Phandalin Conclusion - The Homebrewery
Phandalin Conclusion - The Homebrewery
S
ometime during the player’s adventure in Wave
Echo Cave, the players meet Killian, who Timeline
assumes they are there for the Grand Relic. After 1. The PCs encounter Killian who asks if they are there for
some Timeline effects, the players are then taken the Phoenix Fire Gauntlet (the players only hear static
to the Bureau of Balance headquarters. though). She is confused as to why they are there if not for
the Relic. Killian trust that the PCs are not after the relic,
Characters but releases a construct to slow them down, so that they
Killian. A young half-orc woman who carries a huge don't get in her way. She then runs away while the party
crossbow. She is in Wave Echo Cave to stop the Black Spider. fights the construct.
2. Once the PCs meet the Black Spider, they see Killian
Black Spider. A rogue member of the Bureau of Balance tangled up in spider webs attached to the wall, slightly
who is seeking the Grand Relic for his own use. He is in a conscious. She shouts support to the PCs when they
room with a giant pit that is covered in black glass. begin combat with the Black Spider.
Gundren. A dwarf who has found Wave Echo Cave. He OPTIONAL: Have the Black Spider transform into
accidently grabs the Gauntlet which causes him to start Gundren for some laughs.
causing destruction. 3. Killian is impressed when the PCs defeat the Black
Spider. She then uses a spell to go into the pit to search
Enemies for the Relic, but tells the PCs stay there.
The Black Spider. A drow wizard 4. Gundren talks with the PCs and asks for their help.
A giant spider. A big poisonous spider Gundren begins to then leads them through the giant iron
Killian's Construct. A construct used to deter the PCs door. Behind the iron door is a path then will eventually
Evil Gundren. Gundren, but with the Gauntlet lead them to the outside of the Treasure Room. Here the
Scavengers. Ruffians PCs find the skeleton of a Red Robe with a magical
umbrella - the Umbra-Staff (although it looks like the end
Locations of a cane to the players). Any PCs who attempts to pick it
Pit Room. This is where the party fights the Black Spider. It up must succeed a INT competition with it (+2 for
is a bit room with a giant pit on one side and a giant iron door umbrella). If they fail, they take 1d4 force damage. On a
on one end of the room. success, the PC gets to take the umbrella, but upon taking
it, giant bolts of electrcity emerge around the room. The
Treasure Room. A room that is protected by a giant magical Red Robed skeleton looks at the PC approvingly before
door that can only be opened by a Rockseeker (Gundren). the skeleton (and the robe) disintegrate.
This leads to a large chamber that is covered in black glass. 5. Gundren puts his hand on the door that causes it to open.
Special As the door is opening, he speaks of his father who was
around when the orcs attacked Wave Echo Cave long ago.
Umbra-Staff. The umbrella found with the Red Robe corpse His father knew the end was near, so he hid away all
is a special umbrella that absorbs the wands from dead magical components behind in the Treasure Room. In
wizards to gain their magic. It was created by wizard who order to protect them though, he had to also lock himself
liked to hide their magic in regular looking items. in the room.
The Pheonix Fire Gauntlet. A Grand Relic that causes 6. The PCs walk through a dark corridor leading to the
chaos and destruction when worn. Treasure Room. Gundren senses that something is not
right once inside the room. In the middle of the room is
the burnt corpse of a dwarvin figure (Gundren's father)
The Mysterious Static that has The Phoenix Fire Gauntlet worn on a raised fist.
(A PC takes 1d4 fire damage if they attempt to touch the
Whenever Killian or the Black Spider reference the gauntlet).
Bureau of Balance, Pheonix Fire Gauntlet, or the
Grand Relics, the PCs should only hear static. They 7. Gundren is very upset that there are no magical
will not be albe to comprehend what is being said weapons/items in the room. He begins to get very angry.
until later on in the campaign.
8. Killian enters the room, also very angry because she told
the PCs to stay put. Killian warns everyone not to touch
the gauntlet.
9. Gundren begins to get even angrier that Killian (an orc) is
in the room. He wants her dead and fueled by anger,
Gundren is able to put on the Gauntlet.
PHANDALIN CONCLUSION
1
21. The glass sphere pops a giant balloon that allows it to
10. Gundren becomes engulfed in flames and is in pain for a float up towards the sky and gets closer and closer to what
few seconds. When the flames subside, he mentions how looks like a second moon. The second moon then opens
powerful he feels. Killian shoots Gundren, but the arrow is up a porthole, and the sphere goes inside it.
burned up. She then warns the PCs that they should all
stay away from him.
