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A 4-hour adventure for 4-6 5th level characters

by Barra Mac Niocaill


Introduction________________________________________________________________________
This adventure is designed with ease of Dungeon Mastering in mind. Inspired by products
such as The Lost Mines of Phandelver and the author’s own introduction to Dungeons and
Dragons, the 1991 Easy to Master Introductory Black Box it aims to provide a compelling story
which will engage players while making that story easy to tell. It has prompts and advice on
how to run each encounter making it ideal for beginning Dungeon Masters. The author’s goal
is that it can be run straight off the sheet with minimal preparation. Included are handy stat
blocks which can be used to track hit points, initiative, etc. during the game if playing off
paper. Of course, more experienced Dungeon Masters can use or ignore the advice and
prompts as they see fit. The adventure can be easily slotted into a campaign and played in a
single session or played as a one shot using the adventure hook below. The adventure is
designed with 4 – 5 players of 5th level in mind. Simple maps for each encounter are included
in the Appendix A.

Text in a box like this is meant to be read aloud to players

Text in red like this is prompts and tips for the Dungeon Master.
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Encounter Overview________________________________________________
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The Inn Ondalin, a polymorphed Young Green Dragon


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Journey through the forest 6 Dryads


Nighfall in the forest clearing Wall of Briars
Entering the Canted Tower Trapped Tunnel
Ground floor of the Canted Tower Shield Guardian
Ondalin’s Study Mimic and Imp
Escaping the tower Endalin, a Young Green Dragon Spellcaster
Conclusion Ondalin in Dragon form

Treaure Summary________________________________________________
First floor of the Canted Tower Model sailing ship, worth 800gps
3 Emeralds worth 150gps each
Potion of Greater Healing (DMG pg. 187)
Endalin’s Study Alchemy Jug (DMG pg. 150)
Ring of Poison Resistance (DMG pg. 192)
3 uses of the Poison Malice (DMG pg. 258)
The Mirror’s Shard (See Appendix B)
Ondalin’s Reward 500gps per PC
Gem of Seeing (DMG pg. 172)

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Background and Overview__________________________________________
This is a story of two dragons and a powerful scrying device. Endalin and Ondalin are twin Young
Green Dragons whose mother died years before. The twins lived together in a lair deep in the
Lurkwood north of Neverwinter. Their mother left them the Shard of a magical mirror with which to
communicate with her if she was ever killed. The twins kept the mirror in their lair but their
relationship grew more and more fractious and eventually Endalin, the female twin, took the mirror
and flew away while her brother was out hunting. Ondalin was enraged by this and has spent the last
fifteen years tracking his sister. He has tracked her to a tower in the Cloakwood, southwest of Baldur’s
Gate, but fears an open confrontation as his twin was always the more powerful of the two of them,
being a gifted spell caster from a hatchling. Ondalin is looking for a band of adventurers that he can
use as scouts, thieves or bait to aid him in his quest to retrieve the Shard, something that has burnt
across his mind for the last fifteen years. Endalin and Ondalin are Young Green Dragons with the
ability to shape shift to human form at will. They are approaching adulthood and the surrounds of
Ondalin’s home show some manifestations of Regional Effects (as described on page 96 of the Monster
Manual).

Adventure Hook___________________________________________________
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You were forced to leave your last abode, the city of Baldur’s Gate in a little bit of a hurry after a job
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you were on went awry. You’re pretty sure none of the city’s garrison was killed but on the other
hand you didn’t stick around long enough to find out. Either way it’s going to be a little while before
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you can show your face around there again. Meanwhile you and your long time comrades have
journeyed south along the Coast Way and out of the influence of both your former employer and his
rivals whose warehouses you burned. You were perhaps a little more heavy handed than you
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intended but who knew that the wind would change direction? And maybe your employer should
have taken some rudimentary fire precautions himself.... Either way, none of that is any of your
concern anymore. You’re a tenday’s trek southward in lands unfamiliar to you, granted you’re a
little low on gold but if you’ve learned anything in your travels it’s that the next opportunity is only
around the corner.

