Island of Kavir_Island

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CREDITS

Designer: Nathan Bush


Editor: Nathan Bush
Art Director: Nathan Bush
Graphic Designer: Nathan Bush
Template: Simple Microsoft Word Template by Laura
Hirsbrunner
Cover Illustrator: Nathan Bush
Interior Illustrators: Nathan Bush
Special Thanks: To my players who always encourage me.
Playtesters: Hannah, Jake, Audrey, Lauren, America and Guy.

ON THE COVER
A map of Kavir Island made by Nathan Bush with inkarnate
map creator.

Disclaimer: The following content takes inspiration from several reedit post and Wizards of the Coast works. If you feel I have unjustly used anything please contact me.

DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon ampersand, Ravnica and all ot her Wizards of the Coast
product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries.
pp
This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with p ermission under the Community Content
Agreement for Dungeon Masters Guild.

All other original material in this work is copyright 2020 by Nathan Bush and published under the Community Content Agreement for Dungeon Masters Guild.

1
TABLE OF CONTENTS
Credits ................................................................................ 1
Table of Contents............................................................... 2
Forward .............................................................................. 3
Adventure Overview............................................................ 3
Kavir Island’s History ........................................................ 3
Adventure Hooks ................................................................. 3
N1. The island ..................................................................... 4
N1.1 North Western Inlet .................................................. 4
N1.2 Western Crag .............................................................. 4
N1.3 Western Lake .............................................................. 4
N1.4 Rotting Snag ............................................................... 4
N1.5 Western Hill ................................................................ 4
Kavir Island Map .................................................................5
N1.6 Tri-Spire/Tomb ........................................................ 6
N1.7 Dueling Rocks ............................................................ 6
N1.8 Boaring Clearing ....................................................... 6
N1.9 East Rock Plank ..........................................................7
N1.10 The Empty Cave ........................................................7
N1.11 The Ruins ....................................................................7
N2. The Tomb .................................................................... 7
Puzzle of Togas Tomb ........................................................7
N2.1 Skeleton Pit Entrance ................................................7
The Tomb Map .................................................................... 8
N2.2 Power’s Grasp ............................................................ 9
N2.3 Royal Regret ............................................................... 9
N2.4 Scars of the Past ........................................................ 9
N2.5 Anger Incarnate ....................................................... 10
N2.6 Temptation of Wealth ............................................ 10
N2.7 A Leap of faith ........................................................... 10
N2.8 The Mage of Death .................................................. 10
Conclusion ........................................................................ 11
Final Notes .......................................................................... 11
Appendix A: NPCs and Villains ....................................... 12
NPCs ........................................................................................... 12
Ruvruk VanGaurd .............................................................. 12
Busgrat the Great .............................................................. 12
Farelik Yarton .................................................................... 12
Villains ....................................................................................... 12
Gorstad................................................................................. 12
The Dark Power, Togas .................................................... 12
Appendix B: Magical Items ............................................. 13
The sword of Selfish power (+2 Longsword) .............. 13
The Staff of Klarif (+2 Spellcasting Focus) .................. 13
Appendix C: Handouts ..................................................... 13

2
FORWARD personality. Below I will outline a few simple methods to
do so.
The Archeologist Guild’s Arrangement. A
elcome to “The Lost Tomb of Kavir Island” group of Archeologist has contacted the party, either

W
module. This module was originally separately or together, and agreed to pay each member
designed for the Zandria campaign setting 50 Platinum Pieces to go to the island and discover what
which I created, however it can be easily had happened to their team for they never returned.
dropped into any existing campaign. (This team is of course the team lead by Gorstad and
Additionally any location or NPC can be Nahlum). A Female Dwarven NPC by the name Ruvruk
renamed and changed as you see fit. The adventure is VanGaurd (See appendix A) will meet the PCs in the town
originally balanced for a group of 5 level 11 adventurers of Galalish at the local tavern the Sloppy Hollow. There
but encounters may be adjusted as you see fit as well. she will explain to the party how a few months ago their
The tone of this adventurer is supposed to be slightly team was sent to explore the island when they lost
creepy but you may change that as well. Any of the “read complete contact and the fog emerged. She will task the
out loud” boxes are merely suggestions and can be players to investigate. Unknown to the players but able
changed how you wish. Thank you so much for reading to be discovered with a successful Wisdom (Insight)
this content and happy adventuring! check contested against Ruvruk’s Charisma (Deception)

