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The Elves of Alfmyr

The adventurers arrive in the small coastal town of Orrinshire in search of lodging. At the town's central inn, the Godly Avocado, they encounter a mysterious stranger who may be involved in strange events unfolding in the region. The adventurers must investigate further to uncover the truth.

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Eshan Singh
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0% found this document useful (0 votes)
103 views28 pages

The Elves of Alfmyr

The adventurers arrive in the small coastal town of Orrinshire in search of lodging. At the town's central inn, the Godly Avocado, they encounter a mysterious stranger who may be involved in strange events unfolding in the region. The adventurers must investigate further to uncover the truth.

Uploaded by

Eshan Singh
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 28

The Elves of Alfmyr

By Anahita Asudani
Table of Contents

Credits 2

Overview 3

Introduction 5

Episode One: The Mysterious Stranger 6

Episode Two: The Dungeons of Whitepine Forest 12


Caverns of the Shadow Warrior 12
The Scrolls 13
Arrival at Alfmyr 15
XP 15

Episode Three: The City of Gems 16


Rest and Food 16
Exploration 18
The Second Proposal 18
The Party 19
After the Fight 22
XP 22

Appendix A 23

Appendix B 28

1
Credits
Designer: ​Anahita Asudani
Editors: ​Daniel Arad and Sophia Knapp
Cartographer:​ Anahita Asudani
Playtesters:​ Saaz Asudani, Julien Knapp, Sophia Knapp, Kayla Leong, Ryan Leong

Special thanks to:​ Richard Baker

2
Overview
This campaign is designed for 1st to 3rd beginning of a session, players must declare
level adventurers and is divided up into whether they are spending any days of
three episodes of play. A character who downtime. The player should record the
earns enough XP to advance a level can do downtime spent on the log sheet. During
so either at the end of a long rest or at the downtime, a player can craft (though
end of a session. Characters who finish all multiple players cannot commit to crafting a
three episodes should reach the 3rd or 4th single item), practice a profession,
level by the end. Each episode should be recuperate, or train. Additionally, whenever
completed over multiple sessions of play. a character spends downtime days, that
Additionally, most beginner level Dungeons character also spends the requisite expense
and Dragons campaigns contain a list of for their lifestyle.
spells, conditions, etc., but those lists aren’t
included in this campaign because the After Each Play Session
standard stats are used for everything. These As the characters progress through the
can be found in the Dungeon Master’s adventure, they can earn treasure in the form
Guide, the Player’s Handbook, or online at of valuables such as gold, jewelry, and art
D&D Beyond. objects, as well as magic items. Since a
group’s composition can change from one
Preparing the Adventure play session to the next, make sure the
The entire adventure doesn’t need to be players update their log sheets before
prepared for the first session, just get to leaving the table. At the end of each session,
know each episode thoroughly before give out rewards earned; each player should
beginning it. Additionally, familiarize record that information on their log sheet.
yourself with the basic rules of D&D, as Experience points (XP) ​are given out to each
well as the map in which this campaign player (these points should be divided by the
takes place. number of characters unless otherwise
specified). ​Coins, non magical treasure, and
Before Each Play Session other wealth r​ ewards are totaled up in value;
Make sure your players have their log sheets that total is then divided by the number of
and scan over the log sheets to make sure characters. ​Consumable magic items​, such
that nothing appears out of order- if there are as potions and scrolls, are divided among the
any irregularities, a player should provide characters. Players should try to achieve an
documentation. Additionally, at the

3
equitable distribution of these items, and
then record said items in their log sheets.

Character Disease, Death, and


Recovery
Disease and poison: a​ character affected by
disease, poison, and other similar effects can
recuperate during downtime to help resolve
such effects. If a character does not resolve
this effect between game sessions, they
begin the next session still affected.

Death: A ​ character who dies during an


adventure has a few different options. One is
party magic- if another member of the party
has access to a raise dead spell. If raise dead
is used, the character’s soul must be free and
willing to return to life. A character subject
to raise dead also takes penalty for attack
rolls, saving throws, and ability checks. If no
one in the party has access to a raise dead
spell, the dead character can pay for raise
dead. This costs 1,000 gp. If a character
cannot pay for raise dead themselves, their
party may assist with the payment. The final
option is to create a new character, in the
event that a character cannot be brought
back from the dead. The new character does
not have any items possessed by the dead
character. Other characters cannot take a
dead character’s treasure and magic items
and can use the dead character’s money only
to pay for a raise dead spell.

4
Introduction
This adventure centers around the effects of the northeastern coast of Khorvaire, with a
the Shadow Schism, which occurred during narrow strip of land to the east of the
the Last War between the older House Hoarfrost Mountains being the only
Phiarlan and its offshoot House Thuranni: connection to Khorvaire.
the two major houses of Mark of the
Shadow elves. In the year 972, Thuranni This campaign can be adapted to different
family assassins turned on another House regions of the Realms or even a different
Phiarlan family, the Paelion family. Few setting with a bit more preparation on the
members of the Paelion family survived the part of the Dungeon Master- change the
extermination and those who did went into names and locations to suit the desired
hiding. The leader of the House Phiarlan, campaign.
Baron Elvinor Elorrenthi d’Phiarlan,
condemned the actions of the Thuranni
family and called for their repentance.
However, Elar Thuranni refused the
judgment and instead declared his family a
new house. While the debate as to whether
Thuranni actually could become a new
house was fierce and lasted for years, a
panel of twelve judges eventually agreed in
favor of Thuranni.

