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Enthralled by The Void (Level 8)

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42 views8 pages

Enthralled by The Void (Level 8)

Uploaded by

Kaneki Ken
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Enthralled by the Void

The DM Lair

CREDITS NOTICE OF OPEN GAME CONTENT


Lead Designer: Luke Hart Use of Open Game Content: This work Uses Open
Game Content pursuant to the Open Game License,
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terms of that license. No portion of this work other
Cartographer: Oliver Bogler than the material designated as Open Game Content
Contributors: numerous live stream may be reproduced or used in any form or fashion
without written permission.
participants
Product Identity: The following are hereby identified
GAME MASTER RESOURCES and designated as Product Identity, as defined in the
Open Game License version 1.0a, Section 1(e), and
Lair Magazine – I publish a monthly RPG
are not Open Game Content: Enthralled by the Void,
magazine chocked full of GM resources such as Luke Hart, The DM Lair, The DM Lair LLC, all DMs Lair
5e adventures, magic items, monsters, product and product line names, logos and
encounters, adventure ideas, and traps. identifying marks including trade dress; artifacts;
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SUPPORT MY WORK Content or is in the public domain is not included in
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CONTACT THE AUTHOR


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named Sorath Maizen, had plagued this area
CREATURES centuries ago, but was defeated and trapped by
The creatures in this adventure are found in the stalwart adventures.
following Kobold Press books: Tome of Beasts
(TOB), Tome of Beasts 2 (TOB2), and Creature Once it was awakened, it once again set out to
Codex (CC). Substitutions from the core accomplish its original mission: colonizing the
rulebook are listed after the creatures in italics, world through mental domination. Its first step
though the game master may need to adjust was to take over the archaeologists and guards,
the adventure to account for using different making them its thralls, and now it plans to
creatures. slowly extend its influence.

Void Cultists (CR ½, CC 407) cultist Having not heard from their group of
Carnivous Sod (CR 1, TOB2 57) dryad archaeologists for several weeks now, The
Delvers of the Abyss fear the worst and have
Trollkin Grunt (CR 2, CC 357) berserker
commissioned a group of adventurers to
Arboreal Grappler (CR 3, TOB 25) lamia
investigate.
Skitterhaunt (CR 4, TOB 352) black
pudding
Trollkin Shaman (CR 4, CC 357) mage
LOCATIONS
Mi-Go (CR 5, TOB 287) shambling Nabi Jungle.
mound Nabi Expedition Base Camp. A simple palisade
Void Speaker (CR 7, CC 408) oni fortification and buildings that the
archaeologists set up in the Nabi Jungle from
GM NOTES which to conduct their investigation of the
This adventure is designed for four to megalith.
six level-eight characters.
The group may need to take a couple NPCS
short rests, but no long rests should be Delvers of the Abyss. A well-known group of
needed. archaeologists.
Contains treasure from 1 roll on the
level 5-10 treasure hoard table in the Sorath Maizen. A mi-go sent to colonize this
Game Master’s Core Rulebook. world.

Doctor Andrea McAnders. The lead


STORYLINE/PREMISE archaeologist of the Nabi Expedition.
Several months ago, the Delvers of the Abyss, a
renowned group of archaeologists, sent a group RANDOM ENCOUNTERS
of their members accompanied by a squad of You might have a random encounter take place
guards into the Nabi Jungle with the goal of if the heroes try to use more long rests than are
investigating an ancient megalith recently found expected, are in the middle of raiding a
by natives in the area. compound and take a long rest, or even on
While investigating the megalith, they short rests.
unintentionally wakened an ancient, powerful, 10 carnivorous sods
psychic being that was being held in statis by 3 skitterhaunts
the magic of the megalith. This being, a mi-go
4 trollkin grunts and 1 trollkin shaman
www.thedmlair.com Lucus Hart, The DM Lair, LLC © 2022 Page 2 of 8
4 void cultists and 1 void speaker goal is not to kill, but to capture as Sorath seeks
more thralls to use for its cause.
PLOT HOOK N2. The Void Patrol
A leader of the Delvers of the Abyss approaches Patrolling the top of the palisade are five void
the group and asks them to investigate the Nabi cultists, keeping an eye on the jungle around
Expedition Base Camp to see what happened to them and particularly on the path leading to the
their group of archaeologists. The reward they base camp. They have instructions to lure any
promise is 1000 gp, contingent on the humanoids into the base camp where they can
adventurers discovering the fate of the be set upon by more thralls of Sorath, taken
expedition, rescuing them if possible, and captive, and later converted.
“taking care of” whatever evil may have
befallen them. There are five more void cultists sitting around
a fire in the center of the base camp cooking a
NABI EXPEDITION BASE CAMP meal mostly comprised of bacon taken from a
jungle hog that they slaughtered.
Architecture. Most of the base camp, the walls
and buildings, are made of wood. The palisade If the characters peacefully enter the base
walls are ten-feet high, and the roofs of the camp, the five void cultists from around the fire
building are thatched. join those from the wall. Once they have
surrounded the characters, they demand their
Occupants. Sorath has converted the guards
surrender or attack.
and archeologists into thralls who now inhabit
the expedition base camp. Most of the If a battle breaks out with the five void cultists
humanoids found there were once guards or on the palisade wall before the characters
archeologists. enter, the five void cultists around the fire join
the battle on round two.
Approaching the Camp. The group is likely to
take the path to the base camp, and as they N3. Void Barracks
approach it, they will notice guards atop the The four southern buildings serve as barracks
palisade wall. These are void cultists on patrol. for the void cultists. They contain bunk beds
The group would need to succeed on a DC 20 and trunks filled with personal belongings:
group Dexterity (Stealth) check, if they wish to research notes, archeological tools, maps, bags,
approach the palisade wall without being seen. lanterns, sextants, and other trinkets. There is
However, if the group travels through the also 300 cp, 100 sp, 50 gp, 3 bottles of fine wine
jungle, the DC is only 13. (worth 10 gp each), and 9 vials of acid (worth 25
gp each) collectively stashed in the trunks.
N1. Apes of Wrath
The jungle surrounding the base camp contains N4. Void Meeting Hall
patrols of arboreal grapplers, set there by This building once served as a meeting hall for
Sorath to protect the outskirts. If the the archeologists prior and after expeditions. It
adventurers approach through the jungle and has several stools, a table, a trunk, and a trap
do not take the path, a patrol of four arboreal door in it. Sorath has positioned here four
grapplers confronts them, growling trollkin grunts and two trollkin shamans,
threateningly from the trees. If the party serving as guards to the trapdoor that leads to
doesn’t withdraw, they attack. However, their the underground area below the expedition

