Few Notes Before You Dive In Dear GMs, Thank you for choosing to support our work and for considering running this adventure for your players. The adventure is designed to be easily playable with minimal preparation, catering to both new and experienced GMs. While the storyline is structured, we encourage you to adjust elements to suit your players’ choices and preferences. After all, the goal of every GM is to enjoy the adventure alongside their players. Combat in this adventure is designed to provide a challenge for a group of four characters at level 6 and has been tested as such. We do not recommend running the adventure for groups lower than level 4 or higher than level 8. However, if you find yourself needing to adjust combat encounters without simply reducing or increasing the number of enemies, we have some tips that should work specifically for this adventure without requiring significant time investment. Instead of removing or adding enemies, you can simply adjust the following: For each group’s level lower than 6, reduce the hit points of all enemies (and NPCs) by ~25%, their armor class by 1, and their attack/damage modifiers by 1. Conversely, for each level higher than 6, consider increasing the enemies’ attack/damage modifiers by 1, AC by 1, and hit points by ~20%, and introduce additional spells for spellcasting enemies. We hope these adjustments allow you to tailor the adventure to suit your group’s level while maintaining an enjoyable and balanced experience. Happy adventuring! The meaning of the text boxes that you will come across while reading the adventure is: Time to narrate These white boxes highlight text that should be read aloud to your players. Information for the GM The green boxes are used to provide interesting information for the GM or general advice. 2 Secrets of the Misty Isles
Secrets of the Misty Isles Introduction Near Sheltara Island, an island renowned for its rich history of seafaring exploits, a peculiar phenomenon begins to unfold. Witnesses speak of an unnatural mist, concealing islands that defy all known cartography, emerging as if from thin air. Yet, those who dared to penetrate the enigmatic fog never returned, leaving behind all sorts of speculations. Now, the call to action echoes through the streets of the town, urging brave souls to uncover the secrets of this new land. The party, chosen for their skills, sets out on a journey into the unknown. Whether aboard a sturdy vessel provided by the town or aboard their own ship, they embark on a quest promising treasure and adventure. As they traverse the mist-shrouded waters, they will encounter strange sea and land creatures, unlike any encountered before. With every step forward, the party must navigate the dangerous terrain and uncover the truth behind the island’s sudden appearance. But they must tread carefully, for danger lurks around every corner. Only by working together and stopping the evil forces at play, saving the innocent of the island can they hope to emerge victorious and claim the prize that awaits them at the journey’s end. Sheltara Island & Its People Sheltara Island boasts a rich history, predominantly inhabited by humans and half-elves, though almost all races are welcomed warmly. While the island has steered clear of conflicts, piracy was once a concern. However, thanks to the establishment of a robust naval force and the formation of The Guardian Whale, an adventurer guild focused on protecting maritime interests, piracy has been greatly reduced. Situated strategically within a vast sea that links numerous continents, Sheltara Island boasts picturesque beaches and breathtaking views, attracting a diverse array of visitors, from rich nobles to curious travelers. Merchants and tourists alike find solace in its tranquil shores, contributing to the island’s prosperity. Welcoming foreign visitors is ingrained in the island’s culture, recognizing the invaluable contribution they make to its wealth and cultural diversity. At the time of the events, the island is under preparations for visitors since summer is approaching and the weather is improving. That means that the adventurers will be easily able to find a place to stay and the island won’t be overcrowded. 3 Secrets of the Misty Isles
The Guardian Whale The Guardian Whale stands as a reliable defender of Sheltara Island’s maritime interests. Comprised of a few seasoned adventurers and skilled sailors, this guild was established to combat the threat of piracy that once plagued the island’s waters. Led by the skilled Captain Torken, The Guardian Whale operates with precision and efficiency, swiftly responding to any reports of piracy or maritime disturbances. The missions they undertake are mostly escorting merchant vessels and visitors, ensuring the safety and security of all who traverse the sea. Their presence instills confidence in the island’s inhabitants and visitors alike, fostering an atmosphere of peace and prosperity on the open waters. Hook Skipping Sheltara Island The suggested adventure’s hook is for the party to learn about the events and accept a quest from Sheltara Island, however, if you prefer you could have the party stumble upon the Misty Isles without prior visiting Sheltara Island. Ultimately, the adventure unfolds similarly even if they never visit Sheltara Island. If you choose to have the players arrive at the Misty Isles by chance while traveling with their ship before ever visiting Sheltara Island or learning about the mysterious appearance of the Misty Isles, skip to the encounter of Day 2 of sailing and adjust the narration accordingly. The adventure commences on Sheltara Island, a picturesque haven known for its sandy shores and delectable seafood. The town exudes a quaint charm, busy yet devoid of the chaos of larger cities. The docks, typically abuzz with ships, bear witness to the island’s popularity among seafarers, even outside the bustling tourist season. As you wander through the town, absorbing its serene ambiance, snippets of conversation catch