Tremors in The Sand
Tremors in The Sand
in the
SAND Credits
Author: Roland Morgen & Phil Beckwith (P.B. Publishing)
Editor: Chris Bissette (Loot The Room)
Layout: Phil Beckwith (P.B. Publishing)
Cover Artist: DM’s Guild Creator Resource
Interior Illustrators: Dean Spencer, Matt Morrow (Purple Duck Games), Jeremy Hart,
Bartek Blaszczec.
Layout Background: Publisher’s Choice Quality Stock Art © Rick Hershey / Fat Goblin Games
Battle Map Cartographer: Chris Bissette (Loot The Room)
Hex Map Cartographer: Phil Beckwith (P.B. Publishing)
Special Thanks to: Benoit de Bernardy
Playtesters - Matt Zerbe (DM), Joseph Kern, Brittany Hostetler, April M. Martin, Christopher D. Crane, Toriano A. Thomas, Robert Flowers.
Esteban Arroyo (DM), Julisa Arroyo, Jonathan Deoraj, Armani Gregory. Andrealiz Martinez (DM), Norma Liz Perez, Hector M. Lebron, Cesar
Rodriguez, Norman Rodriguez. Georgia Prato (DM), Clark Jurisic, Brodie Fairhurst, Ben Stockdale.
Table of Contents
Chapter 1: Introduction 4 Chapter 3: The Temple 11
Running this Adventure 4 The Entrance 11
Character Advancement 4 Area 1A 13
Boxed Text 4 Area 1B 13
Setting & Location 4 Area 1C 13
Hooks: Al Shagar 5 Area 2 14
Synopsis (What the DM Should 5 Area 3 15
Know) Area 4 15
Chapter 2: The Adventure Begins 6 Area 5 16
Al Shagar Trading Post 6 Chapter 4: Conclusion 18
To The Temple 7 Appendix A: NPCs 20
DE-1 The Lone Yuan-ti 8 Appendix B: Magical Items 21
DE-2 Spotting the Temple 9 Appendix C: Maps 23
DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual,
Dungeon Master’s Guide, D&D Adventurers League, all other Wizards of the Coast product names, and their respective logos are trademarks
of Wizards of the Coast in the USA and other countries. All characters and their distinctive likenesses are property of Wizards of the Coast.
This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or
artwork contained herein is prohibited without the express written permission of Wizards of the Coast.
Copyright © Phil Beckwith (P.B. Publishing) & Chris Bissette (Loot The Room) 2017
Tremors in the Sand
3
Chapter 1: Introduction
T
remors in the Sand is a Dungeons heroes explore the desert and different rooms
& Dragons 5th Edition adventure accessible to them within the temple. There is an
designed to be completed in about encounter time tracker table to assist you with
5–7 hours of play. keeping track of the time as it slowly runs out for
our brave adventurers.
The combat encounters have
been calculated to present a tough
challenge to four characters of 4th level, that is, Character Advancement
Average Party Level (APL) is 4. Information is This adventure is designed to utilize the
supplied in the text explaining how to scale down Milestone leveling system, by which it is
the encounters for APL 1 through APL 3. expected that the characters start at a level
between 1 and 4 at the beginning of the
Not every loose end is tied up in the following adventure. Upon defeating Ilishara and thwarting
text, nor every possible reaction accounted her plans to awaken and swap minds with the
for. Be ready to improvise, and do so with tarrasque the heroes should advance by one level
confidence! Unless stated otherwise, assume on completion.
NPCs have the stats of a Commoner (MM,
p345). This is only a suggestion, however, and you,
as the DM, are in no way forced to use this
The adventure comprises three chapters. method. This adventure runs perfectly fine with
• Chapter 1—Introduction Experience Points (XP) based leveling, and you
• Chapter 2—The Adventure Begins are encouraged to use XP if it is a better fit for
• Chapter 3—The Temple you and your playing group. There are also XP
• Conclusion reward options at the conclusion of this module.
• Appendices A, B, & C
4
of Rulership (DMG, p196) magically boosted to
Hooks: Al Shagar last 24 hours, and a promise of great power.