Two days ago the weather turned nasty but luckily you came across an inn on a bend in the road
and there you are still, waiting for the weather to break. The inn is comfortable in its way, with
hearty food served in a large common room where a huge fire burns into the wee hours. You share
a comfortable room on the first floor big enough to accommodate the entire party and in the
evenings you join the rest of the inn’s company, mostly made up of travellers, a mixture of humans,
dwarves and halflings of the common variety with a merchant or two of higher standing sheltering
from the storm like yourself. The company is affable and the pervading sense is of one an interlude
that, since it is unavoidable, must be enjoyed. The ale is far from the best you’ve tasted but it is
palatable and a talentless bard plays in the corner. It is here that you find yourself on the evening
of the second night at the inn.

A Propositition____________________________________________________
After supper has been served and eaten and you are at repose a very handsome human male whom
some of you might have noticed the previous evening approaches your table.

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(See Map 1 in Appendix A)

Appearance:

• Strikingly handsome
• Average height
• Dressed well but understatedly
• Dark hair
• Sparkling green eyes

He says “Greetings friends, may I join you? I have a business proposal in which I think you will be
very interested.”

• His name is Ondalin


• He has noticed the party and is impressed by them, they look capable to his practiced eye
• He too is a traveller in these parts

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Something was stolen from him a month ago and he has traced it to this area
• It was stolen by a thief on the orders of a hermit* who lives two days trek to the southwest of
the inn (he gives them a map)
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*if pushed “a magic user”


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*if pushed further still “evil”


• The item is called The Mirror’s Shard (see appendix) and takes the form of a section of broken
mirror. It has magical properties*
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*if pushed “communicative properties”


• The hermit lives in a tower on a cliff
• He doesn’t know what protections there are
• If they manage to retrieve the Shard they should return to this Inn. He will know they have
returned
• He will pay them handsomely, a 500 gold pieces each and a magical scrying device if they are
successful

Handle this encounter as you choose – reward good roll playing, if the players try “Persuasion” or
“Intimidate” or similar it should be circa DC 25. “Perception” rolls are easier and common sense
should indicate that Ondalin is generally telling the truth but hasn’t told them everything. He will keep
his end of the bargain if the PCs are successful in their mission.

If the PCs ask the Innkeep (a burly, thick-set but friendly Veteran named Grugg) or any of the other
customers or locals for information on the mysterious Ondalin relate the following:

• They have never seen Ondalin before last night.


• They don’t know anything about a hermit or a tower but “there are plenty of strange
folk out west, travellers are better off just sticking to the road!”

Once Ondalin leaves the Inn he can’t be found and does not seem to be staying at the Inn.

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The Journey______________________________________________________
Assuming the players take the job, the weather breaks that night and the PCs should set out the next
morning. The map shows a turn off east from the main road a couple of hours travel further south.
Journeying on the Coastway is uneventful. The road is muddy and wet from the recent bad weather
but is generally well-maintained and they make good time. They pass the odd group of travellers
making their way northwards who will exchange greetings but have nothing of note to say about the
road ahead. The fork to the west is marked by a large moss covered boulder that is tangled in vines.
Once the PCs turn onto the road east the journey becomes much more difficult. A thick forest closes
in from both sides and they have a sense of being watched.

After an hour’s travel west along the road, the road begins to descend into a little knoll. A beautiful
green humanoid appears at the bottom of the knoll. She is has some of the likeness of a willowy
and magnificent tree but the form a female fey spirit. The Dryad says “Why do you journey west on
this road, clad as if for war?”

(See Map 2 in Appendix A)


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Straight away have each PC take a
DC 14 Wisdom saving throw or be
charmed. Those who fail suddenly
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feel that they are being totally


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unreasonable about all of this and


should really get back to the main
road. (Remember some PCs may be
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immune or resistant to being


charmed)

This is a combat encounter so you


should allow plenty of opportunity
for roleplaying but unless the PCs
turn back the Dryads attack.

You can start the combat by saying something along the lines of:

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With that the Dryad turns and runs straight at and into the nearest tree to her. You see her
disappear into the tree and at the exactly the same moment 6 Dryads emerge from trees all around
you.