The Mark of Shadow gives its bearer


scrying magic and illusory abilities, often
used for deception. Both houses still use the
marks and their non-magical skills for
intelligence gathering, spying, and other
covert activities, while pursuing mercantile
wealth through entertainment.

The campaign occurs in the Lhazaar


Principalities, a small country consisting of
a strip of land and a collection of islands on

5
Episode One: The Mysterious Stranger
The town of Orrinshire is a small The adventurers make their way through the
municipality located in the Lhazaar long winding streets of Orrinshire to the
Principalities. It is mostly populated by local pub and inn, the Godly Avocado. The
humans and dwarves. A seafaring town, it Godly Avocado is a two-story brick and
makes most of its money through the fishing timber building, with several glass windows
industry and through trade. Although it is and mismatched wooden tables and chairs.
small, it has a stable economy and a thriving Much of the furniture has initials and
community. Governor Onundur runs the symbols carved into them by the various
town and is well-liked by its inhabitants. visitors of the inn. The first floor of the
Much of the town’s social affairs and drama, tavern consists of the pub and a few
as well as news from the rest of Khorvaire, low-budget rooms, and the top floor is
can be heard in a tavern close to the center comprised entirely of rooms (most of these
of the town called the Godly Avocado. are higher class). Accommodations consist
of several large rooms with beds and star
The adventurers, for whatever reason of mattresses, and a small private bathhouse is
their own, are traveling through Orrinshire. available to guests. The innkeeper is a gruff
They might be on their way from one town male dwarf named Gere.
to another or returning to their homes after a
trip away. Additionally, they could be The Godly Avocado is the center of activity
accompanying a merchant or wealthy travel in Orrinshire. If the characters speak to any
as bodyguards. It’s up to Dungeon Master NPCs once entering the town, they direct
discretion and the wills of the players how them to the Godly Avocado; and if the
the adventurer’s background is tied into their characters are looking for food or lodgings,
reason for being in Orrinshire. the Godly Avocado is the place to go.

“The end of Chilijour Route brings you to a Various NPCs are sitting at tables, and loud
small seafaring town. Outside of the town gates conversations can be heard. It’s easy to
is a wooden placard with the inscription listen in- part of what makes the Godly
‘Orrinishire.’ Upon entering the town, you see Avocado such a good place for gossiping.
that it seems to be mostly populated by dwarves
There is loud chatter about any number of
and humans.”
topics. Much of this is town drama, but there
are also rumors from the south- traveling
The Godly Avocado
merchants say that the long reign of relative

6
peace is ending and that rival tribes of With stormy eyes and a prominent underbite, the
mysterious creatures are beginning another elf’s skin is so pale and unblemished that she
great war. However, most in the town find could be a porcelain doll.
this incredible, as rumors such as these
“Are you adventurers? Can you complete a
surface every few months.
mission for me? I will pay 250 GP to each of
you as down payment, as well as more money
The Godly Avocado is a bustling tavern, once the desired task is completed, ” she asks, in
crowded with people—humans and dwarves an untraceable accent. Upon the party’s
alike. At the back of the tavern you can see a confirmation, she continues. “What I am about
winding staircase, and at the bar is a to tell you must be kept under wraps. I would
grumpy-looking male dwarf serving the not normally share such classified information
customers. Most of the wooden tables and chairs with mortals-” she looks at them with an
have initials and symbols carved into them. expression of disgust “-but as I am sure you are
Around you, you hear the customers chatting aware, and if you are not you will be very soon,
and can catch a few snatches of gossip I have the skills to, ah, eliminate you and
(“Dardustr’s goods are SO overpriced, and everyone you love should you share such
apparently Givael has been running around with pertinent information. Yes?”
Sandra.”).

If the adventurers do not agree to the given


At a table in the corner of the tavern, one of the
most dimly lit areas of the inn, sits a hooded terms, the downpayment can be increased to
figure, their face obscured. Unlike the other up to 2000 GP. Once the adventurers agree
occupants of the tavern, this figure sits alone. to the terms, she leads them to a back room
of the inn.
Eventually, the adventurers should approach
the hooded figure—if not originally, after The elf leads you to a room towards the back of
being directed to do so by other NPCs who the inn, just under the winding staircase you
say that the hooded figure has been asking glimpsed for afar earlier. It is dusty and looks as
though it has not been used in a long time. She
for adventurers to help him or her complete
gestures for the characters to sit, and there is a
some unknown task. Upon approaching the
moment’s pause before she begins speaking
figure, they lift their head, finally allowing again.
the light to shine on their face.
“My name is Alavara, and I am a Mark of the
The Proposal Shadow elf from the noble House Thuranni. To
It is immediately clear that the figure is an give you the necessary information for this
elf. mission, I first need to provide you with some
background.” Alavara1 proceeds to describe the
Last War and Shadow Schism. Then she leans in
Long, pointed ears are visible in the shadows of
conspiratorially.
her hood, and the strands of pearl-colored hair
that can be seen seem to glow in the moonlight. 1
Stat block in Appendix A.

