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It is written in such a way to be easy-to-follow for new DMs, and uses the free Basic Rules that can be downloaded from the Wizards of the Coast Website. It also includes all creature and item stat blocks. So gather your friends, pick up some snacks and drinks, and gather 'round for an exciting adventure. If you're going to be a player for this adventure, go make your character and stop reading now. If you're going to be a DM for this adventure, you should download the free Basic Rules from the Wizards of the Coast website and familiarize yourself with them.

If you're feeling overwhelmed, you can find additional tips for running this adventure on the Shacknews Cortex article I've written on the subject. The journey began with a simple fetch quest: recover the Staff of Sylneas Silvertongue--an ancient staff, rumored to contain the power to command Dragons; but after arriving at the ruins of an ancient wizard's tower, the party realizes they may have bitten off more than they can chew, and they're not the only ones who have discovered the location of the staff.

Before running this adventure, you should read it in its entirety to familiarize yourself with the story. The final cache of treasure in this adventure is, by design, a bit bare-bones to allow you to add whatever items to it that you see fit. You should prepare these items ahead of time so that you're not scrambling to come up with items in the middle of play. There are several items in the Basic Rules, otherwise you can find additional items in the Dungeon Master's Guide, Player's Handbook, other adventure modules, or even in posts on Reddit.

You may also need to take some time to build encounters for your party. The encounters contained herein are designed for 4 or 5 adventurers of level 3. If that is what you're playing with, you should be good to go.

However, if you're running the adventure for more or fewer players, or higher or lower levels, you may need to build different encounters. Once you're prepared, gather your party, schedule the session, and optionally send the players the Hook in the read-aloud text box on Page 2 of this PDF so they have a sample of what they're in for ahead of time.

Welcome, Dungeon Master. This adventure is written for adventurers of level It is optimized for 4 adventurers of level although tips will be given for scaling the encounters for more or fewer players. This adventure is written with first-time Dungeon Masters in mind, and is great for leading a group of your friends through their first adventure. Contained herein is everything you need to run the adventure. There are read aloud boxes, maps, and stat blocks for all of the items and creatures located in this adventure.

Text written in white boxes like this is intended to read aloud to your party. It provides detailed description of the room or situation, and can be used to help set the mood. Tips in green boxes like this can be used to help you out, and give advice on how to scale the adventure based on your party number and level.

Level 1 characters are really squishy. Just one or two unlucky rolls can mean the end of the line for even a careful and prepared party of first level. Level 3 is a nice balance where players have more HP, can try some slightly more powerful spells, and can explore subclasses--but the rules are still relatively simple and combat is still relatively quick. Every good adventure needs a good hook--and a hook is especially important for a one-shot like this.

Feel free to send your players the hook in the following read-aloud text box. I recommend sending the hook a week or two before you gather to play the game. Legends are told of the Staff of Sylneas Silvertongue, which can be used to command dragons and bend them to the will of the wielder.

Such a relic could grant wealth and power beyond measure to whomever holds it. Your group of adventurers have been hired by the Watchful Order of Magisters and Protectors, who have recently discovered the location of the staff--the ruins of an ancient wizard's tower in the heart of the Neverwinter Woods. They are willing to pay a sum of GP for the safe recovery of the staff--and are willing to allow you to keep anything else you discover on your quest.

When it comes to one-shots, it is often helpful to drop the party relatively near their destination. That said, if you're using this adventure as part of a larger campaign, or you know your party greatly enjoy roleplay and dialogue, feel free to play out negotiations with the Watchful Order of Magisters and Protectors. If you're starting the adventure with the party already on the road, it may help to open the session with a monologue, by reading the below read-aloud description text.

You will likely find that you are nervous for your first time DMing. That's okay! Having something pre-written can help kick things off, and is one of my favorite ways of calming my pre-session jitters. It will be good to get back to civilization. After spending the last tenday hiking all across the Northern Sword Coast, you're sore, you're tired, and you're desperately in need of a good bath and something to eat other than travel rations.

