman’s
A character who succeeds on a DC Key. The author (likely Qiu Xiang)
eyes and mouth have been sewn shut.
15 Intelligence (History) check will frequently writes that the boy must
Three circles in a triangle have been
recognize one map as a map of The be hidden from “Naeyer’s servants.”
carved onto her brow. Any creature
Skeleton Key, an island in the Ocean The last line reads: “The boy is pos-
that opens the box or touches the
of Warna. There is a mark on the map sibly the most powerful creature on
contents of the box becomes cursed.
at the southern end of the island la- all of Casar. He cannot be allowed to
Until a remove curse spell or similar
beled “Grihoo.” The blueprint appears escape.”
magic is cast upon the creature, all

18 Issue No. 6
THE SUMMER LAND

ghasts, ghouls, and similar undead to area G5 are a set of large, oak Tholona the Dawn holding a wreathe
have advantage on Perception checks double-doors on iron hinges set into a of roses. The roses are real, replaced
and attack rolls made against that stone frame. At night, the doors are periodically by the museum’s staff.
creature. locked. It requires a DC 15 (25 with
Desk. An invoice for The Tip of the guards and wards) Dexterity check U18. Courtyard Balcony
Spear sits on top of Qiu Xiang’s desk. using proficiency in thieves’ tools to A balcony overlooks the courtyard
There is a charge on the invoice for pick the lock. Breaking the door open (area G15) from 20-feet above.
eight items labeled “YC skulls”, each requires a DC 18 Strength check. The
U19. Omerian History Wing
costing 1,000 gp. The invoice is signed door has AC 15, 18 hp, and is immune
This section of the museum holds
both by Qiu Xiang and Euklides Ola- to poison and psychic damage. At
artifacts collected from all over the
barri and marked paid. night, this door is protected by the
long continent.
Painting. A massive painting of Qiu guards and wards spell.
Xiang, an orange-scaled dragonborn, Area Information. This area has
hangs over his desk. G15. Courtyard the following features.
Stairs. The stairs in this room lead A peaceful courtyard with a goldfish Dimensions & Terrain. This wing
to the museum’s hidden basement, pond hides between the main hall and has 20-foot high ceilings. Most of the
area B1. the western wing of the museum. floor is made of marble with mosaic
Area Information. This area has designs along the walls. The walls are
G12. Back Alley the following features. unpainted red clay brick.
A dark alley is tucked between the Dimensions & Terrain. A peaceful Doors. At night, all of the doors are
cafe and the eastern wing of the mu- goldfish pond fills the center of this locked and warded as described on
seum. See area G8 for details on the small courtyard. page 8. During hours of operation, all
door leading to G8. Doors. The door leading into G5 is of the doors are open.
Area Information. This area has protected by the museum’s guards Exhibits. There are 19 exhibits in
the following features. and wards spell. this wing. Exhibits f, g, h, p, q, and
Dimensions & Terrain. The alley Ladder. A ladder against the east- s are kept in protective glass cases.
is easy to miss by anyone walking on ern wall leads up to the roof. Opening a case requires a DC 12 Dex-
the grounds. Thanks to the proximity terity check using proficiency with
of the walls, this is also one of the Upper Floor thieves’ tools. Otherwise, the case can
easiest areas to scale the walls to gain be broken open: a case has AC 13,
With the exception of area U21, the
access to the roof. 2 hp, and is immune to poison and
upstairs of the Museum has a little
Light. Even in the daytime, the psychic damage.
less security in place than downstairs.
alley is blanketed in shadows thanks • A. Dinzer Remote Traveler. This
to the high walls at either side. U16. Upstairs Hall suit of armor is a model 721 remote
Similar to the hall directly below it, traveler suit. It is no longer opera-
G13. Grounds the upstairs hall connects all sections tional and it cannot be worn.
Well-manicured grounds wrap the en- of the upper museum. • B. Aegreyan Battle Armor. This suit
tirety of the museum. Enclosing these of armor only fits dragonborn.
Area Information. This area has
grounds are 10-foot high wrought-iron • C. Knotsider Legion Armor. This
the following features.
fences. Climbing a fence requires a is a suit of Knotsider legion armor
Dimensions & Terrain. The halls
DC 10 Strength (Athletics) check. worn during the Attack of Regrets
have 20-foot high ceilings. The walls
of 1025 AT.
G14. Rear Exit are made of unpainted clay brick and
• D. Arruquettan Battle Armor.
Although the rear exit is available for the floors are made of gray marble.
Donated by the Queen Emgavel
museum-goers to use, primarily, this Doors. At night, all of the doors
herself, this armor is worn by her
exit is used for deliveries to the cafe. are locked and warded as described
secret police force, the Cords.
above. During hours of operation, all
Area Information. This area has • E. Garrish Battle Armor. This suit
of the doors are open.
the following features. of armor was worn by a hobgoblin
Dimensions & Terrain. The rear of U17. Tholona’s Walkway ally during the War of the Burning
the museum is quieter than the front The exterior walkway connecting the Plains.
thanks to the gardens. upstairs hall to the upstairs eastern • F. Dorithellian Kopesh. This curved
Rear Door. The rear doors that lead wing hosts a statue of the Goddess blade was given by Qiu Xiang by
Tradjuni merchants. It functions

BROADSWORD 19
THE SUMMER LAND

the same as a scimitar. Soheila Esfahani was a Pressonian • P. Tadjuni Ceremonial Helm. The
• G. Kingslayer. Kingslayer is a +1 woman who taught the ways of the Tadjuni Ceremonial Helm was
longsword. Legend has it that the Four Generals in Naqqad. She was donated to the museum by Prince
soul of the original owner, the slain in battle by a Dorithellian Loqari of Ugash.
Knight of Clubs, rests inside. arrow. The statue is carved of cast • Q. The Ark of Baswadi. The Ark of
• H. Castlegraspian Arms. These stone. Baswadi from Nadorith once held
weapons are used by the Castle- • L. Tarodun the Preserver. Tarodun the remains of the Three Karnione
graspian militia as well as the was a high priest of Meri-em-a, the Brothers. The remains were stolen
Stone Arms. Naqqadi God of Rain. His tomb by necromancer raiders from Xen-
• I. Okset the Dreamer. Okset the was robbed and the body was re- em during the Sixth War. The Ark
Dreamer was one of Tarodun’s moved by members of The Tip of is worth 1,000 gp to a collector.
disciples. His body is on display in the Spear, then sold to the Lonn of • R. Headdress of Athothes II.
the museum, still in its ceremonial Naqqad. Athothes II, Empress of Karnione’s
wrappings. Okset’s soul is long- • M. Fierce Lands Breastplate. A suit Crystal Dynasty, wore this head-
gone, but urban legend states if of breastplate armor built to fit dress. It is valued at 1,000 gp.
you listen closely you can hear him wanderer halflings was donated by • S. Dorithellian Relics. Various
whispering. an Aegreyan Cartographer’s guild. Dorithellian relics decorate this dis-
• J. Amset the Gorgeous. Amset the • N. Murktown Breastplate. This suit play. The relics were used as arcane
Gorgeous was Dorith the Grotesue’s of breastplate is worn by Murk- focuses by Dorithellian mages. All
successor as ruler of Dorithel. This town’s militia. three are worth 200 gp each.
is only the sarcophagus; Amset’s • O. Stone Arm Regalia. The stone Lighting. Globes of continual flame
body was never actually recovered. arms of Castlegrasp wear similar hang from the ceiling. In addition, the
• K. Statue of Soheila Esfahani. armor. windows bring in plenty of natural
light during the day.