The characters need a reason to venture into the
desert in the first place. The following are some The tremors in the sand are a direct result of
simple suggestions that can be reworked or the dark rituals that Ilishara performs, and the
tweaked depending on player preference or DM slow awakening of the tarrasque. With the hour
style. close at hand, she will stop at nothing to fulfil her
• In this region, rumors exist that an ambitions.
abandoned dragon’s lair can be found in the
desert, just north of an easily recognizable
rock formation. A wealthy explorer has
sought the party’s aid in finding, and possibly
pillaging this lair. He is willing to pay for all
supplies. The characters must meet him in a
lonely trading post named Al Shagar.
• The party has been hired to escort a caravan
to the small trading outpost, Al Shagar,
which serves as the last supply point for any
souls wishing to venture into the desert.
• In a nearby town, a local lord has posted a
reward for the capture of Yuan-ti marauders
who have harassed merchants doing
business at the Al Shagar trading post.
5
Chapter 2: The Adventure Begins
the captives, and remove the Yuan-Ti threat. If
Al Shagar Trading Post the party heeds his entreaties, Spence will offer
When the party members come to within 300 them “something special” to aid them in their
feet of the trading post they notice that it has journey and promise a fantastic reward if they
been raided and appears to be empty. Read the return successful. Spence points east out into
following text aloud: the desert to provide a little direction.
The air in this region feels dry, hot, and unforgiving. As a sign of his appreciation for this help,
Gusting winds lift up the sand and it swirls around you, Spence gives the party the following items before
dancing, rising, and falling back to the ground. You they embark on their journey:
can see the trading post as it comes clearly into view.
• A lamp of the mesmerizer (see Appendix B)
A few stands and small storefronts stare back at you,
empty and barren. As the wind dies down for a second,
• A Periapt of health (DMG, p184) – Only if
silence pervades the surroundings. Suddenly, the voice the players are 4th level or above.
of an old man reaches your ears. He calls for your aid.
While conversing with Spence, any character
The old man is actually an Ancient Brass can attempt a DC 18 Wisdom (Insight) check.
Dragon (Chaotic Good) (MM, p104) named On a success, a character will sense that there
G’lanthor. In this form, though, he calls himself is certainly more to Spence than meets the eye,
Spence. Spence regularly does business at this and he may very well be hiding something from
trading post, always in search of new artifacts the party.
and relics to add to his hoard, which lies in the
desert. Besides hiding the fact that he is a dragon,
Spence is also not willing to divulge his two
If the characters interact with Spence, this is greatest reasons for seeking the party’s aid.
what he is willing to tell them: • First, he wants no one to find his lair.
• He arrived at the trading post just in time to • Second, he knows that the tarrasque lies
see a band of “snake people” running off and beneath the desert sands.
dragging captured merchants and traders
with them east into the desert. In fact, he is part of an order of dragons, The
• Travelers and merchants have recently heard Keepers, who have taken oaths to prevent the
and spread rumors of snake people operating creature’s awakening and protect the world if it
out of an abandoned temple which was built does awaken.
into the side of a cliff.
He cannot pursue this matter just yet because
If the characters press Spence for more he needs to inform the Elder Golden Dragon,
information, on a successful DC 15 Charisma Brystyr, of the brewing trouble. He will make
check he will add the following: an excuse that he needs to travel to the nearest
• He saw one human collaborating with the town to inform a local duke or lord of what has
snake people. She was dressed in a black happened.
robe and held a glowing rod in her hand.
• He survived only by hiding underneath a Note: If the characters fail the mission, and
cleverly hidden trapdoor in his small store. survive the tarrasque’s awakening, then you,
• For the past few days, he and others have as the DM, may want to include the order of
been hearing and feeling tremors and dragons, known as The Keepers, as a major
rumbling sounds that seem to be coming faction in your ongoing story/adventures.
from the south-east.
