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                                   Introduction
          S      olitary and solemn it stands, an anomaly set apart
                 from the wind-blasted mountain range beyond:
                 Almost cylindrical and ragged, a rock formation juts
                 like a broken bone from the parched soil, rising to
          storm-blasted heights from the barren land, its mottled gray-
          white rock a distinct foreign body among the ochre crags. Its
          sole connection to the mountains remains a venerable bridge
                                                                          Quick Reference
                                                                          Green Text: Refers to rules and elements
                                                                          associated with stagnation.
                                                                          Blue Text: Refers to rules and elements
          of weather-worn stone, ancient beyond compare, erected by       associated with flow and change.
          architects long turned to dust by the arid gales. Somewhere
          beyond this bridge, atop that foreboding rock, lie the          Names
          eroded ruins of Fort Rultmoork, where, according to legend,     Baevonian: Lawful, organized people living in
          the very land died to the sound of a single falling tear.       mountaintop fortresses (people from Baevonia).
                                                                          Chonian: Nomadic equestrian people living in
                             A Word of Warning                            desolate scrub plains (people from Chonia).
          Rultmoork is a challenging and deadly adventure intended        Church of Still Waters: Quasi-immortal stagnation
          for veteran players. Only the truly skilled and fearless        cult living in ruins of Fort Rultmoork.
          should dare venture into this place. Make sure to read
          the entirety of the module carefully before running             Grekian: From Grekia, an ancient,
          it — Rultmoork’s challenges are complex and lethal.             semi-advanced civilization.
          Some groups enjoy the constant looming threat                   Vasi: Goddess of fresh water and
          of character death, of genuinely hard and brutal                its life-giving properties.
          challenges. For these groups, the Hardcore Mode
          options in the sidebar allow the GM to increase the             Farscryer Ylluliav Vleckmar: Former high
          individual challenges of Rultmoork even further.                priestess and chosen one of Vasi; now the
                                                                          lich-like undead mistress of Rultmoork.
2 | Introduction
                                                              faith. Vasi’s Falls ran for generations, powered by
                                                              the great water clock that used two sacred relics, the
   Quick Reference (Cont.)                                    tears of Vasi, providing fresh water to thousands.
   Locations                                                  Vasi’s Falls are the result of the wonder of engineering,
   Dungeon of Rultmoork: The lowest levels                    a gigantic water clock that was once known as the Great
   of the temple, housing Vasi’s Falls.                       Clepsydra. This marvel was powered by the belief of the
                                                              faithful and two relics, the tears of Vasi, which opened
   Fort Rultmoork: A small fortress, now ruins, long          two gates to the Elemental Plane of Water. Their ceaseless
   ago was a stopover on a major trade route.                 flow created the artificial waterfalls known as Vasi’s Falls,
   Great Clepsydra: The gigantic water clock                  and from the falls sprang forth the region’s two largest
   that directed and powered Vasi’s Falls with the            rivers. Until the temple was attacked in a regional conflict.
   help of two relics, the tears of Vasi. Must be             To safeguard the sanctum from attackers, the Vasian
   reactivated to restart rivers and defeat Ylluliav.         priests closed and magically sealed the entrance to their
   Pronunciation: “Clep-Suh-Druh” \ˈklep-sə-drə\              underground sanctuary. Two years went by as war raged
                                                              outside, the priests began seeing virtue in their unchanging,
   Rultmoork’s Rivers: These rivers are currently dried       isolated existence, anathema to Vasi’s doctrine. Ylluliav
   up. Two elemental gates power the Great Clepsydra          Vleckmar, high priestess and chosen Farscryer of Vasi,
   with water; the water flows through the spire and          magically surveyed the outside world on a daily basis, and
   creates Vasi’s Falls. From there, it flows through         thus witnessed the widespread death and destruction
   the Well of Souls and springs forth as two rivers.         that accompanied the fall of the Grekian empire. Worn
                                                              down by the horrors she witnessed, she ultimately chose
   Temple of Rultmoork: The erstwhile high temple of          stagnation. Ylluliav came to see flowing water and life itself
   Vasi beneath the Fort, now much of it buried in rubble.    as a metaphor for the destruction wrought by change. With
   Vasi’s Falls: A sanctum of waterfalls which once held      subtle sabotage, she commanded one of Vasi’s elemental
   an endless supply of fresh, life-giving water; from this   servants, a flow weaver, to remove one of the tears of Vasi
   sanctum sprang the two life-giving rivers of the region.   from the Great Clepsydra. This weakened Vasi’s Falls, source
                                                              of the holy water for the priests. Worse, it decreased the
   Well of Souls: The subterranean pool fed by Vasi’s         flow of water into the Well of Souls, where the dead priests
   Falls; the purified bodies of Vasi’s clergy were           were returned to Vasi’s embrace. No longer were the corpses
   committed to the waters of Vasi. Today it is filled        properly carried away and thus proceeded to taint the water.
