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A flammable object hit by this spell ignites if it isn't being worn or carried.</p><p>This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).</p>","chat":""},"source":{"custom":"","book":"","page":"","license":"CC-BY-4.0","rules":"2014","revision":1},"activation":{"type":"action","condition":"","value":1},"duration":{"value":"","units":"inst"},"target":{"affects":{"type":"creature","count":"1","choice":false},"template":{"units":"","contiguous":false}},"range":{"value":"120","units":"ft"},"uses":{"max":"","recovery":[],"spent":0},"level":0,"school":"evo","materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"properties":["vocal","somatic"],"activities":{"dnd5eactivity000":{"_id":"dnd5eactivity000","type":"attack","activation":{"type":"action","value":null,"override":false},"consumption":{"targets":[],"scaling":{"allowed":false,"max":""},"spellSlot":true},"description":{"chatFlavor":""},"duration":{"units":"inst","concentration":false,"override":false},"effects":[],"range":{"override":false},"target":{"prompt":true,"template":{"contiguous":false,"units":"ft"},"affects":{"choice":false},"override":false},"uses":{"spent":0,"max":"","recovery":[]},"attack":{"ability":"","bonus":"","critical":{"threshold":null},"flat":false,"type":{"value":"ranged","classification":"spell"}},"damage":{"critical":{"bonus":""},"includeBase":true,"parts":[{"number":1,"denomination":10,"bonus":"","types":["fire"],"custom":{"enabled":false,"formula":""},"scaling":{"mode":"whole","number":1,"formula":""}}]},"sort":0}},"identifier":"fire-bolt"},"sort":0,"flags":{"core":{}},"img":"icons/magic/fire/projectile-fireball-smoke-orange.webp","effects":[],"folder":null,"_stats":{"compendiumSource":"Compendium.dnd5e.spells.EOmsUcFQJTfG2oio","duplicateSource":null,"coreVersion":"13.346","systemId":"dnd5e","systemVersion":"4.3.5","createdTime":null,"modifiedTime":null,"lastModifiedBy":null,"exportSource":null}},{"_id":"Bnn9Nzajixvow9xi","name":"Light","ownership":{"default":0},"type":"spell","system":{"description":{"value":"<p>You touch one object that is no larger than 10 feet in any dimension. 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The spell ends if you cast it again or dismiss it as an action.</p><p>If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.</p>","chat":""},"source":{"custom":"","book":"","page":"","license":"CC-BY-4.0","rules":"2014","revision":1},"activation":{"type":"action","condition":"","value":1},"duration":{"value":"1","units":"hour"},"target":{"affects":{"type":"object","count":"1","choice":false},"template":{"units":"","contiguous":false}},"range":{"units":"touch"},"uses":{"max":"","recovery":[],"spent":0},"level":0,"school":"evo","materials":{"value":"A firefly or phosphorescent moss.","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"properties":["vocal","material"],"activities":{"dnd5eactivity000":{"_id":"dnd5eactivity000","type":"save","activation":{"type":"action","value":null,"override":false},"consumption":{"targets":[],"scaling":{"allowed":false,"max":""},"spellSlot":true},"description":{"chatFlavor":""},"duration":{"units":"inst","concentration":false,"override":false},"effects":[],"range":{"override":false},"target":{"prompt":true,"template":{"contiguous":false,"units":"ft"},"affects":{"choice":false},"override":false},"uses":{"spent":0,"max":"","recovery":[]},"damage":{"onSave":"none","parts":[]},"save":{"ability":["dex"],"dc":{"calculation":"spellcasting","formula":"14"}},"sort":0}},"identifier":"light"},"sort":0,"flags":{"core":{}},"img":"icons/magic/light/explosion-star-small-blue-yellow.webp","effects":[],"folder":null,"_stats":{"compendiumSource":"Compendium.dnd5e.spells.Bnn9Nzajixvow9xi","duplicateSource":null,"coreVersion":"13.346","systemId":"dnd5e","systemVersion":"4.3.5","createdTime":null,"modifiedTime":null,"lastModifiedBy":null,"exportSource":null}},{"_id":"Utk1OQRwYkMkFRD3","name":"Mage Hand","ownership":{"default":0},"type":"spell","system":{"description":{"value":"<p>A spectral, floating hand appears at a point you choose within range. 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The darts all strike simultaneously, and you can direct them to hit one creature or several.</p><p><strong>Higher Levels.Â </strong>When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot level above 1st.</p>","chat":""},"source":{"custom":"","book":"","page":"","license":"CC-BY-4.0","rules":"2014","revision":1},"activation":{"type":"action","condition":"","value":1},"duration":{"value":"","units":"inst"},"target":{"affects":{"type":"creature","count":"1","choice":false},"template":{"units":"","contiguous":false}},"range":{"value":"120","units":"ft"},"uses":{"max":"","recovery":[],"spent":0},"level":1,"school":"evo","materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"properties":["vocal","somatic"],"activities":{"dnd5eactivity000":{"_id":"dnd5eactivity000","type":"damage","activation":{"type":"action","value":null,"override":false},"consumption":{"targets":[],"scaling":{"allowed":false,"max":""},"spellSlot":true},"description":{"chatFlavor":""},"duration":{"units":"inst","concentration":false,"override":false},"effects":[],"range":{"override":false},"target":{"prompt":true,"template":{"contiguous":false,"units":"ft"},"affects":{"choice":false},"override":false},"uses":{"spent":0,"max":"","recovery":[]},"damage":{"critical":{"allow":false,"bonus":""},"parts":[{"number":1,"denomination":4,"bonus":"1","types":["force"],"custom":{"enabled":false,"formula":""},"scaling":{"mode":"whole","number":null,"formula":""}}]},"sort":0}},"identifier":"magic-missile"},"sort":0,"flags":{"core":{}},"img":"icons/magic/fire/projectile-meteor-salvo-light-pink.webp","effects":[],"folder":null,"_stats":{"compendiumSource":"Compendium.dnd5e.spells.41JIhpDyM9Anm7cs","duplicateSource":null,"coreVersion":"13.346","systemId":"dnd5e","systemVersion":"4.3.5","createdTime":null,"modifiedTime":null,"lastModifiedBy":null,"exportSource":null}},{"_id":"z1mx84ONwkXKUZd7","name":"Shield","type":"spell","img":"icons/magic/defensive/shield-barrier-glowing-triangle-magenta.webp","system":{"description":{"value":"<p>An invisible barrier of magical force appears and protects you. 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Creatures that can't be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the spell.</p><p>The target must make a Wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do.</p><p>You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a knight give her warhorse to the first beggar she meets. 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Hit: <strong>4 (1d6 + 1) <em>bludgeoning damage</em></strong>.</p>","chat":"<p>The Zombie attacks with its Slam.</p>"},"source":{"custom":"","book":"","page":"","license":"CC-BY-4.0","rules":"2014","revision":1},"quantity":1,"weight":{"value":0,"units":"lb"},"price":{"value":0,"denomination":"gp"},"attunement":"","equipped":true,"rarity":"","identified":true,"cover":null,"range":{"value":5,"long":null,"units":"ft","reach":null},"uses":{"max":"","recovery":[],"spent":0},"damage":{"versatile":{"number":null,"denomination":null,"bonus":"","types":[],"custom":{"enabled":false,"formula":""},"scaling":{"mode":"","number":null,"formula":""}},"base":{"number":1,"denomination":6,"bonus":"","types":["bludgeoning"],"custom":{"enabled":false,"formula":""},"scaling":{"mode":"","number":null,"formula":""}}},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"properties":[],"proficient":1,"unidentified":{"description":""},"type":{"value":"natural","baseItem":""},"container":null,"crewed":false,"activities":{"dnd5eactivity000":{"_id":"dnd5eactivity000","type":"attack","activation":{"type":"action","value":1,"condition":"","override":false},"consumption":{"targets":[],"scaling":{"allowed":false,"max":""},"spellSlot":true},"description":{"chatFlavor":""},"duration":{"concentration":false,"value":"","units":"","special":"","override":false},"effects":[],"range":{"value":"5","units":"ft","special":"","override":false},"target":{"template":{"count":"","contiguous":false,"type":"","size":"","width":"","height":"","units":""},"affects":{"count":"","type":"","choice":false,"special":""},"prompt":true,"override":false},"uses":{"spent":0,"max":"","recovery":[]},"attack":{"ability":"str","bonus":"","critical":{"threshold":null},"flat":false,"type":{"value":"melee","classification":"weapon"}},"damage":{"critical":{"bonus":""},"includeBase":true,"parts":[]},"sort":0}},"attuned":false,"ammunition":{},"magicalBonus":null,"identifier":"slam"},"effects":[],"folder":null,"sort":0,"ownership":{"default":0},"flags":{},"_stats":{"compendiumSource":null,"duplicateSource":null,"coreVersion":"13.346","systemId":"dnd5e","systemVersion":"4.3.5","createdTime":null,"modifiedTime":null,"lastModifiedBy":null,"exportSource":null}},{"_id":"RDeCoZRniQBNq0rX","name":"Undead Fortitude","type":"feat","img":"icons/magic/acid/pouring-gas-smoke-liquid.webp","system":{"description":{"value":"<p>If damage reduces the zombie to <strong>0 hit points</strong>, it must make a <strong>Constitution</strong> saving throw with a DC of 5+the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to <strong>1 hit point</strong> instead.</p>","chat":"<p>If damage reduces the zombie to <strong>0 hit points</strong>, it must make a <strong>Constitution</strong> saving throw.</p>"},"source":{"custom":"","book":"","page":"","license":"CC-BY-4.0","rules":"2014","revision":1},"uses":{"max":"","spent":0,"recovery":[]},"type":{"value":"","subtype":""},"requirements":"","properties":[],"activities":{},"enchant":{},"prerequisites":{"level":null,"repeatable":false},"identifier":"undead-fortitude","advancement":[],"cover":null,"crewed":false},"effects":[],"folder":null,"sort":0,"ownership":{"default":0},"flags":{"core":{}},"_stats":{"compendiumSource":"Compendium.dnd5e.monsterfeatures.VYAnJjIgb5nPXfRr","duplicateSource":null,"coreVersion":"13.346","systemId":"dnd5e","systemVersion":"4.3.5","createdTime":null,"modifiedTime":null,"lastModifiedBy":null,"exportSource":null}}],"effects":[],"folder":"jXbuLGKdNLbCg5m4","sort":6250,"ownership":{"default":0,"piP3xtfEHOqnxR4X":3},"flags":{"scene-packer":{"hash":"ab7976f055ead653f861c2ee3b946fc289acf193"}},"_stats":{"duplicateSource":null,"compendiumSource":"Compendium.dnd5e.monsters.Actor.NAISFPoNNgUCsEyW","coreVersion":"13.346","systemId":"dnd5e","systemVersion":"4.3.5","createdTime":1740939664673,"modifiedTime":1751625621289,"lastModifiedBy":"piP3xtfEHOqnxR4X","exportSource":null}}],"combats":[],"items":[{"folder":"dvPRtVr8K4C8Usjl","name":"Bone Wand","type":"equipment","_id":"DrkOlpgKLaNAh2Ms","img":"icons/weapons/wands/wand-skull-horned.webp","system":{"activities":{"jrzScj1utk4gwAHh":{"type":"cast","spell":{"uuid":"Compendium.dnd5e.spells.Item.UfHQhA54M4323gVO","challenge":{"attack":null,"save":null,"override":false},"level":null,"properties":["vocal","somatic","material"],"spellbook":true},"_id":"jrzScj1utk4gwAHh","sort":0,"activation":{"type":"action","value":null,"override":false},"consumption":{"scaling":{"allowed":false},"spellSlot":true,"targets":[]},"description":{},"duration":{"units":"inst","concentration":false,"override":false},"range":{"override":false},"target":{"template":{"contiguous":false,"units":"ft"},"affects":{"choice":false},"override":false,"prompt":true},"uses":{"spent":0,"recovery":[]}}},"uses":{"spent":0,"recovery":[],"max":""},"description":{"value":"<p><span style=\"font-family:'Roboto Condensed', sans-serif\">This wand is fashioned from the finger bones of several Medium Humanoid creatures. This wand requires attunement by an evil-aligned creature. It has 3 charges and regains all expended charges at midnight. While holding this wand, you can use an action to expend 1 or more of its charges to cast one of the </span><a class=\"content-link\" draggable=\"true\" data-link data-uuid=\"Compendium.dnd5e.spells.Item.UfHQhA54M4323gVO\" data-id=\"UfHQhA54M4323gVO\" data-type=\"Item\" data-pack=\"dnd5e.spells\" data-tooltip=\"Spell Item\" style=\"box-sizing:border-box;user-select:text;scrollbar-width:thin;scrollbar-color:var(--color-scrollbar) var(--color-scrollbar-track);cursor:pointer;--content-link-background:rgba(0, 0, 0, 0.1);background:rgb(241, 235, 232);padding:1px 4px;border:none;border-radius:2px;white-space:nowrap;word-break:break-all;--content-link-text-color:var(--color-text-dark-primary);text-decoration:underline;text-underline-offset:2px;color:rgb(25, 24, 19);font-family:'Roboto Condensed', sans-serif;font-size:14px;font-style:normal;font-variant-ligatures:normal;font-variant-caps:normal;font-weight:400;letter-spacing:normal;orphans:2;text-align:start;text-indent:0px;text-transform:none;widows:2;word-spacing:0px;-webkit-text-stroke-width:0px\"><span style=\"text-decoration:underline\">Vampiric Touch</span></a><span style=\"font-family:'Roboto Condensed', sans-serif\"> spell (1 charge). Whenever you cast a spell with this wand, roll a d20. On a 1 or a 2, you take </span><span class=\"roll-link\" style=\"box-sizing:border-box;user-select:text;scrollbar-width:thin;scrollbar-color:var(--color-scrollbar) var(--color-scrollbar-track);--content-link-text-color:var(--color-text-dark-primary);background:transparent;border:none;text-decoration:underline currentcolor;text-underline-offset:2px\"><a class=\"roll-link-group\" data-type=\"damage\" data-formulas=\"1d12\" data-damage-types=\"necrotic\" data-roll-type=\"damage\" style=\"box-sizing:border-box;user-select:text;scrollbar-width:thin;scrollbar-color:var(--color-scrollbar) var(--color-scrollbar-track);cursor:pointer;color:rgb(25, 24, 19);font-family:'Roboto Condensed', sans-serif;font-size:14px;font-style:normal;font-variant-ligatures:normal;font-variant-caps:normal;font-weight:400;letter-spacing:normal;orphans:2;text-align:start;text-indent:0px;text-transform:none;widows:2;word-spacing:0px;-webkit-text-stroke-width:0px;white-space:normal;background-color:rgb(241, 235, 232);text-decoration-thickness:initial;text-decoration-style:initial;text-decoration-color:initial\">1d12</a></span><a class=\"roll-link-group\" data-type=\"damage\" data-formulas=\"1d12\" data-damage-types=\"necrotic\" data-roll-type=\"damage\" style=\"box-sizing:border-box;user-select:text;scrollbar-width:thin;scrollbar-color:var(--color-scrollbar) var(--color-scrollbar-track);cursor:pointer;color:rgb(25, 24, 19);font-family:'Roboto Condensed', sans-serif;font-size:14px;font-style:normal;font-variant-ligatures:normal;font-variant-caps:normal;font-weight:400;letter-spacing:normal;orphans:2;text-align:start;text-indent:0px;text-transform:none;widows:2;word-spacing:0px;-webkit-text-stroke-width:0px;white-space:normal;background-color:rgb(241, 235, 232);text-decoration-thickness:initial;text-decoration-style:initial;text-decoration-color:initial\"> Necrotic</a><span style=\"font-family:'Roboto Condensed', sans-serif\"> damage. If you rolled a 1 and the final charge was expended, the wand is destroyed.</span></p>","chat":""},"identifier":"new-item","source":{"revision":1,"rules":"2024"},"identified":false,"unidentified":{"description":"<p>A crude wand made of bleached bone. It has not yet been identified.</p>","name":"Bleached Bone Wand"},"container":null,"quantity":1,"weight":{"value":0,"units":"lb"},"price":{"value":0,"denomination":"gp"},"rarity":"rare","attunement":"required","attuned":false,"equipped":false,"cover":null,"crewed":false,"type":{"value":"wand","baseItem":""},"armor":{"value":null,"magicalBonus":null,"dex":null},"properties":["mgc"],"strength":null,"proficient":null},"effects":[],"sort":100000,"ownership":{"default":0,"piP3xtfEHOqnxR4X":3},"flags":{"scene-packer":{"hash":"72d44b8199ea8ce342c9e84f203997b2e570e24a"},"dnd5e":{"riders":{"activity":[],"effect":[]}}},"_stats":{"compendiumSource":null,"duplicateSource":null,"coreVersion":"13.346","systemId":"dnd5e","systemVersion":"4.3.3","createdTime":1740936086292,"modifiedTime":1740939993455,"lastModifiedBy":"piP3xtfEHOqnxR4X","exportSource":null}},{"folder":"dvPRtVr8K4C8Usjl","name":"Phylactery Shards","type":"loot","_id":"rTh25fFrugymDzqo","img":"icons/commodities/gems/gem-fragmented-pink.webp","system":{"description":{"value":"<p>Pieces of a broken urn made of obsidian-like crystal, these menacingly sharp bits of glass are the remains of a Lichâ€™s phylactery, still intent on claiming the life of anyone foolish enough to approach them.</p><p>The item is mostly useless, but a wizard, sorcerer, or warlock can detect the faint echoes of magical residue lingering in it with a successful [[/check arc 18]] check. Warlocks with an Undying patron to sponsor them, and wizards that specialize in the school of Necromancy have a +1 bonus on this check.</p><p>If a character successfully identifies the magical energy inside the object, they can uncover the hidden knowledge inside the shards with a successful [[/check his 12]] check. This grants them a vision of Hod-Nakhikh's first servant ever to be granted Lichdom long before the Temple of Ascending Light was estalished.</p><p>Though the details of the lichâ€™s identity, background, and deeds are too vague to deduce, the visions clearly depict some dark runes, glyphs, and magic circles intended for an arcane ritual to create a lich. The characters do not need to touch the shards to perform any of the actions above, and Loremaster Dimani gladly offers them [[/award 300gp]] for a copy of the runes, glyphs, and magic circles featured in the vision.</p>","chat":""},"identifier":"new-item","source":{"revision":1,"rules":"2024"},"identified":false,"unidentified":{"description":"<p>A handful of brittle, cold gem shards that whisper insidiously.  It has not yet been identified.</p>","name":"Crystal Shards"},"container":null,"quantity":1,"weight":{"value":0,"units":"lb"},"price":{"value":0,"denomination":"gp"},"rarity":"veryRare","properties":["mgc"],"type":{"value":"treasure","subtype":""}},"effects":[],"sort":300000,"ownership":{"default":0,"piP3xtfEHOqnxR4X":3},"flags":{"scene-packer":{"hash":"65f2461ea2901e993333aa528b47ef177a338032"}},"_stats":{"compendiumSource":null,"duplicateSource":null,"coreVersion":"13.346","systemId":"dnd5e","systemVersion":"4.3.3","createdTime":1740935630123,"modifiedTime":1740939993455,"lastModifiedBy":"piP3xtfEHOqnxR4X","exportSource":null}},{"folder":"dvPRtVr8K4C8Usjl","name":"The Book of Hod-Nakhikh","type":"equipment","_id":"TdGIODSigmgydbG4","img":"icons/sundries/books/book-face-blue.webp","system":{"activities":{},"uses":{"spent":0,"recovery":[],"max":""},"description":{"value":"<p>Bound in scaly leather resembling lizardfolk skin and decorated with three rubies in the shape of eyes, this tome carries secrets no mortal should ever be permitted to command. The glyphs and runes on its pages are alien and indecipherable to most, yet its diabolical nature is clear to any, despite its obscurity. The tome possesses a unique intelligence and is selective about whom to reveal its secrets. Only those with the potential for great evil in their hearts can be chosen by the book and granted the ability to read its strange contents.</p><p>The tome hides vague yet occult information about the great old oneâ€™s nature, presenting a gateway to characters, giving them the opportunity to gain a level as a warlock when they next gain a level. A character attuned to this tome on their person has a +1 bonus to their Charisma score, but they suffer a -1 penalty to their Wisdom score. Good-aligned characters are unable to attune to this book, and will become nauseated if they try to do so.</p>","chat":""},"identifier":"new-item","source":{"revision":1,"rules":"2024"},"identified":false,"unidentified":{"description":"<p>A horrific book of stitched scales and rubies forming a skull.  It has not yet been identified.</p>","name":"Scaled Book"},"container":null,"quantity":1,"weight":{"value":0,"units":"lb"},"price":{"value":0,"denomination":"gp"},"rarity":"rare","attunement":"required","attuned":false,"equipped":false,"cover":null,"crewed":false,"type":{"value":"trinket","baseItem":""},"armor":{"value":null,"magicalBonus":null,"dex":null},"properties":["mgc"],"strength":null,"proficient":null},"effects":[],"sort":400000,"ownership":{"default":0,"piP3xtfEHOqnxR4X":3},"flags":{"scene-packer":{"hash":"72d44b8199ea8ce342c9e84f203997b2e570e24a"}},"_stats":{"compendiumSource":null,"duplicateSource":null,"coreVersion":"13.346","systemId":"dnd5e","systemVersion":"4.3.3","createdTime":1740935849916,"modifiedTime":1740939993455,"lastModifiedBy":"piP3xtfEHOqnxR4X","exportSource":null}},{"_id":"GUHXI4B5rqg2kALQ","name":"Vicious Dagger","type":"weapon","img":"icons/weapons/daggers/dagger-serrated-purple.webp","system":{"description":{"value":"<p>A short metal blade mounted to a small hilt and crossguard. The dagger makes an effective side armament for hardened warriors or a hidden blade for assassins and thieves.</p>\n<p>When you roll a 20 on your attack roll with this magic weapon, your critical hit deals an extra 2d6 damage of the weapon's type.</p>","chat":""},"source":{"custom":"","book":"SRD 5.1","page":"","license":"CC-BY-4.0","rules":"2014","revision":1},"quantity":1,"weight":{"value":1,"units":"lb"},"price":{"value":350,"denomination":"gp"},"attunement":"","equipped":false,"rarity":"rare","identified":true,"cover":null,"range":{"value":20,"long":60,"units":"ft","reach":null},"uses":{"max":"","recovery":[],"spent":0},"damage":{"versatile":{"number":null,"denomination":null,"bonus":"","types":[],"custom":{"enabled":false,"formula":""},"scaling":{"mode":"","number":null,"formula":""}},"base":{"number":1,"denomination":4,"bonus":"","types":["piercing"],"custom":{"enabled":false,"formula":""},"scaling":{"mode":"","number":null,"formula":""}}},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"properties":["fin","lgt","thr","mgc"],"proficient":null,"type":{"value":"simpleM","baseItem":"dagger"},"unidentified":{"description":""},"container":null,"crewed":false,"magicalBonus":null,"activities":{"dnd5eactivity000":{"_id":"dnd5eactivity000","type":"attack","activation":{"type":"action","value":1,"condition":"","override":false},"consumption":{"targets":[],"scaling":{"allowed":false,"max":""},"spellSlot":true},"description":{"chatFlavor":""},"duration":{"concentration":false,"value":"","units":"","special":"","override":false},"effects":[],"range":{"value":"20","units":"ft","special":"","override":false},"target":{"template":{"count":"","contiguous":false,"type":"","size":"","width":"","height":"","units":""},"affects":{"count":"","type":"","choice":false,"special":""},"prompt":true,"override":false},"attack":{"ability":"","bonus":"","critical":{"threshold":null},"flat":false,"type":{"value":"melee","classification":"weapon"}},"damage":{"critical":{"bonus":"2d6"},"includeBase":true,"parts":[]},"uses":{"spent":0,"recovery":[]},"sort":0}},"attuned":false,"ammunition":{},"identifier":"vicious-dagger"},"effects":[],"folder":"dvPRtVr8K4C8Usjl","sort":200000,"ownership":{"default":0,"piP3xtfEHOqnxR4X":3},"flags":{"scene-packer":{"hash":"2438dc76a3d853c867cc805f955301ebf3af4eb1"}},"_stats":{"duplicateSource":null,"compendiumSource":"Compendium.dnd5e.items.Item.5Jz5w7XJxgtlsx6K","coreVersion":"13.346","systemId":"dnd5e","systemVersion":"4.3.5","createdTime":1740939993431,"modifiedTime":1740939993455,"lastModifiedBy":"piP3xtfEHOqnxR4X","exportSource":null}}],"journal":[{"folder":"185raT7UzFLBb6F8","name":"Lies Beneath the Light","pages":[{"sort":100000,"name":"Introduction","type":"text","_id":"YYoRADW1ZCGg6VJ4","system":{},"title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"<p><em>Lies Beneath The Light</em> is a fifth-edition adventure for <strong>three to five characters of 5th to 7th level</strong> and is optimized for <strong>four characters with an average party level (APL) of 6.</strong></p><aside class=\"notable\"><p>A cemetery has become the target of a desecration attempt by a rookie necromancer who was dumbfounded by the lack of corpses in the graves. Tasked with uncovering the mystery behind the disappearances and the unsettling shifts in temple leadership, the adventurers locate ancient tunnels and catacombs hidden behind the temple walls.</p><p>Now, they must choose between taking down the cultists or making a pact with the summoned remnants of an ancient evil.</p></aside><h2>Background</h2><p>The cemetery surrounding a temple dedicated to the Son of Dawn became the target of a desecration attempt by a rookie mage and wannabe necromancer named Dehowha. The spellcaster preyed upon the deadâ€™s resting place to gather corpses for her failing experiments. However, she was unprepared for a great obstacle waiting for her: the complete absence of bodies in the graves.</p><p>Dumbfounded by this revelation, Dehowha failed to account for her predicament and inadvertently exposed herself by alerting the local authorities, whose call for adventurers to investigate was heard by the Society.</p><h2>Adventure Summary</h2><p>After the characters arrive at the Temple of Ascending Light, they locate the Lightâ€™s Descent Corridors hidden behind its walls by inspecting the temple or crawling through the small tunnels linked to the graves. The hidden corridors house many Undead (See &amp;Reference[undead]) monsters and cultists who aim to summon @UUID[.7N8dD3QiPlHbE4Ny]{Hod-Nakhikh}, the ancient necrotic evil.</p><p>Throughout the journey, the party can uncover lost knowledge about the site and build a relationship with @UUID[.4RGgO1n7Ey3J86lM]{Dehowha}, whether positive or negative. The adventurers eventually discover a ritual chamber, where they must decide between interfering with the cultistsâ€™ evil plans and releasing a fragment of Hod-Nakhikh for the promise of power and wealth.</p>"},"video":{"controls":true,"volume":0.5},"src":null,"ownership":{"default":-1,"piP3xtfEHOqnxR4X":3},"flags":{},"_stats":{"compendiumSource":null,"duplicateSource":null,"coreVersion":"13.346","systemId":"dnd5e","systemVersion":"4.3.3","createdTime":null,"modifiedTime":1740954135627,"lastModifiedBy":"piP3xtfEHOqnxR4X","exportSource":null},"category":null},{"sort":200000,"name":"Adventure Hooks","type":"text","_id":"iEUaaNDaJ6cEiiWP","system":{},"title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"<p>The Sidequest Society calling card presents the following riddle to begin this quest:</p><div class=\"fvtt narrative\"><p><em>Where void once vowed to swallow the land,</em></p><p><em>Now burns a candle, bright and grand.</em></p><p><em>Yet deep below, a menace stirs,</em></p><p><em>Calling its servants to darken the world.</em></p></div><p>Click the @sqs-card[<em>Where void once vowed to swallow the land</em>.&lt;br&gt; <em>Now burns a candle, bright and grand.&lt;br&gt;</em> <em>Yet deep below, a menace stirs</em>.&lt;br&gt; <em>Calling its servants to darken the world.</em>] to show the interactive calling card.</p><p>The following are suggested hooks for the Sidequest Society recruiting your party to this task.</p><h2>The Vanishing Priest</h2><p>The revered temple priest, Oshafu, has suddenly resigned after nearly forty years of service, despitÚƒg¬ùe having no plans to step down. His unqualified replacement and the cryptic message received by Society cleric Qadhmog suggest something sinister is at play. Whoâ€”or whatâ€”forced @UUID[.NhgowQfvk2WQnYzr]{Oshafu} to leave?</p><h2>The Necromancer's Crossroads</h2><p>A young gnome necromancer, @UUID[.4RGgO1n7Ey3J86lM]{Dehowha}, stands at a moral crossroads. Qadhmog believes she can be redeemed, offering a handsome reward to guide her toward righteousness. Jhune, the Societyâ€™s vampire mortician, disagreesâ€”demanding Dehowhaâ€™s capture or death. Will the party act as redeemers, executioners, or something in between?</p><h2>The Silent Dead</h2><p>The dead do not rest easy in this town. Corpses are vanishing, and several powerful figures want answersâ€”whether for justice, profit, or their own secret purposes. Lords, scholars, and the Societyâ€™s own job broker all offer rewards for solving the mystery, but at least Thraij's offer comes with the promise of paymentâ€¦</p>"},"video":{"controls":true,"volume":0.5},"src":null,"ownership":{"default":-1,"piP3xtfEHOqnxR4X":3},"flags":{},"_stats":{"compendiumSource":null,"duplicateSource":null,"coreVersion":"13.346","systemId":"dnd5e","systemVersion":"4.3.3","createdTime":null,"modifiedTime":1740954182714,"lastModifiedBy":"piP3xtfEHOqnxR4X","exportSource":null},"category":null},{"sort":300000,"name":"Important Characters","type":"text","_id":"24qjrt8WTllibthu","system":{},"title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"<p>The following characters are introduced in this Sidequest Society adventure:</p><ul><li><p>@UUID[.4RGgO1n7Ey3J86lM]{Dehowha}</p></li><li><p>@UUID[.NhgowQfvk2WQnYzr]{Oshafu}</p></li><li><p>@UUID[.QKT6fmIXoJ1epCPc]{Uphrone}</p></li><li><p>@UUID[.IU7Q7iKawiRP4UQJ]{Haxul}</p></li><li><p>@UUID[.7N8dD3QiPlHbE4Ny]{Echo of Hod-Nakhikh}</p></li></ul>"},"video":{"controls":true,"volume":0.5},"src":null,"ownership":{"default":-1,"piP3xtfEHOqnxR4X":3},"flags":{},"_stats":{"compendiumSource":null,"duplicateSource":null,"coreVersion":"13.346","systemId":"dnd5e","systemVersion":"4.3.3","createdTime":null,"modifiedTime":1740935585232,"lastModifiedBy":"piP3xtfEHOqnxR4X","exportSource":null},"category":null},{"sort":900000,"name":"The Blinking Hills","type":"text","_id":"BYN74TQcu9RlKFS4","system":{},"title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"<p>The Blinking Hills are small, mountain-like formations that shield the @UUID[Scene.cEQmRmTcMZe5lIW3]{Temple of Ascending} Light from the bad side of Mother Nature. Home to one of the smaller houses dedicated to the Son of Dawn, the site was once lush with green trees, bushes, and grass that blanketed the dead beneath the warm soil of the graveyard. The hills earned their name from the way the shadows of the tall trees danced across the sacred site as the sun rose between them.</p><p>However, the serene and vibrant atmosphere of the Blinking Hills vanished in a puff of smoke shortly after @UUID[.NhgowQfvk2WQnYzr]{Oshafu's} untimely resignation and suspicious disappearance. It was replaced by a bleak and desolate scene, where the sun rarely shines, and withered, lifeless plants dominate the landscape.</p><p><br /></p>"},"video":{"controls":true,"volume":0.5},"src":null,"ownership":{"default":-1,"piP3xtfEHOqnxR4X":3},"flags":{},"_stats":{"compendiumSource":null,"duplicateSource":null,"coreVersion":"13.346","systemId":"dnd5e","systemVersion":"4.3.3","createdTime":null,"modifiedTime":1740954571938,"lastModifiedBy":"piP3xtfEHOqnxR4X","exportSource":null},"category":null},{"sort":1000000,"name":"Temple of Ascending Light","type":"text","_id":"sVAuU3aFIMf6cMXJ","system":{},"title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"<p>A sacred house dedicated to the Son of Dawn, this temple has served its community ever since the day the mysterious ancient ruins beneath the Blinking Hills were uncovered, for nearly a century. Under Oshafuâ€™s guidance, the Temple of Ascending Light brought peace to the souls of the Son of Dawnâ€™s believers while tending to the remains of their departed loved ones.</p><p>Once known for its green fields, the lush landscape surrounding the holy site has recently fallen into decay, its grass withered and trees rotting. The eerie timing of these changes, coinciding with Oshafuâ€™s sudden resignation, has raised unsettling questions among the templeâ€™s followers, whose visits become less frequent with each passing day.</p><h2>The Light's Descent Corridors</h2><p>The Lightâ€™s Descent Corridors are the ancient remains of an unholy temple, built thousands of years ago to praise the great old one, Hod-Nakhikh. It became a ritual site where cultists gathered to commune with their master in hopes of exploiting the great old oneâ€™s boundless wisdom. The cultistsâ€™ reign came to an end when their master ceased to answer their prayers for reasons unknown, and tremors entombed their unholy site of worship. The corridors were abandoned and left forgotten to endure a grim fate.</p><p>After being buried under centuries of encroaching Plant (See &amp;Reference[plant]) life and shifting rock formations, its entryway was uncovered in the last century by the Son of Dawnâ€™s followers and repurposed into a Temple of The Ascending Light to serve as a sacred nest of benevolence, light, and sun.</p><p>However, whispers of the great old one have recently begun infesting the ears of the original cultistsâ€™ descendants, invoking their ancestorsâ€™ blood oath and branding them with a dark mark on their necks. As Hod-Nakhikhsâ€™s followers resurfaced, the corridors below the temple were opened shortly after Oshafuâ€™s disappearance, ready to serve as the evil cultâ€™s base of operations and the location where they will summon Hod-Nakhikh. Alongside the cultists, the corridors are now infested with risen corpses and skeletonsâ€”which have been stolen from the emptied graves.</p><h3>General Features</h3><p>These general features are prominent throughout the Lightâ€™s Descent Corridors unless otherwise noted in the area descriptions.</p><ul><li><p><em><strong>Ceilings, Floors, and Walls</strong></em>. The cemetery appears neglected, with dry grass and withered bush leaves scattered across the ground. The temple building looks ordinary both inside and out, save for the piles of dust that have accumulated over time.</p><p>The tunnel walls and ceilings are formed of rough rock, their surfaces marked with chisel lines that reveal the unnatural and artificial nature of the cursed halls. The rooms within the corridors are divided by stone walls, each one adorned with intricately carved runes that remain unintelligible.</p></li><li><p><em><strong>Doors</strong></em>. Aside from the metal one leading to the Sacrificial altar, all doors within the corridors are designed to resemble walls, making them difficult to distinguish. The temple building outside also has a metal door.</p></li><li><p><em><strong>Lighting</strong></em>. A few braziers burn with magical blue fire that provides Dim Light (See &amp;Reference[dim light]) in otherwise dark rooms and tunnels.</p></li><li><p><em><strong>Climate</strong></em>. The rank smell of mold and rot permeates the cold air throughout the corridors.</p></li></ul><p><br /></p><p><br /></p>"},"video":{"controls":true,"volume":0.5},"src":null,"ownership":{"default":-1,"piP3xtfEHOqnxR4X":3},"flags":{},"_stats":{"compendiumSource":null,"duplicateSource":null,"coreVersion":"13.346","systemId":"dnd5e","systemVersion":"4.3.3","createdTime":null,"modifiedTime":1740929412834,"lastModifiedBy":"piP3xtfEHOqnxR4X","exportSource":null},"category":null},{"sort":1100000,"name":"Graveyard","type":"map","_id":"G8x63O7RkXJ8rE5Y","system":{"code":"01"},"title":{"show":true,"level":2},"image":{},"text":{"format":1,"content":"<div class=\"fvtt narrative\"><p><em>Between the brown grass, withered trees, and cracked, moss-covered stone walls, the templeâ€™s grounds donâ€™t match the idyllic landscape spoken of in tales of The Blinking Hills. Daylight has abandoned the hills, hiding behind dark clouds and refusing to show the Son of Dawnâ€™s face.Â </em></p><p><em>Fresh dirt strewn across the cobblestone path points to an empty, dug-out graves, crawling with centipedes and worms.</em></p></div><p>The adventurers can inspect the open graves. If they succeed on an [[/check inv 14]] check, then in the midst of the writhing insects in one of the graves they find a silver necklace worth 10 gold pieces, and a @UUID[Item.GUHXI4B5rqg2kALQ]{Vicious Dagger}.<br /><br class=\"Apple-interchange-newline\" /></p>"},"video":{"controls":true,"volume":0.5},"src":null,"ownership":{"default":-1,"piP3xtfEHOqnxR4X":3},"flags":{},"_stats":{"compendiumSource":null,"duplicateSource":null,"coreVersion":"13.346","systemId":"dnd5e","systemVersion":"4.3.3","createdTime":null,"modifiedTime":1740940667257,"lastModifiedBy":"piP3xtfEHOqnxR4X","exportSource":null},"category":null},{"sort":1500000,"name":"Conclusion","type":"text","_id":"RFH9E557LMpJJmqr","system":{},"title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"<p>Some of the potential outcomes of the adventure include:</p><h2>The Echo of Hod-Nakhikh</h2><ul><li><p>If the adventurers destroy the Echo of Hod-Nakhikh , life returns to normal. The Temple of Ascending Light reopens its doors to its community in little time, either with Oshafuâ€”if he livesâ€”as its leader once again or a newly appointed priest who emulates him in his stead.</p></li><li><p>Loremaster Dimani rewards the characters with [[/award 200gp]] and begins an excavation in the corridors with the help of a team of archaeologists. However, the project is quickly abandoned due to a lack of additional findings and insufficient funding.</p></li><li><p>If the adventurers release the Echo of Hod-Nakhikh , the lingering residue of dark energies corrupts the land in time. With the mysterious disappearances among the templeâ€™s community members, the Temple of Ascending Light fails to fulfill its duty of soothing the hearts of its followers and soon closes its doors. This result makes reopening the temple impossible.</p></li><li><p>Aside from that, Loremaster Dimani rewards the characters with [[/award 200gp]] for investigating, and begins an excavation in the corridors with a small team of local archaeologists. Within days, the archaeologists die under mysterious circumstances, prompting the temple and the corridors to be permanently abandoned.</p></li></ul><h2>Dehowha's Fate</h2><ul><li><p>If Dehowha did not accompany the adventurers, when the characters return to the Headquarters, they find Jhune and Qadhmog shouting at each other. June informs the adventurers that Dehowha tricked Qadhmog into releasing her and escaped. She berates the dwarf, calling him a fool. Qadhmog does not retort and keeps his silence, almost ashamed. Dehowha runs free with her fate and whereabouts unknown</p></li><li><p>If Dehowha accompanies the adventurers and survives, the characters can choose between releasing her and delivering her to Jhune. In the former case, Qadhmog rewards the adventurers with [[/award 100gp]], and Dehowha becomes a wanderer. Depending on her relationship with the adventurers, she either ends up being the only remaining follower of Hod-Nakhikh, or she begins her path in the halls of a greater Temple of Ascending Light to begin her path to becoming a Divine Soul.</p></li></ul><h2>Thraij's Trinket</h2><p>If the characters bring the inscribed golden tooth to Thraij, he rewards them with [[/award 100gp]] and a @UUID[Compendium.dnd5e.items.Item.WPWszFTGzmdIuDRJ]{Flask of Holy Water}.</p><p></p>"},"video":{"controls":true,"volume":0.5},"src":null,"ownership":{"default":-1,"piP3xtfEHOqnxR4X":3},"flags":{},"_stats":{"compendiumSource":null,"duplicateSource":null,"coreVersion":"13.346","systemId":"dnd5e","systemVersion":"4.3.3","createdTime":null,"modifiedTime":1740955201063,"lastModifiedBy":"piP3xtfEHOqnxR4X","exportSource":null},"category":null},{"sort":1600000,"name":"Appendix","type":"text","_id":"AfHoSjxivgRn59Uk","system":{},"title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"<h2>Magic Items</h2><h3>@UUID[Item.rTh25fFrugymDzqo]{Phylactery Shards}</h3><p>Pieces of a broken urn made of obsidian-like crystal, these menacingly sharp bits of glass are the remains of a Lichâ€™s phylactery, still intent on claiming the life of anyone foolish enough to approach them.