The words you are searching are inside this book. To get more targeted content, please make full-text search by clicking here.

Epic Trial_ Valindra Shadowmantle _ GM Binder

Discover the best professional documents and content resources in AnyFlip Document Base.
Search
Published by goroiamanuci, 2023-03-06 17:55:29

Epic Trial_ Valindra Shadowmantle _ GM Binder

Epic Trial_ Valindra Shadowmantle _ GM Binder

Epic Trial I: Valindra Epic Trial I: Valindra Epic Trial I


W Epic Trials for Epic Adventurers! hen writing the sequel to my homebrew campaign, at first I thought --- how on earth am I meant to challenge characters 18th level and above? I had the conflicts, factions and story ideas lockded down, but knew that the second half of this new campaign would see the characters advance beyond 20th level. At the same time, I didn't want to make every dungeon lethal, or every combat deadly. My answer? Epic Trials. I chose half a dozen well-known, high level adversaries from the FORGOTTEN REALMS and made each into an optional, intentionally deadly encounter. The idea being the players could choose to attempt each, over the course of the campaign, if they wished. Only one was hardwired into the main quest, giving my players the freedom to skip them, or test their mettle. And in return for the toughest encounters of all, the greatest rewards. Half of all XP in the campaign is found in these Epic Trials, and more than half of all treasure, including a chance to acquire artifacts. My players loved them. At least, the two they've played through so far. And so, I thought to celebrate Christmas and New Year, I'd make the first one available for other high level groups to try, if they so desired. And here we are: presenting Epic Trial I: Valindra Shadowmantle! If you decide to test it out, I'd love to hear how it went and what you and your players make of it. Olster20 at Reddit; www.reddit.com/user/Olster20 Running the Epic Trial This encounter comprises a very short dungeon delve (more a dungeon dip) and then the battle with Valindra herself. It's designed to be extremely portable --- that is, you can just lift and shift it into your campaign, without too much effort. If you want to expand on Valindra's lore and backstory, perhaps to tie it into your world or setting, there's endless information online to assist you. I'm not including that here, because the intent is for this to be as light-touch for the DM as possible. The dungeon itself is Temple of the Old Ones, a purchasable product via the DrivethruRPG.com, by the magnificent Heroic Maps, and can be found here. I purchased the product, printed out all the pages and carefully sliced and stuck them together into the actual 20- inch-by-20-inch battle map. I can't recommend Heroic Maps enough if you want to delight and surprise your players, but if creating maps isn't your thing, you're free of course to skip the dungeon segment of the Epic Trial and just use the actual combat encounter itself. I'd also like to thank Heroic Maps for kindly allowing me to reproduce the overall map here, to help set the scene for you. A word of warning, in case it isn't already clear --- this encounter was designed for four 20th level characters, and even then, as an Epic Trial, was powered to pose a very deadly battle, far beyond what you'd expect to see elsewhere. Now, you can't say you weren't warned! You're group The I had tunne socie grave locate Th obscu forgo of dis shoul camp At th ope keen teet won Th sme tote snap Th anci 2 Epic Trial


either door needs to make a DC 18 Dexterity saving throw. On a fail, the energy rips through them for 5d10 necrotic damage and for the next hour, the creature has disadvantage on ability checks. This latter effect may not be immediately obvious! On success, a creature takes half damage and avoids the disadvantage effect. The left door is wedged shut from inside and can’t be opened from the outside. Forbiddance The entire temple is covered by forbiddance (centred on the altar). This blocks teleportation into the temple, but not teleportation (and similar) once inside. It is set to harm elementals, which take 5d10 necrotic upon entering the area and at the start of each of their turns. Inside the temple (right door) Ceilings here are 15 feet high, unless otherwise stated. The interior is illuminated with a sickly green light: a pallid deathly luminance. A short, branching passage leads north. Strange, living tentacles appear to protrude from the cave wall ahead, thrashing around as soon as your presence is detected. Bizarre indentations cover the ground, as though the earth occasionally bubbles, like horrid boils. Bubble corridor area Spellcasting doesn't work inside this whole area. Creatures in this area targeted by spells from outside have advantage on saving throws against the magic. Magical effects are suppressed whilst within the area and magical items that are not artifacts become mundane whilst inside. Spectral tentacles There are four large spectral tentacles reaching, seemingly, out of space, by the north wall here. They are only partially corporeal and are harmless and effectively dormant, until a creature steps into the doorway of this room. At this point, they awaken and lash out. Temple atrium This is the inner shrine of the temple, and where Valindra has taken to calling her home. The intent here is to creep out the players and lean on atmosphere --- so if you have some spooky music or can dim the lights a little, all the better! A sweeping atrium opens up, bathed in the green light. The smooth floor of this place has an alien motif set within the stone. A blood-stained altar fashioned of rock stands about 40 feet away towards the back of this area and a mound of skulls is piled along its edge, all of them catching the eerie light. At firs once altar. You corn with beyo dow wret Pe dom A sligh visib echo Th the ‘W am mist Yo slam Sh burs Valin tresp and s action Wh party with magic 12). The and and chee her to b ‘S The Ceilin Wa bookc Ma necro Symb Toa on att 3 Epic Trial