• This should be something very cool that the players probably haven’t seen before so
emphasise the otherworldliness of the Dryads emerging from the trees and attacking.
• This is a pretty easy combat encounter so unless there is a very good reason not to the Dryads
should have a surprise round (also they just stepped out of trees!)
• The Dryads have already cast Barkskin so are AC16 and will cast Shillelagh on their first round
so are +6 to hit and do 8 damage.
• Anyone who earlier failed their Wisdom saving throw is Charmed and will try to do what the
Dryads want them to do which is go away! Each time a Dryad is attacked by or attacks a PC
the player may take his saving throw again with the effects ending on a success.
• If the Dryads are killed they dissolve in to a fey like mist and disappear leaving no body.
• Don’t be afraid to do cool things like Dryads run back in trees and emerge on the other side
of the combat etc.
• Describe the Shillelagh as a gnarled and knobbly club that materialises in their hands as they
emerge from the trees.
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• Dryads are resistant to magic so have advantage on saving throws vs. Spells.
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Dryad (MM pg. 121)


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Dex +1(Initiative) AC16 (Barkskin) +6 to hit/8 damage


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Dryad 1 Initiative(+1): HPs: 22

Dryad 2 Initiative(+1): HPs: 22

Dryad 3 Initiative(+1): HPs: 22

Dryad 4 Initiative(+1): HPs: 22

Dryad 5 Initiative(+1): HPs: 22

Dryad 6 Initiative(+1): HPs: 22

The violent disposition of the Dryads is evidence of the malign influence of the Young Green Dragon
Endalin on the area surrounding her lair. The PCs will now proceed along the road with more caution
which is good. Describe to them the denseness of the woods to either side and that this is not a well-
used track. There is nothing other than animal tracks to be seen and nothing has ‘travelled’ on the
road in several months. The road is dark and still due to the overhanging trees but at some point
several hours after the Dryad encounter, the following happens.

“The woods are sheltered and there is very little breeze but all of a sudden the trees around you
move as if a strong wind has hit them, you are hit by a sense of dread and then the trees are still
again and your moment of fear retreats”

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This was a dragon and passing overhead and some of the players will guess this but we don’t want to
confirm it for them yet. Allow them to make all the Perception, Insight etc. rolls they want but we
don’t want to give away the family jewels just yet so just smile and nod and compare it to an imaginary
number behind your screen and say that the moment’s fear confused the PCs and they can’t be sure
what happened.

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Nightfall_________________________________________________________
As night falls there should be a sense of some foreboding as they travel on the road. The PCs may
want to make camp if so proceed with the encounter Camp. If they decide to walk through the night
remember to apply exhaustion (Player’s Handbook pg. 181) as appropriate. You can also consult the
relevant Random Encounter Table on page xxxxx if you so wish.

Camp____________________________________________________________
A clearing appears after a little while’s travel.

(See Map 3 in the Appendix A)

• The clearing is roughly oval of about 50ft radius

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• There is the remnants of a campfire in the middle of the clearing which doesn’t look like it’s
been used in over a year
• The surrounding forest is very dense and looks nearly impenetrable
• Hundreds of pairs of small green eyes can be seen watching the PCs from the wood
• If they go after the eyes, they find nothing

Allow the PCs to describe how they set up camp and who takes the watches etc.

During one of the watches (randomly decided) the following happens:

Thirty minutes into your watch you yawn, blink and rub your eyes. When you open them again you
see that the clearing has been completely walled in by a 20 ft. high wall of briars.

• The players can hack their way through the wall but it takes a long time and they gain one
level of exhaustion (1 Disadvantage on ability checks) once they have escaped
• They climb it but they take d6 damage for every 5ft climbed from the scratching and piercing
of the thorns (half damage on successful test with DC 15 Dexterity, Athletics or Acrobatics or
similar). Anyone who fails by 7 or 8 should fall and take d6 falling damage.
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• They players may come up with something else, if so roll with it
• As they leave the clearing, however they manage, it the barrier should disappear completely
• It is up to you to decide whether they have had a long, short, or perhaps no rest at all.
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The players will most likely proceed further along the road. As they travel the road begins to slope
upwards and as dawn breaks they reach their destination.
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The Canted Tower_________________________________________________


As dawn breaks you can see a little more light as the trees begin to thin. You emerge from the forest
road into a large clearing. The road leads on up a low-domed hill. It looks like something has been
quarried from the northern portion of the hill and the grass comes to an abrupt end at the top of a
cliff. Perched on the end of the cliff is an ancient tower. The tower looks to be in quite a state of
disrepair and is sagging with age, leaning outwards precariously over the quarry. The tower is
topped with a copper cone which is green with verdigris (copper rust). You can see no door in this
side of the tower but there is a large stained glass window about one third of the way up the tower
and another just below the copper roof. The stained glass is mired with dirt but appears to have
been yellow under the grime.