ADVENTURE OVERVIEW
check, the guild has sent many adventuring parties and
none of them have retuned. Ruvruk will provide a small
This adventure follows your party as they go to Kavir team of 3 guides that each use the Guard stat block (see
Island in search of what has become of it. Kavir Island is Monster Manual) that will accompany them. The guides
an island just off the coast of the Obrik Penisula, near the are as follows
town of Galalish. This Island was mystically surrounded  An overly talkative Hafling Mildred Montal.
by a dense fog a few months ago and since then, every  A large but jumpy Red Dragonborn Daar.
adventuring party that has gone to investigate has not  A clumsy and over apologetic dwarf named
returned. Unknown to the party, Kavir Island is actually Jaax Garget.
now a portal to a Demiplane of Dread ruled by the Dark The Archeologist Guild will additionally provide the
power Togas and his Dark Lord champion Gorstad. The party with a two mast medium sized ship that they may
party must set sail to Kavir Island, find Togas’ tomb, take to dock near the island and rowboat over. The party
discover the mysteries of the Dark Powers and attempt should have no problem sailing to the island.
to reseal the tomb and escape. The tomb itself is a I recommend using this hook if you want a slightly
personification of Togas himself and is death trap that more light hearted campaign. You can really ham up the
preys on the party’s biggest fears and greatest desires. expendability of the three guides and have Ruvruk say
Will your party be successful in resisting the things like they are “the best of the best” even though
temptations, seal the tomb, and prevail, or will they they clearly are not. I also recommend you have the three
simply replace Gorstad as the new Dark Lord. guides die very quickly into the adventure to
demonstrate how dangerous the island is supposed to be

KAVIR ISLAND’S HISTORY as well as add some comedy.


The Dwarven King’s request. The Dwarven
Long ago there existed the Dark Power, Togas and his King himself, the people’s-proclaimed Busgrat the
champion Dark Lord, Rogath. Rogath and Togas were Great (See appendix A) sees the new dark fog above Kavir
just 2 of many Dark Lords and Powers that ruled over Island as a threat and wishes to get rid of it and discover
Zandria. That was until a very powerful Wizard came who planted it. He personally believes that it was the
along, Klarif. Klarif begin killing each of the Dark Lords Orcish Empire of Galarsh’s doing. He will contact the
one by one and sealing the Dark Powers away in pocket party with letters and invite him to his castle in
dimensions that became known as the Demiplanes of Oberexion. He will offer a payment of 50 Platinum
Dread. Klarif was not powerful enough to do this without Pieces per party member for their service but will not
some sort of focus, so he constructed massive tombs provide any guides to help. Instead he will provide a
that supported the Demiplanes of Dread and gave them a small 1 mast sail boat that he expects the party to be able
material connection. As time pass these dimensions and to sail. He will arrange for the party to leave at the docks
tombs became forgotten and Klarif disappeared of Galalish.
becoming little more than a myth. That was until a few The party may have some difficulty navigating the
months ago when 2 Archeologist Human brothers and rough waters around the island with this small sail boat
their team rediscovered one of these ancient tombs on and you may include some skill challenges if you wish
the island of Kavir. The Artificer Nahlum and his brother such as: a few DC 20 Wisdom (Vehicle) or Intelligence
Gorstad undenounced to them, as the excavated (Vehicle) check that on a fail results in the boat flipping
accidently released the seal on this tomb transforming and them having to make DC 15 Dexterity Saving Throws
the island of Kavir into a portal to Togas’ Demiplane of taking 4d6 Bludgeoning damage on a failed save and
Dread. Seeing Gorstad lust for wealth and power as a half as much on a successful save. Then the party may
weakness, the now released togas claimed him as his attempt to make 3 successful DC 15 Strength (Athletics)
new champion Dark Lord. Consumed by this evil power, checks to make it to the shore (if they do not have a
Gorstad went on to kill all of his team as well as fatally separate swim speed) taking 1d8 Bludgeoning damage
injure his brother. However, as Nahlum was dying he from the crashing of waves on every fail before they
was able to trick his brother and casted a sealing spell make it to shore.
locking his brother back in the tomb with his final I recommend using this plot hook if you have slightly
breaths. higher level pcs as it is very likely they will flip the boat

ADVENTURE HOOKS
and take some damage to help weaken them before the
actual dungeon.
The Wizards Warning. An elven wizard by the
There are numerous way to get your party to travel to
name of Farelik Yarton (See appendix A) has seen the fog
this island. Mostly it will depend on you party’s arise around Kavir Island and believes that it is the work
of the ancient Dark Powers he had once studied. He will