20 Issue No. 6
THE SUMMER LAND

Stairs. The stairs at the center of effect is dispelled (as a 7th-level spell) called upon or someone attempts to
the room lead down to area G6. the object will not move, similar to break one of the display cases. The
the effects of an immovable rod. All of invisible stalker fights until it is
U20. Room of Otar the magical effects can be temporarily destroyed or the characters exit this
This sitting room overlooks the muse- removed by the command word “bata- room.
um’s entry. gaewo.”
Area Information. This area has • A. Central Omerian Artifacts. The U22. Natural History Gallery
the following features. magic items in this glass case sup- The gallery above the natural history
Dimensions & Terrain. This bal- posedly come from Central Omeria. wing contains more exhibits detailing
cony overlooks area G2. When the The items are: The Summer Land’s creatures.
guards and wards spell is in place, Helm of telepathy Area Information. This area has
this room is affected by it. Efreeti bottle the following features.
Books. A table at the south end of Eversmoking pipe Dimensions & Terrain. This is the
the room has three books on top of it. Dagger of venom largest room in the entire museum.
The books are replicas of three differ- Pipes of the sewers The ceilings here are 30-feet high ter-
ent versions of the Epochal holy book, • B. Knotside/Wallingmiotta Arti- minating in a large skylight. A gallery
the Testaments of Otar. facts. The magic items in this glass 20-feet up wraps the entirety of the
case supposedly come from the room, accessible by two staircases at
U21. Room of Artifacts Knotside and Wallingmiotta area. the southwest and northwest corners
This wing is full of replicas of magic Gauntlets of ogre power of the room.
items. Oathbow Lighting. This room is well-lit by
Area Information. This area has Immovable rod the skylight overhead. At night or
the following features. Boots of elvenkind when it is particularly overcast, the
Dimensions & Terrain. This room • C. Echo, Greatsword of the Earth. sconces on the walls light the room.
is cluttered with all manner of seem- This sword was owned supposedly Stairs. Both sets of stairs in this
ingly magical items. by Khan Hayyan Harrak III of room lead down to area G6.
Doors. During all hours, this room Castlegrasp, the Exile Khan. The Exhibits. There are ten exhibits in
is locked and warded. Only those with plaque reads that it was discov- this wing. Exhibits b through i are
Qiu Xiang can enter the room. ered in the Desolation of Ditimaya, kept in protective glass cases. Open-
Magical Wards. Behind Qiu roughly 300 miles from the city. ing a case requires a DC 12 Dexterity
Xiang’s office and the basement, this • D. Anorian Vaquero Wands. All five check using proficiency with thieves’
is the most protected room in the wands in this case were supposedly tools. Otherwise, the case can be
museum as it holds the museum’s owned by well-known and respected broken open: a case has AC 13, 2 hp,
most valuable artifacts. Teleportation Anorian Vaqueros who assisted the and is immune to poison and psychic
spells do not work in this room, nor Pressonians during the War of the damage.
does the passwall spell or any spell Burning Plains. The helmet in this • A. Barbed Devil Statues. The petri-
that would alter or affect the walls. case is supposedly a helm of telepor- fied form of Drozzamol the barbed
It is not protected against ethereal tation. devil stands by the north stairs
creatures; thus, Hell can enter the • E. Danaavrakt Artifacts. The arti- and his sister, Tragmok stands by
area with no issues if it needs to. facts in this exhibit are supposedly the south stairs. Should a character
A dispel magic spell cast against a a mace of terror and an instant cast a greater restoration spell or
6th-level spell temporarily removes fortress. The plaque reads that both similar magic on either Drozzamol
the enchantments for 1 minute. were taken from the felled da- or Tragmok, the barbed devil at-
Lighting. This room is fairly well lit naavrakt Yajud. tacks then flees.
by natural sources. Fake Magic Items. All of the magic • B. Ancient Human Bones. These
Exhibits. There are six exhibits in items are fakes. They have a magical bones were found in a cave in the
this wing. Exhibits a, b, and d are aura spell cast upon them to give the Basilisk’s Spine Mountains and
kept in protective glass cases which illusion that they have power. Many are believed to be the bones of The
have been warded with permanent of the real items are downstairs hid- Summer Land’s ancient ancestors.
wall of force spells. The open-air den in the secret basement. • C. Czego Stones. The three stones
items in exhibits c and e are protected Creature Information. This room in this case are Czego stones. Al-
by an effect that increases the rela- is protected by an invisible stalk- though the stones aren’t magical,
tive weight of the item. Unless the er who remains dormant until it is ancient humans believed that the

