Dungeons & Dragons Online

Some Things Should Not Walk (Full Free Adventure)


Some Things Should Not Walk

At one point in history the Stoleregard Barony was a hub for merchants, travelers, and wealthy vacationers. The Rivers were clear and teeming with fish. The Graywood offered grand hunting experiences. The Mountains and Dells were filled with hidden caverns and the romanticized promises of hidden “treasures”. The town was a jewel in the crown of luxury. Much of that has changed. The rivers are muddied and dangerous. The wilderness is darker and a traveler is more likely to be hunted than to successfully hunt. And the things lurking in the caverns… should not be sought after.

But there are those who would change that. Those who long to see the Barony returned to its glory days. One of those people is a cartographer by the name of Khurvor Kargamon the Third, who deals not only in traditional maps, but also has a niche side business of collecting and chasing down Treasure Maps that he has come across or heard about. He hopes to re-ignite interest in his Family’s business, and by doing so bring some wealth back into the struggling land. The players are made an offer to seek out what lies at the end of a recently discovered map. Once they set out the players will have to travel through the wilderness and then explore the dungeon. However, there are no clues as to what kind of trouble they will find at the end of the journey and they may be getting in over their heads.

  • Target Party and Level: 4 level 3 players
  • Expected Playtime Playtime: 3-4 Hours
  • Tone: Treasure Hunt

Please send me a DM if you would like a Free PDF of the adventure (4 Maps / 3 handouts / Stat Blocks)


PITCH

The name Kargamon was once synonymous with Cartography. Sadly long ago that name fell into obscurity. Now, Kargamon the 3rd, has reopened his family business in an effort to once again become THE number one purveyor of maps – world maps, regional maps, speciality maps, and of course… Treasure Maps!

A recent auction has brought several new exciting possibilities into his possession. He is looking for a handful of adventurers to follow the clues to what he believes could be one of the greatest discoveries of the age!


PROGRESSION OVERVIEW

The adventure begins with the plot hooks. Here is a map! Find out what is on the other end of it. Once they’re off, it should be a brief wilderness exploration followed by a dungeon crawl. The crawl has three phases. First there will be the cavern mystery. The cave is inhabited and hides a secret door. The Second, Undead wandering around the Dungeon proper and will need to be dealt with in a typical crawl fashion. Third, once the mechanisms are started the Skeleton’s Armor will become animated and hunt the players down forcing a last stand type encounter.


TABLE OF CONTENTS

  • SETUP INFORMATION
  • ACT 1: Kargamon’s Maps
  • ACT 2: Through The Woods
  • ACT 3: The Cavern
  • ACT 4: The Warforged Workshop
  • ACT 5: An Assault of Armor
  • CLOSING
  • APPENDICES

PLAYING AN A.O.G. ADVENTURE

If you’ve never played an AOG adventure, I thought it wise to give you some notes on how I write them. Cuz I do some stuff non traditional like. I’ll put those notes down in the Appendices.


CREDITS AND ACKNOWLEDGEMENTS

  • Wizards of the Coast and D&D for the amazing job they do providing RPG Content for us to use!
  • Original Story Written by Amplus Ordo Games
  • All Maps and Handouts were done by Amplus Ordo Games using Inkarnate
  • PDF Formatting done using The Homebrewery

SETUP INFORMATION

SETTING

The story takes place in a town that has long past its golden age. It is surrounded by dark and foreboding forests and although there are other settlements less than a day’s travel away it feels isolated. NPCs should reflect a general feeling of indifference and mild hopelessness. They have capitulated to their meager status and know that they don’t really have any good options for bettering their lives. It should in many ways feel almost as if we were setting up a gothic horror story here, but we are not, so don’t lean too heavily into that. This is more like a town who at one point had a major highway running through it, but they just recently had a bypass built and now everyone just drives on without stopping.