3
invite the party to his tower just outside of Galalish. He contains a pouch containing 50 GP, 3 healing potions
employs the party to assist him by properly resealing the and a 4 rotting bedroll that holds a swarms of centipedes
tomb (as he knows of the legends of Klarif). He will only (see Monster Manual) each for a total of 4. They will
offer 50 Platinum Pieces if the party initially declines his surprise any being that opens the bedrolls with a passive
offer. Farelik will cast a Teleport spell in order to
perception of less than 20 as they have total cover. This
transport the party to the island but will not join the
encounter should be fairly quick and should serve as a
party as he is “to old and frail”. He will leave a Sending
Stone (Dungeon Master Guide) with the party and tells small scare but not much more. It is not meant to be a
them to contact him when their job is done but warn hard encounter at all.

N1.3 WESTERN LAKE


them that it only works once per dawn so use it
sparingly. He will then return back to his tower and
await the party.
I recommend using this plot hook if you want a simple
Most likely the party will pass this and the N1.4 Rotting
entrance to the island and want the island’s history to be
Snag at the same time. If that is the case read the
more fore coming.
following text box aloud and then read the text box in

N1. THE ISLAND


the next section as well. The party will only be able to
explore one at a time however:

The island itself is not extremely large, it is around 10


miles east to west and 15 miles north to south. The island
is extremely dangerous, due to the magic released from
the Demiplane. The focal point of the island is the tomb
where Togas wishes to free himself so he can expand its If the party decides to investigate the Lake they will
domain and roam the world.
discover that the water is actually quite warm as it is

N1.1 NORTH WESTERN INLET above a natural hot springs. However lurking in the
water is 2 Shambling Mounds that will attempt to engulf
a party members and drown them in the water so that
Regardless of the hook you used your party will end up they may slowly digest the creatures. If both the
at the island at the North Western inlet. When the party shambling mounds are destroyed one of them releases
arrives there, read this out loud for the party: from inside of it an Immovable Rod (see Dungeon
Master Guide).

N1.4 ROTTING SNAG


Most likely the party will pass this and the N1.3
Western Lake at the same time. If that is the case read
the following text box aloud and then read the text box
in the previous section as well. The party will only be
able to explore one at a time however:

The pickaxe crossed with a shovel is the symbol of the


Archeologist Guild. If the party investigates the rowboat,
they discover a few bullseye lanterns, 2 flasks of holy
water, and a map of the island. If the players take the
map give them handout A (see appendix C) besides that
If the party decides to investigate the Snag, they can
the boats are empty.
tell that the dead tree did not die naturally. If a character
More than likely the party will head towards the light.
cast detect magic they get strong traces of Conjuration
If they for whatever reason decide to wonder around
magic. If the party investigates the tree with a successful
randomly then use the other locations to try to direct the
DC 20 Intelligence (Investigation) check they find that
party. The beacon of lights origin is the N1.6 Tri-
the snag is leaking some type of clear magical liquid.
Spire/Tomb. If the party heads straight for the light then
With a successful DC 20 Intelligence (Religion) or
they will pass by N 1.2 N 1.3/1.4 N 1.5 and arrive at N 1.6.
Intelligence (Arcana) check they can ordain that this
The other locations are hear mostly for flavor and likely
liquid is holy water. There is enough water to equate to 5
will not be seen by the party.
flasks.

N1.2 WESTERN CRAG N1.5 WESTERN HILL


If the party heads straight for the light, they will pass
Most likely the party will pass this as their last
this rock formation on their left. If for whatever reason
landmark before ending at the tri-spires and the tomb.
they come at it from a different direction change the box
As they pass this location please read the following text:
to match. Read the following aloud as they pass it:

The glimmer of light is a small locket that when


If the party decides to investigate the crag they will opened contains a portrait of two men standing next to
discover some sort of abandoned camp at its base. It

4
each other. The men are Gorstad and Nahlum. Gorstad
had left this here while they explored on accident.