7
are overrun by almirajs3, weretigers, and
“But why is there so much information missing topis4.
about the Paelion family massacre? Baron Elar
has ​claimed t​ o have uncovered a plot hatched by
The weretigers have cream colored robes, with
the Paelions to assassinate dragonmarked heirs
blue seams. Each robe has insignia on the
and kings and uses this as justification for his
shoulders that depict clouds covering the moon.
extermination. But I, and a group of others in the
noble House Thuranni, believe that the Shadow
“The town hall! They’re going for the town
Schism was planned and that Baron Elar and
hall!” someone screams.
Baron Elvinor agreed to split the house, and use
the Paelions as a scapegoat. Yet to truly expose Indeed, the attackers seem to be moving
what happened here, I need corroborating towards the center of Orrinshire, where the
evidence from House Phiarlan. I myself cannot town hall is located. The weretigers, who
infiltrate Phiarlan, nor can my colleagues, as we look the most intelligent of the three types of
would immediately be identified as hostile attackers, are making hand signals to one
players, as no one in Phiarlan would recognize another and seem to be communicating so
us. You adventurers, on the other hand…”
that they can get to the town hall.

If the players do not agree immediately,


Suddenly, Governor Onundor runs up to the
money can be provided as a further party.
incentive. They are given two days to get
their affairs in order (this can be used as an “Please, you are seasoned adventurers, right?”
opportunity for downtime or long rests), he asks, desperation in his voice. “The town hall
before Alavara takes them to their first must be defended at all costs, but we are not a
destination, the capital of the House warrior town. If you do what you can to help us,
Phiarlan: the beautiful city Alfmyr. They I will reward you heavily.”
plan to meet in the same place in two days’
time. He runs off to comfort a panicked family,
leaving the adventurers to make a plan to
Attack On Orrinshire help the governor themselves.
However, as you rise to exit the room, shouts are
heard outside. These are more than the usual The attackers move through the streets
drunken shouts that occasionally occur at such a without fear, pillaging as they go. As
late hour: these are cries of fear and pain. characters travel through the embattled
village, they can run into attackers and
The characters rush outside and see various townsfolk. Use these guidelines to determine
weretigers2 in red capes, dressed similarly to if characters have an encounter. If characters
Alavara, attacking what seems to be a group use cover and stealth to avoid encounters,
of innocent citizens. Before long, the streets
3
​See Appendix A.
2
​See Appendix A. 4
​See Appendix A.

8
have each character attempt a DC 10
Dexterity (Stealth) check. For every Saving the Town Hall
individual check that fails, the characters The town hall is about 500 feet from where
have one encounter on the way to their the party currently is, outside the Godly
destination. Roll a d8 on the Episode 1 Avocado. Roll a d6 on the Episode 1
Encounters Table to determine each Encounters Table to determine the strength
encounter. If characters don’t use cover and of the attackers that are trying to raid the
stealth to avoid encounters, roll a d8 for town hall. Any almirajs in this force run
every 100 feet they move in town. If the away as soon as two or more topis, or one
characters are looking for an encounter, roll weretiger, is killed. If characters observe the
a d8 for every 50 feet they move in town. If town hall for a minute before attacking,
the roll is 4 or lower, they didn’t attract allow them to attempt a DC 15 Wisdom
attention with that move. If the roll is 5 or (Insight) or Charisma (Performance) checks.
higher, they run into something; roll a d8 If successful, a character realizes that the
again and check the Episode 1 Encounters weretigers are making a show of destroying
Table to see what the characters meet. the town hall, but it’s for show. A few fires
are burning around the building, but they
Episode 1 Encounters: could be extinguished easily. This act of
burning the town hall is a ruse. What the
d8 Encounter weretigers really want is sensitive
documents that can be found in Governor
1 6 almirajs Onundor’s office in the town hall.
2 3 almirajs and 1
weretiger Any guards that were originally by the town
hall seem to have run away for fear of being
3 6 topis killed- except for a few uniformed bodies
lying on the ground, no one else but
4 4 topis and 1
weretiger panicked citizens fleeing the scene are
present. The town hall is a two storied
5 3 topis and 3 rectangular structure, about 80 feet long and
almirajs 40 feet wide.
6 2 weretigers
The long side of the building facing the road has
7 1d6 townsfolk large mahogany wooden doors, and is
being hunted by surrounded by exquisite windows. It is easily the
1d8 almirajs
fanciest building in the town.
8 1d6 townsfolk
hiding All of these openings are closed, locked, and
barred. However, on the short side of the

