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The Chalice of Immortality

Prologue
You are a band of marginally competent adventurers, recently hired by a Halfling named Desmona Manyfingers, a
strangely charismatic woman with mismatched eyes and a thin scar across her chin. Shed initially enlisted
renowned adventurer Greystone Smith to retrieve the legendary Chalice of Immortality, to display in her personal
museum. Shed sent her new secretary, Shaela Silverleaf, to assist Greystone on his endeavors. Shes just
received a letter from Shaela stating that they are in the city of Marmaras, and Greystone has disappeared.
Manyfingers wants you to travel to Marmaras, meet up with Shaela at the Laughing Goat Inn, and pick up where
Greystone left off. She will pay you 300 GP if you bring her the Chalice of Immortality.

Part 1: Marmaras
Marmaras is a bustling port city. Shaela will be waiting for them at the Laughing Goat Inn. Shell tell them that she and
Greystone had gone to Marmaras Library, but Greystone seemed more interested in the building itself than the information
contained within. She had gone into the stacks to search for books, and when she returned, Greystone was gone. The
only clue was a note, scribbled in his writing, that was left at the table where hed been sitting.
Give the note
LIBRARY
The northeast corner of the library is empty.
4 of the stone tiles are hollow. This will be revealed if the players step on them and have passive perception of 13+ or roll
a DC 15 Search or Investigation check. One tile is noticeably darker than the others. The note in the diary includes 4
book titles. 3 of the books are still in the library, which is arranged using the Dewey Decimal System. If any of the 3
books are placed on the dark tile, the 4 hollow tiles slide away, revealing an entrance to an underground tunnel. The
hollow tiles can also be broken (30 hp, DC 25).
LABYRINTH
This is a long, twisting underground labyrinth. A third of the way through, you set upon a group of cultists. The group is
comprised of 3 Acolytes and 1 Cult Fanatic. ADJUSTED XP: 1200

ACOLYTE
AC 10, HP 9, Speed 30 ft, CR 1/5 (50 XP each), DEX +0

CULT FANATIC
AC 13, HP 33, Speed 30 ft, CR 2 (450 XP), DEX +2

The Acolyte is a 1st-level spellcaster. Spellcasting ability


is WIS (spell save DC 12, +4 to hit).

Advantage on saving throws against being charmed or


frightened.

Cantrips: Light, Sacred Flame, Thaumaturgy


1st Level (3 slots): Bless, Cure Wounds, Sanctuary

The Cult Fanatic is a 4th-level spellcaster. Spellcasting


ability is WIS (spell save DC 11, +3 to hit).

1st Level Slots: O

Cantrips: Light, Sacred Flame, Thaumaturgy


1st Level (4 slots): Command, Inflict Wounds, Shield of
Faith
2nd Level (3 slots): Hold Person, Spiritual Weapon

OO

Club (melee): +2 to hit, reach 5 ft., 1 target. Hit: 2 (1d4)


bludgeoning.

1st Level Slots: O

OOO
2nd Level Slots: O O O
Multiattack: Fanatic makes 2 melee attacks.
Dagger (melee or ranged): +4 to hit, reach 5 ft. or range

20/60 ft., 1 creature. Hit: 4 (1d4+2) piercing damage.


If you leave any of the cultists alive to interrogate, you will find out that they are part of the Fraternity of Crossed Swords.
Theyre sworn to protect various holy relics, including the Chalice, which they feel should remain hidden. He will also
admit that they followed Greystone to an Elven stronghold called Verdant Palace, but lost his trail.
If they kill all the cultists but search their remains, theyll find a note in the pocket of the Cult Fanatic. The note reads,
Brother Gavin, too many people have started to take an interest in the Chalice of Immortality. As our mandate is to keep
such artifacts hidden from the masses, I instruct you to follow these interested parties and stop them. We believe that one
party was last seen in the Verdant Palace, though it is difficult to track people in the Elven stronghold.
Around the corner from the large, open area, you come across 4 niches in the wall. In each niche, theres a large
clay pot, approximately 5 feet high.
If the players break the clay pots, theyll find 3 of the following treasures (plus the Healing Potions and Crystal Ball -- if
players ask the Crystal Ball a question, roll d6. 1&6 get truth, 2-5 get false info or I dont know):

Blizzard Blade (any sword): +1 bonus to attack rolls, plus 1d4 cold damage on hit

Eagle Bow (any bow): You gain a +1 bonus to attack and damage rolls made with this magic weapon. The range
of the weapon is doubled both in normal and long.

Ring of Hidden Shadows: While wearing this ring you may add your proficiency bonus to Stealth checks. The
ring has no use against enemies who have the Darkvision trait. Also, the ring also has five charges for the
following property.
Hide in Shadow. If you are hiding in complete shadows, your enemy will not be able to see you,
and so you will have advantage in Stealth checks plus your proficiency bonus.
Shadow Whisper. If you are somehow detected while in shadows, you can spend 1 charge to
deceive your enemy by exchanging your place with a whisper of a voice, making the enemy
believe that there is nothing there. The ring regains 1d4+1 charges each night at midnight.