KAVIR ISLAND MAP

5
N1.6 TRI-SPIRE/TOMB
This is the location of the entrance to the tomb. As the
players approach please read the following text out loud
for them:

The Dwarven phrase on the door reads “Draw


inspiration from the Brothers’ Adventure, and the path
will be revealed”
The door itself is a trapped puzzle door. The correct
combination for the door is: 3 4 8. Any other
combination will cause a magical pulse to shoot out in a
1000 foot radius around the door causing everyone in the N1.7 DUELING ROCKS
range to make a Dexterity Saving Throw taking 10d8 If the party choses to travel over here then read the
Force damage on a failed saved or half as much on a following text aloud:
successful save.
The human skeleton is the body of Nahlum the hammer
in its hand was his Tinker Tools spellcasting focus,
however it has lost all its magic now. With a successful
DC 15 Wisdom (Nature) of Intelligence (Arcana) check it
can be seen that this skeleton died from some sort of
necrotic magic energy. If the players pick up the journal
hand them a printed out version of handout B (see If someone succeeds on a DC 20 Wisdom (Perception)
appendix C) check they notice a ring at the surface of the ocean
In order to solve the puzzle the PCs are supposed to between the two rocks. With a successful DC 25 Athletics
trace the path the brothers took each day of their journey (Strength) check a player can grab this ring. On a fail the
revealing numbers when done (as shown in Diagram player takes 1d6 Bludgeoning damage from the change
1.6A). If the PCs are struggling to find the solution the in pressure and must retry. The ring is a Ring of Water
following skill checks can be used to give hints to the Elemental Command (see Dungeon Master Guide)

N1.8 BOARING CLEARING


party.
 Intelligence (Investigation) DC 15. The map
doesn’t have labels which means the names of If the party choses to travel over here then read the
the landmarks are unimportant but rather their following text aloud:
position relative to each other.
 Wisdom (Perception) DC 10. The fact that the
expedition had 3 notable days appears
significant as there are also three dials.
 Wisdom (Survival) DC 15. The directions are
very specific in the journey log and appear to be
important or hold some sort of message.
If the PCs are still struggling you may drop hints as These creatures are Skeleton Boars. Use the stat block
you see fit to try to drive them towards the proper for Boars (see Monster Manual) with the change that
conclusion. they are immune to necrotic damage and vulnerable to
When the players open the tomb turn to the “N2. The radiant and bludgeoning damage. They attack parties as
Tomb” section after reading the following aloud: soon as they see them. They were transformed by the
immense release of dark energy when the Demiplane
crashed with Zandria.

6
N1.9 EAST ROCK PLANK name so make sure not to mention it to your players at
any point before. The full puzzle clues are as follows:
If the party choses to travel over here then read the
 To seal the tomb tight, say the darkness’
following text aloud:
name with might
 I – Temptation
 II – Power
 III - Anger
 IV – Royalty
 V – Scars
At the top of this rock formation a player with a  The darkness knows all 5, the first for the
successful DC 15 Wisdom (Perception) can see a light in first, the second for the second, the third for
the water down below. However this is just an illusion of the third, the fourth for the fourth, and the
the island. The light disappears if the character moves fifth for the fifth.
anywhere else or tries to look for it.
To solve the puzzle, the player must take each if the 5

N1.10 THE EMPTY CAVE words and place the letter of their number in the order of
their number. AS shown:
If the party choses to travel over here then read the  Temptation
following text aloud:  P0wer
 Anger
 Royalty
 Scars
As you can see by doing so it spells out the name
Togas. Saying this name at the door will open it and
The cave itself appears completely empty however allow the party to enter area N2.8.
lurking on its ceiling above the entrance are 10 Stirges
(see Monster Manual) that will attack as soon as a PC
enters. N2.1 SKELETON PIT ENTRANCE
N1.11 THE RUINS As the party traverses down the stairs read the
If the party choses to travel over here then read the following text:
following text aloud:

These drawing depict Togas controlling one of his Dark


Lords from the past. With a successful DC 20
Intelligence (History) or Intelligence (Religion) check a
player will be able to recall legends of Dark Powers that The bones are the dead remains of the Dwarven
use to rule the land and how often ancient societies archeologist that Gorstad killed to gain the favor of