The Woodland area, The Graywood, is an old growth oak forest with a lot of small valleys, tumbled boulders, box canyons, and dells. So while a trip as the crow flies may only be five miles through the woods, the terrain is so up and down that it almost doubles the walking distance. So travel is greatly slowed even if the terrain isn’t “Difficult”. The Oaks here are Gray in color thus the name of the forest. This does have a dimming effect on the light, so it comes off as even darker than a typical thick forest. The forest is also fairly dangerous and grows more so the deeper in one travels. Near the roads it is common to find packs of wolves or other forest predators, deeper in it would not be unusual to find unnatural creatures like Displacer Beasts or Forest Trolls. Those who travel far into the Graywood do so at their own peril.

I have flushed out the Barony quite a bit more in the Expanded Lore section of the Appendices

BACKGROUND STORY

Old Ben pushes his empty tankard toward the Barkeep. An awakened Badger in a black and white striped shirt with a Red Beret sits in the corner of the tavern and plays a Concertina while smoking a long cigarette. “I tell you! I tell you there is treasure out there!” Maybe it is the conviction in his heart… or the six pints of ale in his veins, but the elderly Gnome is getting extremely animated. The Barkeep hesitates to refill his tankard, but Ben still has a pile of silvers on the counter… so… bottoms up. “Handful of years ago I did some reclamation work for a few of the places here in town. You know, old abandoned homes up in Highroad.” Ben’s voice is gravely. Not just deep and gritty, but almost as if he had actual gravel in his throat. He is an elderly gray skinned gnome. His clothes are threadbare as are the patchy growths of hair on his chin and head and only has a single tooth left in his wrinkled old mouth. So between the grinding sounds of his voice an occasional dying whistle cries out. “Some rich hoity toity wanted to move into the place so he hired some of us to clear out the old stuff he didn’t want, which was all of it.” He was waiving his hands around so wildly that he almost tipped himself over backward off the barstool. “We took all those things over to the Auction House as directed. Well, Gary dropped one of the desks, and it busted. Side camp completely off, which was strange because I didn’t drop it that hard.”

“I thought you said Gary dropped the desk?” The Badger questioned as Old Ben drained his new Ale.

“Don’t interrupt!” Ben shoots back. His eyes half closed now. He wavers on his barstool. The drink was really taking him now. “Sho we schrambled over to thish deshk, and found dhat shhhhtuffed into a hidden panel were all shorts of mapsh. Looked like treashure mapsh if you ashk me. We wush about to shnatch them up and take… and take… ummm… a better look, but the Ahuchtion Mashter came right over and put an end to our peeking! But I shaw enough… and with the way that Ahuchtion Man acted I’d bet the farm that thoshe mapsh were gonna fetsch a fine prische. Tried to go lookin… for the one… The one I got the besht peep at bhhhhut… “
SLAM – Old Ben’s head whomps solidly on the countertop. Snoring begins pouring from his throat. Remarkably, it sounds more soothing than his gravelly voice. The Barkeep shakes his head. That old gnome only finishes that story maybe once a month. Which is fine, his version ends with him going about a half mile into the woods and encountering an Owl Bear. The real story was far more entertaining and had something to do with a chicken, a coyote, and a runaway donkey. But Ben always got angry when someone brought that version up. Oh well, his daughter would be by soon enough to collect him and take him back to his shack.


HOOKS

Main: The Group is sought out by a messenger. Khurvor Kargamon, of Kargamon’s Maps, would like to hire them for an exploration and retrieval operation.

Backup: They hear a rumor that a group of folks went missing while following after one of Kargamons Maps.

Backup Backup: They meet Old Ben who can point them toward the treasure if they get him drunk.


IMPORTANT LOCATIONS

More detailed descriptions and maps, if there are any, can be found in the Appendices.

Stolregard: A heavily forested country that lay West of the Stolregard Moutnains. The Barony was once the envy of all nations. Rich in natural resources. Well positioned for trade. Strong in defenses and allies. But the global calamities of the past century have left the land poor and isolated. Travel there is difficult and dangerous, and so Stolregard has few outlets for their goods and fewer allies willing to aid them. Thankfully this also means it isn’t worth an enemy’s efforts to invade them.

Deleran’s Crossing: The Capital city of Stolregard. The city is mostly built upon a multi-tiered island plateau in a wide area of the Cold Rock River. The once flourishing and idyllic town has fallen into disrepair and neglect.


