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KAI DYNASTY

A Forgotten Realms Adventure in the Anauroch


Kai Dynasty is a D&D 5th Edition adventure designed for a DMs use in any Forgotten Realms
campaign that take place in or near the Anauroch desert. This adventure includes five NPCs, the
background for a lich, and a number of monsters based on the monk psionicists trained by the Kai
Dynasty. While this was designed as a level 4 adventure module to be run in about 20 hours, you will
notice that the adventure focuses mainly on roleplay and puzzles, and only the NPCs will need to be
adjusted to suit the desired difficulty.

A 20-HOUR ADVENTURE FOR 4TH-5TH LEVEL CHARACTERS

Designed by PELLE JUEL


Written by JUSSI R. FOLTMAR SVENDSEN

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KAI DYNASTY

KAI DYNASTY

KaiTelQuess means the Kai People in elvish and


refers to the descendants and followers of the leaders of
a group of psionicist monks from the city of Evereska
who travelled east into the Anauroch. These were
members of the KalieshErai, the psionic elves of
Evereska, who now practice special forms of martial art
at the Kai Monastery in the Anauroch.
Akai, the youngest of the Kai Dynasty

ABOUT THE ADVENTURE

The Kai Monastery was built in the Anauroch by the


elves of Evereska as a safe haven for the KaiTelQuess.
It has remained secret until the latest matriarch, Elikai
started to spread its notoriety through her evil deeds. In
recent years, however, the Kai Monastery has fallen
silent again, and only a few know of its existence.

ADVENTURE BACKGROUND

Years ago, Elikais youngest son Akai interrupted her


while she was conducting a ritual to turn herself into a
lich. The ritual was almost completed, which meant that
Elikais spirit was put into her phylactery, but she never
rose as a lich. Instead, Akai fled from the Kai
Monastery with the phylactery, tired of his mothers
actions that were giving the KaiTelQuess a bad
reputation. Before fleeing from his home and family, he
learned that the light of a full moon would complete the
ritual and release Elikai, and only in the depths of the
Kai Monastery where the phylactery had been forged,
could it be destroyed.
Recently, Akai has gotten word from the Kai
Monastery that his sister Likai is getting married. He is
going to use this opportunity to travel to the Kai
Monastery and attempt to destroy Elikais phylactery.
He also misses his siblings, which he knows wont
harm him, even though they will most likely attempt to
release Elikai.
As a precaution, Akai will gather a group of
adventurers that will serve as a backup plan in case he
fails, but he will keep the mission on a need-to-know
basis since he fears what others may do with Elikais
phylactery, or against his family and the rest of the
KaiTelQuess.

ADVENTURE HOOKS

The players may know Akai personally,


although they probably dont know his past,
which is something he keeps to himself. Akai
will contact the party and invite them along to
his sisters wedding, hoping that if anything
goes wrong, then the players will help him and
finish what he started.

The players may be travelling the Anauroch, or


the area near Evereska, in which case they are
hired to escort a group of travelers going into
the Anauroch for a mysterious wedding. Akai
is hoping that hiring the party is enough for the
players to come to his aid and finish what he
started if something goes wrong.
The players may travel to the edge of the
Anauroch near Evereska in search of a rare
herb that only grows in this area. This is a side
quest that can be introduced at the camp after
the adventure has started in case the players
have one of the other hooks, or it can be used
to bring the players to the region where they
are then introduced to Akai who gives them
one of the previous adventure hook.

IMPORTANT NPCS

The three ruling siblings of the KaiTelQuess play a


major role in this adventure, and the party may end up
in a confrontation against them. In their journey to the
Kai Monastery, the party meet two other important
characters who serve as aids and guides to avoid a
situation where the players find themselves lost in the
Anauroch, which would most likely end in death. All
five of these NPCs are described in detail below.

AKAI, YOUNGEST OF THE KAI DYNASTY


Medium humanoid (moon elf), neutral good
Armor Class 19
Hit Points 26 (4d8 + 8)
Speed 40 ft.
STR
DEX
CON

INT

WIS

CHA

13 (+1) 20 (+5) 14 (+2) 12 (+1) 18 (+4) 8 (-1)

Saving Throws Str +3, Dex +7


Skills Acrobatics +7, Deception +1, Perception +6,
Sleight of Hand +7, Stealth +7,
Senses darkvision 60 ft., passive Perception 16
Languages Common, Elvish
Challenge 3 (700 XP)

Unarmored Movement. While Akai is wearing no


armor and wielding no shield, his speed is increased by
10 ft.
Unarmored Defense. While Akai is wearing no armor
and wielding no shield, his AC includes his Wisdom
modifier.

Actions

Multiattack. Akai makes three unarmed strikes.

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KAI DYNASTY

Unarmed Strike. Melee Weapon Attack: +7 to hit,


reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning
damage.

Akai is the youngest son of Elikai and one of the


three ruling siblings of the Kai Monastery. He is a tall
thin moon elf specialized in stealth. He usually wears
light and bright clothing that still somehow blends
with his surroundings. He prefers to keep his face
hidden and strides with determination. He foiled his
mothers plans to become a lich, trapped her in her
own phylactery, and fled from his home and family a
few years ago. Since then, he has found work as an
adventurer.

BELL, A YOUNG DESERT GUIDE

Medium humanoid (human), lawful neutral

Armor Class 12 (15 with mage armor)


Hit Points 33 (6d8 + 6)
Speed 30 ft.
STR
DEX
CON
INT
WIS

CHA

9 (-1) 15 (+2) 13 (+1) 16 (+3) 11 (+0) 14 (+2)

Saving Throws Con +5, Cha +5


Skills Athletics +2, Arcana +6, Religion +6, Survival +3
Senses passive Perception 10
Languages Common, Elvish
Challenge 1 (200 XP)

Spellcasting. Bell is a 6th-level spellcaster. Her


spellcasting ability is Charisma (spell save DC 12, +4 to
hit with spell attacks). Bell knows the following
sorcerer spells:
Cantrips (at will): blade ward, chill touch, light,
prestidigitation, ray of frost
1st level (4 slots): mage armor, magic missile, shield
2nd level (3 slots): knock, see invisibility
3rd level (3 slots): counterspell, dispel magic

Actions

Dagger. Melee or Ranged Weapon Attack: +5 to hit,


reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4
+ 2) piercing damage.