</p><p>The item is mostly useless, but a wizard, sorcerer, or warlock can detect the faint echoes of magical residue lingering in it with a successful [[/check arc 18]] check. Warlocks with an Undying patron to sponsor them, and wizards that specialize in the school of Necromancy (See &amp;Reference[necromancy]) have a +1 bonus on this check.</p><p>If a character successfully identifies the magical energy inside the object, they can uncover the hidden knowledge inside the shards with a successful [[/check his 12]] check. This grants them a vision of Hod-Nakhikh's first servant ever to be granted Lichdom long before the Temple of Ascending Light was estalished.</p><p>Though the details of the lichâ€™s identity, background, and deeds are too vague to deduce, the visions clearly depict some dark runes, glyphs, and magic circles intended for an arcane ritual to create a lich. The characters do not need to touch the shards to perform any of the actions above, and Loremaster Dimani gladly offers them [[/award 300gp]] for a copy of the runes, glyphs, and magic circles featured in the vision.</p><h3>@UUID[Item.TdGIODSigmgydbG4]{The Book of Hod-Nakhikh}</h3><p>Bound in scaly leather resembling lizardfolk skin and decorated with three rubies in the shape of eyes, this tome carries secrets no mortal should ever be permitted to command. The glyphs and runes on its pages are alien and indecipherable to most, yet its diabolical nature is clear to any, despite its obscurity. The tome possesses a unique intelligence and is selective about whom to reveal its secrets. Only those with the potential for great evil in their hearts can be chosen by the book and granted the ability to read its strange contents.</p><p>The tome hides vague yet occult information about the great old oneâ€™s nature, presenting a gateway to characters, giving them the opportunity to gain a level as a warlock when they next gain a level. The character with this tome on their person has a +1 bonus to their Charisma score, but they suffer a -1 penalty to their Wisdom score. Good-aligned characters are unable to attune to this book, and will become nauseated if they try to do so.</p><h3>@UUID[Item.DrkOlpgKLaNAh2Ms]{Bone Wand}</h3><p>This wand is fashioned from the finger bones of several Medium Humanoid (See &amp;Reference[humanoid]) creatures. This wand requires Attunement (See &amp;Reference[attunement]) by an evil-aligned creature. It has 3 charges and regains all expended charges at midnight. While holding this wand, you can use an action to expend 1 or more of its charges to cast one of the @UUID[Compendium.dnd5e.spells.Item.UfHQhA54M4323gVO]{Vampiric Touch} spell (1 charge). Whenever you cast a spell with this wand, roll a d20. On a 1 or a 2, you take [[/damage 1d12 necrotic]] damage. If you rolled a 1 and the final charge was expended, the wand is destroyed.</p><h2>Monsters</h2><h3>Eldritch Scythe</h3><p>This nightmarish abomination is crafted from Humanoid (See &amp;Reference[humanoid]) bones and imbued with a fragment of a forgotten great old one's mind and powers. Its lower body, composed of spliced ribcages and vertebral bones, moves with a serpent-like slither, while countless centipede-like limbs protrude chaotically. The creatureâ€™s upper body rises erect like a cobra, adorned with two bony mantis-like arms that it occasionally plants on the ground to steady itself while standing still. The creatureâ€™s head is shaped like a Giant (See &amp;Reference[giant]) claw made of bonesâ€”Humanoid (See &amp;Reference[humanoid]) in shape.</p><p>A rare specimen, the Eldritch Scythe is a fragment of memory brought to physical form using the remains of empty vessels. Typically summoned by cultists who worship incomprehensible forces, the creature is often a distorted shadow of what it intends to release. Under rare circumstances, when the veil between planes weakens, a great old oneâ€™s diminishing essence can breach the world and form an Eldritch Scythe independentlyâ€”an unbound, confused, and aggressive Undead (See &amp;Reference[undead]) Monstrosity (See &amp;Reference[monstrosity]) struggling to regain its bearings.</p><p><br /></p><p></p><p><br class=\"Apple-interchange-newline\" /></p><p><br class=\"Apple-interchange-newline\" /></p>"},"video":{"controls":true,"volume":0.5},"src":null,"ownership":{"default":-1,"piP3xtfEHOqnxR4X":3},"flags":{},"_stats":{"compendiumSource":null,"duplicateSource":null,"coreVersion":"13.346","systemId":"dnd5e","systemVersion":"4.3.3","createdTime":null,"modifiedTime":1740940068889,"lastModifiedBy":"piP3xtfEHOqnxR4X","exportSource":null},"category":null},{"sort":1700000,"name":"Credits","type":"text","_id":"8dqO9blFjlmnoxrI","system":{},"title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"<ul><li><p><strong>Created and published</strong> by <a href=\"https://theripper93.com/\">TheRIpper93</a></p></li><li><p><strong>Maps</strong> - <a href=\"https://themad.network/\">The MAD Cartographer</a></p></li><li><p><strong>Monster and NPC art</strong> - <a href=\"https://www.artstation.com/betolima\">Beto Lima</a></p></li><li><p><strong>Writing</strong> - Ali Benice at <a href=\"https://themad.network/\">The MAD Network</a></p></li><li><p><strong>Editing</strong> - Jessic Gombart</p></li><li><p><strong>Project Manager</strong> - Harrison at <a href=\"https://themad.network/\">The MAD Network</a></p></li><li><p><strong>Sounds</strong> by <a href=\"https://michaelghelfistudios.com/\">Michael Ghelfi Studios</a></p><ul><li><p>Torch Burning Loop</p></li><li><p>Abandoned Mansion Rain (No Fire)</p></li><li><p>Rain on Watchtower</p></li><li><p>Shadowfell Castle Indoor (Cultists)</p></li></ul></li></ul><p></p><p></p><p></p>"},"video":{"controls":true,"volume":0.5},"src":null,"ownership":{"default":-1,"piP3xtfEHOqnxR4X":3},"flags":{},"_stats":{"compendiumSource":"JournalEntry.Zj35hcN9sVPf1VyU.JournalEntryPage.8dqO9blFjlmnoxrI","duplicateSource":null,"coreVersion":"13.346","systemId":"dnd5e","systemVersion":"4.3.3","createdTime":null,"modifiedTime":1740942084923,"lastModifiedBy":"piP3xtfEHOqnxR4X","exportSource":null},"category":null},{"sort":400000,"name":"Dehowha","type":"text","_id":"4RGgO1n7Ey3J86lM","system":{},"title":{"show":true,"level":2},"image":{},"text":{"format":1,"content":"<p><em>(Neutral, gnome)</em></p><p>Abandoned by her former tutor due to the unpredictable nature of her wild magic, @UUID[Actor.uoa30awSc1ns65Il]{Dehowha} found herself with no clear direction in life. Her trusting nature, combined with a desperate need for structure in the chaos of her powers, drove the gnome to seek a shortcut: the sponsorship of a warlock patron, and the whispers that recently began invading her mind out of nowhereâ€”which coincided with the time a strange tattoo of a skeletal snake appeared on her neckâ€”might do the trick!</p><p>After taking her first steps toward becoming a necromancer, she eventually followed the path described by the voices in her head to practice on the corpses but discovered that the graves had been emptied. Surprised, she let her naivety get the best of her and informed the local authorities. Among them was a friend of the Society who reached out for support. They handed Dehowha over to the Initiates who had come to retrieve her.</p><ul><li><p><strong>Personality Trait</strong>. Indecisive and lost. Dreamy and cynical.</p></li><li><p><strong>Bond</strong>. To find the path she is bound to walk.Â </p></li><li><p><strong>Flaw</strong>. Anxious. Basically a ticking time bomb.</p></li><li><p><strong>Quote</strong>. â€œ<em>I was forsaken by one master. How could I resist the summons and alluring whispers of another, far stronger?</em>â€</p></li></ul>"},"video":{"controls":true,"volume":0.5},"src":null,"ownership":{"default":-1,"piP3xtfEHOqnxR4X":3},"flags":{},"_stats":{"compendiumSource":null,"duplicateSource":null,"coreVersion":"13.346","systemId":"dnd5e","systemVersion":"4.3.3","createdTime":1740923409830,"modifiedTime":1740954296676,"lastModifiedBy":"piP3xtfEHOqnxR4X","exportSource":null},"category":null},{"sort":500000,"name":"Oshafu","type":"text","system":{},"title":{"show":true,"level":2},"image":{},"text":{"format":1,"content":"<p><em>(Lawful Good, human)</em></p><p>A revered priest who faithfully served the temple and its community for almost four decades. @UUID[Actor.Q1VlbVzFkyayLxx8]{Oshafu's} sermons of light soothed tired hearts for years. In return, those years of devotion have left him a frail old man.</p><ul><li><p><strong>Personality Trait</strong>. Caring and selfless.</p></li><li><p><strong>Bond</strong>. His commitment to the Temple of Ascending Light.</p></li><li><p><strong>Flaw</strong>. Physically weak and overly trusting.</p></li><li><p><strong>Quote</strong>. â€œ<em>My friend, know that I shall step down from my position when the world runs out of scrolls of Resurrection!</em>â€</p></li></ul>"},"video":{"controls":true,"volume":0.5},"src":null,"ownership":{"default":-1,"piP3xtfEHOqnxR4X":3},"flags":{},"_stats":{"compendiumSource":"JournalEntry.WClsUOv3QNXdSJZD.JournalEntryPage.4RGgO1n7Ey3J86lM","duplicateSource":"JournalEntry.WClsUOv3QNXdSJZD.JournalEntryPage.4RGgO1n7Ey3J86lM","coreVersion":"13.346","systemId":"dnd5e","systemVersion":"4.3.3","createdTime":1740923962028,"modifiedTime":1740954320464,"lastModifiedBy":"piP3xtfEHOqnxR4X","exportSource":null},"_id":"NhgowQfvk2WQnYzr","category":null},{"sort":600000,"name":"Uphrone","type":"text","_id":"QKT6fmIXoJ1epCPc","system":{},"title":{"show":true,"level":2},"image":{},"text":{"format":1,"content":"<p><em>(Lawful Evil, half-elf)</em></p><p>@UUID[Actor.tspONDNjcKGcLeKC]{Uphrone} is the shady â€œreplacementâ€ for @UUID[.NhgowQfvk2WQnYzr]{Oshafu}. She is also a servant of the great old one, Hod-Nakhikh, in Hiding (See &amp;Reference[hiding]). To summon her malevolent master, she and her accomplice, Haxul, discovered the location of an ancient ritual site. The two kidnapped Oshafu, forcing him to sign the official resignation documents that also named Uprhone as his replacement.</p><p>Due to her demeanor and being more \"presentable\" than her duergar associate, she was chosen to become the new face of the temple instead of Haxul. However, she was unable to win the hearts of the congregation, who began visiting the site less frequently thereafter. The duo considers this a boon, as it makes their side activities behind the temple walls more manageable.</p><p>On her neck is a minimalistic tattoo in the shape of a skeletal snake.</p><ul><li><p><strong>Personality Trait</strong>. Down to earth and patient, yet cunning and fanatical.</p></li><li><p><strong>Bond</strong>. Her commitment to resurrecting the great old one Hod-Nakhikh.Â </p></li><li><p><strong>Flaw</strong>. Trusting Haxul.</p></li><li><p><strong>Quote</strong>. â€œ<em>The temple is not entertaining anyone today, strangers. Off with you!</em>â€</p></li></ul>"},"video":{"controls":true,"volume":0.5},"src":null,"ownership":{"default":-1,"piP3xtfEHOqnxR4X":3},"flags":{},"_stats":{"compendiumSource":null,"duplicateSource":null,"coreVersion":"13.346","systemId":"dnd5e","systemVersion":"4.3.3","createdTime":1740924160212,"modifiedTime":1740954463460,"lastModifiedBy":"piP3xtfEHOqnxR4X","exportSource":null},"category":null},{"sort":700000,"name":"Haxul","type":"text","system":{},"title":{"show":true,"level":2},"image":{},"text":{"format":1,"content":"<p><em>(Chaotic Evil, duergar Cult Fanatic)</em></p><p>Haxul discovered the location of the ancient ritual site to summon his twisted master with the help of his accomplice @UUID[.QKT6fmIXoJ1epCPc]{Uphrone}. They kidnapped @UUID[.NhgowQfvk2WQnYzr]{Oshafu}, forced him to resign, and named Uphrone as his replacement.</p><p>Haxul leads their newly established cult in the absence of Uphrone, who is too busy showing her face and â€œplaying templeâ€. He oversees the preparation of the ritual site and plans to keep @UUID[.7N8dD3QiPlHbE4Ny]{Hod-Nakhikhâ€™s} blessing for himself.</p><ul><li><p><strong>Personality Trait</strong>. Sneaky, psychotic, and fanatical.</p></li><li><p><strong>Bond</strong>. His commitment to resurrecting the great old one Hod-Nakhikh.Â </p></li><li><p><strong>Flaw</strong>. Greedy and likely to backstab his allies.</p></li><li><p><strong>Quote</strong>. â€œ<em>Do you have a minute to talk about our lord and savior, Hod-Nakhikh</em>?â€</p></li></ul>"},"video":{"controls":true,"volume":0.5},"src":null,"ownership":{"default":-1,"piP3xtfEHOqnxR4X":3},"flags":{},"_stats":{"compendiumSource":"JournalEntry.WClsUOv3QNXdSJZD.JournalEntryPage.QKT6fmIXoJ1epCPc","duplicateSource":"JournalEntry.WClsUOv3QNXdSJZD.JournalEntryPage.QKT6fmIXoJ1epCPc","coreVersion":"13.346","systemId":"dnd5e","systemVersion":"4.3.3","createdTime":1740924243146,"modifiedTime":1740954490318,"lastModifiedBy":"piP3xtfEHOqnxR4X","exportSource":null},"_id":"IU7Q7iKawiRP4UQJ","category":null},{"sort":800000,"name":"Echo of Hod-Nakhikh","type":"text","system":{},"title":{"show":true,"level":2},"image":{},"text":{"format":1,"content":"<p><em>(Chaotic Evil, <strong>Eldritch Scythe</strong>)</em></p><p>The echo is but a shadow of Hod-Nakhikhâ€™s true form. An Aberration (See &amp;Reference[aberration]) long forgottenâ€”not only by mortals but even by the denizens of its realm of originâ€”it was summoned by the last of its power-hungry followers that were willing to risk their own lives to release it.</p><p>The great old oneâ€™s fragment remains imprisoned in a makeshift body of bones, hoping to persuade the adventurers to release it from its bonds.</p><ul><li><p><strong>Personality Trait</strong>. Manipulative, quick to anger, and ravenous.</p></li><li><p><strong>Bond</strong>. Lusting to regain its former glory, dominance, and power.</p></li><li><p><strong>Flaw</strong>. Just a small fragment of the original great old oneâ€™s psyche and might. Craves for omnipotence, but is barely holding it together.</p></li><li><p><strong>Quote</strong>. â€œ<em>JUSH DHARAKH, HUPNNY QWSHAA</em>!â€</p></li></ul>"},"video":{"controls":true,"volume":0.5},"src":null,"ownership":{"default":-1,"piP3xtfEHOqnxR4X":3},"flags":{},"_stats":{"compendiumSource":"JournalEntry.WClsUOv3QNXdSJZD.JournalEntryPage.QKT6fmIXoJ1epCPc","duplicateSource":"JournalEntry.WClsUOv3QNXdSJZD.JournalEntryPage.IU7Q7iKawiRP4UQJ","coreVersion":"13.346","systemId":"dnd5e","systemVersion":"4.3.3","createdTime":1740924301212,"modifiedTime":1740929412834,"lastModifiedBy":"piP3xtfEHOqnxR4X","exportSource":null},"_id":"7N8dD3QiPlHbE4Ny","category":null},{"sort":1200000,"name":"Temple Hall","type":"map","_id":"wC61Omn8FrNpeP76","system":{"code":"02"},"title":{"show":true,"level":2},"image":{},"text":{"format":1,"content":"<div class=\"fvtt narrative\"><p><em>The brazen temple gates are rusty, with residues of gold plating still clinging to their surface in patches as if peeled off by chisels and bloody fingernails. With no windows on the walls, the front door appears to be the only way in.</em></p></div><div class=\"fvtt quest\"><figure class=\"icon\"><img class=\"round\" src=\"icons/magic/symbols/question-stone-yellow.webp\" /></figure><article><h4>Day and Night</h4><p>Different events are occuring within the Temple depending on what time of day the group arrive. Read carefully through the following section, as only one of the introductions will be needed.</p><p>If you are looking for a more combat-oriented adventure, we recommend arriving during the day.</p></article></div><h2>Daytime</h2><p>If the characters peek through the keyhole <strong>in the daytime</strong>, read the following aloud.</p><div class=\"fvtt narrative\"><p><em>A candle-lit pulpit dominates the far end of this room. Behind it, a banner of the Son of Dawnâ€™s symbol hangs on the wall. Dressed in white robes, a half-elf woman paces back and forth, looking pensive and concerned. She bites her nails and occasionally glances at the banner in anticipation, murmuring something unintelligible to herself.</em></p></div><p>If the characters knock, @UUID[Actor.tspONDNjcKGcLeKC]{Uphrone} answers the door. She does not give the adventurers passage, saying the temple is closed. If they succeed on a [[/check per 12]] check, the characters can convince her to let them in for a few minutes. If the Dehowha accompanies the party, this option automatically fails. If Uphrone senses deception or intimidation, she turns hostile and attacks. If she feels the characters are investigating her or the temple she attacks.</p><p>A character can unlock the door with a successful [[/tool thief 12]] check. A character can slip inside unnoticed by Uphrone with a successful [[/check ste 14] check. If the characters break the door open with a successful [[/check str 10]] check, Uphrone immediately turns hostile and attacks.</p><p>At the start of combat, Uphrone (Cult Fanatic) summons a @UUID[Actor.RMFQPsuaBgiYMFF3]{Skeleton} and a @UUID[Actor.6U9EQprjOv7IZWGN]{Zombie} from the coffins within the temple. Uphrone is immune to the &amp;Reference[charmed] and &amp;Reference[frightened] conditions, and she canâ€™t be affected by the Sleep spell.</p><p>If Dehowha is with the party, she either informs or reminds the adventurers that Uphrone disappears from the temple at night time, her whereabouts unknown. If the characters break in at night, Uphrone is in area 6.</p><h2>Night</h2><p>Uphrone snuffs out the candles at night. Read the following aloud if a character looks through the keyhole and has a light source or some other way of seeing in the dark.</p><div class=\"fvtt narrative\"><p>A pulpit dominates the far end of this room. Behind it, a banner of the Son of Dawnâ€™s symbol hangs on the wall.</p></div><p>Inside the temple, read the following aloud.</p><div class=\"fvtt narrative\"><p>Dim light and the unwelcome smell of burnt candles pervades the templeâ€™s interior. The Son of Dawnâ€™s banner, hanging on the wall behind the pulpit, is unkempt, wrinkled, and covered in smoke stains: an unfitting sight for a holy site.</p></div><p>On the pulpit, a worn-out holy script has been clearly tampered with. On its pages is a phrase, â€œlies, beneath the light,â€ which can be found with a successful [[/check rel dc=14]] check. A hidden lever under the pulpit can be discovered with a successful [[/check inv 16]] check.</p><p>A hidden door behind the banner can be found with a successful [[/check inv dc=12]] check. It opens if the lever under the pulpit is pulled, and it can be forced open with a successful [[/check ath 14]] check. This door leads to @UUID[.30gpAWZJI1CPDZue]{area 3}.</p><p><br /><br /></p>"},"video":{"controls":true,"volume":0.5},"src":null,"ownership":{"default":-1,"piP3xtfEHOqnxR4X":3},"flags":{},"_stats":{"compendiumSource":null,"duplicateSource":null,"coreVersion":"13.346","systemId":"dnd5e","systemVersion":"4.3.3","createdTime":1740924949127,"modifiedTime":1740954781580,"lastModifiedBy":"piP3xtfEHOqnxR4X","exportSource":null},"category":null},{"sort":1400000,"name":"Hall of Decline","type":"map","system":{"code":"03"},"title":{"show":true,"level":2},"image":{},"text":{"format":1,"content":"<div class=\"fvtt narrative\"><p><em>The hidden door opens without a squeak, revealing a rough-hewn corridor behind it. The tunnel ends in an iron-banded door, spoiled with rust and shrouded in darkness. The smell of mold and rot seeps from the doorway.</em></p></div><p>As the characters approach the iron gate that leads to @UUID[.j1lhtxTtcBs7lD5W]{area 4}, the @UUID[Actor.3KCBZnhstItst2mG]{cultists} on the other side call out to ask for the password.</p><p>If the characters found the code in the holy book and speak the phrase \"<em><strong>Lies beneath the light\"</strong></em>, the cultists usher them in. If not, they must succeed on a [[/check dec dc=12]] , [[/check prf dc=14]] , or [[/check per dc=16]] saving throw by 2 or more to gain entry. Otherwise, 3 @UUID[Actor.3KCBZnhstItst2mG]{Cultists}, 6 @UUID[Actor.RMFQPsuaBgiYMFF3]{Skeletons}, and 4 @UUID[Actor.6U9EQprjOv7IZWGN]{Zombies} open @UUID[.j1lhtxTtcBs7lD5W]{area 4}â€™s gate from the other side and attack the characters.</p><p>If the characters inspect the cultistsâ€™ bodies after the combat, they can find minimalistic tattoos in the shape of a skeletal snake on the cultistsâ€™ necksâ€”the same design as the onetªÿù on @UUID[Actor.tspONDNjcKGcLeKC]{Uphrone}. This tattoo appears on all the cultists in the corridors.</p><p>On the remains of one of the Undead creatures, the characters may find a personal holy trinket in the style of those the Society's own Thraij is known to collect. The trinket is a golden tooth, minutely engraved with holy scripture. The characters can be confident of a reward if they deliver the tooth to Thraij.</p><p><br class=\"Apple-interchange-newline\" /></p><p></p>"},"video":{"controls":true,"volume":0.5},"src":null,"ownership":{"default":-1,"piP3xtfEHOqnxR4X":3},"flags":{},"_stats":{"compendiumSource":null,"duplicateSource":"JournalEntry.WClsUOv3QNXdSJZD.JournalEntryPage.wC61Omn8FrNpeP76","coreVersion":"13.346","systemId":"dnd5e","systemVersion":"4.3.3","createdTime":1740928819640,"modifiedTime":1740940794698,"lastModifiedBy":"piP3xtfEHOqnxR4X","exportSource":null},"_id":"30gpAWZJI1CPDZue","category":null},{"sort":1450000,"name":"Chamber of Fealty","type":"map","_id":"j1lhtxTtcBs7lD5W","system":{"code":"04"},"title":{"show":true,"level":2},"image":{},"text":{"format":1,"content":"<div class=\"fvtt narrative\"><p><em>Four worn-out stone statues stand on each corner of this room, vaguely depicting mortals suffering under the tyranny of some disfigured alien creatures. The stench of death mixes with the frigid, moldy atmosphere.</em></p></div><p>If the characters entered without initiating combat, the 3 @UUID[Actor.3KCBZnhstItst2mG]{Cultists} in this area demand to see their dark marks before allowing them to go further. If @UUID[Actor.uoa30awSc1ns65Il]{Dehowha} is with the party, she shows the tattoo on her own neck, which will convince them. If not, the @UUID[Actor.3KCBZnhstItst2mG]{cultists}, as well as 6 @UUID[Actor.RMFQPsuaBgiYMFF3]{Skeletons} and 4 @UUID[Actor.6U9EQprjOv7IZWGN]{Zombies}, attack the adventurers.</p><p>No matter the solution and the outcome, the cultists and their undead minions beyond this point will be alarmed by the intrustion of unknown individuals and will immediately be hostile to the adventurers.</p><p><br /></p>"},"video":{"controls":true,"volume":0.5},"src":null,"ownership":{"default":-1,"piP3xtfEHOqnxR4X":3},"flags":{},"_stats":{"compendiumSource":null,"duplicateSource":null,"coreVersion":"13.346","systemId":"dnd5e","systemVersion":"4.3.3","createdTime":1740929265235,"modifiedTime":1740954908157,"lastModifiedBy":"piP3xtfEHOqnxR4X","exportSource":null},"category":null},{"sort":1475000,"name":"The Withered Crypt","type":"map","_id":"6ZHUwm1ktDyuGtiB","system":{"code":"05"},"title":{"show":true,"level":2},"image":{},"text":{"format":1,"content":"<div class=\"fvtt narrative\"><p>Gnarled roots pierce the ceiling and walls of this stone crypt. The five sarcophagi scattered around the room seem fragile, their stone surfaces veined with cracks that spread like creeping vines. Countless statues lean against the walls.</p></div><p>If the characters enter this room, they are attacked by 4 @UUID[Actor.3KCBZnhstItst2mG]{Cultists}, 3 @UUID[Actor.RMFQPsuaBgiYMFF3]{Skeletons}, and 8 @UUID[Actor.6U9EQprjOv7IZWGN]{Zombies}. Once all foes are slain, three additional @UUID[Actor.RMFQPsuaBgiYMFF3]{Skeletons} burst from random sarcophagi of the GMâ€™s choice.Â </p><p><br />A hidden door behind the statue on the east side of the room can be found with a successful [[/check inv 12]] check. The door leads to a small chamber within which a skeleton lies on a sarcophagus. A handful of @UUID[Item.rTh25fFrugymDzqo]{Phylactery Shards} can be found in its palm.</p>"},"video":{"controls":true,"volume":0.5},"src":null,"ownership":{"default":-1,"piP3xtfEHOqnxR4X":3},"flags":{},"_stats":{"compendiumSource":null,"duplicateSource":null,"coreVersion":"13.346","systemId":"dnd5e","systemVersion":"4.3.3","createdTime":1740929423637,"modifiedTime":1740954954857,"lastModifiedBy":"piP3xtfEHOqnxR4X","exportSource":null},"category":null},{"sort":1487500,"name":"Sacrificial Altar","type":"map","_id":"MvPceTNq8p9qhpE9","system":{"code":"06"},"title":{"show":true,"level":2},"image":{},"text":{"format":1,"content":"<div class=\"fvtt narrative\"><p><em>The menacing stone statues that line the corridors are also present in this room. A grand sacrificial altar, mightier than the most lavish banquet tables, dominates the center of this cold chamber, and a stone lectern holding a dark, unholy script stands beside it. Blood runs through the canals at its edges and drips onto the floor.</em></p><p><em>Atop the altar lies the broken, frail, and motionless body of the former high priest Oshafu, blood seeping from his wounds.</em></p></div><p>6 @UUID[Actor.3KCBZnhstItst2mG]{Cultists}, 5 @UUID[Actor.RMFQPsuaBgiYMFF3]{Skeletons}, and 4 @UUID[Actor.6U9EQprjOv7IZWGN]{Zombies} rest in this room. They attack the characters when they enter. Two of the skeletons in this group are wearing tarnished gold wedding bands, which are worth 15 gold pieces each. @UUID[Item.TdGIODSigmgydbG4]{The Book of Hod-Nakhikh} rests on the stone lectern near the sacrificial altar.</p><div class=\"fvtt quest\"><figure class=\"icon\"><img class=\"round\" src=\"icons/magic/symbols/question-stone-yellow.webp\" /></figure><article><h4>Day and Night</h4><p>Different events occur within this room depending on what time of day the group arrive. If they arrive at night, @UUID[Actor.Q1VlbVzFkyayLxx8]{Oshafu} has already been killed. If they arrive during the day, he is moments away from death but can be saved.</p><p>If you are pushed for time in your session, consider having Oshafu be dead. However, if your group need some additional assistance with the encounters that lie ahead, information about the temple, or just need a small victory amidst the darkness - consider having him be alive.</p></article></div><h2>Daytime</h2><p>@UUID[Actor.Q1VlbVzFkyayLxx8]{Oshafu} is found alive but wounded. He has 0 hit points and will die in three rounds unless he is stabilized or receives magical healing. Should he survive, he thanks the adventurers and says the cultists are summoning a monstrosity in the next room. He also explains that during his brief captivity, he had the opportunity to study the runes and carvings in the tunnels.</p><p>Oshafu's findings indicate that killing the cultists can hasten the ritual. They each bear their masterâ€™s dark symbol on their necks, marking them as potential sacrifices. He also adds that, if started, the ritual will manifest a monstrosity, regardless of whether it is disrupted or completed. If Dehowha is with the party, she expresses her shock and fear.</p><p>If the characters ask to know more about the corridorsâ€™ history, Oshafu promises to provide the Society with information about the statues and runes present throughout the corridors by sending his findings in written form as soon as he feels well enough to pick up a quill again.</p><p>The characters can relay this new lore to Loremaster Dimani back at the Society HQ for a reward.</p><h2>Night</h2><p>If the group arrive in this chamber at night, they find that @UUID[Actor.Q1VlbVzFkyayLxx8]{Oshafu} is already dead, having been drained by the sacrificial ritual on the altar.</p>"},"video":{"controls":true,"volume":0.5},"src":null,"ownership":{"default":-1,"piP3xtfEHOqnxR4X":3},"flags":{},"_stats":{"compendiumSource":null,"duplicateSource":null,"coreVersion":"13.346","systemId":"dnd5e","systemVersion":"4.3.3","createdTime":1740929765691,"modifiedTime":1740930197795,"lastModifiedBy":"piP3xtfEHOqnxR4X","exportSource":null},"category":null},{"sort":1493750,"name":"The Summoning Chamber","type":"map","_id":"IdEYXrsjg2dYCig3","system":{"code":"07"},"title":{"show":true,"level":2},"image":{},"text":{"format":1,"content":"<div class=\"fvtt narrative\"><p><em>A towering statue at the center of this room seems to watch your every move with countless eyes. Its twisted tentacles donâ€™t move, yet each time you look at the statue, the tentacles are in a different position.Â  At the base of the statue, a crazy-eyed duergar chuckles while he stares at the statue.</em></p><p><em>Around him, the unholy chants of hooded figures scrape the air like marble dragged across the stone. Dark flames burn atop the runic circles on the floor, hovering over the sarcophagi that tremble as the earth shakes beneath your feet.</em></p></div><p>When the characters enter the room, @UUID[Actor.AM6QQt8Q8dQRvarM]{Haxul} introduces himself as the great Hod-Nakhikhâ€™s most loyal servant. He is joined by 4 @UUID[Actor.3KCBZnhstItst2mG]{Cultists}, 4@UUID[Actor.RMFQPsuaBgiYMFF3]{ Skeletons}, and 4 @UUID[Actor.6U9EQprjOv7IZWGN]{Zombies}. If @UUID[Actor.tspONDNjcKGcLeKC]{Uphrone} is alive, she accompanies Haxul, though seems frustrated by his arrogant sermon.</p><div class=\"fvtt quest\"><figure class=\"icon\"><img class=\"round\" src=\"icons/magic/symbols/question-stone-yellow.webp\" /></figure><article><h4>Reaping what you Sow</h4><p>The encounter that follows can play out in several different ways, depending on choices the group have made throughout the dungeon, and here now in this room. It is possible for the cultists to fall into infighting, or for Dehowha to side with or against the party depending on how they have treated her.</p><p>Make sure you understand the different potential outcomes before presenting the encounter to your group.</p></article></div><p>Haxul and Uphrone <strong>can be turned against each other</strong> if the characters succeed on a [[/check dec 12]] or [[/check per 18]] check. If @UUID[Actor.uoa30awSc1ns65Il]{Dehowha} is present, this check automatically fails, and the two head cultists, Haxul and Uphrone, attempt to entice the gnome to join their side, offering her great knowledge, power, and control. They also add that sacrificing her would be a waste, considering the potential benefits of the wild magic coursing through her veins.</p><p>Depending on <strong>how the party treats her</strong> throughout the journey, Dehowha either accepts the cultistsâ€™ offer and sides with them or refuses and sides with the adventurers. If she doesnâ€™t side with the characters, they are unable to complete Qadmogâ€™s task.</p><p><strong>If Dehowha accepts Haxulâ€™s offer</strong> but is in chains, Haul will use his first combat turn to cast @UUID[Compendium.dnd5e.spells.Item.1nhIxh0DsJsntCfj]{Knock} to release her.</p><p>I<strong>f Haxul and Uphrone do not have a fallout</strong>, Haxul stabs Uphrone in the back on the second round of combat or when he is reduced to half of his hit points or fewer, whichever happens first. This speeds up the ritual. If Uphrone dies before then or is absent, Haxul kills two cultists in the room instead.</p><p><strong>If Haxul dies</strong> before then, the remaining cultists kill themselves after the second round of combat to complete the ritual.</p><p>The ritual is completed after 3 rounds or when 3 cultists are killedâ€”including Haxul and Uphrone. This results in the emergence of a sentient <strong>@UUID[Actor.ywjXPLwZF8xZRQMu]{Eldritch Scythe}</strong>.</p><p>The ritual lines are invisible, and they can be disrupted if 10 damage is dealt to the ritual site. If a character casts identify on the ritual site, the cursed glyphs on the ground become visible to them. If the ritual is disrupted before it is completed, it instead summons two deranged <strong>Eldritch Scythes</strong>.</p><h2>The Ritual</h2><p><strong>If the ritual is completed</strong>, read the following aloud.</p><div class=\"fvtt narrative\"><p><em>As the summoning ritual is completed, black lines that form the ritual begin glowing, and dark flames swathe the towering statue. The unnerving piece of stone shatters, releases a dark ball of fire, and levitates. The sarcophagi explode, and the bones they sheltered for centuries are drawn toward the black fire. The bodily remains hover around it and fuse, taking the shape of a floating, eldritch scythe.It addresses you with nightmarish hisses.</em></p></div><p>If the ritual is completed, the Echo of Hod-Nakhikh (@UUID[Actor.ywjXPLwZF8xZRQMu]{Eldritch Scythe}) appears where the statue stood seconds ago.</p><p>The echo explains that the cultistsâ€™ deaths hastened the ritual. Saying it is a mere shadow of its true self and nothing but an â€œalmostâ€ harmless pile of talking bones, it promises the adventurers a reward in return for its freedom, as it is currently bound to the ritual site. To be fully released, it needs the adventurers to kill the remaining cultists and break the black runes on the ground.Â  In shock, the remaining cultists attack the adventurers, regardless of whether the characters agree to kill them or not. If Dehowha is alive, the echo will demand the adventurers to kill her as well because she also has a dark mark on her neck.</p><p>The echo offers the adventurers a <strong>@UUID[Item.DrkOlpgKLaNAh2Ms]{Bone Wand }</strong>in exchange for its freedom and can conjure a set of @UUID[Compendium.dnd5e.items.Item.wGKykLRS8UqChNXI]{Dimensional Shackles} for them as well if the characters succeed on a [[/check per 16]] check. If the characters break the glyphs and set the echo free, it gives them the awards it promised. If they break the glyphs and fight it, they can find a Bone Wand on its remains.</p><p><strong>If the characters disrupt the ritual</strong>, read the following aloud:</p><div class=\"fvtt narrative\"><p><em>As the summoning ritual is disrupted, the dark flames swathe the towering statue. The unnerving piece of stone shatters, releases a dark ball of fire, and levitates. The sarcophagi explode, and the bones they sheltered for centuries are drawn toward the black fire. The bodily remains hover around it and fuse, taking the shape of two floating, eldritch scythes. They attack indiscriminately.</em></p></div><p>The failed ritual summons two unbound and irrational <strong>@UUID[Actor.ywjXPLwZF8xZRQMu]{Eldritch Scythes}</strong>, as ferocious as rabid animals. They immediately attack the adventurers and the remaining cultists alike. One eldritch scythe focuses on killing the adventurers whereas the other attacks the remaining cultists. If the characters flee, one of the scythes gives chase while the other remains in the room to fight the cultists.</p><p>Whenever a cultist dies, each scythe within 100 feet regains [[/heal 20]] hit points. If all cultists die or are already dead, both scythes attack the adventurers. If the cultists outlive the scythes, they attack the adventurers. The characters can find a <strong>@UUID[Item.DrkOlpgKLaNAh2Ms]{Bone Wand}</strong> on one of the scytheâ€™s corpses.</p>"},"video":{"controls":true,"volume":0.5},"src":null,"ownership":{"default":-1,"piP3xtfEHOqnxR4X":3},"flags":{},"_stats":{"compendiumSource":null,"duplicateSource":null,"coreVersion":"13.346","systemId":"dnd5e","systemVersion":"4.3.3","createdTime":1740930207143,"modifiedTime":1740955163103,"lastModifiedBy":"piP3xtfEHOqnxR4X","exportSource":null},"category":null},{"sort":850000,"name":"A Prisoner","type":"text","_id":"mCmEV6HG4d72z1jm","system":{},"title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"<p>The adventure begins whilst the party are still in the Society HQ, where a prisoner has been brought in for questioning.</p><p>@UUID[.4RGgO1n7Ey3J86lM]{Dehowha} is a fledgeling Necromancer who was arrested after, rather naively, alerting the authorities when she arrived at a cemetary to raise the dead and found that they were all already exhumed and gone. One of the arresting officers was a personal friend of @UUID[JournalEntry.Zj35hcN9sVPf1VyU.JournalEntryPage.boVNugMLsMPkjIrT]{Qadhmog}, the Society Priest, who handed Dehowha over to see what useful information the Society can glean.</p><p>Dehowha relays the opening information from this adventure about the location of the @UUID[.BYN74TQcu9RlKFS4]{Blinking Hills}, and what little she knows of the @UUID[.sVAuU3aFIMf6cMXJ]{Temple of Ascending 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While wearing it, you experience the following effects:</p><ul><li><p>Critical Hits inflicted upon the wearer are reduced to normal hits.</p></li><li><p>Critical Hits inflicted by the wearer are reduced to normal hits.</p></li><li><p>When in environments subject to the 'Extreme Heat' environmental hazard, character speed is increased by 20ft.</p></li><li><p>When in environments subject to the 'Extreme Cold' environmental hazard, character speed is reduced by 20ft.</p></li><li><p>The item has 3 charges and regains all expended charges daily at dawn. 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However, the ritual is brimming with potent life energy which is in direct contrast to necromantic power - Yhalbagen explains that this will require the active Necromancer to be dealt with.</p><p>The scroll burns away on a successful cast. 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A hermit took matters into his own hands and seized control of the area. Now, the adventurers must destroy the undead and stop the assailant.</em></p></aside><h2>Background</h2><p>As investors explored the Mud Wards in search of valuable underground resources, their dig sites unearthed oil reserves beneath the soil, alongside the petrified remains of large, bipedal reptiles. The former they exploited for profit, and the latter they discarded like garbage. Wahldynnâ€”a hermit living nearby, druid by nature yet deeply attuned to necromancyâ€”arrived at the site to teach the oil workers some humility by destroying the wells and exacting vengeance for the dead. The surviving laborers later described how he raised the dead with the help of a â€œmysterious object.â€</p><p>In response, the oil barons contacted society member @UUID[Actor.lwfDOtZ71YHKc9Ut]{Thraij} to hire the Societyâ€™s services.</p><h2>Adventure Summary</h2><p>The adventurers arrive in the swamps, near a cabin where oil site workers once rested and engineers oversaw operations. Here, they can find two of the papers requested by the oil barons: the tax records, located in the office, and the deed, hidden in a chest beneath the cabin. As the party navigates the area, they encounter numerous undead, one of which carries the work permit. They also have the opportunity to discover four fossils from which to harvest samples for Nhunni. Atop the still-intact oil well, Wahldynn awaits, summoning fossil oozes throughout the battle.</p><p>In the end, the adventurers must choose to either purify the land and destroy the machines or preserve it all for the oil barons' interests.