You can hardly wait to high-tail it back to Neverwinter for some meat, some mead, and a relaxing evening surrounded by music and conversation--but first you have to find the staff, and to find the staff, you have to find the tower.

The woods around you now are ancient, and it has been days since you've seen even the barest hint of another person. At long last, you catch the glint of something bright shining through the trees--snapping you out of the daze you've fallen into while hiking. As you look closer, you see the path ahead of you opens into a clearing; the clearing rising into a low hill, covered in lush green grass and wildflowers bright enough to be clearly seen through gaps in the trees.

Atop the hill, you see the ruins of the Silvyr Tower, shining bright in the red-orange glow of the setting sun. The sun is setting behind you, and the light reflects back, almost painfully bright, off the smooth, mirror-like surface of the tower ruins. Once you've finished the read-aloud box, it's your party's turn to let you know what they'd like to do. An experienced party may jump right into it, but if this is your party's first game you may want to prompt them with questions such as "Would you like to approach the tower?

Once your party continues down the path, continue on the next page, and the adventure will begin in earnest! The pathway through the woods to the tower is 5' wide, and the surrounding area is thick with trees but free of underbrush. The trees in this area are massive, standing 50' tall with thick trunks and shaggy bark that provides many convenient hand and foot holds. The trees can be climbed with a DC 12 Athletics check to climb to the top and get a better view of the clearing and the tower ahead.

A roll of results in the player falling to the ground while attempting to climb, taking 1d6 bludgeoning damage. Rolls of result in the player simply not able to find a decent handhold, but not taking any damage from the attempt.

Aside from read-aloud boxes, the amount of information you provide to the party is entirely up to you. For example, you don't have to tell them the trees are climbable unless they ask, or unless they seem stumped heh for what to do.

Give them a bit of time to try to decide their next course of action. If they are having trouble, you can present them with a few options such as "It is almost sunset, do you think you'd like to stop and set up camp before venturing into the tower? Or do you want to head in straight away? The immaculate nature of this clearing is due to its closeness with the fae realm.

The grass is green, lush, soft, and long. The flowers scent the air in a pleasant and subtle way. Use of a Detect Magic spell will detect a faint aura of Abjuration magic permeating the entire clearing, which is emanating from the tower itself, which glows strongly with Abjuration magic to Detect Magic enhanced eyes.

The tower is a shambles, with broken pieces scattered around the base. Some areas of the tower exterior are in better shape than others. The highest section of remaining wall is about 20' high, and most of the remaining walls are around 15' high. The east side of the tower is in the worst shape, and the walls there stand only about 10' high.

None of the upper floors are intact, so the ground floor of the tower is open to the sky. The exterior walls, such as they are, are highly reflective. If anyone decides to touch the tower, the surface feels slick and almost slightly oily--but there is no residue of oil left on the object which touched the tower. The broken pieces of tower, which are scattered near the tower base, are also reflective and have the same slick-feeling property.

The jagged ruins of the tower reach towards the sky like the clawed hand of a dying man. Trevor Buckner. Gazook89 I factored out a "dropdown menu" component for the nav bar if you want to try your hand at building the FAQ link. You can see how to put it together in the sharePage. The first item will always be shown in the navbar, and any other items will show up only in the dropdown.

How are you guys doing on your hacktoberfest progress? There are some "easy" things I can think of that could have a PR. I'm up to 3 at the moment October and November are busy months at work, as we try to clear the workload so we've got capacity for the Christmas rush. Uh, yay progress? Rebased to master , switched the branches on the PR, it's still working on my local install I think it's actually ready for a final review!

Pushed through a quick PR to close the code wrapping issue as well. Pushed through to hopefully fix the issue with the divider getting lost off the edge of the screen.

I think I got CodeMirror document swapping figured out. No more losing your place or undo history when swapping between tabs! I have a tool for building PDF books from Markdown sources, and I have built some Homebrewery-related extensions for it: A style fork of Homebrewery that is compatible with print media as well as the HTML renderer we are using. A plugin to my tool that will parse the Homebrewery markdown extensions into "Markdown in HTML" extension compatible Markdown that we can parse with the tool.