Bell is attuned to an orb of the stein rune, which is


described in Appendix A: Magical Items or in
Unearthed Arcana: Prestige Class and Rune Magic.
Bell is a young pale sorceress with short dark hair
and deep brown eyes. She has guided many in and
out of the Anauroch in her light and loose dark rose

red clothing. On her travels she has come upon a


magical rune. She found a rune scribe and thus
gained knowledge in how to use the rune she had
found. She has now returned to the Anauroch to
continue her vocation, but she is curious to find
more runes and rune scribes.

GIMP, A SVIRFNEBLIN MERCHANT

Small humanoid (deep gnome), chaotic good


Armor Class 13
Hit Points 33 (6d6 + 12)
Speed 20 ft.
STR
DEX
CON

INT

WIS

CHA

14 (+2) 16 (+3) 14 (+2) 12 (+1) 10 (+0) 8 (-1)

Skills Investigation +3, Perception +2, Stealth +5


Senses darkvision 120 ft., passive Perception 12
Languages Common, Elvish, Gnomish, Terran,
Undercommon
Challenge 1 (200 XP)

Stone Camouflage. Gimp has advantage on Dexterity


(Stealth) checks made to hide in rocky terrain.

Gnome Cunning. Gimp has advantage on Intelligence,


Wisdom, and Charisma saving throws against magic.

Innate Spellcasting. Gimps innate spellcasting ability is


Intelligence (spell save DC 11). He can innately cast the
following spells, requiring no material components:
At will: nondetection (self only)
1/day each: blindness/deafness, blur, disguise self

Actions

Multiattack. Gimp makes two melee attacks: one


with his short sword and one with his dagger.

Shortsword: Melee Weapon Attack: +5 to hit, reach 5


ft., one target. Hit: 6 (1d6 + 3) piercing damage.
Dagger. Melee or Ranged Weapon Attack: +5 to hit,
reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4
+ 3) piercing damage.

Gimp is a small ugly little deep gnome that looks a


bit like a goblin. He wears ragged striped clothes and
sandals. At a young age he learned that he had a
talent for selling human wares on the surface and
now travels the Forgotten Realms. He has gathered a
number of human followers. In this adventure his
followers are referred to as henchmen and count as

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KAI DYNASTY

3 thugs. These thugs are more like bandits who have


ended up working on the devious plots and schemes
Gimp makes up to make them all rich. In this
adventure, this group is disguised as a band of
entertainers who are trying to infiltrate the Kai
Monastery in an attempt to steal from it during the
wedding. They plan to use the herb described in this
adventure to cause a distraction while they steal the
wedding gifts.

LIKAI, DAUGHTER OF THE KAI DYNASTY

INT

WIS

Medium humanoid (moon elf), lawful evil


Armor Class 19
Hit Points 71 (13d8 + 13)
Speed 45 ft.
STR
DEX
CON

INT

WIS

CHA

14 (+2) 20 (+5) 12 (+1) 10 (+0) 18 (+4) 8 (-1)

Medium humanoid (moon elf), lawful evil


Armor Class 19
Hit Points 71 (13d8 + 13)
Speed 45 ft.
STR
DEX
CON

TAKAI, ELDEST OF THE KAI DYNASTY

CHA

14 (+2) 20 (+5) 12 (+1) 10 (+0) 18 (+4) 8 (-1)

Saving Throws Str +5, Dex +8


Skills Acrobatics +8, Insight +7, Perception +7
Senses darkvision 60 ft., passive Perception 17
Languages Common, Elvish
Challenge 5 (1,800 XP)

Unarmored Movement. While Likai is wearing no


armor and wielding no shield, her speed is increased by
15 ft.
Unarmored Defense. While Likai is wearing no armor
and wielding no shield, her AC includes her Wisdom
modifier.

Actions

Multiattack. Likai makes four melee attacks with


her quarterstaff.

Quarterstaff. Melee Weapon Attack: +8 to hit, reach


5 ft., one target. Hit: 8 (1d6 + 5) bludgeoning
damage, or 9 (1d8 + 5) bludgeoning damage if
wielded with two hands.

Likai is the only daughter of Elikai and one of the


three ruling siblings of the Kai Monastery. She is a
silver haired moon elf who adores to wear gold and
silver clothing that waves in the wind. She wears
golden jewelry and sandals. Her weapon of choice is
her long thin black staff with brass ends. She feels
that she has a lot to live up to with Elikai gone, and
would therefore prefer to have her mother back. She
doesnt feel ready to be the matriarch of the Kai
Dynasty.

Saving Throws Str +5, Dex +8


Skills Athletics +5, Insight +7, Perception +7
Senses darkvision 60 ft., passive Perception 17
Languages Common, Elvish
Challenge 5 (1,800 XP)

Unarmored Movement. While Takai is wearing no


armor and wielding no shield, his speed is increased by
15 ft.
Unarmored Defense. While Takai is wearing no armor
and wielding no shield, his AC includes his Wisdom
modifier.

Actions

Multiattack. Takai makes four unarmed strikes.

Unarmed Strike. Melee Weapon Attack: +8 to hit,


reach 5 ft., one target. Hit: 9 (1d8 + 5) bludgeoning
damage.

Takai is the eldest son of Elikai and one of the three


ruling siblings of the Kai Monastery. He is a tall bald
broad shouldered moon elf specialized in martial
arts. He wears grey and white clothes with a large
number of strips of cloth. He is confident and
ambitious, and always tries to pit his sister Likai
against his brother Akai to ensure that he has the
most support.

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KAI DYNASTY

PART 1: INTO THE ANAUROCH


The first part of the adventure introduces the players to
the NPCs and brings them into the Anauroch. It also
introduces them to the plot and eventually leads them to
the Kai Monastery where the second part of the
adventure begins.