</p>"},"video":{"controls":true,"volume":0.5},"src":null,"ownership":{"default":-1,"piP3xtfEHOqnxR4X":3},"flags":{},"_stats":{"compendiumSource":null,"duplicateSource":null,"coreVersion":"13.346","systemId":"dnd5e","systemVersion":"4.4.0","createdTime":null,"modifiedTime":1750149103083,"lastModifiedBy":"piP3xtfEHOqnxR4X","exportSource":null},"category":null},{"sort":200000,"name":"Adventure Hooks","type":"text","_id":"iEUaaNDaJ6cEiiWP","system":{},"title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"<p>The Sidequest Society calling card presents the following riddle to begin this quest:</p><div class=\"fvtt narrative\"><p><em>As beasts long dead are stirred from rest,</em></p><p><em>By hands that rob what they possessed,</em></p><p><em>The one who came to guard their peace,</em></p><p><em>Shall put your greed to a final test.</em></p></div><p>Click the @sqs-card[As beasts long dead are stirred from rest,&lt;br&gt; By hands that rob what they possessed,&lt;br&gt; The one who came to guard their peace,&lt;br&gt; Shall put your greed to a final test.] to show the interactive calling card.</p><p>The following are suggested hooks for the Sidequest Society recruiting your party to this task.</p><h2>Loss Prevention</h2><p>Society member @UUID[JournalEntry.Zj35hcN9sVPf1VyU.JournalEntryPage.7QNd9MRHnyAk10xx]{Thraij} says the oil barons offer [[/award 3000gp]] gp to the adventurers in return for ridding the Oil Field of Wahldynn and his undead while keeping the business intact. They offer an additional [[/award 300gp]] gp for each of the following documents: the <strong>@UUID[Item.kubUbBFLNLUTOmxf]{work permit}</strong>, the <strong>@UUID[Item.I9X9kCFgQ0LWKs3i]{tax records}</strong>, and the <strong>@UUID[Item.IanRSX7eiKmVVU6a]{deed to the site}</strong>.</p><h2>Preserving the Balance</h2><p>Disturbed by the growing normalization of wilderness desecration, Society member @UUID[JournalEntry.Zj35hcN9sVPf1VyU.JournalEntryPage.WNDig0P8CuXTpiH6]{Yhalbagen} believes the oil baronsâ€™ operations must be stopped, one way or another. Society member @UUID[JournalEntry.Zj35hcN9sVPf1VyU.JournalEntryPage.77caQw096PYX26ki]{Jhune} agrees, noting that while Wahldynn may think heâ€™s protecting the site, the dead are now even more restless than before.</p><p>Countering the baronsâ€™ proposal, Yhalbagen offers the adventurers a @UUID[Compendium.dnd5e.equipment24.Item.dmgDecanterOfEnd]{Decanter of Endless Water} in exchange for using a <strong>@UUID[Item.WoUfsvNt0BX5u3Di]{spell scroll}</strong> he wrote to purify the landâ€”one that will cause the earth to swallow the oil wells. The spell requires an action to cast and can only be used after Wahldynn is dealt with.</p><h2>Life found a way</h2><p>The Mud Wards are famous for the amount of rare fossils and geological discoveries, and Society member Nhunni is excited to hear that the group are heading there. She offers the adventurers [[/award 400gp]] gp per @UUID[Item.JkIdZ4jVtB66qB7a]{fossil sample} they are able gather. She gives them a set of her enchanted Archaeologistâ€™s Tools for the task and teaches one character how to use them, granting them proficiency with the tools.</p><p>Nhunni promises that if the adventurers manage to successfully retrieve a fossil sample, she will teach them how to utilise the magical aspects of the Archaeologists Tools.</p>"},"video":{"controls":true,"volume":0.5},"src":null,"ownership":{"default":-1,"piP3xtfEHOqnxR4X":3},"flags":{},"_stats":{"compendiumSource":null,"duplicateSource":null,"coreVersion":"13.346","systemId":"dnd5e","systemVersion":"4.4.0","createdTime":null,"modifiedTime":1750174495371,"lastModifiedBy":"piP3xtfEHOqnxR4X","exportSource":null},"category":null},{"sort":300000,"name":"Important Characters","type":"text","_id":"24qjrt8WTllibthu","system":{},"title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"<p>The following characters are introduced in this Sidequest Society adventure:</p><ul><li><p>@UUID[.zC0tjXCDaGwXAUCd]{Wahldynn}</p></li><li><p>@UUID[.9M4Sgz9TwLyfwlcC]{Fossil Ooze}</p><p></p></li></ul>"},"video":{"controls":true,"volume":0.5},"src":null,"ownership":{"default":-1,"piP3xtfEHOqnxR4X":3},"flags":{},"_stats":{"compendiumSource":null,"duplicateSource":null,"coreVersion":"13.346","systemId":"dnd5e","systemVersion":"4.4.0","createdTime":null,"modifiedTime":1750150115211,"lastModifiedBy":"piP3xtfEHOqnxR4X","exportSource":null},"category":null},{"sort":1200000,"name":"Credits","type":"text","_id":"8dqO9blFjlmnoxrI","system":{},"title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"<ul><li><p><strong>Created and published</strong> by <a href=\"https://theripper93.com/\">TheRIpper93</a></p></li><li><p><strong>Maps</strong> - <a href=\"https://themad.network/\">The MAD Cartographer</a></p></li><li><p><strong>Monster and NPC art</strong> - <a href=\"https://www.artstation.com/betolima\">Beto Lima</a></p></li><li><p><strong>Writing</strong> - Ali Benice at <a href=\"https://themad.network/\">The MAD Network</a></p></li><li><p><strong>Editing</strong> - Jessic Gombart</p></li><li><p><strong>Project Manager</strong> - Harrison at <a href=\"https://themad.network/\">The MAD Network</a></p></li><li><p><strong>Sounds</strong> by <a href=\"https://michaelghelfistudios.com/\">Michael Ghelfi Studios</a></p><ul><li><p>Faerie Fire (Loop)</p></li><li><p>Forest Lost in Time</p></li><li><p>Mountain River</p></li><li><p>Spooky Eldritch Forest</p></li></ul></li></ul><p></p><p></p>"},"video":{"controls":true,"volume":0.5},"src":null,"ownership":{"default":-1,"piP3xtfEHOqnxR4X":3},"flags":{},"_stats":{"compendiumSource":"JournalEntry.Zj35hcN9sVPf1VyU.JournalEntryPage.8dqO9blFjlmnoxrI","duplicateSource":null,"coreVersion":"13.346","systemId":"dnd5e","systemVersion":"4.4.0","createdTime":null,"modifiedTime":null,"lastModifiedBy":null,"exportSource":null},"category":null},{"sort":600000,"name":"Mud Wards","type":"text","_id":"Fq0Kjuho4xadi13D","system":{},"title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"<p>A dangerous wasteland of swampy waters, the Mud Wards had been left alone for millennia until an unexpected adversary emerged: greed, armed with technology. Though much of the region remains untouched by civilization, companies led by oil barons now circle above the swamps like vultures, seeking to feast on oil and the fossilized remains of the dead.</p>"},"video":{"controls":true,"volume":0.5},"src":null,"ownership":{"default":-1,"piP3xtfEHOqnxR4X":3},"flags":{},"_stats":{"compendiumSource":null,"duplicateSource":null,"coreVersion":"13.346","systemId":"dnd5e","systemVersion":"4.4.0","createdTime":null,"modifiedTime":1750150176125,"lastModifiedBy":"piP3xtfEHOqnxR4X","exportSource":null},"category":null},{"sort":1000000,"name":"Conclusion","type":"text","_id":"lvupy1wufe3pSgU5","system":{},"title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"<p>The following may be outcomes of the adventure.</p><h2>Loss Prevention</h2><p>With their site now purged of Wahldynnâ€™s dark influence, the oil barons reward the adventurers as promised and resume operations, turning a steady profit from the remains of the dead while ignoring the harm they inflict on nature. The stench of grease becomes a permanent fixture in the air throughout the Mud Wards while spoiling and taming the once-dangerous yet untouched swamp puddles.</p><p>If the adventurers deliver the documents requested by the oil barons to Salathael , he gleefully notes that ownership of the site has been legally disputed for years and offers the adventurers [[/award 500gp]] gp for each paper. The Side Quest Society takes over the operations and makes a good profit.</p><h2>Preserving the Balance</h2><p>Overjoyed to hear that the Oil Field operations have been terminated and that the barons wonâ€™t risk reinvesting in the area, Yhalbagen throws a feast for the adventurers in the Headquartersâ€™ Common Room. He rewards them as promised and sets out on a field trip with Jhune to see whether the land and the dead can be further healed. After a brief inspection, the two decide that restlessness is a natural part of the Mud Wards and leave the site as it is: dangerous, secluded, and somehow serene.</p><ul><li><p>If the adventurers deliver the requested documents to the oil barons, they disregard them, saying the papers are worthless with no operational dig site remaining.</p></li><li><p>If the adventurers deliver the documents to Salathael, he pays them [[/award 500gp]] gp only for the deed to the site, saying it may come in handy.</p></li></ul><h2>Life Found a Way</h2><p>Nhunni gives the adventurers the promised reward for each fossil sample, then proceeds to analyze them for any alchemical properties they might possess. The @UUID[Item.jmzajKR37Nau16aI]{Archaeologist's Tools} are demonstrated in further detail, allowing them to be utilised as the improved @UUID[Item.TYtf4gXPgmBSYpd9]{Timeseeker's Toolbox}.</p><h2>Puzzle Box Fragment</h2><p>With a @UUID[Item.ZJNWc2OWAkVc8Y3e]{new part of the puzzle box} unexpectedly recovered, Dimani theorizes that the enchantments woven into it may hold the secret to controlling time itself, which explains how Wahldynn had been able to raise the dead from ancient eras while leaving the question of how heâ€™d come to possess the item unanswered.</p>"},"video":{"controls":true,"volume":0.5},"src":null,"ownership":{"default":-1,"piP3xtfEHOqnxR4X":3},"flags":{},"_stats":{"compendiumSource":null,"duplicateSource":null,"coreVersion":"13.346","systemId":"dnd5e","systemVersion":"4.4.0","createdTime":null,"modifiedTime":1750174660799,"lastModifiedBy":"piP3xtfEHOqnxR4X","exportSource":null},"category":null},{"sort":1100000,"name":"Appendix","type":"text","_id":"fruA342e11PowOOn","system":{},"title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"<h2>Magic Items</h2><h3>@UUID[Item.JkIdZ4jVtB66qB7a]{Fossil Skull}</h3><p>@Embed[Item.JkIdZ4jVtB66qB7a]{Fossil Skull}</p><h3>Timeseeker's Toolbox</h3><p>@Embed[Item.TYtf4gXPgmBSYpd9]{Timeseeker's Toolbox}</p><h3>Decanter of Endless Water</h3><p>@Embed[Item.IbA2DvDDwekLShQK]{Decanter of Endless Water}</p><h3>Puzzle Box Piece of Time's Passing</h3><p>@Embed[Item.ZJNWc2OWAkVc8Y3e]{Puzzle Box Piece of Time's Passing}</p><h2>Monsters</h2><h3>Fossil Ooze</h3><p>@Embed[.9M4Sgz9TwLyfwlcC]{Fossil Ooze}</p><p></p><p></p>"},"video":{"controls":true,"volume":0.5},"src":null,"ownership":{"default":-1,"piP3xtfEHOqnxR4X":3},"flags":{},"_stats":{"compendiumSource":null,"duplicateSource":null,"coreVersion":"13.346","systemId":"dnd5e","systemVersion":"4.4.0","createdTime":null,"modifiedTime":1750174883218,"lastModifiedBy":"piP3xtfEHOqnxR4X","exportSource":null},"category":null},{"sort":400000,"name":"Wahldynn","type":"text","_id":"zC0tjXCDaGwXAUCd","system":{},"title":{"show":true,"level":2},"image":{},"text":{"format":1,"content":"<p><strong>(Chaotic Neutral, elf Druid)</strong></p><p>Valuing wilderness and seclusion even more than many of his elven kin do, @UUID[Actor.MR9fiQff4VEoRZS2]{Wahldynn} left his people behind to protect the Mud Wards from potentially prying hands, having sensed a presence lying dormant beneath the swamps.</p><p>After nearly a century of waiting, with only mosquitoes and exotic beasts for company, his self-appointed purpose came to fruition when oil barons began drilling wells that desecrated the earth and disturbed the dead.</p><p>In retaliation, he launched an attack, killing many workers and raising the dead to fight in defense of nature and their right to eternal rest.</p>"},"video":{"controls":true,"volume":0.5},"src":null,"ownership":{"default":-1,"piP3xtfEHOqnxR4X":3},"flags":{},"_stats":{"compendiumSource":null,"duplicateSource":null,"coreVersion":"13.346","systemId":"dnd5e","systemVersion":"4.4.0","createdTime":null,"modifiedTime":1750174039594,"lastModifiedBy":"piP3xtfEHOqnxR4X","exportSource":null},"category":null},{"sort":750000,"name":"Seldon Oil Field","type":"text","system":{},"title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"<p>A secluded region even by the Mud Wardsâ€™ standards, this area has recently become a search site for valuable underground resources, where oil reserves and the petrified remains of large bipedal reptiles have been unearthed. With oil barrels and machinery scattered throughout, the puddles are fouled with leaking oil. Following Wahldynnâ€™s incursion, the site has been overtaken by undead laborers, all raised with the help of a mysterious object.</p><h2>General Features</h2><p>These general features are prominent throughout the Oil Field unless otherwise noted in the area descriptions.</p><p><em><strong>Ceilings, Floors, and Walls</strong></em>. Aside from the wooden cabin to the southwest, the entire location is outdoors. Characters can crawl under the cabin, which stands on 2-foot-tall wooden columns.</p><p><em><strong>Doors</strong></em>. The cabin is the only place with doors, which are wooden.</p><p><em><strong>Lights</strong></em>. Aside from the lamps within the cabin, the only light source is the sun.</p><p><em><strong>Climate</strong></em>. The weather is damp with an everlasting stench of oil and grease from the machinery.</p><p><em><strong>Swamp and Oil Puddles</strong></em>. A two-foot deep layer of muddy water covers sections of the area and is difficult terrain. Undead creatures occasionally emerge from the swamp to ambush adventurers. Oil puddles dot the swamp, and if a puddle comes into contact with fire, it ignites and burns for 3 rounds. A creature that enters an area of burning oil or starts its turn there takes [[/damage 2d6 fire]] damage.</p><p><em><strong>Fossils</strong></em>. Characters can gather @UUID[Item.qyxUcC1uJuJ8xYij]{fossil samples} from each of the four fossilized reptilian remains for Nhunni, using Archaeologistâ€™s Tools.</p><div class=\"fvtt advice\"><figure class=\"icon\"><img class=\"round\" src=\"icons/vtt-512.png\" /></figure><article><h4>Additional Features - Levels</h4><p>The Seldon Oil Fields includes a raised cabin, and an elevated oil well platform. If you have the Levels module installed, tiles marked with the elevation arrows will move or prompt characters to climb up or down.</p><p>If you do not wish to use the Levels module, you can manually change a character's elevation to +10ft to represent them climbing the ladder!</p></article></div><p></p>"},"video":{"controls":true,"volume":0.5},"src":null,"ownership":{"default":-1,"piP3xtfEHOqnxR4X":3},"flags":{},"_stats":{"compendiumSource":null,"duplicateSource":"JournalEntry.8k6a9lHz1AgRGeEs.JournalEntryPage.Dzsg0FYNIklSablJ","coreVersion":"13.346","systemId":"dnd5e","systemVersion":"4.4.0","createdTime":null,"modifiedTime":1750175917702,"lastModifiedBy":"piP3xtfEHOqnxR4X","exportSource":null},"_id":"0PaUiu0RQnYNMJ6R","category":null},{"sort":400000,"name":"Tar Behemoth","type":"text","system":{},"title":{"show":true,"level":2},"image":{},"text":{"format":1,"content":"<p>Conjured from the fossilized remains of ancient beasts buried beneath layers of soil and rock, the Tar Behemoth is an undead abomination summoned only by necromancers deeply attuned to druidic magicâ€”and vice versa. Its form is a black, tar-like heap of thick, viscous oil dredged up from the earth by mechanical oil wells and imbued with un-life through arcane means. Despite its grotesque appearance, the Behemoth's slick surface reflects rainbow hues at certain angles, giving it a strangely mesmerizing quality.</p>\n<p>Suspended within its shapeless mass are fossilized bones of long-dead reptilian creatures, which the Behemoth can wield as blunt weapons in combat. Its oily substance is highly flammable. If it comes into contact with fire, the Tar Behemoth ignites and burns for 3 turns. During this time, all melee attacks it makes or receives deal an extra [[/damage 2d6 fire]] damage to its aggressors.</p>\n<p><img class=\" centered\" style=\"border:none;box-shadow:none\" src=\"modules/side-quest-society-premium/assets/images/art/adv6/Fossil_Ooze_transp.webp\" width=\"300\" height=\"375\" /></p>"},"video":{"controls":true,"volume":0.5},"src":null,"ownership":{"default":-1,"piP3xtfEHOqnxR4X":3},"flags":{"core":{"sheetClass":"core.JournalTextTinyMCESheet"}},"_stats":{"compendiumSource":"JournalEntry.UaeB6dewKjep7XWn.JournalEntryPage.zC0tjXCDaGwXAUCd","duplicateSource":"JournalEntry.UaeB6dewKjep7XWn.JournalEntryPage.zC0tjXCDaGwXAUCd","coreVersion":"13.346","systemId":"dnd5e","systemVersion":"4.4.0","createdTime":1750150100393,"modifiedTime":1750364459253,"lastModifiedBy":"piP3xtfEHOqnxR4X","exportSource":null},"_id":"9M4Sgz9TwLyfwlcC","categor÷<ûùy":null},{"sort":875000,"name":"Arrival","type":"map","_id":"UgZ1o8ejdGJCNcTa","system":{"code":"01"},"title":{"show":true,"level":2},"image":{},"text":{"format":1,"content":"<div class=\"fvtt narrative\"><p><em>\"The portal drops you into a fifteen-inch-deep puddle, close to its edge. A small boat is tethered to a wooden column supporting a nearby cabin. The stench of oil and grease hangs heavy in the damp air, and the muddy soil is partly veiled in creeping vines.\"</em></p></div><p>4 <strong>@UUID[Actor.a4D4SJB8ruiDQd5V]{Crude Ghouls}</strong> leap from the swamp and ambush the adventurers before they set foot on solid ground.</p><div class=\"fvtt advice\"><figure class=\"icon\"><img class=\"round\" src=\"icons/vtt-512.png\" /></figure><article><h4>Ghoulish Tactics</h4><p>Wahldynn has a shrewd mind and a strong conviction for defending the Mud Wards, resorting to vicious tactics to do so. He gladly uses the leaking oil as a weapon, considering it a gift from the swamp to be used in its defense.<br /><br />The undead he has summoned are invested with a portion of this tactical cunning, and attempt to use the following tactics.</p><ul><li><p>The Crude Ghouls will mob the adventurers, aiming to slow them with the movement reduction aspect of their @UUID[Actor.a4D4SJB8ruiDQd5V.Item.PmWQHtWj0F0k9T6R]{Oil-Drenched} trait.</p></li><li><p>They will seek to use their @UUID[Actor.a4D4SJB8ruiDQd5V.Item.El8WQbM5wfSXQ7wd]{Oil Vomit} ability, trying to catch their allies in the attack where possible to trigger the explosive aspect of their @UUID[Actor.a4D4SJB8ruiDQd5V.Item.PmWQHtWj0F0k9T6R]{Oil-Drenched} trait.</p></li><li><p>They themselves are immune to fire damage but will try to catch their victims in explosive chain reactions.</p></li><li><p>Where possible, the ghouls will return to the oil to heal via their @UUID[Actor.a4D4SJB8ruiDQd5V.Item.7J3R41hmh6maFLEQ]{Crude Rejuvenation} trait.</p></li></ul></article></div>"},"video":{"controls":true,"volume":0.5},"src":null,"ownership":{"default":-1,"piP3xtfEHOqnxR4X":3},"flags":{},"_stats":{"compendiumSource":null,"duplicateSource":null,"coreVersion":"13.346","systemId":"dnd5e","systemVersion":"4.4.0","createdTime":1750150749025,"modifiedTime":1750152649716,"lastModifiedBy":"piP3xtfEHOqnxR4X","exportSource":null},"category":null},{"sort":937500,"name":"Cabin","type":"map","_id":"5fwYuHhQai3ADHdp","system":{"code":"02"},"title":{"show":true,"level":2},"image":{},"text":{"format":1,"content":"<div class=\"fvtt narrative\"><p><em>\"The cabin features a small kitchen, two tables, a stove, and plenty of lockers to store the laborersâ€™ personal effects. The floor is partly covered in oil patches whose stench hangs in the air. Inside is a small bathroom and a larger office where the engineers likely worked. The undead workers inside greet you with low, bitter mutterings.\"</em></p></div><p><strong>@UUID[Actor.a4D4SJB8ruiDQd5V]{6 Crude Ghouls}</strong> wander through the cabin and attack any intruders.</p><p>In the office, the adventurers can find [[/award 400gp]] gp in the desk drawers. They can also uncover the <strong>@UUID[Item.I9X9kCFgQ0LWKs3i]{tax records}</strong> hidden inside a bookshelf if they succeed on an [[/check inv 14]] check.</p><p>The <strong>@UUID[Item.IanRSX7eiKmVVU6a]{deed to the site}</strong> is hidden inside a chest under the cabin.</p><p></p>"},"video":{"controls":true,"volume":0.5},"src":null,"ownership":{"default":-1,"piP3xtfEHOqnxR4X":3},"flags":{},"_stats":{"compendiumSource":null,"duplicateSource":null,"coreVersion":"13.346","systemId":"dnd5e","systemVersion":"4.4.0","createdTime":1750152656990,"modifiedTime":1750174523766,"lastModifiedBy":"piP3xtfEHOqnxR4X","exportSource":null},"category":null},{"sort":968750,"name":"Destroyed Well","type":"map","_id":"vDXAjPoujkjuHYtv","system":{"code":"03"},"title":{"show":true,"level":2},"image":{},"text":{"format":1,"content":"<p>\"This sophisticated machine is broken and inactive, with oil leaking from the soil almost everywhere around it. Nearby, the petrified remains of a large reptile have been preserved within stone to this day.\"<br /></p><p><strong>@UUID[Actor.iTZShToNfNhVHDkZ]{3 Tar Ghasts}</strong> and <strong>@UUID[Actor.a4D4SJB8ruiDQd5V]{3 Crude Ghouls}</strong> leap from the swamp and ambush the adventurers.</p><p>Characters can gather two @UUID[Item.qyxUcC1uJuJ8xYij]{fossil samples} from the fossilized reptilian remains for Nhunni.</p><div class=\"fvtt advice\"><figure class=\"icon\"><img class=\"round\" src=\"icons/vtt-512.png\" /></figure><article><h4>Ghastly Commanders</h4><p>The Tar Ghast is a more intelligent form of undead, which exerts authority over the Crude Ghouls.<br /><br />A Tar Ghast will frequently use their @UUID[Actor.iTZShToNfNhVHDkZ.Item.SVKE6xd69gJjt56K]{Crude Command} to move their Crude Ghoul allies into more advantageous positions. They may also use their @UUID[Actor.iTZShToNfNhVHDkZ.Item.cP8qukyOrOsFS8vj]{Ignite Tar} ability to cause a chain reaction of fire in close range, confident that they can retreat to a safe distance using @UUID[Actor.iTZShToNfNhVHDkZ.Item.j70CU8WY0WKZJTXN]{Slick Delay} if needed.</p></article></div><p></p>"},"video":{"controls":true,"volume":0.5},"src":null,"ownership":{"default":-1,"piP3xtfEHOqnxR4X":3},"flags":{},"_stats":{"compendiumSource":null,"duplicateSource":null,"coreVersion":"13.346","systemId":"dnd5e","systemVersion":"4.4.0","createdTime":1750152827232,"modifiedTime":1750174540828,"lastModifiedBy":"piP3xtfEHOqnxR4X","exportSource":null},"category":null},{"sort":984375,"name":"Incursion","type":"map","_id":"RtTT16C8BQ1HMQHX","system":{"code":"04"},"title":{"show":true,"level":2},"image":{},"text":{"format":1,"content":"<div class=\"fvtt narrative\"><p><em>\"The undead vessels of workers, both old and new, wander aimlessly around a well-preserved fossil. One of the crude ghouls wears a suit, unlike the others in boiler suits\"</em></p></div><p><strong>@UUID[Actor.iTZShToNfNhVHDkZ]{4 Tar Ghasts}</strong> and <strong>@UUID[Actor.a4D4SJB8ruiDQd5V]{2 Crude Ghouls}</strong> have congregated in this area. The ghoul wearing a suit carries the <strong>work permit</strong>.<br /><br />Characters can gather two @UUID[Item.qyxUcC1uJuJ8xYij]{fossil samples} from the fossilized reptilian remains for Nhunni.</p><h1>Voting Result - The Sidequest Society</h1><aside class=\"notable\"><p>The Sidequest Society adventures include a voting feature, where Patrons are able to decide which outcome of each adventure becomes canon.</p><p>This adventure incorporates the voted outcome of <strong>Adventure 1: </strong><em><strong>Two Sides of a Coin</strong></em>. The community voted that <strong>the party sided with Sude the dryad</strong>.</p></aside><p>At the end of the second round of combat, read the following aloud:</p><div class=\"fvtt narrative\"><p><em>\"Without warning, the earth quakes beneath you. Tree roots burst from the soil, intertwining to form hulking root golems, while sprites shimmer into existence with a piercing battle cry.\"</em></p></div><p>@UUID[Actor.HxBD06t6IaOiB5if]{3 Sprites} and @UUID[Actor.QtuF6GJhiqLHiKku]{2 Root Golems} rise out of the swamp and join the fight.</p><ul><li><p><strong>If the characters helped Sude in </strong><em><strong>Two Sides of a Coin</strong></em>, the sprites explain that their mistress sensed their presence in the swamps and sent them to aid in their battle against the encroaching darkness. They side with the adventurers. The surviving sprites and root golems accompany the characters for the remainder of the adventure.</p></li><li><p><strong>If the characters killed Sude in </strong><em><strong>Two Sides of a Coin</strong></em>, the sprites reveal that their mistressâ€™s pact with the night hag ran deeper than anyone foresaw, hinting that the hag somehow brought Sude back and that she now seeks vengeance. The sprites and root golems attack the adventurers.</p></li></ul>"},"video":{"controls":true,"volume":0.5},"src":null,"ownership":{"default":-1,"piP3xtfEHOqnxR4X":3},"flags":{},"_stats":{"compendiumSource":null,"duplicateSource":null,"coreVersion":"13.346","systemId":"dnd5e","systemVersion":"4.4.0","createdTime":1750167146229,"modifiedTime":1750174594153,"lastModifiedBy":"piP3xtfEHOqnxR4X","exportSource":null},"category":null},{"sort":992188,"name":"Sturdy Well","type":"map","_id":"W0tE3NDVB3Ctmk7o","system":{"code":"05"},"title":{"show":true,"level":2},"image":{},"text":{"format":1,"content":"<div class=\"fvtt narrative\"><p><em>\"Dressed in rags and perched atop the intact yet inoperative oil well platform, Wahldynn gazes out over the swamps, watching the undead he created as they loiter in the murky waters and drift around the nearby fossilized reptile rock. Oil leaks from where the machine beneath his feet once pumped the dark liquid.</em></p><p><em>As Wahldynn waves his hands and mutters something unintelligible, a slimy creature formed of oil and ancient bones rises from the swamp, taking shape near the platform. The elf notices your approach and smirks beneath the fossilized reptile skull that serves as his helmet, saying, â€œCome to join the dead in their restlessness, eh?â€</em></p><p><em>You notice he's holding a bronze cube encasing a glass sphere, resembling a miniature version of the puzzle box at the Headquarters.\"</em></p></div><p><br /><strong>@UUID[Actor.MR9fiQff4VEoRZS2]{Wahldynn}</strong> is positioned atop an oil well, which can be reached by climbing 10-foot ladders on each side. At the end of his first turn of combat, he summons a fossil ooze (no action required). Every three turns after the first, he summons another at the end of his turn. He carries a <strong>@UUID[Item.JkIdZ4jVtB66qB7a]{Fossil Skull}</strong> and the <strong>@UUID[Item.ZJNWc2OWAkVc8Y3e]{Puzzle Box Piece of Timeâ€™s Passing}</strong>.</p><p><strong>1 Fossil Ooze</strong>, <strong>@UUID[Actor.iTZShToNfNhVHDkZ]{3 Tar Ghasts}</strong>, and <strong>@UUID[Actor.a4D4SJB8ruiDQd5V]{3 Crude Ghouls}</strong> are gathered around the oil well, and <strong>@UUID[Actor.iTZShToNfNhVHDkZ]{2 Tar Ghasts}</strong> and <strong>@UUID[Actor.a4D4SJB8ruiDQd5V]{2 Crude Ghouls}</strong> stand close to the fossil.</p><p>Once Wahldynn is killed, <strong>@UUID[Item.WoUfsvNt0BX5u3Di]{Yhalbagenâ€™s scroll}</strong> can be cast. The scroll requires an action to cast, and all remaining undead perish 2 turns later. 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Doors and shutters being held open by someone or something aren't affected.</p><p><strong>Beckon Earth.</strong> You create a thin shroud of dust or sand that covers surfaces in a 5-foot-square area, or you cause a single word to appear in your handwriting in a patch of dirt or sand.</p><p><strong>Beckon Fire.</strong> You create a thin cloud of harmless embers and colored, scented smoke in a 5-foot Cube. You choose the color and scent, and the embers can light candles, torches, or lamps in that area. The smoke's scent lingers for 1 minute.</p><p><strong>Beckon Water.</strong> You create a spray of cool mist that lightly dampens creatures and objects in a 5-foot Cube. 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Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several.</p><p><strong>Higher Levels.Â </strong>When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot level above 1st.</p>","chat":""},"source":{"custom":"","book":"","page":"","license":"CC-BY-4.0","rules":"2014","revision":1},"activation":{"type":"action","condition":"","value":1},"duration":{"value":"","units":"inst"},"target":{"affects":{"type":"creature","count":"1","choice":false},"template":{"units":"","contiguous":false}},"range":{"value":"120","units":"ft"},"uses":{"max":"","recovery":[],"spent":0},"level":1,"school":"evo","materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"properties":["vocal","somatic"],"activities":{"dnd5eactivity000":{"_id":"dnd5eactivity000","type":"damage","activation":{"type":"action","value":null,"override":false},"consumption":{"targets":[],"scaling":{"allowed":false,"max":""},"spellSlot":true},"description":{"chatFlavor":""},"duration":{"units":"inst","concentration":false,"override":false},"effects":[],"range":{"override":false},"target":{"prompt":true,"template":{"contiguous":false,"units":"ft"},"affects":{"choice":false},"override":false},"uses":{"spent":0,"max":"","recovery":[]},"damage":{"critical":{"allow":false,"bonus":""},"parts":[{"number":1,"denomination":4,"bonus":"1","types":["force"],"custom":{"enabled":false,"formula":""},"scaling":{"mode":"whole","number":null,"formula":""}}]},"sort":0}},"identifier":"magic-missile"},"sort":0,"flags":{"core":{}},"img":"icons/magic/fire/projectile-meteor-salvo-light-pink.webp","effects":[],"folder":null,"_stats":{"compendiumSource":"Compendium.dnd5e.spells.41JIhpDyM9Anm7cs","duplicateSource":null,"coreVersion":"13.346","systemId":"dnd5e","systemVersion":"4.4.0","createdTime":null,"modifiedTime":null,"lastModifiedBy":null,"exportSource":null}},{"_id":"z1mx84ONwkXKUZd7","name":"Shield","type":"spell","img":"icons/magic/defensive/shield-barrier-glowing-triangle-magenta.webp","system":{"description":{"value":"<p>An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.</p>","chat":""},"source":{"custom":"","book":"","page":"","license":"CC-BY-4.0","rules":"2014","revision":1},"activation":{"type":"reaction","condition":"Which you take when you are hit by an attack or targeted by the magic missile spell","value":1},"duration":{"value":"1","units":"round"},"target":{"affects":{"type":"self","choice":false},"template":{"units":"","contiguous":false}},"range":{"units":"self"},"uses":{"max":"","recovery":[],"spent":0},"level":1,"school":"abj","materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"properties":["vocal","somatic"],"activities":{"dnd5eactivity000":{"_id":"dnd5eactivity000","type":"utility","activation":{"type":"action","value":null,"override":false},"consumption":{"targets":[],"scaling":{"allowed":false,"max":""},"spellSlot":true},"description":{"chatFlavor":""},"duration":{"units":"inst","concentration":false,"override":false},"effects":[{"_id":"6pbotGIvqQkraPva"}],"range":{"override":false},"target":{"prompt":true,"template":{"contiguous":false,"units":"ft"},"affects":{"choice":false},"override":false},"uses":{"spent":0,"max":"","recovery":[]},"roll":{"formula":"","name":"","prompt":false,"visible":false},"sort":0}},"identifier":"shield"},"effects":[{"_id":"6pbotGIvqQkraPva","flags":{},"changes":[{"key":"system.attributes.ac.bonus","value":"5","mode":2,"priority":null}],"disabled":true,"duration":{"startTime":null,"rounds":1,"seconds":null,"combat":null,"turns":null,"startRound":null,"startTurn":null},"origin":"Item.FlLKKv7bQBlIAs11","tint":"#ffffff","transfer":false,"name":"Shield","description":"","statuses":[],"_stats":{"compendiumSource":null,"duplicateSource":null,"coreVersion":"13.346","systemId":"dnd5e","systemVersion":"4.4.0","createdTime":null,"modifiedTime":null,"lastModifiedBy":null,"exportSource":null},"img":"icons/magic/defensive/shield-barrier-glowing-triangle-magenta.webp","type":"base","system":{},"sort":0}],"folder":null,"sort":0,"ownership":{"default":0},"flags":{"core":{}},"_stats":{"compendiumSource":"Compendium.dnd5e.spells.z1mx84ONwkXKUZd7","duplicateSource":null,"coreVersion":"13.346","systemId":"dnd5e","systemVersion":"4.4.0","createdTime":null,"modifiedTime":null,"lastModifiedBy":null,"exportSource":null}},{"_id":"wqfAVANuQonNBgnL","name":"Misty Step","ownership":{"default":0},"type":"spell","system":{"description":{"value":"<p>Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.</p>","chat":""},"source":{"custom":"","book":"","page":"","license":"CC-BY-4.0","rules":"2014","revision":1},"activation":{"type":"bonus","condition":"","value":1},"duration":{"value":"","units":"inst"},"target":{"affects":{"type":"space","count":"30","choice":false},"template":{"units":"ft","contiguous":false}},"range":{"units":"self"},"uses":{"max":"","recovery":[],"spent":0},"level":2,"school":"con","materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"properties":["vocal"],"activities":{"dnd5eactivity000":{"_id":"dnd5eactivity000","type":"utility","activation":{"type":"action","value":null,"override":false},"consumption":{"targets":[],"scaling":{"allowed":false,"max":""},"spellSlot":true},"description":{"chatFlavor":""},"duration":{"units":"inst","concentration":false,"override":false},"effects":[],"range":{"override":false},"target":{"prompt":true,"template":{"contiguous":false,"units":"ft"},"affects":{"choice":false},"override":false},"uses":{"spent":0,"max":"","recovery":[]},"roll":{"formula":"","name":"","prompt":false,"visible":false},"sort":0}},"identifier":"misty-step"},"sort":0,"flags":{"core":{}},"img":"icons/magic/control/debuff-energy-snare-brown.webp","effects":[],"folder":null,"_stats":{"compendiumSource":"Compendium.dnd5e.spells.wqfAVANuQonNBgnL","duplicateSource":null,"coreVersion":"13.346","systemId":"dnd5e","systemVersion":"4.4.0","createdTime":null,"modifiedTime":null,"lastModifiedBy":null,"exportSource":null}},{"_id":"zMAWdyc8UVb37BK4","name":"Suggestion","ownership":{"default":0},"type":"spell","system":{"description":{"value":"<p>You suggest a course of activity (limited to a sentence or two) and magically influence a creature you can see within range that can hear and understand you. Creatures that can't be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the spell.</p><p>The target must make a Wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do.</p><p>You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a knight give her warhorse to the first beggar she meets. 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If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a success, the creature's spell fails and has no effect.</p><p><strong>Higher Levels.Â </strong>When you cast this spell using a spell slot of 4th level or higher, the interrupted spell has no effect if its level is less than or equal to the level of the spell slot you used.</p>","chat":""},"source":{"custom":"","book":"","page":"","license":"CC-BY-4.0","rules":"2014","revision":1},"activation":{"type":"reaction","condition":"which you take when you see a creature within 60 feet of you casting a spell","value":1},"duration":{"value":"","units":"inst"},"target":{"affects":{"type":"creature","count":"1","choice":false},"template":{"units":"","contiguous":false}},"range":{"value":"60","units":"ft"},"uses":{"max":"","recovery":[],"spent":0},"level":3,"school":"abj","materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"properties":["somatic"],"activities":{"dnd5eactivity000":{"_id":"dnd5eactivity000","type":"utility","activation":{"type":"action","value":null,"override":false},"consumption":{"targets":[],"scaling":{"allowed":false,"max":""},"spellSlot":true},"description":{"chatFlavor":""},"duration":{"units":"inst","concentration":false,"override":false},"effects":[],"range":{"override":false},"target":{"prompt":true,"template":{"contiguous":false,"units":"ft"},"affects":{"choice":false},"override":false},"uses":{"spent":0,"max":"","recovery":[]},"roll":{"formula":"1d20 + @mod","name":"","prompt":false,"visible":false},"sort":0}},"identifier":"counterspell"},"sort":0,"flags":{"core":{}},"img":"icons/skills/melee/strike-blade-hooked-orange-blue.webp","effects":[],"folder":null,"_stats":{"compendiumSource":"Compendium.dnd5e.spells.Ek45cBpVXvJdv1Qy","duplicateSource":null,"coreVersion":"13.346","systemId":"dnd5e","systemVersion":"4.4.0","createdTime":null,"modifiedTime":null,"lastModifiedBy":null,"exportSource":null}},{"_id":"ztgcdrWPshKRpFd0","name":"Fireball","ownership":{"default":0},"type":"spell","system":{"description":{"value":"<p>A bright streak flashes from your pointing finger to a point you choose within range and then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one.</p><p>The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried.</p><p><strong>Higher Levels.</strong> When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.</p>","chat":""},"source":{"custom":"","book":"","page":"","license":"CC-BY-4.0","rules":"2014","revision":1},"activation":{"type":"action","condition":"","value":1},"duration":{"value":"","units":"inst"},"target":{"affects":{"choice":false},"template":{"units":"ft","type":"sphere","size":"20","contiguous":false}},"range":{"value":"150","units":"ft"},"uses":{"max":"","recovery":[],"spent":0},"level":3,"school":"evo","materials":{"value":"A tiny ball of bat guano and sulfur","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"properties":["vocal","somatic","material"],"activities":{"dnd5eactivity000":{"_id":"dnd5eactivity000","type":"save","activation":{"type":"action","value":null,"override":false},"consumption":{"targets":[],"scaling":{"allowed":false,"max":""},"spellSlot":true},"description":{"chatFlavor":""},"duration":{"units":"inst","concentration":false,"override":false},"effects":[],"range":{"override":false},"target":{"prompt":true,"template":{"contiguous":false,"units":"ft"},"affects":{"choice":false},"override":false},"uses":{"spent":0,"max":"","recovery":[]},"damage":{"onSave":"half","parts":[{"number":8,"denomination":6,"bonus":"","types":["fire"],"custom":{"enabled":false,"formula":""},"scaling":{"mode":"whole","number":1,"formula":""}}]},"save":{"ability":["dex"],"dc":{"calculation":"spellcasting","formula":"14"}},"sort":0}},"identifier":"fireball"},"sort":0,"flags":{"core":{}},"img":"icons/magic/fire/projectile-fireball-smoke-large-orange.webp","effects":[],"folder":null,"_stats":{"compendiumSource":"Compendium.dnd5e.spells.ztgcdrWPshKRpFd0","duplicateSource":null,"coreVersion":"13.346","systemId":"dnd5e","systemVersion":"4.4.0","createdTime":null,"modifiedTime":null,"lastModifiedBy":null,"exportSource":null}},{"_id":"yfbK8gZqESlaoY5t","name":"Fly","ownership":{"default":0},"type":"spell","system":{"description":{"value":"<p>You touch a willing creature. 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Attunement by a Cleric or Paladin)</em></p><p>This talisman is a mighty symbol of goodness. A Fiend or an Undead that touches the talisman takes 8d6 Radiant damage and takes the damage again each time it ends its turn holding or carrying the talisman.</p><p><em><strong>Holy Symbol.</strong></em> You can use the talisman as a Holy Symbol. You gain a +2 bonus to spell attack rolls while you wear or hold it.</p><p><em><strong>Pure Rebuke.</strong></em> The talisman has 7 charges. While wearing or holding the talisman, you can take a Magic action to expend 1 charge and target one creature you can see on the ground within 120 feet of yourself. A flaming fissure opens under the target, and the target makes a DC 20 Dexterity saving throw. If the target is a Fiend or an Undead, it has Disadvantage on the save. On a failed save, the target falls into the fissure and is destroyed, leaving no remains. On a successful save, the target isn't cast into the fissure but takes 4d6 Psychic damage from the ordeal. In either case, the fissure then closes, leaving no trace of its existence. When you expend the last charge, the talisman disperses into motes of golden light and is destroyed.