IMPORTANT NPCs

I will give a little better description and provide necessary Stat Blocks of these NPCs in the Appendices.

Khurvor Kargamon: A Map Merchant who deals not only in traditional maps, but also has a niche side business of collecting and chasing down Treasure Maps that he has come across. He resells old Treasure Maps frequently, along with any information he has on who has recently gone looking for it and how long ago. His theory is, something will always come to live in an unclaimed cave or dungeon. A theory that almost always proves true.

Old Ben: An old hobo Rock Gnome. He got a look at the map before it was taken to auction. He may be willing to offer up some information for a price… that price is ale, and not really even a lot of it. Get him drunk and he’ll give up the info.

The Artificer's Ghost: This spirit can no longer remember her name or who she was, only the task she was attempting to accomplish.


GAME OPENING

Nothing in particular should be worked out ahead of time or at the beginning of the adventure for this game.


CUT-SCENE

"The Wizard closes up the letter and dribbles wax upon the seams. Stamping it with her signet ring she sits back and smiles. She passes the letter to her apprentice and waves the boy off. Soon, soon she will accomplish what the others said was impossible."


ACT 01: Kargamon’s Maps

The players end up in Kargamon’s Maps, a small shop in Highroad. The owner, Kargamon the 3rd, is the Grandson of the original shop owner. He is seeking to restore his family’s wealth by resurrecting the business his Grandad founded. The business of getting people to pay him so they could be sent on treasure hunts that were far more likely to be wild goose chases, than actually pay out. He isn't necessarily shifty about the whole thing, but he also knows that people he sends out may not return, and that only increases his profits, as they become part of the myth and lure and treasure to be found for his future customers.

Description

A bell rings as you open the door to this quaint little shop. The musty smell of old paper and parchment immediately fills your nostrils. The walls are lined with framed maps. Most of them are geographical, and many are of places that you have heard of or recognize. However there are quite a few that are vague, and could represent almost anywhere. Below them are scroll shelves. Mostly empty. In the back of the shop is a large drafting table and a cashier’s counter. On the table is an unrolled map. It looks newer than a lot of the ones around the room. Behind the counter is a Dwarf… he does not look newer. His graying hair and cracking skin peg him to be in the sunset years of his life. He does however become quite excited at your entrance. “Welcome to Kargamon’s! Are you perhaps the Treasure Hunter’s I sent for? And if not… would you like to be?”


Event: Job Offer

  • He is willing to give them a copy of a map he recently came into possession of.
  • It leads to a cavern he suspects is about 15 miles to the Northwest. About two days travel through the Graywood.
  • He isn’t sure what is there, but the map came with a letter from a Wizard to her sister.
  • It mentions a great discovery and breakthrough in harnessing magical power. But then nothing was ever heard from her again.
  • The Messenger never made it to his destination and no one was able (or bothered enough) to determine who the letter was intended for.
  • Therefore his hope is whatever the Artificer discovered and her abode are still hidden at the end of this map.
  • The Offer is a 60/40 split of treasures found. There will be a magical contract that they need to sign before he gives them any information at all. This contract has a forfeiture clause if any of the involved parties attempts to swindle the other. The contract will actively keep them for trying to cheat him later by casting a powerful Zone of Truth when the contract is "completed". He will not volunteer the information that it is magical.

Handout 1: Map

Handout 2: Letter

“My Beloved Sister, I truly hope all is well for you and your husband. Perhaps after these years you have children as well? I can imagine how that would fill your heart with joy. To have a family was your one true dream. I know you will treat them better than we were. I write to you now to inform you that I too have fulfilled my dreams. Father said I was wasting my life pursuing magic. That those days were behind us. That we should look to the future. To Technology. The words come like poison to write it but he was right, although not in the way he thought… It is through technology that I have accomplished my goals. I have discovered the secret of imbuing a vessel, either common or living, with the power of the Weave. Tomorrow I will finish my work and invite your family for a visit to see my accomplishments. This map should guide you to my workshop. I've marked locations you would recognize. I do wish to keep my location a secret so please be discrete. Thank you for believing in me.”