BROADSWORD 21
THE SUMMER LAND

stones possessed the power of the U24. Rear Balcony There are ten columns in place to
gods. They are worth 100 gp alto- This large balcony overlooks the rear support the ceiling.
gether. grounds. Doors. The doors leading to area
• D. Dragon Teeth. The teeth in this B26 and B27 are protected by the
Area Information. This area has
case were collected from the drakes guards and ward spell. Because of
the following features.
felled during The War of the Burn- the antimagic aura in area B28, the
Dimensions & Terrain. The bal-
ing Plains. They are worth 100 gp northern door is not affected. Howev-
cony is 20 feet above the exterior
altogether. er, it is made of solid iron and heavily
grounds.
• E. Dartwood Butterflies. The but- locked. Breaking the door down re-
Doors. The doors that lead to area
terflies in this case were captured quires a successful DC 24 Strength
G5 is a set of large, oak double-doors
in the Dartwood Forest. check. There are six locks on the door.
on iron hinges set into a stone frame.
• F. Summer Land Scarabs. The Each lock requires a successful DC 15
At night, the doors are locked. It re-
scarabs in this case were collected Dexterity check using thieves’ tools. If
quires a DC 15 Dexterity check using
in the plains and deserts of the a check to pick one of the locks fails,
proficiency in thieves’ tools to pick the
Summer Land. a poison needle dart flies out from the
lock. Breaking the door open requires
• G. Warna Shells. Pulled from the respective lock; the needle makes an
a DC 18 Strength check. The door
banks and coastline of the Ocean attack roll against the lockpicker with
has AC 15, 18 hp, and is immune to
of Warna, these shells were part of a +5 to hit. On a hit, the needle deals
poison and psychic damage. At night,
a fundraiser for the museum. They 1 piercing damage and the target
this door is protected by the guards
hold no value. must make a DC 15 Constitution
and wards spell.
• H. Depleted Magic Gems. The gems saving throw. A creature takes 18
Fountain. A large water fountain is
in this case were once emerald (4d8) poison damage and is poisoned
at the center of the courtyard. Visi-
Odonburgite and ruby Blutvek- for 1 hour on a failed saving throw or
tors have tossed copper coins into the
zelnite. Their power is long since half as much damage and isn’t poi-
fountain; in all, there are 1,200 cp.
depleted. The Blutzvekzelnite, soned on a successful one. Noticing
The fountain is periodically drained
however, still fetches 250 gp even this trap requires a DC 15 Wisdom
and the coins removed as donations to
without its power. (Perception) check. A character with
the museum.
• I. Dragon Bones. The bones in this proficiency in thieves’ tool can disable
Lighting. Exposed to the elements,
case were taken from felled Great it with a successful DC 15 Dexterity
this area is lit by the sun or the moon-
Chromatics during the War of the check.
light. However, there are two contin-
Burning Plains. Lighting. There are lamps set with
ual flame lamps over the tables in the
continual flame spells. If the guards
U23. Duda Weysevain Room southeast and southwest corners.
and wards spell is active, these lights
The great Pressonian explorer, Duda Pressonian Statues. Two statues of
do not function.
Weysevain is remembered in this Pressonian abjuration knights flank
Red Beams. The entirety of this
sitting room. The room overlooks the the rear doors.
area is protected by narrow red
museum’s entry. beams that stretch from wall-to-wall,
Basement
Area Information. This area has floor-to-ceiling. Qiu Xiang is immune
Qiu Xiang jealousy guards the ex-
the following features. to the effects of the rays as is the
istence of this secret basement. It
Dimensions & Terrain. This bal- nightmare orb, Hell. Any creature
possesses the same magical wards de-
cony overlooks area G2. When the that moves into or through the room
tailed in area G10 (and then some.)
guards and wards spell is in place, must make a Dexterity (Acrobatics)
this room is affected by it. B25. Trapped Hallway check to avoid touching the rays. The
Exhibits. Multiple relics owned by The entirety of this room is trapped check is made at the start of the crea-
the explorer Duda Weysevain are with red beams of light. ture’s movement. The DC to avoid
kept in glass cases. Opening a case re- the rays is 10 + 1 for every 5 feet the
Area Information. This area has character moves through the room on
quires a DC 12 Dexterity check using
the following features. their turn. For example, a character
proficiency with thieves’ tools. Other-
Dimensions & Terrain. This hall- who moves 30 feet must succeed on a
wise, the case can be broken open: a
way is 15-feet wide and 40-feet long. DC 16 Dexterity (Acrobatics) check.
case has AC 13, 2 hp, and is immune
2 1/2 foot square stone tiles cover the If a character spends 1 round observ-
to poison and psychic damage.
floor. The ceilings are 10 feet high. ing the placement of the rays in the

22 Issue No. 6
THE SUMMER LAND

room, they can make their check with


advantage. However, if the fog creat-
ed by the guards and wards spell is
active, these checks are made with
disadvantage (thus, observing the
area would cancel the other out).
A character who fails their check
when moving touches a ray, taking
18 (4d8) radiant damage as a result.
In addition, their movement speed
becomes 0 until the start of their next
turn.
The rays can be disabled with three
successful DC 15 Intelligence (Ar-
cana) checks. Each check requires an
action. A creature must be near one
of the pillars to attempt the check,
and only one creature can work on
this task at once. Once a creature
attempts a check for this purpose,
no other character can do so until
the end of that creature’s next turn.
Alternatively, the rays can be dis-
abled with three successful castings
of dispel magic (DC 13) targeting the
pillars.
Stairs. The staircase at the south-
ern end of the hall leads back up to
area G11.

B26. Qiu Xiang’s Private Library


A wealth of knowledge is stored in
this room.
Area Information. This area has
the following features.
Dimensions & Terrain. The
ceilings here are 10-feet high. The
bookshelves run from the floor to the
ceiling.
Bones. The cabinets and boxes in Books. There are close to 2,000 care- ings depicting the titan show him
this room contain hundreds of bones. fully curated books in this library. All to be like a colossal, four-eyed frog
Many of the bones were gathered Intelligence checks made in this room with a long antenna ending in a
from various sites of interest through- are made with advantage, as are glowing bulb.
out the continent, particularly those research downtime checks. The books • Grihoo the Traveler. The superhy-
that were rumored to have high on the table are a set of books detail- dra, Grihoo, hides at the bottom of
degrees of undead present. Each bone ing the Legendary Titans of Omeria. a great temple on an island called
has a label denoting where the bone The books are as follows: The Skeleton Key. This book is
was found and the species of crea- • Calanshop the Wise. This lengthy bookmarked repeatedly, especially
ture from which it once belonged to. tome describes a mythical owl-like in sections covering the temple, the
Nearly 4 out of 5 bones are noted to creature and its storied history temple’s guardians, and the layout
come from the Wallingmiotta at a site throughout Omeria. of The Skeleton Key island.
called Kongradol’s Rest. • Dhucabra the Illuminator. Draw- • Uduzmoth the Obese. The great