THE CAMP

MEETING THE NPCS

On the edge of the Anauroch, at the foot of the


Graycloak Hills, the players start in a camp set up by
travelers who are gathering to form a caravan that is
going to head into the Anauroch. The camp consists of
tents of various sizes set up mainly by moon elves.
There are a number of camels, the players can purchase
a single one if they want. If the players want other gear,
some of the merchants have set up tents and smithies
where the party can purchase any standard gear as listed
in the Players Handbook.
The camp has been up for about a tenday and it has
been growing as people have gathered to prepare the
caravan into the Anauroch. In that time a large tent has
been set up to serve as a tavern with drinks, food, and
music. In other words, the camp is a tool to gather the
party, let them purchase gear they need, meet NPCs,
and introduce them to the adventure.
Use the camp to introduce Akai, which in turn
introduces his siblings Likai and Takai. The two are
very friendly but not very talkative. They try to keep to
themselves and attempt to bring Akai away from the
party. The three siblings will go to the Kai Monastery,
which is a tenday into the Anauroch, before the caravan
departs. Likai still has preparations to make for the
wedding, and they are only at the camp to meet Akai,
which insists that the players should come along to the
monastery. When the players are ready, they will
depart.
You may also use the camp to introduce Bell and
Gimp, and any other side quests you want, including the
retrieval of a rare herb that can be found in a nearby
cave out in the Anauroch.

AKAIS CAPTURE

As the party moves into the Anauroch, not even a day


passes before they are separated. This can happen in
different ways:
The party travels to the cave to retrieve the
herb, in which case the Kai siblings say that
they will meet the party at the first oasis and
gives them directions to it. The Kai siblings
arent present at the oasis when the party

arrives. If Bell isnt with the party, then they


should meet Gimp and his three henchmen on
their way to the cave. In exchange for the
herbs, Gimp will then serve as a guide through
the desert to the Kai Monastery.
The party is abandoned in the desert by Likai
and Takai who capture Akai. The players, now
lost in the Anauroch, will have three choices.
o They can attempt to travel towards the
Kai Dynasty and should run into the
first oasis. Since its magical, it
doesnt really matter whether the
players are lost or not. If Bell isnt
with the party, then at the first oasis
the party will meet Gimp and his
three henchmen.
o They can travel towards a nearby cave
they can see, which is the cave that
contains the rare herb as described
later. On their way to the cave, if Bell
isnt with the party, they meet Gimp
and his three henchmen.
o They can travel towards the mirage of
a nearby oasis, which is actually the
abode of a druid.
If all fails, then let a sandstorm hit the party. In
this case the party will be saved by the druid
but Likai and Takai will capture Akai and
hurry towards the Kai Monastery. If this
presents itself as a challenge, Likai and Takai
can always capture Akai while the party is
trying to solve the druids puzzle as described
later.

DESERT WEATHER

A number of rules need to be highlighted as the party


travels into the Anauroch.
Extreme Heat: If a character doesnt have access to
drinkable water, it needs to succeed a Constitution
saving throw at the end of each hour or gain one level
of exhaustion. The DC is 5 for the first hour and
increases by 1 for each additional hour. Creatures
wearing medium or heavy armor, or who are clad in
heavy clothing, have disadvantage on the saving throw.
Creatures with resistance or immunity to fire damage
automatically succeed on the saving throw, as do
creatures naturally adapted to hot climates.
Sandstorm: A sandstorm is a heavily obscured area,
and any creature in it effectively suffers from the
blinded condition. It also imposes disadvantage on
ranged weapon attack rolls and Wisdom (Perception)
checks that rely on hearing.

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KAI DYNASTY

Water: A character needs two gallons of water per


day in the Anauroch. A character who drinks only half
that much water must succeed on a DC 15 Constitution
saving throw or suffer one level of exhaustion at the end
of the day. A character with access to even less water
automatically suffers one level of exhaustion at the end
of the day. If the character already has one or more
levels of exhaustion, the character takes two levels in
either case. Furthmore, if the character doesnt have
access to water, the character also suffers from extreme
heat as described above.
Becoming Lost: Without one of the five NPCs
described earlier, the party run the risk of becoming
lost. The partys navigator makes a Wisdom (Survival)
check when you decide its appropriate, against DC 10.
If the party is moving at a slow pace, the navigator
gains a +5 bonus to the check, and a fast pace imposes a
-5 penalty. Note that the navigator has advantage on the
check when the character can see the sun or stars.
If the Wisdom (Survival) check succeeds, the party
travels in the desired direction without becoming lost. If
the check fails, the party inadvertently travels in the
wrong direction and becomes lost. The partys
navigator can repeat the check after the party spends
1d6 hours trying to get back on course.
If the party gets lost before reaching the first oasis,
then let the druid described later save them. After
meeting the druid, the party will find their way to the
first oasis, which is magical in nature and which
therefore finds them even if they are lost. At this oasis
the party should meet Gimp and three of his henchmen,
who have disguised themselves as entertainers for the
Kai wedding in the hopes of stealing from the Kai
Monastery.

THE HERB CAVE

In a cave at the outskirts of the Anauroch grows a rare


herb. An Intelligence (History) check DC 20 lets a
character know the myth of the cave. Years ago, a
wifes husband found an abandoned goblin cave and
ventured into it in search of treasure. The wife quickly
followed her husband down into the cave. Instead of
treasure he found a beautiful flower, which he was
picking as his wife caught up to him. He was surprised
when his wife startled him and mysteriously and
ferociously attacked her, killing her.
An Intelligence (Nature) check DC 25 reveals that
the flower is poisonous. In its natural state it must be
inhaled and exudes a dose each round for 5 rounds in a
10-foot sphere. When the flower is dried it can be
combined with food or drinks to be ingested instead.
The character also learns the following about the herb.
Rage Herb (Inhaled/Ingested). A creature subjected
to this poison must make a DC 17 Constitution saving

throw or be poisoned for 1 minute. The poisoned


creature suffers from a fit of rage and attacks the nearest
creature while under the effects of rage.
The poisoned creature has advantage on
Strength checks and Strength saving throws.
When the poisoned creature makes a melee
weapon attack using Strength, it gains a +2
bonus to the damage roll.
The poisoned creature has resistance to
bludgeoning, piercing, and slashing damage.
The cave itself is guarded by 4 dryads who will defend
the plants and attempt to chase away the players. They
are also susceptible to the poison and thus keeps away
from it. There are large roots in the cave that belong to
elephant plants that grow on top of the cave.