9
town hall, there is a locked door that can be townspeople and fending off the attackers.
opened with minimal effort (when the The characters also receive XP upon the
characters discover this, roll a DC 10 completion of the first episode; how much is
Strength check to enter). up to DM discretion. Alavara is still
From the second floor of the town hall wait nowhere to be seen- it seems that she, along
ambushers: 2 weretigers and 3 topis. When with her mysterious mission, have
the heroes are inside, the weretigers launch a disappeared for the night.
volley of arrows from above, then jump
down to fight in hand-to-hand combat. The Eventually, after asking multiple NPCs
ambushers have a good chance of gaining a about a character that fits Alavara’s
surprise round from their attack with arrows; description, they are able to locate her. If she
adventurers must make a successful DC 20 is asked exactly where she was, she dodges
Wisdom (Perception) check is needed to the question, giving incomplete answers.
notice them before the attack. Characters However, she claims that she was
who scan the balcony for hidden enemies attempting to fend off the attackers. She lets
upon entering the town hall have an loose a vital bit of information.
advantage on the check. Ten minutes after
the second fight ends, and the sensitive “It was House Phiarlan,’ she spits out, murder in
documents in the town hall have been her eyes. “They’re allied with the weretigers,
successfully defended, a dozen bloody but and they often use topis as a weapon of choice in
basically healthy defenders arrive, sent by their attacks. Besides, those were Phiarlan
Governor Onundor, with orders to relieve cloaks the weretigers were wearing. There’s no
the characters and defend the mill.5 one else it could be.”

Rewards. ​Award standard XP for defeated If questioned, Alavara describes the nature
foes. If characters realized they were of the cloaks and how they are typical of the
walking into a trap, give each a 50 XP attire of House Phiarlan, and cites a few
bonus. If they didn’t deduce it was a trap but examples of Phiarlan previously using
spotted the ambushers in time to prevent a weretigers in her attacks. She thinks the
surprise round, give each character a 25 XP reason they chose to attack the small town of
bonus. Orrinshire specifically is that here enemies
have found out where she is and what she
Aftermath of the Attacks plans to do- and that the documents they
After the attacks, Governor Onundur praises were trying to obtain from the town hall are
the characters highly. He rewards them with simply an added bonus. With a renewed
50 GP each for their hard work in saving the anger at House Phiarlan, she brings the
characters out of the town as they begin their
5
Image source: journey to Alfmyr, the city of gems.
https://i.pinimg.com/originals/fe/ca/26/feca26f956eaa
b675d03cb3380ff5f0a.jpg

10
XP
Award standard XP for any foes defeated.
Additionally, characters should receive 200
XP for the completion of this episode.

Episode Two: The Dungeons of Whitepine Forest


Traveling to Alfmyr is expected to
take about two days. While the distance is Caverns of the Shadow Warrior
short, it is a rugged journey through forests,
The characters enter a circular chamber of
with no hint of civilization in sight. As the
about 50 by 50 feet in diameter, and 30 feet
characters travel, the forest thickens visibly.
high, separated by two floors. (Map below)
After the first 5 or so hours of traveling,
their path is shaded and the atmosphere
Large torches are on the walls, but
dark, despite it still being daylight hours.
judging from how they are coated in cobwebs,
That night, it is difficult to sleep with the they were extinguished long ago. Ahead at the
ever-present distant howling of wolves and end of the chamber is an open large double door
the occasional roars of far stranger beasts. with stairs leading upward. Shallow water
covers the entire floor of the area the party is
Arriving at an unmarked crossroads, there standing in and they can hear water dripping
are two possible paths: left and right. If the from the ceiling. The floor is uneven, and thus
characters take the left path, they find that hard to move across, but the water isn’t deep,
after about 500 yards, it is blocked by barely covering your feet. There are different
types of small algae and plants sprouting from
boulders. The right path detours through the
the floor, and tiny silver fish swim about.
Whitepine Forest. Encounters while in the
forest can be added at the DM’s discretion
Upon taking the passageway, they discover
and the players’ request.
a new room covered in ash, cobwebs, and
rubble. Its most defining characteristic is the
Eventually, about a day and a half into their
ash that covers everything, so thick that the
journey, the players stumble upon a deep
characters can barely breathe. Before long,
tunnel leading into the ground. Above the
the characters too are somehow covered in
entrance to the tunnel is the inscription
the sooty substance.
“Caverns of the Shadow Warrior.”