Which means you are free to use The Homebrewery or any parts of the codebase any way that you want, except for claiming that you made it yourself, and provided that you include a copy of the license somewhere in your project where others can see it even as a comment in the code is fine , just so people can trace it back to us somehow. Feel free to let me know if doing this in any particular way would be helpful for you.

Point people to our Patreon page, etc. Maybe let us know when you release it so we can check it out! You gain the ability to use echolocation.

When you do so, you cast the true seeing spell, without using a spell slot or material components. Arms of the Deep. While raging, you now manifest two magical appendages, which may be tentacles, chains and anchors, animated rigging, or another grasping arm of your choice.

When you use your dredge line ability, you can attempt a grapple with each of your appendages. Heart of the Deep. Once you use this feature, you must finish a short or long rest before you can use it again.

Soul of the Deep. You are now immune to all effects that would cause you to be charmed or frightened. At 14th level, when you use your ghostwater dive ability, you can choose to appear with a wave of tidal force. When you appear all creatures within 10 feet of you must make a Strength saving throw. On a failed save a creature takes 3d6 force damage and is knocked prone.

On a successful save, a creature takes half damage and is not knocked prone. What defines a Renegade is not simply the weapon they wield, or the ways they fight. A renegade, above all else, is a fighter of sly charm and swagger. With brash cockiness in spades, renegades build their own custom firearms to perfectly suit their own larger-than-life personalities. Particularly well-funded renegades may even have personalized Hextech weapons, but such folk are rare among the scoundrels of Bilgewater.

Starting at 3rd level, you gain proficiency with the two of the following skills: Deception, Persuasion, or Sleight of Hand. Additionally, when you choose this archetype at 3rd level, you begin constructing a custom firearm that suits your unique brand of renegade style.

This process begins by selecting the form upon which to base your weapon. Choose one of the following options; each form grants you a new ability and unlocks certain upgrades you can add to your weapon at higher levels. Favoring speed and style over raw power, a renegade who adopts the Pistoleer form wields a small flintlock handgun.

As an action on your turn, you can target a creature within 30 feet and shoot. Make a ranged attack roll against the target. The number of shots you can fire during a single action increases when you reach higher levels in this subclass: two shots at 5th level, three shots at 11th level, and four shots at 20th level.

The shots can target the same creature or different creatures. Make a separate attack roll for each shot. Armed with a large two-handed firearm, a renegade who adopts the Sniper form can inflict massive damage in a single shot.

As an action on your turn, you can target a creature within feet and shoot. Through a combination of salvaging stolen pieces of arcane technology and sheer rakish ingenuity, you can customize your firearm with various upgrades. When you choose this archetype at 3rd level, pick one minor upgrade and one major upgrade from the Firearm Upgrades list at the end of this subclass.

If an upgrade has a prerequisite, you must meet that prerequisite in order to benefit from the upgrade. You gain one additional minor upgrade at 5th level, and one additional major upgrade at 10th level. The damage dealt by your firearm, including damage dealt via Firearm Upgrades, ignores resistances and immunities. At 10th level, you can brace yourself in the heat of battle, even when gravely wounded. At 15th level, your skill with your firearm can adapt to any situation.

When you finish a long rest, you can replace any of your Firearm Upgrades with a different one, though you cannot have more than two major upgrades equipped at a time.

You must still meet the prerequisite of an upgrade in order to benefit from it. As a bonus action, you can either throw or set down a small explosive.

If thrown, the explosive has a range of 30 feet and detonates immediately on impact; if set down, the explosive can be detonated remotely from up to 60 feet away as another bonus action.

When detonated, each creature within a foot radius of the explosive must make a Dexterity saving throw, taking 12d6 force damage on a failure and half as much on a success. Unlike many tinkerers who labor studiously in their workshops, renegades alter their weapons to suit their personal knavish swagger.