THE DRUID LAIR

Whether the local druid saves the party from the


Anauroch, or the players seek out the mirage of an
oasis, they will end up in a large underground cavern
with trees, roots, and vines. At the entrance the druid
requires the party to leave anything made of metal here.
They can recover their items when they leave again. A
Dexterity (Sleight of Hand) check DC 15 allows a
character to bring metal objects into the druids lair.
Within the lair are a number of animals as described
later. There is also a lake with a foot of water in it and a
small island in the middle, a protruding rock. Hovering
above the rock near the ceiling is a bright glowing star
that gives light to the lair. A small alcove serves as the
druids kitchen and bedroom.

PUZZLE

The players are welcome to rest and are free to leave


whenever they want to. The druid has a puzzle for them
though, but they are not forced to accept the challenge
of solving it or even solve it.
The druid explains that the puzzle is to touch the star
without touching the water.
As a hint, the star always moves in the opposite
direction of how the water moves. So if the party
splashes around in the water, the star will vibrate before
returning to its original position. If the party tries to
remove water from the lake, the star will move
upwards. Throwing water up in the air will simply have
it fall back down, in which case the star will move
downwards and then back up to its original position.
Climbing up to the star or shooting it doesnt solve the
riddle, as the solution requires the party to bring the star
down to the ground.
To solve the puzzle, the party needs to gather a
container of water and bring the water up to the ceiling
by climbing the trees on the outskirts of the cavern,
which will have the star move out to the opposite end of

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KAI DYNASTY

the cavern and down to the ground. Climbing the trees


requires a Strength (Athletics) check DC 10. Note that
if a container touches the water, the party isnt touching
it.
Completing the puzzles rewards the party with a
creature of their choice that the druid gives them. They
can choose from any of the creatures present in the
cavern. Each creature grants an additional party bonus.
A hungry wolf that needs to be fed often but
grants advantage on saving throws against fear.
If it isnt fed properly it will leave the party.
A disloyal raven that stand sentry and mimics
an alarm if a non-party member comes within
50 feet of it. Shushing the raven makes it fly
away, never to return.
A vain amur leopard (use panther stats) that
requires a lot of sweet talking to. Once per day
when a spellcaster in the party finishes a short
rest, that character can choose 2 expended
spell slots to recover. If the party doesnt say
good things to the leopard at least once per
day, the leopard will leave the party.
A bobcat (use cat stats) that likes heat. It
grants party members within 30 feet, blindsight
30 ft. It needs to be kept warm and if it is ever
cold (70 degrees Fahrenheit or below), then it
will leave the party.
A photosensitive bat that lets the party see
through disguises without having to make a
check. If the bat is ever subjected to light, it
will fly away, never to return.
A greedy pixie that gives advantage to wisdom
checks but requires a daily fee. If the pixie
isnt paid, it will leave the party.

THE FIRST OASIS

People who travel into the Anauroch to reach the Kai


Monastery travel along a series of magical oases. The
whole journey takes a tenday, with an oasis located at
the end of each days travel. The first oasis thus lies 12
miles into the Anauroch, which takes a day to reach
since the desert counts as difficult terrain. The oases are
magical in a variety of ways.
Caretaker: Each oasis has a caretaker, an unspecified
powerful magical creature that tends to the oasis and
ensures its magical properties. Some say that the
caretakers themselves arent magical, but that the rod
that they wield are powerful magical items that control
the oases.
Find the Living: The oasis detects nearby life and
moves to make it easier for people to find the oasis.
This ensures that whether the players are going the right
way or not, they should be able to find the oasis.

Fresh Water: The water in the oasis is endless and


always fresh and pure, even when others attempt to
poison or foul it.
Food: Theres always an abundance of various fruits
and meat available to gather and hunt in the oasis.
Protection: The oasis provides protection. Any
fighting or threats are taken harshly. If the party is
involved they will be warned. If theres a continued
aggression or a second incident, the party will be
magically banned from all the oases, making it
impossible for them to find any of the oases in the
desert, which may lead to their eventual death.

CHASE THROUGH THE ANAUROCH

Once at the first oasis, you should mark down Takai and
Likais location. The party now needs to chase these
through the desert in an attempt to catch up to them
before they reach the Kai Monastery. Below is a map of
the desert including the magical oases in the way.

Cross: The cross on the map represents the camp


where the party starts the adventure. If you want to put
a city, or name the camp, then call it Behal.
Square: The square on the map represents the Kai
Monastery, where the second part of the adventure takes
place.
Blue Circles: The blue circles are the nine magical
oases. Theres a day of travel between each, as marked
by the black lines. Note that the last stretch between the
ninth oasis and the Kai Monastery includes a path,
which counts as normal terrain instead of difficult
terrain. If the players go in a straight line, then theres
18 miles (1 day of travel) between the uneven oases,
and between oasis 6 and 8. Theres 13 miles between
oasis 2 and 4, and the same between 4 and 6, which
should take less than an hour extra than travelling the
usual 12 miles per day.
Between Oasis 3 and 5: Theres only 6 miles
between these two oasis, but this path is rarely used. It
is meant as a tool for the DM, so that you can either
slow down the party or give them a chance to catch up
to the Kai siblings. To slow down the party, the Kai