• There is enough scrub and trees in the clearing for the players to approach the tower with a
reasonable amount of stealth (See Map 4 in the Appendix A)
• The tower is about 30 ft. in diameter and there is a door on the ground floor but it is on the
face of the tower that hangs over the precipice. The precipice is a 100ft drop into the quarry
(1d6 damage for each 10ft fallen so 10d6 total)
• The door is locked and requires a DC 15 Sleight of hand to open
• The window is 30ft above the ground and requires a DC 15 Dexterity test to reach by climbing
and a DC17 Sleight of Hand check to attempt to open the window.

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• There is a Secret Tunnel up to the ground floor through a cave in the quarry. If the PCs explore
the cliff-face of the quarry they will find it with a DC 12 Perception check. The tunnel is roughly
hewn and 5ft wide. 10 ft. inside the tunnel there is a Pressure Plare in the ground. The panel
requires a DC 20 Perception check to find and a DC 15 check to disarm. If the check to disarm
fails by 4 or more the trap is accidentally set off. If the trap is triggered poisonous gas is
emitted from hidden holes in the walls and ceiling. Every character within 10ft of the trap
must take a DC15 Constitution saving throw, taking 22 poison damage on a fail or half as much
on a pass. Those that fail will be poisoned for 10 minutes.

This is a tricky one for the PCs. They can attempt to open the door from the outside which will involve
climbing, balancing, rope etc. They can attempt to climb up to the first floor window. If they do the
window opens inwards and the can unlock the door from the inside on the ground floor. They can use
the tunnel from the quarry if they find it. They may have another way to get inside the tower. Reward
good ideas and mutual help by making the DCs easier. Either way they should get inside the tower

1. Ground Floor___________________________________________________
General Features The inside of the tower does not really bear geometric relation to the exterior, any
sort of check or even intuition will the players that there is some old magic at work in the tower.
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The tunnel and the ground floor door both emerge in a round room (see Map 5 in the Appendix A).
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The Ground floor of the Canted Tower is roughly 40 feet in diameter and the 12ft ceiling is made of
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stone. The room is lit by green flame in four iron embrasures spaced around the walls. The air is
heavy and there is an unusual smell. There is a large carpet in the middle of the floor with what you
recognise as a likeness of the Canted Tower embroidered on it. It shows the tower in good repair
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standing upon an, as yet, unquarried hill. There is a stone staircase leading upwards out of the room
and flanking it are two suits of armour. The armour is coal black but with a hint of verdigris (green
rust) to be seen here and there.

An appropriate DC 15 check will indicate that the smell in the tower is alchemical in nature, any less
than this and the PCS will the smell to be incense or exotic fruit. Describe several other things about
the room so that the players don’t automatically know that the armour is important. The suit of
armour standing on the right of the staircase is a Shield Guardian. Endalin wears its control amulet
and has cast the spell Hold Person on it. The Shield Guardian has been instructed to attack anyone
but Endalin who mounts the stairs.

The players will be suspicious of the suits of armour but let them investigate the room and the armour
without giving anything away. There is no way to discover the Shield Guardian without casting Detect
Magic or similar. The Shield Guardian should get a surprise round unless there is a very good reason
for it not to (a readied action or similar). The Shield Guardian will use its first round to cast Hold
Person (DC 15 Wisdom save) on the first person who steps on the stairs and will then attack that
person first and will fight to the death.

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Shield Guardian (MM pg. 271)

Dex(-1) AC 17 HPs 142

Immunity to poison/charmed/frightened/paralysed.

Regenerates 10 points every turn if it has at least 1 point left.

2 X Fist attacks +7/11 damage

Hold Person DC 15 Wisdom Save or be paralysed for 1 minute (save at the end of each turn)

2. First Floor______________________________________________________
The PCs can take staircase up to the First Floor (see map 6 in Appendix A)

The spiral staircase leads upwards. The steps are smooth and well-worn and the walls are dry and
lit by similar embrasures to the ground floor. The staircase ends in a room 40ft in diameter with a
12ft ceiling made of heavy oak beams and planking. There is a single window of lightly green stained
glass in the wall facing the road from the forest. The room is full of a jumble of boxes. A stone
staircase leads from the room to an upper floor.
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• This is the window the players saw from outside.


• If the players chose to climb the tower and enter through the window this is the room that
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they emerge into.


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• As soon as the first player enters the room the Shield Guardian from the ground floor starts
to slowly climb the stairs. It arrives d6+1 turns later. This should dictate how many PCs have
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made it into the room.