6
Tracking the Yuan-ti. If any of the characters
To the Temple wish to attempt to track the yuan-ti marauders
Hexes. Finding the temple is played through through the desert, they must succeed on a DC
a miniature hex crawl. Each hex is roughly 16 Wisdom (Survival) check once per hex
a mile long, and each hex that isn’t occupied AND they must be within a hex that the Yuan-ti
by a feature (the town, or the temple) is an traveled (see DM’s Hex Map). On a successful
opportunity for one of the below random check, reveal to the players which hex the yuan-ti
encounters. moved to next. On a failed survival check, advise
the players that they have lost the trace of the
Using the Hex Map. When showing the map to yuan-ti.
your players, ensure that the temple icon is not
showing and you are using the ‘player’s map’. Random Encounters. In addition to the
The first hex that the players enter, you should challenges presented by the desert climate
run the encounter below entitled ‘DE-1 The Lone and terrain, there also exists a very real threat
Yu-anti’. Once that encounter is complete, allow the party will encounter predators or natural
the party to comb the desert in search of the dangers. Roll on the following table once for
temple. If they have questioned Spence deeply every hex that the party travels through on the
enough, they should have enough information to way to the temple. As always, the rolls on this
find the temple quickly. Otherwise, the heroes table can be altered to better suit the APL.
will stumble upon the temple before too long. Simply subtract or add monsters to make the
Once the party enter any hex adjacent to the encounters more challenging or less deadly.
temple hex, run the encounter entitled ‘DE-2
Spotting the Temple’.
Desert Encounters
1d20 Effect
1-3 Nothing unusual happens. Characters see seemingly endless yellow dunes.
4-5 With the warm climate of the desert come swarms of scarab beetles, as clouds of these desert dwellers strike the
party per the following scaling information:
APL 1: 2 x Swarm of Insects (MM, p.338)
APL 2: 3 x Swarm of Insects
APL 3: 4 x Swarm of Insects
APL 4: 6 x Swarm of Insects
6-9 The party wanders by an oasis. Here they can rest and gather some fresh water. This beautiful place is free of any
dangers.
10-11 In the distance, the characters can see the remains of an old ruined caravan. On closer inspection they find that it has
already been looted, however, a successful DC 15 Intelligence (Investigation) check uncovers 2 x potions of healing
(DMG. p188).
12-13 DC 14 Wisdom (Perception) check to spot quicksand (DMG, p.110), on failure 1d4 characters (DM’s discretion),
become stuck in it.
14-15 1d4 giant scorpions (MM, p.327) attack.
16-17 A sandstorm blows through the area and gives the party’s next Wisdom (Survival) check disadvantage.
18-19 1d4 half-ogres (MM, p.238) + 1d2 ogres (MM, p.328) attack.
20 The temperature rises, every party member must make a DC 10 Constitution saving throw, suffering 1 level of
exhaustion (PHB, p.291) on a failed roll.
7
DE-1 The Lone Yuan-ti
When the party enters the first hex to start off
on their trek across the desert in search of the
Roleplaying Messhna
Messhna wants retribution and to kill the dark
temple, they come across an injured yuan-ti half
mystic Ilishara, who took his free will away
stuck in quicksand (DMG, p110). He calls for
from him. He will offer to help the party at
help from the party, and will readily join the them
all costs, and guide them through the desert
should they assist him.
on the safest path. Messhna will become an
invaluable ally in combat and will not shy away
His name is Messhna Sssalak’un, he and his
from attacking his own kind due to his cold-
yuan-ti brethren were under the charm effect
hearted racial trait.
of the evil mystic Ilishara. After the group
committed the kidnapping of the trading post’s
residents, the spell effect wore off, and Messhna
broke away from the group once his conscience
came back to him. Unfortunately, the lone yuan-ti
misjudged a dip in the dunes and was caught in a
patch of quicksand.
Creatures
1 x Yuan-ti Pureblood (MM, p310)
Development
If the party adopt Messhna, he is able to show
the party the ‘safe’ way to travel through the
sands. Have him act as a guide following the
yuan-ti trail as shown on the DM’s map of the
desert hex crawl. Whilst this is happening, reroll
any random encounters that include combat or
quicksand.
8
DE-2 Spotting the Temple Tactics
When the encounter begins, the man is 500
When the party enters any hex adjacent to the feet from the party and 150 feet in front of the
hex that the temple is in, the party members spot Yuan-Ti. The captive (commoner) will use the
the ancient building’s façade from a distance. dash action each turn and yell for help once he
Read the following: spots the party on a successful DC 10 Wisdom
(Perception) check.