Saving Throws. Some of these upgrades require your targets to make a saving throw to resist the effect. The saving throw DC is calculated as follows:. You create a matching blade to accompany your firearm, rendering you a deadly opponent in both melee and ranged combat. Additionally, when you use your action to shoot using your Gunfighter Form, you can use your bonus action to strike at a creature within melee range.

Make a melee attack roll. The attack roll uses your Dexterity modifier, and you are proficient with the attack. By repurposing some salvaged Hextech parts, you equip your gun with an arcane net meant to trap opponents. As an action, choose a creature within range of your firearm.

The creature must succeed on a Strength saving throw or be restrained. At the end of each of its turns, the target can repeat this saving throw, ending the effect on a success. Once you use this feature, you cannot use it again until you finish a short or long rest. You alter your ammunition to have explosive capabilities. When you hit a target with a successful attack from your firearm, all creatures within 5 feet of the target must succeed on a Dexterity saving throw or take 1d6 piercing damage.

You equip your firearm with a targeting mechanism. If you haven't moved this turn, you can aim down your sights as a bonus action, reducing your speed to 0 and granting you advantage on all attacks you make using your Gunfighter's Form feature until the end of your turn.

You add a second barrel to your firearm. When you use your Gunfighter Form, you can shoot twice during a single action, instead of once. As an action, you alter the firing mechanism of your gun to release a burst of ash and smoke.

This smoke lasts for 10 minutes and cannot be dispersed. As an action, you can fire a barrage of bullets. When you hit a creature with a successful ranged weapon attack with a firearm, you can immediately cause the bullet to hit another creature within 15 feet of the original target.

The second target takes piercing damage equal to your Dexterity modifier minimum of one. You can redirect a bullet in this way a number of times equal to your Charisma modifier, and regain all expended uses after a short or long rest. You equip your firearm with a volatile piece of stolen Hextech, allowing you to release a piercing bolt of electricity as an action on your turn. The lightning fires from you in a straight line that is 1 foot wide and 30 feet long.

Each creature in the line must make a Dexterity saving throw, taking 3d8 lightning damage on a failure and half as much on a success. As a bonus action, you can charge your weapons with blazing force.

Until the start of your next turn, whenever you make a successful attack, you deal extra fire damage equal to half your fighter level, rounded up. You can charge your weapons this way a number of times equal to your Charisma modifier minimum of once , and regain all uses after a short or long rest. Rogues of the Wild Card variety thrive on the high stakes and random thrill of the game table. Armed with cunning cheats and no small amount of luck, these sly gamblers live and die by their rules, never keen to simply accept the hand fate deals them.

Your penchant for games has afforded you the ability to subtly manipulate fortune to your favor. When you choose this archetype at 3rd level, you learn the guidance cantrip. Starting at 9th level, it has a range of 30 feet for you, and you can cast it as a bonus action. Also at 3rd level, you gain proficiency with one of the following gaming sets: dice set, dragonchess set, or playing card set.

If you are proficient in multiple types of gaming sets, you must choose which gambit to use when you gain this feature. You can change your choice of gambit whenever you gain a level in this class. You gain a pool of d6s equal to the number of d6s you roll for your Sneak Attack damage. Your pool starts with 2d6 at 3rd level, and increases to 3d6 at 5th level, and so on. When a creature targets you with an attack, you can use your reaction to spend one die from the pool and subtract the number rolled from the attack.

You can choose to use this feature after the creature makes its roll, but before the DM determines whether the attack roll hits or misses. Starting at 9th level you can spend up to two dice from the pool at once,. You regain all expended dice from your loaded dice pool when you complete a long rest.

Your prowess of the chessboard has made you a skilled tactician on the battlefield. As a bonus action on your turn, you can execute one of the following chess maneuvers. You can use a bonus action in this way a number of times equal to your Charisma modifier minimum of once , and regain all uses after a long rest.

Choose a creature you can see within 30 feet of you. The first time that creature makes a successful attack roll before the start of your next turn, they deal extra damage equal to your level in this class.