N2. THE TOMB


would depict them like this. Togas. A successful DC 15 Wisdom (Survival) or Wisdom
(Nature) check reveals that these are in fact Dwarven
bones. Hidden among these bones are 5 Flameskulls (see
Monster Manal) that will surprise the party as they enter
The tomb itself is a series of test that each hold a hint the room. The door on the stairs and on the right glow
red and magically seal. They will glow purple once the
to what Togas’ name is. The lighting in this tomb is
skulls are defeated and are fully destroyed with holy
extremely dark and thus, more than likely, the players
water, dispel magic, or remove curse at which point
will need a light source to see. All of the stone doors in touching the door will cause it to open. When the party
this tomb will be magically sealed until the specified does this the writing on the northern wall flashes with a
event of each room occurs. Additionally the doors can be purple light. The writing fades and is replaced with new
dispelled with a DC 25 dispel magic spell. The Tomb is all writing in common that reads:
actually an elaborate test formed over time by Togas “To seal the tomb tight, say the darkness’ name with
meant to trick the players to release him and his Dark might”
Lord Gorstad. Togas can unconsciously see the party as Below this writing is also a glowing purple skull symbol
they traverse the Tomb and will monitor to see which engraved into the wall. If a character succeeds on a DC 20
Intelligence (History) check they would be able to recall
member is a worthy successor champion if the party is
that the purple skull is the symbol of the ancient dark
able to kill Gorstad. Monitor which character seems the
lord of magic though they cannot remember his name.
most corruptible, this will become a plot point in N2.8.

PUZZLE OF TOGAS TOMB


Throughout the tomb in each room after the room is
completed there will be a glowing purple skull symbol
with writing. These are each clues to discover Togas’

7
THE TOMB MAP

8
N2.2 POWER’S GRASP unlock and begin glowing purple. The writing on the wall
will glow purple and display the Roman numeral “IV”
(4) and then the word “Royalty.” Below this a glowing
Read the following as players enter this room: purple skull is engraved.

N2.3b Thrown Room


Read the following when a player is transported to this
room:

The player who was transported hear must hit the


target on the opposite wall. This is done with either a
Strength or Dexterity ranged weapon attack against the
The sword in the rock is the Sword of Selfish Power target. The target has an AC of 20. The attack will most
(see appendix B) it is a cursed magic item and will likely be done with disadvantage as the target is outside
automatically attune to any character who is able to pull of the effective range of the dagger. The dagger must be
it out of the rock which can be done with a successful DC what is used to hit the target. Every time the dagger
20 Strength (Athletics) check. Additionally the sword misses and falls into the ravine, any creature in area 2.3A
can be destroyed by dealing any type of radiant damage must make a DC 15 Wisdom Saving Throw taking 5d6
against it or by pouring a flask of holy water on it. Upon Psychic damage on a fail, and half as much on a success.
the swords removal or destruction, the words on the This is due to an immense pounding dread that fills the
stone glow a purple color and are replaced with new creatures. When the player does hit the target he is
words. The Roman numeral “II” (2), then the word transported back to area 2.3A into the throne.
“Power”. Below these new words appears a glowing
purple skull symbol. At this point the doors will glow a
purple color as well and will open themselves when they
are touched.
I recommend you print out a slip of paper with
description of the sword and the curse it holds for
N2.4 SCARS OF THE PAST
whoever ends up picking up the sword as it can be a good As the players enter this room read the following text
roleplay moment if the other players don’t know the aloud:
curse. The sword causes the wielder to have extreme
paranoia that everybody else is trying to steal the sword
from him or her. The wielder cannot willingly release or
be forced to release the sword even when subjected to an
affect such as heat metal. The only way to release the
sword is if somebody cast remove curse on the sword,
the sword is destroyed, or the wielders hand is severed.

N2.3 ROYAL REGRET


N2.3a Throne Room
Read the following as players enter this room:
In each of the 6 alcoves is a small vat and a ceremonial
dagger. Each alcove also has a symbol of clenched hand
with dripping blood falling from its palm. In order for
the party to proceed they must each poor their blood into
one of the vats. They can do this by simply cutting their
hands with the dagger dealing 1d4 slashing damage to
themselves. If your party is smaller than 6 members you
can adjust the number of alcoves as you see fit. When
blood enters one of the pots, the symbol above it glows a
purple color. When all 6 vats have received blood the
doors of the room will unlock and begin glowing purple.
The writing on the ground will also change after glowing
purple. It will read the Roman numeral “V” (5) and then
the word “scars”. Below this will be a glowing purple
The throne in this room is magical if anyone sits in the skull symbol.
throne and puts the crown on the will be transport to
area 2.3B. The characters who remain in this throne
room must now wait for the character who was
transported to complete their challenge. However, if that
person fails they will take damage. As specified below.
When the player returns from area 2.3B, the doors will

9
N2.5 ANGER INCARNATE If the players decide not to try to take the gold or try to
destroy the gold then the doors will automatically unlock
Read the following aloud as the characters enter this
and turn purple and the same glowing purple message
room:
will appear.