11
If the characters decide to make a search, and rebel against the dictatorial Elvinor
they will find nothing notable in this room- Elorrenthi d’Phiarlan.
there are some crates of items in the corner,
but everything has been so eroded or dirtied This room has two passageways that lead to
by the ash that nothing of value can be smaller dark musty rooms. In these rooms
obtained. Towards the back of the room is a and their corresponding passageways, it’s
single passage. About halfway down the too dark to see without any other lighting-
passage, the ash disappears, clearing the air. characters will need to find a way to light
The passageway gives off an eerie echo, and the room themselves.
every sound the characters make is
magnified. The Scrolls
One passageway leads to a room full of
The third room is the largest yet. Its crumbling
boxes of scrolls and lifelike statues that the
stone walls indicate that it is also the oldest
adventurers barely have room to move. The
room that you have seen so far. Dotted with
ghostly statues depict all number of creatures,
puddles of water, it too has a few sprouts
from the weretigers that were attacking
growing between the cracks but the floor is
Orrinshire to majestic Mark of the Shadow
largely open. The most fascinating part of this
elves.
third room is the walls. Covered in huge,
When the characters view the scrolls,
intricate carvings with smaller inscriptions, the
layout seems to be telling a story. they see pages full of text about specific
characteristics of Mark of the Shadow Elves,
Upon closer look, the adventurers find that and the dynamics of the different houses.
the drawings depict the Last War and the The scrolls are in various languages,
resulting Shadow Schism. They show House including Common, Elven, and Draconic.
Thuranni as rebels who led an uprising The first scrolls they find contain only
against the House Phiarlan that nurtured information about the gods of the Shadow
them to enhance their skills- skills that were Elves, which have very little variation across
later used against Phiarlan. the houses. Their primary god is Corellon
Larethian and each specific occupation has a
While the drawings are fascinating and specialized deity. Spies worship Fenmarel
brilliant artwork, they only confirm what the Mestarine, the Lone Wolf; entertainers
characters had already been told by Alavara, worship Erevan Ilesare, the Trickster; and
albeit from a different perspective. If asked, assassins worship Shevarash, the Black
Alavara argues that the drawings are Archer.
misleading- House Phiarlan had been As they dive deeper into the scrolls,
oppressive tyrants, and the only way to they discover the visual differences between
ensure the welfare of House Thuranni and the House Phiarlan and the House Thuranni,
its allies was to cut off all ties with Phiarlan which have grown more pronounced over
the centuries. House Thuranni has ivory skin

12
and bright white hair (like Alavara), whereas theories about what exactly happened during
House Phiarlan has a complexion of darkest the Last War and resulting Shadow Schism.
night and hair in hues of purple and blue. This would be a good time for the characters
Additionally, House Phiarlan elves all wear to recall that the weretigers wore the
insignia that looks like a storm, whereas insignia of House Thuranni, despite Alavara
House Thuranni’s insignia resembles clouds assuring them that the attackers were of
covering the moon. House Phiarlan. If the characters have not
Other scrolls that describe the already realized that the attackers were
Shadow Schism give similar information to House Thuranni (both through the evidence
what Alavara told the adventurers upon their presented in the scrolls and Alavara’s
arrival, from the same perspective as the mysterious disappearance during the
inscriptions in the previous room. This is the attacks), they should be brought to realize
most detailed account of the Shadow Schism that Alavara lied, for some still unknown
yet- but oddly enough, there is no mention reason. They also begin to suspect that the
of the theory that Alavara claimed she and “conspiracy theory” she spoke of was
her group believed in, despite the scrolls simply a cover to hide her true intentions.
describing a number of other tactics and

Layout of the Caverns of the Shadow Warrior

13
Alfmyr is renowned among the cities of the
Arrival at Alfmyr6 shadow elves for its innovative and
After more travel through the woods, the elaborate architecture.
characters finally arrive at Alfmyr, the city
of gems (ruled by House Thuranni). The skyline is crowded with stylish skyscrapers,
and the attention to detail shows how determined
Alfmyr contains the largest vein of soul the shadow elves were to create a magnificent
crystals in any of the cities of the shadow city. Its wonder is matched by the beautiful
backdrop of shining blue skies.
elves. Because it can take several years to
mine a single crystal, mining the crystals of
Alfmyr is tedious and extracting work. XP
However, the shadow elves continue to mine Award standard XP for any foes defeated.
the crystals; it is found rewarding because of Additionally, characters should receive 300
the religious significance of the crystals. XP for the completion of this episode.

The crystals are not traded between houses,


but are shared between shamans, who are
considered houseless, belonging to all of the
shadow elves (see Appendix A for more
information on the properties of the soul
crystals).

However, Alfmyr still profits financially


from its mining, as pockets of precious
metals are often found near the soul crystals.
The smoke of local blacksmiths can be
smelled in Alfmyr, where these metals are
fashioned into fine armour and weapons.

When you first arrive at Alfmyr, the first thing


you notice are the majestic spirals that rise into
the air. Much of the architecture is of a Gothic
design, capped with detailed sculpted acanthus
and fleur-de-lis.