Your movement speed increases by 10 feet, and your movement does not provoke opportunity attacks. These benefits last until the start of your next turn. You and all friendly creatures within 5 feet of you have advantage on Dexterity saving throws until the start of your next turn. You have developed a fighting style based around the cartomancy of the Serpent Isles. You have your own deck of enchanted cards, and can make their edges razor-sharp with a flick of your wrist.

If you have not yet used your Sneak Attack this turn, you can use your action to take one of these cards and attack a creature within 30 feet with it. When you roll for damage, look at the number rolled on the d4. The attack gains a random effect based on the number rolled, as detailed in the Wild Card Suit table below.

You can attack using a card in this manner a number of times equal to your Charisma modifier minimum of once , and regain all uses after a long rest. As a bonus action, you can disappear with a dramatic flourish.

You then teleport yourself to an unoccupied space that you can see within feet of your original location. Once you have used this ability, you cannot use it again until you have finished a short or long rest. At 13th level, your mastery over the game table hones your speed and cunning in combat. After rolling initiative but before the first turn of combat, you can choose to swap places in the initiative order with one creature you can see.

If the creature is one of your allies, that ally must agree to swapping initiative with you. At 17th level, your mastery over chance encompasses even your own form, allowing you to exist between potential realities.

As a bonus action on your turn, you can take on an incorporeal form, during which you gain the following benefits:. This incorporeal state lasts for one minute, or until you are incapacitated. Once you use this feature, you cannot use it again until you complete a long rest.

When a night out at a tavern turns dark, the adventurers find themselves fighting shadows and investigating ghostly harbors, entrenched in a battle for the city itself. Though many residents of Bilgewater earn their keep through the Slaughter Fleets and Carving Bays, a handful work as scrappers, dredging shipwrecks from the briny depths and salvaging whatever parts they can find.

Though many are excited to discover what valuable treasures they can find within its rotting hull, a few residents of Bilgewater are apprehensive, regarding the ship as an ill omen for the future of the city.

Their suspicions are proven true when some nights later, a tendril of dark magic reaches out from the Shadow Isles and ensnares the wreck, causing it to spew forth the undead-ridden Black Mist upon the city.

The adventure can be broken down into the following points:. The characters must battle through the shadows and strike unlikely bargains, all in a desperate attempt to rid the city of this roiling darkness. How the characters know each other is up for the group to decide: they could be a group of mercenaries, a scrappy pirate crew looking for some spare coin, or maybe just sailing buddies relaxing on a night off. Alternatively, you can begin this adventure as each character enters the Brazen Hydra on their own independent ventures and then unite as danger threatens them all.

A rowdy tavern housed within the three-story wreck of an old slaughter fleet galleon, the Brazen Hydra is a hotbed for all sorts of scum and villainy in Bilgewater.

At every hour, pool. Two of the loudest patrons currently occupying the tavern are scrapper Tala Kenton and the knavish pickpocket Daine Pierpont. A tall woman with wild dark hair and a flair for the dramatic, Tala chaotic neutral, female human spy is known around Bilgewater for her penchant for tall tales. Tala is also secretly in league with Gangplank, the former Reaver King believed to be deceased. His bald head and thick silver mutton chops are easily recognizable to anyone who frequents the Brazen Hydra.

Characters may also encounter a myriad of other patrons as they meander through the Brazen Hydra. For more interesting faces to pepper throughout the tavern, see part 3 of the adventure. As the characters relax in the Brazen Hydra, they overhear a cocky scrapper reciting the tale of her latest find, much to the chagrin of other patrons. Read the following to set the scene:. In the corner, a woman in a flamboyant purple coat kicks her feet onto the table. When suddenly—whoosh! A squat figure in dark clothes pipes up from a few tables away.

The woman in purple is Tala Kenton. But the figure in dark clothes, Daine Pierpont, has other opinions. Not one for superstition and myth, Daine believes Tala to be exaggerating the danger of the wreck in order to claim more of its treasures for herself.