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KAI DYNASTY

siblings may take this path while the party travels


around, or the party may take this path and end up in
quicksand, which is the reason why theres a path
around it. Travelling from oasis 3 to 4 takes a day as
theres 12 miles, and so does travelling from oasis 4 to
5.
Quicksand: When the party reaches the quicksand
area, they will sink 1d4 + 1 feet into the ground and
become restrained. At the start of each of the party
members turns, it sinks another 1d4 feet to a maximum
of 10 feet. As long as the party member isnt submerged
in quicksand, it can escape by using its action and
succeeding on a Strength check. The DC is 10 plus the
number of feet the party member has sunk into the
quicksand. A party member that is completely
submerged in quicksand cant breathe and starts
suffocating as described in the Players Handbook.
Another party member can pull out someone in the
quicksand by using its action and succeeding on a
Strength check. The DC is 5 plus the number of feet the
target creature has sunk into the quicksand. The result
of using the quicksand should either be that the players
return to the previous oasis, and thus loses up to a day
of travel, or they travel so slowly between oasis 3 and 5
that it takes them 12 hours of travelling.
Catching up to Takai and Likai: Remember to take
into account tracking, gathering food and water, force
marching, and fast pacing. Also remember to account
for Takai and Likais increased speed and their burden
of carrying Akai. The party shouldnt catch up at this
point in the adventure, but if it does happen, then a fight
may occur. Akai doesnt want to be rescued but will
ensure that if the party is defeated, they are not killed
and instead left at one of the magical oases.

RANDOM ENCOUNTER

If you want to add more fighting, or if the players dont


chase the Kai siblings through the desert and you want
more excitement, then you can use the following
random encounter table. It includes both day and night
encounters. If you roll a night encounter during the day,
then let the encounter happen at night or in the evening
or morning, but remember that no encounters should
occur while the party is within one of the nine magical
oases.

Random Encounter Table


d10
1
2
3
4
5
6
7
8
9
10

Encounter
1d4 Giant Scorpions
1 Mind Flayer
1 Camel (non-combat encounter)
1d6 + 3 Lions
Bedine Tribe (may be a non-combat encounter)
5 Giant Spiders Night
1 Poisonous Snake Night
(may be a non-combat encounter)
1 Adult Brass Dragon Night
(deadly may be a non-combat encounter)
Bedine Tribe Night
(may be a non-combat encounter)
1d8 + 6 Swarm of Insects - Night

For more encounters, visit Realmshelp at


http://www.realmshelps.net/adventuring/faerun_encoun
ters.shtml

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KAI DYNASTY

PART 2: KAI MONASTERY


The second part of the adventure takes place at the Kai
Monastery during Likais fake wedding. This is the
main part of the adventure, and if the party hasnt
reached level 6 yet, then use the milestone rules to level
them up once they reach the last oasis a days travel
from the Kai Monastery.
This part of the adventure describes an event, which
is the main plot, and then each area of interest in the
monastery. It is up to you as the DM to roleplay the
event and change the content of each location to suit the
storyline of this part of the adventure.

MONASTERY EVENT

The party should arrive at the monastery after Akai has


been captured and after Takai and Likai return home.
Guests are arriving through the oases route, including
Bell and Gimp. Theres an abundance of treasures being
brought as gifts to Likai and her new husband. There
are guards and many others, which should make it easy
for the party to enter the monastery. If they try to
simply walk in, they are required to deliver a gift at M3:
Gate, just as any other guest, before they are allowed
into M4: Square.

GENERAL EVENT

Upon arrival to the monastery, most guests are at M1:


Last Oasis while the inhabitants and guards of the
monastery are within the monastery itself. As the day
progresses, more and more travel from M1: Last Oasis
to M3: Gate where they are admitted after presenting a
gift to the bride and groom, which servants bring to M7:
Castle.
Most guests rest at M1: Last Oasis, but the richest
take up residence at M5: Tavern. On the wedding night,
guests rest in M4: Square while inhabitants of the
monastery are scattered across M7: Castle after a long
day and night of partying and carousing.
During the wedding itself, people gather in M4:
Square to witness the event, and the party that follows is
held in M7: Castle where everyone is admitted to the
lower levels to eat, drink, and dance.
Gimp and his henchmen will disguise themselves as
servants. They will poison the ale and distribute it,
which should cause fights to erupt around the
monastery. They use this distraction to steal treasure
from M7: Castle. Some or all of the henchmen may be
captured and sent to M6: Prison where the players can
then free them.
Whether Bell is with the party or not, she will be
present and attempt to help Akai. She will be captured
and sent to M6: Prison where she can only wait for
rescue from the players.

KAI SIBLINGS

Upon arrival to the monastery, Takai and Likai will take


Akai into M7: Castle and upstairs to their room, where
they will tie him up and take Elikais phylactery from
him. Akai will try to convince Takai and Likai to
destroy the amulet, or at least not release Elikai from it.
Takai and Likai plan on releasing Elikai at the next full
moon, which will occur the day after the wedding.
For a day or two the Kai siblings arent seen. Takai
spends most of his time in his or Akais room. Akai is
imprisoned in his room where he is often questioned by
Takai, and occasionally by Likai. Likai spends most of
her time with servants, preparing for the wedding and
preparing herself for the event. This time should be
used by the players to explore and investigate the
monastery. If they ask about the Kai siblings, they are
informed that they are getting ready for the wedding.
They may even infiltrate the upper levels of M7: Castle
by impersonating some of the servants.
The wedding itself is held out in the square around
midday. M7: Castle will be completely off limits and
the guests will all be out in M4: Square with M3: Gate
being closed. At this point M5: Tavern will be
completely empty. Akai will attend the wedding at his
own free will, still believing that Likais wedding isnt a
ruse.
After the wedding theres the party, which lasts all
night. At this time, Akai will sit next to Likai and Takai
at the high table on the upper level of M7: Castle. This
area should be hard to get to, and even if the party gets
to Akai, they will quickly learn that he is there at his
own free will.
The day before the full moon, which is also the day
after the wedding, Takai and Likai will be in Akais
room while Akai is trying to convince them not to
release Elikai. This is the partys last chance to get the
amulet before the Kai siblings release their mother
Elikai.

RELEASING ELIKAI

If the party fails to destroy the phylactery, or at least


escape the monastery with it, then Elikai will appear
when the light of the full moon touches the amulet on
the night after the wedding day. Elikai is a lich. Takai
and Likai has set up the wedding both to lure Akai back
home, but also to lure a large number of guests that may
serve as offerings to Elikai. At this point the adventure
is over as Elikai kills everyone in the monastery.