   with bodies; it must be cleansed to defeat Ylluliav.       A algae-based sickness killed the priests, until only Ylluliav
                                                              remained. The tainted high priestess became an undead
                                                              creature, her lifeforce linked to the very stagnation to which
        History of Rultmoork & Vasi’s Temple                  she had consigned Rultmoork. The rivers that gave life to
                                                              the region dried up the night of Ylluliav’s dark apotheosis.
Beneath the Grekian fortification Rultmoork lay the most
blessed temple of Vasi in all the known world, constructed    Over the course of centuries, water became scarce
within the strange rock formation that has weathered          and trade routes changed; as the Grekian civilization
the ages. It is here where her followers first allied with    fell to war, Fort Rultmoork crumbled into ruin and was
Vasi’s elemental servants and bestowed the plates upon        soon forgotten as the world went on without it.
the flow weavers (pg. XX) that they still wear today.         Now, a millennium later, Vasi’s faithful have rediscovered
This is also where, more than one thousand years              the Ruins of Rultmoork and want the hidden
ago, Vasi blessed her faithful with a divine gift: Two        temple in the spire returned to its former glory.
holy rivers, born of Grekian ingenuity and Vasian
                                                                                   History of Rultmoork | Player Handout #Y (pg. XX)
                                                                                                                            Introduction | 3
             R
                                                            Magical Items at a Glance
                         ultmoork features several unique magical          • opens a Water Barrier (pg. XX) in the Dungeon
                         items that the party needs to find and use to        of Rultmoork, but also makes the barrier
                         return life to the land. There are two versions      a portal for twisted elementals.
                         of reference sheets: One for the GM ( ) that
             spells out all effects, and one for the players ( ). The      Locations
             version for the players tends to be a bit more cryptic        • Area W-4 (pg. XX): 1 (urn);
             to avoid spoilers and encourage experimentation. Here         • Area 1-3, pg. XX): 2 (in the pit);
             is a quick summary, in likeliest order of appearance:         • Area 2-2 (pg. XX): 2 (in the NW and SW pillars);
                                                                           • Area 3-2 (pg. XX): 3 (in the secret alcove);
             Lexeme Amulet                                      xx xx      • An untainted tear of Vasi can create
             Useful item, option to bypass deciphering Grekian                a flow token once per day.
             Properties. Amulet that allows for translation
             of the lost language Grekian.                                 Sacred Amphora of Restoration                    xx xx
                                                                           This item is crucial to beating the adventure.
             Locations. Currently in two parts:
             • Church of Still Waters (pg. XX);                            Properties
                with cultist leader Arios                                  • changes stagnation tokens into flow tokens.
             • the other part lies in the firepit in Area S-3 (pg. XX).    • purifies tainted tears of Vasi and the
                                                                              Well of Souls (Area 5-2, pg. XX).
             Stagnation Tokens (Green Token of Vasi)              xx xx    Location. It is lying buried and
             Consumable. Crystallized stagnant water.                      forgotten in Area W-3 (pg. XX).
             Properties
             • recite Tainted Prayer of Vasi (pg. XX) to change            Emulsifying Brush                                xx xx
                 flow tokens into stagnation tokens.                       The brush is not required to solve the adventure.