A sudden shout rises above the crowd. Someone in the bar raises a tankard in a cheer, and a rowdy crowd begins to urge the fight on. What do you do? Daine attempts to knock Tala out before she can keep spinning tales; Tala fights for both what she believes to be the truth and her injured pride.

Should one or all the characters help Tala, either by knocking Daine and his friends out or by pulling her away from the brawl, the captain reluctantly thanks the characters for their assistance. However, every time she attempts to salvage anything from the galleon, she swears she spots a tendril of shadow lash across the horizon towards Bilgewater.

Highly suspicious of magic, Tala believes this to be an ill omen for the future of the city, and has been since urging her companions to return the shipwreck to its rightful place beneath the tides. If the characters say they believe her story, Tala thanks them and promises to aid them in the future in return. Should a character wish to lie to Tala about believing her story, they must succeed on DC 12 Charisma Deception check. Should one or all of the characters help Daine, either by knocking Tala out or by pulling him and his companions away from the brawl, Daine breathlessly thanks the characters for their intervention and busies himself with checking his drinking buddies for injuries.

Those who wish to listen more intently must make a DC 12 Wisdom Perception check. Attempting to approach either of them for conversation in this state requires a successful DC 13 Charisma Persuasion check. Otherwise, the person in question stonily ignores the characters. Read or paraphrase the following when the characters are finished talking with people after the brawl:.

The door creaks open with a cold wind, and in the moonlight seeping in through the grimy windows, the shadows of the room seem to elongate. Growing long limbs, sharp claws, gaping mouths. Rising up from the ground of their own accord.

The sockets where their eyes should be flash a ghostly, hungering blue. Countless tendrils of swirling Black Mist stretch through the streets of Rat Town, and swarms of undead tear through its streets.

Shouts of confusion intermingle with cries of panic as townsfolk rush to grab their weapons and find shelter. This encounter can take place either inside the Brazen Hydra or on the streets of Bilgewater. As the characters attempt to escape the Black Mist, they find themselve accosted by two barkbeasts and one shadow , all hungering to claim souls for the Shadow Isles. Have everyone roll initiative. More intrepid parties may choose to head straight for the eye of the storm. In that case, proceed directly to Part 2.

Tala is also watching the characters from the shadows. If the characters allied with Tala during the tavern brawl, the slaughter fleet captain approaches them and promises to lead the party somewhere safe.

Tala then escorts the party to. If characters decide to follow her, they must succeed on a DC 16 Dexterity Stealth check to proceed undetected. Tala engages anyone she believes is tracking her, and takes potshots while fleeing. Following her unnoticed leads to a dock of small dinghies where the characters spy her rowing towards the Dreadway.

But Gangplank survived, and now, with the support of the Buhru people, he aims to take back leadership of Bilgewater.

Depending on which location the characters visit after their first encounter with the Harrowing, the party may find themselves allied with either Miss Fortune or Gangplank. The streets of Rat Town soon give way to a crumbling stone bridge with a heavy wooden gate. On the end of the bridge opposite the gate rises the towers of the Temple of Nagakabouros.

One of the survivors is Daine, but both of his wounded friends were slain by creatures of the Shadow Isles. If the characters sided with Tala, Daine ruefully growls that they made the right call in trusting her. He suggests that the characters go talk with her, given how well they handled themselves against the shadows back in Rat Town.

Your steps echo through the ancient stone halls of the temple until you emerge into a wide courtyard, decorated with dozens of statues of rearing, fanged serpents.

Her blouse is stained with scorch marks. Are you them? Though usually confident and charming, Miss Fortune is in a foul mood, and wastes no time in explaining the situation to the party.

A character that makes a successful DC 15 Wisdom Insight check intuits that beneath her strong facade, Miss Fortune is deeply shaken by the events and truly concerned for the well-being of those who live in Bilgewater.

Miss Fortune offers the characters 25 gp each, should they successfully scuttle the cursed wreck and send it back below the waves. Characters attempting to negotiate this deal must make a DC 13 Charisma Persuasion check.

On a success, Miss Fortune either agrees to raise the final payment to 30 gp or pay each character 10 gp up front—but not both.