Just at the edge of your view, through the haze, you
see a high cliff wall adorned with marks of great The Yuan-Ti dash until they catch up to the man.
architecture. Columns rise nearly to the top of it, and They attempt to cast suggestion on him as soon
two great statues on either side of the entrance stare
as they are within range. They do not want to kill
toward you like giant guards on duty. Tremors pass
through the ground periodically, rattling the bones in
him. Their aim is to capture the man and take
your body. You also notice an oasis about a mile from him back to the temple.
the temple entrance, its glistening pool shining in the
sunlight. As the party approaches, the Yuan-Ti engage in
combat immediately; however, as soon as there is
A passive Wisdom (Perception) of 14 and only 1 Yuan-ti left alive, it will retreat and hope to
higher allows a character to spot 4 figures that rendezvous with its allies at the temple.
appear to be running toward them. If a character
succeeds on this, add the following to the Development
previous narration: If the party defeat the Yuan-Ti and save the
captive, he can share what he knows:
A small figure moves swiftly in the distance. It appears • There were roughly 10 people taken during
to be a human man. Behind it, you can see what appear the raid on the trading post.
to be humanoid snakes. They follow the man, like a • The woman in dark robes issues most of the
predator pursuing game. commands.
• A hideous man with serpents for arms has
The figure in front is an escaped captive forced some of the prisoners to drink a
(commoner). Behind him are three Yuan-Ti potion that has turned them into ‘snake-men’
Purebloods. If the party sees the figures running (Yuan-ti Broodguard - VGtM, p203 - or
and decides to approach them, roll initiative. Yuan-ti Malison Type 2, MM, p309).
• There are powerful tremors and rumblings
coming from underneath the temple.
Creatures • There is a secret door in the base of the
1 x Commoner (MM, p345) southern statue that sits outside the temple.
3 x Yuan-ti Pureblood (MM, p310)
The man cannot survive the trip back to the
trading post on his own, so he will ask for the
DE-2: Adjusting this Encounter party’s protection. If the party offers to protect
him, he will pull out a precious stone from a
APL 1: Remove 2 Pureblood and reduce remaining Pureblood
to only 1 acid splash per day.
pouch he wears (roll on the 100gp Gemstone
table (DMG, p134)). He will promise to reward
APL 2: Remove 1 Pureblood. the party with more valuables if they can save his
friends and escort them back to the trading post.
APL 3: Remove 1 Pureblood.
9
How to Run: Percentage Chances
When an encounter dictates that there is an XX% chance of an event happening, the Dungeon Master (DM) should roll 1d100. If the
result is equal to or less than the chance percentage supplied by the encounter, the event triggers and is included in the encounter.
For example; in the opening encounter at The Temple, there is a 20% chance that rubble from the ceiling falls on the party. The DM
should roll 1d100, and on any result between 1 and 20, the rubble does indeed fall. However, any result between 21 and 100, the
rubble does not fall.
10
Chapter 3: The Temple
T
here is a map of the temple owl-headed statue. The prisoner can also inform
provided in Appendix C. Tremors them of this door’s existence.
occur as per the Timed Event table
below, but feel free to add tremors Note: Keep in mind that pursuing the Yuan-Ti
and other environmental events as directly into the temple is very dangerous for the
you see fit. When this party!
happens, there is a 20% chance that
rubble from the ceiling will fall on characters, If the party arrives alone, they will need to
dealing 1d4 damage to a character (see How to investigate the entrance. The double doors
run: Percentage Chances sidebar on p10). The are roughly 15 feet tall, made of wood, and
intensity of these tremors increases as time reinforced by iron. They have not been opened
passes. For each roll, the probability increases in centuries, and are barred from within by a
by 1%. Additionally, there is a 5% chance that wooden plank. In order to enter through these
a chasm will open in the ground. When this doors, a character must succeed on a DC 22
occurs, characters must succeed on a DC 15 Strength (Athletics) check. Busting this door
Dexterity saving throw to jump away from the open will alert all of the Yuan-Ti present in
chasm or a DC 15 Strength (Athletics) check to areas 1, 2, & 4 of the temple. If this happens, all
hold on to the edge, falling into a 10-foot chasm Yuan-Ti will rush to the altar in Area 2, open the
and taking 1d6 damage on a failed roll. secret door and descend to Area 4 in order to
defend the temple and warn Ilishara. Numbers
Lighting. Unless otherwise mentioned, all areas vary based on APL, though there are roughly 15-
are unlit and dark. 20 Yuan-Ti in the temple along with Ilishara.