             • changes a creature in flow mode into stagnation mode.       Properties. Dissolve the invulnerability
             • seals a Water Barrier (pg. XX).                             bestowing Grekian Ore (pg. XX) that e.g.
             • creates sludge of stagnant water.                           Grekian guardians (pg. XX) benefit from.
             Locations                                                     Location. The brush can be found in Area 1-3 (pg. XX).
             • Area S-3 (pg. XX): 2 (in backpack);
             • Area W-3 (pg. XX): 1 (the two flow conductors);             Tears of Vasi                                    xx xx
             • Area W-6 (pg. XX): 1 (lichen patch);                        Two sacred relics that once powered the Great
             • Area 2-2 (pg. XX): 1 (in the web of flow weavers);          Clepsydra. Can restart the two rivers.
             • Dungeon Room 2 (pg. XX): 1 each per                         Properties. The tears of Vasi need to be placed
                flow conductor and flow weaver;                            in the urns in Area W-4 (pg. XX) and Area W-5
             • Dungeon of Rultmoork (pg. XX): any                          (pg. XX) of the Great Clepsydra to restart the two
                number (random encounters);                                rivers that once sprung forth from Rultmoork.
             • A tainted tear of Vasi can create a
                stagnation token once per day.                             Locations
                                                                           • Area S-3 (pg. XX): One tainted tear is currently held
                                                                              by the cultist’s leader Arios the First (pg. XX).
             Flow Tokens (Blue Token of Vasi)                   xx xx      • The location and condition (tainted or untainted) of the
             Consumable. Crystallized fresh water.                            other one depends on whether the party discovered
             Properties                                                       the truth during the Visions of the Past (p. XX):
             • recite Sacred Prayer of Vasi (pg. XX) to change                Success. Area 4-5 (p. XX): untainted
                 stagnation tokens into flow tokens.                          condition (hidden in a magical niche behind
                                                                              the portrait of Mother May’al).
             • changes a creature in stagnation mode into flow mode.
                                                                              Failure. Dungeon Room 5 (pg. XX): tainted
                                                                              condition (in the hands of Ylluliav Vleckmar).
4 | Introduction
                                                                                       Adventure Synopsis
T        he adventurers travel to the rocky spire
         of Rultmoork, either towards the base of
         the rock formation, or the ruins of Fort
         Rultmoork upon its top. The players can
choose in which order to tackle the adventure.
Near the base of the rock formation is the entrance to
                                                                  about the tokens of Vasi (pg. XX), magically crystallized
                                                                  water that can help the adventurers modify the magic
                                                                  and monsters of Rultmoork’s waters, changing them
                                                                  between flow and stagnation. Among these cultists, the
                                                                  adventurers potentially also find the lexeme amulet (pg.
                                                                  XX), which can aid them in deciphering Grekian runes.
the Dungeon of Rultmoork, but in order to enter it, the           Exploring the Great Clepsydra. The party unearths the
adventurers need to understand Grekian. Alternatively,            stairs that grant access to Vasi’s water clock, the Great
the adventurers could potentially create a cipher for             Clepsydra, now clogged and stagnant. To reactivate the
Grekian if they compare the runes on the arch with the            magical wonder, the party needs to obtain the two tears
Sacred Prayer of Vasi (pg. XX) in Common. Therefore,              of Vasi (pg. XX)—one is in the hands of the cult’s leader,
it is theoretically possible to deduce the correct riddle         and one lies deep within the Dungeon of Rultmoork.
solution and gain entrance to Rultmoork’s dungeon.                In the Great Clepsydra, the adventurers may also find
                                                                  the sacred amphora of restoration (pg. XX), a relic of
Taking the Spire’s Top. The most obvious approach would           Vasi that allows them to purge stagnation. With the
be to scale the mountains and take the worn stone bridge          information gathered and unearthed in Fort Rultmoork’s
to the ruins of the fort atop the spire, where a heretical cult   ruins and the Water Clock Level, the adventurers can
of Vasi, the Church of Still Waters, worships stagnation,         pass through the sealed door and gain access to the
perverting the sacred flow. The cult unknowingly follows          dungeon proper near the base of the rocky spire.