</p>","chat":""},"identifier":"talisman-of-pure-good","source":{"revision":1,"rules":"2024","book":"SRD 5.2","license":"CC-BY-4.0"},"identified":true,"unidentified":{"description":""},"container":null,"quantity":1,"weight":{"value":0,"units":"lb"},"price":{"value":200000,"denomination":"gp"},"rarity":"legendary","attunement":"required","attuned":false,"equipped":false,"armor":{"value":null,"magicalBonus":null,"dex":null},"cover":null,"crewed":false,"hp":{"value":null,"max":null,"dt":null,"conditions":""},"type":{"value":"wondrous","baseItem":""},"properties":["mgc"],"strength":null,"proficient":null},"effects":[{"name":"Holy Symbol","img":"icons/equipment/neck/amulet-geometric-blue-yellow.webp","_id":"GokN8sbCQOAIBrCV","type":"base","system":{},"changes":[{"key":"system.bonuses.msak.attack","mode":2,"value":"2","priority":null},{"key":"system.bonuses.rsak.attack","mode":2,"value":"2","priority":null}],"disabled":false,"duration":{"startTime":null,"seconds":null,"combat":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"description":"","origin":"Compendium.dnd5e.equipment24.Item.dmgTalismanOfPur","tint":"#ffffff","transfer":true,"statuses":[],"sort":0,"flags":{},"_stats":{"compendiumSource":"Compendium.dnd5e.equipment24.Item.dmgTalismanOfUlt.ActiveEffect.tBqJ9VbBK1VpE2JD","duplicateSource":null,"coreVersion":"13.346","systemId":"dnd5e","systemVersion":"4.4.0","createdTime":null,"modifiedTime":null,"lastModifiedBy":null,"exportSource":null}}],"flags":{"dnd5e":{"riders":{"activity":[],"effect":[]}},"scene-packer":{"hash":"614cd7c3cfBàùa2eb16e6428151fc6b97e73e877d1f"}},"_stats":{"duplicateSource":null,"compendiumSource":"Compendium.dnd5e.equipment24.Item.dmgTalismanOfPur","coreVersion":"13.346","systemId":"dnd5e","systemVersion":"4.4.0","createdTime":1753662008239,"modifiedTime":1753690846041,"lastModifiedBy":"piP3xtfEHOqnxR4X","exportSource":null},"sort":1100000,"ownership":{"default":0,"piP3xtfEHOqnxR4X":3}},{"_id":"qjEMTct63pEVkvFu","name":"Talisman of Ultimate Evil","type":"equipment","folder":"M4ei7fIqmV3bELQ1","img":"icons/magic/death/skull-horned-goat-pentagram-red.webp","system":{"activities":{"GolBxKiL91yY3U4G":{"type":"damage","name":"Non-Fiend or Undead Damage","_id":"GolBxKiL91yY3U4G","sort":0,"activation":{"type":"","value":null,"override":false,"condition":""},"consumption":{"scaling":{"allowed":false},"spellSlot":true,"targets":[]},"description":{"chatFlavor":""},"duration":{"units":"inst","concentration":false,"override":false},"effects":[],"range":{"override":false,"units":"touch","special":""},"target":{"template":{"contiguous":false,"units":"ft","type":""},"affects":{"choice":false,"count":"1","type":"creature","special":""},"override":false,"prompt":true},"uses":{"spent":0,"recovery":[],"max":""},"damage":{"critical":{"allow":false},"parts":[{"custom":{"enabled":false,"formula":""},"number":8,"denomination":6,"bonus":"","types":["necrotic"],"scaling":{"number":1}}]}},"zknPGzuSFtET9BIe":{"type":"save","name":"Ultimate End","_id":"zknPGzuSFtET9BIe","sort":-100000,"activation":{"type":"action","value":null,"override":false,"condition":""},"consumption":{"scaling":{"allowed":false},"spellSlot":true,"targets":[{"type":"itemUses","value":"1","target":"","scaling":{}}]},"description":{"chatFlavor":""},"duration":{"units":"inst","concentration":false,"override":false},"effects":[],"range":{"override":false,"units":"ft","special":"you can see","value":"120"},"target":{"template":{"contiguous":false,"units":"ft","type":""},"affects":{"choice":false,"count":"1","type":"creature","special":""},"override":false,"prompt":true},"uses":{"spent":0,"recovery":[],"max":""},"damage":{"parts":[{"custom":{"enabled":false,"formula":""},"number":4,"denomination":6,"bonus":"","types":["psychic"],"scaling":{"number":1}}],"onSave":"full"},"save":{"ability":["dex"],"dc":{"calculation":"","formula":"20"}}}},"uses":{"spent":0,"recovery":[],"max":"6"},"description":{"value":"<p><em>Wondrous Item, Legendary (Requires Attunement)</em></p><p>This item symbolizes unrepentant evil. A creature that isn't a Fiend or an Undead that touches the talisman takes 8d6 Necrotic damage and takes the damage again each time it ends its turn holding or carrying the talisman.</p><p><em><strong>Holy Symbol.</strong></em> You can use the talisman as a Holy Symbol. You gain a +2 bonus to spell attack rolls while you wear or hold it.</p><p><em><strong>Ultimate End.</strong></em> The talisman has 6 charges. While wearing or holding the talisman, you can take a Magic action to expend 1 charge and target one creature you can see on the ground within 120 feet of yourself. A flaming fissure opens under the target, and the target makes a DC 20 Dexterity saving throw. If the target is a Celestial, it has Disadvantage on the save. On a failed save, the target falls into the fissure and is destroyed, leaving no remains. On a successful save, the target isn't cast into the fissure but takes 4d6 Psychic damage from the ordeal. In either case, the fissure then closes, leaving no trace of its existence. When you expend the last charge, the talisman dissolves into foul-smelling slime and is destroyed.</p>","chat":""},"identifier":"talisman-of-ultimate-evil","source":{"revision":1,"rules":"2024","book":"SRD 5.2","license":"CC-BY-4.0"},"identified":true,"unidentified":{"description":""},"container":null,"quantity":1,"weight":{"value":0,"units":"lb"},"price":{"value":200000,"denomination":"gp"},"rarity":"legendary","attunement":"required","attuned":false,"equipped":false,"armor":{"value":null,"magicalBonus":null,"dex":null},"cover":null,"crewed":false,"hp":{"value":null,"max":null,"dt":null,"conditions":""},"type":{"value":"wondrous","baseItem":""},"properties":["foc","mgc"],"strength":null,"proficient":null},"effects":[{"name":"Holy Symbol","img":"icons/magic/death/skull-horned-goat-pentagram-red.webp","_id":"tBqJ9VbBK1VpE2JD","type":"base","system":{},"changes":[{"key":"system.bonuses.msak.attack","mode":2,"value":"2","priority":null},{"key":"system.bonuses.rsak.attack","mode":2,"value":"2","priority":null}],"disabled":false,"duration":{"startTime":null,"seconds":null,"combat":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"description":"","origin":null,"tint":"#ffffff","transfer":true,"statuses":[],"sort":0,"flags":{},"_stats":{"compendiumSource":null,"duplicateSource":null,"coreVersion":"13.346","systemId":"dnd5e","systemVersion":"4.4.0","createdTime":null,"modifiedTime":null,"lastModifiedBy":null,"exportSource":null}}],"flags":{"dnd5e":{"riders":{"activity":[],"effect":[]}},"scene-packer":{"hash":"8441eb0755198ee3a3dd5836e429a47428607fa7"}},"_stats":{"duplicateSource":null,"compendiumSource":"Compendium.dnd5e.equipment24.Item.dmgTalismanOfUlt","coreVersion":"13.346","systemId":"dnd5e","systemVersion":"4.4.0","createdTime":1753662011226,"modifiedTime":1753690846041,"lastModifiedBy":"piP3xtfEHOqnxR4X","exportSource":null},"sort":1200000,"ownership":{"default":0,"piP3xtfEHOqnxR4X":3}},{"folder":"M4ei7fIqmV3bELQ1","name":"Triple Keychain","type":"loot","_id":"7VDSxF07UVsiTppJ","img":"icons/sundries/misc/key-steel-grey.webp","system":{"description":{"value":"<p>A ring with 3 keys found in The Cauldron.</p>","chat":""},"identifier":"new-item","source":{"revision":1,"rules":"2024"},"identified":true,"unidentified":{"description":""},"container":null,"quantity":1,"weight":{"value":0,"units":"lb"},"price":{"value":0,"denomination":"gp"},"rarity":"","properties":[],"type":{"value":"","subtype":""}},"effects":[],"sort":900000,"ownership":{"default":0,"piP3xtfEHOqnxR4X":3},"flags":{"scene-packer":{"hash":"42fe1d8d6ad23b3fecaf9dc762f0298fa2f2fb50"}},"_stats":{"compendiumSource":null,"duplicateSource":null,"coreVersion":"13.346","systemId":"dnd5e","systemVersion":"4.4.0","createdTime":1753661761603,"modifiedTime":1753690846041,"lastModifiedBy":"piP3xtfEHOqnxR4X","exportSource":null}}],"journal":[{"folder":"UvvnDLK6QomP1zGX","name":"Fire in the Hall","pages":[{"sort":100000,"name":"Introduction","type":"text","_id":"YYoRADW1ZCGg6VJ4","system":{},"title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"<p><em>Fire in the Hall</em> is a fifth-edition adventure for <strong>three to five characters of 10th to 12th level</strong> and is optimized for <strong>four characters with an average party level (APL) of 11</strong>.</p><aside class=\"notable\"><p><em>A group of travelers journeying with a caravan through dwarven mountains are captured by a cult known as the Searing Souls. As the escapees contact the Society to seek aid in rescuing their kin, the adventurers must prepare for the worst and decide whether they intend to profit from the outcome.</em></p></aside><h2>Background</h2><p>Society Member Thraij received word of a group of escapees from a caravan attack that took place in the Desolate Mountains. They now seek the help of adventurers to rescue their loved ones. The survivors know little about how or why the attack occurred, as the dwarf assailants stole nothing of value and only kidnapped several travelers without demanding any ransom. What they do know for certain, however, is that the kidnappers made their way to the Cauldron.</p><p>After some investigation, Thraij uncovers intel suggesting that the Searing Souls, a rogue faction in the mountains that once served the Firelord, now seek to overthrow him and bring Incendiar, Lord of the Fire Giants, to power.</p><h2>Adventure Summary</h2><p>The adventurers arrive in a rocky hall and confront several embersworn acolytes before making their way to a series of freestanding prisons, where they encounter Dehowha. After crossing the river of lava, they open the sealed door either by setting fire to the statues, bribing the efreeti guard, or killing him. Beyond the door, Khatpakul the Flame Father animates a massive furnace by feeding it the souls of innocent travelers.</p><p>In the end, the adventurers face a grim choice: set the trapped souls free or consume them for power.</p>"},"video":{"controls":true,"volume":0.5},"src":null,"ownership":{"default":-1,"piP3xtfEHOqnxR4X":3},"flags":{},"_stats":{"compendiumSource":null,"duplicateSource":null,"coreVersion":"13.346","systemId":"dnd5e","systemVersion":"4.4.0","createdTime":null,"modifiedTime":1753563538238,"lastModifiedBy":"piP3xtfEHOqnxR4X","exportSource":null},"category":null},{"sort":200000,"name":"Adventure Hooks","type":"text","_id":"iEUaaNDaJ6cEiiWP","system":{},"title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"<p>The Sidequest Society calling card presents the following riddle to begin this quest:</p><div class=\"fvtt narrative\"><p><em>To oppose the Firelordâ€™s might,</em></p><p><em>One shall rise, a blazing light.</em></p><p><em>To grant the flame of giants reign,</em></p><p><em>He'll feast on souls, their cries in vain.</em></p></div><p>Click the @sqs-card[To oppose the Firelordâ€™s might,&lt;br&gt; One shall rise, a blazing light.&lt;br&gt; To grant the flame of giants reign,&lt;br&gt; He'll feast on souls, their cries in vain.] to show the interactive calling card.</p><p>The following are suggested hooks for the Sidequest Society recruiting your party to this task.</p><h2>Seismic Study</h2><p>Society member Thraij believes the Searing Souls are responsible for the increase in volcanic activity. He offers [[/award 900gp]] gp and a @UUID[Item.Y5Z2OyukhJQd1Wiq]{Spell Scroll: Resurrection} to the adventurers in return for any records of the Searing Souls' activities that prove their goals and actions.</p><h2>Caravan Calamity</h2><p>The caravan escapees offer [[/award 2000gp]] gp to the adventurers in return for the safe return of their relatives.</p>"},"video":{"controls":true,"volume":0.5},"src":null,"ownership":{"default":-1,"piP3xtfEHOqnxR4X":3},"flags":{},"_stats":{"compendiumSource":null,"duplicateSource":null,"coreVersion":"13.346","systemId":"dnd5e","systemVersion":"4.4.0","createdTime":null,"modifiedTime":1753690979873,"lastModifiedBy":"piP3xtfEHOqnxR4X","exportSource":null},"category":null},{"sort":300000,"name":"Important Characters","type":"text","_id":"24qjrt8WTllibthu","system":{},"title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"<p>The following characters are introduced in this Sidequest Society adventure:</p><ul><li><p>@UUID[.zC0tjXCDaGwXAUCd]{Khatpakul}</p></li><li><p>@UUID[.9M4Sgz9TwLyfwlcC]{Bhasjal}</p></li><li><p>@UUID[.3yNAQaysBdvqi2Wl]{Infurnace}</p><p></p></li></ul>"},"video":{"controls":true,"volume":0.5},"src":null,"ownership":{"default":-1,"piP3xtfEHOqnxR4X":3},"flags":{},"_stats":{"compendiumSource":null,"duplicateSource":null,"coreVersion":"13.346","systemId":"dnd5e","systemVersion":"4.4.0","createdTime":null,"modifiedTime":1753644369355,"lastModifiedBy":"piP3xtfEHOqnxR4X","exportSource":null},"category":null},{"sort":1200000,"name":"Credits","type":"text","_id":"8dqO9blFjlmnoxrI","system":{},"title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"<ul><li><p><strong>Created and published</strong> by <a href=\"https://theripper93.com/\">TheRIpper93</a></p></li><li><p><strong>Maps</strong> - <a href=\"https://themad.network/\">The MAD Cartographer</a></p></li><li><p><strong>Monster and NPC art</strong> - <a href=\"https://www.artstation.com/betolima\">Beto Lima</a></p></li><li><p><strong>Writing</strong> - Ali Benice at <a href=\"https://themad.network/\">The MAD Network</a></p></li><li><p><strong>Editing</strong> - Jessic Gombart</p></li><li><p><strong>Project Manager</strong> - Harrison at <a href=\"https://themad.network/\">The MAD Network</a></p></li><li><p><strong>Sounds</strong> by <a href=\"https://michaelghelfistudios.com/\">Michael Ghelfi Studios</a></p><ul><li><p>Torch Burning Loop</p></li><li><p>Lava Pit</p></li><li><p>Go To Hell</p></li></ul></li></ul><p></p><p></p>"},"video":{"controls":true,"volume":0.5},"src":null,"ownership":{"default":-1,"piP3xtfEHOqnxR4X":3},"flags":{},"_stats":{"compendiumSource":"JournalEntry.Zj35hcN9sVPf1VyU.JournalEntryPage.8dqO9blFjlmnoxrI","duplicateSource":null,"coreVersion":"13.346","systemId":"dnd5e","systemVersion":"4.4.0","createdTime":null,"modifiedTime":1753693232513,"lastModifiedBy":"piP3xtfEHOqnxR4X","exportSource":null},"category":null},{"sort":600000,"name":"The Desolate Mountains","type":"text","_id":"Fq0Kjuho4xadi13D","system":{},"title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"<p>The rocky landscape offers little to surface-dwellers, as an ever-present layer of ash, cast by the mostly dormant volcano, chokes the mountains. As a result, aside from the occasional passing caravan, the region is inhabited solely by dwarven tribes who dwell beneath the earth, thriving in the lavaâ€™s heat and perfectly adapted to life underground.</p>"},"video":{"controls":true,"volume":0.5},"src":null,"ownership":{"default":-1,"piP3xtfEHOqnxR4X":3},"flags":{},"_stats":{"compendiumSource":null,"duplicateSource":null,"coreVersion":"13.346","systemId":"dnd5e","systemVersion":"4.4.0","createdTime":null,"modifiedTime":1753572246503,"lastModifiedBy":"piP3xtfEHOqnxR4X","exportSource":null},"category":null},{"sort":1000000,"name":"Conclusion","type":"text","_id":"lvupy1wufe3pSgU5","system":{},"title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"<p>The following may be outcomes of the adventure.</p><h2>Souls Set Free</h2><p>If the adventurers deliver the crystal to Qadhmog, he purifies it at a pedestal in the Headquarters Shrine, releasing the souls within and allowing them to pass on to their designated planes. He and Nhunni then reshape the crystalâ€™s remains to craft a @UUID[Item.hMEIHhBdEkegxXVD]{Talisman of Pure Good} for the adventurers.</p><p>Despite the charactersâ€™ failure to save their kin, the surviving members of the caravan offer them half of the promised reward (see Compensation), believing their loved ones are now at peace.</p><h2>Souls Consumed</h2><p>If the adventurers deliver the crystal to Jhune, she consumes the souls within to reshape it into a dark soul gem, ultimately crafting a @UUID[Item.qjEMTct63pEVkvFu]{Talisman of Ultimate Evil} for the adventurers. The trapped spirits are unmade, erased from existence as if they never had been.</p><p>Mourning their fallen kin, the surviving members of the caravan curse the Societyâ€™s name and swear vengeance, convinced their loved ones are forever damned because of them.</p><h2>Additional Rewards</h2><ul><li><p>If the adventurers deliver the @UUID[Item.xY4jIYlHNL5QDhc7]{records} of the Searing Soulsâ€™ activities to Thraij, she offers them the reward she promised (see Compensation), saying sheâ€™ll confer with the regional authorities.</p></li><li><p>If characters deliver the @UUID[Item.QK09IdD6UUx8vim3]{pricey wine} to Salathael, he declares it his favorite vintage and stores the bottle in the Headquarters Winery, rewarding the adventurers with [[/award 300gp]] gp, but not even a sip.</p></li></ul><p></p><p></p><p></p>"},"video":{"controls":true,"volume":0.5},"src":null,"ownership":{"default":-1,"piP3xtfEHOqnxR4X":3},"flags":{},"_stats":{"compendiumSource":null,"duplicateSource":null,"coreVersion":"13.346","systemId":"dnd5e","systemVersion":"4.4.0","createdTime":null,"modifiedTime":1753690722418,"lastModifiedBy":"piP3xtfEHOqnxR4X","exportSource":null},"category":null},{"sort":1100000,"name":"Appendix","type":"text","_id":"fruA342e11PowOOn","system":{},"title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"<h2>Magic Items</h2><h3>@UUID[Item.CMCxah0HDiR9WSZF]{Searing Gauntlets}</h3><p>@Embed[Item.CMCxah0HDiR9WSZF]{Searing Gauntlets}</p><h3>@UUID[Item.hMEIHhBdEkegxXVD]{Talisman of Pure Good}</h3><p>@Embed[Item.hMEIHhBdEkegxXVD]{Talisman of Pure Good}</p><h3>@UUID[Item.qjEMTct63pEVkvFu]{Talisman of Ultimate Evil}</h3><p>@Embed[Item.qjEMTct63pEVkvFu]{Talisman of Ultimate Evil}</p><h3>@UUID[Item.ooKwp0CjKRMVmHQp]{Dagger of Fulfillment}</h3><p>@Embed[Item.ooKwp0CjKRMVmHQp]{Dagger of Fulfillment +1}</p><h2>Monsters</h2><h3>@UUID[Actor.deetpVhnkptqAUKA]{Infurnace}</h3><p>@Embed[.3yNAQaysBdvqi2Wl]{Infurnace}</p><h3>@UUID[Actor.SNnAbaBgE7KS4sPm]{Charred Corpse}</h3><p>These risen bodies of innocents were cremated alive, their souls offered to fiery deities. They stand engulfed in second and third-degree burns from head to toe. Still ablaze, they return as the undead, their charred flesh smoldering with unholy purpose. Successful unarmed strikes they make deal an extra [[/damage 1d6 fire]] damage.</p><p></p><p></p>"},"video":{"controls":true,"volume":0.5},"src":null,"ownership":{"default":-1,"piP3xtfEHOqnxR4X":3},"flags":{},"_stats":{"compendiumSource":null,"duplicateSource":null,"coreVersion":"13.346","systemId":"dnd5e","systemVersion":"4.4.0","createdTime":null,"modifiedTime":1753691518346,"lastModifiedBy":"piP3xtfEHOqnxR4X","exportSource":null},"category":null},{"sort":400000,"name":"Khatpakul","type":"text","_id":"zC0tjXCDaGwXAUCd","system":{},"title":{"show":true,"level":2},"image":{},"text":{"format":1,"content":"<p><strong>@UUID[Actor.ZPE4jh2jMSQwWEgI]{(Chaotic Evil, Azer Duke)}</strong></p><p>Despite his small stature, Khatpakul, the leader of the Searing Souls, feels an unnatural kinship with fire giants and is devoted to overthrowing the Firelord, seeking to elevate Incendiar as the primary deity of fire. Some dwarves from the Desolate Mountains, ignorant of what an azer is, believe he is a dwarf blessed by Incendiarâ€™s flames and regard him as a divine omen.</p>"},"video":{"controls":true,"volume":0.5},"src":null,"ownership":{"default":-1,"piP3xtfEHOqnxR4X":3},"flags":{},"_stats":{"compendiumSource":null,"duplicateSource":null,"coreVersion":"13.346","systemId":"dnd5e","systemVersion":"4.4.0","createdTime":null,"modifiedTime":1753661548968,"lastModifiedBy":"piP3xtfEHOqnxR4X","exportSource":null},"category":null},{"sort":750000,"name":"The Cauldron","type":"text","system":{},"title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"<p>One of the volcanic mountains has recently become active, causing an increase in the ash throughout the area and making surface life harder than ever. The local dwarves, wise enough to keep away from the mountain and its cave, which they now call the Cauldron, believe something sinister is happening there. Theyâ€™ve seen their robed brethren coming and going frequently, whispering the name â€œFlame Father.â€</p><h2>General Features</h2><p>These general features are prominent throughout Cauldron unless otherwise noted in the area descriptions.</p><p><em><strong>Ceilings, Floors, and Walls</strong></em>. Jagged, natural rock formations protrude from the surfaces of the cave within the recently awakened volcano.</p><p><em><strong>Doors</strong></em>. The only door within the site is in area 5, which is metal and bears engravings of sacred texts praising the Firelord. To proceed, the adventurers must light the three braziers held by the statues scattered throughout the cave system.</p><p><em><strong>Lights</strong></em>. Flickering braziers and the molten glow of lava pools illuminate the site with bright light.</p><p><em><strong>Climate</strong></em>. Naturally formed within a volcano, the entire cave system is hot and arid.</p><p><em><strong>Lava River</strong></em>. A river of lava cuts through the heart of the cave system, dividing it into two sections.</p>"},"video":{"controls":true,"volume":0.5},"src":null,"ownership":{"default":-1,"piP3xtfEHOqnxR4X":3},"flags":{},"_stats":{"compendiumSource":null,"duplicateSource":"JournalEntry.8k6a9lHz1AgRGeEs.JournalEntryPage.Dzsg0FYNIklSablJ","coreVersion":"13.346","systemId":"dnd5e","systemVersion":"4.4.0","createdTime":null,"modifiedTime":1753572302806,"lastModifiedBy":"piP3xtfEHOqnxR4X","exportSource":null},"_id":"0PaUiu0RQnYNMJ6R","category":null},{"sort":400000,"name":"Bhasjal","type":"text","system":{},"title":{"show":true,"level":2},"image":{},"text":{"format":1,"content":"<p><strong>@UUID[Actor.dNVvsNJ5FdGnszOb]{(Chaotic Evil, Azer Duke)}<br /></strong>Summoned and bound by Khatpakul the Flame Father to guard the metal gates leading into the Cauldronâ€™s depths, this efreeti is compelled to serve the Searing Souls, despite the deep hatred he harbors for them.</p><p>Â </p>"},"video":{"controls":true,"volume":0.5},"src":null,"ownership":{"default":-1,"piP3xtfEHOqnxR4X":3},"flags":{"core":{"sheetClass":""}},"_stats":{"compendiumSource":"JournalEntry.UaeB6dewKjep7XWn.JournalEntryPage.zC0tjXCDaGwXAUCd","duplicateSource":"JournalEntry.UaeB6dewKjep7XWn.JournalEntryPage.zC0tjXCDaGwXAUCd","coreVersion":"13.346","systemId":"dnd5e","systemVersion":"4.4.0","createdTime":null,"modifiedTime":1753661558247,"lastModifiedBy":"piP3xtfEHOqnxR4X","exportSource":null},"_id":"9M4Sgz9TwLyfwlcC","category":null},{"sort":875000,"name":"Entrance","type":"map","_id":"UgZ1o8ejdGJCNcTa","system":{"code":"01"},"title":{"show":true,"level":2},"image":{},"text":{"format":1,"content":"<div class=\"fvtt narrative\"><p><em>\"The portal drops you on a red carpet dotted with small black spotsâ€”marks left by sparks from the fiery pedestal at the center of a cavernous, rocky hall. Urns and benches line the sides, and two fire-touched statues stand nearby, each holding an unlit brazier. A corridor stretches forward, winding between pools of lava.</em></p><p><em>Your arrival draws the attention of robed dwarves gathered around the pedestal, deep in prayer. They pause their chanting and glare at you.\"</em></p></div><p>3 @UUID[Actor.zNuJKvzL0yru5o7E]{Searing Soldiers} and 4 @UUID[Actor.SiV5mBWIhgk1caB6]{Embersworn Acolytes} around the pedestal immediately notice the adventurers and cease praying to attack them.</p><p>A @UUID[Item.W3Q11XSmGuXc1pfh]{journal} atop one of the benches mentions an efreeti named <em>Bhasjal</em>, who was captured by someone called the â€œFlame Fatherâ€ to serve as a â€œguard dog.â€ The notes suggest that the efreeti has a fondness for diamonds. Characters can find a burning torch and a hooked rope on the pedestal, which they can use to cross the river. There is also an unlit torch resting on one of the benches.</p><p>Two of the statues that must be set ablaze to open the door in @UUID[.W0tE3NDVB3Ctmk7o]{area 5} are here.</p><p></p>"},"video":{"controls":true,"volume":0.5},"src":null,"ownership":{"default":-1,"piP3xtfEHOqnxR4X":3},"flags":{},"_stats":{"compendiumSource":"JournalEntry.8QWildpfWdmhjzIv.JournalEntryPage.UgZ1o8ejdGJCNcTa","duplicateSource":null,"coreVersion":"13.346","systemId":"dnd5e","systemVersion":"4.4.0","createdTime":null,"modifiedTime":1753661713439,"lastModifiedBy":"piP3xtfEHOqnxR4X","exportSource":null},"category":null},{"sort":937500,"name":"Intorsion","type":"map","_id":"5fwYuHhQai3ADHdp","system":{"code":"02"},"title":{"show":true,"level":2},"image":{},"text":{"format":1,"content":"<div class=\"fvtt narrative\"><p><em>\"The corridor curves like a snake, making a U-turn. Another fire-touched statue holding a brazier stands tall between two well-maintained but empty prison cells. Six dwarves fastidiously clean the statue and prisons.\"</em></p></div><p>6 @UUID[Actor.SiV5mBWIhgk1caB6]{Embersworn Acolytes} are at work here, cleaning the statue and the cells. They attack the adventurers when they notice them..</p><p>One of the statues that must be set ablaze to open the door in@UUID[.W0tE3NDVB3Ctmk7o]{ area 5} is here.</p><p></p><p></p>"},"video":{"controls":true,"volume":0.5},"src":null,"ownership":{"default":-1,"piP3xtfEHOqnxR4X":3},"flags":{},"_stats":{"compendiumSource":"JournalEntry.8QWildpfWdmhjzIv.JournalEntryPage.5fwYuHhQai3ADHdp","duplicateSource":null,"coreVersion":"13.346","systemId":"dnd5e","systemVersion":"4.4.0","createdTime":null,"modifiedTime":1753657750873,"lastModifiedBy":"piP3xtfEHOqnxR4X","exportSource":null},"category":null},{"sort":968750,"name":"Prison","type":"map","_id":"vDXAjPoujkjuHYtv","system":{"code":"03"},"title":{"show":true,"level":2},"image":{},"text":{"format":1,"content":"<div class=\"fvtt narrative\"><p><em>\"Several prison cells, torture devices, and bloodied tables are scattered throughout the hewn-cave, beside the river of lava. The heat here is nearly unbearable. A staircase leading upward to the east is broken in the middle.</em></p><p><em>Dwarven embersworn acolytes are gathered around a cell, taunting a prisoner and jabbing at her with their weapons. You hear the prisoner shouting over the dwarvesâ€™ laughter. â€œFinally! I knew my lord would send me aid!â€ You recognize Dehowha, the voiceâ€™s owner.\"</em><br /></p></div><p>3 Searing Soldiers and 2 @UUID[Actor.SiV5mBWIhgk1caB6]{Embersworn Acolytes} are gathered around one of the cages. They notice the adventurers and attack them when Dehowha (see <em>Adventure 2 â€“ Lies, Beneath the Light</em>) screams for help from within her cell.</p><h1 data-anchor=\"voting-result-the-sidequest-society\" style=\"box-sizing:border-box;user-select:text;scrollbar-width:thin;scrollbar-color:var(--color-scrollbar) var(--color-scrollbar-track);margin:1rem 0px 0.5rem;padding:0px;font-weight:bold;font-size:var(--dnd5e-journal-h1-size);border-bottom:none;font-family:var(--dnd5e-font-modesto);color:rgb(25, 24, 19);font-style:normal;font-variant-ligatures:normal;font-variant-caps:normal;letter-spacing:normal;orphans:2;text-align:start;text-indent:0px;text-transform:none;widows:2;word-spacing:0px;-webkit-text-stroke-width:0px;white-space:normal;background-color:rgb(241, 235, 232);text-decoration-thickness:initial;text-decoration-style:initial;text-decoration-color:initial\"><span style=\"font-family:var(--dnd5e-font-modesto)\"><strong>Voting Result - The Sidequest Society</strong></span></h1><aside class=\"notable\" style=\"box-sizing:border-box;user-select:text;scrollbar-width:thin;scrollbar-color:var(--color-scrollbar) var(--color-scrollbar-track);display:flow-root;--dnd5e-block-background:#d8e3e3;--dnd5e-block-border-color:#231f20 #b3b3b3;background:var(--dnd5e-block-background);margin:1.4em;padding:1.4em;border-width:3px 1px;border-style:solid;border-color:var(--dnd5e-block-border-color);filter:drop-shadow(0 5px 8px var(--dnd5e-shadow-15));color:rgb(25, 24, 19);font-family:'Roboto Condensed', sans-serif;font-size:14px;font-style:normal;font-variant-ligatures:normal;font-variant-caps:normal;font-weight:400;letter-spacing:normal;orphans:2;text-align:start;text-indent:0px;text-transform:none;widows:2;word-spacing:0px;-webkit-text-stroke-width:0px;white-space:normal;text-decoration-thickness:initial;text-decoration-style:initial;text-decoration-color:initial\"><p style=\"box-sizing:border-box;user-select:text;scrollbar-width:thin;scrollbar-color:var(--color-scrollbar) var(--color-scrollbar-track);margin:0.5em 0px;margin-block-start:0px\"><span style=\"font-family:'Roboto Condensed', sans-serif\">The Sidequest Society adventures include a voting feature, where Patrons are able to decide which outcome of each adventure becomes canon.</span></p><p style=\"box-sizing:border-box;user-select:text;scrollbar-width:thin;scrollbar-color:var(--color-scrollbar) var(--color-scrollbar-track);margin:0.5em 0px;margin-block-end:0px\"><span style=\"font-family:'Roboto Condensed', sans-serif\">This adventure incorporates the voted outcome of <strong style=\"box-sizing:border-box;user-select:text;scrollbar-width:thin;scrollbar-color:var(--color-scrollbar) var(--color-scrollbar-track)\">Adventure 2: </strong><em style=\"box-sizing:border-box;user-select:text;scrollbar-width:thin;scrollbar-color:var(--color-scrollbar) var(--color-scrollbar-track)\"><strong style=\"box-sizing:border-box;user-select:text;scrollbar-width:thin;scrollbar-color:var(--color-scrollbar) var(--color-scrollbar-track)\">Lies Beneath the Light</strong></em>. The community voted that <strong>Dehowha sided with the party.</strong></span></p></aside><p>One of the embersworn acolytes carries a @UUID[Item.7VDSxF07UVsiTppJ]{keychain with three keys}, one of which opens the cell holding Dehowha. Characters can note that one key appears to be unused with a successful [[/check inv 16]] check.</p><p><strong>If your game saw Dehowha becoming a @UUID[Actor.Klu0v4MqKgIEXVid]{disciple of the Son of Dawn}</strong>, she explains that she came to the Cauldron on a survey mission, despite her mastersâ€™ objections, fearing that the disturbances might endanger passing caravans.</p><p><strong>If your game saw Dehowha becoming a @UUID[Actor.99VD2f1U6blyb1ct]{disciple of Hod-Nakhikh}</strong>, she says her superiors sent her to assassinate the Flame Fatherâ€”the one responsible for bringing the Searing Souls to the mountain.</p><p>In either case, Dehowha tells the adventurers that she learned one of the embersworn acolytes, known as the Flame Father, has been feeding the souls of burned victims to the furnaces, sacrificing their essences to Incendiar. She carries [[/award 8gp]] gp, hidden in her boot, but offers to join the party for the remainder of the adventure.</p><p>The adventurers can cross the lava river by throwing the hooked rope to the other side with a successful [[/check slt 14]] check, or by clinging to the hot metal pipes above with a successful [[/check acr 14]] check. Afterward, they can pull themselves across with a successful [[/check ath 12]] check. The rope detaches after 4 creatures have crossed, and a creature that crosses by touching the pipe takes [[/damage 1d8 fire]] damage.</p><p></p>"},"video":{"controls":true,"volume":0.5},"src":null,"ownership":{"default":-1,"piP3xtfEHOqnxR4X":3},"flags":{},"_stats":{"compendiumSource":"JournalEntry.8QWildpfWdmhjzIv.JournalEntryPage.vDXAjPoujkjuHYtv","duplicateSource":null,"coreVersion":"13.346","systemId":"dnd5e","systemVersion":"4.4.0","createdTime":null,"modifiedTime":1753658388445,"lastModifiedBy":"piP3xtfEHOqnxR4X","exportSource":null},"category":null},{"sort":984375,"name":"Study","type":"map","_id":"RtTT16C8BQ1HMQHX","system":{"code":"04"},"title":{"show":true,"level":2},"image":{},"text":{"format":1,"content":"<div class=\"fvtt narrative\"><p><em>\"The room contains stone furniture, including a desk, a stool, and several shelves, all laden with books, dried leaves, and jars filled mostly with pickled alchemical materials. A central bookshelf holds countless scrolls, and a stone chest rests near the broken staircase.\"</em></p></div><p>Characters can find a @UUID[Item.ghhkPpwjrqopjiUd]{diamond worth 1000 gp} in the chest, which is rigged with a poison needle trap. One of the keys found on the embersworn acolyte in @UUID[.vDXAjPoujkjuHYtv]{area 3} unlocks it. The key that appears to be unused triggers the trap.</p><p>The bookshelf in the middle holds a @UUID[Item.u8boWibzOjOrnyWz]{scroll of Fireball} and a @UUID[Item.uEbxiBsEiBA76TSR]{scroll of Wall of Fire}.</p><p>One of the statues that must be set ablaze to open the door in area 5 stands on a small island in the lava river, just south of this chamber.</p><p></p>"},"video":{"controls":true,"volume":0.5},"src":null,"ownership":{"default":-1,"piP3xtfEHOqnxR4X":3},"flags":{},"_stats":{"compendiumSource":"JournalEntry.8QWildpfWdmhjzIv.JournalEntryPage.RtTT16C8BQ1HMQHX","duplicateSource":null,"coreVersion":"13.346","systemId":"dnd5e","systemVersion":"4.4.0","createdTime":null,"modifiedTime":1753661890602,"lastModifiedBy":"piP3xtfEHOqnxR4X","exportSource":null},"category":null},{"sort":992188,"name":"Gate-Keeper","type":"map","_id":"W0tE3NDVB3Ctmk7o","system":{"code":"05"},"title":{"show":true,"level":2},"image":{},"text":{"format":1,"content":"<div class=\"fvtt narrative\"><p><em>\"The altar near the shattered stairs holds two burning braziers, with an unlit one in the center filled with coal that gives off a thick smog. A line of glowing orange runes lies before the metal door to the south, radiating intense heat.</em></p><p><em>An efreeti takes spectral form within the swirling smoke above the altar and addresses you, having sensed your presence.\"</em></p></div><p>A spectral efreeti emerges from the smoke. He introduces himself as @UUID[Actor.dNVvsNJ5FdGnszOb]{Bhasjal} and demands that the adventurers ignite all the statues bearing braziers in the Cauldron to unlock the sealed door, declaring it to be the will of <em>Khatpakul</em>, the Flame Father. Alternatively, Bhasjal can be bribed with any diamondâ€”no matter the valueâ€”to open the door. He vanishes in a puff of smoke afterward.</p><p>If a character interacts wite¬+ìùh the door, the altar, or Bhasjal whether by attacking, attempting to pick the lock, or casting a spell Bhasjal fully materializes and attacks. He summons 2 @UUID[Actor.h9z2RxJr0QG6nvqp]{Fire Elementals} to aid him in combat. The door opens if Bhasjal is killed.</p><p></p><p></p><p></p>"},"video":{"controls":true,"volume":0.5},"src":null,"ownership":{"default":-1,"piP3xtfEHOqnxR4X":3},"flags":{},"_stats":{"compendiumSource":"JournalEntry.8QWildpfWdmhjzIv.JournalEntryPage.W0tE3NDVB3Ctmk7o","duplicateSource":null,"coreVersion":"13.346","systemId":"dnd5e","systemVersion":"4.4.0","createdTime":null,"modifiedTime":1753658612377,"lastModifiedBy":"piP3xtfEHOqnxR4X","exportSource":null},"category":null},{"sort":996094,"name":"Corpse Pile","type":"map","_id":"f8nwMzBSTMYel7Y9","system":{"code":"06"},"title":{"show":true,"level":2},"image":{},"text":{"format":1,"content":"<div class=\"fvtt narrative\"><p><em>\"The stench of several humanoid creaturesâ€™ charred, motionless remains on stone tables mixes with the smog and fouls the air. At the end of the short corridor where the corpses are lined up, you see a stone chest.\"</em></p></div><p>When a character leaves @UUID[.f8nwMzBSTMYel7Y9]{area 6} or touches the chest near the lava pool, 11 @UUID[Actor.SNnAbaBgE7KS4sPm]{Charred Corpses} rise from the stone tables and attack. The chest is empty.</p><p></p>"},"video":{"controls":true,"volume":0.5},"src":null,"ownership":{"default":-1,"piP3xtfEHOqnxR4X":3},"flags":{},"_stats":{"compendiumSource":"JournalEntry.8QWildpfWdmhjzIv.JournalEntryPage.f8nwMzBSTMYel7Y9","duplicateSource":null,"coreVersion":"13.346","systemId":"dnd5e","systemVersion":"4.4.0","createdTime":null,"modifiedTime":1753658932526,"lastModifiedBy":"piP3xtfEHOqnxR4X","exportSource":null},"category":null},{"sort":400000,"name":"Infurnace","type":"text","system":{},"title":{"show":true,"level":2},"image":{},"text":{"format":1,"content":"<p><strong>@UUID[Actor.deetpVhnkptqAUKA]{(Construct with Abyssal Energy)}<br /></strong>An oversized oven built solely to cremate the remains of both the faithful and the damned, this monstrosity is animated by a hivemind of tormented souls: victims it consumed in fire, whether alive or dead. Its bulky, circular bodyâ€”forged from bronze, copper, and ironâ€”radiates intense heat.</p><p>The ovenâ€™s lid and human-sized drawer serve as its mouth and tongue, used to swallow organic matter while belching fire and smog. From its chassis jut numerous pipes, tubes, and conduits, which the Infurnace wields like flailing arms as it thrashes and advances.</p><img src=\"modules/side-quest-society-premium/assets/images/art/adv7/Awakened_Furnace-3%20copy.webp\" style=\"display:block;margin:0 auto;width:350px;border:none\" /><p>Â </p>"},"video":{"controls":true,"volume":0.5},"src":null,"ownership":{"default":-1,"piP3xtfEHOqnxR4X":3},"flags":{"core":{"sheetClass":""}},"_stats":{"compendiumSource":"JournalEntry.UaeB6dewKjep7XWn.JournalEntryPage.zC0tjXCDaGwXAUCd","duplicateSource":"JournalEntry.8QWildpfWdmhjzIv.JournalEntryPage.9M4Sgz9TwLyfwlcC","coreVersion":"13.346","systemId":"dnd5e","systemVersion":"4.4.0","createdTime":1753572198408,"modifiedTime":1753692100732,"lastModifiedBy":"piP3xtfEHOqnxR4X","exportSource":null},"_id":"3yNAQaysBdvqi2Wl","category":null},{"sort":996094,"name":"Lounge","type":"map","system":{"code":"07"},"title":{"show":true,"level":2},"image":{},"text":{"format":1,"content":"<div class=\"fvtt narrative\"><p><em>\"With stone furniture, kitchen wares, the smell of roasted meat mixed with ale, and the laughter of dwarves playing cards, the atmosphere in this room is more relaxed than in other parts of the Cauldron.\"</em></p></div><p>3 @UUID[Actor.zNuJKvzL0yru5o7E]{Searing Soldiers} and 3 @UUID[Actor.SiV5mBWIhgk1caB6]{Embersworn Acolytes} rest from their dark endeavors here and are distracted by their rollicking. They attack the adventurers if they notice their presence.</p><p>One of the embersworn acolytes carries a @UUID[Item.QK09IdD6UUx8vim3]{pricey wine bottle} that a character can identify with a successful [[/check his 14]] check. It can be delivered to Society Member @UUID[Actor.lNJR7z4qxK0P5ARR]{Salathael} for a reward (see@UUID[.lvupy1wufe3pSgU5]{Conclusion} ).</p><p></p><p></p>"},"video":{"controls":true,"volume":0.5},"src":null,"ownership":{"default":-1,"piP3xtfEHOqnxR4X":3},"flags":{},"_stats":{"compendiumSource":"JournalEntry.8QWildpfWdmhjzIv.JournalEntryPage.C1hHWPsRg1XG7DpS","duplicateSource":"JournalEntry.8QWildpfWdmhjzIv.JournalEntryPage.f8nwMzBSTMYel7Y9","coreVersion":"13.346","systemId":"dnd5e","systemVersion":"4.4.0","createdTime":1753635942054,"modifiedTime":1753661985363,"lastModifiedBy":"piP3xtfEHOqnxR4X","exportSource":null},"_id":"C1hHWPsRg1XG7DpS","category":null},{"sort":996094,"name":"Furnace","type":"map","system":{"code":"08"},"title":{"show":true,"level":2},"image":{},"text":{"format":1,"content":"<div class=\"fvtt narrative\"><p><em>\"Dressed in bronze armor, its red hue intensified by his flaming hair and beard, an azer stands within a circle of blazing magical runes etched into the ground, chanting. He is surrounded by several dwarf embersworn acolytes who move in a wide ring around him.