11
Event-Time Tracker Table
Time Spent Encounter Completed Event
(DM’s Entry) (After location encounter is completed)
30 min The first major tremor strikes:
(3.5 hrs left) • The earth rumbles slightly.
• Dust and sand crumble from the ceiling if the characters are inside the
temple.
60 min Nothing happens.
(3.0 hrs left)
150 min A third major tremor shakes the entire temple savagely.
(1.5 hrs left) • It is obvious now that the tremors are increasing in strength.
• Large blocks of temple stone fall about the party. Each character must suc-
ceed on a DC 14 Dexterity saving throw, taking 1d4 bludgeoning damage
from falling debris on a failure.
• A successful DC 13 Intelligence (Nature) or Wisdom (Survival) check de-
termines that, with the current interval rate of tremors and their strength
increases, the signs suggest that the party have under 2 hours to stop
their source before the earth cracks open and swallows the entire area.
180 min Nothing happens.
(1.0 hrs left)
12
The Legend of Merrshaulk
Legend tells that this god, once revered among many Yuan-Ti of this area, now slumbers and is waiting to be awakened. Most,
though, claim this god to be dead. Merrshaulk is, in fact, the Tarrasque that lies beneath the temple.
Area 1A Creatures
2 x Yuan-ti Broodguards (VGtM, p203)
Read the following as the party enters this area:
Area 1B: Adjusting this Encounter
You find yourselves in a dark hallway. The musty air
within this place threatens to choke you. A smell of rot APL 1: Replace both with one Yuan-Ti Pureblood and reduce
to only 1 acid splash per day.
fills your nostrils. A low rumble shakes the ground and
teases your ears. APL 2: Replace with Yuan-Ti Purebloods.
This hallway is covered in dust and completely APL 3: Remove one Broodguard OR Replace with Yuan-Ti
Purebloods.
dark once the secret door closes behind
the party. The hallway ends and appears to
lead nowhere. A successful DC 15 Wisdom
(Perception) check allows a character to either Area 1C
feel a draft of air moving through a crack in the Read the following:
door or spot an opening that reveals a secret
door. This door moves on a central pivot,
rotating as it is pushed from either side. This room is surprisingly clean. All of the walls look
as though they have hardly aged with time. A small
bedroll lies in the corner, a small backpack beside it. A
Area 1B faint scent of perfume lingers.
This hallway leads to the central chamber of
the temple and to what were once quarters for
Ilishara has claimed this room as her own. It
members of this temple. If the characters go
remains nearly spotless because of powerful
toward the central chamber, see Area 2. If they
magic that still permeates this temple.
head in the other direction, they will come to a
door.
Within the backpack are a few of Ilishara’s
possessions. These include a spare set of
There are two Yuan-Ti Broodguards patrolling
clothes, a hairbrush, a withered toy doll, a
this hallway. They have been commanded to
dagger, soap, and a waterskin. The dagger is a
guard the door that leads to what Ilishara now
dagger of fear (see Appendix B). Everything else
calls her quarters.
in the bag is mundane.
It’s Locked and Trapped! The door to this
If the characters investigate the bedroll and
room is locked and trapped. The trap requires a
turn it over, they will find Ilishara’s Journal (see
successful DC 20 Wisdom (Perception) check
Appendix B).
to detect small holes around the lock, and a
further DC 15 Intelligence (Investigation)
check to determine that they are likely gas
outlets. A successful DC 15 Dexterity (Thieves’
Tools) check allows a character to pick the
lock. On a failed lockpick attempt, a toxic gas
is released from a vial that sits within the lock
and released via the holes. If a character fails
this check, all creatures within 5 feet of the door
must make a DC 12 Constitution saving throw
or suffer one level of exhaustion from the gas. If
the throw fails by more than 5, the character is
also poisoned.
13
Area 2 Pressing either of the other two faces will
trigger a level 1 magic missile spell, targeting the
This is the central worship area of the temple. character who depressed the face. This effect
Read the following as characters enter this room: can be removed with dispel magic.