Smelt's Spell Belt: When wearing this belt, any magic user gains 2 extra 1st level spell slots, 1 extra 2nd level
spell slot, and 1 extra 3rd level spell slot

Bear Paws: Heavy leather gloves that add +1 AC and +2 to STR score

Cracked Crystal Ball: This is a small crystal sphere, about the size of a human fist. Once per day, you may ask
a question and it will provide a simple answer. You notice that it has a long, deep crack running across the
surface.

3 x Healing Potions (each does 2d4+2 Healing)

Nothing else happens in the labyrinth. At the end, theyll find a ladder up to the surface.

Part 2: Verdant Palace


The Verdant Palace is a small Elven stronghold, built deep within the Conny Forest. The
stone walls are covered with ancient vines, effectively camouflaging the walls. The main
entrance, a locked Strong Wooden double door (20 hp, 23 DC to break, DC 15 to pick lock
with thiefs tools) is along the west wall. A strange symbol is carved into the door. There
are two large stained-glass windows on either side of the main door depicting images of
fair-haired elves among the trees.
Along the northern wall, theres a smaller unlocked Simple Wooden door (10 hp, 13 DC to break). Its partially
obscured by vines, so the party will have to actively look for it.
Disused Foyer:

If the party enters through the north entrance, this is their first room.
The door leading in is worn, and the hinges are rusted. With some effort, it swings inwards and leads to the first
room. It is a long, thin room, completely empty. The air smells stale, and there is a thick layer of dust on the
ground. The walls are made of stone, and no sounds can be heard. There is another door at the far end.
Room 1:
If this party enters through the main entrance, this is their first room. They can also enter through the side door, which
gives them surprise on the attack roll.
This is a medium-sized room, about 25 x 45. The floor and walls are made of stone, and thick wooden beams
cross the ceiling. Along the north wall, there are a few tall shelves and some barrels labelled Oil and Wine.
Directly to the left of the main door is a table, with 4 elf guards around it.
If the players made a lot of noise entering the building, the elves will immediate attack with a surprise round. If they snuck
in, then combat begins with a normal initiative roll. In the second round of combat, Shaela (Spy) reveals her evil
intentions by attacking the party as well. ADJUSTED XP: 500

GUARD
AC 16, HP 11, Speed 30 ft., CR
(25 XP), DEX +1
Spear (melee or ranged): +3 to
hit, reach 5 ft. or 20/60 ft., one
target. Hit: 4 (1d6+1) piercing.

SPY
AC 12, HP 27, Speed 30 ft., CR 1 (200 XP), DEX +2
On each turn, the Spy can use a bonus action to take Dash, Disengage or Hide
actions.
Once per turn, the spy deals an extra 7 (2d6) damage when it its a target with a
weapon attack and has advantage on the attack roll, or when the target is within 5
feet of one of the Spys allies that isnt incapacitated, and the Spy doesnt have
disadvantage.
Multiattack: The Spy makes two melee attacks.
Shortsword (melee): +4 to hit, reach 5 ft., 1 target. Hit: 5 (1d6+2) piercing.
Hand Crossbow (ranged): +4 to hit, range 30/120 ft., 1 target. Hit 5 (1d6+2)
piercing.

If the players search Shaelas body, theyll notice that she has the same symbol tattooed on her arm that they saw on the
door (as do the guards). If they keep her alive to interrogate her, she'll reveal that she's a part of the Alluva Yr, a
shadowy organization that believes that Elves are the superior race, and that all others, especially half-breeds, should be
eliminated. They're hoping to find the Chalice to resell for funds.
The room has two other doors, one on the east wall and one on the south wall. The door on the east wall is a
wooden door, while the door to the south is a heavy, iron door.
The east door is an unlocked Simple Wooden Door. The door to the south is an Iron Door, which is barred from the other
side. It is completely impenetrable.
Room 2:
The east door leads directly to the next room. This room has 6 small wooden trunks, and a large, wooden
wardrobe, about 5 feet tall and 5 feet wide, stands along the middle of the east wall. The room has 3 entrances:
the wooden door on the west wall that led from the previous room, a wooden door along the north wall, and a
wooden door along the south wall.

This is the store room. If players search the trunks, theyll find a total of 30 GP, a Potion of Blade Ward, a Ring of Acid
Splash (with 1 charge), a Wand of Druidcraft (with 1 charge) and 3 Greater Healing Potions (each does 4d4+4 Healing). If
they open the wardrobe, theyll trigger the Malicious Harpsichord trap, which is contained within.
MALICIOUS HARPSICHORD ***PLAY BEIBER CLIP!!!***
This self-operating harpsichord plays hauntingly enchanting music. Any creature in the same room as the harpsichord
who can hear it must make a DC 15 Wisdom saving throw at the start of its turn.
A creature who fails falls prone and must use its action to engage in a violent dance, throwing itself against the floor
repeatedly, dealing 6 (1d10) bludgeoning damage to itself. The creature cannot move from the space it occupies under
its own power and is under this effect until it can no longer hear the harpsichord. On a successful save the creature is
immune to the effects of the malicious harpsichord for 24 hours.
The harpsichord is made of a magically treated wood and much tougher than it looks. It has AC 21 and 100 hit points.