ACT 02: The Graywood

Once the Characters set out they will have to navigate by landmarks. The trip should take two days. However there is the chance that they could become lost. The DM should have the players make survival checks to stay on course. There is also an ever increasing chance to run into a random encounter. I suggest one Survival Check to get to each of the locations. One roll for Random Encounters on Day One on Table One and Two rolls on Day Two on Table Two. Obviously if they get lost there will be even more of a chance for Random Encounters as they attempt to get back on track.

Landmarks

  • Boxed Ear Canyon
  • The Three Pronged River
  • The Slivered Moon Hill

Random Encounter / Table 1

  • 1-50 – No Encounter
  • 51-60 – A ring of Fairy Mushrooms, no Fairies
  • 61-70 – An overgrown lumber camp
  • 71-80 – The very rotted corpse of a Giant Elk
  • 81-90 – Wolf pack, will encircle and attack the party
  • 91-92 – Bears looking for their next meal come after the party. They won’t attack immediately, and will leave if the party throws them their food.
  • 93-94 – Goblins will attempt an ambush. There will be pit traps in the area.
  • 95-96 – Giant Wasps defending their hive will attack
  • 97-98 – Giant Owls swoop in and attack. THey are nesting Nearby
  • 99-100 – Owl Bear gonna owlbear.

Random Encounter / Table 2

  • 1-30 – No Encounter
  • 31-40 – A good sized clearing almost completely stripped of plantlife. (Giant Ants in the Area can be tracked to their Ant Hill if DM wants this diversion)
  • 41-50 – A massive tree that has been split by lightning. There is a pulsing seed inside of the split. If planted the Seed Sprouts a full tree overnight.
  • 51-60 – A recently dug hole in the ground. There are tracks headed off into the woods. An Orc War Party has recently dug up some loot. They won’t be happy about the players finding them.
  • 61-70 – An ancient stone sundial. It reads the time wrong.
  • 71-80 – A colony of Stirges. They are asleep, but will they stay that way?
  • 81-90 – A young and helpful Treant. It will point them in the right direction.
  • 91-92 – Giant Toads will attempt to eat a party member and then flee
  • 93-94 – Two Specters – A young couple fleeing into the woods. The boy is hit by an arrow and tumbles to the ground. The girl tries to drag him away screaming. They then fade away and the scene restarts.
  • 95-96 – A hunting Green Drake begins stalking the Party
  • 97-98 – Displacer Beasts begin hunting the Party
  • 99-100 – A Feral Warforged restrained by vines and plant growth. If freed it will attack.

ACT 03: The Cavern

MAP: The Golem Lab

Notes: About forty five years ago a young Wizard who had lost her powers when the Weave Drought hit locked herself away in an underground lab in hopes of combining technology with mystical practices in order to bring magic back. She had some minor successes, but then reached too far too quickly. There was an accident. It killed everyone in the lab and animated a number of objects therein, including their bodies. Now these animated objects wander the halls and attack intruders.

Description

The mouth of a large cavern lies ahead. It is mostly partially covered by forest plants and fallen trees. However, the entrance is clear. Something large has been traveling in and out of the cavern. There are multiple deep and large claw marks on the trees and rocks nearby.

1) The Entrance

Description

The cavern is about 15’ tall and has a damp earthy smell to it. The walls are mix of hard packed clay and dirt holding the stone together with twisted roots. It smells moldy and there is an oder of rotting meat from within. There are several places in which either roots or stone connect floor and ceiling obscuring your vision. The area to the North is also choked with Spiderwebs further hindering your ability to see deeper into the cave. There does seem to be a clear passage out of this chamber to the West along the south wall.

2) The Manticore Lair

Description

The Tunnels open into a larger chamber. The smell of rot is stronger here. In the back of the room is a very large nest. There is a column in the way but you’re pretty sure that laying just beyond it is a pile of corpses.

And as you get closer you hear a low rumble sound similar to a large cat purring before it strikes. It if followed by something laughing. Crawling out from the nest you see the outline of a large feline like creature with a spiked tail and large bat wings. Its face is mostly human except for the rows and rows of sharp teeth in its overly large mouth.

ENCOUNTER: Manticore

This is a pretty straight forward fight. The Manticore will rush to attack.