Three columns line both sides of this room, leading Note: If your players are struggling to solve the
up to a high, vaulted ceiling. Rows of benches line the puzzle and it is beginning to slow your game
floor, most of them appearing intact. To the sides of down, at a point determined by you as the
the double doors, small statues of human figures stare Dungeon Master, have one of the players roll
blankly at you. Across from the doors, at the other end against a DC 16 Intelligence (Investigation)
of the room, you can see a magnificent altar sitting
check, on success their character deciphers the
atop a marble dais. Hallways near the altar lead out of
this room. puzzle, explain the logic explained above. On
failure, they do not solve it, and will likely not
Roll a d20 when the characters enter this room. make it to the final battle with Ilishara in time to
If they chased the Yuan-Ti into the temple, add 5 stop her.
to this roll.
Statues
Area 2 Encounter The two small statues on the southern end of
the room were once very potent shrines, but they
1d20 Who is present in the area
have been disturbed by the Yuan-Ti and Ilishara.
1-5 No one is present
A DC 14 Wisdom (Perception) check will reveal
6-10 1d6 Yuan-Ti Purebloods that both statues appear to be missing items that
11-15 1d4 Yuan-Ti Broodguards + 1d4 Yuan-Ti
were once around their necks.
Purebloods
16-19 1d4 Yuan-Ti Broodguards + 1d4 Yuan-Ti
Malisons
20 Soakash, a Yuan-Ti Pit Master, a giant constric-
tor snake, and a Yuan-Ti Broodguard
Secret Door
Within the altar lies a well-hidden secret door
that opens up to a passage leading down to
Area 5. From left to right, there are three
sculpted heads on the altar: a serpent, a human,
and an owl.
14
Area 3 prisoners (commoner) in this room. None of the
prisoners are tied up. All seem utterly terrified of
This is the library. When characters enter this Soakash, the constrictor, and the guards.
room, read the following:
Creatures
1 x Black Pudding (MM, p241) Roleplaying Soakash
Soahkash is no fool. He is not above trying
to make a bargain. Ilishara’s powerful magic
Area 4 has charmed his companions, but its effects
on him are wearing off. He has begun to
This is the area where the Yuan-Ti hold their doubt that she has truly come here to summon
prisoners. Read the following: Merrshaulk. He will defend himself with his
powerful magic if necessary, but he would not
Screams of pain and pleas for mercy echo throughout hesitate to attempt to convince the party that
this hallway. Through the entrance, you can see he stands against Ilishara. He may offer to lead
humans tied up, bloodied and begging for their lives. them to her and even assist them in driving
You overhear hissing and threats spewing forth from her off or killing her. He wants this temple for
the mouths of the serpent faced guards.
himself and his Yuan-Ti kin and is willing to do
whatever is necessary to make it so. He will
If Soakash was not encountered in Area 2, add
even give up his prisoners, knowing very well
the following:
that he can capture more almost any time he
wishes. Soakash is not above attempting to kill
One of these guards extends his serpentine limb and the party if he feels he has the upper hand.
wraps it around the throat of a gutsy prisoner. After
a whisper into the prisoner’s ear, the captive ceases Note: If Messhna is with the party, he will
resisting and falls back to the ground, staring blankly at
vouch for his superior, Soakash, however, if
the wall.
the encounter ends in conflict with Soakash,
Messhna will side with the party, in a devious
This guard is Soakash, a Yuan-Ti Pit Master. He
plan to take leadership once Ilishara has been
is the true leader of this group of Yuan-Ti. He
dealt with.
is always accompanied by a giant constrictor
snake and a Yuan-Ti Broodguard. There are 7
Tremors in the Sand
15
and her servants will not notice the party as they
Area 5 enter the room. You can allow a Stealth check
Entrance Passage. The hall that leads down for the party contested by a Perception check
to the ritual chamber has become much more with disadvantage by Ilishara, the two thugs, and
treacherous now that the tremors have grown the prisoners. If the party successfully sneaks
stronger. Sand and dirt are beginning to fall up on her, they will be able to reach the villain
from cracks in the ceiling and the floor is in time to save the prisoner. If, however, the
splitting open. While travelling through this characters fail the stealth check, Ilishara notices
passage, which is 100ft long, characters have them and immediately buries the dagger deep
disadvantage on all Wisdom (Perception) into the prisoner’s heart.
checks and the area is considered difficult When she does this, read or paraphrase the
terrain (PHB, p182). At the end of this passage, following:
just before it opens into the main chamber where
Ilishara performs the ritual, a chasm has opened
Suddenly, the mystic snaps her head towards you,
up. It is 12 feet long, 10 feet wide, and 20ft deep. sensing your presence.