N2.7 A LEAP OF FAITH


Read the following aloud as the characters enter this
room:

The vat in the middle of the room is full of cursed


water. Whenever some submerges themselves into the
water, the red of the water will flow into them tinting
their eyes and body red, the water clears at this point.
The person who steps into the water must make a DC 23
Charisma Saving Throw On a fail they become enraged
and will began attacking their allies. They must
reattempt the save at the start of every turn of combat.
At any point if they achieve a success, the red drains
from their body as they were able to control their anger.
At this point the doors will all unlock and begin glowing
purple and the phrase on the vat will glow purple and be The button is 13 feet away from the closest ledge. In
replaced by text in common. The Roman numeral “III” order to solve the room, a party member must leap
(3) and the word “anger”. Below this there will be a across the gap and pus the button at which point a floor
glowing purple skull. will instantly materialize over the abyss, catching

N2.6 TEMPTATION OF WEALTH


whoever jumped. This leap can be succeeded with a
successful DC 20 Strength (Athletics) or Dexterity
Read the following aloud as the character enter this (acrobatics) check. Additionally if a player has any form
room: of flying or climbing or if they are able to make it using
the standard rules for long jumping then they may do
that without making a check. Upon pushing the button,
all the doors will unlock and glow purple except for the
large stone door with the purple skull. The writing on the
wall will glow purple and be replaced with the following:

“The darkness knows all 5, the first for the first, the
second for the second, the third for the third, the fourth
for the fourth, and the fifth for the fifth.”

The treasure in this room is all cursed. If a player Additionally a purple skull will appear below this
attempts to take it, gold coins begin pouring in from the message.
ceiling filling up the room. It will take a total of three
minutes to fill the room. Additionally, the phrase on the In order to open the large stone door, the party must
wall will flash red and be replaced by the following: speak the name “Togas” doing so will instantly cause
the whole tomb to shake as the door slides open.
“I make the earth a fool, but earth makes a fool of me.
I’m molded by hands, yet I mold history. I’m in the heart N2.8 THE MAGE OF DEATH
of eggs, I’m in the heart of kings. I fill smiles, and
As your players enter this location please read the
smiles, I bring.”
following out loud:

I recommend setting a timer as this trap occurs and


placing it for the players. In order for players to escape
they must solve the above riddle and speak the answer
out loud. The answer is the word “gold”. If the gold
encompasses the players they can survive up to 1 + their
Constitution modifier minutes (minimum of 30 seconds)
at which point they will lose consciousness. If the correct
word is spoken, the gold will instantly crumble and
disintegrate from the room and the doors will unlock
and turn to a purple color. At this point a glowing purple
light will burn the wall where the riddle was and engrave
the Roman numeral “I” (1) and then the word
“Temptation”. Below this will be a glowing purple skull. This figure is Gorstad, the dark lord of Togas. He will
emerge and thank the players for freeing him from his

10
captivity that his brother locked him in. Gorstad (See
Appendix A) will only villainously monologue for so long
before attacking the players, at that point they player
should roll initiative. Upon Gorstad’s defeat Togas will
leave Gorstad’s body and attempt to convince one of the
players to become his new champion. In order to Stop
Togas the party must use the staff and allow a spectral
version of Klarif to reseal the tomb. The staff will
communicate with the strongest magic dealer and get
them to pick it up. So that he may interact with the
material plane.
The purple gemmed staff is the Staff of Klarif (See
appendix B) and belonged to the great wizard Klarif.
After Gorstad is defeated he will drop the staff. If a
member of the party picks up the staff, Klarif will help
reseal Togas.
If Togas convinces one of the players to become his
new Dark lord, that player’s skin will shed off their body
gruesomely revealing their skeleton core, and they will
immediately become hostile to their allies. Buff each of
this character’s ability scores by 5 and restore their hit
points to max instantly. They will fight until they are
knocked unconscious or killed at which point Togas the
Dark Power will reemerge trying to convince a new
player to be his champion.

CONCLUSION
If Toga and Gorstad or Toga and a PC are victorious
you can describe how they were able to escape the island
and narrate some of the death and destruction they may
have caused. If Toga was defeated and resealed, the party
will be able to leave the island. The fog clouds around the
island dissipate. They may return to whoever sent them
on their quest and receive the reward they were
promised. If Toga somehow escaped, you may use him as
a reoccurring villain to keep the party on their toes and
constantly tempt them.