your ear. Two weathered sailors exchange tales of a place called Misty Isles, their voices laced with equal parts fascination and trepidation. “Did you hear? Another ship ventured into the mist, never to return,” one remarks, prompting a solemn nod from the other. “Aye, it’s a cursed place, that Misty Isles,” he adds with a shudder. Further inquiries among the locals reveal that, about two weeks prior, a ship returned with chilling accounts of a thick mist veiling unknown land, hence the moniker “Misty Isles.” What has given birth to rumors and speculations about witchcraft or similar powers at play is that this land should not be there and it is like appeared out of thin air. To make matters worse, any attempts made to explore this land ended up in the mysterious disappearance of those who dared it. Unknown to what had happened to them. Your attention is drawn to a notice affixed to a board: “The mayor and the Guardian Whale adventurer’s guild seek brave souls to uncover the secrets of the Misty Isles. Generous rewards await those who venture forth. For details, visit the adventurer’s guild.” - Frank Stoler, Mayor. Going straight to Misty Isles Should the players opt to embark on their own expedition without consulting the mayor or the adventurer’s guild, proceed to the Setting Sail section. However, it is strongly recommended to not do that. The players have the option to gather more information by visiting both the adventurer’s guild and the mayor before embarking on their journey. 4 Secrets of the Misty Isles
Visiting The Guardian Whale A visit to the Guardian’s Whale is the top priority of any adventurer in town, as it serves as a hub for job opportunities and essential supplies. The building, decorated with a large wooden whale outside its entrance, exudes a distinct charm. Inside, adventurers can find basic provisions and even items such as health potions and spell components. Finding the Guardian Whale is easy, thanks to the wooden blue whale hanging outside. Stepping inside, you’ll find an atmosphere reminiscent of an inn, with adventurers either enjoying drinks or perusing the available quests. While most quests revolve around escorting voyages and guarding docks, one stands out — the quest concerning the Misty Isles, which appears to garner little interest. Players may opt to relax before inquiring about the quest. If they wish to learn more, they’ll find an office with a young woman near the quest board. Introduce her: “Hello there! I’m Maria. How can I assist you?” she greets with a warm smile. Upon asking about the Misty Isles, a hint of fear flickers in her eyes. “You certainly seem capable… This is a matter of great importance. Perhaps you should speak to the Guildmaster. Please wait here,” she suggests before stepping into the door behind her office. Moments later, she emerges and invites you in. Inside, a bearded man, bearing the weathered look of a seasoned sailor, awaits. The interaction with the Guildmaster, Captain Torken, should reflect his unwavering courage and deep sense of responsibility towards the community. He exudes the aura of a seasoned adventurer, commanding respect with his straightforward demeanor while also showing genuine respect for those he speaks with. As the players engage with him, he verifies the reports of the Misty Isles’ sudden appearance, stressing the urgency of the situation. He mentions that this event has really stressed out the mayor who is fearing the potential danger posed to the upcoming tourist season and harbor operations if rumors and stories about Misty Isles spread far and wide. He emphasizes the need for swift action to resolve the mystery behind this new land. The Guildmaster reveals that the party will not be the first from the guild sent to investigate. Two previous expeditions, led by brave adventurers with a great deal of experience, ventured into the mist but never returned. His words carry an ominous weight, hinting at the dangers that await. Despite his concerns, the Guildmaster maintains a glimmer of hope, however, he does not sugarcoat the risks involved, urging them to proceed with caution. In recognition of their bravery and service to the community, he offers a reward of 480 PP for exploring the new land and solving the mystery. Furthermore, the town is willing to cover the cost of a small ship if the party does not possess one. However, if they are in need of a guide or sailor to operate the ship, he warns that finding even a single sailor for the journey may prove challenging and costly, as few are willing to even approach the Misty Isles. Visiting The Mayor While the notice directs the players to the Guardian Whale, they may decide to pay a visit to the mayor for various reasons, whether to hear his perspective or negotiate the reward for the task at hand. The mayor’s office, perched upon a hill with a commanding view of the town and docks, belongs to Frank Stoler, a well-regarded and caring leader. He readily agrees to meet with the adventurers upon learning of their interest in the Misty Isles. However, the information he provides is largely similar to what they would receive at the Guardian Whale. It becomes evident to the players that he is under considerable stress and anxiety due to the situation’s implications. The mayor advises them to pursue the quest through the adventurer’s guild, reiterating that the reward stands at a generous 480 PP. Negotiating with him proves challenging, as the reward already stretches the town’s resources to their limit. However, players skilled in persuasion and able to demonstrate their exceptional capabilities might manage to squeeze out an additional 50 PP, as the mayor hesitantly agrees to offer this extra amount if the players manage to solve the mystery. 5 Secrets of the Misty Isles