• Two boxes contain heavy, smooth iron balls (these are prototype cannon balls that a previous
occupant of the tower was experimenting with). Two of the boxes are empty and the rest
contain a mix of mundane stone of different kinds.

Treasure

Hidden amongst the boxes is a small delicately crafted box containing the un-built wooden model of
a sailing ship (worth 800gp to the right buyer) and another small box containing a Potion of Greater
Healing (DMG pg. 187) and three emeralds worth 150gp each.

3. Ondalin’s Study__________________________________________________
The stairs continue upwards (see Map 7 in Appendix A)

The stairs continue upwards and emerge in another room. The roof is conical and supported by
large dark wooden beams. In the centre of the floor is what appears to be same embroidered carpet
as the ground floor. There is a chaise lounge, with a small round table at one end and a wooden
bird perch at the other, bordering the carpet. There is a large raven seated on the perch. The walls
are lined with book shelves stacked with books. Against the wall under another stained glass
window is a large desk and chair beautifully carved from two massive pieces of oak. The desk is
covered in alchemical apparatus, vials of liquid, notes and amongst the apparatus there is a ring

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suspended over a charcoal embrasure by a metal stand. Next to the desk, on the wall, is large shard
of mirror. It is 3ft by 1ft that tapers towards the bottom. It is roughly shaped like a jagged narrow
triangle. The room is lit with the same green fire as the lower floors.

Development

The Raven is an Imp named Freedle and Endalin’s familiar. The carpet is a Mimic and will attack the
first person to stand on it. Freedle is utterly loyal to Ondalin and will revert to its true form and turn
invisible as soon as the Mimic attacks and try to escape out the window to warn Endalin. If Freedle
fails to escape out the window she will summon Ondalin telepathically with her dying breath.

The Mirror on the wall is The Mirror’s Shard (see Appendix B).

• It is held on the wall by copper brackets and is easily removed.


• If the PCs examine it closely the mirror clouds, clears and a then face appears. It is a grizzled
and terrifying Ancient Green Dragon’s face – it says one word ‘Endalin?’, sees the PCs then
disappears.
• The PCs are left with a palpable sense of dread by this

On the desk is an Alchemy Jug (DMG pg. 150) and the ring suspended above the embrasure is a Ring
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of Poison Resistance (DMG pg. 192) Remember that this item requires attunement so is of no use to
the PCs in this adventure. Most of the vials are filled with substances of no use but one is a Potion of
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Poison Resistance and one is the poison Malice (3 uses, DMG pg. 258). A DC 10 Arcana, Herbalism or
similar check will tell the PCs that it appears that much of the research is based on poisons and
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specifically on how to overcome magical resistance to poison.


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Imp (MM pg. 76)

Dex +3 AC 13 HPs 10

Immune to fire and poison damage and immune to the Poisoned condition.

Advantage of saving throw vs. magical effects

Sting +5/5 damage DC 11 Cons save or take 10 poison damage or 5 on a pass

Mimic (MM pg.220)

Dex +1 AC 12 HPs 58

Adhesive: any creature that touches it is stuck to it and grappled. The Mimic has advantage on attacks
against creatures it has grappled.

Pseudopod +5/7 damage and grappled if hit

Bite +5/7 piercing and 4 acid damage.

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Escape___________________________________________________________
The PCs can leave the tower unhindered, but as they make their way across the clearing (see Map 4
in Appendix A) back to the forest trail the following happens:

You hear a bloodcurdling wail of horror and anger from the tower. A moment later a figures appears
at the window at the top of the tower. The figure appears to be female with long flowing blonde
hair. The woman sees the party hurrying across the clearing, utters a howl of rage and jumps from
the window. As the figure falls through the air she transforms into a huge and dreadful Green
Dragon. She flies directly towards you.

This is Endalin. She has used a Scroll of Teleportation to teleport to her study having been warned by
her familiar.

• It takes the Dragon two rounds to reach the party so they have two rounds to prepare for the
Dragon’s attack. They can take cover, hide, used ranged weapons as they see fit.
• The Dragon will swoop at the party and use its breath weapon.
• It is enraged so has lost some of its reason so will attack the PCs on the ground in melee if
needs be, for example in the case that its breath weapon fails to recharge.

