Dungeons and Dragons: Game 02: Warped and Twisted Realm: Steohasos Starting Area: Gardener's Rest
Dungeons and Dragons: Game 02: Warped and Twisted Realm: Steohasos Starting Area: Gardener's Rest
Realm: Steohasos
Starting Area: Gardener's Rest
In the tavern, a large christmas tree stands in the corner, with many presents
underneath. There are many there, however three are specifically for each party
member - the sender’s name is written in a language no one here can understand
(druidic).
2. Orion, “an inspiring little thing, sure to keep you safe in harm’s way...” Lute of
Inspiration (+ 1 to ability checks, you may use a bonus action to quickly tune
the lute, removing the current bonuses but allowing you to use an action to
play an inspiring tune that grants one party member 1d4 + CHA temporary hit
points, you can use another bonus action to retune the lute and switch the
effect.)
They may read the board or enquire at the tavern, the smell and noises from the well
are driving away customers and keeping the village up at night. (It’s not the wizard!)
The party do know that this is coming from the well and have different opportunities
to get there [rope, jumping into the well, lowering each other down, purchasing a
ladder].
They may also enquire about an entrance to the sewers, which is located behind the
barracks and kept locked by the captain.
The bottom of the well opens downwards into an underwater cavern, with nothing in it other
than water. Just at the current water’s edge resides a small hole, thin enough for only the
bard and ranger (cleric’s armour and shield are too big) in the stonework where the smell is
coming from and the noises can be heard.
Inside this cavern is a Giant Rat (1 X1), a cracked wall leading into the sewers with two Commented [1]: Giant Rat
paths. One goes north into the depth of the sewers, whilst the other leads east, behind an AC 12
HP 7
unlocked wooden door, towards the barracks with a locked iron gate (Sleight of Hand DC 7, CHA -3
Strength DC 12, AC 17) with a ladder behind it leading up to a manhole. CON +0
DEX +2
INT -2
The path to the north opens into the main sewer area, the passages leading to the rest of the STR -2
sewer system have been blocked up on purpose as the stone looks newer. This area bears WIS +0
Bite +4 hit, 1d4+2 piercing damage
home to both a Giant Rat (3 X2) and a Giant Spider (3 X3) at the end. Sewage runs down
Commented [2]: Giant Spider
the middle through a grate on the wall and continues down into drainage. The party must
AC 13
walk around the edge, through an iron gate that follows into a dug out cavern featuring two HP 15
Twisted Kobold (3 X4 & X5), guarding the entrance way into their space. CHA -3
CON +1
DEX +3
Moving into the kobold’s area, is a maze made out of twisted, thorny roots bursting out of the INT -4
STR +2
floor. The south room contains a Twisted Kobold (4 X6, with Warped Constitution, + 2HP)
WIS +0
and a chest that the kobold was putting items into. The chest here contains (100gp, Boots Bite +5 hit, 1d8+3 piercing damage
of Leaping [2 Jump casts], and a hand mirror with an intricate wooden handle). Commented [3]: Twisted Kobold
The northern room contains two Twisted Kobold (4 X7 & X8) and three crates each with AC 14 (Warped Defense, + 2AC)
crudely painted saplings, red, green and blue. In each crate is a silk bag, each containing a HP 5
CHA -1
small, onyx seed. The large, heavy, ornamental door featuring a glorious blood red tree to CON -1
the east has no way to open it - other than solving the puzzle. To the west, along a path sits DEX +2
INT -1
a small ceremonial pot standing on a wooden plinth filled with shimmering soil. Once a seed STR -2
from the red sapling crate has been planted, a leaf quickly sprouts and a large thud sounds WIS -2
Dagger +4 hit, 1d4+2 piercing dmg
as the large door unlocks. Planting the wrong seed causes a small Twig Blight to grow
Sling +4 hit, ranged, 1d4+2 bludg
instead.