What remains of the floor forms a precarious “Trespassers! you cannot stop me now, for I am within
ledge. This ledge requires a successful DC reach! The Tarrasque will be awakened and mind
17 Dexterity (Acrobatics) check to navigate. swapped at my beckoning! Bow before me and join
However, if more than 200lbs of weight is placed me in my ascent!” With this an incredibly powerful
on the ledge at any time, then that particular tremor widens the hole by another 20 feet in diameter,
spot will crumble. A character who succeeds causing debris to fall from the ceiling and shatter about
on a DC 15 Intelligence (Investigation) check you. The woman in black feverishly grins at you as her
can roughly calculate the maximum amount of dagger strikes down, biting deep into the prisoner’s
chest. She stares you with a hunger for power in the
weight (200lbs) that the ledge can hold before
eyes before she lets the lifeless body topple into the
collapsing. pit below.
16
Creatures
1 x Ilishara - Enchanter (Appendix A)
1 x Cult Fanatic (MM, p345)
1 x Beserker (MM, p344)
17
Chapter 4: Conclusion
T
his brings us to the conlusion of Rewards
Tremors in the Sand. Depending On successfully stopping Ilishara and her evil
on how fast your group of players designs, the party should either gain a level or
performed will determine which of receive 5000 XP to be shared amongst the party
the following outcomes to describe members.
to them.
Besides rewarding a Level Up or XP for
Succeeding the Mission completing the mission and defeating foes, the
If the players do indeed stop Ilishara before she party can also receive the following rewards:
completes her evil plans, read or paraphrase the
following: • 100XP for each prisoner rescued (if
applicable)
As the final blow strikes the mystic truly, she falls • 1d4+2 x 50gp gems from the runaway
to her knees. Tears stream her face before her eyes captive if he lives
deaden and her body falls limp. A slight tremor rumbles • Spence will reward each party member
the ground again but it is not loud enough to mask the 100gp upon return.
voice that now, somehow, carries over it. • If they rescued the prisoners and defeated
Ilishara, roll 1d2 times on Treasure Hoard:
“Ahh! Good show! Great work everybody! It was almost Challenge 5-10 (DMG, p137). Otherwise,
too late, but I had faith in you, you know?” The old
roll 1d2 times on Magic Item Table F (DMG,
man, Spence, from the trading post, now stands before
p146).
you at the entrance to the chamber. Noticeably his
eyes now glimmer with a brassy sheen. He hobbles • Ilishara wears two necklaces, which she
on his walking staff to the edge of the gaping hole stole from the statues in Area 2. They are
and retrieves a scroll from beneath his dusty robes. each worth 200gp. However, if they are
Unfurling it, Spence begins to chant a beautiful lullaby both placed back on the statues, the party
in a spidery language. As the scroll begins to flame members will be completely healed and
alight and burn away, the tremor eases and the hole each will have an 18% chance of receiving a
begins to slowly heal itself. blessing (DMG, p. 227) from the statues.
18
Once the timer hits the 4 hour (in-game) mark as
Failing the Mission shown on the fillable Event-Time Tracker table in
Failing the mission is to fail in stopping Ilishara Chapter 3, read or paraphrase the following:
from awakening the tarrasque. The problem here
is that the tarrasque is slumbering underground,
As you step over the rubble-ridden floors of the temple
and under the temple. When it awakens the another tremor hits. This one, however, is far stronger
heroes are at ‘ground zero’, and by rights should than any that came before it. After a moment of pure
perish. This is one of the tougher decisions that a chaos, you realize that this tremor is not stopping.
DM needs to make, especially at these low levels. Suddenly the floor splits in two as spires of deep earth
There are ultimately two options and you, as the soar up and through the temple roof, destroying it.