6
Image source:
http://games.northhaledongaming.com/DnD/SiteAsse
ts/In%20Search%20of%20Adventure/Shadow%20Elf
%20Soul%20Crystal/Shadow%20Elf%20Soul%20Cr
ystal.jpg

14
Episode Three: The City of Gems
The streets of Alfmyr contrast with the tall well-acquainted and comfortable with one
buildings- they are smaller and convey a feeling another. They discuss something in low tones
of homeliness. The cobbled streets and red clay with one another, before Alavara seems to
brick rooftops create a whimsical atmosphere, remember that the adventurers are standing right
exemplified by the sunny day with sporadic behind.
puffs of clouds resembling tufts of cotton. There “Oh! Here are my colleagues,” she
are no humans, or any other species for that explains to the adventurers. She points to each
matter, in sight: mark of the shadow elves, all of elf as she names them. “This is Fhaornik,
whom bear some resemblance to Alavara- they Kavrala, and Nesterin.” The elves nod at the
share her porcelain skin and hair illuminated by party, seeming hostile.
the sunlight, blindingly bright. The only
indication that Alfmyr is a mining town is the Alavara quickly explains something in
abundance of blacksmiths around the town, and Elvish (if a character understands Elvish,
the shining jewels that many of the more regal they hear that Alavara is telling her
elves walking around wear.
colleagues “These are the adventurers that
we are using to, ah, assist us). Fhaornik,
The Cathedrals of Enigma Kavrala, and Nesterin seem to become more
friendly upon hearing this, and Nesterin
Alavara leads you into a majestic building with even gives the party a hesitant smile. By this
three entrances, each in the shape of a pointed point, the adventurers are most likely
arch. Intricate statuary on the exterior of these
displaying outward signs of fatigue.
portals depicts the religious stories of the
shadow elves. The central arch shows the
exploits of Corellon Larethian, and the other two
arches show the stories of Fenmarel Mestarine, Rest and Food
Erevan Ilesare, and Shevarash— the only nod to Fhaornik offers to take the characters
the underground network populated by the
somewhere where they can rest. If the
shadow elves. Above the central arch is a label
characters oblige, Fhaornik brings them to a
carved into the stone: “The Cathedrals of
Enigma.” When you enter the building, they previously unnoticed, dingy-looking
notice what looks like stained glass, but is much stairwell. He leads the characters up, where
more luminescent: two-dimensional images there are comfortable but not extravagant
created with soul crystals, depicting, again, lodgings.
primarily religious scenes. Flanked by grandiose
pillars, Alavara leads you down a narrow He instructs the characters to remain where
walkway, at the end of which are some three they are until he or one of his colleagues
elves wearing similar insignia on their robes. comes to collect them once more, fearing
They greet Alavara, and from the familiar way
that the adventurers may look around and
they interact, it is clear that the group is

15
stick their noses where they do not belong. dinner. The characters exit the starwell and
There is no opportunity to question Fhaornik return to the main hall from the same route
or his colleagues yet, although if the they came.
characters ask, Fhaornik will treat them to a
warm, hearty meal that is sure to be full of Another door on the side of the main hall leads
explanations and chances to gain more to a large room containing a sparkling crystal
information. chandelier. Its snowflake-like structure
shimmers with the light streaming out of an
Inside the room, there are no objects of adjacent window. You can only even begin to
guess how valuable it must be. Beneath the
value. This is one of the first rooms the
striking chandelier is a well-made marble table,
characters have seen that is not illuminated
flanked by large sturdy wooden chairs. Kavrala
by the soft light of a soul crystal. invites the characters to sit, and before long,
Alavara, Fhaornik, and Nesterin join the table.
If the characters attempt to leave the room, Alavara dramatically waves her hand, and food
which has only one door (the one that the materializes: dishes upon dishes of every type of
characters entered from), they will find that cuisine imaginable.
the door is locked. Roll DC 18 strength to
break down the door. If the characters If the characters decide to do a perception
successfully break down the door, they are check, they find that the food is perfectly
caught by Fhaornik, who is lingering by the safe.
stairs in an attempt to overhear their
conversation. A look of rage flits over his Over dinner, upon questioning the four
face, and he grabs any members of the party shadow elves, they hear similar versions of
who have exited the room by the arm and the story about the Last War and Shadow
throws them back into the room, slamming Schism Alavara originally told the
the door on the way out with a disgruntled characters upon meeting them. The only
scowl. If the characters try to exit the room additional information that they are able to
again, they find that they are unable to open glean is a slightly more detailed version of
the door. their plan: The party should act as
unassuming travelers who have accidentally
If the characters make no attempt to exit the stumbled upon the lands of the House
room before Fhaornik collects them, or fail Phiarlan, then take advantage of their
at their attempts, they have the opportunity hospitality to gain information about the true
to take a long rest. The characters can also cause of the Shadow Schism, and whether
trade items with one another and discuss the Last War was truly just orchestrated by
their current situation. Baron Elar and Baron Elvinor.

About seven hours later, Kavrala returns to Although by this point the party should
bring the characters down for a luxurious know that something is fishy about the