Not for resale. Permission granted to print or photocopy this document for personal use only.

KAI DYNASTY

M1: LAST OASIS

The last oasis is the ninth oasis, and it is similar to the


other eight magical oases. From this oasis, however,
there is a path that leads to the Kai Monastery, which
means that the terrain is no longer difficult terrain.
Theres about a days journey from the last oasis to the
Kai Monastery, approximately 24 miles.
Use the last oasis as a gathering point in case the
party flees from the monastery, splits up, or you want to
introduce NPCs. You can also use this location for the
players to buy supplies from travelling merchants
before heading into the Kai Monastery, or let them heal
up before facing the next part of the adventure.

M2: OUTSIDE THE MONASTERY

The monastery is like a small city. The key structures


are show in the map, with two additional towers set on
each side of the gate. The rest are walls, which also
houses other structures and the rest of the
KaiTelQuess. The monastery is thus about 2,000 feet
by 1,000 feet.
The walls themselves consist of a 30-foot high
structures, except where there are buildings of note,
which are taller.
If the party explores the surroundings around the
monastery, they encounter Lisu, a cat. If the party is
kind to the cat and succeeds at a Wisdom (Animal
Handling) check DC 10, then Lisu will show the
players a hidden mound on the west side of the
monastery near M6: Prison. This mound contains a
secret entrance that can easily be opened from the
outside and leads into M8: Underground.

M3: GATE

Steps lead up to the gate, which consists of two large


wooden doors. At least 2 kai guards are present here at
all times, and sometimes there are more, such as when
guests are arriving at the monastery. It takes the guards
a few rounds to close the heavy doors serving as a gate.
The gate is flanked by two large square towers that
the players shouldnt access during this adventure.

M4: SQUARE

The square is close to 600 feet by 600 feet with a large


statue in the middle depicting the founder of the Kai
Monastery. This square will be where the wedding takes
place and the majority of the guests will party and sleep.

M5: TAVERN

The tavern is very large and houses the wealthiest


guests. Theres also a bar, eating area, and stage. This is
a great place to introduce missing NPCs, such as Gimp
and Bell, before they are captured, for the players to
gather information if they get stuck, or give them clues
and side quests.
The most notable feature with the tavern is the secret
passage behind the counter of the bar that leads down to
M8: Underground. This passage can be found with an
Intelligence (Investigation) check DC 15, but requires
the players to have access to the area behind the
counter.
The most notable side quest are two wealthy women
who are staying at the tavern. If the party is having a
hard time contacting Akai and learning the truth of
whats going on, these women can indirectly help the
players. They have additional gifts to the bride and
groom, which needs to be brought up to the upper levels
of M7: Castle. The players can be the ones carrying the
gifts, or they can hide within the gifts, or anything else
that they can come up with.

M6: PRISON

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KAI DYNASTY

10

The prison is a large structure with a dungeon below it.


Within the dungeon theres a passage that leads into
M8: Underground.
The prison is where Gimps henchmen and/or Bell is
put behind bars during the events that take place at the
Kai Monastery. The players may also end up here. Note
that there are usually kai guards present here to keep
the prisoners behind bars, and keep others out of M8:
Underground.

M7: CASTLE

The castle is a large structure with a lower level and an


upper level. On the lower level there is the entry, the
main hall, and the two side towers, which include
kitchens, storage rooms, and other such rooms. The
upper level has the private chambers and the balcony,
along with the two towers that have storage, armory and
other such rooms.
Lower Level Entry: The entry is a short hall built
mainly to ensure insulation in the castle from the heat of
the Anauroch. Most dont linger here, but guards are
often present to ensure the safety of the residents. The
guards may even search the players for weapons and
such.
Lower Level Main Hall: The main hall is a large
hall with pillars. The ceiling towers to the top of the
castle, making space for balconies surrounding the hall
in the upper level. There are two doors on either side of
the hall along with the double doors from the entry.
This chamber is used for the main feast where everyone
is invited. Large tables are set and food and drinks are
served while the Kai family sits at the high table on the
balcony.
Lower Level Towers: Though there arent towers
on the outside of the castle, there are two towers built
into the infrastructure. These serve as stairs to the upper
level along with housing all the other rooms on the
lower levels, such as the kitchen, pantry, storage,
servant chambers, lounges, toilets, and so forth. Theres
also a secret passage that leads down to M8:
Underground, which the players may find with an
Intelligence (Investigation) check DC 25.
Upper Level Towers: The circular stairs in the
towers are one of the only ways to go between the lower
and upper level, unless you have rope and want to climb
the balcony in the main hall. These stairs are usually left
unguarded. Mostly servants move around here. If the
players are disguised it should be easy for them to move
around unnoticed.
Upper Level Balcony: On the upper level theres a
hall that leads to the balcony, which looks out over the
main hall. During the wedding, this balcony is furnished
with a long table where the bride and groom sits along
with the rest of the Kai family and the most important

residents of the Kai Monastery. Kai Guards will also


be present, so itll be difficult for the players to reach or
speak with Akai. Even if they accomplish this, Akai
wants to sit by his sisters side for this occasion, and
thus doesnt need saving.
Upper Level Chambers: There are a number of
large and luxurious chambers on the upper level
accessible through the hall connecting the towers and
the balcony. These chambers are the private residences
of the Kai siblings, including their mothers room,
which may give a few hints to any player investigating
it, which is up to the DM. Most of the time, Akai will
be tied up to a chair in his own chambers while trying to
convince his siblings to destroy the amulet, while they
try to convince him that it would be best to release their
mother.