TREASURE: Four Eaten 1st Level Adventurers. The Basic Gear from a Fighter, Cleric, Wizard, and Thief. Plus 27gp in random coinage.

3) The Spider’s Web

The room ahead is covered in webs. They are criss crossing in such a way that you cannot see to the far side of the chamber. The webs are thick, about the size of clotheslines.

ENCOUNTER: Giant Spiders

TREASURE: Broken Electrical Lantern and strange Bronze Key inside of it.

4) The Secret Door

There is a secret door here. It does require the key that was in the lamp found on the ground.

Description

There is a rumbling sound as a sacred door slides open revealing a worked stone passage beyond. It isn’t as tall as the cavern, only 10’ or so, but it looks and feels much more stable. Just inside of the doorway is a lever in the down position. There is a row of crystals embedded in the wall just above it. The far left crystal is lit up red.

The lever will have to be “pumped” in order to prime the system. As it is moved up and down the red light will go out and the center crystal will glow yellow. Once pumped enough the lever will lock into place and the yellow will go out as the far crystal will glow green. At this time they will hear a very base-y Kurumph and then a quiet background hum will begin. The many electrical lights installed in the cavern will begin flickering from the tunnels beyond. It isn’t quite strobing, but it is still extremely disorienting. The Dungeon beyond is mostly stone but has a lot of mechanical bits and bobs around. Particularly the lighting and doors. In response to the lights coming on there will be an echoing scream from deeper in the dungeon.

5) The Guard Chamber

Beyond this door is a medium sized room. It is carpeted and lightly furnished with a table and some chairs as well as a long bench. There is a long cold large fireplace on the far side of the room, an armored skeleton lay on the floor in front of it and another sits in a chair in the corner. It does not appear any one living has been in this room for a long time.

When they enter the room the Rug will attack them.

ENCOUNTER: Rug of Smothering

Straight Forward fight with the Rug.

If the skeletons are disturbed they will attack.

ENCOUNTER: Skeletons

Straight Forward fight the Skeletons.

TREASURE Rusted Armor and Weapons: The skeletons armaments the skeletons are wearing would have at one point likely been valuable. Both weapons and armor are covered in symbols and runes. A solid arcana check would tell the player that it looks like they were being prepared for enchantment. Unfortunately, time has rendered them all but worthless.

DM Note: The Armor will later become “Rusty Animated Armor” and attack the players. Even if they bring it with them. Especially if they bring it with them.

6) The Broken Fountain

Four flickering lights unsuccessfully attempt to illuminate this room. At its center is what at one time must have been a fine fountain. The walls of the fountain have long since crumbled and cracked letting the water run out.

A closer inspection (Hard Skill Check) will reveal that the fountain was mechanically operated and that it broke from the inside outward.

DM Note: Both the fountain and the Brazier were part of the process the Wizard was engaged in. They were at one point tied to the mechanical and electrical systems. When the power comes back on they will both begin randomly arcing electricity. As character pass back through the room they will need to make an Easy Dexterity Saving Throw or be struck with 1d4+1 Lightning Damage. If for some reason the party took the time to repair them, then they will operate as intended.

7) Sleeping Quarters

These look like common sleeping quarters. Four beds are pushed up against the walls. There looks to be a foot locker under each one.

TREASURE, Foot Lockers: There isn’t much of value here. Old tattered clothing and a few personal items. However there would be a few trinkets and baubles. Valuing 4d4+16sp.

ENCOUNTER, Animated Furniture: In the second room they explore one of the chests and one of the beds will animate and attack. It will chiefly be a straight forward fight against the Furniture.

8) Maintenance Room

When this door is opened the door across the hall will open as well. There will be aggressive skeletons beyond them. This begins the Skeleton Ambush encounter. This encounter only happen once.

This room is filled with shelves of tools and machinery. There is a table central to the room where it looks as if someone was working on a project. The dust on the table tells you that they stopped working long ago.

ENCOUNTER: Skeleton Ambush

The skeletons will pour out of the rooms ignoring opportunity attacks in an effort to get in range of the players. Two additional skeletons will come from area 10). If the two skeletons from area 5) are still alive they will come from area 6) surrounding the players.