Once the deal has been finalized, Miss Fortune gives each character one powder keg to help them scuttle the ship and points the characters towards the salvage docks.

Paddling across Bilgewater Bay, the characters see the intimidating, shark-like hull of the Dreadway rising from the mist:. The shadow of a massive ship looms over you, lights like eyes glowing green in its prow. One hand, composed entirely of creaking iron and gears, wraps around the hilt of a vicious cutlass. Think again. Gangplank is keen to prevent word of his survival reaching Bilgewater proper, and considers killing the characters to ensure their silence. If brought onto the Dreadway by Tala or boarding the ship undetected, the party encounters Gangplank anxiously watching the Black Mist consuming Bilgewater:.

Amidst the crowd of both pirates and acolytes dressed in Buhru attire paces a towering man with stormy eyes and a wild grey beard—Gangplank, the Saltwater Scourge, long thought dead by most of Bilgewater.

One hand, made entirely of iron and gears, rests against the helm of the ship. Gangplank offers 20 gp and a place among his elite warriors to anyone who helps drive back this Harrowing. If the characters aided Tala back at the Brazen Hydra, she personally recommends them for the job. Gangplank is stubborn and refuses to budge on the terms of his offer, but a character that makes a successful DC 18 Charisma Persuasion check can sweet-talk him into paying each individual 5 gp up front.

Whether by land or by sea, the characters journey to the salvage docks. You can treat this journey as a short rest, allowing characters to expend hit dice and regain other resources. Task in hand, the characters follow the Black Mist to the salvage docks. As the epicenter of this Harrowing, the neighborhood is abandoned and in shambles. The docks are largely empty; though scrappers are a cunning and resourceful lot, they are ill-suited for fighting and thus were quickly overwhelmed by the Black Mist.

As the epicenter of the Harrowing, the dark magic of the Shadow Isles has warped the salvage docks to an unnatural degree. Keep the following in mind as the characters begin to explore the neighborhood. All vegetation within one mile of the salvage docks looks blighted; the leaves are an inky black and ghostly white blemishes coat the stems.

A living creature that eats a blighted plant becomes violently ill, and must make a DC 15 Constitution saving throw or be poisoned for 1 hour. A constant gloomy shroud hangs over the neighborhood. A number of shadows patrol the streets, snuffing out any remaining life in the area.

Whenever characters enter a new section of the map, they must make a DC 10 Dexterity Stealth check. To avoid detection, the number of successes made in the group must be more than the number of failures. If the characters engaged in combat in the previous area, these checks are made with disadvantage. On a success, the character notices one shadow spying on their group. Should the characters choose to engage in combat, reducing the shadow to 0 hit points prevents it from reporting back to Commander Ledros, and the characters remain undetected.

However, the longer the characters spend exploring the salvage docks, the more the Black Mist spreads. If you like, you can fill in a new foot by foot square area anywhere on the map with Black Mist every minute, but you can speed this up or slow this down depending on how dire you wish to make the Harrowing. It will affect the final encounter with him. Left in ruins, this neighborhood is nothing more than an assortment of crumbling storehouses along cracked streets.

Wharf rats and other vermin scurry amidst the splintering remains of taverns, and a few wrecked ships bob aimlessly along the docks. The following areas are keyed to the map. If characters are arriving from the Temple of Nagakabouros, they enter the area through the Warren area 1. Docks DM ver. Soak and scrub all bottles the night before Day of, clean bottling bucket, spigot, bottle filler, siphon. Sanitize everything, let bottles drip dry Boil and dissolve priming sugar into 2 cups of water Add sugar water to bottling bucket Using the sanitized autosiphon, transfer the beer from primary to bottling bucket.

Fill each beer to top and put sanitized cap on top Seal all bottles with capper Store in a cool dark place for 3 weeks. Mini-mash is all-grain technique for a small amount of grain All-grain is using nothing but grains. Open navigation menu. Close suggestions Search Search. User Settings. Skip carousel.

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