M8: UNDERGROUND

The underground is the beginning and the end of the


adventure. It is within one of the rooms in the
underground that Elikai conducted her ritual and
became a lich. At the end of the ritual, Akai interrupted
and stole the phylactery, trapping his mother in it. This
is why this place is also the only place that the
phylactery can be destroyed.
Tunnels connect the underground to four key
locations:
1. M2: Outside the Monastery Theres a tunnel
that leads to the earth mount outside the
monastery. Opening this passage from the
underground takes more time and requires
some digging. If the players are fighting or
fleeing, they wont be able to escape this way
unless they have already opened up the mound.
2. M5: Tavern Theres a trapdoor in the tavern
behind the counter in the bar. Its completely
visible from the underground, but note that
coming up into the tavern will most likely alert
the barkeeper, patrons, and possibly guards
too.
3. M6: Prison The prison is the most heavily
guarded entrance into the underground but also
the easiest. Here, its simply a passage that
often, but not always, is closed off by a gate.
4. M7: Castle Within one of the internal towers
of the castle is a secret passage, which is also
hidden from within the underground. Finding
this passage requires an Intelligence
(Investigation) check DC 25.
Within the underground theres also a chamber that
once served as Elikais ritual chamber. It has been
emptied and cleared out, but a single mechanism is still
partly in place, which has become a trap. Anyone going
to or from the M2 entrance needs to go through this

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KAI DYNASTY

11

room, and just as they enter the room going from the
M2 entrance, the trap is sprung. Only by using this trap
to damage the phylactery, can the amulet be destroyed.
Rolling Stone Wheel Trap A groove in the floor
lets a large heavy rolling stone wheel roll back and
forth, crushing anyone who isnt careful when entering
or exiting the room. Elikais phylactery can only be
destroyed by placing it in the groove in the floor and
letting the wheel break the amulet.
With a successful Wisdom (Perception) DC 11
check a character can spot the groove in the floor and
hear the rolling wheel. The wheel becomes apparent
when looking closer counting as an automatic success
on any Intelligence (Investigation) checks. The wheel
rolls initiative with a +5 bonus. On its turn, it moves
across the room in a straight line following the groove
in the floor. Whenever the wheel enters a creatures
space or a creature enters its space while its rolling,
that creature must succeed on a DC 11 Dexterity saving
throw or take 11 (2d10) bludgeoning damage and be
knocked prone.
As an action, a creature within 5 feet of the wheel can
attempt to slow it down with a DC 20 Strength check.
On a successful check, the wheel is stopped until the
creature lets go of it.

CONCLUSION

If the players fail to at least recover Elikais phylactery,


she will be released and slay all the guests in the
monastery.
The players could also destroy Elikais phylactery,
which wont hold back Takai and Likais wrath. Akai
doesnt want harm to come to his brother and sister, and
he will defend them if the players attack them.
The players may find themselves in a fight against
Takai and Likai where Akai is actively against them.
Akai will focus on trying to get the phylactery and
destroy it. If he cant do that, he will at least attempt to
flee with the amulet. He will, however, ensure that the
players arent going to try to kill Takai and Likai, and
instead try to flee with him.
At the end of the adventure, the players should be
rewarded with a level. As a monetary reward, Bell
and/or Gimp may have gathered some magical items or
money for the players. One suggestion is to give the
party two magical weapons +1, which were found in the
wedding gifts.

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KAI DYNASTY

12

APPENDIX A: NEW MONSTERS


KAITELQUESS

KaiTelQuess means the Kai People in elvish and


refers to a dynasty of elves who rule a city state in
the Anauroch desert. The KaiTelQuess includes all
those that serve and learn under this specific
dynasty, which is currently being run by three
siblings: Akai, Takai, and Likai.
Descendants of the Kaliesherai. Two brothers
and a sister of the psionic elves of Evereska left the
organization to pursui more selfish things through
adventures in the Anauroch desert. In their old age
they built a monastery that was to become their
dynastys abode and city state.
Children of Evil. The previous leader of the Kai
Dynasty was an evil woman with both arcane and
psionic powers that did horrible things. She was
eventually trapped in a magical amulet and the rule
passed on to her children, who still follow her
teachings and methods.
Kai Teachers. Those that learn under the Kai
Dynasty are taught different things depending on
their aptitude. Some are trained as monks while
others focus more on psionic affinity. Anyone taught
are given the name of the Kai who came up with that
specific training method. Only Kais who excel at
both the monastic and the psionic part of the
teachings are immortalized by using their names in
specific training methods.
Jakai. Jakai was a Kai who believed in the order of
all things. He learned psionics from a githzerai and
the Way of the Four Elements from a true master.
Jukai. Jukai was a Kai who believed in teaching
quickly. Those under his tutelage quickly came into
their own but were never as powerful as other
monks and psionicists.
Pekai. Pekai was a Kai who believed in endurance
and survival. He never learned all the finesse of
things, but by combining martial arts and psionics,
he was able to boost himself enough to withstand
any attack.

Jakai Monk

Medium humanoid (wood elf), lawful evil


Armor Class 19
Hit Points 71 (11d8 + 22)
Speed 45 ft.
STR
DEX
CON

INT

WIS

CHA

12 (+1) 20 (+5) 14 (+2) 10 (+0) 18 (+4) 8 (-1)

Saving Throws Str +4, Dex +7


Skills Insight +6, Perception +6
Senses darkvision 60 ft., passive Perception 16
Languages Common, Elvish
Challenge 4 (1,100 XP)

Unarmored Movement. While the elf is wearing no


armor and wielding no shield, its speed is increased by
10 ft.

Unarmored Defense. While the elf is wearing no armor


and wielding no shield, its AC includes its Wisdom
modifier.

Actions

Multiattack. The elf makes two unarmed strikes.

Unarmed Strike. Melee Weapon Attack: +7 to hit,


reach 5 ft., one target. Hit: 9 (1d8+5) bludgeoning
damage.

Jakai Psionicist

Medium humanoid (wood elf), lawful evil


Armor Class 19
Hit Points 38 (7d8 + 7)
Speed 35 ft.
STR
DEX
CON

INT

WIS

CHA

13 (+1) 20 (+5) 12 (+1) 10 (+0) 19 (+4) 8 (-1)

Saving Throws Int +2, Wis +6


Skills Insight +6, Perception +6
Senses darkvision 60 ft., passive Perception 16
Languages Common, Elvish
Challenge 4 (1,100 XP)

Innate Spellcasting (Psionics). The elfs innate


spellcasting ability is Wisdom (spell save DC 14, +6 to

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KAI DYNASTY

13

hit with spell attacks). It can innately cast the following


spells, requiring no components:
At will: mage hand (the hand is invisible)
3/day each: feather fall, jump, see invisibility, shield
1/day each: phantasmal killer, plane shift

Psychic Defense. While the elf is wearing no armor and


wielding no shield, its AC includes its Wisdom modifier.