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base camp. The trollkin do not join any combat N6. Void Kitchen
outside the meeting hall. However, they do This room serves as a kitchen for the thralls of
immediately attack any intruders who attempt Sorath. The barrels about the room contain
to enter, again seeking to capture or knock foodstuffs. Gathered around the table are five
unconscious. void cultists and one void speaker, staring
Trunk. The trunk is filled with poisonous gas intently at a candle burning in the middle of the
and has lying on the bottom one bottle of fine table. The void speaker is in the middle of an
wine that has long since become fouled. The incantation that will bring the group closer to
trunk is locked (DC 15 to pick or break open). the Void and allow them to channel its energy
When the lid is opened, the poisonous gas is into the prisoners in area N7, slowly converting
released into the room, filling it. Creatures in into follows of Sorath. As they are distracted,
the room when the gas is released must make a attempts to sneak into the room have
DC 14 Constitution saving throw, taking 2d10 advantage. If the void cultists or speak notice
poison damage on a failed save or half on a intruders, they immediately attack.
successful save. Furthermore, failing the saving Treasure. The void speaker has on her 10
throw inflicts one level of exhaustion; failing the chalcedony gems (50 gp each).
saving throw by 5 or more inflicts two levels of
exhaustion. The wine within the bottle is N7. Void Cells
effectively poison. Just one drink deals 1d6 Half of the room is dedicated to cells where
poison damage; DC 14 Constitution saving Sorath and his thralls hold unconverted
throw for half damage. humanoids. Currently occupying the cells are
the original five adventurers sent by the Delvers
Trapdoor. (trapped) The trapdoor is unlocked of the Abyss to investigate the issue at their
and leads to area N5. It is also trapped and expedition base camp. They are being slowly
triggers the opening of the trunk, if it hasn’t converted into thralls of Sorath by the void
already been opened. The trap can be detected speaker and cultists.
with a DC 16 Wisdom (Perception) check and
disarmed with a DC 15 Dexterity (Thieves’ If the adventures (three scouts, one priest, one
Tools) check. veteran) are rescued, they would gladly help
the characters confront Sorath, but they all
Underneath the Base Camp have four levels of exhaustion and would need
Doors. Please note that despite what you see to rest for at least three days before being able
on the map included with this adventure, there to do so. However, one of the scouts and the
are in fact doors between each of the rooms in priest have already been converted as thralls of
the unground area of the base camp. Sorath, and they are playing possum. In the final
battle against Sorath, they will turn on the
N5. Void Storage
group.
This room has crates and containers lying about
it. They contain a variety of curios, trinkets, and N8. Void Library
relics that Sorath gathered during its first Sorath and its thralls use this room to research
attempt to colonize the world: skeletal remains the geography of the world and the cultures
of creatures, idols to their “false gods,” and the and defenses of its inhabitants as they plan
like. their colonization. There are tables, stools, and
a bookcase filled with books. On one table is a
map showing their future colonization plans.
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Furthermore, on that table there is a large clay
jar that contains several eggs sacks, which are
Sorath’s young.

Treasure. Several vials are lying on one of the


tables; most are empty, but one is full. It is a
potion of speed. There are also five sling bullets
+3 in a pouch on the same table.

N9. Void Chapel


This chapel is dedicated to the evil deity Sorath
serves. It holds a large idol, an altar, and rows of
pews. There are two mi-go standing behind the
altar; one of them is Sorath, and the other is his
clone (recently created through dark Void
powers to speed the colonization of the world).
Sitting at the pews are three trollkin grunts.

When the characters open the door and/or


enter the room, Sorath greets them and offers
them the choice of serving it willingly or as
thralls as it colonizes the world. If the
characters refuse, Sorath orders the trollkin
grunts to attack, and combat ensues, with both
mi-go assisting, of course.

Statue. The large idol is constructed of pure


gold, weighs several hundred pounds, and is
worth 2000 gp.

RESOLUTION
If the characters kill Sorath and the other mi-go,
any thralls that remain alive slowly convert back
to their normal selves over the course of several
days.

When the characters report their success back


to the Delvers of the Abyss, they are rewarded
with the promised 1000 gp.

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