TREASURE Rusted Armor and Weapons: The skeletons armaments the skeletons are wearing would have at one point likely been valuable. Both weapons and armor are covered in symbols and runes. A solid arcana check would tell the player that it looks like they were being prepared for enchantment. Unfortunately, time has rendered them all but worthless.

DM Note: The Armor will later become “Rusty Animated Armor” and attack the players. Even if they bring it with them. Especially if they bring it with them.

Secret Door – There is a secret door behind the North shelf here. However, it cannot be opened until the full power of the dungeon is restored. When that happens the door will open on its own.

9) Common Room

When this door is opened the door across the hall will open as well. There will be aggressive skeletons beyond them.

This room appears to have been some sort of common room. Long tables and benches in the center look as if they were placed for meal times. There is a stove and a sink in one corner and piles of long crumbled crates and barrels in the others.

ENCOUNTER: Skeleton Ambush

The skeletons will pour out of the rooms ignoring opportunity attacks in an effort to get in range of the players. Two additional skeletons will come from area 10). If the two skeletons from area 5) are still alive they will come from area 6) surrounding the players.

ENCOUNTER: Animated Stove

Straight Forward fight against the Furniture.

TREASURE Rusted Armor and Weapons: The skeletons armaments the skeletons are wearing would have at one point likely been valuable. Both weapons and armor are covered in symbols and runes. A solid arcana check would tell the player that it looks like they were being prepared for enchantment. Unfortunately, time has rendered them all but worthless.

DM Note: The Armor will later become “Rusty Animated Armor” and attack the players. Even if they bring it with them. Especially if they bring it with them.

10) The Broken Brazier

This room is very similar in form to the fountain room back to the East. However instead of a fountain this room contained a large brazier. There are stairs leading downward in the south wall.

ENCOUNTER: Four Chairs

Straight Forward fight the Furniture.

A closer inspection (Hard Skill Check) will reveal that the brazier was mechanically operated and that it broke from the inside outward.

DM Note: Both the fountain and the Brazier were part of the process the Wizard was engaged in. They were at one point tied to the mechanical and electrical systems. When the power comes back on they will both begin randomly arcing electricity. As character pass back through the room they will need to make an Easy Dexterity Saving Throw or be struck with 1d4+1 Lightning Damage. If for some reason the party took the time to repair them, then they will operate as intended.

11) The Library

Shelves of old and crumbling tests line the walls of this room. A broken desk lies against the west wall and a large table covered in moldering tomes and paperwork dominates the center of the room.

Examining the Books – It is very likely that the players will want to examine the books in the room. A cursory glance will reveal that the majority of them fit into three categories. The Weave. Mechanics. And Biology. A closer look will require a Very Hard Dexterity Check to be made. On a failure the book crumbles. If they are persistent they can verify what the letter had told them, that whomever this place belonged to, their main goal was to harness magic through technology. However, if they have done well in recovering books, they may be able to string together the process by which the Wizard was working.

TREASURE: If they examine the desk they will find a rusted Iron Key, 13gp, and an emerald worth 100gp. This key opens the door to The Workshop. There is a silver inkwell in the ruins of the desk worth 20gp.

12) The Workshop

This door is locked with a Very Hard Lock. The Iron Key found in 11) opens it.

Opening the door reveals a very sophisticated looking workshop. It also reveals that this workshop has been badly damaged, likely by some kind of explosion. The mechanics and dials seem to be shattered and broken. In the center of the room are some work tables. One is covered in fractured alchemical equipment. The other has a large metal woman laying on it.

EVENT: Entering this room Leads us to ACT 4: The Warforged Workshop

13) The Artificer’s Quarters

This large bed chamber has really begun to deteriorate. The shelves have collapsed and the bed is almost a pile of unrecognizable debris. There is a workstation that is more or less intact.

Once they are fully in the room the bed will attack them and out of it will pour two Rat Swarms.