BROADSWORD 23
THE SUMMER LAND

tarrasque, Uduzmoth the Obese, • A. Anorian Vaquero Wands. All the Testaments of Otar. The value
is detailed in this old, torn tome. five wands in this case were owned of each book depends on its edition:
There is a note tucked into the book by well-known and respected Ano- First edition - 10,000 gp
that reads, “No, I don’t think so. - rian Vaqueros who assisted the Libby’s Version - 7,000 gp
M. Trask.” Pressonians during the War of the Mezud’s Version - 800 gp
• Kongradol the Conquerer. Kongra- Burning Plains. All five are wands Brocror’s Version - 200 gp
dol is a gargantuan worm whose of firebolt.
tomb is rumored to be located on • B. Echo, Greatsword of the Earth. B28. Qiu Xiang’s Throne Room
the east side of the Wallingmiotta. This +2 greatsword was owned by This room serves two functions. First,
A map of the Wallingmiotta has Khan Hayyan Harrak III of Cas- it contains the throne of greed, a
been folded into the book. Someone tlegrasp, the Exile Khan. It was powerful cursed artifact. Second, it is
has circled an area on the map and discovered in the Desolation of where Qiu Xiang is holding the child,
written “Kongradol’s Rest” then Ditimaya, roughly 300 miles from 93.
made a note that reads, “Site of the the city. Area Information. This area has
battle between Subject 91 and the • C. Mace of Terror. The mace in the following features.
Aiquan Queen, Caustis Meyor.” this exhibit is a mace of terror once Dimensions & Terrain. The ceil-
owned by the danaavrakt Yajud. ings here are 10-feet high. The walls,
B27. Qiu Xiang’s Artifact Collec- • D. Oathbow. This oathbow was floors, and ceilings are lead-lined
tion owned by Alok Erlana of the North- preventing the skulls’ antimagic fields
All the magic items reproduced in ern Road, an Aiquan King. from affecting anything outside the
area U21 are actually stored here. • E. Maps of the Casarian Cosmolo- room.
Area Information. This area has gy. Detailed maps of the multiple Cyclops Skulls. Eight Yazurian
the following features. spheres and how they intersect are cyclops skulls are built into the pil-
Dimensions & Terrain. The ceil- kept in this case. These maps con- lars of this room. Not only do they
ings in this room are 10-feet high. tradict the model found in area G9. keep the child, Ninety-three, from
Plush carpeting dampens most • F. Omerian Artifacts. The magic using his innate magical powers.
sounds in the room. items in this glass case come from Unfortunately, they do not work on
Lighting. This room is lit by contin- various parts of Omeria. The items the throne of greed’s or its regional ef-
ual flame sconces on the wall. are: fects. Unless the skulls are destroyed,
Exhibits. There are six exhibits in Helm of telepathy the room is under the effects of an
this wing. Exhibits a, b, and d are Efreeti bottle antimagic field as per the spell. Each
kept in protective glass cases which Eversmoking pipe (functions the skull has AC 15, 4 hp, and immunity
have been warded with a permanent same as an eversmoking bottle to poison and psychic damage.
wall of force spell. The open-air items when lit) Doors. The door into this room is
in exhibits c and e are protected by an Dagger of venom heavily locked as detailed in area
effect that increases the rela-tive Pipes of the sewers B25. The door leading to area B29 is
weight of the item. Unless the effect Gauntlets of ogre power a vault door with a combination lock
is dispelled (as a 7th-level spell) the Boots of elvenkind on it. The combination is 8-8-1-0-8-8.
object will not move, similar to the Helmet of teleportation The vault door has AC 20 with 100 hit
effects of an immovable rod. All of the Instant fortress points and it is immune to poison and
magical effects can be temporarily • G. Rods and Tomes. The two rods in psychic damage. Opening the door
removed by the command word “bata- the case are both immovable rods. requires a character with proficiency
gaewo.” The four tomes are actual copies of in thieves’ tools to make three suc-

24 Issue No. 6
THE SUMMER LAND

cessful checks, each DC 15: Wisdom Too Much Treasure? What Does He Know? Even though
(Perception), Dexterity using profi- There is a ton of valuable items he’s only ten years old, Ninety-three
ciency in thieves’ tools, and Wisdom to be gained from this adventure. remembers very little of what’s hap-
(Perception). All three checks must be Of course, the point of the adven- pened in his life. When he was young-
made in that order and each check re- ture isn’t to totally loot the muse- er, he remembers waking in a place
quires an action. A creature must be um. The point of the adventure is to called The Skeleton Key in a strange
near the door in order to attempt the save the boy. However, unchecked temple filled with women serpent
check, and only one creature can work greed comes with great consquenc- worshippers. He escaped and was
on this task at once. Once a creature es. For one, many of the items with- later protected by an older man whom
attempts a check for this purpose, no in the museum aren’t easy to sell; he considered his “brother.” He does
other creature can do so until the end the characters will have to find a not remember what happened to the
of that creature’s next turn. Alterna- way to fence the goods. Also, steal- man. Qiu Xiang and a gang of thugs
tively, the vault can be opened using ing from the museum will not only tricked the boy and his brother into
the lever in area B29. make an enemy out of Qiu Xiang, coming on board their sailing vessel.
Lighting. Continual flame sconces but all of The Summer Land will Shortly after they set sail, a massive
illuminate the room. seek vengeance against those who explosion rocked the ship. Then, they
The Throne of Greed. The throne would steal cherished artifacts. were under attack; he isn’t sure what
of greed is an inscrutable cursed it was.
artifact with harmful regional effects DC 15 Dexterity check. The boy has a
(see Greatwell’s Curse in Appendix strange mark on the back of his neck. B29. Treasure Vault
A). If you do not wish to utilize the Finding and freeing the boy is Story This vault contains the museum’s
throne of greed, assume that the Objective B. liquidable treasure.
throne is a normal stone throne that What Does He Want? Ninety-three Area Information. This area has
does not possess any magical abilities. has been held captive by Qiu Xiang the following features.
for close to five years. In that time, Dimensions & Terrain. This room
Creature Information. Chained to
Qiu Xiang has kept the boy heavily has relatively low ceilings compared
the floor by his neck at the center of
sedated and surrounded by Yazurian to the rest of the basement, only
the room is the child, Ninety-three.
cyclops skulls. Any spell or effect that 8-feet in height.
The boy is unconscious. He is mal-
removes poison will rid the boy’s sys- Lever. Pulling the lever opens the
nourished and covered in small cuts
tem of the sedative. Remember that vault door.
from where Qiu Xiang has collected
the skulls prevent magic while in the
his blood. Only Qiu Xiang holds the Treasure. Among the chests and
room. Overall, his life has been filled
key. The chain has AC 18 and 15 hit crates in this room, the characters
with pain and misery and he just
points, plus immunity to poison and will find 70,700 cp, 2,500 gp, and 100
wants to live a normal life.
psychic damage. Without the key, a pp. The chests and crates are un-
creature proficient with thieves’ tools locked.
can pick the lock with a successful

BROADSWORD 25
THE SUMMER LAND

Part 2: Museum Heist can about it. There are a few ways to Resources. To perform research,
do this. a character needs access to the
The characters must break into the
Greatwell Library or other sages in
Museum and find what is in its secret Interview the Guards town. Examples of people that they
basement. There, they discover a There are three guards who work at could speak with are included in the
kidnapped boy. While it’s possible for the museum during its normal hours Greatwell detail in Appendix A. As-
the characters to rush into the muse- of operation. A little persuasion and suming such access is available and
um, “spell wands blazing”, likely they gold goes a long way with the guards. the characters haven’t endangered
will end up getting themselves killed, What the guards know is detailed on themselves or made enemies around
arrested, or worse. Years of exposure page 14. town, conducting research requires
to the throne of greed has turned Qiu
one workweek of effort and at least 50
Xiang into a vile and nasty villain. He Research the Museum
gp spent on materials, bribes, gifts,
won’t take a break-in to his museum The characters must use the down-
and other expenses.
lightly. time rules (described in the DMG)
Resolution. The focus of the re-
to learn as much as they can about
Story Objective B search is the museum. After one
the museum, its curator/owner Qiu
Successfully breaking into the musem workweek, the character makes an
Xiang, and everything that might be
and freeing the boy is Story Objec- Intelligence check with a +1 bonus
inside it. Note that performing re-
tive B. per 100 gp spent beyond the initial
search is a time-consuming activity
100 gp, to a maximum of +6. If a
and could take weeks or even months
Learning More About the for the characters to accurately per-
character has access to the Greatwell
Museum form. Of course, characters aren’t re-
library or any important town sage,
such as the heads of House Barbark-
The characters will want to first visit stricted only to research. During this
is, they gain advantage on this check.
the museum and get a feel for its lay- time, they can get into other misad-
Divide the result of the check by 5
out as described in Part 1. Then, they ventures in and around the Greatwell
and round down; this is how much
will want to learn as much as they area or perform other appropriate
lore the characters learn through
downtime activities.
research.