</em></p><p><em>One of them slowly approaches a fiery furnace and tosses a glowing orange crystal into it, causing the furnace to roar to life and belch fire and smog. The embersworn acolyte then turns back as the azer continues his incantation.\"</em></p></div><p>If the adventurers are noticed by the acolytes, read the following aloud:</p><div class=\"fvtt narrative\"><p><em>\"The embersworn acolyte screams, â€œIntruders, Flame Father!â€ Hearing the shouts, the azer growls, â€œWho dares to interrupt the sacrifice of souls and the rise of Incendiar?â€</em></p></div><p>@UUID[Actor.ZPE4jh2jMSQwWEgI]{Khatpakul}<strong> </strong>stands at the center of the blazing rune circle, surrounded by 3 @UUID[Actor.zNuJKvzL0yru5o7E]{Searing Soldiers}. An @UUID[Actor.deetpVhnkptqAUKA]{Infurnace} roars at the far end of the room, spitting fire and smoke. The creatures attack the characters on sight. If the creatures in @UUID[.C1hHWPsRg1XG7DpS]{area 7} are alive, they join the combat at the end of the third round.</p><p>Khatpakul carries [[/award 600gp]] gp and @UUID[Item.CMCxah0HDiR9WSZF]{Searing Gauntlets}. If Dehowha is a cult fanatic, she rewards the adventurers with a @UUID[Item.ooKwp0CjKRMVmHQp]{Dagger of Fulfillment}, which she conjures on the spot with Hod-Nakhikhâ€™s favor when Khatpakul is killed, in recognition of the deed done.</p><p>The @UUID[Actor.deetpVhnkptqAUKA]{Infurnace} carries a @UUID[Item.QG4c2RfBcknXBbhw]{glowing orange crystal}. A character can detect the souls of the charred corpses in the crystal with a successful [[/check arc 14]] check. The adventurers can deliver the crystal to Qadhmog or Jhune. Qadhmog claims he can set the souls trapped in the item free and craft a @UUID[Item.hMEIHhBdEkegxXVD]{Talisman of Pure Good} from the remaining shell, while Jhune believes she can perform a ritual to consume the souls and forge a @UUID[Item.qjEMTct63pEVkvFu]{Talisman of Ultimate Evil}.</p><p>Characters can find @UUID[Item.xY4jIYlHNL5QDhc7]{records of the Searing Soulsâ€™ activities} in one of the bookshelves. 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She has the following spells prepared:</p><ul><li><p><strong>Cantrips (at will)</strong>: @UUID[Compendium.dnd5e.spells.Item.EOmsUcFQJTfG2oio]{Fire Bolt}, @UUID[Compendium.dnd5e.spells.Item.ctW81uiX56xZR2c5]{Ray of Frost}, @UUID[Compendium.dnd5e.spells.Item.n9pJzTDsAwQxJVRl]{Sacred Flame}</p></li><li><p><strong>1st level (4 slots)</strong>: @UUID[Compendium.dnd5e.spells.Item.IBJmWjzbQGu7M4UX]{Fog Cloud}, @UUID[Compendium.dnd5e.spells.Item.o8Dh7fblk1d16tnO]{Healing Word}, @UUID[Compendium.dnd5e.spells.Item.a3XtAO5n2GrqiAh5]{Create or Destroy Water}</p></li><li><p><strong>2nd level (3 slots)</strong>: @UUID[Compendium.dnd5e.spells.Item.JbxsYXxSOTZbf9I0]{Spiritual Weapon}, @UUID[Compendium.dnd5e.spells.Item.5VhqFROQYjr1P9lp]{Silence}</p></li></ul>","chat":""},"identifier":"new-item","source":{"revision":1,"rules":"2024"},"advancement":[],"cover":null,"crewed":false,"enchant":{},"prerequisites":{"level":null,"repeatable":false},"properties":[],"requirements":"","type":{"value":"monster","subtype":""}},"effects":[],"folder":null,"sort":0,"ownership":{"default":0,"piP3xtfEHOqnxR4X":3},"flags":{"scene-packer":{"hash":"bce422f06fb3e17c9419d35419f2f465ed9d48dd"}},"_stats":{"compendiumSource":null,"duplicateSource":null,"coreVersion":"13.346","systemId":"dnd5e","systemVersion":"4.3.6","createdTime":1743190383604,"modifiedTime":1743190641250,"lastModifiedBy":"piP3xtfEHOqnxR4X","exportSource":null}},{"_id":"PhXuYjue2FJZVJXE","name":"Sacred Flame","ownership":{"default":0,"piP3xtfEHOqnxR4X":3},"type":"spell","system":{"description":{"value":"<p>Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 radiant damage. The target gains no benefit from cover for this saving throw.</p><p>The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).</p>","chat":""},"source":{"custom":"","book":"SRD 5.1","page":"","license":"CC-BY-4.0","rules":"2014","revision":1},"activation":{"type":"action","condition":"","value":1},"duration":{"value":"","units":"inst"},"target":{"affects":{"type":"creature","count":"1","choice":false},"template":{"units":"","contiguous":false}},"range":{"value":"60","units":"ft"},"uses":{"max":"","recovery":[],"spent":0},"level":0,"school":"evo","materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"properties":["vocal","somatic"],"activities":{"dnd5eactivity000":{"_id":"dnd5eactivity000","type":"save","activation":{"type":"action","value":null,"override":false},"consumption":{"targets":[],"scaling":{"allowed":false,"max":""},"spellSlot":true},"description":{"chatFlavor":""},"duration":{"units":"inst","concentration":false,"override":false},"effects":[],"range":{"override":false},"target":{"prompt":true,"template":{"contiguous":false,"units":"ft"},"affects":{"choice":false},"override":false},"damage":{"onSave":"none","parts":[{"number":1,"denomination":8,"bonus":"","types":["radiant"],"custom":{"enabled":false,"formula":""},"scaling":{"mode":"whole","number":1,"formula":""}}]},"save":{"ability":["dex"],"dc":{"calculation":"spellcasting","formula":""}},"uses":{"spent":0,"recovery":[]},"sort":0}},"identifier":"sacred-flame"},"sort":0,"flags":{"scene-packer":{"hash":"e471237d5876f72fec13790fb8cdb847e959eb13"}},"img":"icons/magic/light/beam-rays-orange.webp","effects":[],"folder":"Z8kZlnggh1PtuF3Y","_stats":{"duplicateSource":null,"compendiumSource":"Compendium.dnd5e.spells.Item.n9pJzTDsAwQxJVRl","coreVersion":"13.346","systemId":"dnd5e","systemVersion":"4.3.6","createdTime":1743190471649,"modifiedTime":1743190471649,"lastModifiedBy":"piP3xtfEHOqnxR4X","exportSource":null}},{"_id":"gfGN8EAv5EvtO233","name":"Fog Cloud","ownership":{"default":0,"piP3xtfEHOqnxR4X":3},"type":"spell","system":{"description":{"value":"<p>You create a 20-foot-radius Sphere of fog centered on a point within range. The sphere spreads around corners, and its area is heavily obscured. It lasts for the Duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.</p><p><strong>At Higher Levels.</strong> When you cast this spell using a spell slot of 2nd level or higher, the radius of the fog increases by 20 feet for each slot level above 1st.</p>","chat":""},"source":{"custom":"","book":"SRD 5.1","page":"","license":"CC-BY-4.0","rules":"2014","revision":1},"activation":{"type":"action","condition":"","value":1},"duration":{"value":"1","units":"hour"},"target":{"affects":{"choice":false},"template":{"units":"ft","type":"sphere","size":"20","contiguous":false}},"range":{"value":"120","units":"ft"},"uses":{"max":"","recovery":[],"spent":0},"level":1,"school":"con","materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"properties":["vocal","somatic","concentration"],"activities":{"dnd5eactivity000":{"_id":"dnd5eactivity000","type":"utility","activation":{"type":"action","value":null,"override":false},"consumption":{"targets":[],"scaling":{"allowed":false,"max":""},"spellSlot":true},"description":{"chatFlavor":""},"duration":{"units":"inst","concentration":false,"override":false},"effects":[],"range":{"override":false},"target":{"prompt":true,"template":{"contiguous":false,"units":"ft"},"affects":{"choice":false},"override":false},"roll":{"formula":"","name":"","prompt":false,"visible":false},"uses":{"spent":0,"recovery":[]},"sort":0}},"identifier":"fog-cloud"},"sort":0,"flags":{"scene-packer":{"hash":"0a57d2bc12afb8bc7748372bf9edfc174fec3adb"}},"img":"icons/magic/air/fog-gas-smoke-dense-gray.webp","effects":[],"folder":"ERuXllkhTQF51rDJ","_stats":{"duplicateSource":null,"compendiumSource":"Compendium.dnd5e.spells.Item.IBJmWjzbQGu7M4UX","coreVersion":"13.346","systemId":"dnd5e","systemVersion":"4.3.6","createdTime":1743190478388,"modifiedTime":1743190478388,"lastModifiedBy":"piP3xtfEHOqnxR4X","exportSource":null}},{"_id":"t4NcAVhEN60BfY09","name":"Healing Word","ownership":{"default":0,"piP3xtfEHOqnxR4X":3},"type":"spell","system":{"description":{"value":"<p>A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.</p><p><strong>Higher Levels.</strong> When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st.</p>","chat":""},"source":{"custom":"","book":"SRD 5.1","page":"","license":"CC-BY-4.0","rules":"2014","revision":1},"activation":{"type":"bonus","condition":"","value":1},"duration":{"value":"","units":"inst"},"target":{"affects":{"type":"creature","count":"1","choice":false},"template":{"units":"","contiguous":false}},"range":{"value":"60","units":"ft"},"uses":{"max":"","recovery":[],"spent":0},"level":1,"school":"evo","materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"properties":["vocal"],"activities":{"dnd5eactivity000":{"_id":"dnd5eactivity000","type":"heal","activation":{"type":"action","value":null,"override":false},"consumption":{"targets":[],"scaling":{"allowed":false,"max":""},"spellSlot":true},"description":{"chatFlavor":""},"duration":{"units":"inst","concentration":false,"override":false},"effects":[],"range":{"override":false},"target":{"prompt":true,"template":{"contiguous":false,"units":"ft"},"affects":{"choice":false},"override":false},"healing":{"number":1,"denomination":4,"bonus":"@mod","types":["healing"],"custom":{"enabled":false,"formula":""},"scaling":{"mode":"whole","number":1,"formula":""}},"uses":{"spent":0,"recovery":[]},"sort":0}},"identifier":"healing-word"},"sort":0,"flags":{"scene-packer":{"hash":"76f47e8386e71792d9ef181e1965c41e4d943613"}},"img":"icons/magic/life/heart-cross-green.webp","effects":[],"folder":"ERuXllkhTQF51rDJ","_stats":{"duplicateSource":null,"compendiumSource":"Compendium.dnd5e.spells.Item.o8Dh7fblk1d16tnO","coreVersion":"13.346","systemId":"dnd5e","systemVersion":"4.3.6","createdTime":1743190483804,"modifiedTime":1743190483804,"lastModifiedBy":"piP3xtfEHOqnxR4X","exportSource":null}},{"_id":"6Q6iG80SUxGOVIsc","name":"Create or Destroy Water","ownership":{"default":0,"piP3xtfEHOqnxR4X":3},"type":"spell","system":{"description":{"value":"<p>You either create or destroy water.</p><p><strong>Create Water.</strong> You create up to 10 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 30-foot cube within range.</p><p><strong>Destroy Water.</strong> You destroy up to 10 gallons of water in an open container within range. Alternatively, you destroy fog in a 30-foot cube within range.</p><p><strong>Higher Levels.Â </strong>When you cast this spell using a spell slot of 2nd level or higher, you create or destroy 10 additional gallons of water, or the size of the cube increases by 5 feet, for each slot level above 1st.</p>","chat":""},"source":{"custom":"","book":"SRD 5.1","page":"","license":"CC-BY-4.0","rules":"2014","revision":1},"activation":{"type":"action","condition":"","value":1},"duration":{"value":"","units":"inst"},"target":{"affects":{"choice":false},"template":{"units":"ft","type":"cube","size":"30","contiguous":false}},"range":{"value":"30","units":"ft"},"uses":{"max":"","recovery":[],"spent":0},"level":1,"school":"trs","materials":{"value":"A drop of water if creating water or a few grains of sand if destroying it.","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"properties":["vocal","somatic","material"],"activities":{"dnd5eactivity000":{"_id":"dnd5eactivity000","type":"utility","activation":{"type":"action","value":null,"override":false},"consumption":{"targets":[],"scaling":{"allowed":false,"max":""},"spellSlot":true},"description":{"chatFlavor":""},"duration":{"units":"inst","concentration":false,"override":false},"effects":[],"range":{"override":false},"target":{"prompt":true,"template":{"contiguous":false,"units":"ft"},"affects":{"choice":false},"override":false},"roll":{"formula":"","name":"","prompt":false,"visible":false},"uses":{"spent":0,"recovery":[]},"sort":0}},"identifier":"create-or-destroy-water"},"sort":0,"flags":{"scene-packer":{"hash":"291c93ae3cfd20e32e965470d00a6768abab0ef7"}},"img":"icons/magic/air/wind-swirl-purple-blue.webp","effects":[],"folder":"ERuXllkhTQF51rDJ","_stats":{"duplicateSource":null,"compendiumSource":"Compendium.dnd5e.spells.Item.a3XtAO5n2GrqiAh5","coreVersion":"13.346","systemId":"dnd5e","systemVersion":"4.3.6","createdTime":1743190488669,"modifiedTime":1743190488669,"lastModifiedBy":"piP3xtfEHOqnxR4X","exportSource":null}},{"_id":"9hGhkSJdEhGz7XtI","name":"Spiritual Weapon","type":"spell","img":"icons/magic/fire/dagger-rune-enchant-flame-purple.webp","system":{"description":{"value":"<p>You create a floating, spectral weapon within range that lasts for the duration or until you cast this spell again. When you cast the spell, you can make a melee spell attack against a creature within 5 feet of the weapon. On a hit, the target takes force damage equal to 1d8 + your spellcasting ability modifier.</p><p>As a bonus action on your turn, you can move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it.</p><p>The weapon can take whatever form you choose. Clerics of deities who are associated with a particular weapon (as St. Cuthbert is known for his mace and Thor for his hammer) make this spell's effect resemble that weapon.</p><p><strong>Higher Levels.</strong> When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for every two slot levels above the 2nd.</p>","chat":""},"source":{"custom":"","book":"SRD 5.1","page":"","license":"CC-BY-4.0","rules":"2014","revision":1},"activation":{"type":"bonus","condition":"","value":1},"duration":{"value":"1","units":"minute"},"target":{"affects":{"choice":false},"template":{"units":"ft","type":"square","size":"5","contiguous":false}},"range":{"value":"60","units":"ft"},"uses":{"max":"","recovery":[],"spent":0},"level":2,"school":"evo","materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"properties":["vocal","somatic"],"activities":{"dnd5eactivity000":{"_id":"dnd5eactivity000","type":"attack","activation":{"type":"action","value":null,"override":false},"consumption":{"targets":[],"scaling":{"allowed":false,"max":""},"spellSlot":true},"description":{"chatFlavor":""},"duration":{"units":"inst","concentration":false,"override":false},"effects":[],"range":{"override":false},"target":{"prompt":truGUA†ùe,"template":{"contiguous":false,"units":"ft"},"affects":{"choice":false},"override":false},"attack":{"ability":"","bonus":"","critical":{"threshold":null},"flat":false,"type":{"value":"melee","classification":"spell"}},"damage":{"critical":{"bonus":""},"includeBase":true,"parts":[{"number":null,"denomination":null,"bonus":"","types":["force"],"custom":{"enabled":true,"formula":"(floor(@item.level / 2))d8 + @mod"},"scaling":{"mode":"","number":null,"formula":""}}]},"uses":{"spent":0,"recovery":[]},"sort":0}},"identifier":"spiritual-weapon"},"effects":[],"folder":"Qi4Se3we69ukl2V9","sort":0,"ownership":{"default":0,"piP3xtfEHOqnxR4X":3},"flags":{"scene-packer":{"hash":"b7d18a75cc52d8177c9168e8833e6d8130f586aa"}},"_stats":{"duplicateSource":null,"compendiumSource":"Compendium.dnd5e.spells.Item.JbxsYXxSOTZbf9I0","coreVersion":"13.346","systemId":"dnd5e","systemVersion":"4.3.6","createdTime":1743190495804,"modifiedTime":1743190495804,"lastModifiedBy":"piP3xtfEHOqnxR4X","exportSource":null}},{"_id":"34Ol4AXF2pwjJ8Ww","name":"Silence","ownership":{"default":0,"piP3xtfEHOqnxR4X":3},"type":"spell","system":{"description":{"value":"<p>For the Duration, no sound can be created within or pass through a 20-foot-radius sphere centered on a point you choose within range. Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are Deafened while entirely inside it. Casting a Spell that includes a verbal component is impossible there.</p>","chat":""},"source":{"custom":"","book":"SRD 5.1","page":"","license":"CC-BY-4.0","rules":"2014","revision":1},"activation":{"type":"action","condition":"","value":1},"duration":{"value":"10","units":"minute"},"target":{"affects":{"choice":false},"template":{"units":"ft","type":"sphere","size":"20","contiguous":false}},"range":{"value":"120","units":"ft"},"uses":{"max":"","recovery":[],"spent":0},"level":2,"school":"ill","materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"properties":["vocal","somatic","ritual","concentration"],"activities":{"dnd5eactivity000":{"_id":"dnd5eactivity000","type":"utility","activation":{"type":"action","value":null,"override":false},"consumption":{"targets":[],"scaling":{"allowed":false,"max":""},"spellSlot":true},"description":{"chatFlavor":""},"duration":{"units":"inst","concentration":false,"override":false},"effects":[],"range":{"override":false},"target":{"prompt":true,"template":{"contiguous":false,"units":"ft"},"affects":{"choice":false},"override":false},"roll":{"formula":"","name":"","prompt":false,"visible":false},"uses":{"spent":0,"recovery":[]},"sort":0}},"identifier":"silence"},"sort":0,"flags":{"scene-packer":{"hash":"1a6e576b600cdf7e7223a9d8112033f7b3bbb53f"}},"img":"icons/magic/symbols/runes-triangle-magenta.webp","effects":[],"folder":"Qi4Se3we69ukl2V9","_stats":{"duplicateSource":null,"compendiumSource":"Compendium.dnd5e.spells.Item.5VhqFROQYjr1P9lp","coreVersion":"13.346","systemId":"dnd5e","systemVersion":"4.3.6","createdTime":1743190500761,"modifiedTime":1743190500761,"lastModifiedBy":"piP3xtfEHOqnxR4X","exportSource":null}},{"_id":"Zp0HrWYxvO72COYI","name":"Ray of Frost","ownership":{"default":0,"piP3xtfEHOqnxR4X":3},"type":"spell","system":{"description":{"value":"<p>A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn.</p><p>The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).</p>","chat":""},"source":{"custom":"","book":"SRD 5.1","page":"","license":"CC-BY-4.0","rules":"2014","revision":1},"activation":{"type":"action","condition":"","value":1},"duration":{"value":"","units":"inst"},"target":{"affects":{"type":"creature","count":"1","choice":false},"template":{"units":"","contiguous":false}},"range":{"value":"60","units":"ft"},"uses":{"max":"","recovery":[],"spent":0},"level":0,"school":"evo","materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"properties":["vocal","somatic"],"activities":{"dnd5eactivity000":{"_id":"dnd5eactivity000","type":"attack","activation":{"type":"action","value":null,"override":false},"consumption":{"targets":[],"scaling":{"allowed":false,"max":""},"spellSlot":true},"description":{"chatFlavor":""},"duration":{"units":"inst","concentration":false,"override":false},"effects":[],"range":{"override":false},"target":{"prompt":true,"template":{"contiguous":false,"units":"ft"},"affects":{"choice":false},"override":false},"attack":{"ability":"","bonus":"","critical":{"threshold":null},"flat":false,"type":{"value":"ranged","classification":"spell"}},"damage":{"critical":{"bonus":""},"includeBase":true,"parts":[{"number":1,"denomination":8,"bonus":"","types":["cold"],"custom":{"enabled":false,"formula":""},"scaling":{"mode":"whole","number":1,"formula":""}}]},"uses":{"spent":0,"recovery":[]},"sort":0}},"identifier":"ray-of-frost"},"sort":0,"flags":{"scene-packer":{"hash":"d8b3deaacb328bb728c6bbf944071145ae9bb32f"}},"img":"icons/magic/light/beam-rays-blue-small.webp","effects":[],"folder":"Z8kZlnggh1PtuF3Y","_stats":{"duplicateSource":null,"compendiumSource":"Compendium.dnd5e.spells.Item.ctW81uiX56xZR2c5","coreVersion":"13.346","systemId":"dnd5e","systemVersion":"4.3.6","createdTime":1743190505521,"modifiedTime":1743190505521,"lastModifiedBy":"piP3xtfEHOqnxR4X","exportSource":null}},{"_id":"dN54HvitDABFOvAa","name":"Fire Bolt","ownership":{"default":0,"piP3xtfEHOqnxR4X":3},"type":"spell","system":{"description":{"value":"<p>You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. 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Alternatively, the water falls as rain in a 30-foot cube within range.</p><p><strong>Destroy Water.</strong> You destroy up to 10 gallons of water in an open container within range. Alternatively, you destroy fog in a 30-foot cube within range.</p><p><strong>Higher Levels.Â </strong>When you cast this spell using a spell slot of 2nd level or higher, you create or destroy 10 additional gallons of water, or the size of the cube increases by 5 feet, for each slot level above 1st.</p>","chat":""},"source":{"custom":"","book":"SRD 5.1","page":"","license":"CC-BY-4.0","rules":"2014","revision":1},"activation":{"type":"action","condition":"","value":1},"duration":{"value":"","units":"inst"},"target":{"affects":{"choice":false},"template":{"units":"ft","type":"cube","size":"30","contiguous":false}},"range":{"value":"30","units":"ft"},"uses":{"max":"","recovery":[],"spent":0},"level":1,"school":"trs","materials":{"value":"A drop of water if creating water or a few grains of sand if destroying it.","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"properties":["vocal","somatic","material"],"activities":{"dnd5eactivity000":{"_id":"dnd5eactivity000","type":"utility","activation":{"type":"action","value":null,"override":false},"consumption":{"targets":[],"scaling":{"allowed":false,"max":""},"spellSlot":true},"description":{"chatFlavor":""},"duration":{"units":"inst","concentration":false,"override":false},"effects":[],"range":{"override":false},"target":{"prompt":true,"template":{"contiguous":false,"units":"ft"},"affects":{"choice":false},"override":false},"roll":{"formula":"","name":"","prompt":false,"visible":false},"uses":{"spent":0,"recovery":[]},"sort":0}},"identifier":"create-or-destroy-water"},"sort":0,"flags":{"scene-packer":{"hash":"291c93ae3cfd20e32e965470d00a6768abab0ef7"}},"img":"icons/magic/air/wind-swirl-purple-blue.webp","effects":[],"folder":"ERuXllkhTQF51rDJ","_stats":{"duplicateSource":null,"compendiumSource":"Compendium.dnd5e.spells.Item.a3XtAO5n2GrqiAh5","coreVersion":"13.346","systemId":"dnd5e","systemVersion":"4.3.6","createdTime":null,"modifiedTime":null,"lastModifiedBy":null,"exportSource":null}},{"_id":"9hGhkSJdEhGz7XtI","name":"Spiritual Weapon","type":"spell","img":"icons/magic/fire/dagger-rune-enchant-flame-purple.webp","system":{"description":{"value":"<p>You create a floating, spectral weapon within range that lasts for the duration or until you cast this spell again. When you cast the spell, you can make a melee spell attack against a creature within 5 feet of the weapon. On a hit, the target takes force damage equal to 1d8 + your spellcasting ability modifier.</p><p>As a bonus action on your turn, you can move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it.</p><p>The weapon can take whatever form you choose. Clerics of deities who are associated with a particular weapon (as St. Cuthbert is known for his mace and Thor for his hammer) make this spell's effect resemble that weapon.</p><p><strong>Higher Levels.</strong> When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for every two slot levels above the 2nd.</p>","chat":""},"source":{"custom":"","book":"SRD 5.1","page":"","license":"CC-BY-4.0","rules":"2014","revision":1},"activation":{"type":"bonus","condition":"","value":1},"duration":{"value":"1","units":"minute"},"target":{"affects":{"choice":false},"template":{"units":"ft","type":"square","size":"5","contiguous":false}},"range":{"value":"60","units":"ft"},"uses":{"max":"","recovery":[],"spent":0},"level":2,"school":"evo","materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"properties":["vocal","somatic"],"activities":{"dnd5eactivity000":{"_id":"dnd5eactivity000","type":"attack","activation":{"type":"action","value":null,"override":false},"consumption":{"targets":[],"scaling":{"allowed":false,"max":""},"spellSlot":true},"description":{"chatFlavor":""},"duration":{"units":"inst","concentration":false,"override":false},"effects":[],"range":{"override":false},"target":{"prompt":true,"template":{"contiguous":false,"units":"ft"},"affects":{"choice":false},"override":false},"attack":{"ability":"","bonus":"","critical":{"threshold":null},"flat":false,"type":{"value":"melee","classification":"spell"}},"damage":{"critical":{"bonus":""},"includeBase":true,"parts":[{"number":null,"denomination":null,"bonus":"","types":["force"],"custom":{"enabled":true,"formula":"(floor(@item.level / 2))d8 + @mod"},"scaling":{"mode":"","number":null,"formula":""}}]},"uses":{"spent":0,"recovery":[]},"sort":0}},"identifier":"spiritual-weapon"},"effects":[],"folder":"Qi4Se3we69ukl2V9","sort":0,"ownership":{"default":0,"piP3xtfEHOqnxR4X":3},"flags":{"scene-packer":{"hash":"b7d18a75cc52d8177c9168e8833e6d8130f586aa"}},"_stats":{"duplicateSource":null,"compendiumSource":"Compendium.dnd5e.spells.Item.JbxsYXxSOTZbf9I0","coreVersion":"13.346","systemId":"dnd5e","systemVersion":"4.3.6","createdTime":null,"modifiedTime":null,"lastModifiedBy":null,"exportSource":null}},{"_id":"34Ol4AXF2pwjJ8Ww","name":"Silence","ownership":{"default":0,"piP3xtfEHOqnxR4X":3},"type":"spell","system":{"description":{"value":"<p>For the Duration, no sound can be created within or pass through a 20-foot-radius sphere centered on a point you choose within range. Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are Deafened while entirely inside it. Casting a Spell that includes a verbal component is impossible there.</p>","chat":""},"source":{"custom":"","book":"SRD 5.1","page":"","license":"CC-BY-4.0","rules":"2014","revision":1},"activation":{"type":"action","condition":"","value":1},"duration":{"value":"10","units":"minute"},"target":{"affects":{"choice":false},"template":{"units":"ft","type":"sphere","size":"20","contiguous":false}},"range":{"value":"120","units":"ft"},"uses":{"max":"","recovery":[],"spent":0},"level":2,"school":"ill","materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"properties":["vocal","somatic","ritual","concentration"],"activities":{"dnd5eactivity000":{"_id":"dnd5eactivity000","type":"utility","activation":{"type":"action","value":null,"override":false},"consumption":{"targets":[],"scaling":{"allowed":false,"max":""},"spellSlot":true},"description":{"chatFlavor":""},"duration":{"units":"inst","concentration":false,"override":false},"effects":[],"range":{"override":false},"target":{"prompt":true,"template":{"contiguous":false,"units":"ft"},"affects":{"choice":false},"override":false},"roll":{"formula":"","name":"","prompt":false,"visible":false},"uses":{"spent":0,"recovery":[]},"sort":0}},"identifier":"silence"},"sort":0,"flags":{"scene-packer":{"hash":"1a6e576b600cdf7e7223a9d8112033f7b3bbb53f"}},"img":"icons/magic/symbols/runes-triangle-magenta.webp","effects":[],"folder":"Qi4Se3we69ukl2V9","_stats":{"duplicateSource":null,"compendiumSource":"Compendium.dnd5e.spells.Item.5VhqFROQYjr1P9lp","coreVersion":"13.346","systemId":"dnd5e","systemVersion":"4.3.6","createdTime":null,"modifiedTime":null,"lastModifiedBy":null,"exportSource":null}},{"_id":"Zp0HrWYxvO72COYI","name":"Ray of Frost","ownership":{"default":0,"piP3xtfEHOqnxR4X":3},"type":"spell","system":{"description":{"value":"<p>A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn.</p><p>The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).</p>","chat":""},"source":{"custom":"","book":"SRD 5.1","page":"","license":"CC-BY-4.0","rules":"2014","revision":1},"activation":{"type":"action","condition":"","value":1},"duration":{"value":"","units":"inst"},"target":{"affects":{"type":"creature","count":"1","choice":false},"template":{"units":"","contiguous":false}},"range":{"value":"60","units":"ft"},"uses":{"max":"","recovery":[],"spent":0},"level":0,"school":"evo","materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"properties":["vocal","somatic"],"activities":{"dnd5eactivity000":{"_id":"dnd5eactivity000","type":"attack","activation":{"type":"action","value":null,"override":false},"consumption":{"targets":[],"scaling":{"allowed":false,"max":""},"spellSlot":true},"description":{"chatFlavor":""},"duration":{"units":"inst","concentration":false,"override":false},"effects":[],"range":{"override":false},"target":{"prompt":true,"template":{"contiguous":false,"units":"ft"},"affects":{"choice":false},"override":false},"attack":{"ability":"","bonus":"","critical":{"threshold":null},"flat":false,"type":{"value":"ranged","classification":"spell"}},"damage":{"critical":{"bonus":""},"includeBase":true,"parts":[{"number":1,"denomination":8,"bonus":"","types":["cold"],"custom":{"enabled":false,"formula":""},"scaling":{"mode":"whole","number":1,"formula":""}}]},"uses":{"spent":0,"recovery":[]},"sort":0}},"identifier":"ray-of-frost"},"sort":0,"flags":{"scene-packer":{"hash":"d8b3deaacb328bb728c6bbf944071145ae9bb32f"}},"img":"icons/magic/light/beam-rays-blue-small.webp","effects":[],"folder":"Z8kZlnggh1PtuF3Y","_stats":{"duplicateSource":null,"compendiumSource":"Compendium.dnd5e.spells.Item.ctW81uiX56xZR2c5","coreVersion":"13.346","systemId":"dnd5e","systemVersion":"4.3.6","createdTime":null,"modifiedTime":null,"lastModifiedBy":null,"exportSource":null}},{"_id":"dN54HvitDABFOvAa","name":"Fire Bolt","ownership":{"default":0,"piP3xtfEHOqnxR4X":3},"type":"spell","system":{"description":{"value":"<p>You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried.</p><p>This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).</p>","chat":""},"source":{"custom":"","book":"SRD 5.1","page":"","license":"CC-BY-4.0","rules":"2014","revision":1},"activation":{"type":"action","condition":"","value":1},"duration":{"value":"","units":"inst"},"target":{"affects":{"type":"creature","count":"1","choice":false},"template":{"units":"","contiguous":false}},"range":{"value":"120","units":"ft"},"uses":{"max":"","recovery":[],"spent":0},"level":0,"school":"evo","materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"properties":["vocal","somatic"],"activities":{"dnd5eactivity000":{"_id":"dnd5eactivity000","type":"attack","activation":{"type":"action","value":null,"override":false},"consumption":{"targets":[],"scaling":{"allowed":false,"max":""},"spellSlot":true},"description":{"chatFlavor":""},"duration":{"units":"inst","concentration":false,"override":false},"effects":[],"range":{"override":false},"target":{"prompt":true,"template":{"contiguous":false,"units":"ft"},"affects":{"choice":false},"override":false},"attack":{"ability":"","bonus":"","critical":{"threshold":null},"flat":false,"type":{"value":"ranged","classification":"spell"}},"damage":{"critical":{"bonus":""},"includeBase":true,"parts":[{"number":1,"denomination":10,"bonus":"","types":["fire"],"custom":{"enabled":false,"formula":""},"scaling":{"mode":"whole","number":1,"formula":""}}]},"uses":{"spent":0,"recovery":[]},"sort":0}},"identifier":"fire-bolt"},"sort":0,"flags":{"scene-packer":{"hash":"95cd51866cc73ea4ccbd203da7dfb65b2ec8068b"}},"img":"icons/magic/fire/projectile-fireball-smoke-orange.webp","effects":[],"folder":"Z8kZlnggh1PtuF3Y","_stats":{"duplicateSource":null,"compendiumSource":"Compendium.dnd5e.spells.Item.EOmsUcFQJTfG2oio","coreVersion":"13.346","systemId":"dnd5e","systemVersion":"4.3.6","createdTime":null,"modifiedTime":null,"lastModifiedBy":null,"exportSource":null}},{"name":"Steam Burst","type":"feat","_id":"7yuSwOhwiPuSHolr","img":"icons/magic/fire/explosion-flame-blue.webp","system":{"activities":{"ZERoHiu13f6Wr406":{"type":"damage","_id":"ZERoHiu13f6Wr406","sort":0,"activation":{"type":"action","value":null,"override":false,"condition":""},"consumption":{"scaling":{"allowed":false},"spellSlot":true,"targets":[]},"description":{"chatFlavor":""},"duration":{"units":"inst","concentration":false,"override":false},"effects":[],"range":{"override":false,"value":"30","units":"ft","special":""},"target":{"template":{"contiguous":false,"units":"ft","type":""},"affects":{"choice":false,"count":"1","type":"creature","special":""},"override":false,"prompt":true},"uses":{"spent":0,"recovery":[{"period":"recharge","formula":"5","type":"recoverAll"}],"max":""},"damage":{"critical":{"allow":false},"parts":[{"custom":{"enabled":false,"formula":""},"number":4,"denomination":6,"bonus":"","types":["fire"],"scaling":{"number":1}}]},"name":""}},"uses":{"spent":0,"recovery":[],"max":""},"description":{"value":"<p>The Steamstress conjures a burst of scalding steam at a creature she can see within 30 feet.</p><p>This is a ranged weapon attack. 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Regardless of its true nature or how it came into the possession of fire clerics, the artifact radiates power and warmth whose potency shifts to meet its masterâ€™s needs. The heat it emits can be soothingly lukewarm or searingly lethal to bare skin. Its light can burn bright enough to blind those who have darkvision or glow gently in the dark like an oversized firefly. Powerful yet cumbersome, the artifact weighs nearly 40 pounds and stands 15 inches tall.</p><p>The gem sheds bright light in a 15-foot radius and dim light for an additional 15 feet. While holding this gem, you can cast @UUID[Compendium.dnd5e.spells.Item.ztgcdrWPshKRpFd0]{Fireball} or @UUID[Compendium.dnd5e.spells.Item.7u2obDvuvtZBkTfq]{Scorching Ray} from it. Once you cast a spell, that spell canâ€™t be cast from the gem again until the next dawn. 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Their light is unusual enough that a member of the SQS may be interested in studying them.</p>","chat":""},"identifier":"new-item","source":{"revision":1,"rules":"2024"},"identified":true,"unidentified":{"description":""},"container":null,"quantity":1,"weight":{"value":0,"units":"lb"},"price":{"value":0,"denomination":"gp"},"rarity":"","properties":[],"type":{"value":"","subtype":""}},"effects":[],"sort":400000,"ownership":{"default":0,"piP3xtfEHOqnxR4X":3},"flags":{"scene-packer":{"hash":"de0b9368ca0210d71ba5363901490eeb3a01fa22"}},"_stats":{"compendiumSource":null,"duplicateSource":null,"coreVersion":"13.346","systemId":"dnd5e","systemVersion":"4.3.6","createdTime":1743173911298,"modifiedTime":1743174310311,"lastModifiedBy":"piP3xtfEHOqnxR4X","exportSource":null}},{"_id":"smzOWhaPrYtPSqew","name":"Staff of Thunder and Lightning","type":"weapon","img":"icons/weapons/staves/staff-ornate-teal.webp","system":{"description":{"value":"<p><em>(Requires attunement)</em></p><p>This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. It also has the following additional properties. When one of these properties is used, it can't be used again until the next dawn.</p><p><strong>Lightning</strong>. When you hit with a melee attack using the staff, you can cause the target to take an extra [[/damage 2d6 lightning]] damage.</p><p><strong>Thunder</strong>. When you hit with a melee attack using the staff, you can cause the staff to emit a crack of thunder, audible out to 300 feet. The target you hit must succeed on a [[/save dc=17 con]] saving throw or become &amp;Reference[stunned] until the end of your next turn.</p><p><strong>Lightning Strike</strong>. You can use an action to cause a bolt of lightning to leap from the staff's tip in a line that is 5 feet wide and 120 feet long. Each creature in that line must make a [[/save dc=17 dex]] saving throw, taking [[/damage 9d6 lightning]] damage on a failed save, or half as much damage on a successful one.</p><p><strong>Thunderclap</strong>. You can use an action to cause the staff to issue a deafening thunderclap, audible out to 600 feet. Each creature within 60 feet of you (not including you) must make a [[/save dc=17 con]] saving throw. On a failed save, a creature takes [[/damage 2d6 thunder]] damage and becomes &amp;Reference[deafened] for 1 minute. On a successful save, a creature takes half damage and isn't deafened.</p><p><strong>Thunder and Lightning</strong>. You can use an action to use the Lightning Strike and Thunderclap properties at the same time. Doing so doesn't expend the daily use of those properties, only the use of this one.</p>","chat":""},"source":{"custom":"","book":"SRD 5.1","page":"","license":"CC-BY-4.0","rules":"2014","revision":1},"quantity":1,"weight":{"value":4,"units":"lb"},"price":{"value":10000,"denomination":"gp"},"attunement":"required","equipped":false,"rarity":"veryRare","identified":true,"cover":null,"range":{"value":null,"long":null,"units":"ft","reach":null},"uses":{"max":"","recovery":[],"spent":0},"damage":{"versatile":{"number":1,"denomination":8,"bonus":"","types":[],"custom":{"enabled":false,"formula":""},"scaling":{"mode":"","number":null,"formula":""}},"base":{"number":1,"denomination":6,"bonus":"","types":["bludgeoning"],"custom":{"enabled":false,"formula":""},"scaling":{"mode":"","number":null,"formula":""}}},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"properties":["foc","mgc","ver"],"proficient":null,"type":{"value":"simpleM","baseItem":"quarterstaff"},"unidentified":{"description":""},"container":null,"crewed":false,"magicalBonus":2,"activities":{"dnd5eactivity000":{"_id":"dnd5eactivity000","type":"attack","activation":{"type":"action","value":1,"condition":"","override":false},"consumption":{"targets":[],"scaling":{"allowed":false,"max":""},"spellSlot":true},"description":{"chatFlavor":""},"duration":{"concentration":false,"value":"","units":"","special":"","override":false},"effects":[],"range":{"value":"5","units":"ft","special":"","override":false},"target":{"template":{"count":"","contiguous":false,"type":"","size":"","width":"","height":"","units":""},"affects":{"count":"","type":"","choice":false,"special":""},"prompt":true,"override":false},"attack":{"ability":"","bonus":"","critical":{"threshold":null},"flat":false,"type":{"value":"melee","classification":"weapon"}},"damage":{"critical":{"bonus":""},"includeBase":true,"parts":[]},"uses":{"spent":0,"recovery":[]},"sort":0}},"attuned":false,"ammunition":{},"identifier":"staff-of-thunder-and-lightning","mastery":""},"effects":[],"folder":"hvm2AEKrzObnG0Rv","sort":200000,"ownership":{"default":0,"piP3xtfEHOqnxR4X":3},"flags":{"scene-packer":{"hash":"c552b749e354ba26413d1146a5d970f8fee28c50"}},"_stats":{"duplicateSource":null,"compendiumSource":"Compendium.dnd5e.items.Item.F6v3Q7dz1SlpLTMf","coreVersion":"13.346","systemId":"dnd5e","systemVersion":"4.3.6","createdTime":1743174310297,"modifiedTime":1743174310311,"lastModifiedBy":"piP3xtfEHOqnxR4X","exportSource":null}}],"journal":[{"folder":"RirzfxtezBnt7251","name":"Line of Fire Underwater","pages":[{"sort":100000,"name":"Introduction","type":"text","_id":"YYoRADW1ZCGg6VJ4","system":{},"title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"<p><em>Line of Fire Underwater</em> is a fifth-edition adventure for <strong>three to five characters of 6th to 8th level</strong> and is optimized for <strong>four characters with an average party level (APL) of 7</strong>.</p><aside class=\"notable\"><p>A group of priests serving the Firelord hired the Societyâ€™s services to retrieve a sacred gemstone from a long-forgotten temple buried underwater for decades. Upon arriving at the sacred ruins, the adventurers discover that the gem is vital to the templeâ€™s new sahuagin residents, as it keeps their eggs warm and ensures their survival. The adventurers must decide whether to return the artifact to its rightful owners or leave it with those whose lives depend on it.