ENCOUNTER: Animated Bed and Rat Swarms

TREASURE: Searching the room will reveal a number of valuable personal items, ivory combs and brushes, small silver figurines, and things like that. Most notable is a small Silver Jewelry Box with an unknown family crest upon it. In it are a few rings and earrings as well as a locket with two distinct women carved into each side. Baubles = 15gp, Silver Jewelry Box = 20gp, Various Rings = 60gp, Locket = 20gp

14) The Focusing Chamber

This large pentagonal room has an intricate magical looking symbol carved into a slightly raised circular platform. Just beyond that the floor is deeply scored as if there was a fiery blast that left behind the marks.

SECRET DOOR: There is a Secret Door on the South East wall. It is Hard to find. It also cannot be opened while the main power is off.

15) The Treasure Room

The secret door slides away revealing the room beyond. Inside of the chamber are three chests. Each chest holds 150gp worth of silver. One of them has a Dissertation on Warforged, this book is similar to a Golem Manual, but is non magical. It teaches one how to make the body of a Warforged but the magical process is not contained within. The Book is worth 500gp.

16) The Conductor

This massive chamber is filled with lightning coils. Electricity jumps from coil to coil as it woks its way back and forth across the room. There are several large areas that are floorless and the area below where the floor would be is filled with machinery. Across from the secret doorway you can see two niches each housing a lever. The wall between them is covered with unlit crystals similar to the ones you saw at the entrance of the workshop. It would be pretty easy to time a run between the lightning as it courses back and forth.

EVENT, Flipping the Levers: Once both levers are flipped the circuit will be restored. The lights will begin to light up at first red… then yellow… then green! The lightning will be speeding up as more crystals light. Once they hit green the lightning between the coils will be constant. Anyone that gets hit by the lightning will need to make a Hard Dexterity Saving Throw or take 6d6 Lightning damage and be stunned, half as much on a successful save and will avoid the stun. A stunned character must be saved by others or continue to take lightning damage.

Once the power has been fully restored the lights will stop flickering and there will be a heavy electric charge in the air. Their hair will begin to stand on end slightly. Metal objects will have become slightly magnified. Some of them pulling and some repulsing. Objects out in the halls will be floating around and drifting through the halls. We will then be off to Act 5: An Assault of Armor


ACT 04: The Golem Builder’s Workshop

The Spirit of the Wizard is trapped in this room. She has for the most part been unable to interact with anything here for years, but she has been able to think about her problem. She believes that if the power can be fully restored and some of her workshop repaired she could inhabit the Warforged she was building. In order to accomplish this she will attempt to possess one of the players. This could easily lead into a fight if she fails.

If she is successful in possessing a player then she will immediately begin working on her equipment. She will also tell the other non-possessed players that she needs them to go turn the power back on. She will flip a lever and there will be a crashing sound, like a metal shelf toppling over (Because that’s what it is) from across the dungeon. The door to 16) The Conductor is now open.

If they question her, she is willing to engage in conversation. She will struggle to recall personal details about herself but will share what she was doing here, and her plans. In short she was attempting to fill vessels with magical power during the weave drought using technological methods. She was successful in that endeavor. She then turned her attention to infusing living beings with magical energy. She was partially successful. She was able to create conduits of energy in the form of worn items. He ultimate goal was to create a Warforged. All of whom stopped working during the drought. That experiment backfired tragically and killed everyone in her laboratory. She is now attempting to put herself into the Warforged frame laying on the table. Once she does that she will release your friend. If they give her the locket she will remember her sister and that she married a man name Wallace Durrand… his family was from Deleran’s Crossing… she… she is Kimmerly Korvis from Cold Rock.

At this point the players can attempt to help or engage the Ghost. If they fight with her head down to Act 05: An Assault of Armor and add the Ghost to the Encounter.

If they agree to help her, she will send them to the conduit room which is hidden behind 8) The Maintenance Room. “Get in there, flip the switches, and get out quickly! Then come back here. I should have enough of this working again to finish.”


ACT 05: An Assault of Armor

SCENARIO 1: Attacking the Ghost.

You turn your hostility toward the Ghost and launch an attack. She screams, an unearthly wail that echoes through the halls. “You’ve ruined everything! I didn’t want to hurt you! I didn’t want to Kill you! I just wanted to live! But you fools! You’ve chosen death! I’ll rip your souls from your bodies!”