Actions

Multiattack. The elf makes two unarmed strikes.

Unarmed Strike. Melee Weapon Attack: +7 to hit,


reach 5 ft., one target. Hit: 9 (1d8+5) bludgeoning
damage plus 9 (2d8) psychic damage. This is a magic
weapon attack

Jukai Monk

Medium humanoid (wood elf), lawful evil


Armor Class 15
Hit Points 38 (7d8 + 7)
Speed 45 ft.
STR
DEX
CON

INT

WIS

CHA

14 (+2) 17 (+3) 12 (+1) 10 (+0) 15 (+2) 8 (-1)

Saving Throws Str +4, Dex +5


Skills Insight +4, Perception +4
Senses darkvision 60 ft., passive Perception 14
Languages Common, Elvish
Challenge 2 (450 XP)

Unarmored Movement. While the elf is wearing no


armor and wielding no shield, its speed is increased by
10 ft.

Unarmored Defense. While the elf is wearing no armor


and wielding no shield, its AC includes its Wisdom
modifier.

Actions

Multiattack. The elf makes two unarmed strikes.

Unarmed Strike. Melee Weapon Attack: +5 to hit,


reach 5 ft., one target. Hit: 7 (1d8+3) bludgeoning
damage.

Jukai Psionicist

Medium humanoid (wood elf), lawful evil


Armor Class 15
Hit Points 38 (7d8 + 7)
Speed 35 ft.
STR
DEX
CON

INT

WIS

CHA

13 (+1) 17 (+3) 12 (+1) 10 (+0) 15 (+2) 8 (-1)

Saving Throws Int +2, Wis +4


Skills Insight +4, Perception +4
Senses darkvision 60 ft., passive Perception 14
Languages Common, Elvish
Challenge 2 (450 XP)

Innate Spellcasting (Psionics). The elfs innate


spellcasting ability is Wisdom (spell save DC 12, +4 to
hit with spell attacks). It can innately cast the following
spells, requiring no components:
At will: mage hand (the hand is invisible)
3/day each: feather fall, jump, see invisibility, shield
1/day each: phantasmal killer, plane shift

Psychic Defense. While the elf is wearing no armor and


wielding no shield, its AC includes its Wisdom modifier.

Actions

Multiattack. The elf makes two unarmed strikes.

Unarmed Strike. Melee Weapon Attack: +5 to hit,


reach 5 ft., one target. Hit: 6 (1d6+3) bludgeoning
damage plus 7 (2d6) psychic damage. This is a magic
weapon attack.

Pekai Monk

Medium humanoid (wood elf), lawful evil


Armor Class 19
Hit Points 104 (19d8 + 19)
Speed 35 ft.
STR
DEX
CON

INT

WIS

CHA

14 (+2) 20 (+5) 12 (+1) 10 (+0) 18 (+4) 8 (-1)

Saving Throws Str +5, Dex +7, Int +2, Wis +6


Skills Insight +6, Perception +6
Senses darkvision 60 ft., passive Perception 16
Languages Common, Elvish
Challenge 4 (1,100 XP)

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KAI DYNASTY

14

Unarmored Defense. While the elf is wearing no armor


and wielding no shield, its AC includes its Wisdom
modifier.

13 (+1) 14 (+2) 12 (+1) 10 (+0) 18 (+4) 10 (+0)

Multiattack. The elf makes three unarmed strikes.

Skills Perception +6
Senses darkvision 60 ft., passive Perception 14
Languages Common, Elvish
Challenge 1/2 (100 XP)

Pekai Psionicist

At will: mage hand (the hand is invisible)

Actions

Unarmed Strike. Melee Weapon Attack: +4 to hit,


reach 5 ft., one target. Hit: 5 (1d6+2) bludgeoning
damage.
Medium humanoid (wood elf), lawful evil
Armor Class 19
Hit Points 104 (19d8 + 19)
Speed 35 ft.
STR
DEX
CON

INT

WIS

CHA

14 (+2) 20 (+5) 12 (+1) 13 (+1) 18 (+4) 10 (+0)

Saving Throws Str +3, Dex +7, Int +3, Wis +6


Skills Insight +6, Perception +6
Senses darkvision 60 ft., passive Perception 16
Languages Common, Elvish
Challenge 4 (1,100 XP)

Innate Spellcasting (Psionics). The elfs innate


spellcasting ability is Wisdom. It can innately cast the
following spells, requiring no components:
Unarmored Defense. While the elf is wearing no armor
and wielding no shield, its AC includes its Wisdom
modifier.

Actions

Spear. Melee or Ranged Weapon Attack: +3 to hit,


reach 5 ft. or range 20/60 ft., one target. Hit: 4
(1d6+1) piercing damage.

Heavy Crossbow. Ranged Weapon Attack: +4 to hit,


range 100/400 ft., one target. Hit: 7 (1d10+2)
piercing damage.

Innate Spellcasting (Psionics). The elfs innate


spellcasting ability is Wisdom. It can innately cast the
following spells, requiring no components:
At will: mage hand (the hand is invisible)
3/day each: feather fall, jump, see invisibility, shield

Psychic Defense. While the elf is wearing no armor and


wielding no shield, its AC includes its Wisdom modifier.

Actions

Multiattack. The elf makes three unarmed strikes.


Unarmed Strike. Melee Weapon Attack: +4 to hit,
reach 5 ft., one target. Hit: 5 (1d6+2) bludgeoning
damage. This is a magic weapon attack

Kai Guard

Medium humanoid (wood elf), lawful evil


Armor Class 16
Hit Points 11 (2d8 + 2)
Speed 35 ft.
STR
DEX
CON

INT

WIS

CHA

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KAI DYNASTY

15

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