the same heresy as Ylluliav but is unaware of the existence
of the sealed-in high priestess. The cult’s heresy has            Delving into the Deadly Dungeon. In the dungeon, magical
successfully altered one of the two sacred tears of Vasi          Water Barriers (pg. XX) block the party’s progress unless
that once powered the Great Clepsydra. This turned the            they have found a way to utilize Vasi’s magic. The heroes
cultists immortal, but not invulnerable. The adventurers          have to brave the dungeon’s horrors which are directed
can interact with the cult in a variety of ways and learn         by the fallen high priestess Ylluliav Vleckmar (pg. XX),
                                                                                                                   Adventure Synopsis | 5
          the source of the stagnation heresy. Ylluliav has become           Hired Adventurers. This works best for groups who prefer
          a lich-like entity, whose very lifeforce is tied both to the       a direct approach. The church of Vasi hires the party to
          Well of Souls and the Great Clepsydra. To defeat her, the          explore, pacify and reclaim Rultmoork. In trade for clearing
          adventurers need to restart the Great Clepsydra and also           out Rultmoork, the clergy offer two uncommon and two rare
          purify the place where she fell from grace, the Well of Souls.     magic items for the party, and 1,000 gp per adventurer. See
                                                                             the adventure’s conclusion for final details on the rewards.
          Witnessing the Horrors of the Past. While exploring the
          dungeon, the spirits of the adventurers are flung back             Vision Quest. If your party prefers a plot-driven
          through time, and the players take control of doomed               approach and the other angles would not suffice to
          priests of Vasi (pg. XX) in Visions of the Past (pg. XX),          engage them, consider running the Visions of the
          experiencing the fall of Rultmoork in hazy and dreamlike           Past section (pg. XX) of this adventure as a hook
          visions. In these visions of the past, the goal of the priests     instead: the adventurers dream of the fall of Rultmoork.
          of Vasi is to unearth the source of mysterious deaths in the       While this takes the mystery out of how the temple
          sealed complex. If these priests in ancient times fail to find     fell prematurely, it does make things personal.
          out what caused the deaths, the adventurers in the present
          must face Ylluliav at the pinnacle of her power, in the tainted    Wasteland Archaeology. Use this hook if your group
          Well of Souls, to obtain the second tear of Vasi. If the priests   prefers world-exploration and unearthing lore during
          of Vasi in the past succeed in finding out the truth, however,     their travels. The adventurers explore a particularly
          the adventurers in the present find the second tear of Vasi        grueling wasteland littered with wind-razed ruins.
          in an extradimensional compartment behind a portrait               In one of them, they see a faded wall-painting of
          of a legendary priestess. If the adventurers started with          the spire of Rultmoork at the peak of its glory,
          the hook that lets them play through the visions first and         surrounded by vegetation, and with two vast, life-giving
          succeeded in unravelling the truth, then the tear of Vasi is       rivers springing forth from it. Further investigation
          waiting for them in the depths of the Dungeon of Rultmoork.        eventually leads them to the spire of Rultmoork.
          Breaking Stagnation’s Stranglehold. Either way, in                                    Archaeology in Action
          order to restart the Great Clepsydra, the adventurers
          need to leave the dungeon with the second tear of                  Archaeology in Action. Rultmoork’s erstwhile inhabitants
          Vasi. On their way out, they have to defeat two final              spoke Grekian, and in an extinct dialect. As such, we
          guardians, the grotesque Listener and Watcher.                     have provided the Grekian runes (pg. XX) the party can
                                                                             find throughout the complex in the respective runic
          To end a millennium of stagnation and make the life-giving         script (pg. XX), as well as in plain English (pg. XX).
          waters once more flow freely from Rultmoork, the heroes
                                                                             If deciphering runes based on glyphs is something that your
          need to defeat Ylluliav Vleckmar. To do so, they have to
                                                                             group enjoys, then give them the handout Grekian Words
          restart the Great Clepsydra (pg. XX) with the two tears of
                                                                             (pg. XX) and have them figure out the meaning of the letters.