The Magnetism in the workshop begins to increase dramatically. Anyone wearing metal armor will have their movement halved. Anyone wielding Metal weapons will have to make Easy 10 Strength saves or have their weapons yanked out of their hands.

ENCOUNTER: Ghost and An Assault of Armors

They’ve chosen the harder path, they will have to fight the Ghost and the Armor in the same encounter. However, give them one round with the Ghost alone before bringing any Armor To life. At the start of round two any armor they are carrying will rip out of their bags and form into Rusted Animated Armor. Any suits they left out in the halls will form up and begin dashing their way. They will attack in waves first with a charge attack and then standard attacks. Throw in some random furniture as well, you know, just to round it out. Also, I rusted out the Animated armor to not make it quite as tough to hit or as hearty hp wise.

SCENARIO 2: Helping the Ghost

You come back into the room and begin helping the Ghost fix her equipment. After about three hours of work “she” steps back away from the control panel. “It’s as good as I can manage. Thank you for giving me this opportunity.”

The Magnetism in the workshop begins to increase dramatically. Anyone wearing metal armor will have their movement halved. Anyone wielding Metal weapons will have to make Easy 10 Strength saves or have their weapons yanked out of their hands.

“Something is wrong!” The Ghost screams. “Be on your guard. They are coming!” There is then a bright flash of light and the Warforged’s eyes begin to glow.

The Artificer has accomplished her goal and the player is now free of her influence. The Warforged will join as a strictly Melee combatant in Round Two.

ENCOUNTER: An Assault of Armors

At the start of the round any armor they are carrying will rip out of their bags and form into Rusted Animated Armor. Any suits they left out in the halls will form up and begin dashing their way (2 a round). They will attack in waves first with a charge attack and then standard attacks. Throw in some random furniture as well, you know, just to round it out. Also, I rusted out the Animated armor to not make it quite as tough to hit or as hearty hp wise. The Artificer has accomplished her goal and the player is now free of her influence. The Warforged will join as a strictly Melee combatant in Round Two.

At the close of Combat, if the Artificer survived, she will sincerely thank the players and encourage them to take the items from her Treasure Vault hidden in the 14) The Focusing Chamber. She will then inform them that she intends to leave and go see what has become of her sister’s family. She also wants to reconnect with the world now that magic has returned. It will call for a refocus of her research, but she is more interested in what is out there now rather than what has become of her life.


CLOSING: Returning to Town

The players now likely have several tid-bits and loose ends they will want to tie up. Here are the most common things.

1) Travel Home

They do have to travel home. I usually expedite this, but that is up to the DM and how much side content they want to engage in.

2) Contractual Obligations

Upon arriving, they will likely need to fulfil their adventuring contract with Kargamon, although they may have avoided this if they worked with Old Ben. They owe him 60% of the value of whatever they found. They may try to pull some shenanigans here and get a larger cut. He is fully prepared for this turn of events. He will discretely activate The Contract’s Zone of Truth and attempt to conclude the deal fairly. If they attempt to cheat him and are caught, they forfeit their rights to any treasure found. If they raise a stink about this he will summon the guards.

3) The Artificer’s Family.

They may want to help the Artificer track down her family or track them down on their own if they killed the ghost. This is another adventure entirely, and it is always nice to have a follow up hook. My thoughts on it are that her sister began searching for her a few years after she disappeared, and she went missing during the search, leaving behind a young family. The family would be grown now and her children probably are grandparents. But there would be some tense and curious family issues to explore… and then go find out what happened to her sister! Or do something entirely different! The Future is yours to shape!

Thanks for playing an AOG Adventure.

I do want to take one last moment to sincerely thank you for playing an AOG Adventure. It means a lot to me as a creator. If you enjoyed it please leave me some comments on wherever you found this adventure.


APPENDICES

The appendices section was cut to save space in the post. If you send me a DM I can get you the Free PDF of the adventure that will include it

STAT BLOCKS / HANDOUTS / MAPS

Please send me a DM if you would like a Free PDF of the adventure (4 Maps / 3 handouts / Stat Blocks)

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