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Even though The Mirror’s Shard is very difficult to break due to its magical properties, the
Dragon will not risk damage to it so the PCs should be able to use this to their advantage.
• If Endalin is reduced to below 40 hps she will attempt to escape, swearing eternal vengeance
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of the PCs.
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Endalin the Green (Young Green Dragon, MM pg. 94)


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Dex(+1) AC 18 HPs 136

Immunity to poison
3 Attacks(Bite, Claw, Claw) or Breath
Bite +7/15 dam
Claw +7/11
Poison Breath (Recharge 5/6) 30 ft. cone DC 14 constitution check or take 42 damage (half on
successful save)

Level 3 Spellcaster (Spellcasting ability Intelligence, spell save DC 15)


Endalin know the following spells:

Cantrips Level 2
Mage Hand Hold Person
True Strike Invisibility
Message

Level 1
Find Familiar
Fog Cloud
Illusory Script
Detect Magic

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Development

1. If the fight goes well for the PCs proceed with the following:

If the fight goes well for the PCs either by killing Endalin or driving her off by reducing her
below 40 hps they are free to return through the forest unhindered.

• When they reach the clearing where they encountered the Thorn Wall (see Map 3 in Appendix
A) they see Ondalin sitting on a log waiting for them
• If questioned he explains that he and Endalin are/were twins and that the Shard
communicates with their dead mother
• Ondalin and Endalin shared it happily in their lair in the far forests of the north but Endalin
became increasingly jealous of Ondalin and disappeared with the mirror 15 years ago
• He traced her to this area but needed the PCs help to secure the mirror
• If they give him the Shard, he has their reward waiting for them, 500 gold pieces for each PC
and a Gem of Seeing (DMG pg. 172)
• If the PCs don’t question him he turns into a huge Green Dragon and flies away and the PCs
can draw their own conclusions
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The PCs are free to fight Ondalin if they choose but it will be a very difficult fight for them after their
previous exertions.
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2. If the fight goes badly for the PCs proceed with the following:
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If the fight goes badly for the PCs Ondalin appears in Dragon form, flying from the direction of
the forest, and attacks Endalin. Ondalin is a Young Green Dragon with the ability to shapeshift
at will but he does not share any of the spellcasting abilities of his twin sister.

Describe a titanic battle between two huge dragon siblings as they unleash decades of built
up rage and resentment against each other. Trees are flattened by the furious beating of
wings, blood splashes to the ground and harrowing wails of pain and anger rend the air. The
PCs can join in, stand by or run away. Either way, ultimately, Ondalin kills the weakened
Endalin by ripping out her throat. The ground shakes as her body crashes from the sky.

• He will not harm the PCs as long as they return The Mirror’s Shard to him
• He explains that he and Endalin are twins and that the Shard communicates with their
dead mother
• Ondalin and Endalin shared it happily in their lair in the far forests of the north but Endalin
became increasingly jealous of Ondalin and disappeared with the mirror 15 years ago
• He traced her to this area but needed the PCs help to secure the mirror
• He is grateful and has left their reward in the clearing where the PCs camped
• In the clearing sits a bag of a 500 gold pieces for each PC and a Gem of Seeing (DMG pg.
172)

The PCs are free to fight Ondalin if they choose but it will be a very difficult fight for them after their
previous exertions.

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Further Developments______________________________________________
Depending on the outcome of the encounter with the Twins the PCs may have made a fickle and
manipulative ally or indeed an enemy for life! If Endalin survived the encounter she will attempt to
make good her threats of retribution once she has recovered from her wounds. Ondalin, on the other
hand, knows now that the PCs are capable people and may well have tasks for them in the future.
Either way, the PC’s short term material problems have been solved!

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Appendix_A______________________________________________________

Map 1 Inn

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Map 2 Dryad Clearing

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Map 3 Thorn Wall Clearing

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Map 4 Approach and Escape for the Canted Tower

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Map 5 The Canted Tower: Ground Floor

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Map 6 The Canted Tower: First Floor

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Map 7 Ondalin’s Study

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Appendix_B______________________________________________________
The Mirror’s Shard
Wondrous Item, legendary (requires attunement)

This powerful scrying device takes the form of a tapered shard of mirror 3 ft. and long and 1 ft. at its
widest. It weighs 5lbs and is roughly the shape of a jagged and tapered triangle. While attuned to this
item you can use an action to communicate with a willing being that is deceased. If you look in the
mirror while unattuned to it will show the last being communicated with.

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