Dungeon Master, should choose one, and use the A chasm opens before you and from within you see
boxed text provided to describe the event. one giant orange eye lined with dusty horns. It flickers
its reptilian eyelids as the hot sun bursts through the
Note: Even if the PCs survive the awakening, collapsing building. Then the floor heaves up, down,
and back up again as you are launched from your feet.
they still have a TARRASQUE walking around
destroying the area. This may lead to further You each land and look back to see the earth being
adventuring for the characters and might be a broken through like a lizard breaching its shell at
great Tier 2 – Tier 3 story arc. But be prepared. birth. The world seems to break apart as rubble,
earth, and flame burst from the ground. Then the
head of the tarrasque emerges from the chasm. Its
roar is deafening. A woman in black stands upon its
snout, cackling with newfound power. The tarrasque
shakes its head and she falls, only to be caught by the
tarrasque’s jaws.
19
Appendix A: NPCs
Ilishara (Enchanter) Can trips (at will): friends , mage hand, mending, message
Medium humanoid (human); lawful evil
1st level (4 slots): charm person,* mage armor, magic missile
2nd level (3 slots): hold person,* invisibility, suggestion*
Armor Class 12 (15 with mage armor) 3rd level (3 slots): fireball, haste, tongues
Hit Points 65 (15d8) 4th level (3 slots): dominate beast,* stoneskin
Speed 30 ft. 5th level (2 slots): hold monster*
*Enchantment spell of 1st level or higher
STR DEX CON INT WIS CHA
9 (-1) 14 (+2) 11 (+0) 18 (+4) 12 (+1) 11 (+0) Actions
Quarterstaff. Melee Weapon Attack: +2 to hit, reach 5 ft., one
Saving Throws Int +6, Wis +4 target. Hit: 2 (ld6 - 1) bludgeoning damage, or 3 (1d8 - 1)
Skills Arcana +6, History +6 bludgeoning damage if used with two hands.
Senses passive Perception 11
Languages any four languages Reactions
Challenge 5 (1,800 XP) Instinctive Charm (Recharges after the Enchanter Casts an
Enchantment Spell of 1st Level or Higher). The enchanter tries
Mind Melt (1/day). Ilishara chooses up to four creatures within to magically divert an attack made against it, provided that the
60ft of her. She does not need to see these creatures. She attacker is with in 30 feet of it and visible to it. The enchanter
sends a psionic wave of energy forth from her mind. The must decide to do so before the attack hits or misses.
creature must succeed on a DC 15 Charisma saving throw or The attacker must make a DC 14 Wisdom saving throw. On a
find themselves under one of these effects: failed save, the attacker targets the creature closest to it, other
than the enchanter or itself. If multiple creatures are closest,
MIND MELT the attacker chooses which one to target.
1d6 Result
1. The creature is paralyzed until its next turn Roleplaying Information
2. The creature must immediately use its reaction to
Ideal: Knowledge is the only way to true power.
run away in fear
3. The creature is charmed by Ilishara and attacks her
Bond: I will stop at nothing to achieve my task and prove myself
nearest enemy
to the dark powers.
4. The creature takes 3d6 psychic damage and falls
prone
Flaw: I am growing increasingly mad and fear I may lose control
5. The creature is blinded for 1d4 minutes
of myself one day.
6. Ilishara controls the creature’s next turn
20
Appendix B: Magic Items (Handouts)
The light of this lamp never dies. A character attuned to the lamp
may will it to shine a light. The effect is immediate, and does not
use an action. Extinguishing the light requires only the desire to do
so. It shines a bright light in a 20ft cone and dim light 20ft beyond
this. As an action, the user of the lamp can cast prestidigitation
(unlimited use) or hypnotic pattern (1/day).
Dagger of Fear
Uncommon, requires attunement
21
Appendix B: Magic Items (Handouts)
Ilishara’s Journal
Wondrous item, rare
22
Appendix C: Maps (Player's Desert Hex Map)
23
Appendix C: Maps (DM's Desert Hex Map)
24
Appendix C: Maps (DM's Temple Map)
25
Appendix C: Maps (DM's Temple Map)
26
Did you and your group of
courageous adventurers
enjoy the journey across the
desert to face the evil
mystic Ilishara?
27
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