</p></aside><h2>Background</h2><p>The once-fiery lands of Furnace, now known as the Extinguished Lands, are home to a former temple of the Firelord. Renamed the Firelordâ€™s Drainage, the sunken temple had been thought to be unoccupied, yet the clerics now believe there is still life and sufficient activity in the holy site to sustain the Firelordâ€™s influence. Hoping to rekindle their bond with the Firelord, followers of the blaze contacted Thraij through a mediator, demanding the Society members acquire a long-lost artifact named Firelordâ€™s Heartâ€”underwater yet fiery still.</p><h2>Adventure Summary</h2><p>Upon arriving at the Firelord's Drainage, the adventurers encounter a sleeping sahuagin from whom they can extract information about the temple grounds. As they delve deeper, the characters discover a staircase leading to a magically sealed gate that can only be opened by placing Everembers on the altar in area 4.</p><p>Along the way, they encounter a sahuagin steamstress who begs them to leave the artifact where it is, for it brings life to the eggs with its heat. Without it, the tribe will perish. After unlocking the gate, the adventurers face the formidable chieftain Khatradzee and his warriors. With the path to the Firelord's Heart cleared, the decision of what to do with the artifact falls upon the adventurers.</p>"},"video":{"controls":true,"volume":0.5},"src":null,"ownership":{"default":-1,"piP3xtfEHOqnxR4X":3},"flags":{},"_stats":{"compendiumSource":null,"duplicateSource":null,"coreVersion":"13.346","systemId":"dnd5e","systemVersion":"4.3.6","createdTime":null,"modifiedTime":1743192256468,"lastModifiedBy":"piP3xtfEHOqnxR4X","exportSource":null},"category":null},{"sort":200000,"name":"Adventure Hooks","type":"text","_id":"iEUaaNDaJ6cEiiWP","system":{},"title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"<p>The Sidequest Society calling card presents the following riddle to begin this quest:</p><div class=\"fvtt narrative\"><p><em>The halls, once ablaze, now lie extinguished,</em></p><p><em>Its cauldrons made silent and unfurnished.</em></p><p><em>Where unlikely visitors found refuge in its stillness and peace,</em></p><p><em>Lifeâ€™s fate hangs on whether the hearthâ€™s flame will cease.</em></p></div><p>Click the @sqs-card[<em>The halls, once ablaze, now lie extinguished,</em>&lt;br&gt; <em>Its cauldrons made silent and unfurnished.&lt;br&gt;</em> <em>Where unlikely visitors found refuge in its stillness and peace,</em>&lt;br&gt; <em>Lifeâ€™s fate hangs on whether the hearthâ€™s flame will cease.</em>] to show the interactive calling card.</p><p>The following are suggested hooks for the Sidequest Society recruiting your party to this task.</p><h2>Clerics of the Flame</h2><p>Clerics of the flame offer [[/award 400gp]] gp to the adventurers in return for the Firelord's Heart.</p><h2>Strange Aquatic Fauna</h2><p>Society Member @UUID[JournalEntry.Zj35hcN9sVPf1VyU.JournalEntryPage.WNDig0P8CuXTpiH6]{Yhalbagen} (Neutral Good, dragonborn Druid) offers the adventurers a reward for any interesting specimens they encounter in Firelordâ€™s Drainage. The quality of the reward depends on the number and type of strange wildlife delivered.</p><h2>Hot and Cold</h2><p>Society member @UUID[JournalEntry.Zj35hcN9sVPf1VyU.JournalEntryPage.boVNugMLsMPkjIrT]{Qadhmog} (Lawful Good, dwarf Priest) canâ€™t put a finger on how the Firelordâ€™s influence manages to persist in an environment underwater with no worshippers, as far as anyone knows. Qadhmog encourages the group to find information about what has allowed this place to persist, assuring them that they can keep any magical artifacts located during their explorationâ€¦</p><p></p>"},"video":{"controls":true,"volume":0.5},"src":null,"ownership":{"default":-1,"piP3xtfEHOqnxR4X":3},"flags":{},"_stats":{"compendiumSource":null,"duplicateSource":null,"coreVersion":"13.346","systemId":"dnd5e","systemVersion":"4.3.6","createdTime":null,"modifiedTime":1743192294246,"lastModifiedBy":"piP3xtfEHOqnxR4X","exportSource":null},"category":null},{"sort":300000,"name":"Important Characters","type":"text","_id":"24qjrt8WTllibthu","system":{},"title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"<p>The following characters are introduced in this Sidequest Society adventure:</p><ul><li><p>@UUID[.NZORcWtWS5nAqwI7]{Tazsai}</p></li><li><p>@UUID[.Fyz5N01HDW9am6YQ]{Khatradzee}</p></li><li><p>@UUID[Actor.O5yFsskZUdOW3J0v]{Sdree}</p></li></ul>"},"video":{"controls":true,"volume":0.5},"src":null,"ownership":{"default":-1,"piP3xtfEHOqnxR4X":3},"flags":{},"_stats":{"compendiumSource":null,"duplicateSource":null,"coreVersion":"13.346","systemId":"dnd5e","systemVersion":"4.3.6","createdTime":null,"modifiedTime":1743192228890,"lastModifiedBy":"piP3xtfEHOqnxR4X","exportSource":null},"category":null},{"sort":900000,"name":"The Extinguished Lands","type":"text","_id":"BYN74TQcu9RlKFS4","system":{},"title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"<p>The once magma-infested volcanic lands known as Furnace had been occupied by followers of the Firelord for centuries until the day of the Great Collapse, which shattered the face of the earth and overturned the laws of sorcery. Oddly enough, the devastation did not plague these fiery lands with wild magic, as it did to so many other regions. Instead, it brought the seaâ€”a most treacherous enemy.</p><p>As Furnace, now known as <strong>the Extinguished Lands</strong>, sank and the erupting volcanoes died down, the highest of holy sites devoted to the Firelord, the Temple of the Cleansing Fire, was lost to his followers and civilization.</p><p></p>"},"video":{"controls":true,"volume":0.5},"src":null,"ownership":{"default":-1,"piP3xtfEHOqnxR4X":3},"flags":{},"_stats":{"compendiumSource":null,"duplicateSource":null,"coreVersion":"13.346","systemId":"dnd5e","systemVersion":"4.3.6","createdTime":null,"modifiedTime":1743164355445,"lastModifiedBy":"piP3xtfEHOqnxR4X","exportSource":null},"category":null},{"sort":1000000,"name":"Firelord's Drainage","type":"text","_id":"sVAuU3aFIMf6cMXJ","system":{},"title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"<p>Once one of the most sacred houses of the Firelord, the Temple of the Cleansing Fire drowned beneath the swallowing seas and was renamed Firelordâ€™s Drainage by the followers of the Sea Bitch, making a mockery of the Firelord. However, the remnants of the templeâ€™s community embraced the new name to spite the treacherous Queen of the Seas.</p><p>Unbeknownst to surface dwellers, the sahuagin tribe called the Fiery Fins now dwells in the submerged ruins. Having found peace and shelter within the Firelordâ€™s halls, the fish-folk turned away from the path of the Great Shark in favor of their new host. Branded as deserters and infidels by their kin, they hide in Firelordâ€™s Drainage, sustained by the lost artifact Firelordâ€™s Heart and venturing out only when the need for food rises.</p><h2>General Features</h2><p>These general features are prominent throughout Firelordâ€™s Drainage unless otherwise noted in the area descriptions.</p><p><em><strong>Ceilings, Floors, and Walls</strong></em>. The building is constructed almost entirely from mineral-rich red stones, which have turned green over the years due to the moss and kelp engulfing the temple. Rubble remains where some of the doors once stood, preventing the water from rushing in. The floor is slippery, and oversized kelp infests the ceiling.</p><p><em><strong>Doors</strong></em>. The doors are made of wood, mostly rotten due to the floodwaters. However, the great door leading to area 6 remains as dry as the day it was carved and is warm to the touch. It is engraved with five runes that glow brighter as more Everembers are placed on the altar.</p><p><em><strong>Light</strong></em>. While the dead ones remain translucent, the living jellyfish emit a blue glow that illuminates their surroundings within 10 feet of them in Dim Light (See &amp;Reference[dim light]). Area 6 harbors the Firelord's Heart artifact, which glows brighter than a campfire and floods the chamber with Bright Light (See &amp;Reference[bright light]).</p><p><em><strong>Climate</strong></em>. The air is hot and humid. The heat preserved by the Firelord's blessing warms the floodwaters and generates rising steam. Area 6 is hotter than the other sections and quite dry.</p><p><em><strong>Flood</strong></em>. The fifteen-inch-deep water throughout the building is considered Difficult Terrain (See &amp;Reference[difficult terrain]). Itâ€™s not present in area 6 or on the stairs in area 5.</p><p><em><strong>Jellyfish</strong></em>. The adventurers identify the small jellyfish on the furniture as having alchemical properties if they succeed on a [[/check nat 12]] check. The jellyfish can be delivered to Yhalbagen for a reward. Characters who touch the glowing jellyfish take [[/damage 1d6 poison]] poison damage.</p><p><em><strong>Altar</strong></em>. The gate to area 7 opens after the adventurers gather all 5 Everembers from the steamstresses and place them on the altar in area 4. The great brazier is set ablaze when the first crystal is placed on the altar, growing more potent with every additional crystal. An engraved rune on the large wooden door also begins to glow in shades of red, orange, and yellow each time a crystal is placed on the altar.</p>"},"video":{"controls":true,"volume":0.5},"src":null,"ownership":{"default":-1,"piP3xtfEHOqnxR4X":3},"flags":{},"_stats":{"compendiumSource":null,"duplicateSource":null,"coreVersion":"13.346","systemId":"dnd5e","systemVersion":"4.3.6","createdTime":null,"modifiedTime":1743192240911,"lastModifiedBy":"piP3xtfEHOqnxR4X","exportSource":null},"category":null},{"sort":1500000,"name":"Conclusion","type":"text","_id":"RFH9E557LMpJJmqr","system":{},"title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"<p>Some of the potential outcomes of the adventure include:</p><h2>The Artifact Delivered to the Clerics</h2><p>With their most prized asset now back in their possession, followers of the Firelord depart from the Extinguished Lands for good to build an even bigger and grander temple in lands they deem out of the Sea Bitchâ€™s reach. In time, they grow in number, become an influential order, and remain eternal allies of the Society. The adventurers receive the promised reward (see Compensation). </p><p>If the adventurers succeed on a [[/check per 14]] check, the clerics cut off and give the characters a small piece of the Firelordâ€™s Heart that mimics the artifactâ€™s powers, which they can deliver to Loremaster Dimani for a reward of [[/award 300gp]] gp. She puts the artifact piece on display in the Archivistâ€™s Office to be studied by Society members.</p><p>Left empty-handed, the Fiery Fins lose their capacity to procreate and abandon the temple in search of a new life and home. They become prey to the Great Sharkâ€™s devoted servants.</p><h2>The Artifact Left in the Temple</h2><h3>Tazsai alive</h3><p>She thanks the adventurers for saving her tribe from annihilation and rewards them with a Potion of Heroism, in addition to any other goods she may have promised (see area 6). Under her guidance and protection, the tribeâ€™s eggs hatch into healthy younglings who grow into strong Fiery Fins. They continue to remain out of the Great Sharkâ€™s reach in their precious home.</p><h3>Tazsai killed</h3><p>The tribeâ€™s eggs hatch into healthy younglings who, for many years, grow into strong Fiery Fins. However, with a lack of proper guidance and emerging power struggles within the tribe, they lose the Firelordâ€™s favor, and the artifactâ€™s blessing fades away. The tribe loses the capacity to procreate, leaves the temple in search of a new home, and falls prey to the Great Sharkâ€™s servants.</p><p>The clerics leave the Extinguished Lands for good and vow never to deal with the Society ever again. Their order weakens.</p><h2>Jellyfish for Yhalbagen</h2><p>Yhalbagen offers the adventurers [[/award 15gp]] gp for each jellyfish delivered. Through experimentation, he creates a potent cleaning material from the jellyfish and gives it to Throgkha.</p><p></p>"},"video":{"controls":true,"volume":0.5},"src":null,"ownership":{"default":-1,"piP3xtfEHOqnxR4X":3},"flags":{},"_stats":{"compendiumSource":null,"duplicateSource":null,"coreVersion":"13.346","systemId":"dnd5e","systemVersion":"4.3.6","createdTime":null,"modifiedTime":1743165467259,"lastModifiedBy":"piP3xtfEHOqnxR4X","exportSource":null},"category":null},{"sort":1600000,"name":"Appendix","type":"text","_id":"AfHoSjxivgRn59Uk","system":{},"title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"<h2>Magic Items</h2><h3>@UUID[Item.1o0f38YQTiBelI4I]{Firelord's Heart}</h3><p>Though not his literal heart but still believed to have come directly from the Firelordâ€™s body, this artifact is revered by the followers of flame. Regardless of its true nature or how it came into the possession of fire clerics, the artifact radiates power and warmth whose potency shifts to meet its masterâ€™s needs. The heat it emits can be soothingly lukewarm or searingly lethal to bare skin. Its light can burn bright enough to blind those who have Darkvision (See &amp;Reference[darkvision]) or glow gently in the dark like an oversized firefly. Powerful yet cumbersome, the artifact weighs nearly 40 pounds and stands 15 inches tall.</p><p>The gem sheds Bright Light (See &amp;Reference[bright light]) in a 15-foot radius and Dim Light (See &amp;Reference[dim light]) for an additional 15 feet. While holding this gem, you can cast Fireball or Scorching Ray from it. Once you cast a spell, that spell canâ€™t be cast from the gem again until the next dawn. When you finish a long rest while this gem is in your possession, you gain [[/healing 5 temp]]. This effect does not stack.</p><h3>@UUID[Item.jXDGdGI3x4ZCLnza]{Everembers}</h3><p>These orange gems glow like torches and feel warm to the touch. Resembling tamed, miniature versions of the Firelord's Heart artifact, they emit Dim Light (See &amp;Reference[dim light]) out to 10 feet.</p><h2>Monsters</h2><h3>@UUID[Actor.ew8CKF8HJne2J5WQ]{Sahuagin Salamander}</h3><p>Touched by the Elemental (See &amp;Reference[elemental]) forces of fire, sahuagin salamanders are monstrous variations of their simpler, fish-like kin. With orange scales, fins set ablaze, and cracked skin that occasionally oozes lava, these hulking creatures radiate intense heat and have resistance to fire damage. Despite their blazing features, their skin remains glossy. They are either born this way or mutate after receiving the blessing of a powerful, fiery entity. Sahuagin salamanders are driven by nature, often becoming leaders for their small, typically marginalized communities. Only barons can transform into sahuagin salamanders.</p><p>Their inherent weakness against water makes survival a constant struggle. For this reason, some sahuagin see the salamander form as a curse disguised as a blessingâ€”one that isolates its chosen few from the rest. A sahuagin salamander has vulnerability to cold damage and resistance to fire damage. They can cast Burning Hands and Fireball each once per day. While submerged in water, they take [[/damage 1d6 cold]] cold damage at the start of their turn.</p><h3>@UUID[Actor.coYN6JDrcQKf2gto]{Sahuagin Steamstress}</h3><p>Though not as blessed as the salamanders, sahuagin steamstresses are still favored by their fiery gods and patrons. Trained as priestesses, they heal their peopleâ€™s physical wounds and serve as spiritual guides. By mastering the manipulation of both fire and water, they create a constant steamy atmosphere wherever they practice their craft. A sahuagin steamstress can cast Burning Hands and Cone (See &amp;Reference[cone]) of Cold each once per day and cast Cure Wounds twice per day.</p>"},"video":{"controls":true,"volume":0.5},"src":null,"ownership":{"default":-1,"piP3xtfEHOqnxR4X":3},"flags":{},"_stats":{"compendiumSource":null,"duplicateSource":null,"coreVersion":"13.346","systemId":"dnd5e","systemVersion":"4.3.6","createdTime":null,"modifiedTime":1743192594177,"lastModifiedBy":"piP3xtfEHOqnxR4X","exportSource":null},"category":null},{"sort":1700000,"name":"Credits","type":"text","_id":"8dqO9blFjlmnoxrI","system":{},"title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"<ul><li><p><strong>Created and published</strong> by <a href=\"https://theripper93.com/\">TheRIpper93</a></p></li><li><p><strong>Maps</strong> - <a href=\"https://themad.network/\">The MAD Cartographer</a></p></li><li><p><strong>Monster and NPC art</strong> - <a href=\"https://www.artstation.com/betolima\">Beto Lima</a></p></li><li><p><strong>Writing</strong> - Ali Benice at <a href=\"https://themad.network/\">The MAD Network</a></p></li><li><p><strong>Editing</strong> - Jessic Gombart</p></li><li><p><strong>Project Manager</strong> - Harrison at <a href=\"https://themad.network/\">The MAD Network</a></p></li><li><p><strong>Sounds</strong> by <a href=\"https://michaelghelfistudios.com/\">Michael Ghelfi Studios</a></p><ul><li><p>Torch Burning Loop</p></li><li><p>Water Shrine In Thunderous Volcanic Field</p></li></ul></li></ul><p></p><p></p><p></p>"},"video":{"controls":true,"volume":0.5},"src":null,"ownership":{"default":-1,"piP3xtfEHOqnxR4X":3},"flags":{},"_stats":{"compendiumSource":"JournalEntry.Zj35hcN9sVPf1VyU.JournalEntryPage.8dqO9blFjlmnoxrI","duplicateSource":null,"coreVersion":"13.346","systemId":"dnd5e","systemVersion":"4.3.6","createdTime":null,"modifiedTime":1743192696224,"lastModifiedBy":"piP3xtfEHOqnxR4X","exportSource":null},"category":null},{"sort":800000,"name":"Tazsai","type":"text","system":{},"title":{"show":true,"level":2},"image":{},"text":{"format":1,"content":"<p><em>(Neutral Good, <strong>Sahuagin Steamstress</strong>)</em></p><p>An elder priestess of flame and shaman to her tribe, Tazsai believes that nothing holds greater value than life, even that of her tribeâ€™s opponents. Tazsai has grown weary of Khatradzeeâ€™s haughty behavior and finds solace in caring for the hatchlings.</p>"},"video":{"controls":true,"volume":0.5},"src":null,"ownership":{"default":-1,"piP3xtfEHOqnxR4X":3},"flags":{},"_stats":{"compendiumSource":"JournalEntry.WClsUOv3QNXdSJZD.JournalEntryPage.QKT6fmIXoJ1epCPc","duplicateSource":"JournalEntry.Gnem7no7Z9hluceF.JournalEntryPage.7N8dD3QiPlHbE4Ny","coreVersion":"13.346","systemId":"dnd5e","systemVersion":"4.3.6","createdTime":1743164208803,"modifiedTime":1743164248290,"lastModifiedBy":"piP3xtfEHOqnxR4X","exportSource":null},"_id":"NZORcWtWS5nAqwI7","category":null},{"sort":800000,"name":"Khatradzee","type":"text","system":{},"title":{"show":true,"level":2},"image":{},"text":{"format":1,"content":"<p><em>(Lawful Neutral, <strong>Sahuagin Salamander</strong>)</em></p><p>Kathradzee emerged from the first clutch of sahuagin eggs nurtured by the Firelord's Heart. As the first one to hatch, he embodied the fiery blessing of his lord. Unfortunately, his very nature became his curse: he couldnâ€™t leave the warmth of the artifact without risking his own life.</p><p>Confined to the templeâ€™s main chamber, the weight of isolation became a burden that consumed him, and his devotion hardened into a zealous fanaticism, ready to burn all who threatened his sacred charge and right to rule.</p><img src=\"modules/side-quest-society-premium/assets/images/art/adv3/SQS_Sahaugn_Salamander.webp\" class=\"centered\" width=\"300\" />"},"video":{"controls":true,"volume":0.5},"src":null,"ownership":{"default":-1,"piP3xtfEHOqnxR4X":3},"flags":{},"_stats":{"compendiumSource":"JournalEntry.WClsUOv3QNXdSJZD.JournalEntryPage.QKT6fmIXoJ1epCPc","duplicateSource":"JournalEntry.Gnem7no7Z9hluceF.JournalEntryPage.NZORcWtWS5nAqwI7","coreVersion":"13.346","systemId":"dnd5e","systemVersion":"4.3.6","createdTime":1743164252415,"modifiedTime":1743668040833,"lastModifiedBy":"piP3xtfEHOqnxR4X","exportSource":null},"_id":"Fyz5N01HDW9am6YQ","category":null},{"sort":1250000,"name":"Sunken Tunnel","type":"map","_id":"6R9IxMRgEDXlWVsg","system":{"code":"0"},"title":{"show":true,"level":2},"image":{},"text":{"format":1,"content":"<p>Qadhmog warns the adventurers that the Firelordâ€™s influence will likely prevent the portal from transporting them directly into the temple and that they should be prepared for complications.</p><div class=\"fvtt narrative\"><p><em>\"Stepping into the portal, you arrive in a sunken tunnel, drowning. The saltwater quickly lifts you, and your head breaks the surface, allowing you to breathe. A blue glow emanates from one side of the tunnel, hinting at some activity.\"</em></p></div>"},"video":{"controls":true,"volume":0.5},"src":null,"ownership":{"default":-1,"piP3xtfEHOqnxR4X":3},"flags":{},"_stats":{"compendû¬‡,ùiumSource":null,"duplicateSource":null,"coreVersion":"13.346","systemId":"dnd5e","systemVersion":"4.3.6","createdTime":1743164467775,"modifiedTime":1743164724076,"lastModifiedBy":"piP3xtfEHOqnxR4X","exportSource":null},"category":null},{"sort":1250000,"name":"Water Hole","type":"map","system":{"code":"1"},"title":{"show":true,"level":2},"image":{},"text":{"format":1,"content":"<div class=\"fvtt narrative\"><p><em>\"Emerging from the sunken tunnel, you arrive in a room flooded with knee-high, murky water. One side of the room is filled with deep water, while the other is lined with broken stone furniture, a study desk, and a dilapidated bed.</em></p><p><em>Moss and kelp coat every surface. A blue jellyfish on a small table next to a wooden door radiates enough light to illuminate the chamber. A giant, bed-shaped sponge holds a scrubby male sahuagin, fast asleep with a fishing pole that his loosened fingers barely hold on to.\"</em></p></div><p>When the characters enter the chamber, the meek, cowardly sahuagin wakes up and utters a short scream in shock. Terrorized, he introduces himself as @UUID[Actor.O5yFsskZUdOW3J0v]{Sdree} of the Fiery Fins and begs the adventurers to let him go. If the adventurers question him, Sdree says the artifact is kept safe in the room north of the great hall, @UUID[.K0bI6n49MdXkJ1Bf]{up the stairs}. Its gates are sealed with magic, and the only way to open them is to gather the 5 @UUID[Item.jXDGdGI3x4ZCLnza]{Everember} in possession of the steamstresses and place them on the altar in the @UUID[.sUDPoBkPAz4JJkJO]{great hall}.</p><p>If the adventurers let him go, Sdree jumps into the deep water and disappears. If they attack him, he screams and runs to the door leading to area 2 and alerts the @UUID[Actor.efl48JCMMWddMaQ0]{sahuagin} there, which attack the adventurers. The @UUID[Actor.coYN6JDrcQKf2gto]{sahuagin steamstress} carries an @UUID[Item.jXDGdGI3x4ZCLnza]{Everember}.</p><p>The adventurers can find 1 @UUID[Item.ZdFwpz71Vi6B6pAT]{glowing jellyfish} in this area.</p><p></p>"},"video":{"controls":true,"volume":0.5},"src":null,"ownership":{"default":-1,"piP3xtfEHOqnxR4X":3},"flags":{},"_stats":{"compendiumSource":"JournalEntry.Gnem7no7Z9hluceF.JournalEntryPage.6R9IxMRgEDXlWVsg","duplicateSource":"JournalEntry.Gnem7no7Z9hluceF.JournalEntryPage.6R9IxMRgEDXlWVsg","coreVersion":"13.346","systemId":"dnd5e","systemVersion":"4.3.6","createdTime":1743164536157,"modifiedTime":1743174103732,"lastModifiedBy":"piP3xtfEHOqnxR4X","exportSource":null},"_id":"VpnXEtUqWh6p2PU0","category":null},{"sort":1250000,"name":"West Corridor","type":"map","system":{"code":"2"},"title":{"show":true,"level":2},"image":{},"text":{"format":1,"content":"<div class=\"fvtt narrative\"><p><em>\"This long, flooded corridor contains stone furniture that the Fiery Fins use to store their rations and primitive tools, while also displaying their prized prey. A portion of the wall has crumbled into ruins, narrowing a section of the corridor. Vines and giant seaweed stretch from one wall to the other and continuously drip water.\"</em></p></div><p>A <strong>@UUID[Actor.coYN6JDrcQKf2gto]{Sahuagin Steamstress}</strong> and <strong>4 @UUID[Actor.efl48JCMMWddMaQ0]{Sahuagin}</strong> rest in this chamber. They attack intruders on sight. 3 jellyfish lie on the furniture in this area, which can be delivered to Yhalbagen for a reward. 2 of them are @UUID[Item.ZdFwpz71Vi6B6pAT]{glowing}.</p><p></p>"},"video":{"controls":true,"volume":0.5},"src":null,"ownership":{"default":-1,"piP3xtfEHOqnxR4X":3},"flags":{},"_stats":{"compendiumSource":"JournalEntry.Gnem7no7Z9hluceF.JournalEntryPage.6R9IxMRgEDXlWVsg","duplicateSource":"JournalEntry.Gnem7no7Z9hluceF.JournalEntryPage.VpnXEtUqWh6p2PU0","coreVersion":"13.346","systemId":"dnd5e","systemVersion":"4.3.6","createdTime":1743164733749,"modifiedTime":1743174130963,"lastModifiedBy":"piP3xtfEHOqnxR4X","exportSource":null},"_id":"mDC3X0dzg0EMbUlN","category":null},{"sort":1250000,"name":"Great Hall","type":"map","system":{"code":"3"},"title":{"show":true,"level":2},"image":{},"text":{"format":1,"content":"<div class=\"fvtt narrative\"><p><em>\"With its high ceiling and spacious interior, this room is large enough to host a banquet. The southern wall, where the temple gates once stood, has crumbled. A peeled red, yellow, and orange symbol on the floor represents the Firelordâ€™s order. Slain prey, sponge beds, and jellyfish both alive and dead are scattered in every corner, accompanied by small, broken, algae-covered statues of the Firelord that decorate the room. This great hall is crawling with Fiery Fin sahuagin.\"</em></p></div><p>In this area, there is 1 <strong>@UUID[Actor.coYN6JDrcQKf2gto]{Sahuagin Steamstress}</strong> and <strong>1 @UUID[Actor.efl48JCMMWddMaQ0]{Sahuagin}</strong> who immediately attack intruders while alerting the sahuagin in area 4 The steamstress carries an @UUID[Item.jXDGdGI3x4ZCLnza]{Everember}. The adventurers can find 2 jellyfish in this area. 1 of them is @UUID[Item.ZdFwpz71Vi6B6pAT]{glowing}.</p><p></p>"},"video":{"controls":true,"volume":0.5},"src":null,"ownership":{"default":-1,"piP3xtfEHOqnxR4X":3},"flags":{},"_stats":{"compendiumSource":"JournalEntry.Gnem7no7Z9hluceF.JournalEntryPage.6R9IxMRgEDXlWVsg","duplicateSource":"JournalEntry.Gnem7no7Z9hluceF.JournalEntryPage.mDC3X0dzg0EMbUlN","coreVersion":"13.346","systemId":"dnd5e","systemVersion":"4.3.6","createdTime":1743164869987,"modifiedTime":1743174167537,"lastModifiedBy":"piP3xtfEHOqnxR4X","exportSource":null},"_id":"sUDPoBkPAz4JJkJO","category":null},{"sort":1250000,"name":"Brazier Room","type":"map","system":{"code":"4a"},"title":{"show":true,"level":2},"image":{},"text":{"format":1,"content":"<div class=\"fvtt narrative\"><p><em>\"This section of the temple ends in a staircase flanked by braziers on both sides, leading to a massive gate with five runes carved on its wooden surface. The wall on one side has crumbled, and the peeled symbol of the Firelord lies beneath your feet. Before the stairs stands a tall altar with a giant brazier etched with glowing runes.\"</em></p></div><p>1 <strong>@UUID[Actor.coYN6JDrcQKf2gto]{Sahuagin Steamstress}</strong> and <strong>2 @UUID[Actor.efl48JCMMWddMaQ0]{Sahuagin}</strong> guard this room. They attack any intruders while alerting the sahuagin in area 3. The sahuagin steamstress carries an @UUID[Item.jXDGdGI3x4ZCLnza]{Everember}. The adventurers can find 3 jellyfish on the furniture in this area to deliver to Yhalbagen. 1 of them is @UUID[Item.ZdFwpz71Vi6B6pAT]{glowing}.</p><p></p>"},"video":{"controls":true,"volume":0.5},"src":null,"ownership":{"default":-1,"piP3xtfEHOqnxR4X":3},"flags":{},"_stats":{"compendiumSource":"JournalEntry.Gnem7no7Z9hluceF.JournalEntryPage.6R9IxMRgEDXlWVsg","duplicateSource":"JournalEntry.Gnem7no7Z9hluceF.JournalEntryPage.sUDPoBkPAz4JJkJO","coreVersion":"13.346","systemId":"dnd5e","systemVersion":"4.3.6","createdTime":1743165120758,"modifiedTime":1743174196223,"lastModifiedBy":"piP3xtfEHOqnxR4X","exportSource":null},"_id":"uNNrKfjzjMKGe3Io","category":null},{"sort":1250000,"name":"East Corridor","type":"map","system":{"code":"5"},"title":{"show":true,"level":2},"image":{},"text":{"format":1,"content":"<div class=\"fvtt narrative\"><p><em>\"This corridor stretches toward a wooden door at the end of it, but a tall sturdy stone table blocks the path, with more sahuagin on each side of it.\"</em></p></div><p>In this area, there is a <strong>@UUID[Actor.coYN6JDrcQKf2gto]{Sahuagin Steamstress}</strong> and <strong>2 @UUID[Actor.efl48JCMMWddMaQ0]{Sahuagin}</strong> who immediately attack the characters. The steamstress stands a few feet behind the stone table blockade. The remaining sahuagin are close to the door connected to @UUID[.sUDPoBkPAz4JJkJO]{area 3}. The sahuagin steamstress carries an @UUID[Item.jXDGdGI3x4ZCLnza]{Everember}.</p><p>The adventurers can find 7 jellyfish on the furniture in this area to deliver to Yhalbagen. Three of them are @UUID[Item.ZdFwpz71Vi6B6pAT]{glowing}.</p><p></p><p></p>"},"video":{"controls":true,"volume":0.5},"src":null,"ownership":{"default":-1,"piP3xtfEHOqnxR4X":3},"flags":{},"_stats":{"compendiumSource":"JournalEntry.Gnem7no7Z9hluceF.JournalEntryPage.6R9IxMRgEDXlWVsg","duplicateSource":"JournalEntry.Gnem7no7Z9hluceF.JournalEntryPage.uNNrKfjzjMKGe3Io","coreVersion":"13.346","systemId":"dnd5e","systemVersion":"4.3.6","createdTime":1743165169743,"modifiedTime":1743174249155,"lastModifiedBy":"piP3xtfEHOqnxR4X","exportSource":null},"_id":"FnYRlyrkaB2YNXTM","category":null},{"sort":1250000,"name":"Furnace Room","type":"map","system":{"code":"6"},"title":{"show":true,"level":2},"image":{},"text":{"format":1,"content":"<div class=\"fvtt narrative\"><p><em>This room resembles the remains of what was once a small yet thriving workshop dedicated to the worship of the Firelord. A malfunctioning furnace with the last remnants of lifeless magma cracking in its boiler stands out among several pieces of broken stone furniture.</em></p><p><em>You find a sahuagin standing before you, glaring and holding a staff that cracks with lightning. Four sahuagin hatchlings huddle behind her. She speaks in Common with a thick, gargle-like accent. â€œHalt, invaders, and hear what I must say!â€</em></p></div><p>Tazsai and four sahuagin hatchlings (noncombatant Sahuagin with 1 hit point) reside in this area. If the adventurers explain why they came to Firelordâ€™s Drainage, Tazsai begs them to leave the Firelordâ€™s Heart where it is, saying the life-bestowing heat of the artifact is what keeps the eggs alive and guarantees the tribeâ€™s future. She adds that the chieftain @UUID[Actor.ew8CKF8HJne2J5WQ]{Khatradzee} has become an unreasonable and zealous tyrant after slowly losing his mind due to years of isolation and should be dealt with. She offers to award them with her @UUID[Item.smzOWhaPrYtPSqew]{Staff of Thunder and Lightning} in exchange for killing him. If the characters succeed on a [[/check itm 18]] check, she surrenders the staff immediately.</p><p>If the adventurers agree, Tazsai gives them an @UUID[Item.jXDGdGI3x4ZCLnza]{Everember}, which is required to open the gates of @UUID[.K0bI6n49MdXkJ1Bf]{area 7}. She explains how all 5 Everembers must be placed on the altar to open the gates. If the adventurers refuse, Tazsai attacks them. The hatchlings donâ€™t engage. Tazsai carries an @UUID[Item.jXDGdGI3x4ZCLnza]{Everember}, a @UUID[Compendium.dnd5e.items.Item.wNKYbKYwOHbA7SH8]{Potion of Heroism}, and a @UUID[Item.smzOWhaPrYtPSqew]{Staff of Thunder and Lightning}.</p><p>The adventurers can find 1 @UUID[Item.ZdFwpz71Vi6B6pAT]{glowing jellyfish} on the furniture in this area.</p><p></p><p></p>"},"video":{"controls":true,"volume":0.5},"src":null,"ownership":{"default":-1,"piP3xtfEHOqnxR4X":3},"flags":{},"_stats":{"compendiumSource":"JournalEntry.Gnem7no7Z9hluceF.JournalEntryPage.6R9IxMRgEDXlWVsg","duplicateSource":"JournalEntry.Gnem7no7Z9hluceF.JournalEntryPage.FnYRlyrkaB2YNXTM","coreVersion":"13.346","systemId":"dnd5e","systemVersion":"4.3.6","createdTime":1743165208898,"modifiedTime":1743174392924,"lastModifiedBy":"piP3xtfEHOqnxR4X","exportSource":null},"_id":"W9ngib2s07ELbwlJ","category":null},{"sort":1250000,"name":"Brazier Room (Return)","type":"map","system":{"code":"4b"},"title":{"show":true,"level":2},"image":{},"text":{"format":1,"content":"<p>When all 5 @UUID[Item.jXDGdGI3x4ZCLnza]{Everembers}are placed on the altar in area 4, read the following aloud:</p><div class=\"fvtt narrative\"><p><em>As you place the final crystal on the altar, the flames in the enchanted brazier grow strong enough to illuminate every corner of this room, and the final engravings on the gates at the top of the stairs begin to glow. The large gates swing open, releasing the light and heat they selfishly hid away.</em></p></div>"},"video":{"controls":true,"volume":0.5},"src":null,"ownership":{"default":-1,"piP3xtfEHOqnxR4X":3},"flags":{},"_stats":{"compendiumSource":"JournalEntry.Gnem7no7Z9hluceF.JournalEntryPage.6R9IxMRgEDXlWVsg","duplicateSource":"JournalEntry.Gnem7no7Z9hluceF.JournalEntryPage.W9ngib2s07ELbwlJ","coreVersion":"13.346","systemId":"dnd5e","systemVersion":"4.3.6","createdTime":1743165246493,"modifiedTime":1743174417181,"lastModifiedBy":"piP3xtfEHOqnxR4X","exportSource":null},"_id":"A9fScf8p6jYT17Xn","category":null},{"sort":1250000,"name":"Artifact Room","type":"map","system":{"code":"7"},"title":{"show":true,"level":2},"image":{},"text":{"format":1,"content":"<div class=\"fvtt narrative\"><p><em>\"This chamber is as dry and hot as a desert. Stone benches where the flameâ€™s followers once prayed beside their lordâ€™s sacred gift encircle a towering, abstract stone carving of the Firelord at the far end of the room. Its organic, flame-like formations enswathe a large brass cauldron containing an enormous crystal shaped like a dancing campfire.</em></p><p><em>Several sahuagin eggs surround the Firelordâ€™s Heart where it rests. A four-armed, hulking Sahuagin baron with orange scales and flaming fins stands between you and your objective, accompanied by his lesser kin.\"</em></p></div><p><strong>@UUID[Actor.ew8CKF8HJne2J5WQ]{Khatradzee} </strong>and <strong>4 @UUID[Actor.efl48JCMMWddMaQ0]{Sahuagin}</strong> are in this area. Khatradzee asserts that the adventurers are desecrating the holy site and that the Fiery Fins will never follow the Great Shark. They attack the adventurers.</p><p>If the adventurers let <strong>@UUID[Actor.O5yFsskZUdOW3J0v]{Sdree}</strong> go in area 1, he arrives with 3 additional<strong> @UUID[Actor.efl48JCMMWddMaQ0]{Sahuagin}</strong> at the end of the third round of combat, exclaiming that he has brought back up to prove his worth to the tribe. They attack the 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the rod, you have Advantage on Wisdom (Perception) checks and on Initiative rolls.</p><p><strong>Spells.</strong> While holding the rod, you can cast the following spells from it:</p><ul><li><p>@UUID[Compendium.dnd5e.spells24.Item.phbsplDetectEvil]{Detect Evil and Good}</p></li><li><p>@UUID[Compendium.dnd5e.spells24.Item.phbsplDetectMagi]{Detect Magic}</p></li><li><p>@UUID[Compendium.dnd5e.spells24.Item.phbsplDetectPois]{Detect Poison and Disease}</p></li><li><p>@UUID[Compendium.dnd5e.spells24.Item.phbsplSeeInvisib]{See Invisibility}</p></li></ul><p><strong>Protective Aura.</strong> As a Magic action, you can plant the haft end of the rod in the ground, whereupon the rod's head sheds Bright Light in a 60-foot radius and Dim Light for an additional 60 feet. While in that Bright Light, you and your allies gain a +1 bonus to Armor Class and saving throws and can sense the location of any Invisible creature that is also in the Bright Light.</p><p>The rod's head stops glowing and the effect ends after 10 minutes or when a creature takes a Magic action to pull the rod from the ground. Once used, this property can't be used again until the next dawn.</p><section class=\"secret\" id=\"secret-jGrucoqKAFLoFtqT\"><p><strong>Foundry Note</strong></p><p>The <strong>Plant Rod</strong> activity can be used to place a 60 foot template representing the Bright Light radius. It includes an Active Effect which can be applied to the relevant Actors and adds the +1 bonus to AC and Saving Throws.</p></section>","chat":""},"identifier":"rod-of-alertness","source":{"revision":1,"rules":"2024","book":"SRD 5.2","license":"CC-BY-4.0"},"identified":true,"unidentified":{"description":""},"container":null,"quantity":1,"weight":{"value":3,"units":"lb"},"price":{"value":40000,"denomination":"gp"},"rarity":"veryRare","attunement":"required","attuned":false,"equipped":false,"armor":{"value":null,"magicalBonus":null,"dex":null},"cover":null,"crewed":false,"hp":{"value":null,"max":null,"dt":null,"conditions":""},"type":{"value":"rod","baseItem":""},"properties":["foc","mgc"],"proficient":null,"strength":null},"effects":[{"name":"Protective Aura","img":"icons/magic/defensive/shield-barrier-flaming-diamond-blue.webp","origin":"Compendium.dnd5e.equipment24.Item.dmgRodOfAlertnes","transfer":false,"_id":"fHNlrUKZ6KWRNTmy","type":"base","system":{},"changes":[{"key":"system.attributes.ac.bonus","mode":2,"value":"1","priority":null},{"key":"system.bonuses.abilities.save","mode":2,"value":"1","priority":null}],"disabled":false,"duration":{"startTime":null,"seconds":600,"combat":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"description":"","tint":"#ffffff","statuses":[],"sort":0,"flags":{},"_stats":{"compendiumSource":null,"duplicateSource":null,"coreVersion":"13.346","systemId":"dnd5e","systemVersion":"4.4.0","createdTime":null,"modifiedTime":null,"lastModifiedBy":null,"exportSource":null}}],"folder":"4MGazLELqVnrJIqg","flags":{"dnd5e":{"riders":{"activity":[],"effect":[]}},"scene-packer":{"hash":"443b3a5dcfc7e3738520c1a8c91b6897b2387ef9"}},"_stats":{"duplicateSource":null,"compendiumSource":"Compendium.dnd5e.equipment24.Item.dmgRodOfAlertnes","coreVersion":"13.346","systemId":"dnd5e","systemVersion":"4.4.0","createdTime":1748532500733,"modifiedTime":1748532500752,"lastModifiedBy":"piP3xtfEHOqnxR4X","exportSource":null},"sort":700000,"ownership":{"default":0,"piP3xtfEHOqnxR4X":3}},{"_id":"iGJey0P1AtEZYyAj","name":"Circlet of Blasting","type":"equipment","folder":"4MGazLELqVnrJIqg","img":"icons/equipment/finger/ring-cabochon-notched-gold-green.webp","system":{"activities":{"r0b4ZTxnsPibvfE1":{"type":"cast","_id":"r0b4ZTxnsPibvfE1","sort":0,"activation":{"type":"action","value":null,"override":false},"consumption":{"scaling":{"allowed":false},"spellSlot":true,"targets":[{"type":"itemUses","value":"1","scaling":{}}]},"description":{"chatFlavor":""},"duration":{"units":"inst","concentration":false,"override":false},"range":{"override":false},"target":{"template":{"contiguous":false,"units":"ft"},"affects":{"choice":false},"override":false,"prompt":true},"uses":{"spent":0,"recovery":[],"max":""},"spell":{"challenge":{"attack":5,"save":null,"override":true},"level":2,"properties":[],"uuid":"Compendium.dnd5e.spells24.Item.phbsplScorchingR","spellbook":true},"name":""}},"uses":{"spent":0,"recovery":[{"period":"dawn","type":"recoverAll"}],"max":"1"},"description":{"value":"<div><p><em>Wondrous Item, Uncommon</em></p></div><p>While wearing this circlet, you can cast <em>@UUID[Compendium.dnd5e.spells24.Item.phbsplScorchingR]{Scorching Ray}</em> with it (+5 to hit). The circlet can't cast this spell again until the next dawn.