If the players take the north door, theyll enter directly into Room 3, where Greystone Smith is located. If they take the
south door, theyll enter directly into Room 4, which is the Barracks and Mess Hall.
Room 3:
This is a large chamber, about 50 x 50. About 20 from the entrance, a stocky dwarf wearing a leather vest and a
battered fedora is tied to a chair. At the far end of the room, theres a long, heavy wooden table. 6 elves are
gathered around one end of the table. Along the east wall, theres a platform with a round table/altar. Above this,
a huge banner hangs on the wall featuring the same symbols that were seen on the main door. The rest of the
walls are decorated with smaller banners illustrating scenes featuring various heroic-looking elves, all with the
same blonde hair and blue eyes.
If players immediately attack the 6 elves, combat will start with normal initiative checks. However, if they start to free
Greystone first, delay combat until after he's free. ADJUSTED XP: 1200.
THUG
AC 11, HP 32, Speed 30 ft., CR (100 XP), DEX +0
Multiattack: two melee attacks
Mace (melee): +4 to hit, reach 5 ft., Hit: 1d6 + 2
Shortbow (ranged): +2 to hit, 80/320 feet, Hit: 1d6 + 2
After combat, Greystone will ask how who you are and how you found him. Hes never heard of a Dante Manyfingers,
and was seeking the Chalice on his own initiative, to display it in the Hastow Museum, which has a section specializing in
these sorts of artifacts. Nonetheless, he will trust that youre here to help.
There is another Unlocked Strong Wooden door in the northeast corner of the room. If the players exit through this door,
theyll go down a narrow corridor which leads to Room 4.
Room 4:
The eastern portion of this room appears to be a barracks. There are about a dozen bunk beds arranged in tidy
rows, although only a few of the beds have linens. The beds are very utilitarian, just two wooden bed frames
stacked one atop of the other. Along one wall, a few cloaks hang on a row of pegs.
Halfway into the room, a wall divides the room in two. There is an open arch, which leads to the mess hall in the
western portion of the room. There are rows of solid, wooden tables and benches, and a cooking area to the

side. A large pot hangs over top of a small fire pit, although there is no fire at the moment. There are some
cupboards along the walls surrounding the fire pit.
If the players search the cupboards, theyll find 120 GP.
The southeast wall of the barracks has another door that leads to the southern hallway. Near the end of the hallway,
theres a niche in the wall, with a wooden cupboard. If the players search the cupboard, theyll find a pile of jewels worth
50 GP. Just past the niche, theres the Iron Door which leads back to Room 1. It is barred from this side, and can easily
be opened by sliding the bar.

Part 3: The Sacred Chamber


Greystone will lead the group through the Conny Forest to the Sacred Chamber. There are two entrances: the main
entrance, which is quite obvious, and a side entrance which would need to be searched for. The main entrance leads
directly to the Hall of Letters, while the side entrance leads through a maze.
Players arrive in the central hall, which has a table and 9 different chalices in a circle on a table in the middle. As players
approach the table, they feel a gust of wind. Its the Air Elemental!!!
AIR ELEMENTAL
Large elemental, neutral
Armor Class 15, Hit Points 90 (12d10 + 24), Speed 0 ft., fly 90 ft. (hover)
STR
14 (+2)

DEX
20 (+5)

CON
14 (+2)

INT
6 (-2)

WIS
10 (+0)

CHA
6 (-2)

Damage Resistances lightning, thunder; bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities poison
Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
Senses darkvision 60 ft., passive Perception 10
Languages Auran
Challenge 5 (1800 XP)

Air Form. The elemental can enter a hostile creature's space and stop there. It can move through a space as narrow
as 1 inch wide without squeezing.
ACTIONS
Multiattack. The elemental makes two slam attacks.
Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage.
Whirlwind (Recharge 4-6). Each creature in the elemental's space must make a DC 13 Strength saving throw. On a
failure, a target takes 15 (3d8 + 2) bludgeoning damage and is flung up 20 feet away from the elemental in a random
direction and knocked prone. If a thrown target strikes an object, such as a wall or floor, the target takes 3 (1d6)
bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must
succeed on a DC 13 Dexterity saving throw or take the same damage and be knocked prone. If the saving throw is
successful, the target takes half the bludgeoning damage and isn't flung away or knocked prone.
An air elemental is a funneling cloud of whirling air with a vague semblance of a face. It can turn itself into a screaming
cyclone, creating a whirlwind that batters creatures even as it flings them away.
Each of the chalices is filled with a clear, odorless liquid. Greystone will suggest they drink from one to see if its the right
one. The one with the handles will grant 3d6 HP (going above max if necessary), while the others will do 3d6 necrotic
damage.

Hopefully the players dont all die.

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