Commented [4]: Twig Blight
AC 10
The following forked room contains a large triangular pool filled with dark red liquid and the HP 4
room smells strongly of iron. There are puddles of this liquid along the path and anyone CHA -4
CON +1
walking on top of it must make an Acrobatics/Athletics Saving Throw (DC 8) or slip over, DEX +1
possibly falling into the pool. If anyone falls into the liquid, they must make a Constitution INT -3
STR -2
Saving Throw (DC 10) or they start feeling tired and drained as they gain one level of WIS -1
exhaustion (disadvantage on ability checks). Claws +3 hit, 1d4+1 piercing dmg
The first door opens easily however along the walls of the corridor is a riddle written in the
dark red liquid from the previous room:
The door to the boss is made from an unknown wood similar to the other large door - as with
all of the wood in this dungeon, it will not burn. The door features a carve scene depicting a Commented [5]: Keth'ryn [level 3]
AC 13
horned man rising to divinity in a fountain of liquid as twisting, blood covered roots sprout HP 30
from the earth, lifting him. Bodies surround each tendril as their life force has been drained to CHA -1
push the horned man to godhood. Carved into the door are a pair of empty cupped hands. CON +0
DEX +2
When this dish is filled with blood, be it from the party or from the previous room, the INT +1
door will open. STR -1
WIS +2
The boss resides in a large, circular stone cavern with roots growing up the sides. A smooth Attack
ramp starts at the eastern wall, reaching a small plateau around 20ft high. In the middle of
the room in a shallow pool of blood grows a tree with thorny branches and grim, dark bark Spell Atk +4
Spell DC 14
that seems to replicate human crying and screaming. Two of these branches (etched with
runes), a crude pair of secateurs and some tools sit on a stone table. Spells (2 cantrips, 4 lvl1, 2 lvl2 slots)
Produce Flame
Atop the plateau stands the Twisted Kobold Cult Leader (Keth’ryn), the boss of this Blood Spray (Poison Spray, necrotic damage)
dungeon. He is slightly taller than the other kobolds, he wears a dark red cloak with a large
Hemoblade (Flame Blade, lvl 1, 2d6 necrotic damage)
hood. A dark red shield glimmers around him as runes on his hands pulse with dark energy.
Commented [6]: Thorny Dagger
Each time he is struck, the shield glows brightly and so does the tree. The party can AC 13
attempt to destroy the tree in the middle of the room, removing his shield spell. When HP 5
he has been reduced to half health, he will bolster his magic and animate the two branches CHA -5
CON +0
situated on the stone table by drawing out blood from the tree. The branches visibly DEX +2
transform into two thorny daggers and will attack the party. INT -5
STR +1
WIS -3
The two thorny daggers are not transformable, their magic fades when Keth’ryn is defeated. Attack
Slash +3 hit 1d4+2 slashing damage
Keth’ryn drops 100gp, the key to his quarters, and a note written in broken Common Commented [7]: Eyes of Minute Seeing
These crystal lenses fit over the eyes. While wearing
with its translation entirely written in Druidic. them, you can see much better than normal out to a
range of 1 foot. You have advantage on Intelligence
Along the south west wall is an outline of a door in the stone and with successful (Investigation) checks that rely on sight while searching
an area or studying an object within that range.
Investigation check (DC 10) a keyhole is visible and the party can use the boss’ key to
Commented [8]: Adamantine Armour
gain access. The room features a bed, a desk and a chest.
Any time you receive a critical hit, it becomes a normal
hit instead.
On the desk are a pair of Eyes of Minute Seeing, some notes written in druidic and a pouch Commented [9]: Boots of Speed
of 200gp. In the chest: an adamantine breastplate, two potions of healing, a bag of While you wear these boots, you can use a bonus
holding, some Boots of Speed, a potion of Gaseous Form, and a Necklace of Warped action and click the boots' heels together. If you do, the
boots double your walking speed, and any creature that
Blood. makes an opportunity attack against you has
disadvantage on the attack roll. If you click your heels
together again, you end the effect.