Setting Sail With the quest in hand and the promise of adventure and reward, the players embark on their journey to the Misty Isles. The weather is favorable, and they estimate it will take about two full days to reach their destination, arriving on the island by morning on the third day. If the players already possess a ship, their preparations are straightforward. However, if they lack a vessel, the town can provide a small one for them. Securing a skilled navigator and helmsman to aid with navigation and control of the ship if needed is costly. A seasoned sailor at the dock offers his services for an outrageous fee of 400 GP, which can be negotiated down to 350 GP. He agrees to accompany them to the edge of the mist but refuses to set foot on the island itself, emphasizing the potential dangers within the mist, suggesting that they will have to use a rowboat and return to ship within 1 full day or he will be gone. Day 1 The first day of their voyage is serene, with ideal weather and calm waters. The party sails without incident and rests peacefully at night. Day 2 Although the winds remain favorable, passing rains and rougher waters disturb the tranquility. As the sun sets, a distant mist comes into view, indicating their proximity to the island. They face a choice: continue sailing through the night to reach their destination sooner or wait for the sunrise to ensure safer exploration upon arrival. Regardless of their decision, they are now close to the island, and strange sea creatures lurk in the waters. If the players actively scan the dark water, they may notice something amiss with a DC 15 Wisdom (Perception) check alerting the party to potential danger. Suddenly, five Sea Monstrosities ambush the ship, attempting to surprise and attack the party. After the party has dealt with the enemies they will have to calm down the sailor accompanying them (in case they are not traveling alone), who may request to turn back unless persuaded otherwise by additional compensation or intimidation from the players. Sea Monstrosities It is important to highlight to the players that these creatures are nothing like what they have seen before, indicating that they are not native to the area. Their species is called Kaplero. Loriana can provide that insight. 6 Secrets of the Misty Isles
Ship Encounter Battlemap 7 Secrets of the Misty Isles
Day 3 - Arriving on the Island Approaching the thick body of mist, you find yourselves fully enveloped, with only the silhouette of land visible through the dense fog. Mixed feelings of fear and suspicion grow within you as you steadily approach this unknown territory. Adding to your unease, you spot three ships standing still near the shore. Mist’s Nature The mist, while thick, is not magical in nature. What they see is no illusion or any kind of magical effect. If the players operate their own vessel, the decision of whether to approach the shores is theirs to make, with no immediate danger apparent. However, if they are accompanied by a sailor from Sheltara Island and have agreed to use a rowboat, he will decline to approach the shore and expect them to uphold their end of the deal. Exploring the three abandoned ships reveals no signs of life, only stains of blood that vanish without providing much information. Careful investigation yields not only provisions but also a total of 150 GP in each ship’s captain’s cabin, amounting to 450 GP in total. With the shoreline beckoning, the adventurers prepare to step onto land and unravel the mysteries that await. As they do and before they can formulate a plan, they must first roll a DC 15 Wisdom (Perception) check to gauge their awareness. Suddenly, arrows from the nearby trees fly towards them as four purple-skinned humanoids, Strakodians Fighters, emerge from the shadows, launching an ambush. An Unseen Conflict After successfully dispatching the creatures behind this violent ambush, you notice that they wear quite elegant leather armor, along with bows crafted in a style similar to elven craftsmanship. What is extremely peculiar is that these creatures strongly resemble elves but with much more aggressive facial characteristics and a purple skin tone. Fearless Hostages If the party manages to capture one alive, they will not be able to extract any information. These creatures are fearless even in the face of death. Additionally, their minds are sealed, and magic cannot penetrate them. As you examine the bodies, a voice rings through your mind, surprising you. The voice sounds calming, without aggression towards you. “Hello! A pleasure to meet you. I am peaceful, I am stepping out of my hiding place,” it says. After a pause, it continues, “I see them confused, maybe they are afraid of telepathy?!” From the nearby bushes emerges a similar creature but with blue skin, much closer to the appearance of an elf woman as you know them. The creature keeps communicating telepathically and introduces itself as Loriana, claiming to be what is called a Calmodian and unfortunately, a sworn enemy of the specific Strakodians, meaning the purple creatures you just killed. Different Approach If the players attempt something significantly different from simply approaching the shore, such as climbing a cliff to reach the land, have them regardless encounter the aggressive Strakodians and Loriana, as they are integral to directing the players toward the solution of the mystery. 8 Secrets of the Misty Isles