Proceed to:
11. Gundren breaks out of the room and flies away. Killian Lunar Interlude I
encourages the PCs to capture Gundren and try to remove
the Guantlet from him. Killian
12. Killian guides the party out of the cave pretty effortlessly.
It is easy to track Gundren since there is a trail of fire and
destruction. After a few miles of traveling, the players
notice that it is leading towards Phandalin. (Killian has a
cart if they want to travel that way).
13. Along the path, The PCs see some charred bodies of what
appear to be orcs. Around the flames and destruction
there is a group of about 5 scavengers in a wagon with a
cage in the back. The cage contains a young orc boy. The
PCs choose whether or not to help and free the young orc
boy [though it is encouraged they should help]. Should
they release the boy, he runs off without saying a word
14. When the PCs arrives at Phandalin, the burned path leads
towards the bar (Inn). People seem to be hiding inside
their homes. Upon reaching the bar, the PCs can hear
Sildar pleading for Gundren to stop. He then runs out of
the bar, dodging fire balls. Sildar advises the party to calm
Gundren down. Right then, Gundren comes out of the bar,
still engulfed in flames. He is on a warpath to destroy orcs.
His voice sounds different, almost as if his voice is fused
with another voice.
15. The PCs must try to calm him down to get him to take off
the gauntlet. The flames surrounding him corresponds to
how angry he’s feeling.
16. If the PCs manage to calm Gundren down, the orc boy Source: http://alexgilbertart.tumblr.com
shoots Gundren from a distance before running away.
Gundren then beomces angered and kills Sildar. Gundren
then turns brighter and brighter. Killian knows what will
happen next and urges the PCs to run and jump into a
well. Once in the well, Gundren explodes.
17. When the PCs emerge, Phandalin is completely destroyed
and engulfed in black glass. PCs can attempt to climb out
of the well (DC 10). At the center of the town is Gundren
in the same condition as his father – burned, with his
gloved fist in the air.
18. Any PC that approaches the gauntlet must make a WIS
competition against the gauntlet. While doing so, they
hear a voice urging them to put on the Gauntlet.
19. Killian is unconscious, but when she wakes up, she
wonders how nobody has put on the relic. She is
impressed that the PCs resisted the thrall of it. She lets
the PCs approach the gauntlet and collect it after they
have beaten the thrall of it.
20. After the gauntlet has been collected, Killian presses a
rune on her bracer. It blinks yellow for a little while until it
finally turns blue. A glass sphere comes down from the
sky and Killian leads the PCs inside.
PHANDALIN CONCLUSION
2
MONSTER APPENDIX 3
4 MONSTER APPENDIX
Spell Appendix
Dancing Lights Range: Touch
Evocation cantrip Components: V, S, M (an eyelash encased in gum arabic)
Duration: Concentration, up to 1 hour
Casting Time: 1 action
Range: 120 feet A creature you touch becomes invisible until the spell ends.
Components: V, S, M (a bit of phosphorus or wychwood, or a Anything the target is wearing or carrying is invisible as long
glowworm) as it is on the target’s person. The spell ends for a target that
Duration: Concentration, up to 1 minute attacks or casts a spell.
At higher level When you cast this spell using a spell slot
You create up to four torch-sized lights within range, of 3rd level or higher, you can target one additional creature
making them appear as torches, lanterns, or glowing orbs for each slot level above 2nd.
that hover in the air for the duration. You can also combine
the four lights into one glowing vaguely humanoid form of Mage Hand
Medium size. Whichever form you choose, each light sheds Conjuration cantrip
dim light in a 10-foot radius. Casting Time: 1 action
As a bonus action on your turn, you can move the lights up Range: 30 feet
to 60 feet to a new spot within range. A light must be within Components: V, S
20 feet of another light created by this spell, and a light winks Duration: 1 minute
out if it exceeds the spell’s range.
A spectral, floating hand appears at a point you choose
Darkness within range. The hand lasts for the duration or until you
2nd-level evocation dismiss it as an action. The hand vanishes if it is ever more
Casting Time: 1 action than 30 feet away from you or if you cast this spell again.
Range: 60 feet You can use your action to control the hand. You can use
Components: V, M (bat fur and a drop of pitch or piece of the hand to manipulate an object, open an unlocked foor or
coal) container, stow or retrieve an item from an open container, or
Duration: Concentration, up to 10 minutes pour the contents out of a vial. You can move the hand up to
30 feet each time you use it.