16
Thuranni, they should be able to reasonably steady but light footsteps. Suddenly, the
deduce that playing their hand and revealing characters notice a member of the party is
what they know will get them killed- the missing. One by one, each character
shadow elves are hospitable towards other disappears, as the last character is left
species when there is something to gain, but shell-shocked wondering where they went.
if there are no advantages to keeping others Eventually, the last character is taken as
around, they are ruthless enough to murder well. As the characters disappear, they are
them. being pulled into a dark alleyway by the
figure, his hand over their mouth.
Exploration
After their meal is finished, the characters The Second Proposal
are free to wander around the town, as long Once all of the characters are in the
as they keep themselves covered in cloaks alleyway, the figure ducks into a small
that Alavara provides. She explains that wooden door on the side of one of the
without cloaks disguising their appearance, buildings that makes up the alleyway,
the shadow elves will believe outsiders have bringing the party into what looks like a
infiltrated Alfmyr and immediately try to boiler room. He finally throws off his hood,
eliminate them. revealing inky blue skin freckled with stars
and deep purple hair. From the scrolls found
If the characters attempt to steal anything or at the Caverns of the Shadow Warrior, they
make conversation with any of the shadow characters should be able to infer that he is a
elves they see, a fight breaks out. Unless the member of House Phiarlan- Alavara’s rival
characters are able to get away, there is no house.
way they can win a fight against any more
than one shadow elf. For information about “I am Phiarlan Elisen,” he announces with a
the layout of the town, see attached map. dramatic sweep of his hands. Upon seeing the
adventurers’ presumably panicked faces, he
As the characters are exploring the town, if shakes his head.
they roll a DC 10 Perception check, they “No, no, I’m not here to injure you. I know why
that Alavara said she let you in—to find out if
notice a mysterious figure is following them.
there was truth behind that ridiculous conspiracy
If they don’t roll for a perception check, the
theory, yada yada yada. Like hell she believes in
figure knocks over something behind them that. No one believes in that. That’s a tale
and then slips into the shadows; ultimately, teenagers tell each other to spook each other.
the characters will notice the figure. Much No, I know the real reason she gave you access
like their first encounter with Alavara, they to Alfmyr and let you into the ranks of the
cannot see the mysterious elf’s face. shadow elves- and the reason Thuranni attacked
Cloaked in a deep blue robe that swishes Orrinshire, and pinned it on Phiarlan,” he states,
around them when they walk, the figure has confirming what you already knew.

17
The characters should be quite intrigued by Kavrala captured the party to use as spies.
now, but upon being questioned, Elisen The Thuranni plan to use the adventurers to
refuses to say anything at first, as he wants spy on the other towns of the Lhaazar
the desperation of the characters to increase. Principalities to gain intel on the inner
Finally, he relents. workings of the other governments;
ultimately, they plan to have a full takeover
“I’ll tell you the truth behind Alavara’s motives- of the Lhaazar Principalities, exterminating
Thuranni’s motives- upon one condition. The anyone that is not a shadow elf or part of
Thuranni have an oppressive government, House Thuranni. After Nesterin announces
intolerant of anyone who shares a different he has found the spies, the Thuranni will
ideology. That includes those of House Phiarlan. most likely force the characters to do their
In the past month alone, 8 Phiarlan living in
bidding through threats of torture and death.
Alfmyr and surrounding cities have been
executed. And for what? For existing!
Thuranni’s tyrannical rulers must be taken However, with the help of Elisen and the
down. rest of Phiarlan’s help, they promise to
I’m not eager to repeat another war- many of our extricate the characters from this sticky
most loyal soldiers, including my own brother, situation. The party must turn on Nesterin,
died in that. No, we are happy to leave the and Phiarlan infiltrators will then enter from
Thuranni alone, albeit with another in power. their hidden spots to aid the characters in
We know who to put in power- his name is taking down Ciliren and other tyrannical
Elgorin, and he is open to the idea of peace high-level government officials, as well as
between our houses, and rules with both
helping the characters leave.
kindness and discipline. All we need to
implement this change, beneficial for both our
houses, is someone Thuranni already trusts- Once the characters agree, Elisen releases
you,” Elisen explains. the characters back to the Cathedrals of
Enigma, where they should act as normal
If the characters don’t agree immediately, he and give no hint of their impending
provides money as an incentive, up to 500 participation in the coup. For his part, Elisen
GP. After the adventurers agree, he outlines disappears back into the shadows.
the specifics of his plan.
The Party
The party must first use Alavara- or rather, After the party arrives back at the Cathedrals
Nesterin, who apparently holds a high status of Enigma, Nesterin approaches the
as one of the king’s closest advisors- to gain adventurers and tells them about the party.
access to a large party the current Thuranni
ruler, Ciliren, is hosting in two days’ time. “We have the perfect opportunity for you to find
Nesterin is planning to bring the adventurers out the truth about the Shadow Schism. Two
to the party and double-cross them, days from now, the leader of House Thuranni,
announcing that he, Alavara, Fhaornik, and