Loriana explains to the players that Calmodians and Strakodians have been at war for many centuries, mostly over land disputes. However, a few years ago, they finally came to an agreement and peace prevailed. Unfortunately, this did not sit well with everyone, and many Strakodians went rogue, creating organizations with the sole purpose of disrupting peace and claiming power. More surprisingly, she claims that they come from a plane that exists between the material world and the fey realm—a small plane with many similarities to the material plane. The veil that separates their worlds is very thin, and very few know of that fact. This island, its bizarre creatures, and alien foliage are in fact native to that plane. She then explains the task at hand: “At the island’s heart lies ancient ruins of a temple once belonging to a forgotten civilization, now serving as the focal point of a forbidden ritual. This ritual, fueled by potent magic, threatens to rupture the fragile barrier between worlds. Species will cease to exist, and the merge of climates and land will destroy whole continents and kill thousands, with no one being able to fully comprehend the future of this action. We understood that too late—all our forces apart from me and perhaps some others are defeated, and backup is unable to reach us here. The Strakodians are very close to fulfilling their goal.,” after a short pause, she continues, her tone resolute yet tinged with desperation, “But it is not too late. If you help me, I can stop this madness, giving you enough time to escape the island while taking with you the artifact that is being used for this ritual, reversing the damage done. The forest is teeming with the remaining Strakodians who will stop at nothing to kill you, just as they did with any others who dared to set foot on the island. I am out of options and out of time. If you do not help me, I will die trying, but I truly hope that meeting you was fate.” Loriana, while possessing deep knowledge of arcane arts unknown to the players, relies on their protection as she lacks prowess in combat. She is a character whose safety is paramount, requiring the players to shield her throughout their journey if they hope to disrupt the ritual’s magic and save both realms. If the players inquire further, Loriana may share insights into her civilization, revealing their lifestyle akin to elves but characterized by humility and a laid-back demeanor. Regarding the Strakodians, she acknowledges their similarities, emphasizing that achieving peace was a longstanding aspiration that eventually materialized. Also, she will address the fact that her species do not possess the ability to speak but communicate telepathically and they are also able to understand the Common language. When discussing the closure of the rift, Loriana takes a direct approach, admitting uncertainty about the exact outcome. She explains that the expected result is the expulsion of sentient beings native to her plane, while the land and vegetation gradually fade, ultimately disappearing and returning to their native plane. This brief delay should afford the players enough time to return to their ship and escape. In any case, Loriana appears trustworthy and does not withhold information from the group. If asked about her fallen comrades, she states that they did their best, but the enemies were too numerous. If the players require a short rest, Loriana does not go against it, but she emphasizes that time is of the essence, and they cannot afford any further delays. Wilderness Ambush As the players cautiously approach the ritual site with Loriana, they do not go unnoticed. Strakodians, aware of their presence, have prepared an ambush along the natural path. The players must roll a DC 15 Wisdom (Perception) check to avoid being ambushed by four Strakodian Fighters and one Strakodian Sorcerer. While Loriana possesses little combat ability, she can provide some support magic to both the players and herself. 9 Secrets of the Misty Isles
Wilderness Encounter Battlemap 10 Secrets of the Misty Isles
Ritual Site As the players approach the ritual site, they see ruins and massive stones in the distance, but the details are too indistinct to discern from afar. However, there is movement amidst the ruins. Currently, the leader of the Strakodians, a skilled combat wizard named Dialufer, stands alongside one Strakodian Sorcerer and three Strakodian Fighters. Know Your Enemy If desired, you could provide less detail to the players until they get closer or have them roll a check. Nonetheless, the distinctive equipment of the Strakodians makes it easy to distinguish between sorcerers and fighters, even from a distance. It is also important to highlight that these creatures communicate telepathically, so the players can’t really listen to any discussion even if they approach. Ultimately, this is a race against time. The players must defeat those fueling the ritual and then protect Loriana for enough time so she can perform her magic. This will take approximately 5 minutes, after which the players must escape the island while taking the artifact with them. The remaining Strakodians are nearby, guarding the surrounding forest, and they will be alerted when Loriana starts casting, causing them to rush to the site. Roleplaying Dialufer If the players attempt to speak with Dialufer, they will be met with violence. These chaotic individuals cannot be reasoned with. Roleplay Dialufer as a Chaotic Evil character who cannot be persuaded against his actions, even if it means his demise. He looks intimidating and he is missing his left eye. He will only accept the players’ surrender if they slay Loriana and let him continue his work. After the players defeat Dialufer and his allies, the next challenge begins. Without wasting time, Loriana thanks the group, hugging every one of them if they are willing and giving them the Alien Orb, a strange looking artifact that is the key to what is happening. After Loriana expresses her gratitude and gives you a few moments to prepare, she starts casting her spell before the altar where the orb once resided. You see her glowing, and faint engravings on her skin begin to emit light. The earth around you starts shaking, and in an instant, light envelops the site. Enemies will soon arrive at the ritual site and Loriana won’t be able to help while focusing on her spell. If the enemies are interrupted from approaching Loriana, blinded by anger, they will mainly focus on the group. Enemies Waves Time Enemies 2 minutes 3 Strakodian Fighters 2.5 minutes 2 Strakodian Fighters 3.5 minutes 3 Strakodian Fighters 4.5 minutes 4 Strakodian Fighters & 1 Strakodian Sorcerer Enemies waves should approach as groups from the paths or any direction through the woods. Ambushing the party should not be possible since the enemies are rushing to the site. Playing