Valindra. If entered, roll 2d6: 2-3: leads to the magic circle 4-6: leads back outside in front of pylon 7-9: leads to the space in front of all 4 spectral tentacles 10-12: leads up through the starry night hole at the centre of all 4 staircases. The creature appears within 5 feet of the hole, on the steps. Valindra can choose where she emerges if she uses the portal. Starry night hole. If dropped through from the steps, leads to the space in front of the portal. Validnra's Special Legendary Action This activates immediately after the turn when Valindra’s hit points drop to half or less, and once again when her hit points drop to a quarter or less. The first time, up to two area of effect (AoE) templates can be used; the second time, up to 3 of the AoE templates. See page 6 for mechanical details. Read out the below descriptor each time this special legendary action activates. All of a sudden, the sickly green light dims and the place becomes a mixture of black and dark greys as the shadows rush to fill the light vacuum. A fell wind washes over you and what remaining colour you can see drains away, replaced by a menacing greyscale, tinged lurid cyan. Valindra rises some 60 feet off the ground and a black, miasmic globe springs up around her. ‘NOW, YOU DIE!’ Place the AoE templates on the map immediately, then continue the combat in the initiative order. The sickly, green ('normal') light returns at the beginning of Valindra's next turn, when she levitates back down, the blackness around her seeping away. Note On page 6, after Valindra's stat block, this Special Legendary Action entry refers to area of effect (AoE) templates. I created a series of blackish-blue AoE templates, such as a pair of 5-foot wide, 30-foot lines (straight) and another couple of diagonal ones (almost like commerically available spell effect markers). During gameplay, at the appropriate time, I laid them out on the battle map, beginning from the edge of the circular motif on the floor, trying to position them so they were under as many PC miniatures as possible. Though creating the templates isn't strictly necessary, I think it's much easier than mentally making a note. That said, you could just allocate a couple of PCs to be affected each time, and just tell them that there's this blackish-blue light streaking under their feet, and that they feel the light tingling them, as though with the promise of some horrendous pain to follow. My group uses maps and minis for major battles (like this one) and adding in custom effects such as this helps make not only what's going on much clearer for everyone, but also more memorable afterwards. I can certainly attest to my players remembering this special effect strongly, months later! Val Valin ransa map. Co M Va 1 1 Pl ep Be Ap Ghas 4 S La Ar H Sp 1 D Co Se La Ch A Te re bl ta th pa of Re of


5 E p i c Tr i a l


Special Legendary Action Below is Valindra's Special Legendary Action, that triggers when her hit points first are reduced to half or lower. It triggers a second time when her hit points are first reduced to a quarter or lower. Eviscerate the Living. Valindra becomes ethereal and levitates up to the ceiling (70 feet off the ground) until the start of her next turn, at which point she re-emerges on the Material Plane and levitates back down her previous position. While ethereal in this manner, she is immune to damage and all conditions. Starting from any point touching the circle in the centre of the map, lay out any 2 of the area of effect (AoE) markers, at least one of which must be touching the circle; all must be contiguous. The ground underneath these areas begins to vibrate and any creature standing in the AoE feels a rising, tingling sensation. As soon as each creature on its turn that round inside the AoE moves 5 feet or more, the creature must make a DC 20 Dexterity saving throw in order to jump out of the way of a vicious blast of necrotic energy. If a creature inside the AoE doesn’t move on its turn, or moves into a space under the effect of the AoE, the creature is automatically caught in the blast. Any creature caught in the blast drops to 0 hit points and begins dying. If a creature starting its turn inside the AoE magically moves away, it gets advantage on the save. If a creature causes the particular AoE it is standing in to trigger, any other creature inside the AoE must make the save immediately, with disadvantage. When this lair action repeats (when Valindra’s hit points drop to a quarter or less), this time it takes the form of up to 3 separate AoEs. This has no effect on undead creatures. Appendix B: Homebrew Spells Two homebrew spells from my published collection. Spell Shield 5th-level abjuration, sorcerer, wizard Casting Time: 1 reaction, which you take when targeted by a spell Range: Self Components: S Duration: Until the start of your next turn You draw a fleeting curtain of the Weave about yourself to help protect you from a spell that targets you. Spells of 5th level or lower are automatically blocked and you are unaffected. For spells 6th to 9th-level, you must succeed at on spell check using your spellcasting modifier. The DC is equal to 10 + the incoming spell’s level. If successful, the incoming spell is blocked; otherwise, it bypasses the shield. The exceptions, which are always absorbed by spell shield regardless of the level of casting, are assay spell resistance, dispel magic, mind duel and pierce shield. Spell shield does not protect you from area effects that are n count At slot o spell level Wai 9th-le Casti Rang Comp Dura This Each hit po savin effect On rema hit po hit po Th long r Cre const Epi One e Sha Epic Casti Rang Comp Dura You d allow visibl Ea a poin savin psych While 0 and For worst At must psych On some the sp Cr M 6 Epic Trial


Earn Your Epic In Epic Trials This encounter was the first of six Epic Trials written for a high level campaign (18th-26th). Epic Trials are optional and deadly set pieces, designed to challenge your amped-up party and reward them for their courage. Valindra Shadowmantle has taken residence in a spooky, otherworldly temple and only the bravest adventurers can hope to defeat her. Inspired by doing battle with Valindra in Neverwinter Online, this is how it's done, 5Estyle. Cover Art: na sun Alicedie In the hope that your players enjoy this as much as mine. Valindra's Crown


This document was lovingly created using GM Binder. If you would like to support the GM Binder developers, WWW.GMBINDER.COM consider joining our Patreon community.


Click to View FlipBook Version