          Vasi (pg. XX) and cleanse the Well of Souls (pg. XX) with the
          sacred amphora of restoration (pg. XX). If they succeed, the       The party can also retrieve a magical lexeme amulet
          blessed and purified rivers return life to the desolate plains.    (pg. XX) that translates Grekian for the adventurers.
                                                                             Grekian Language and Magic. An important
                     Adventure Hooks/Getting Started                         aspect of this adventure is dealing with the Grekian
                                                                             language, but it does pose a challenge, namely the
          Different groups of players prefer different ways to get           easy accessibility of the comprehend languages spell,
          involved with adventures. Here are some suggestions                which would obviously trivialize the task posed by
          covering the most common approaches. Feel free to                  the runes. The default assumption is that the spell
          construct your own if none of these work for your group.           does not work on Grekian due to a divine decree.
          A Mysterious Gleam. If your party prefers a player-driven/         Divine Decree. Something happened when Grekia
          sandbox approach to adventures, they can see a bronze              fell. Ylluliav’s heresy was only the tip of the iceberg,
          gleam reflected at the first light of dawn from a nook in          and the deities invoked per divine decree that magic
          the base of the spire of Rultmoork, roughly 25 feet from           would not be able to decipher Grekian. Since the
          the ground. This gleam is a reflection of the sun from             fall of the Grekian empire is shrouded in mystery,
          remnants of a mosaic in the nook; beyond the mosaic lies           the truth about this remains lost in the past.
          the entrance that leads to Dungeon Room 1 (pg. XX).
6 | Adventure Synopsis
Decreased Challenge. If you want to decrease the                              Ways to Enter Rultmoork
challenge of the decoding task, or if the party gets
stuck, consider using the cultists in the ruins of            As noted before, there are two primary ways of starting the
Fort Rultmoork to provide one or multiple letters,            adventure, by introducing the Dungeon first (pg. XX), or by
or tell the party about the lexeme amulet.                    introducing the Surface section (pg. XX) atop the spire first.
Alternatively, here are suggestions to decrease the
challenge, based on the different adventure hooks:
A Mysterious Gleam. The skeleton of a deceased
explorer has a scribbled linguistic treatise (Handout:
Grekian Words, pg. XX for hard difficulty, Handout:
Lexeme Amulet Cipher, pg. XX for easy difficulty).
Hired Adventurers. The priests of Vasi provide a linguistic
treatise (Handout: Grekian Words, pg. XX for hard
difficulty, Handout: Lexeme Amulet Cipher, pg. XX for
easy difficulty) that explains the basics of the language.
Vision Quest. The adventurers can spend a short rest and
not gain any of its usual benefits, but instead make a DC
20 Intelligence or Wisdom check. On a successful check,
the character remembers the meaning of the words.
Wasteland Archaeology. Long before running this
adventure, sprinkle Grekian runes (pg. XX, Handout:
Grekian Words) through various adventure locations
to get the adventurers excited about discovering
the meaning of these runes and the civilization that
created them. Let the party slowly gather the runes
representing the individual letters, and do not allow for
simple checks to resolve deciphering the language.
Negated Challenge. If deciphering a letter-substitution
key is not something your party would enjoy, give the party
the English text when they consult the treatise instead.
GM Note. In playtests, having the party decipher the first
2–3 instances of Grekian script encountered, and then
proceeding to use plain English, yielded the best results.
                                                                              Thy summer voice, Musketaquit,
                                                                               Repeats the music of the rain;
                                                                         But sweeter rivers pulsing flit
                                                                 Through thee, as thou through the Concord Plain.
                                                                          Thou in thy narrow banks art pent:
                                                                           The stream I love unbounded goes
                                                                       Through flood and sea and firmament;
                                                              T rough light, through life, it forward flows.
                                                               h
                                                                            I see the inundation sweet,
                                                                         I hear the spending of the steam
                                                               Through years, through men, through Nature fleet,
                                                              Through love and thought, through power and dream.