the Encounter The minutes provided are a suggestion, considering that each round lasts 6 seconds. Feel free to adjust the time as you see fit for your players for a less or more challenging encounter. Stopping the Ritual By successfully safeguarding Loriana the players prevent the imminent catastrophic combination of the planes, saving both worlds. Loriana, grateful forever, disappears along with any other sentient creatures as soon as the 5 minutes elapse, their fate unknown, but the danger for the players does not stop there, the players could loot the corpses of their enemies, finding in total precious stones of a total worth of 1500 GP, along with a wellcrafted +1 longsword, but they need to leave as soon as possible, as the land seems to phase in and out, starting from where they stand this effect slowly spreading. Should they not make it out of the mist in time because they decided to start searching the island have each player still in close proximity of the island roll a D100, if the result is under 60 they violently teleport and get thrown somewhere in a plane of your choosing or else as the land and mist disappear they simply fall into the water bellow. The surviving players are able to uneventfully return to Sheltara Island after 3 days of traveling with their ship, where they receive their reward and the appreciation of both the adventurer’s guild and the mayor. Everyone will have many questions for them. While informing them that no survivors were found may be disappointing, it at least provides closure. If after all the players visit the Sheltara island for the first time after exploring the Misty Isles they could again get rewarded for their efforts if they can convince the Guildmaster or the Mayor about their role in resolving the mystery. 11 Secrets of the Misty Isles
Ritual Site Battlemap 12 Secrets of the Misty Isles
Failing to Stop the Ritual Unfortunately, despite the players’ best efforts, Loriana may fall, making it impossible to stop the ongoing ritual. Even removing the artifact will make no difference at this late stage. Even worse, the party may succumb to their enemies. Shortly after, this leads to the completion of the ritual, shattering the veil between the realms. This catastrophic event will pass to history as the Fall of Worlds. As Loriana had foreseen, continents merge, killing many innocents, including the heroes if they are still on the island. The climate becomes unstable and erratic, and absolute chaos engulfs the two realms, which now have become one. The world as the players knew it ceases to exist, and a new era of darkness and chaos becomes the new reality. What the Future Holds While this aftermath lies outside the scope of the current adventure, it could serve as the catalyst for a future campaign set in a dystopian world. In this campaign, a group of heroes would strive to restore the planes to their former states, embarking on a journey to undo the damage wrought by the collision of realities. The indestructible Alien Orb would play a vital role in this quest and it could serve as a starting point. 13 Secrets of the Misty Isles
Appendix A: Enemies Pirate Medium humanoid (any race), evil Armor Class 14 (leather armor) Hit Points 44 (8d8 + 8) Speed 30 ft. STR DEX CON INT WIS CHA 12 (+1) 16 (+3) 13 (+1) 10 (+0) 10 (+0) 11 (+0) Skills Acrobatics +5, Athletics +3, Perception +2 Senses passive Perception 12 Languages common Challenge 2 (450 XP) Nimble Escape. The pirate can take the Disengage or Hide action as a bonus action on each of its turns. Pack Tactics. The pirate has advantage on an attack roll against a creature if at least one of the pirate’s allies is within 5 feet of the creature and the ally isn’t incapacitated. Actions Multiattack. The pirate makes two Cutlass attacks. Cutlass. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage. Pistol. Ranged Weapon Attack: +5 to hit, range 30/90 ft., one target. Hit: 8 (1d10 + 3) piercing damage. Pirate Captain Medium humanoid (human), evil Armor Class 16 (studded leather armor) Hit Points 78 (12d8 + 24) Speed 30 ft. STR DEX CON INT WIS CHA 14 (+2) 18 (+4) 14 (+2) 12 (+1) 12 (+1) 13 (+1) Saving Throws Dex +6, Cha +3 Skills Acrobatics +6, Perception +3, Intimidation +3 Senses passive Perception 13 Languages common Challenge 4 (1,100 XP) Nimble Escape. The Pirate Captain can take the Disengage or Hide action as a bonus action on each of its turns. Pack Tactics. The Pirate Captain has advantage on an attack roll against a creature if at least one of the Pirate Captain’s allies is within 5 feet of the creature and the ally isn’t incapacitated. Actions Multiattack. The Pirate Captain makes two Cutlass attacks and one Pistol attack. Cutlass. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage. Pistol. Ranged Weapon Attack: +6 to hit, range 30/90 ft., one target. Hit: 9 (1d10 + 4) piercing damage. Reactions Parry. The Pirate Captain adds 2 to its AC against one melee attack that would hit them. To do so, the Pirate Captain must see the attacker and be wielding a melee weapon. 14 Secrets of the Misty Isles
Strakodian Fighter Medium humanoid (strakodian), evil Armor Class 15 (studded leather) Hit Points 52 (7d8 + 21) Speed 30 ft. STR DEX CON INT WIS CHA 16 (+3) 16 (+3) 16 (+3) 10 (+0) 12 (+1) 13 (+1) Skills Acrobatics +5, Athletics +5, Perception +3 Damage Resistances psychic Condition Immunities charmed Senses darkvision 60 ft., passive Perception 13 Languages telepathy 120 ft. Challenge 3 (700 XP) Keen Senses. Strakodians have proficiency in the Perception skill. Fey Ancestry. Strakodians can’t be charmed or be put to sleep. Action Surge (1/Day). On their turn, Strakodian Fighters can take an additional action. Actions Multiattack. The Strakodian Fighter makes two attacks: two with their longsword or two with their longbow. Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) slashing damage. Longbow. Ranged Weapon Attack: +5 to hit, range 150/600 ft., one target. Hit: 7 (1d8 + 3) piercing damage. Reactions Parry. The Strakodian Fighter adds 2 to its AC against one melee attack that would hit them. To do so, the Strakodian Fighter must see the attacker and be wielding a melee weapon. Strakodian Sorcerer Medium humanoid (strakodian), evil Armor Class 15 (mage armor) Hit Points 58 (9d8 + 18) Speed 30 ft. STR DEX CON INT WIS CHA 10 (+0) 14 (+2) 14 (+2) 14 (+2) 11 (+0) 16 (+3) Saving Throws Wis +2, Cha +5 Skills Arcana +4, Perception +2 Damage Resistances psychic Condition Immunities charmed Senses darkvision 60 ft., passive Perception 12 Languages telepathy 120 ft. Challenge 4 (1,100 XP) Keen Senses. Strakodians have proficiency in the Perception skill. Fey Ancestry. Strakodians can’t be charmed or be put to sleep. Subtle Spellcasting. The sorcerer can cast their prepared spells without using verbal component. Spellcasting. The sorcerer is a 6th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). The sorcerer has the following sorcerer spells prepared: Cantrips (at will): fire bolt, mage hand, prestidigitation, ray of frost, shocking grasp 1st level (3 slots): mage armor, magic missile, thunderwave 2nd level (3 slots): blur, mirror image 3rd level (2 slots): counterspell, lightning bolt Actions Quarterstaff. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage, 4 (1d8) bludgeoning damage if wielded with two hands. 15 Secrets of the Misty Isles
Dialufer Medium humanoid (Strakodian), chaotic evil Armor Class 17 (half plate) Hit Points 90 (12d8 + 36) Speed 30 ft. STR DEX CON INT WIS CHA 18 (+4) 14 (+2) 16 (+3) 13 (+1) 12 (+1) 15 (+2) Saving Throws Wis +4, Cha +5 Skills Arcana +4, History +4, Insight +4 Perception +4 Damage Resistances psychic Condition Immunities charmed Senses darkvision 60 ft., passive Perception 14 Languages telepathy 120 ft. Challenge 5 (1,800 XP) Keen Senses. Strakodians have proficiency in the Perception skill. Fey Ancestry. Strakodians can’t be charmed or be put to sleep. Action Surge (1/Day). On his turn, Dialufer can take an additional action. Sign Magic. As a bonus action, Dialufer can perform one of the following abilities: Wave of Air: Each creature in a 10-foot cone originating from Dialufer must make a DC 13 Strength saving throw. On a failure, they are pushed 10 feet away from Dialufer. Wave of Fire: Each creature in a 10-foot cone originating from Dialufer must make a DC 13 Dexterity saving throw, taking 1d8 fire damage on a failed save, or half as much damage on a successful one. Wave of Ice: Each creature in a 10-foot cone originating from Dialufer must make a DC 13 Constitution saving throw. On a failed save, their movement is halved until the end of their next turn. Actions Multiattack. Dialufer makes two longsword attacks. Longsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) slashing damage. Reactions Elemental Defense. As a reaction when Dialufer takes acid, cold, fire, lightning, or thunder damage, he can reduce the damage by 6 points (1d6 + 3). Parry. Dialufer adds 2 to his AC against one melee attack that would hit him. To do so, Dialufer must see the attacker and be wielding a melee weapon. 16 Secrets of the Misty Isles
Sea Monstrosity (Kaplero) Medium monstrosity, evil Armor Class 14 (natural armor) Hit Points 67 (9d8 + 27) Speed 30 ft., swim 40 ft. STR DEX CON INT WIS CHA 16 (+3) 14 (+2) 16 (+3) 6 (-2) 10 (+0) 8 (-1) Skills Perception +2 Damage Resistances cold, poison Senses darkvision 60 ft., passive Perception 12 Languages telepathy 60 ft. Challenge 3 (700 XP) Amphibious. The sea monstrosity can breathe air and water. Underwater Camouflage. The sea monstrosity has advantage on Dexterity (Stealth) checks made while underwater. Pack Tactics. The sea monstrosity has advantage on an attack roll against a creature if at least one of the sea monstrosity’s allies is within 5 feet of the creature and the ally isn’t incapacitated. Actions Multiattack. The sea monstrosity makes one claw attack and one bite attack. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage plus 5 (2d4) poison damage. Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage. 17 Secrets of the Misty Isles
Appendix B: NPC Loriana Medium humanoid (Calmodian), lawful good Armor Class 15 (mage armor) Hit Points 90 (12d8 + 36) Speed 30 ft. STR DEX CON INT WIS CHA 10 (+0) 14 (+2) 16 (+3) 14 (+2) 10 (+0) 18 (+4) Saving Throws Wis +3, Cha +7 Skills Arcana +5, History +5, Insight +3, Perception +3 Damage Resistances psychic Condition Immunities charmed Senses darkvision 60 ft., passive Perception 13 Languages telepathy 120 ft. Challenge 5 (1,800 XP) Keen Senses. Calmodians have proficiency in the Perception skill. Fey Ancestry. Calmodians can’t be charmed or be put to sleep. Magic Connection. Loriana’s innate connection to the arcane allows her to cast Detect Magic at will without expending a spell slot. Subtle Spellcasting. Loriana can cast her prepared spells without using verbal component. Spellcasting. Loriana is a 6th-level spellcaster. Her spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). She has the following spells prepared: Cantrips (at will): light, fire bolt, mage hand, mending, sacred flame 1st level (3 slots): bless, cure wounds, mage armor, shield 2nd level (3 slots): mirror image, misty step 3rd level (3 slots): counterspell, dispel magic Actions Quarterstaf . Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage, 4 (1d8) bludgeoning damage if wielded with two hands. 18 Secrets of the Misty Isles