</p>","chat":""},"identifier":"circlet-of-blasting","source":{"revision":1,"rules":"2024","license":"CC-BY-4.0","book":"SRD 5.2"},"identified":true,"unidentified":{"description":""},"container":null,"quantity":1,"weight":{"value":0.2,"units":"lb"},"price":{"value":400,"denomination":"gp"},"rarity":"uncommon","attunement":"","attuned":false,"equipped":false,"armor":{"value":null,"magicalBonus":null,"dex":null},"cover":null,"crewed":false,"hp":{"value":null,"max":null,"dt":null,"conditions":""},"type":{"value":"wondrous","baseItem":""},"properties":["mgc"],"strength":null,"proficient":null},"effects":[],"flags":{"dnd5e":{"riders":{"activity":[],"effect":[]}},"scene-packer":{"hash":"4ad2d8096d9cb75a0931e06671b988b4ad35771f"}},"_stats":{"duplicateSource":null,"compendiumSource":"Compendium.dnd5e.equipment24.Item.dmgCircletOfBlas","coreVersion":"13.346","systemId":"dnd5e","systemVersion":"4.4.0","createdTime":1748532565901,"modifiedTime":1748532565922,"lastModifiedBy":"piP3xtfEHOqnxR4X","exportSource":null},"sort":800000,"ownership":{"default":0,"piP3xtfEHOqnxR4X":3}},{"_id":"iutRMv0tveifZ51S","name":"Wand of the War Mage +1","type":"equipment","img":"icons/weapons/wands/wand-gem-blue.webp","system":{"description":{"value":"<p><em>Wand (requires attunement by a spellcaster)</em></p><p>While holding this wand, you gain a bonus to spell attack rolls of +1. In addition, you ignore half cover when making a spell attack.</p>","chat":""},"source":{"custom":"","book":"SRD 5.1","page":"","license":"CC-BY-4.0","rules":"2014","revision":1},"quantity":1,"weight":{"value":1,"units":"lb"},"price":{"value":1200,"denomination":"gp"},"attunement":"required","equipped":false,"rarity":"uncommon","identified":true,"cover":null,"uses":{"max":"","spent":0,"recovery":[]},"armor":{"value":0,"dex":null,"magicalBonus":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":null,"proficient":null,"type":{"value":"wand","baseItem":""},"unidentified":{"description":""},"container":null,"crewed":false,"properties":["foc","mgc"],"activities":{},"attuned":false,"identifier":"wand-of-the-war-mage-1"},"effects":[{"name":"Wand of the War Mage +1","img":"icons/weapons/wands/wand-gem-blue.webp","origin":"Compendium.dnd5e.items.Item.OPbdSlrhkUDNpgcS","_id":"L2JsUOPt6kCEVZHT","type":"base","system":{},"changes":[{"key":"system.bonuses.msak.attack","mode":2,"value":"1","priority":null},{"key":"system.bonuses.rsak.attack","mode":2,"value":"1","priority":null}],"disabled":false,"duration":{"startTime":null,"combat":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"description":"","tint":"#ffffff","transfer":true,"statuses":[],"sort":0,"flags":{"dnd5e":{"riders":{"statuses":[]}}},"_stats":{"compendiumSource":null,"duplicateSource":null,"coreVersion":"13.346","systemId":"dnd5e","systemVersion":"4.4.0","createdTime":null,"modifiedTime":null,"lastModifiedBy":null,"exportSource":null}}],"folder":"4MGazLELqVnrJIqg","sort":900000,"ownership":{"default":0,"piP3xtfEHOqnxR4X":3},"flags":{"scene-packer":{"hash":"a09913dffb8fb35bbfd76780dd53ca6b022cf896"}},"_stats":{"duplicateSource":null,"compendiumSource":"Compendium.dnd5e.items.Item.OPbdSlrhkUDNpgcS","coreVersion":"13.346","systemId":"dnd5e","systemVersion":"4.4.0","createdTime":1748532638258,"modifiedTime":1748532638278,"lastModifiedBy":"piP3xtfEHOqnxR4X","exportSource":null}},{"folder":"eyi4wvouq8w0KKxA","name":"Adamantine Entity","type":"feat","_id":"zHlpWW4NPKDXDPjl","img":"icons/magic/earth/orb-stone-smoke-teal.webp","system":{"activities":{},"uses":{"spent":0,"recovery":[],"max":""},"description":{"value":"<p><strong>Add this trait to a creature to grant it the Adamantine Entity template.</strong></p><p>This creature has been warped by the alien energies of the adamantine meteor, and has the following changes.</p><ul><li><p>It emits dim green light for 10ft at night.</p></li><li><p>Strength, Dexterity, and Constitution are increased by 2.</p></li><li><p>AC is increased by 2.</p></li><li><p>It gains immunity to non-magical physical damage.</p></li></ul>","chat":""},"identifier":"new-item","source":{"revision":1,"rules":"2024"},"advancement":[],"cover":null,"crewed":false,"enchant":{},"prerequisites":{"level":null,"repeatable":false},"properties":["trait"],"requirements":"","type":{"value":"","subtype":""}},"effects":[{"name":"Adamantine Entity","img":"icons/magic/earth/orb-stone-smoke-teal.webp","origin":"Item.zHlpWW4NPKDXDPjl","_id":"lpQEEwyQZapVCaKO","type":"base","system":{},"changes":[{"key":"system.abilities.str.value","mode":2,"value":"2","priority":null},{"key":"system.abilities.dex.value","mode":2,"value":"2","priority":null},{"key":"system.abilities.con.value","mode":2,"value":"2","priority":null},{"key":"system.attributes.ac.bonus","mode":2,"value":"2","priority":null},{"key":"system.traits.di.value","mode":2,"value":"piercing","priority":null},{"key":"system.traits.di.value","mode":2,"value":"bludgeoning","priority":null},{"key":"system.traits.di.value","mode":2,"value":"slashing","priority":null}],"disabled":false,"duration":{"startTime":null,"seconds":null,"combat":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"description":"","tint":"#ffffff","transfer":true,"statuses":[],"sort":0,"flags":{"dnd5e":{"riders":{"statuses":[]}}},"_stats":{"compendiumSource":null,"duplicateSource":null,"coreVersion":"13.346","systemId":"dnd5e","systemVersion":"4.4.0","createdTime":1748524228165,"modifiedTime":1748524324476,"lastModifiedBy":"piP3xtfEHOqnxR4X","exportSource":null}}],"sort":0,"ownership":{"default":0,"piP3xtfEHOqnxR4X":3},"flags":{"scene-packer":{"hash":"9cb85ac758a5120ac64dc2cbc824ed6e31585158"}},"_stats":{"compendiumSource":null,"duplicateSource":null,"coreVersion":"13.346","systemId":"dnd5e","systemVersion":"4.4.0","createdTime":1748524181142,"modifiedTime":1748524330819,"lastModifiedBy":"piP3xtfEHOqnxR4X","exportSource":null}}],"journal":[{"folder":"kszHqFeh6FagTPNj","name":"Hearts of Adamantine","pages":[{"sort":100000,"name":"Introduction","type":"text","_id":"YYoRADW1ZCGg6VJ4","system":{},"title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"<p><em>Hearts of Adamantine</em> is a fifth-edition adventure for <strong>three to five characters of 8th to 10th level</strong> and is optimized for <strong>four characters with an average party level (APL) of 9</strong>.</p><aside class=\"notable\"><p>Numerous meteors have landed in the wilderness, containing a peculiar type of adamantine deemed worthy of research by an accomplished wizard. The magical properties of the ore, however, have introduced a twisted variant of a regular member of the local wildlife: a metal-skinned lion more dangerous than any other.</p><p>The adventurers are tasked with locating the wizard, examining the meteors, and deciding what to do with the creature</p></aside><h2>Background</h2><p>Society member @UUID[Actor.CtTgWy8reI6CqyuD]{Dimani} receives a letter from @UUID[.zC0tjXCDaGwXAUCd]{Gadrys}, the current apprentice of her colleague, Dahylron the wizard. The note informs her that Dahylron has organized an expedition to a recent meteor crash site in the heart of Reachâ€™s End Woods. She expresses concern about what they might uncover there and requests that Dimani send aid if she doesnâ€™t hear from her within two weeks.</p><p>The letter was sent three weeks ago, and now, the adventurers must head to the wizardsâ€™ campsite.</p><h2>Adventure Summary</h2><p>The adventurers arrive at the campsite where theyâ€™re meant to meet Gadrys and seek an audience with Dahylron. Instead, they find the scout @UUID[.PGisE6o35PuM1EqE]{Herma} desperately fending for her life against a pack of strangely altered, green-glowing hyenas, as the rest of her party lies dead. There, the adventurers discover the meteorite impact siteâ€™s location.</p><p>Following the trail, they cross a river and encounter more beasts that have been corrupted by the meteorâ€™s otherworldly energy. They can stumble upon a small, makeshift camp that Dahylron built to work in solitude, and find Gadrys stranded atop a tree, calling for help.</p><p>Inside the nearby meteor cave, the adventurers discover Dahylronâ€™s body, brutally butchered by an @UUID[Actor.UJTs3vD9Y3oAfzGo]{Adamantine Lion}. Itâ€™s up to them to decide how to deal with the bizarre beast and its cubs.</p>"},"video":{"controls":true,"volume":0.5},"src":null,"ownership":{"default":-1,"piP3xtfEHOqnxR4X":3},"flags":{},"_stats":{"compendiumSource":null,"duplicateSource":null,"coreVersion":"13.346","systemId":"dnd5e","systemVersion":"4.4.0","createdTime":null,"modifiedTime":1748536678514,"lastModifiedBy":"piP3xtfEHOqnxR4X","exportSource":null},"category":null},{"sort":200000,"name":"Adventure Hooks","type":"text","_id":"iEUaaNDaJ6cEiiWP","system":{},"title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"<p>The Sidequest Society calling card presents the following riddle to begin this quest:</p><div class=\"fvtt narrative\"><p><em>A never-seen-before menace,</em></p><p><em>Descends upon a Falling star,</em></p><p><em>Its treasures - though they may bring penance,</em></p><p><em>Reward the few who journey far.</em></p></div><p>Click the @sqs-card[A never-seen-before menace,&lt;br&gt; Descends upon a Falling star,&lt;br&gt; Its treasures - though they may bring penance,&lt;br&gt; Reward the few who journey far.] to show the interactive calling card.</p><p>The following are suggested hooks for the Sidequest Society recruiting your party to this task.</p><h2>Finders Fee</h2><p>Gadrys mentions in her note that sheâ€™ll pay the adventurers [[/award 500gp]] gp if they come to her rescue, should the need arise.</p><h2>A Matter of Research</h2><p>Society members Nhunni and Yhalbagen are eager to learn more about the oddities the adventurers may find at the crash site, offering a reward for any interesting ingredients they encounter. The quality of the reward depends on the samples delivered.</p><h2>Out of this world</h2><p>Knowing that meteor crashes are rare but not particularly remarkable, Society member Dimani wonders what might have intrigued an accomplished yet eccentric wizard like Dahylron enough to leave his cozy sanctuary to investigate. Ever curious, Dimani offers a reward to the group if they manage to return with information on why Dahylron was so interested in this meteor crash.</p>"},"video":{"controls":true,"volume":0.5},"src":null,"ownership":{"default":-1,"piP3xtfEHOqnxR4X":3},"flags":{},"_stats":{"compendiumSource":null,"duplicateSource":null,"coreVersion":"13.346","systemId":"dnd5e","systemVersion":"4.4.0","createdTime":null,"modifiedTime":1748534261595,"lastModifiedBy":"piP3xtfEHOqnxR4X","exportSource":null},"category":null},{"sort":300000,"name":"Important Characters","type":"text","_id":"24qjrt8WTllibthu","system":{},"title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"<p>The following characters are introduced in this Sidequest Society adventure:</p><ul><li><p>@UUID[.zC0tjXCDaGwXAUCd]{Gadrys}</p></li><li><p>@UUID[.PGisE6o35PuM1EqE]{Herma}</p></li><li><p>@UUID[.0cfPYuRrSPteBe8l]{Adamantine Lion}</p></li></ul>"},"video":{"controls":true,"volume":0.5},"src":null,"ownership":{"default":-1,"piP3xtfEHOqnxR4X":3},"flags":{},"_stats":{"compendiumSource":null,"duplicateSource":null,"coreVersion":"13.346","systemId":"dnd5e","systemVersion":"4.4.0","createdTime":null,"modifiedTime":1748534280156,"lastModifiedBy":"piP3xtfEHOqnxR4X","exportSource":null},"category":null},{"sort":1200000,"name":"Credits","type":"text","_id":"8dqO9blFjlmnoxrI","system":{},"title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"<ul><li><p><strong>Created and published</strong> by <a href=\"https://theripper93.com/\">TheRIpper93</a></p></li><li><p><strong>Maps</strong> - <a href=\"https://themad.network/\">The MAD Cartographer</a></p></li><li><p><strong>Monster and NPC art</strong> - <a href=\"https://www.artstation.com/betolima\">Beto Lima</a></p></li><li><p><strong>Writing</strong> - Ali Benice at <a href=\"https://themad.network/\">The MAD Network</a></p></li><li><p><strong>Editing</strong> - Jessic Gombart</p></li><li><p><strong>Project Manager</strong> - Harrison at <a href=\"https://themad.network/\">The MAD Network</a></p></li><li><p><strong>Sounds</strong> by <a href=\"https://michaelghelfistudios.com/\">Michael Ghelfi Studios</a></p><ul><li><p>Faerie Fire (Loop)</p></li><li><p>Forest Lost in Time</p></li><li><p>Mountain River</p></li><li><p>Spooky Eldritch Forest</p></li></ul></li></ul><p></p><p></p>"},"video":{"controls":true,"volume":0.5},"src":null,"ownership":{"default":-1,"piP3xtfEHOqnxR4X":3},"flags":{},"_stats":{"compendiumSource":"JournalEntry.Zj35hcN9sVPf1VyU.JournalEntryPage.8dqO9blFjlmnoxrI","duplicateSource":null,"coreVersion":"13.346","systemId":"dnd5e","systemVersion":"4.4.0","createdTime":null,"modifiedTime":1748536995089,"lastModifiedBy":"piP3xtfEHOqnxR4X","exportSource":null},"category":null},{"sort":600000,"name":"Reach's End Woods","type":"text","_id":"Fq0Kjuho4xadi13D","system":{},"title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"<p>Where civilization lets the wilderness be, life flourishes, and the natural order preserves itself. Reachâ€™s End Woods has it easier than most, as the forest is too vast for the nearby villagers to fully explore, leaving its wildlife mostly untouched. The regionâ€™s druid orders rarely choose the forest as a pilgrimage point, and even the fey find it too dull and uneventful to bother settling in.</p><p>A recent event turned the tide, however: meteors encased in glowing ores, drawing much-unneeded attention.</p><p></p>"},"video":{"controls":true,"volume":0.5},"src":null,"ownership":{"default":-1,"piP3xtfEHOqnxR4X":3},"flags":{},"_stats":{"compendiumSource":null,"duplicateSource":null,"coreVersion":"13.346","systemId":"dnd5e","systemVersion":"4.4.0","createdTime":null,"modifiedTime":1748516090474,"lastModifiedBy":"piP3xtfEHOqnxR4X","exportSource":null},"category":null},{"sort":1000000,"name":"Conclusion","type":"text","_id":"lvupy1wufe3pSgU5","system":{},"title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"<p>The following may be outcomes of the adventure.</p><h2>Dahylron's Legacy</h2><p>Gadrys returns to Dahylronâ€™s tower, having inherited the property from her master who had no heirs. It takes her nearly a week to overcome her grief, which she eventually does by immersing herself in what remains of Dahylronâ€™s studies. With the Adamantine Pearl and limitless access to every material and research note the eccentric wizard left behind, Gadrysâ€”despite her lack of experience compared to Dahylronâ€”manages to outmatch her late masterâ€™s progress, thanks to her more focused and down-to-earth personality. Within three months, she conjures a ritual to cleanse the meteor crash site and cure most of the animals of their corruption. Her studies and dedication restore the Reachâ€™s End Woods to its normal, peaceful state, and Gadrys dedicates her accomplishment to Dahylronâ€™s memory.</p><h2>Loremaster's Collection</h2><p>If the Adamantine Pearl is in her possession, Dimani uses the item as an anchor to the Astral Plane in her studies to find traces of the Arbiter outside the Material Plane. She continues the research for many months, yet nothing proves useful.</p><ul><li><p>If Gadrys is alive, Dimani eventually gives up hope of finding a noteworthy use for the item and gives the pearl to Gadrys. Now residing in the tower she inherited from Dahylron, the former apprentice accepts Dimaniâ€™s gift and immediately begins working on a cure for the corruption in the Reachâ€™s End Woods, hoping to honor her late master. With access to Dahylronâ€™s resources, she outmatches her masterâ€™s progress despite her lack of experience, thanks to being more focused and down-to-earth. In haste, she conjures a ritual to cleanse the meteor crash site. While she successfully clears away the corruptionâ€™s source, the time lost when the Adamantine Pearl was in the Headquarters prevents her from tracking all the glowing, empowered beasts that scattered across the woods. As a result, many corrupted animals remain, preying on creatures that roam the wilderness and disrupting the peace within the Reachâ€™s End.</p></li><li><p>If Gadrys is dead, Dimani stops her research but keeps the Adamantine Pearl in the Headquarters Archive. Though numerous experts eventually gather to stop the corruption from spreading beyond the forest, the damage is already done. Permanently curing the Reachâ€™s End Woods proves hopeless as the land becomes an uninhabitable nightmare, and the number of afflicted beasts continues to rise, turning the wilderness into a place best avoided.</p></li></ul><h2>Radiant Adamantine Ores</h2><p>Nhunni and Yhalbagen offer [[/award 15gp]] gp to the adventurers in exchange for every pound of @UUID[Item.ZYZbqUBnrMyjwH1W]{Radiant Adamantine Ore}. Characters may overhear them whispering about possible applications of the material on the Forged.</p>"},"video":{"controls":true,"volume":0.5},"src":null,"ownership":{"default":-1,"piP3xtfEHOqnxR4X":3},"flags":{},"_stats":{"compendiumSource":null,"duplicateSource":null,"coreVersion":"13.346","systemId":"dnd5e","systemVersion":"4.4.0","createdTime":null,"modifiedTime":1748534212958,"lastModifiedBy":"piP3xtfEHOqnxR4X","exportSource":null},"category":null},{"sort":1100000,"name":"Appendix","type":"text","_id":"fruA342e11PowOOn","system":{},"title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"<h2>Magic Items</h2><h3>@UUID[Item.jXDIQ9x42090fuCc]{Adamantine Lion Heart}</h3><p>(Wondrous Item, Requires Attunement)</p><p>Carved from the body of an adult Adamantine Lion, this metal-coated organ continuously beats, pumping magical energy instead of blood. Nearly twice the size of a typical lionâ€™s heart, its adamantine coating makes it significantly heavier, tipping the scales at over 10 pounds. This item grants a +1 bonus to its wielder's Strength score. You can cast Fear once per day while holding it. The charge replenishes at dawn.</p><h3>@UUID[Item.Tbn359hBAnKf0yBJ]{Adamantine Cub Heart}</h3><p>Much smaller and lighter than the heart of an Adamantine Lion adult, this lacks the magical properties but is still equivalent to 2 lbs of Radiant Adamantine Ore.</p><h3>@UUID[Item.ZYZbqUBnrMyjwH1W]{Radiant Adamantine Ore}</h3><p>Gathered from the meteors scattered across the crash site, the origin of these anomalistic minerals remains a mystery, perhaps only explainable by higher beings from the outer planes. For every 5 lbs of it used in creating an object, the resulting item gains one charge of the @UUID[Compendium.dnd5e.spells.Item.Bnn9Nzajixvow9xi]{Light} cantripâ€”which replenishes at dawn after useâ€”in addition to any other effects applied by its creator.</p><h3>@UUID[Item.EMuw78VRAiCfnz46]{The Adamantine Pearl}</h3><p>(Wondrous Item, requires attunement)</p><p>A greenish obsidian pearl, 7 inches in diameter, and too enigmatic for uneducated minds to comprehend, this item is the source of corruption that altered the animals in the Reachâ€™s End Woods.</p><p>The pearl carries whispers of the outer planes, and elevates the minds of those attuned to it, granting a +2 bonus to the attuned wielder's Intellect score. However, this higher knowledge can be consuming and distracting - inflicting a -2 bonus to the attuned wielder's Wisdom score.</p><p>As long as you carry it, at night your skin sheds bright green light in a 20-foot radius and dim light for an additional 20 feet.</p><h2>Monsters</h2><h3>Adamantine Lion</h3><p>@Embed[.0cfPYuRrSPteBe8l]{Adamantine Lion}</p><p></p><p></p>"},"video":{"controls":true,"volume":0.5},"src":null,"ownership":{"default":-1,"piP3xtfEHOqnxR4X":3},"flags":{},"_stats":{"compendiumSource":null,"duplicateSource":null,"coreVersion":"13.346","systemId":"dnd5e","systemVersion":"4.4.0","createdTime":null,"modifiedTime":1748537177447,"lastModifiedBy":"piP3xtfEHOqnxR4X","eI€|gùxportSource":null},"category":null},{"sort":400000,"name":"Gadrys","type":"text","_id":"zC0tjXCDaGwXAUCd","system":{},"title":{"show":true,"level":2},"image":{},"text":{"format":1,"content":"<p><strong>(Lawful Neutral, Halfling Mage)</strong></p><p>Patient enough to be the longest-serving apprentice of the peculiar wizard Dahylron, Gadrys feels bound by honor and duty to protect her master from the dangers he so often disregards. As they prepared for their next research trip, Gadrys realized she had never seen Dahylron so agitated and unhinged. She barely managed to convince him to hire scouts for guidance and protection. Thus, she willingly parted with half her monthly wage to keep the hired scouts at arm's length after Dahylron fired them, anticipating the worst-case scenario.</p><p>Now, with her master missing and wild beasts on the prowl, she hides in the branches of a tree, hoping to avoid becoming prey.</p>"},"video":{"controls":true,"volume":0.5},"src":null,"ownership":{"default":-1,"piP3xtfEHOqnxR4X":3},"flags":{},"_stats":{"compendiumSource":null,"duplicateSource":null,"coreVersion":"13.346","systemId":"dnd5e","systemVersion":"4.4.0","createdTime":1747911423226,"modifiedTime":1748516090474,"lastModifiedBy":"piP3xtfEHOqnxR4X","exportSource":null},"category":null},{"sort":500000,"name":"Herma","type":"text","system":{},"title":{"show":true,"level":2},"image":{},"text":{"format":1,"content":"<p><strong>(Chaotic Neutral, Elf Scout)</strong></p><p>As scouts for hire, Herma and her squad accompanied the wizard-scholar Dahylron and his apprentice Gadrys on their journey to explore the wilds and study the enigmatic meteorites. Though recently dismissed by Dahylron for being too nosy, they lingered near the impact site, as Gadrys had secretly paid them extra to stay on the docket. Now, with her team dead, Herma finds herself ambushed by beasts.</p>"},"video":{"controls":true,"volume":0.5},"src":null,"ownership":{"default":-1,"piP3xtfEHOqnxR4X":3},"flags":{},"_stats":{"compendiumSource":"JournalEntry.8k6a9lHz1AgRGeEs.JournalEntryPage.zC0tjXCDaGwXAUCd","duplicateSource":"JournalEntry.8k6a9lHz1AgRGeEs.JournalEntryPage.zC0tjXCDaGwXAUCd","coreVersion":"13.346","systemId":"dnd5e","systemVersion":"4.4.0","createdTime":1747911494953,"modifiedTime":1748516090474,"lastModifiedBy":"piP3xtfEHOqnxR4X","exportSource":null},"_id":"PGisE6o35PuM1EqE","category":null},{"sort":700000,"name":"Campsite","type":"text","system":{},"title":{"show":true,"level":2},"image":{},"text":{"format":1,"content":"<p>In the middle of the wilderness, nestled beside a refreshing river and surrounded by lush trees and dense foliage, Dahylronâ€™s scouts had insisted on setting up camp (much to his irritation). The camp features the usual suspects: bedrolls, tents, crates, trunks to sit on, and a campfire. The adventurers arrive to find Herma, the last surviving scout, locked in a desperate fight against a pack of glowing hyenas.</p>"},"video":{"controls":true,"volume":0.5},"src":null,"ownership":{"default":-1,"piP3xtfEHOqnxR4X":3},"flags":{},"_stats":{"compendiumSource":null,"duplicateSource":"JournalEntry.8k6a9lHz1AgRGeEs.JournalEntryPage.Fq0Kjuho4xadi13D","coreVersion":"13.346","systemId":"dnd5e","systemVersion":"4.4.0","createdTime":1747911645667,"modifiedTime":1748516090474,"lastModifiedBy":"piP3xtfEHOqnxR4X","exportSource":null},"_id":"Dzsg0FYNIklSablJ","category":null},{"sort":750000,"name":"Adamantine Crash Site","type":"text","system":{},"title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"<p>A branch of the river from the main campsite runs through an area where trees have been splintered by the meteor impacts. Outlandish rock formations embody a strange, glowing variant of adamantine. . Dahylron and Gadrys have set up a small offshoot camp near a meteor on a hill overlooking the river.</p><p>Animal carcasses surrounded by aggressive beasts litter the ground, and one of the bedrolls lies soaked in blood. A trail of red leads north from the camp toward a massive meteor where an Adamantine Lion and his family reside, painting a grim picture for the researchers.</p><p>Meanwhile, Gadrys stays hidden in the branches of a tree to the northwest. The site teems with all manner of aggressive beasts.</p><h2>General Features</h2><p>These general features are prominent throughout the Adamantine Crash Site unless otherwise noted in the area descriptions.</p><p><em><strong>Ceilings, Floors, and Walls</strong></em>. Except for the rocky meteorite cave where glowing adamantine minerals poke out from the walls, the entire area is outdoors.</p><p><em><strong>Lights</strong></em>. Aside from the green glow of the adamantine-laced meteorites, the only source of light is the sun or the moon, depending on the time of day. The events in area 1 take place during the day, whereas the rest occur at night.</p><p><em><strong>Climate</strong></em>. The weather is warm with a slight, comforting breeze.</p><p><em><strong>Meteors</strong></em>. Each meteor encases glowing, unique adamantine ore, alien to the Material Plane. A meteor can be mined by adventurers, but the task requires a minerâ€™s pick. The cave (area 4) contains 5d6 lbs of @UUID[Item.ZYZbqUBnrMyjwH1W]{Radiant Adamantine Ore}, while medium-sized meteorites hold 2d4 lbs, and small ones contain 1d4 lbs. They can be sold to Nhunni and Yhalbagen (see Conclusion) or kept for personal use and crafting purposes.</p><p></p>"},"video":{"controls":true,"volume":0.5},"src":null,"ownership":{"default":-1,"piP3xtfEHOqnxR4X":3},"flags":{},"_stats":{"compendiumSource":null,"duplicateSource":"JournalEntry.8k6a9lHz1AgRGeEs.JournalEntryPage.Dzsg0FYNIklSablJ","coreVersion":"13.346","systemId":"dnd5e","systemVersion":"4.4.0","createdTime":1747911662817,"modifiedTime":1748531452520,"lastModifiedBy":"piP3xtfEHOqnxR4X","exportSource":null},"_id":"0PaUiu0RQnYNMJ6R","category":null},{"sort":800000,"name":"Campsite","type":"map","_id":"ZTmnvSR57nWZtCSs","system":{"code":"01"},"title":{"show":true,"level":2},"image":{},"text":{"format":1,"content":"<div class=\"fvtt narrative\"><p><em>Stepping through the portal, you are immediately met with the cries of a female half-elf, cornered between the cliff at her back and a pack of green-glowing hyenas surrounding her. Half-eaten corpses of scouts are scattered across the ground of a campsite. Everything else seems in order: steady tents, bedrolls spread out, a burning campfire, and a river flowing soothingly nearby. The half-elf swings her dagger to fend off the beasts.</em></p></div><p>@UUID[Actor.ddc7wSIxwryyTbmf]{Herma (Scout)} is surrounded by 6 @UUID[Actor.By3jOkVYKnOFd7kp]{Orespawn Hyenas} beside the cliff. The beasts attack the characters as well.</p><p>If the adventurers save Herma, she tells them that Dahylron and @UUID[Actor.MauRdi9YB85wLG4M]{Gadrys} crossed the river three days ago to get a closer look at the meteorites that started the beastsâ€™ corruption. Herma and her party had been waiting for them to return, but were attacked by the beasts. Sheâ€™s grateful to the adventurers for coming to her aid at the last minute and gives them a @UUID[Item.Ho6450EqZx3alAbV]{map of the wizardsâ€™ location}, saying theyâ€™re free to take anything they want from the campsite. She says she can accompany the adventurers for an upfront payment of [[/award -75gp]] gp, or she can be convinced to assist if a character succeeds on a [[/check per 16]] check. Otherwise, she leaves.</p><p>Herma carries a @UUID[Item.Ho6450EqZx3alAbV]{map showing Dahylronâ€™s location},  @UUID[Item.Y7FpscbA6Zr75iMX]{Herma's +1 Dagger}, and [[/award 110gp]] gp.</p><p>Characters can find 1 lb of @UUID[Item.ZYZbqUBnrMyjwH1W]{Radiant Adamantine Ore} and a minerâ€™s pick within a locked chest, and [[/award 25gp]] gp inside one of the bedrolls at the campsite.</p>"},"video":{"controls":true,"volume":0.5},"src":null,"ownership":{"default":-1,"piP3xtfEHOqnxR4X":3},"flags":{},"_stats":{"compendiumSource":null,"duplicateSource":null,"coreVersion":"13.346","systemId":"dnd5e","systemVersion":"4.4.0","createdTime":1748515959931,"modifiedTime":1748531783159,"lastModifiedBy":"piP3xtfEHOqnxR4X","exportSource":null},"category":null},{"sort":800000,"name":"River","type":"map","system":{"code":"02"},"title":{"show":true,"level":2},"image":{},"text":{"format":1,"content":"<div class=\"fvtt narrative\"><p><em>You arrive at Dahylronâ€™s research site, yet your path is blocked by a branch of the river from the main campsite. Trees lie splintered, and rocks have been scattered by the meteor impacts. One of the alien rock formations rests nearby, with adamantine ore jutting out, radiating with a green glow. You hear a faint rustling from a nearby tree, and panthers glowing like the hyenas leap down from its branches.</em></p></div><p>3 @UUID[Actor.1HcOvOwkWQIioLKz]{Greensteel Panthers} ambush the adventurers, leaping down from the tree.</p><p>Characters can cross the river by walking on the fallen trees if they succeed on an [[/check acr 10]] check.</p><p></p>"},"video":{"controls":true,"volume":0.5},"src":null,"ownership":{"default":-1,"piP3xtfEHOqnxR4X":3},"flags":{},"_stats":{"compendiumSource":"JournalEntry.8k6a9lHz1AgRGeEs.JournalEntryPage.ZTmnvSR57nWZtCSs","duplicateSource":"JournalEntry.8k6a9lHz1AgRGeEs.JournalEntryPage.ZTmnvSR57nWZtCSs","coreVersion":"13.346","systemId":"dnd5e","systemVersion":"4.4.0","createdTime":1748516168406,"modifiedTime":1748531810463,"lastModifiedBy":"piP3xtfEHOqnxR4X","exportSource":null},"_id":"IOsfFrsc0qFWl9nT","category":null},{"sort":800000,"name":"Wizard's Nest","type":"map","system":{"code":"03"},"title":{"show":true,"level":2},"image":{},"text":{"format":1,"content":"<div class=\"fvtt narrative\"><p><em>You find Dahylronâ€™s makeshift campsite atop a hill, nestled between two meteors: one small, one large. Two bags are scattered around the bedrolls, filled with notes and research materials. One of the bedrolls is soaked in blood, forming a trail that leads north. A lioness is growling at the glowing hyenas surrounding her, all drawn in by the smell of blood. You hear a woman yelling from atop a tree next to the bedrolls. â€œDo I see someone down there? Help me, please!â€</em></p></div><p>A heavily injured @UUID[Actor.ursP1c1bhDalq7mh]{lioness} and 2 @UUID[Actor.By3jOkVYKnOFd7kp]{Orespawn Hyenas} fight each other near the campsite.</p><p>@UUID[Actor.MauRdi9YB85wLG4M]{Gadrys} climbs down from the tree if the adventurers kill the beasts. She thanks them and says that the last time she saw Dahylron, he was being dragged from the campsite by a bizarre, armored beast unlike the glowing hyenas and panthers. Gadrys offers to accompany the adventurers if they agree to save her master. She reminds them of the reward money for extra motivation.</p><p>Gadrys carries a @UUID[Compendium.dnd5e.equipment24.Item.dmgRodOfAlertnes]{Rod of Alertness} and [[/award 500gp]] gp.</p><p>Characters can find an @UUID[Compendium.dnd5e.equipment24.Item.dmgOilOfSharpnes]{Oil of Sharpness} and 5 lbs of @UUID[Item.ZYZbqUBnrMyjwH1W]{Radiant Adamantine Ore} in the bags near the bedrolls. Dahylronâ€™s diary is under the blood-soaked pillow. His writings mention a lion with an adamantine coat, stating that it can only be skinned with a magic blade and that its @UUID[Item.jXDIQ9x42090fuCc]{Adamantine Heart} may possess magical properties. There are also notes in which Dahylron theorizes that casting @UUID[Compendium.dnd5e.spells.Item.ghXTfe7sgCbgf1Q8]{Detect Magic} within the cave could lead him to what he sought to cure the wildlifeâ€™s corruption. This information can also be learned from Gadrys.</p>"},"video":{"controls":true,"volume":0.5},"src":null,"ownership":{"default":-1,"piP3xtfEHOqnxR4X":3},"flags":{},"_stats":{"compendiumSource":"JournalEntry.8k6a9lHz1AgRGeEs.JournalEntryPage.ZTmnvSR57nWZtCSs","duplicateSource":"JournalEntry.8k6a9lHz1AgRGeEs.JournalEntryPage.IOsfFrsc0qFWl9nT","coreVersion":"13.346","systemId":"dnd5e","systemVersion":"4.4.0","createdTime":1748516229026,"modifiedTime":1748532484631,"lastModifiedBy":"piP3xtfEHOqnxR4X","exportSource":null},"_id":"bb2Z8GiphyQEKXLW","category":null},{"sort":800000,"name":"Meteor Cave","type":"map","system":{"code":"04"},"title":{"show":true,"level":2},"image":{},"text":{"format":1,"content":"<p>If a character moves to within 10 feet of area 4 while following the blood trail, 4 @UUID[Actor.1HcOvOwkWQIioLKz]{Greensteel Panthers} ambush them, leaping down from the top of the largest meteor.</p><p>If a character enters an opening into the largest meteor, read the following aloud:</p><div class=\"fvtt narrative\"><p><em>Taking your first steps through the entrance, you hear the heavy and metallic breathing of a mysterious creature, echoing within the meteor cave. An enormous lion, its body coated in dark green adamantine, sleeps soundly. It makes a clinking sound with every breath, like a hammer striking metal. Behind it, you spot several lion cubs, also covered in metal like the massive lion, feasting on the corpse of a tiefling in wizardâ€™s robes.</em></p></div><p>An @UUID[Actor.UJTs3vD9Y3oAfzGo]{Adamantine Lion} has taken sanctuary inside the largest meteor, fast asleep. Dahylronâ€™s body is being gnawed at by 3 lion cubs (noncombatant Lions with 1 hit point), all covered in adamantine like the adult lion.</p><p>If @UUID[Actor.MauRdi9YB85wLG4M]{Gadrys} is with the adventurers, she screams and attacks the beasts the moment she sees Dahylronâ€™s corpse, ruling out any chance of a surprise attack.</p><p>The adventurers can find a @UUID[Compendium.dnd5e.items.Item.9UvWQTY5yIgkJmmb]{Circlet of Blasting} on Dahylronâ€™s corpse. If present, Gadrys refuses to let them search his body, going so far as to fight them if necessary.</p><p>After the combat, if Gadrys is with the characters, she pays them the [[/award 500gp]] gp she promised in her letter. She casts @UUID[Compendium.dnd5e.spells.Item.ghXTfe7sgCbgf1Q8]{Detect Magic} to find what Dahylron searched for, and the spell causes a green glow to emanate from the cracks in the floor. If Gadrys is not present, the characters can cast Detect Magic themselves. Digging a hole at the center of the cave (where the glow is brightest) reveals an @UUID[Item.EMuw78VRAiCfnz46]{Adamantine Pearl}.</p><p>If Gadrys is present, she demands to take the Adamantine Pearl for study, hoping to find a cure for the corruption it has spread through the woods and to honor her master by continuing his work. With a successful [[/check per 18]] check, characters can convince her to part with the item. Attempting to intimidate her or refusing to surrender the item leads to combat. If present, @UUID[Actor.ddc7wSIxwryyTbmf]{Herma} sides with Gadrys.</p><p>Characters can bring the Adamantine Pearl to Loremaster Dimani for study in exchange for a @UUID[Item.iutRMv0tveifZ51S]{+1 Wand of the War Mage} and a reward of [[/award 400gp]] gp.</p>"},"video":{"controls":true,"volume":0.5},"src":null,"ownership":{"default":-1,"piP3xtfEHOqnxR4X":3},"flags":{},"_stats":{"compendiumSource":"JournalEntry.8k6a9lHz1AgRGeEs.JournalEntryPage.ZTmnvSR57nWZtCSs","duplicateSource":"JournalEntry.8k6a9lHz1AgRGeEs.JournalEntryPage.bb2Z8GiphyQEKXLW","coreVersion":"13.346","systemId":"dnd5e","systemVersion":"4.4.0","createdTime":1748516339347,"modifiedTime":1748532647306,"lastModifiedBy":"piP3xtfEHOqnxR4X","exportSource":null},"_id":"QHWJEoK2Zvs0n8if","category":null},{"sort":550000,"name":"Adamantine Lion","type":"text","_id":"0cfPYuRrSPteBe8l","system":{},"title":{"show":true,"level":2},"image":{},"text":{"format":1,"content":"<p>Created by the magical influence of the abnormal minerals embedded within the meteor cave, this beastâ€™s coat is made of living adamantine. Clad in natural full-body armor, itâ€™s even deadlier than its more mundane kin. Nearly twice the Size (See &amp;Reference[size]) of a regular lion, its yellow feline eyes gleam in the sunlight: proof that it is no construct or golem, but a living, breathing creature of nature, twisted by an outlandish force. Even its teeth are coated in the same unyielding mineral, though its fleshy tongue, and throat serve as a reminder of its hunger for flesh.</p><p>A magical weapon is required to harm this beast, and a slashing-type magical weapon is required to skin it. The same applies to its cubs. An adult lionâ€™s skin yields 2d8 lbs of adamantine ore, while a cubâ€™s yields 1d4 lbs.</p><img src=\"modules/side-quest-society-premium/assets/images/art/adv5/Adamantine%20Lion_NoBG%20copy.webp\" width=\"300\" style=\"border:none;box-shadow:none\" class=\" centered\" /><div class=\"fvtt advice\"><figure class=\"icon\"><img class=\"round\" src=\"icons/vtt-512.png\" /></figure><article><h4>Adamantine entities!</h4><p>This adventure includes common beasts who have been transformed by exposure to strange ores from outer space. If you want to extend this effect to any creatures beyond the scope of this adventure, we have included the @UUID[Item.zHlpWW4NPKDXDPjl]{Adamantine Entity} item. When added to an actor, it will automatically apply the following effects listed in the item, including:</p><ul><li><p>Increased strength, dexterity, and constitution.</p></li><li><p>Increased AC.</p></li><li><p>Immunity to non-magical physical damage.</p></li></ul></article></div>"},"video":{"controls":true,"volume":0.5},"src":null,"ownership":{"default":-1,"piP3xtfEHOqnxR4X":3},"flags":{},"_stats":{"compendiumSource":null,"duplicateSource":null,"coreVersion":"13.346","systemId":"dnd5e","systemVersion":"4.4.0","createdTime":1748532866404,"modifiedTime":1750364379536,"lastModifiedBy":"piP3xtfEHOqnxR4X","exportSource":null},"category":null}],"sort":100000,"ownership":{"default":0,"piP3xtfEHOqnxR4X":3},"flags":{"scene-packer":{"hash":"0ba0b7be5dcbf2165eae56a4a921f11258c6e2af"}},"_stats":{"compendiumSource":null,"duplicateSource":"JournalEntry.dGxymJsUyD7cMr3I","coreVersion":"13.346","systemId":"dnd5e","systemVersion":"4.4.0","createdTime":1747910616371,"modifiedTime":1747910626848,"lastModifiedBy":"piP3xtfEHOqnxR4X","exportSource":null},"_id":"8k6a9lHz1AgRGeEs","categories":[]}],"scenes":[{"folder":"tFkPuJWpvTrfyLyr","name":"01. 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Loremaster Dimani recognizes the reports of the malfunctions and believes an ancient bronze puzzle box piece located within that factory could be responsible. The mission is complicated when Ordertors outside the factory report a recent corruption in their ranks and network: a rogue kin of theirs who possesses the puzzle piece, an anomaly.</p><p>Now, the adventurers must seize the mysterious item and deliver it to Headquarters, even if it means the factoryâ€™s ruin.</p></aside><h2>Background</h2><p>@UUID[Actor.tOhsdF9KKkHY9e3b]{Arlim Drimno}â€”an entrepreneur and inventorâ€”made the discovery of the century: machines capable of mass-producing human-sized golems powered by science instead of magic. His success hinged on a small, mechanical clockwork gear with a unique, pre-installed power supplyâ€”the secret ingredient sustaining his generators.</p><p>The more it was used, the more unstable this mysterious component became. It soon began warping the very automatons it helped create, as they disobeyed commands and attacked their owners. Arlim tampered with the engines, only to push the mysterious power source too far. The overload caused a minor fracture of the delicate fabric of reality itself, drawing the One and Primeâ€™s attention, who sent its agents to investigate.</p><p>Upon contact with the artifact, one of the dispatched Minions of Order became corrupted, twisting into a <strong>@</strong>UUID[Actor.HlZVQlVUVRn8b0QM]{Glitch}. Now, the factoryâ€™s overcharged generators put the entire building at risk.