FINAL NOTES
Thank you so much for reading this content. It is the
first one shot I have ever written so please give me any
advice you might have on how to improve it! I went
pretty puzzle heavy on this one as it is personally one of
my favorite aspects of DnD, but feel free to replace any of
the puzzles with combat adventures or anything else you
think might be better. If you wish to expand upon this
and make other similarly themed dungeons, I would love
that, you don’t even have to credit me if you don’t want
to. Thank you so much!
-Nathan

11
APPENDIX A: NPCS Togas is less of an actual being and more of an
embodiment of darkness. He is the dark power of evil

AND VILLAINS
magic. He prays upon the weaknesses of his opponents
and is constantly looking for a corruptible soul to make
his next Dark Lord, as he is only able to affect the
The following serves as a quick guide for NPCs’ Material plane limitedly without a dark lord. Togas does
personality traits and additional information as well as not speak but rather telepathically communicates. He
additional roleplay and combat tips for the villains and cannot truly die so he does not fear anything.
their stat blocks.

NPCS
Medium undead (Human Skeleton), Lawful Evil

Armor Class 12 (15 with mage armor)


Hit Points 220 (40d8+40)
RUVRUK VANGAURD Speed 30 ft.
Ruvruk is a Dwarven fast talking businesswoman. She is
very direct about business, and does not beat around the STR DEX CON INT WIS CHA
bush. She is very confident in her decision and will 10 (+0) 14 (+2) 12 (+1) 20 (+5) 15 (+2) 16 (+3)
answer problems the PC’s ask quickly even if she doesn’t
know the answer. Saving Throws Int +10, Wis +7
Skills Arcana +15, History +15

BUSGRAT THE GREAT


Damage Vulnerabilities bludgeoning, radiant
Damage Resistances damage from spells; non magical
Busgrat is the Dwarven king of the Obrik peninsula. He bludgeoning, piercing, and slashing (from stoneskin)
resides in the town of Oberexion in his castle. He is a Damage Immunities piercing, necrotic
generally good king to the people, and the people like Condition Immunities frightened, poisoned, stunned
him, however, he hates his job. He only does it because Senses passive Perception 12
he knows he is good at it, but would rather be an artist. Languages common, infernal, abyssal, dwarven, undercommon,
He grumbles a lot and has on overall pessimistic view on draconic
life. He may be willing to pay the PCs more as he does not
Challenge 13 (10,000 XP)
care for the wealth much himself. Despite his general
negativity, he does care a lot for his people he just does
not believe he should be receiving all the praise that he Magic Resistance. Gorstad has advantage on saving throws
is. against spells and other magical effects.
Spellcasting. Gorstad is an 18th-level spellcaster. His spellcasting
FARELIK YARTON ability is Intelligence (spell save DCX 18 (20 with Staff of Klarif), +10
Farelik is an absent minded elven wizard. He is very (+12 with staff of Klarif) to hit with spell attacks). Gorstad can cast
knowledgeable but often times struggle to communicate disguise self and greater invisibility at will and has the following
effectively. He will explain some of the knowledge about wizard spells prepared:
dark powers of the past but will never mention Togas by
name. He will be insistent that the party helps as he Cantrips (at will): fire bolt, mage hand, toll the dead, shocking
knows the danger’s a single Dark Power could hold if it grasp, chill touch
were to be released into the world. Farelik does not know 1st level (4 slots): cause fear, chromatic orb, mage armor*, shield,
much of the island except for its supposed history. magic missile

VILLAINS
2nd level (3 slots): detect thoughts, mirror image, scorching ray,
misty step
3rd level (3 slots): counterspell, fly, vampiric touch, lightning bolt
4th level (3 slots): banishment, fire shield, wall of fire, stoneskin*

GORSTAD 5th level (3 slots): cone of cold, scrying, wall of force


6th level (1 slot): flesh to stone
Gorstad in his current state is a shell of the person he 7th level (1 slot): power word pain
once was. In his previous life he was loved by his 8th level (1 slot): mind blank*
employees and his brother alike. He however did have a 9th level (1 slot): time stop
flaw that he wished to become famous for a discovery he * Gorstad casts these spells on himself before combat.
made. Togas used this weakness to convince Gorstad to The staff of Klarif. Gorstad wields the staff of Klarif and gains the
make a pact with him causing Gorstad to lust for fame following traits:
and power. This caused Gorstad spiral leading him to kill  The staff gives Gorstad a +2 to his spell attack bonus
his brother and his whole team. When roleplaying and a +2 to his spell save DC.
Gorstad, Gorstad at this point feels no regret for what he
 Whenever Gorstad is about to take damage roll a d4. On
has done. HE wishes to kill the players so that he can
a roll of a 4 the staff will automatically cast the spell
escape the tomb and claim the fame and power he now
shield targeted on Gorstad. This does not take a
desires.
reaction or consume a spell slot.