Appendix C: Magic Items Alien Orb Wondrous Item, artifact (requires attunement) The Alien Orb is a mysterious and indestructible artifact, its surface covered in strange and incomprehensible runes that seem to shift and change when observed. Emitting a strong, pulsating glow, it bathes its surroundings in a captivating purple light, occasionally sparking with arcane energy. When attuned to the Alien Orb, the wielder experiences a peculiar sensation, as if touching a force from beyond their world. They gain access to the following abilities: Detect Magic: They can cast Detect Magic at will, without expending a spell slot or requiring components. Shielding Aura: As an action, the wielder can activate the orb to create a protective aura around themselves and all creatures within 20 feet. The aura provides resistance to all damage from spells for 1 minute. Once they use this feature, they can’t use it again until the next dawn. Teleportation: The wielder can use an action to activate the orb’s teleportation ability. They and up to six willing creatures of their choice who are within 15 feet of them and the wielder can see are instantly transported to a location they are familiar with (that means that the wielder has been before), up to 150 miles away. After utilizing this feature, the Alien Orb loses its radiant glow and enters a dormant state for 1d8 days, during which it has no abilities. Alien Orb 19 Secrets of the Misty Isles
Stretch Goal #1 (Hidden Artifact) The Feyrune Amulet holds a history that traces back to an enigmatic ancient species, reminiscent of humans, that once thrived in Loriana’s world. These beings, now lost to time and memory, left behind relics imbued with potent magic and steeped in mystery. The Feyrune Amulet, a treasured artifact among their creations, served as a conduit for forging connections between their kind and the Calmodians, whom they regarded as more advanced beings. Forged not with malice, but with a desire to bridge the gap between civilizations, the Feyrune Amulet bears the essence of its creators’ noble intentions. However, the exact details about the origin of this item remain shrouded in secrecy, with no known references to its existence in Loriana’s world. This mystical amulet lies concealed amidst the tranquil depths of one of the lakes the players traverse during their exploration (refer to the Wilderness Encounter Battlemap). Finding the Artifact It is left to your discretion whether subtle hints or clues beckon the players to explore the lake, eventually discovering the item. Feyrune Amulet Wondrous Item, artifact (requires attunement) When attuned to the Feyrune Amulet, the bearer experiences a profound sensation, as if their consciousness intertwines with others on a psychic level, forging a connection with the minds of those around them. They gain access to the following benefits and abilities: Charisma Blessing: The wearer’s Charisma score is 19 while wearing this item. If the wearer’s Charisma score is already 19 or higher the item has no effect on them. Enchanted Resilience: The user gains advantage on saving throws against charm effects. Mage Armor: The user can cast Mage Armor at will, without expending a spell slot or requiring components. Subtle Spellcasting: The user can cast their prepared spells without the need for verbal component. Mindlink: The wielder can effortlessly establish telepathic communication with individuals within a 30- foot radius that they can see. This communication is two-way, allowing for silent and swift exchanges of information. Feyrune Amulet 20 Secrets of the Misty Isles
Stretch Goal #2 (Optional Quest) The Mysterious Herbalist Introduction As the players prepare to embark on their voyage to the Misty Isles from Sheltara Island, a hooded figure approaches them. Draped in ornate robes and exuding an air of mystique, the individual introduces herself as Lanari, a wizard specializing in herbalism. She beseeches the adventurers for a favor regarding their upcoming journey, promising substantial rewards in return. Lanari’s request is simple: to collect unique and exotic flowers from the Misty Isles, hinting at their potential mysterious properties. Hook As you make final preparations for your voyage, a figure cloaked in elegant robes catches your eye. Approaching with an aura of sophistication, she introduces herself as Lanari, a wizard skilled in the arts of herbalism. With a respectful yet urgent tone, she seeks your assistance in gathering rare and vibrant flora from the Misty Isles. Lanari promises generous rewards for your efforts. When questioned about her motivations or the nature of the flowers, Lanari remains enigmatic, offering little more than vague speculation and hope for discovery. Yet in reality, she comes from the same plane that Misty Isles comes from. Quest’s Key Points 1. Acceptance or Refusal: Players can choose to accept Lanari’s quest, intrigued by the promise of reward and the allure of uncovering exotic botanical treasures. Alternatively, they may decline initially but reconsider upon discovering unique flowers during their exploration. 2. Exploring the Misty Isles: As adventurers traverse the Misty Isles, they encounter a plethora of both known and unknown flora. Among the lush vegetation, they discover flowers of dazzling hues and intoxicating scents, unlike any they’ve encountered before. 3. Collecting Flowers: Players have the option to gather the unique flowers for themselves or to sell them to Lanari upon their return. While most flowers are safe to handle, many possess poisonous properties if ingested. 4. Return to Sheltara Island: Upon presenting Lanari with the gathered flowers, she fulfills her promise of generous rewards, offering a substantial sum of gold based on the quantity and quality of the specimens. Lanari’s recognition of the flowers’ value is rare, and her gratitude is palpable. 5. Revealing Lanari’s Origins: Lanari remains cryptic about her true identity and motivations throughout the quest. However, if the players choose to share details of their adventures or inquire further, she may reluctantly divulge some insights into her origins and expertise. In doing so, Lanari may offer additional knowledge about the flowers’ properties and potential uses in potion-making. 21 Secrets of the Misty Isles