                                                                            Musketaquit, a goblin strong,
                                                                         Of shard and flint makes jewels gay;
                                                                    T ey lose their grief who hear his song,
                                                                     h
                                                                        And where he winds is the day of day.
                                                                   So forth and brighter fares my stream,--
                                                                      Who drink it shall not thirst again;
                                                                       No darkness taints its equal gleam,
                                                                            And ages drop in it like rain.
                                                                                                               Adventure Synopsis | 7
            Reaching the Dungeon Entrance
           R            oughly 25 feet above the base of the spire, a rocky
                        and narrow nook conceals the passage leading
                        down to the Dungeon of Rultmoork. The nook
                        can’t be seen from the ground, but as mentioned
           before in the A Mysterious Gleam adventure hook (pg. XX),
           it can be seen under the right circumstances. The rock of the
           gray and white mottled spire is rough and can be climbed
                                                                              Collapse. The collapse is massive, and any character
                                                                              with Stonecunning, a DC 10 Intelligence (History) or
                                                                              Intelligence (Investigation) check knows that it is
                                                                              structurally stable, but practically impossible to remove.
                                                                              Any dwarf or miner automatically knows this. The collapse
                                                                              does not block access to either the mosaic, or to the arch.
           with two DC 20 Strength (Athletics) checks. If a creature          Mosaic. The mosaic seems to have depicted a complex
           fails the first check, they fall and take 3 (1d6) bludgeoning      wave pattern at one point. If a character scrutinizes it more
           damage from falling. If a creature fails the second check,         closely, they gain the impression of the pattern moving on
           they fall and take 7 (2d6) bludgeoning damage from falling.        its own accord. Examination of the metal up close with a
                                                                              DC 10 Intelligence (Investigation) check, or at distance
           Once the party has reached the nook,                               with a DC 15 Wisdom (Perception) check notices bluish
           paraphrase the following:                                          flecks in the highlights. The pattern’s movement is an optical
                                                                              illusion, and not actually magic. The “bronze” highlights in
           The well-concealed, claustrophobic nook of rough stone             the pattern sport bluish flecks. They are actually Grekian
           opens to a wondrous sight: A clearly humanoid-made                 ore (pg. XX) and impervious to any form of damage.
           chamber of hewn rock, partially collapsed beneath the
           weight of ancient stones. A slightly damage mosaic of              Arch. The arch is not trapped or otherwise secured. The
                                                                              Sacred Prayer to Vasi (pg. XX) is etched into the arch in
           beautiful tiles on the wall sports bronze highlights on its
                                                                              Grekian. If the party includes a follower of Vasi or have been
           wave patterns. More imposing still, an arch made of bronze-
                                                                              hired by the clergy of Vasi, the adventurers might know the
           gleaming metal holds a massive, closed set of double doors
                                                                              Sacred Prayer to Vasi. If they do, they can decipher Grekian
           of the selfsame metal. Both the arch and the double doors          based on the prayer. Closer examination of the metal with
           sport strange runes and are untouched by the collapse.             a DC 10 Intelligence (Investigation) or DC 15 Wisdom
                                                                              (Perception) check notices bluish flecks in the metal.
8  |  Reaching The Dungeon Entrance
                                                                  GM Note. Reciting this prayer does not open the
Reaching the Dungeon at a Glance.                                 doors, but the prayer does prove to be useful
                                                                  when dealing with Rultmoork’s magic items.
Getting to the Nook
                                                                  Double Doors. Closer examination of the metal
2 consecutive DC 20 Strength (Athletics) checks
                                                                  with a DC 10 Intelligence (Investigation) or DC 15
to climb to the nook, fall on failed check
                                                                  Wisdom (Perception) check notices bluish flecks
3 (1d6) falling damage on failed first check                      in the metal. The massive double doors are coated
7 (2d6) falling damage on failed second check                     with Grekian ore (pg. XX) and are impervious to
                                                                  damage. The Grekian runes spell a riddle, which, when
Mosaic, Arch, Doors                                               answered, cause the doors to open outwards.