26 Issue No. 6
THE SUMMER LAND

Lore of the Museum.


Order Lore Learned
1st The museum is owned by a retired adventurer named Qiu Xiang who acts as its curator.
2nd During the museum’s hours of operations, there are three guards who keep watch over the entirety of the muse-
um. Rumor has it that they’re only loyal to whoever pays them the most.
3rd The local chapter of the Tip of the Spear recently delivered eight larges cases to the museum.
4th Qiu Xiang was once a paladin of the Four Generals, and a devout follower of Epochal Law and the Testmanets of
Otar.
5th At night, the museum is protected by a guards and wards spell.
6th There is a room on the second floor that is filled with magic items. No one is allowed in the room except for Qiu
Xiang and whomever else he allows.
7th In the Age of Triumphs Wing on the ground floor, there is a strange orb locked in a container. It does not fit in
with the rest of the items in the wing.
8th It’s believed that there is a secret basement in the museum. However, no one knows how to access it.
9th The museum was built over the site of an archaeological dig. Rumor has it there was a cursed item within the dig
that the founders of Greatwell wanted to hide.
10th Five years ago, Qiu Xiang returned from a trip across the Ocean of Warna. He refuses to speak about the experi-
ence.
11th Qiu Xiang is obsessed with Titan’s Lore. He has met with many Omerian sages to discuss the subject.
12th The magic items on the second floor are all fakes. They were planted to detract would-be burglars from the real
prize: the museum’s secret basement.
13th Everyone else who traveled with Qiu Xiang across the Ocean of Warna died. Although Qiu Xiang won’t talk about
it, it’s believed that the ship on which he was traveling was attacked from the sky by powerful creatures.
14th When the museum was being developed ten years ago, Qiu Xiang met with multiple mages from all over Omeria.
He spent the majority of his fortune.
15th The orb kept in the container in the Age of Triumphs wing is actually a rare nightmare orb. It is unknown
whether or not it is active. If it is active, it may be what defends the museum during the museum’s downtimes.
16th The two devil statues on the second floor of the natural history wing are actual devils, turned to stone by a Cas-
tlepgrasian Stone Arm.
17th Qiu Xiang uses a magic phrase to disable his security systems.
18th Every door and window in the museum is enchanted with an alarm spell. If someone attempts to break in, Qiu
Xiang is alerted.
19th The nightmare orb is active. In fact, it is the infamous orb Hell. Hell killed three hundred witch slayers during
the battle at Aspaeth.
20th About a month ago, a mysterious stranger appeared in Greatwell asking questions about the museum and its
founder. While the stranger was in town, odd occurrences happened. The entirety of a local farmer’s livestock
spontaneously burst into flames. Three different pregnant women gave birth to twins on the same day at the
same hour. One day, the clouds in the sky rolled overhead like boiling milk.
21st Before Qiu Xiang left for his trip across the Ocean of Warna, he became obsessed with the arnitiko sub-race of
elves, interviewing dozens of the strange, colorless creatures.
22nd Qiu Xiang’s passcode is “dakai.” Speaking the word before the alarms and guards and wards will protect those
who say it from the spells’ enchantments.
23rd Hell can be stopped by speaking the command “nastamatieste.” Once spoken, it returns to its container.
24th A krig from Orbea visited the museum last week. It met briefly with Qiu Xiang in his business office. It then said
something to Xiang that angered the curator so much, he asked the guards to escort the krig from premises.
25th No one heard what the krig said to Qiu Xiang. However, Joeliyn, the lady who works at the information desk,
swears that she saw Qiu Xiang write the word “HULAY” onto a slip of paper before he placed it into his pocket.

BROADSWORD 27
THE SUMMER LAND

Once you know how much lore the pathically, the characters will want
Qiu Xiang’s Schedule
character learns, they learn one or to get him as far away as possible.
Qiu Xiang spends nearly all of his
more pieces of lore from the Lore of time at the museum. During hours Unfortunately, very little will cause
the Museum on page 27. The lore they of operation, Qiu Xiang walks Qiu Xiang to leave. Furthermore, his
learn must be learned in the order around the museum, leading tours, paranoia causes him to think that
shown on the table and the characters meeting with donors, and visiting any disaster that befalls the museum
have no way of knowing how many with guests. Every 15 minutes, he or Greatwell is done so with intent to
total pieces of lore there are. makes sure to walk past the door rob the museum.
Complications. Because the mu- to area G10 to ensure that nobody
seum’s secrets are so well-guarded, is near it. When the museum is 5. Get into Qiu Xiang’s office.
there is always a chance that the closed, Qiu Xiang retires to his of- Learning Qiu Xiang’s passcode to get
fices and the secret basement. through his defenses is key in reach-
characters could draw attention to
There are two times each week ing the office. Otherwise, the adven-
themselves. When this occurs, it
when Qiu Xiang leaves. Every ture will prove quite difficult. There
triggers one of the bonus objectives Murn, an hour before midday, Qiu
detailed at the end of this adventure. are two ways to discover Qiu Xiang’s
Xiang travels to House Barbarkis’
If you wish, you can include either passcodes.
manor to deposit coins using their
one or both of the bonus objectives. banking service. He is gone for ap- First, a character can put his- or
proximately 15 minutes. herself in earshot of Qiu Xiang when
Track Qiu Xiang’s Movements The second time Qiu Xiang leaves he uses his passcode. Note that Qiu
Not only is Qiu Xiang in charge of is the middle of the night on Mahns Xiang is always very aware of his sur-
all the museum’s defenses, but he is to meet with black market deal- roundings when he uses the passcode.
also a powerful spellcaster in his own ers from the Black Rose Clan at Therefore, a character will need to
right, more than capable of defeating Greatwell’s docks. He is gone for succeed on a Dexterity (Stealth) check
an entire party of adventurers in approximately 1 hour. contested by Qiu Xiang’s Wisdom
single hand-to-hand combat. (Perception). Even then, Qiu Xiang
Using the downtime rules, the char- 1. Execute the plan during the always whispers it, so the character
acters can keep tabs on Qiu Xiang’s day time. will also need to succeed on a DC 13
movements throughout the week. During the day, there are less wards Wisdom (Perception) check to hear
Resources. Tracking Qiu Xiang’s in place. Qiu Xiang’s arrogance pre- the words Qiu Xiang uses.
movements requires three workweeks vents him from thinking that anyone Second, the characters can learn the
of effort. would be careless enough to break passcode through dedicated research.
Resolution. At the end of each in during daylight hours, especially Once they can open the door, there
workweek the character spends during hours of operation. is still the matter of the glyph of
tracking Qiu Xiang’s movements, the warding that protects the door. If the
2. Pay off the guards.
character makes a DC 15 Dexterity glyph is triggered, it sends a telepath-
The characters pay the guards to look
(Stealth) check. If the character suc- ic alarm to Qiu Xiang.
the other way. Each guard can be
ceeds on all three checks, the charac- Next, they must handle the mimic.
bought with 25 gp adjusted for suc-
ter learns Qiu Xiang’s schedule. For a party of 5th-level adventurers,
cessful Charisma (Persuasion) checks
Complications. A character who this should be an easy combat.
versus the guards’ Wisdom (Insight).
fails their Dexterity (Stealth) check
by 5 or more attracts the attention of 6. Disable the red beams.
3. Trap Hell in its container.
Qiu Xiang. Once in the basement, the characters
Hell is the most dangerous creature
will have to avoid getting hit by the
in the entire museum. Through the
Execute the Plan red beams and know what to do in
use of magic or other creative means,
order to disable the trap.
Once the characters have all of the the characters should find a way to
information they can gather as it per- keep Hell from emerging. They can 7. Unlock or destroy the door to
tains to the museum, they must put also learn the command word which the throne room.
their plan into motion. There is no stops it through research. The characters must get through the
one way to solve the museum heist, so
large door to the throne room.
don’t feel limited to the information 4. Make sure Qiu Xiang is offsite.
included in this section. As a powerful spellcaster and some- 8. Save Ninety-three.
The recommended course of action one capable of implementing all of the The characters will have no informa-
for the character is as follows: museum’s guards and wards tele- tion on what lies beyond the door to