Stretch Goal #3 (Optional Sea Encounter) Pirates Attack This optional sea encounter adds excitement to the players’ return journey to Sheltara Island, providing an unexpected challenge as they near the end of their adventure. It is designed to occur only if the players have successfully saved the realms, adding a final test of their skills before reaching their destination. Setup As you return back to Sheltara Island, the weather is nice, the sea feels tranquil and you think what else could go wrong? Looking forward to your reward. On the second day of your trip, far away from where Misty Isles were and still away from Sheltara Island you see a fastapproaching ship, bearing a black flag, indicating that they are pirates! Negotiation The pirates are many and expert in navigating their ship. They will attempt to board the players’ ship and may even attempt to sink it if they feel they cannot win against the players. They will offer to leave the players alone if they surrender everything of value. It is up to the players whether to fight or comply with the pirates’ demands. Combat Six Pirates will initially try to board the players’ ship. If the battle seems lost for them, five more, along with the Captain, will join them. If the Captain falls and the players are not on the verge of defeat, the remaining pirates will attempt to flee. Playing the Encounter In the end, how this encounter plays out depends on the players’ skills with the ship and your personal preference as a GM (Refer to Appendix A for the suggested stat blocks for the Pirates and the Captain). 22 Secrets of the Misty Isles
D20 RUMORS S t r e t c h G o a l # 4 23 Secrets of the Misty Isles
D20 Rumors for Sea Adventures 1 Stories pass from sailor to sailor of a spectral ship that prowls the seas, its tattered sails billowing in the ghostly breeze. The stories say that the ship is crewed by the restless spirits of sailors lost at sea, doomed to wander the ocean for eternity in search of redemption. 2 In quiet corners of coastal villages, whispers speak of a mysterious mermaid who haunts the shores, her haunting song drawing sailors to their doom upon jagged rocks. 3 Locals speak of a cursed compass that leads sailors astray, its needle spinning wildly and guiding them toward doom instead of their intended destination. 4 Some speak of a forgotten sea temple hidden beneath the waves, its halls filled with traps and treasures waiting to be discovered by brave adventurers. 5 Rumor has it that a mysterious island appears only once every decade, vanishing without a trace and leaving behind only tales of its fleeting existence. Could that be linked to Misty Isles? 6 Overheard in a seaside tavern, there are murmurs of a powerful sea witch who dwells in a hidden cave, her dark magic manipulating the tides to her will. 7 Tales abound of a cursed island where time flows differently, trapping those who set foot upon its shores in a never-ending cycle of repeating days. 8 Amongst smugglers and pirates, there are whispers of a hidden cove where the sands are stained with blood and the shadows hold untold riches. Legend has it that the cove is guarded by a fearsome sea monster, its monstrous form lurking beneath the waves, waiting to devour any who dare to approach its lair. 9 Amongst the fishermen who brave the open sea, there are whispers of a colossal Kraken that lurks in the depths, its tentacles capable of crushing ships like toys. Sailors tell of harrowing encounters with the beast, its giant eyes filled with malevolent intelligence as it hunts for prey beneath the waves. 10 In remote fishing communities, there are rumors of a hidden shrine dedicated to an ancient sea deity, its sacred waters said to grant blessings to those who make offerings. 11 Stories drift through coastal villages of a fisherman who claims to have formed a deep bond with a talking fish that he rescued from a tangle of fishing nets. 12 Along the coastal cliffs, locals share stories of a ghostly shark that haunts the waters near a reef, its spectral form gliding silently through the mist-shrouded waves. 13 Mariners recount encounters with a colossal sea serpent that prowls the depths, its serpentine form said to guard the entrance to a sunken city filled with untold riches and ancient relics. 14 There are claims of a mysterious underwater portal that leads to realms beyond imagination. Sailors tell tales of brave adventurers who have dared to venture through the portal, never to return. 15 Sailors tell tales of a sunken ship, its hull encased in centuries of coral and seaweed, resting at the bottom of the ocean like a forgotten relic of the past. A group of explorers claims to have uncovered its location. 16 There is a colossal skeleton lying at the bottom of the sea, its immense bones stretching for leagues beneath the waves. Some claim it to be the remains of a long-forgotten sea monster, while others believe it to be the skeletal remains of a giant of old, lost to the depths of time. For mysterious reasons, lately, many claim that the skeleton has moved from its position. 17 Sailors mention a meteor that crashed into the shallow sea, creating strange and otherworldly phenomena. Some claim to have seen glowing orbs of light dancing atop the waves, while others speak of eerie whispers that echo across the water on moonless nights, haunting those who dare to venture too close to the impact site. 18 Legends speak of the “Phantom Plunder,” a cursed chest of gold that brings misfortune to all who possess it. 19 Word spreads among fishermen of a legendary fish known as the “Ocean’s Fruit,” said to possess flesh so succulent and flavorful that it can cure any ailment to those who partake of its bounty. 20 There are whispers of a legendary dragon that slumbers beneath the waves, its ancient magic shaping the currents and tides. Those who seek its wisdom must brave the depths and face its trials to earn its favor. 24 Secrets of the Misty Isles
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COPYRIGHT NOTICE Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc. System Reference Document 5.0 Copyright 2016, Wizards of the Coast, Inc.; Authors Mike Mearls, Jeremy Crawford, Chris Perkins, Rodney Thompson, Peter Lee, James Wyatt, Robert J. Schwalb, Bruce R. Cordell, Chris Sims, and Steve Townshend, based on original material by E. Gary Gygax and Dave Arneson. END OF LICENSE Adventurica - Copyright © 2024 26