DC 10 Intelligence (Investigation) check (up
close) to notice blue flecks in metal
 —or—
                                                                                Riddle Upon the Double Doors.
DC 15 Wisdom (Perception) check (at                                                Axes and swords
distance) to notice blue flecks in metal                                      Will not help you through
                                                                            Yet it and a little push will do
Arch                                                              Some in the fort would have fought and soon died
Possibility to learn Sacred Prayer to Vasi                           Were it not close at hand to let them inside
(pg. XX); in Grekian (see handout, pg. XX)
Possibility to decipher Grekian based on                                                Answer: Key
Sacred Prayer to Vasi (pg. XX)
                                                                  Beyond the double doors are the stairs leading
Collapse                                                          down to Dungeon of Rultmoork (pg. XX).
DC 10 Stonecunning, Intelligence (History)
or Intelligence (Investigation) check realizes                    Ancient stone steps descend into a
collapse is structurally stable, but impossible                   darkness infused by ethereal mists.
to clear. Dwarves automatically know this.
                                                                  As the adventurers walk down:
Riddle Answer.
“Key”                                                             No sounds other than your footfalls issue forth as your
                                                                  boots press into the thick dust on the stone stairs, venturing
                                                                  where no others have dared tread in living memory.
                                                                  You have entered the Dungeon of Rultmoork.
                                                                  GM Note. Continue with the Dungeon of Rultmoork,
                                                                  Dungeon Room 1 (pg. XX); make sure to read the global
                                                                  dungeon rules (pg. XX) prior to playing this section.
                                                        Sacred Prayer of Vasi
                                                         Follow Her Wave
                                                      sheltered by Her stride
                                                        Quench the thirst
                                                         She is the guide.
                                                     Our Mistress of the Waves
                                                      nourishes all our lands
                                                    shelters us within Her hands
                                                   from the cradle to our graves.
                                                     We obey your will sublime
                                                  throughout all the mists of time.
                                                                                                       Player Handout #Y (pg. XX)
                 Player Handout #Y (pg. XX)
                                                                                                         Reaching The Dungeon Entrance  |  9
                                                                                       Baevonian Mountain Hike
T           his trek happens whenever the party moves
            to the top of the spire, or back down again.
            The ruins atop the curious rock formation
            are the most likely place for the adventurers
to visit first, but in order to reach them, they have
to scale the inhospitable, steep mountain pass.
                                                               Table X-Y: Baevonian Mountains Encounters
                                                                1d20
                                                                1-5
                                                                6-10
                                                                11-15
                                                                         Encounter
                                                                         golden marmosets
                                                                         mountain goats
                                                                         stone troll (pg. XX)
Mountain Hike. The hike from the valley to the bridge
takes two days and is very strenuous. After a day of hiking,    16-20    roc hatchling (pg. XX)
a character must succeed on their choice of a DC 15
Strength (Athletics) check or Constitution saving throw.       Golden Marmosets. This family of mischievous monkeys
On a failure, the character gains one level of exhaustion.     has distinctive red-gold fur. They scamper up steep
If the party takes their time, they take twice as long, but    cliffsides and overhangs with ease, snatching foodstuffs
gain advantage on the check or saving throw. Feel free         and shiny baubles from overburdened pack animals.
to use your own random encounters during the trek.
                                                               Mountain Goats. Grazing upon a shrub in the path
                                                               ahead, a trio of scruffy and stubborn goats don’t appear
                                                               to be in the mood to relinquish their meager feast.
 Baevonian Mountain Hike at a Glance
                                                               Stone Troll Den. Too late do hapless mountain travelers realize
 Mountain Hike                                                 that the boulder partly blocking this shallow cave mouth is a
 DC 15 Strength (Athletics) check; one                         stone troll, patiently waiting for a reason to end its hibernation.
 level of exhaustion on failure
  —or—                                                         Roc Hatchling. Amidst a bale-sized tuft of branches
 DC 15 Constitution saving throw; one                          cries a roc hatchling! The poor baby has fallen
 level of exhaustion on failure                                from its nest and mistaken you for its latest meal.
                                                               Does that mean its mother isn’t far away?
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