28 Issue No. 6
THE SUMMER LAND

the throne room. Within, they will across the sky. Your heart leaps destroyed, screaming as they’re
find the boy Ninety-three. To save from your chest as you watch elev- torn apart by the warlock’s power.
him, they must unlock the chain en more such points of light join the The remaining angels and their
around his neck and remove him from first and form into a single large leader are pushed back 10 feet. The
the room. Once Ninety-three is tak- point of light. leader’s golden form temporarily
en out of the warded areas and into Headed. Your. Way. wears off revealing something—in-
an area that isn’t protected against Vadriken gasps and steps in front describable—beneath it all. But in
divination, Erathaol is alerted to of you as the light approaches. seconds his golden face and glowing
Ninety-three’s presence. See Part 3 “They’re coming.” eyes return. Hundreds of yards be-
for details. “Whatever happens!” he yells as hind the angel, the landscape lies in
the high-pitched ringing becomes a ruin, utterly destroyed by Vadrik-
Part 3. The Boy Awakens deafening roar. The light from the en’s magic—felled trees, destroyed
fast-approaching missiles bathe the buildings, burning earth.
Once the characters remove Nine-
entirety of his farm in a warm, ra- You can move again.
ty-three from Qiu Xiang’s wards, the
diant glow. “Stay behind me! And Vadriken drops to one knee, ex-
solar, Erathaol is alerted to the boy’s
keep the boy away from these bas- hausted by the effort. The angel
presence and begins to head that way.
tards.” dusts itself off and smirks. It then
At the same time, Vadriken uses a
Crossing his forearms in front of walks towards Vadriken.
sending spell to warn the characters
him, Vadriken speaks an incanta- Vadriken, his breathing ragged,
that something big and bad is coming.
tion: looks up and gasps, “You can’t take
Story Objective C “Brar’enaath, lend me your him. That boy is going to come—”
Getting the boy to Vadriken’s farm is strength.” With one swift movement, the an-
Story Objective C. The missiles are now only 1,000 gel uppercuts Vadriken; a hit so
feet from you, moving at unearth- mighty, it causes a small explosion
Vadriken’s Farm ly speeds. in a 10-foot radius around the war-
“Ereyth, lend me your wisdom.” lock. The flash from the hit tempo-
Vadriken immediately sends a mental
The glow now encompasses every- rarily blinds you. Once the dust set-
message to the characters that he
thing. All you see is white and the tles and you can see again, to your
doesn’t know what they’ve done, but
silhouette of Vadriken. horror, you see that there’s nothing
he’s learned who sent the letter and
“T’qin, lend me your mind!” he left of Vadriken save for the crater
is terrified of what it could mean. He
screams through the sound. where he had once stood.
tells them that he is “the only thing
The light fades and everything The angel then turns to you.
that has the power to protect them
stops momentarily. “Give me the child,” it tells you in
from what’s coming.”
You can’t move. But you’re aware a booming voice.
If the characters agree, Vadriken is
of what’s happening.
waiting at the farm for them. The solar, Erathaol, knows that
Before you, you see eleven winged,
it can easily destroy the characters
Wrap-Up: Naeyer’s Servants robed figures flying straight to-
wards Vadriken, each one as large if it wishes to. However, it is still a
Once Vadriken sees the boy, read or creature of law and good. It gives the
as an horsecart. Although the spell
paraphrase the following. characters only one chance to make
Vadriken cast has slowed them
down, it has not permanently the right decision.
“By the Three! I saw this mo-
stopped them. The centermost fig- While the characters make their de-
ment. That boy—he is called Nine-
ure, a golden-skinned creature with cision, they notice seven more angels
ty-three. I’ve spent the last five
glowing white eyes, comes within join Erathaol and the other survivors
years looking for it—him! He is the
mere inches of touching Vadriken— of Vadriken’s spell.
key. He is the answer to the riddle.
This is the boy that will stop the that is until Vadriken pushes his
The angels lift their arms into the
end of the world.” palms forward, screams, and emits
air and begin a divine incantation.
Suddenly, a high-pitched ring- a cone of tri-colored, arcane energy.
Rising from the ground around you
ing disrupts the tranquility. In the Your ear drums burst from the
at all sides like a reverse waterfall,
distance, perhaps four miles from sound Vadriken’s spell creates.
walls of force begin to surround you
where you stand, the clouds split The eight angels are bathed in the
and the farm. The walls rise into
open and a streak of light cuts warlock’s energy.
the air, then curve towards each
Immediately, seven of them are