Dagger. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or


range 20/60 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.
THE DARK POWER, TOGAS

12
APPENDIX B: THE STAFF OF KLARIF (+2 SPELLCASTING
FOCUS)
MAGICAL ITEMS Wondrous item, attunement (requires attunement)

This green gemmed staff can be attuned to instantly


THE SWORD OF SELFISH POWER (+2 upon touch as a free action. While attuned to this staff

LONGSWORD) you gain the following benefits:


 This staff gives you a +2 to your spell attack bonus and
Wondrous item, cursed, attunement (requires attunement)
a +2 to your spell save DC when you are using this as
This curse silver bladed sword has a golden pommel. your spellcasting focus.
While attuned to this sword you gain the following  You are able to talk to the voice of Klarif within the
benefits: staff. You have advantage on Intelligence (History) or
 You gain a +2 to attack rolls and a +2 to damage rolls Intelligence (Arcana) checks made to discover the
made with this weapons weakness of a creature as Klarif will guide you and give
 Whenever you deal damage with this sword you may you knowledge.
 Whenever you are about to take damage roll a d4. On a
roll a number of d12s up to your constitution modifier
and subtract the total rolled from your current hit 4 the staff will automatically cast the spell shield
points. You may then deal that much extra necrotic targeted at you. This does not take a reaction or a spell
damage on the attack. A critical hit will double the slot.
 You can try to cast a cantrip or spell that you don’t
amount of d12s rolled. The damage against yourself is
true and thus cannot be resisted. know by allowing Klarif to guide you. The cantrip or
 As a reaction against an attack against you, you may spell must be on the wizard spell list, and must be of a
roll a DC 20 constitution saving throw. On a success level that you are able to cast. In order to do so, you
the damage of that attack is completely negated. On a must make a DC 10 + the spells level (0 for cantrips)
failure the damage of that attack is doubled against Intelligence check. If the check succeeds, you cast the
you. spell. If the check fails, so does the spell, and the
Curses: action used to cast the spell is wasted. You may use
 While wielding this sword you become extremely this feature 3 times per long rest. A success and a fail
paranoid that everyone around you is attempting to both count as a use.
steal the sword away from you. You will not willingly
give up the sword, even if an effect such as heat metal
is used on it.
 On every attack roll made with this sword, roll a dc 15
Constitution Saving throw. On a fail, every ally within
300 feet takes 3d12 necrotic damage as a pulse of dark
energy resonates from the blade.

APPENDIX C:
HANDOUTS

13
Kavir Island Journey Log
Day one: Our search for the Forbidden tomb Started at the northwestern inlet. Our team
led by my brother and I parked our rowboats on the shores and then we headed east where we
encountered some long forgotten ruins. These ruin depicted some type of shadowy puppet destroying
and pillaging the land. We however did not find the tomb, so we headed back southwest where we
discovered a large rocky crag. As evening approached, we traveled towards the southeast where we
discovered a strange tall burnt snag. Are goal still not found, we headed southwest bound where
we set up camp for the night on a bare hill.

Day two: In the morning my team I arose at the hill and headed north east where we found an
empty cave. Filled with much disappointment that the tomb was not there, we headed west and
found a black crystal lake. After a short break we moved back west yet again making camp at a
clearing in the palms.

Day three: After a strange sleep we awoke on the third day. However we somehow were
between three rock formations as opposed to the clearing we were at the night before. The island was
playing tricks on us. We quickly packed up determined to find the treasure we sought. We
traveled North West to a rock plank, but still no luck. Thinking we may have missed something
in the cave we headed back there but yet again, no luck. Losing our hope we traveled all the way to
the south coast to find some dueling rocks but there was no tomb in sight. Defeated we headed
back to the tri- rock formation. But to our surprise, the tomb is now here. We plan to explore
it at first light tomorrow.

14
Brave Adventurers on Zandria,
I request your assistance in a matter of great urgency.
Recently, as I am sure you all are aware, a dense fog cloud
has surrounded Kavir Island. Now normally this would not
be a problem, however, the fog has persisted for almost two
months at this point. I believe foul play may be to blame. I
ask that you meet me in my castle at Oberexion in order to
discuss the mission. I will pay each brave adventurer who
partakes in this quest 50 Platinum Pieces at its completion.
Please do not discuss this with anyone and have the upmost
discretion.

King Busgrat

15
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