</p><h2>Adventure Summary</h2><p>The adventurers arrive at the Factoriumâ€™s factory outlet, where they are greeted by an Orderter authorized to communicate with mortals. It informs them of their mission: to investigate the cause of discord within the Factorium. It explains that one of their own became corrupted the moment it touched the <em>@UUID[Item.hLYTpRvhjWKUW8yO]{Artificerâ€™s Puzzle Box Piece}</em>. The entity they call the @UUID[Actor.HlZVQlVUVRn8b0QM]{Glitch} is now loose inside the facility, and the generators are unstable, with the potential to explode if mishandled.</p><p>From there, the adventurers must navigate the Factorium, search for @UUID[Actor.tOhsdF9KKkHY9e3b]{Arlim Drimno}, and find precise ways to shut down the machines, all while fending off renegade automatons that attack on sight. The @UUID[Actor.HlZVQlVUVRn8b0QM]{Glitch} emerges when all generators are dealt with, and the adventurers must fight and destroy it to claim the <em>@UUID[Item.hLYTpRvhjWKUW8yO]{Artificerâ€™s Puzzle Box Piece}</em> from its broken remains.</p>"},"video":{"controls":true,"volume":0.5},"src":null,"ownership":{"default":-1,"piP3xtfEHOqnxR4X":3},"flags":{},"_stats":{"compendiumSource":null,"duplicateSource":null,"coreVersion":"13.346","systemId":"dnd5e","systemVersion":"4.3.9","createdTime":null,"modifiedTime":1745940777732,"lastModifiedBy":"piP3xtfEHOqnxR4X","exportSource":null},"category":null},{"sort":200000,"name":"Adventure Hooks","type":"text","_id":"iEUaaNDaJ6cEiiWP","system":{},"title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"<p>The Sidequest Society calling card presents the following riddle to begin this quest:</p><div class=\"fvtt narrative\"><p><em>The one with a knack for tech,</em></p><p><em>Falls victim to hunger for power,</em></p><p><em>Whose designs will wreck,</em></p><p><em>And crumple his ivory tower.</em></p></div><p>Click the @sqs-card[The one with a knack for tech,&lt;br&gt; Falls victim to hunger for power,&lt;br&gt; Whose designs will wreck,&lt;br&gt; And crumple his ivory tower.] to show the interactive calling card.</p><p>The following are suggested hooks for the Sidequest Society recruiting your party to this task.</p><h2>Portal Power</h2><p>Society member @UUID[Actor.xabwDIVT0y4Kx2ia]{Yhalbagen} believes he can improve the portalâ€™s engine in the Headquarters by imitating Arlim Drimnoâ€™s designs to make it more efficient. He presumes the blueprints of the generators and coils are located in his study and requests the party try to retrieve them.</p><h2>Like Clockwork</h2><p>Society member @UUID[Actor.iwscsOZViSuC0G1Q]{Qadhmog} believes Arlim Drimno should be captured and handed over to the authorities to be held accountable not only for endangering an entire neighborhood but also for his reckless ambition and negligence.</p><h2>Insider Trading</h2><p>Society member @UUID[Actor.lNJR7z4qxK0P5ARR]{Salathael} reveals that the Society holds a significant stake in Factorium stocks and admits to attending its board meetings on behalf of the guild. He offers the adventurers a @UUID[Item.wFCg7M36D9L13mL4]{diamond worth 1,000 gp} for keeping the Factorium intact.</p><h2>Net Zero</h2><p>Society member @UUID[Actor.F1cT4UU3JpesMm5h]{Nhunni} considers the Factorium's production unnatural and believes the smoke billowing from its chimneys is hazardous to the city folk. She thinks its operations should be shut down without causing any explosions that could level the neighborhood.</p><p>She offers the adventurers a pair of @UUID[Compendium.dnd5e.items.Item.XGAWqtmhK6SYBL6A]{Goggles of Night} (and a high five!) for shutting down the Factoriumâ€™s operations by destroying all of the generators.</p><p></p>"},"video":{"controls":true,"volume":0.5},"src":null,"ownership":{"default":-1,"piP3xtfEHOqnxR4X":3},"flags":{},"_stats":{"compendiumSource":null,"duplicateSource":null,"coreVersion":"13.346","systemId":"dnd5e","systemVersion":"4.3.9","createdTime":null,"modifiedTime":1745946122006,"lastModifiedBy":"piP3xtfEHOqnxR4X","exportSource":null},"category":null},{"sort":300000,"name":"Important Characters","type":"text","_id":"24qjrt8WTllibthu","system":{},"title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"<p>The following characters are introduced in this Sidequest Society adventure:</p><ul><li><p>@UUID[.TsxQCODMPp9iFheN]{Arlim Drimno}</p></li></ul>"},"video":{"controls":true,"volume":0.5},"src":null,"ownership":{"default":-1,"piP3xtfEHOqnxR4X":3},"flags":{},"_stats":{"compendiumSource":null,"duplicateSource":null,"coreVersion":"13.346","systemId":"dnd5e","systemVersion":"4.3.9","createdTime":null,"modifiedTime":1745917958837,"lastModifiedBy":"piP3xtfEHOqnxR4X","exportSource":null},"category":null},{"sort":1700000,"name":"Credits","type":"text","_id":"8dqO9blFjlmnoxrI","system":{},"title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"<ul><li><p><strong>Created and published</strong> by <a href=\"https://theripper93.com/\">TheRIpper93</a></p></li><li><p><strong>Maps</strong> - <a href=\"https://themad.network/\">The MAD Cartographer</a></p></li><li><p><strong>Monster and NPC art</strong> - <a href=\"https://www.artstation.com/betolima\">Beto Lima</a></p></li><li><p><strong>Writing</strong> - Ali Benice at <a href=\"https://themad.network/\">The MAD Network</a></p></li><li><p><strong>Editing</strong> - Jessic Gombart</p></li><li><p><strong>Project Manager</strong> - Harrison at <a href=\"https://themad.network/\">The MAD Network</a></p></li><li><p><strong>Sounds</strong> by <a href=\"https://michaelghelfistudios.com/\">Michael Ghelfi Studios</a></p><ul><li><p>Creepy Factory</p></li><li><p>ElectricSparksLoop</p></li><li><p>ElectricBuzzLoop</p></li><li><p>Medieval-City-Distant</p></li></ul></li></ul><p></p><p></p><p></p>"},"video":{"controls":true,"volume":0.5},"src":null,"ownership":{"default":-1,"piP3xtfEHOqnxR4X":3},"flags":{},"_stats":{"compendiumSource":"JournalEntry.Zj35hcN9sVPf1VyU.JournalEntryPage.8dqO9blFjlmnoxrI","duplicateSource":null,"coreVersion":"13.346","systemId":"dnd5e","systemVersion":"4.3.9","createdTime":null,"modifiedTime":1745944978699,"lastModifiedBy":"piP3xtfEHOqnxR4X","exportSource":null},"category":null},{"sort":1000000,"name":"Arlim Drimno","type":"text","_id":"TsxQCODMPp9iFheN","system":{},"title":{"show":true,"level":2},"image":{},"text":{"format":1,"content":"<p>(Chaotic Neutral, human <strong>Commoner</strong>)</p><p>With above-average intelligence, yet far from the genius he claims to be, @UUID[Actor.tOhsdF9KKkHY9e3b]{Arlim Drimno} dedicated his life to designing the ultimate golem, one that required no spells to operate. He spent years developing blueprints and generators in his small workshop.</p><p>After countless failures, he found himself on the brink of giving up. Then, a mysterious figure arrived at his shop and handed him a small gearâ€”a mechanical marvel with a never-ending power source. The enigmatic stranger vanished before Arlim could ask any questions.</p><p>With this limitless energy at the heart of his creations, Arlim's machines flourished, and his humble workshop grew into a thriving factory. However, customer reports of unsettling incidents began pouring in, and Arlim overloaded his engines while trying to fix the issues. Now, he cowers in his office, trapped by the Minions of Order outside his factory, the incomprehensible horror of a Glitch, and the consequences of his unchecked ambition.</p><p></p>"},"video":{"controls":true,"volume":0.5},"src":null,"ownership":{"default":-1,"piP3xtfEHOqnxR4X":3},"flags":{},"_stats":{"compendiumSource":null,"duplicateSource":null,"coreVersion":"13.346","systemId":"dnd5e","systemVersion":"4.3.9","createdTime":1745917906734,"modifiedTime":1745926298459,"lastModifiedBy":"piP3xtfEHOqnxR4X","exportSource":null},"category":null},{"sort":1350000,"name":"Varund's Edge","type":"text","_id":"Fq0Kjuho4xadi13D","system":{},"title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"<p>@UUID[Actor.tOhsdF9KKkHY9e3b]{Arlim Drimno} built Factoriumâ€”the first fortress of his business empireâ€”from the ground up in Varundâ€™s Edge, a landlocked city established close to Varund Canyon with a population of nearly 8,000. The factory pollutes the air and soil, yet the local authorities turn a blind eye due to the economic benefits Arlimâ€™s business provides, mainly since it operates in the cityâ€™s poorest district.</p>"},"video":{"controls":true,"volume":0.5},"src":null,"ownership":{"default":-1,"piP3xtfEHOqnxR4X":3},"flags":{},"_stats":{"compendiumSource":null,"duplicateSource":null,"coreVersion":"13.346","systemId":"dnd5e","systemVersion":"4.3.9","createdTime":1745918008370,"modifiedTime":1745926307329,"lastModifiedBy":"piP3xtfEHOqnxR4X","exportSource":null},"category":null},{"sort":1525000,"name":"Factorium","type":"text","_id":"h2isNAzOK4WUxMys","system":{},"title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"<p>Factorium stands nearly 20 feet tall, housing numerous boxes, operating machinery, and generators within its main factory section. Spare parts and items in need of repair are stored in the warehouse, while the store serves as a hub for business deals, preferably with rich and select few middle-class clientsâ€”but never the lower tiers.</“Ñ¹ùp><p>Electric fences enclose the buildingâ€™s northern and southern sections, securing the business and making it a death trap outside of work hours. Walkways, ladders, stairs, and multiple access points provide workers with various ways to navigate the factory. Currently, the building is overrun by malfunctioning, hostile @UUID[Actor.NWjCiuBTdo6QtsJp]{Automatons}.</p><h2>General Features</h2><p>These general features are prominent throughout Factorium unless otherwise noted in the area descriptions.</p><ul><li><p><em><strong>Ceilings, Floors, and Walls</strong></em>. The ceilings are 20 feet high unless otherwise noted, and the floors and walls are made of stone. Decorative patterns enhance the flooring in the store and study.</p></li><li><p><em><strong>Doors</strong></em>. The studyâ€™s door and the exterior doors leading to the store are wooden and inviting, whereas all other gates within the Factorium are well-secured metal doors. However, only the eastern gates in area 1 require a successful [[/tool thief 16]] check to be unlocked.</p></li><li><p><em><strong>Lights</strong></em>. The store and warehouse are shrouded in darkness, while the factory and study are illuminated by the cold blue glow of the coils and the electric fences surrounding the generators.</p></li><li><p><em><strong>Climate</strong></em>. The areas within 10 feet of the generators and electric fences are noticeably hot.</p></li><li><p><em><strong>Electric Fences</strong></em>. Physical contact with electric fences causes a creature to take [[/damage 1d8 lightning]] damage. They become harmless once both generators are shut down.</p></li><li><p><em><strong>Generators</strong></em>. Generators can be safely shut down with a successful [[/check slt 18]] check, and using tinkerâ€™s tools provides a +2 bonus on the roll. Failure or using brute force causes a generator to explode in a 10-foot radius, destroying the generator. Each creature within the area takes [[/damage 3d6 fire]] damage.</p></li></ul>"},"video":{"controls":true,"volume":0.5},"src":null,"ownership":{"default":-1,"piP3xtfEHOqnxR4X":3},"flags":{},"_stats":{"compendiumSource":null,"duplicateSource":null,"coreVersion":"13.346","systemId":"dnd5e","systemVersion":"4.3.9","createdTime":1745918025605,"modifiedTime":1745940825210,"lastModifiedBy":"piP3xtfEHOqnxR4X","exportSource":null},"category":null},{"sort":1612500,"name":"Factorium Exterior","type":"map","_id":"sXFosa4eMoomZUzp","system":{"code":"1"},"title":{"show":true,"level":2},"image":{},"text":{"format":1,"content":"<div class=\"fvtt narrative\"><p>You arrive at the exterior doors leading to the Factoriumâ€™s store. Crates are piled up against its walls, some surrounded by fences crackling with electricity. The trees have withered, and the grass has dried out under the nauseating fumes emitted by the chimneys. The building looms nearly twenty-feet-tall before you.<br /><br />Five <em>@UUID[.fruA342e11PowOOn#orderters]{Ordertors}</em> inspect the structure, their enormous eyes centered in the middle of their spherical bodies. One of them approaches you, flapping its frail wings and emitting squeaky noises from its mechanical joints.</p></div><p>The characters find several Ordertors observing the Factoriumâ€”unconcerned that a group of awestruck city guards stand nearby, watching them with wide eyes. They are greeted by X4â€”the designated spokesperson among the One and Primeâ€™s agents. X4 explains that the overload in the factory caused a minor fracture in the fabric of reality and drew the One and Primeâ€™s attention, who sent them to investigate. It says that the @UUID[Item.hLYTpRvhjWKUW8yO]{Artificerâ€™s Puzzle Box Piece}â€”responsible for the disturbance and the rogue automatonsâ€”is inside the building, held by a corrupted Ordertor who became twisted upon touching it. @UUID[Actor.HlZVQlVUVRn8b0QM]{The Glitch} is hiding somewhere inside the Factorium, and the only way to make it reveal itself is to shut down the generators it feeds on, which are within the areas surrounded by electric fences. X4 adds that the One and Prime forbids its agents from entering the Factorium to avoid the risk of further corruption among their units.</p><p>If questioned about @UUID[Actor.tOhsdF9KKkHY9e3b]{Arlim Drimno}â€™s whereabouts, X4 says the man is probably hiding in his study. It also mentions that it noticed the presence of other mortals in the building but doesnâ€™t know what business they have there.</p><p></p>"},"video":{"controls":true,"volume":0.5},"src":null,"ownership":{"default":-1,"piP3xtfEHOqnxR4X":3},"flags":{},"_stats":{"compendiumSource":null,"duplicateSource":null,"coreVersion":"13.346","systemId":"dnd5e","systemVersion":"4.3.9","createdTime":1745918305503,"modifiedTime":1745940909797,"lastModifiedBy":"piP3xtfEHOqnxR4X","exportSource":null},"category":null},{"sort":1656250,"name":"Store","type":"map","_id":"RCCuQsEqaLzqhpca","system":{"code":"2"},"title":{"show":true,"level":2},"image":{},"text":{"format":1,"content":"<div class=\"fvtt narrative\"><p><em>Pieces of machinery are neatly arranged on shelves and displayed in glass containers to attract customers. Despite the dim lighting, the room feels decorated and welcoming, yet the zombie-like, lurking rogue automatons tell a different story.</em></p></div><p>There are 2 @UUID[Actor.NWjCiuBTdo6QtsJp]{Automatons} here that immediately attack the adventurers.</p><p>Characters can find [[/award 62gp]] gp in the cash register.</p><div class=\"fvtt quest\"><figure class=\"icon\"><img class=\"round\" src=\"icons/magic/symbols/question-stone-yellow.webp\" /></figure><article><h4>Automaton Tactics</h4><p>Automatons come in two types - the regular, agile kind and the heavy-duty variants called @UUID[Actor.WDvHi7LdvmmPSwiV]{Automaton Loaders}. Both varieties attempt to overwhelm opponents with sheer numbers, using their @UUID[Actor.NWjCiuBTdo6QtsJp.Item.fmK37cIcUettUBRj]{Clockwork Coordination} trait to overpower foes.<br /><br />Regular Automatons can use their @UUID[Actor.NWjCiuBTdo6QtsJp.Item.bpu61oRMDLC52TsI]{Grappling Arm} to try and immobilise enemies, whilst Loaders attempt to knock enemies to the floor with their @UUID[Actor.WDvHi7LdvmmPSwiV.Item.bpu61oRMDLC52TsI]{Shock-Powered Bash}.<br /><br />Upon death, all Automatons explode violently due to their @UUID[Actor.WDvHi7LdvmmPSwiV.Item.J1Cr1hB2fcMhv4aZ]{Volatile Core} trait. This even damages other automatons around them. Given Automatons are vulnerable to lighting damage, this can lead to explosive chain reactions in combat. Shrewd characters may take advantage of this.</p></article></div><p></p>"},"video":{"controls":true,"volume":0.5},"src":null,"ownership":{"default":-1,"piP3xtfEHOqnxR4X":3},"flags":{},"_stats":{"compendiumSource":null,"duplicateSource":null,"coreVersion":"13.346","systemId":"dnd5e","systemVersion":"4.3.9","createdTime":1745918967191,"modifiedTime":1745940951424,"lastModifiedBy":"piP3xtfEHOqnxR4X","exportSource":null},"category":null},{"sort":1678125,"name":"Factory Floor","type":"map","_id":"lMbSDFAE09jPwIRz","system":{"code":"3"},"title":{"show":true,"level":2},"image":{},"text":{"format":1,"content":"<div class=\"fvtt narrative\"><p><em>With piles of crates, steam-emitting machinery connected to production lines, wires crawling across the floor, chimneys towering like ancient trees, and walkways hanging nearly ten feet above your head with pipes snaking beneath them, the factory room is no less chaotic than a circus tent.Coils bathe the environment in a cold, blue light, while damaged electric wires scatter sparks and electrify the fences securing the generators.</em></p><p><em>Workstations cluttered with tools and cogs surround you, and the unnerving presence of dormant automatons heightens the roomâ€™s already tense, oppressive atmosphere beneath the towering ceiling.</em></p></div><p>There are 4 Automatons (3 @UUID[Actor.NWjCiuBTdo6QtsJp]{regular}, 1 @UUID[Actor.WDvHi7LdvmmPSwiV]{loader}) here that attack the characters, and 4 dormant Automatons awaiting activation.</p><p>Many generators are in the room, but only the two surrounded by electric fences must be shut down to lure the Glitch. A fixed ladder that leads to the @UUID[.T7J95TG7u0HnNrxo]{walkways in area 9} can be found in the northeastern corner of the room.</p><div class=\"fvtt advice\"><figure class=\"icon\"><img class=\"round\" src=\"icons/vtt-512.png\" /></figure><article><h4>Additional Features - Levels</h4><p>The Factorium spans two floors. If you have the <strong>Levels</strong> module installed, the tile to the north of the ladder will automatically prompt characters to climb up or down.</p><p>If you do not wish to use the <strong>Levels</strong> module, you can manually change a character's elevation to +10ft to represent them climbing the ladder!</p></article></div><p></p><h2>Finale Event - Powered Down</h2><p>Once both generators are shut down or destroyed, return to this journal and read the following aloud while a character is in area 3:</p><div class=\"fvtt narrative\"><p><em>As the generators lose their stored energy, the light from the coils dims, siphoned away by an unnatural, mechanical, multi-limbed figure forming itself from scattered automaton parts at the center of the room. Now fully charged, it stares at you curiously for a few seconds before letting out a scream that activates the dormant automatons.</em></p></div><p>The unnatural figure is a @UUID[Actor.HlZVQlVUVRn8b0QM]{Glitch} that immediately attacks the adventurers. The <strong>8</strong> dormant @UUID[Actor.NWjCiuBTdo6QtsJp]{Automatons} become activated and join it.<br /><br /></p><img src=\"modules/side-quest-society-premium/assets/images/art/adv4/SQS_Glitch_transp.webp\" class=\" centered\" width=\"300\" /><p></p><div class=\"fvtt quest\"><figure class=\"icon\"><img class=\"round\" src=\"icons/magic/symbols/question-stone-yellow.webp\" /></figure><article><h4>Glitch Tactics</h4><p>The Glitch is surprising agile, able to scale surfaces rapidly thanks to the malleable limbs of discarded automatons. It is primarily a ranged attacker, trying to keep distance with characters before using ranged attacks. The Glitch is intelligent enough to try and concentrate @UUID[Actor.HlZVQlVUVRn8b0QM.Item.FSYv6izTEE9hS2kv]{Eye Laser} on active spellcasters in an attempt to disrupt concentration.</p><p>The Glitch is aware of the catastrophic effect of the automaton's @UUID[Actor.NWjCiuBTdo6QtsJp.Item.J1Cr1hB2fcMhv4aZ]{Volatile Core} trait, and has abilities to take advantage of this in an attempt to catch characters in the explosions. It is however also vulnerable to the same explosions due to its @UUID[Actor.HlZVQlVUVRn8b0QM.Item.9KHEkanz4GFOVopt]{Conductive Plating} trait. Tactical characters may attempt to take advantage of this to make the fight against The Glitch easier.</p></article></div><p><br /></p><p>When the Glitch is killed, all remaining Automatons become deactivated. The unnatural feeling in the air clears away, marking the end to the chaos. The @UUID[Item.hLYTpRvhjWKUW8yO]{Artificerâ€™s Puzzle Box Piece} can be found in its remains.</p>"},"video":{"controls":true,"volume":0.5},"src":null,"ownership":{"default":-1,"piP3xtfEHOqnxR4X":3},"flags":{},"_stats":{"compendiumSource":null,"duplicateSource":null,"coreVersion":"13.346","systemId":"dnd5e","systemVersion":"4.3.9","createdTime":1745919188319,"modifiedTime":1745941047767,"lastModifiedBy":"piP3xtfEHOqnxR4X","exportSource":null},"category":null},{"sort":1689063,"name":"Warehouse","type":"map","_id":"0I7HOSuJCrNpfJzO","system":{"code":"4"},"title":{"show":true,"level":2},"image":{},"text":{"format":1,"content":"<div class=\"fvtt narrative\"><p><em>Scattered tools, workstations, and broken machinery make this room a nebulous mess, and the stink of machine grease and paint thinner invades your nostrils. The rogue automatons move erratically, fitting the chaos of their surroundings.</em></p></div><p>There are 2 @UUID[Actor.NWjCiuBTdo6QtsJp]{Automatons}<strong> </strong>and 2 @UUID[Actor.WDvHi7LdvmmPSwiV]{Automaton Loaders}<strong> </strong>here that are hostile to characters.</p>"},"video":{"controls":true,"volume":0.5},"src":null,"ownership":{"default":-1,"piP3xtfEHOqnxR4X":3},"flags":{},"_stats":{"compendiumSource":null,"duplicateSource":null,"coreVersion":"13.346","systemId":"dnd5e","systemVersion":"4.3.9","createdTime":1745920634706,"modifiedTime":1745941075375,"lastModifiedBy":"piP3xtfEHOqnxR4X","exportSource":null},"category":null},{"sort":1694532,"name":"Study","type":"map","_id":"O3oBsEu2cFfK6pZH","system":{"code":"5"},"title":{"show":true,"level":2},"image":{},"text":{"format":1,"content":"<div class=\"fvtt narrative\"><p><em>The writing desks, comfortable chairs, and expensive furniture indicate that this room is Arlim Drimnoâ€™s office. Itâ€™s lit by a coil in the center, illuminating the blueprints and rulers scattered across the tables. You hear whimpering from beneath one of the desks.</em></p></div><p>The adventurers find @UUID[Actor.tOhsdF9KKkHY9e3b]{Arlim Drimno} hiding under his desk. He begs to be escorted out of the building.</p><p>If asked about the blueprints, he says they are hidden somewhere in the Factorium and promises to explain how to reach their location if the adventurers escort him out of the building. If characters succeed on an [[/check itm 14]] check or [[/check per 14] check, he offers his @UUID[Item.mIWiFEDzOv9S7Ba6]{Technomancerâ€™s Tools} to encourage the characters to assist.</p><p>If he is escorted out of the building, he reveals the location of a locked safe hidden behind a brick on a wall in@UUID[.b04AY094KL5FoDwY]{ area 8} and gives the adventurers its @UUID[Item.oBt8eChJibLSUFAt]{key}. He is then arrested by the city guards outside the building immediately.</p><p>The characters can offer to instead take Arlim to the Society Headquarters, which he immediately agrees to. He surrenders the key and the Technomancerâ€™s Tools as soon as a portal to the Headquarters is opened, and he tells the party the location of the safe before going through.</p><p>Arlim carries the @UUID[Item.oBt8eChJibLSUFAt]{key} and the @UUID[Item.mIWiFEDzOv9S7Ba6]{Technomancerâ€™s Tools}.</p>"},"video":{"controls":true,"volume":0.5},"src":null,"ownership":{"default":-1,"piP3xtfEHOqnxR4X":3},"flags":{},"_stats":{"compendiumSource":null,"duplicateSource":null,"coreVersion":"13.346","systemId":"dnd5e","systemVersion":"4.3.9","createdTime":1745920699309,"modifiedTime":1745941181248,"lastModifiedBy":"piP3xtfEHOqnxR4X","exportSource":null},"category":null},{"sort":1697266,"name":"Northern Walls","type":"map","_id":"hOMqAa3zyPKZ5Xp2","system":{"code":"6"},"title":{"show":true,"level":2},"image":{},"text":{"format":1,"content":"<div class=\"fvtt narrative\"><p><em>Electric fences line the tops of the walls surrounding this side of the building, accompanied by the echoing roar of a massive generator that radiates heat and extends through the wall. Rogue automatons loiter around abandoned crates, and a metal staircase outside leads upstairs.</em></p></div><p>There are 2 @UUID[Actor.NWjCiuBTdo6QtsJp]{Automatons} and 2 @UUID[Actor.WDvHi7LdvmmPSwiV]{Automaton Loaders}<strong> </strong>here that immediately attack the characters.</p><p>The northern generator can be shut down here. See @UUID[.h2isNAzOK4WUxMys#general-features]{General Features} for a reminder on how to shut down generators.</p><div class=\"fvtt advice\"><figure class=\"icon\"><img class=\"round\" src=\"icons/vtt-512.png\" /></figure><article><h4>Additional Features - Levels</h4><p><span style=\"font-family:'Roboto Condensed', sans-serif\">The Factorium spans two floors. If you have the <strong style=\"box-sizing:border-box;user-select:text;scrollbar-width:thin;scrollbar-color:var(--color-scrollbar) var(--color-scrollbar-track)\">Levels</strong> module installed, the tile indicated on the outdoor staircase will automatically toggle characters up or down 10ft.</span></p><p style=\"box-sizing:border-box;user-select:text;scrollbar-width:thin;scrollbar-color:var(--color-scrollbar) var(--color-scrollbar-track);margin:0.5em 0px 0px;color:rgb(25, 24, 19);font-family:'Roboto Condensed', sans-serif;font-size:14px;font-style:normal;font-variant-ligatures:normal;font-variant-caps:normal;font-weight:400;letter-spacing:normal;orphans:2;text-indent:0px;text-transform:none;widows:2;word-spacing:0px;-webkit-text-stroke-width:0px;white-space:normal;background-color:rgb(248, 244, 241);text-decoration-thickness:initial;text-decoration-style:initial;text-decoration-color:initial;text-align:start\"><span style=\"font-family:'Roboto Condensed', sans-serif\">If you do not wish to use the <strong>Levels</strong> module, you can manually change a character's elevation to +10ft to represent them reaching that transitional tile!</span></p></article></div><p></p>"},"video":{"controls":true,"volume":0.5},"src":null,"ownership":{"default":-1,"piP3xtfEHOqnxR4X":3},"flags":{},"_stats":{"compendiumSource":null,"duplicateSource":null,"coreVersion":"13.346","systemId":"dnd5e","systemVersion":"4.3.9","createdTime":1745921292614,"modifiedTime":1745941398113,"lastModifiedBy":"piP3xtfEHOqnxR4X","exportSource":null},"category":null},{"sort":1698633,"name":"Southern Walls","type":"map","_id":"oBwuCmBqVKK1Zj8h","system":{"code":"7"},"title":{"show":true,"level":2},"image":{},"text":{"format":1,"content":"<div class=\"fvtt narrative\"><p><em>The generator, partially extending outside, radiates heat and creates a racket, warming the nearby wooden crates. The rogue automatons aimlessly wander beneath the electrified walls.</em></p></div><p>There are 5 @UUID[Actor.NWjCiuBTdo6QtsJp]{Automatons} here that are hostile to characters.</p><p><span style=\"font-family:'Roboto Condensed', sans-serif\">The southern generator can be shut down here. See </span><span style=\"font-family:'Roboto Condensed', sans-serif\"><a class=\"content-link\" draggable=\"true\" data-link data-uuid=\"JournalEntry.dGxymJsUyD7cMr3I.JournalEntryPage.h2isNAzOK4WUxMys\" data-id=\"h2isNAzOK4WUxMys\" data-type=\"JournalEntryPage\" data-tooltip=\"Text Page\" data-hash=\"general-features\" style=\"box-sizing:border-box;user-select:text;scrollbar-width:thin;scrollbar-color:var(--color-scrollbar) var(--color-scrollbar-track);cursor:pointer;--content-link-background:rgba(0, 0, 0, 0.1);background:rgb(241, 235, 232);padding:1px 4px;border:none;border-radius:2px;white-space:nowrap;word-break:break-all;--content-link-text-color:var(--color-text-dark-primary);text-decoration:underline;text-underline-offset:2px;color:rgb(25, 24, 19);font-family:'Roboto Condensed', sans-serif;font-size:14px;font-style:normal;font-variant-ligatures:normal;font-variant-caps:normal;font-weight:400;letter-spacing:normal;orphans:2;text-align:start;text-indent:0px;text-transform:none;widows:2;word-spacing:0px;-webkit-text-stroke-width:0px\"><span style=\"text-decoration:underline\">General Features</span></a></span><span style=\"font-family:'Roboto Condensed', sans-serif\"> for a reminder on how to shut down generators.</span></p><p></p>"},"video":{"controls":true,"volume":0.5},"src":null,"ownership":{"default":-1,"piP3xtfEHOqnxR4X":3},"flags":{},"_stats":{"compendiumSource":null,"duplicateSource":null,"coreVersion":"13.346","systemId":"dnd5e","systemVersion":"4.3.9","createdTime":1745921352567,"modifiedTime":1745941280416,"lastModifiedBy":"piP3xtfEHOqnxR4X","exportSource":null},"category":null},{"sort":1699317,"name":"Upper Storage Room","type":"map","_id":"b04AY094KL5FoDwY","system":{"code":"8"},"title":{"show":true,"level":2},"image":{},"text":{"format":1,"content":"<div class=\"fvtt narrative\"><p><em>An unkempt, dusty extension of the building, this room serves as a storage area where inventory and tools are left to be forgotten in crates scattered all around. Humans in boiler suits are breaking open boxes and rummaging through the scrap metals within.</em></p></div><p>There are 4 @UUID[Actor.rx9K6h5Z5N8Qyd90]{Scrappers} and a @UUID[Actor.A202Wo2G78DisJar]{Scrapper Captain} in this area, breaking the crates. They claim to be factory workers, trapped inside and forced to hide when the Automatons went berserk. They explain theyâ€™re pillaging the Factorium for payback and threaten the adventurers. If characters succeed on an [[/check itm 18]] check or a [[/check per 20]] check, 2 @UUID[Actor.rx9K6h5Z5N8Qyd90]{Scrappers} flee the building. The remainder attack the characters. The @UUID[Actor.A202Wo2G78DisJar]{Scrapper Captain} carries [[/award 65gp]] gp.</p><p>If Arlim hasn't shared the information, characters can uncover a locked safe on a wall hidden behind a crate by succeeding on an [[/check inv 16]] check. The safe can be unlocked with @UUID[Item.oBt8eChJibLSUFAt]{Arlimâ€™s key} or with a successful [[/tool thief 14]] check using thievesâ€™ tools to uncover the generator blueprints.</p><div class=\"fvtt quest\"><figure class=\"icon\"><img class=\"round\" src=\"icons/magic/symbols/question-stone-yellow.webp\" /></figure><article><h4>Scrapper Tactics</h4><p>Experienced burglars and ruthless scavengers, the scrappers have learned to make use of their surroundings to escape dangerous heists and other situations. All of the scrappers take advantage of their @UUID[Actor.rx9K6h5Z5N8Qyd90.Item.gJHduTCUfPJaeHkA]{Calculating Mind} to co-ordinate attacks against high-priority targets, and are able to use their @UUID[Actor.rx9K6h5Z5N8Qyd90.Item.NQGagdUTTaFNo78B]{Caltrops} to try and control the terrain.</p><p>The Scrapper Captain can use his @UUID[Actor.A202Wo2G78DisJar.Item.CQMMWLRU7yn1eD1v]{Tactical Exploitation} to direct additional strikes each turn.</p></article></div><p></p>"},"video":{"controls":true,"volume":0.5},"src":null,"ownership":{"default":-1,"piP3xtfEHOqnxR4X":3},"flags":{},"_stats":{"compendiumSource":null,"duplicateSource":null,"coreVersion":"13.346","systemId":"dnd5e","systemVersion":"4.3.9","createdTime":1745921431989,"modifiedTime":1745941336126,"lastModifiedBy":"piP3xtfEHOqnxR4X","exportSource":null},"category":null},{"sort":1699659,"name":"Upper Walkways","type":"map","_id":"T7J95TG7u0HnNrxo","system":{"code":"9"},"title":{"show":true,"level":2},"image":{},"text":{"format":1,"content":"<div class=\"fvtt narrative\"><p><em>Suspended nearly ten feet above the factory floor, the wired metal walkways rest firmly on several posts and are equipped with railings to prevent falls. They offer a clear view of the generators, electric fences, and production lines below.</em></p></div><p>Characters can use the walkways to jump to the other side of the electric fences and access the generators in @UUID[.lMbSDFAE09jPwIRz]{area 3} without risking lightning damage.</p>"},"video":{"controls":true,"volume":0.5},"src":null,"ownership":{"default":-1,"piP3xtfEHOqnxR4X":3},"flags":{},"_stats":{"compendiumSource":null,"duplicateSource":null,"coreVersion":"13.346","systemId":"dnd5e","systemVersion":"4.3.9","createdTime":1745922017294,"modifiedTime":1745941352614,"lastModifiedBy":"piP3xtfEHOqnxR4X","exportSource":null},"category":null},{"sort":1699830,"name":"Conclusion","type":"text","_id":"lvupy1wufe3pSgU5","system":{},"title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"<p>The following may be outcomes of the adventure.</p><h2>Recovery</h2><ul><li><p>If at least one generator remains intact, the adventurers receive the diamond @UUID[Actor.lNJR7z4qxK0P5ARR]{Salathael} promised as payment. Any machinery damaged during the adventure is repaired once Salathael hires new engineers, ensuring the Factorium remains intact when the weather clears. The engineers fix any other broken generators by examining the working principles of the still functional one. With Arlim gone, Salathael is elected the new CEO of the company, and the Societyâ€™s profit margin increases as they invest more in the Factorium. Though less efficient without the Artificerâ€™s Puzzle Box Piece, the generators remain productive, now building less functional but safer, chaos-free automatons.</p></li><li><p>If both generators explode during the adventure, and the adventurers give the blueprints to Salathael instead of Yhalbagenâ€”or ask him to make a copy of the designsâ€”Salathael rewards them with [[/award 800gp]] gp. The factory is rebuilt after several months, and the Society recovers from its financial losses. The generators remain somewhat productive even without the Artificerâ€™s Puzzle Box Piece, continuing to build simpler yet harmless automatons.</p></li></ul><h2>Shut Down</h2><p>If both generators explode during the adventure and the blueprints arenâ€™t brought to Salathael, all hope of rebuilding the Factorium and its business is lost, as recreating the generators from scratch is impossible. The Society suffers financial losses as its investment is ruined, but the air in Varundâ€™s Edge soon clears, allowing its people to take healthy breaths again. The adventurers receive the @UUID[Compendium.dnd5e.items.Item.XGAWqtmhK6SYBL6A]{Goggles of Night} that Nhunni promised.</p><h2>Portal Power</h2><p>If the blueprints are given to @UUID[Actor.xabwDIVT0y4Kx2ia]{Yhalbagen}, he fails to tinker with the portal engine despite the highly sophisticated generator designs, for the mysterious machine's working principles outclass his engineering abilities. He rewards the adventurers with a @UUID[Compendium.dnd5e.items.Item.OwqRt1pVLhdMQa0d]{Dwarven Plate} (type is GMâ€™s discretion) for their trouble, saying the designs can still come in handy.</p><h2>Justice for Varund's Edge</h2><ul><li><p>Delivering Arlim to the authorities or letting him perish in the factory makes little difference, as the inventorâ€”if he survived the eventsâ€”is killed by an angry mob while being taken to Varundâ€™s Edge prison for endangering the city with exploding machinery.</p></li><li><p>If Arlim is brought to the Headquarters, Qadhmog ensures he gets an earful andâ€”despite Salathaelâ€™s objectionsâ€”personally hands him over to the Varundâ€™s Edge authorities. Arlim is imprisoned, but his life is spared.</p></li></ul><h2>One and Prime's Greetings</h2><p>On behalf of the One and Prime, <strong>X4</strong> awards the adventurers an @UUID[Compendium.dnd5e.items.Item.MLNzQUsVUi0PEV3i]{Efficient Quiver} for destroying the Glitch and ending the disorder.</p><h1>The First Puzzle Piece</h1><p>Once back at the SQS HQ, Dimani attaches the Artificerâ€™s Puzzle Box Piece to the enigmatic puzzle box, which immediately lights up and begins functioning. The item serves as the artifactâ€™s power source, but to what end, Dimani wondersâ€¦</p>"},"video":{"controls":true,"volume":0.5},"src":null,"ownership":{"default":-1,"piP3xtfEHOqnxR4X":3},"flags":{},"_stats":{"compendiumSource":null,"duplicateSource":null,"coreVersion":"13.346","systemId":"dnd5e","systemVersion":"4.3.9","createdTime":1745922230800,"modifiedTime":1745925403454,"lastModifiedBy":"piP3xtfEHOqnxR4X","exportSource":null},"category":null},{"sort":1699915,"name":"Appendix","type":"text","_id":"fruA342e11PowOOn","system":{},"title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"<h2>Magic Items</h2><h3>Artificer's Puzzle Box Piece</h3><p>This item resembles a downsized version of the mysterious puzzle box found within the Archivistâ€™s Office at the Headquarters. It contains countless gears and machine components, all powered by a miniature, pre-installed, spherical energy source that crackles with lightning but poses no danger to the holder. Due to its technological nature, Loremaster Dimani believes this item is designed to provide energy to the puzzle box at its core, hence the name: Artificerâ€™s Puzzle Box Piece.</p><p>While holding this item, you can use an action to cast one of the following spells from it: Lightning Bolt (1 charge) or Shocking Grasp (1 charge). It regains all expended charges at dawn every day.</p><h3>Technomancer's Tools</h3><p>Made of masterfully crafted, small-sized clockwork gears that endlessly tick, this sophisticated set of tools is an upgraded version of tinkerâ€™s tools, granting its wielder a +3 bonus to all checks involving the item.</p><h2>Monsters</h2><h3>Orderters</h3><p>Mechanical denizens of the mysterious outer planes of logic and control, these living constructs take many different shapes and forms. They are typically uninvested and uninvolved in the 'messy' affairs of flesh-based life, but will observe events that they deem a risk to the universal concept of Order.</p><h3>Glitch</h3><p>The embodiment of methodless madness, the Glitch is a defective Orderter, its code twisted by malware or corruption for reasons unknown. Where a typical Orderter possesses a huge, unnervingly blank stare, the Glitchâ€™s gaze warps into a single, psychotic serpentine eye, glowing in alarming shades of red.</p><p>The moment a minion goes rogue and becomes a Glitch, it pulls every mechanical or clockwork component in the vicinity toward itself, reconstructing its body from the wreckage. It reshapes into a jagged, asymmetrical construct, favoring the clockwork limbs of automatons above all else, yet never aligning its form into anything remotely humanoid. Irregular, imbalanced, and imperfect, it spreads discord wherever it lurks.</p><p>The Glitch's piercing glare and erratic behavior are as unsettling as they are menacing. The creature feeds on energy, and any lightning damage taken heals it instead.</p><h3>Automaton</h3><p>These out-of-control, human-sized constructs, powered not by magic but by technology, have overrun the Factorium building. The gears within them emit an endless ticking noise. When killed, an automaton releases an electric discharge, and creatures within 10 feet take [[/damage 2d6 lightning]] damage. Automatons themselves are vulnerable to it.</p><h3>Scrappers</h3><p>Although at first glance these may appear to be little more than typical bandits and looters, scrappers have learned to utilise the devices and gadgets they steal during their escapades. This makes them unpredictable and surprisingly tactical 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