BROADSWORD 29
THE SUMMER LAND

other. Finally, all of the force touch- Time in Omeria adventurer and former paladin of the
es at the center, forming a 100-foot Most Omerians use the Pressonian Four Generals. He is also the owner/
radius dome. Eleven of the angels Common Calendar to track the pas- curator of the Pressonian History
remain outside the dome. sage of time. A year on Casar is 336 Museum.
The twelfth, their leader, contin- days which is divided into twelve • What He Wants. Qiu wishes to
ues to wait for your response. months of twenty-eight days each. know more about the boy 93 and
The months are further divided into how he can contain or steal the
The characters are trapped by a four weeks of seven days each. boy’s power.
dome which acts as a massive force The current year in which this ad- • Arrogant but Paranoid. Al-
cage. They have no method of flight. venture takes place is 1045 AT. AT though he believes he is one of the
Only fight. denotes the Age of Triumphs, the wisest creatures alive, Qiu con-
Should the characters battle the period of time following the siege of stantly fears that someone or some-
angel, make it obvious that it is far Imfe Mythse Anore (since renamed thing is out to deceive him.
more powerful than they are. How- to Knotside) and the fall of the de- The Summer Land. The Summer
ever, it is not afraid to kill them if it mon god Vapul at the hands of the Land is the name of the countryside
needs to. Just as it is about to destroy Paladins Three. that lies between the eastern side of
all the characters (or if the characters the Basilisk’s Spine Mountains, the
willingly handed the boy over to the Ocean of Warna, and the north side
characters have accrued some wealth.
angel), the boy, Ninety-Three stands of The Wound. The oldest civilzation
However, it may be a while before
up to the angel. in all of Omeria, Presson’s Enclave,
they are able to sell the items the
found or spend the gold they earned. was founded in The Summer Land. In
“No.”
the year 965 AT, much of The Sum-
The boy stands and raises a palm
to the angel. You watch in amaze-
Dramatis Personae mer Land was destroyed by an army
of dragons and dragonkin led by an
ment as the boy’s eyes start to glow. The following NPCs, locations, and
Ancient Red Dragon named Tostrasz
For a moment, his features dis- events feature prominently in this
the Enormous.
tort to look almost like a tiger’s, adventure. Stats may be found in
Monika Urgarate (MON i KA ur
but something different. His flesh Appendix A.
GAR a TAY). Monika is the leader of
swirls around him like serpents. Greatwell. Greatwell is one of the
a party of adventurers that quest for
And when he opens his mouth— largest cities in all of The Summer
the Tip of the Spear, an adventurers
now a horrible maw—red light Land. Narrowly surviving the War
guild from the city-state of Arruquet-
slowly seeps out of it like smoke. of the Burning Plain, Greatwell
ta.
Without moving his mouth, the thrives thanks to the strong trade
• What She Wants. Monika only
boy speaks in a language you don’t connections it has with the city-states
wants one thing: wealth. And she
understand. of Central Omeria, particularly the
will do anything (or kill anything)
The angel takes a step back and Tadju Confederacy.
to get it.
gasps, “It is true. He is The Hand of Hell. Hell is a centuries-old night-
• Clever and Shrewd. Monika pos-
the Eight.” mare orb tasked by Qiu Xiang to
sesses no loyalties to anyone. She
Everything goes dark. defend the museum from vandals and
will turn on an ally in a heartbeat if
robbers. The nightmare orbs were cre-
it means more gold in her pocket.
ated by dark transmuters as servants
Vadriken the Three-Timer (VAD
Concluding the Adventure and hunters. They are incredibly
ri KEN). Vadriken is one of the most
The adventure continues in the Hand dangerous and notoriously difficult to
powerful spellcasters in all of Omeria,
of the Eight: Chapter 8: The Shores of destroy.
borrowing his spellcasting abilities
Shadow. Presson’s Enclave. Presson’s En-
from three patrons.
clave is the largest city in all of The
• What He Wants. Vadriken wants
Advancement Summer Land and the oldest human
to know who sent him the letter
city in all of Omeria. The city is best
Upon completing this adventure, each and why. He also wants to know
known for its legendary knights, the
character gains enough experience to what is in the museum.
Abjurers, the first of whom was Libby
reach half way to the next level (ide- • Dangerously Aloof. Vadriken’s
of the North.
ally, 6th level). mind is frequently preoccupied.
Qiu Xiang (CHEE SHANG). Qiu
In addition to the experience gained
Xiang, a dragonborn, is a retired
by this adventure, it’s likely the

30 Issue No. 6
THE SUMMER LAND

Bonus Objective A: The from everyone. Everyone else who closed. He will then stay within his
Aegreyan was involved with Ninety-three’s domain (his office and the secret base-
capture at The Skeleton Key is now ment) during all hours until he feels
While the characters are learning
dead, either at the hands of solars that enough time has passed that the
about the museum, there is a good
or Qiu-Xiang himself. Not even Qiu characters lose interest.
chance that the museum’s caretaker/
Xiang’s closest allies know of the boy’s What Does He Know? Qiu Xiang
founder, Qiu Xiang takes note of their
existence. knows that the boy was created
interest. Qiu Xiang is paranoid, but
Since “rescuing” the boy from The through dulon magic within the belly
he’s also patient.
Skeleton Key, Qiu Xiang has been of the Temple of Grihoo on The Skel-
Bonus Objective A looking for a way to tap into the boy’s eton Key. The magic combined his
This bonus objective consists of a power. So far, he hasn’t discovered powers with eight of the most power-
confrontation with Qiu Xiang. This anything that will help. ful spellcasters to ever live in Omeria.
encounter can happen anywhere, but The moment Qiu Xiang suspects Although Ninety-three is still young,
it’s likely it occurs at the museum. that something could conflict with should the power within him awaken,
Confronting Qiu Xiang is Bonus those goals or someone could learn of it could lead to the total and complete
Objective B. the boy, he employs defensive strate- destruction of Casar. Thus far, the
gies. He will immediately change the only defense he has against the boy is
Creature Information passcode to all of his enchantments to the antimagic created by the Yazuri-
Qiu Xiang’s stats can be found in “fangyu” and take extra precautions an cyclopes skulls.
Appendix D. If you wish, you can to ensure no one hears it. He will also
substitute a dragonborn archmage activate Hell even when there are no
trespassers, asking the nightmare Confronting Qiu Xiang
in its place.
orb to patrol the museum when it is Here are some suggestions for this
Objectives and Goals. Qiu Xiang
encounter.
hopes to keep Ninety-three a secret
Combat. Qiu Xiang would pre-
fer not to enter combat unless ab-
solutely necessary. The old drag-
onborn is a dangerous combatant,
more than capable of handling
the party. If he does goad them
into combat, he only does so on his
terms out of site of Greatwell mi-
litia.
Social. The best way for Qiu
Xiang to learn about his would-be
opponents is to approach them di-
rectly. The curator continues to
feign ignorance during social in-
teractions, but a successful DC 13
Wisdom (Insight) is all it takes for
a character to recognize that Qiu
Xiang knows what they are up to.
While speaking with the charac-
ters, Qiu Xiang wants to learn ev-
erything he can about the his ad-
versaries, specifically who their
patron is (likely, the warlock
Vadriken). If Qiu Xiang realizes
that it is the warlock Vadriken who
wishes to learn more about what
is being hidden in the museum, he
will go into extreme defense mode.