Magical darkness spreads from a point you choose within The hand can’t attack, activate magical items, or carry
range to fill a 15-foot radius sphere for the duration. The more than 10 pounds.
darkness spreads around corners. A creature with darkvision
can’t see through this darkness, and nonmagical light can’t Ray of Frost
illuminate it. Evocation cantrip
If the point you choose is on an object you are holding or
one that isn’t being worn or carried, the darkness emanates Casting Time:1 action
from the object and moves with it. Completely covering the Range: 60 feet
source of the darkness with an opaque object, such as a bowl Components: V, S
or a helm, blocks the darkness. Duration: Instantaneous
If any of this spell’s area overlaps with an area of light A frigid beam of blue-white light streaks toward a creature
created by a spell of 2nd level or lower, the spell that created within range. Make a ranged spell attack against the target.
the light is dispelled. On a hit, it takes 1d8 cold damage, and its speed is reduced
by 10 feet until the start of your next turn.
Faerie Fire At higher level The spell’s damage increases by 1d8 when
1st-level evocation you reach 5th level (2d8), 11th level (3d8), and 17th level
Casting Time: 1 action (4d8).
Range: 60 feet
Components: V
Duration: Concentration, up to 1 minute
Each object in a 20-foot cube within range is outlined in
blue, green, or violet light (your choice). Any creature in the
area when the spell is cast is also outlined in light if it fails a
Dexterity saving throw. For the duration, objects and affected
creatures shed dim light in a 10-foot radius.
Any attack roll against an affected creature or object has
advantage if the attacker can see it, and the affected creature
or object can’t benefit from being invisible.
Invisibility
2nd-level illusion
Casting Time: 1 action
SPELL APPENDIX 5
Shocking Grasp You can also specify conditions that will trigger a special
Evocation cantrip activity during the duration. For example, you might suggest
that a knight give her warhorse to the first beggar she meets.
Casting Time: 1 action If the condition isn’t met before the spell expires, the activity
Range: Touch isn’t preformed.
Components: V, S If you or any of your companions damage the target, the
Duration: Instantaneous spell ends.
Lightning springs from your hand to deliver a shock to a
creature you try to touch. Make a melee spell attack against Web
the target. You have advantage on the attack roll if the target 2nd-level conjuration
is wearing armor made of metal. On a hit, the target takes Casting Time: 1 action
1d8 lightning damage, and it can’t take reactions until the Range: 60 feet
start of its next turn. Components: V, S, M (a bit of spiderweb)
At higher level The spell’s damage increases by 1d8 when Duration: Concenctration, up to 1 hour
you reach 5th level (2d8), 11th level (3d8), and 17th level You conjure a mass of thick, sticky webbing at a point of
(4d8). your choice within range. The webs fill a 20-foot cube from
Shield that point for the duration. The webs are difficult terrain and
1st-level abjuration lightly obscure their area.
If the webs aren’t anchored between two solid masses
Casting Time: 1 reaction, whichyou take when you are hit by (such as walls or trees) or layered across a floor, wall, or
an attack or targeted by the magic missile spell ceiling, the conjured web collapses on itself, and the spell
Range: Self ends at the start of your next turn. Webs layered over a flat
Components: V, S surface have a depth of 5 feet.
Duration: 1 round Each creature that starts its turn in the webs or that enters
An invisible barrier of magical force appears and protects them during its turn must make a Dexterity saving throw. On
you. Until the start of your next turn, you have a +5 bonus to a failed save, the creature is restrained as long as it remains
AC, including against the triggering attack, and you take no in the webs or until it breaks free.
damage from magic missile. A creature restrained by the webs can use its actions to
make a Strength check against your spell save DC. If it
Spider Climb succeeds, it is no longer restrained.
2nd-level transmutation The webs are flammable. Any 5-foot cube of webs exposed
Casting Time: 1 action to fire burns away in 1 round, dealing 2d4 fire damage to any
Range: Touch creature that starts its turn in the fire.
Components: V, S, M (a drop of bitumen and a spider)
Duration: Concentration, up to 1 hour
Until the spell ends, one willing creature you touch gains
the ability to move up, down, and across vertical surfaces and
upside down along ceilings, while leaving its hands free. The
target also gains a climbing speed equal to its walking speed.
Suggestion
2nd-level enchantment
Casting Time: 1 action
Range: 30 feet
Components: V, M (a snake's tongue and either a bit of
honeycomb or a drop of sweet oil)
Duration: Concentration, up to 8 hours
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.
The target must make a Wisdom saving throw. On a failed
save, it purses 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.
6 SPELL APPENDIX