BROADSWORD 31
THE SUMMER LAND

Bonus Objective B: The Tip Playing the Tip of the Spear Qiu Xiang paid the group 1,000 gp
of the Spear Here are some suggestions for this for each skull, a huge take. This
encounter: happened three days prior to the
While the characters are research- Combat. The Tip doesn’t want characters taking an interest in the
ing the museum and working with combat with the characters be- museum. The skulls haven’t been put
Vadriken, it’s possible that they draw cause combat will draw undue at-
on display, so Monika suspects that
the attention of the local adventurers’ tention. If the characters attack,
they’re being used for other reasons.
guild, the Tip of the Spear. The Tip the Tip withdraws and tries to get
the guards involved. Afterall, if the Monika also suspects that all of the
confronts the characters away from
characters are imprisoned or exiled artifacts in the museum are easily
the museum.
from the town, then they’re out of worth close to 100,000 gp. She adds
Bonus Objective B the picture and the Tip can inves- that there is an entire room filled
Confronting the Tip of the Spear is tigate the museum on their own. with magic items on the second floor
Still, the job is a lot easier if there that Qiu Xiang keeps locked at all
Bonus Objective B.
are patsies available to take the times.
Area Information fall.
The Tip will likely confront the char-
Exploration. A character who The Tip and the Heist
succeeds on a DC 12 Intelligence
acters away from the museum, prefer- If the Tip gets involved with the mu-
(History) check recognizes that
ably in a crowded place in view of the the Tip are a heavily funded group seum heist, they can lend their skills
militia to discourage the characters from the powerful city-state of Ar- to the characters. However, it’s more
from starting a fight. ruquetta. As such, the characters likely that their greed gets the better
Dimensions & Terrain. The con- may suspect that Monika’s group of them and they cause more prob-
frontation takes place on a crowd- has friends in high places. lems than they solve.
ed city street within view of the Social. The Tip wants the charac- Optionally, using the Tip in the heist
Greatwell militia. ters to do most of their dirty work is a great way to demonstrate the
Lighting. The confrontation hap- for them. The less involved the Tip danger of certain traps and defenses.
pens in the day time. can get in performing the actu-
For example, a member of the Tip
al heist at the museum, the better.
could turn a corner and run into Hell.
Creature Information However, Monika won’t budge off a
50-50 split. In her mind, less than Before the Tip member a word or
The Tip of the Spear is represented making an attack, Hell vaporizes the
50% of the take isn’t worth it. She’d
by four NPCs. Monika Urgarate (NE creature leaving nothing more than
rather turn the characters in and
female half-Anorian gladiator) is the a pile of gray dust on the museum’s
find another job worth her time.
group’s leader. Joining her are a male marble floors.
gnome mage Pukwin, a female orc “Run!” screams Monika. Ω
warrior named Blynka, and a male them in on the deal and she won’t
Pressonian human spy named Alco- inform Qiu Xiang or the authorities
vos. Like Monika, they are all neutral of their plans. “Even if it isn’t true,
evil. you don’t want that kinda heat on you
Objectives and Goals. Monika and with a job like this, do you?” She even
her flunkies are interested in only one offers what she knows (pick the next
thing: money. And they will do any- two pieces of lore that the charac-
thing to get their hands on it. Once ters haven’t yet unlocked on the lore
Monika catches wind that the charac- chart) in exchange for the deal. Plus,
ters have an interest in the museum, if goaded, she’ll offer the assistance of
she wants in. the Tip.
Monika knows that she and her What Do They Know? Monika’s
group are tough and will make team recently pulled a job raiding a
threats to get her way. She is also a ship coming from Yazur Island. The
great observer of talent and will likely group stole eight lead-lined crates
recognize that the characters are also from the ship. Each crate contained
dangerous combatants in their own the skull of a Yazurian cyclops, a
right. Instead of using might to get creature known for its anti-mag-
what she wants from the characters, ic effects. The museum’s owner,
she makes them an offer: they cut

32 Issue No. 6
ARTISTS SPOTLIGHT
THE ILLUSTRATORS OF BROADSWORD MONTHLY
BY SCOTT CRAIG
ART BY WILLIAM MCAUSLAND

BroadSword Monthly has been Justin David Russell Cze and Peku
fortunate to have at its disposal
JDR created the outstanding paint- Members of Team Superhydra; pro-
some very talented illustrators and
ings featured on the covers of Broad- vide highly detailed adventure locale
artists. Some pieces were specially
Sword Monthly issues 1-6, and a combat maps.
commissioned, some purchased in
number of black and white illustra- www.patreon.com/czepeku
collections for commercial use, while
tions in the earliest issues.
other works are readily available for
free use thanks to generous patrons
www.epicwerkesstudio.com Dyson Logos
and artists. You know him, you love him, he’s the
In no particular order: Bodie Hartley master of daily dungeon mapping.
Responsible for those cute monster dysonlogos.blog
Sine Nomine Publishing illustration spreads and suchlike.
Kevin Crawford has released into the
www.artstation.com/bodieh Watabou.itch.u
public domain select works from the Creator of many interesting games
following artists: Matias Lazaro and procedural generators!
• David L. Johnson New to BroadSword, entrusted with www.patreon.com/watawatabou
dlj.carbonmade.com creating custom black and white
• Earl Geier scenes for DMDave’s myriad adven- Maps by Owen
www.freelanced.com/earlgeier tures.
Hand-drawn (with pen and ink!)
• Ian MacLean matiaslazaro.tumblr.com
fantasy maps.
www.artstation.com/nvision
www.mapsbyowen.com
• Joyce Maureira The Griffon’s Saddlebag
http://www.joycemaureira.com
• Luigi Castellani
Member of Team Superhydra; Shutterstock
item-crafter extraordinaire!
www.patreon.com/artikid Home of random useful images.
www.thegriffonssaddlebag.com
• Miguel Santos www.shutterstock.com Ω
• Nate Furman
www.deviantart.com/natefurman Paper Forge
Part of Team Superhydra; provides
Fat Goblin Games characterful PC & NPC illustrations.
www.patreon.com/paperforge
“Publisher’s Choice Quality Stock Art
is copyright Rick Hershey / Fat Gob-
lin Games”
www.fatgoblingames.com

Outland Arts
“Some artwork copyright William
McAusland, used with permission.”
www.outlandarts.com

Indie Conquest
Art released into the public domain
by illustrator Jason Glover.
indieconquest.com

BROADSWORD 33

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