18
Ciliren, is hosting a party to commemorate to appear as if they are eavesdropping.
Thuranni’s achievements over the past year. Although they receive a few odd looks from
As one of Ciliren’s close advisors, I can bring other elves that are concerned about the
you as my guests to the party as an outside party presence of non-shadow elves, whenever
who has assisted me in some of the missions
this occurs Nesterin returns with a subtle
I’ve had to complete over the past year. No one
demonstration that the adventurers are his
will pay attention to you- I can point out the
highest powers in the room, and you can guests.
eavesdrop.
After the party, you’ll receive the rest of the At some point of time, elves begin making
money you were promised and we’ll send you speeches. These speeches are mostly
on your way,” Nesterin explains. unimportant to the characters; there is no
significant information divulged that will
There are no indicators that he is lying, actually help the characters in this
though the characters know he must be from campaign. When Nesterin goes up to the
their encounter with Elisen. After the stage, he brings the characters along with
characters agree to attend the party, they him.
have another opportunity for a long rest.
Time then skips to the day of the party. “Hello, esteemed fellow elves and the
honourable Ciliren,” he greets, bowing in
It is a surprisingly short walk to the venue of the Ciliren’s direction. “Today, I have found the
party. Nesterin leads you into a grand hall, final piece in our mission, the one we have been
sparkling with just-cleaned marble. It is filled striving towards for the past years. We now have
with elegant elves, quietly making conversation a source of intel, allowing us to anticipate
and fluttering about. defenses of the Lhazaar Principalities town.
Our resources spent on the attack on Orrinshire
were not for nothing, my friends. We have
If the characters look, they see no Phiarlan
gained these adventurers, the perfect spies to let
infiltrators- though this can be attributed to
us know the inner workings of the governments
the fact that shadow elves are master spies of the other towns in the Lhazaar Principalities,”
and thus cannot be spotted by anyone who is Nesterin concludes. He gestures to you, and
not an expert. Nesterin points out some guards begin to make their way to the stage.
important figures in the room that might
have information about the true cause of the If the adventurers have not yet turned on
Last War and the Shadow Schism. Nesterin, they should do so now with the
cue of the Phiarlan infiltrators jumping out
For the first hour of the party, in which more from the pillars (it is a testament to the skills
and more elves seem to be arriving, the of the shadow elves at hiding that they went
adventurers are mostly left to themselves. previously unnoticed). The characters have
To act as if they are obtaining information, the opportunity to fight Nesterin, who
they should go around the room in an effort carries only a shortsword.

19
After defeating Nesterin, the If the characters decide to loot the various
characters are able to watch the Thuranni dead bodies on the ground, the following
and the Phiarlan fighting. At some point, items are available, as shown in the magic
even more Phiarlan swarmed the building, items table:
so that the number of Thuranni is roughly
equivalent to the number of Phiarlan. Magic Items Table:
Watching the two opposing groups of Qu Item
shadow elves fight is a stunning sight. They ant
are somehow both ruthless and graceful at ity
once; and each elf possesses an elegant
3 Spell Scroll (Minor Illusion) (common,
fighting style that no non-elf could ever DMG7 200)
wish to have. The battle goes on for hours;
the characters can participate in the fight, 4 Armor of Glint (splint) (common, XGE8
136)
but they should be made aware that it is
unwise to fight an armed shadow elf, some 1 Wand of Pyrotechnics (common, XGE
of the most powerful assassins alive, on their 140)
own. However, they can assist the Phiarlan
1 Medallion of Thoughts (uncommon,
in the fight as long as they are teaming up DMG 181)
with someone else. Roll 1d8 and refer to the
encounters table below to determine each 1 Ioun Stone (Leadership) (very rare,
DMG 176)
fight.
Episode 2 Encounters: 5 Potion of Climbing (common, DMG
187)
Ro Encounter
ll 1 Moon-touched Sword (greatsword)
(common, XGE 138)
1 Against 2 Thuranni, with 1 Phiarlan
3 Spell Scroll (Chromatic Orb) (common,
2 Against 1 Thuranni, with 2 Phiarlan
DMG 200)
3 Against 3 Thuranni, with 2 Phiarlan
3 Unbreakable Arrow (common, XGE
4 Against 1 Thuranni, with 3 Phiarlan 139)

5 Against 4 Thuranni, with 1 Phiarlan 7 Potion of Healing (common, DMG 187)

6 Against 2 Thuranni, with 2 Phiarlan 1 Mace of Smiting (rare, DMG 179)

7 Against 3 Thuranni, with 5 Phiarlan 2 Oil of Etherealness (rare, DMG 183)

8 Against 6 Thuranni, with 6 Phiarlan 2 Spell Scroll (Web) (uncommon, DMG


200)

7
Dungeon Master’s Guide
8
Xanathar’s Guide to Everything

20
such a horrendous sight as the battle of shadow
elves. However, I hope it will sooth you to know
After the Fight that this is ultimately worth it. Many lives, both
shadow elf and mortal, will be saved under the
After the fight has ended, the floor is littered new government we’ve created, bringing peace
with the bodies of defeated elves and the and prosperity to every shadow elf. I thank you
shards of soul crystals. It breaks one’s heart for your help. We could not have accomplished
to see the beautiful gems ruined, but the this without you.”
souls will soon be born into a new
generation of shadow elves. The adventurers Upon saying this, he rewards the characters
have another opportunity to loot (see “Magic with the promised amount of money, and
Items Table”), but not for long. promises them assistance whenever they
need it. With this, the adventurers are free to
Elisen soon approaches you, beaming. From the embark on their next journey.
smile on his face, it’s clear that Phiarlan has
emerged victorious.
XP
“We’ve defeated the oppressive regime of
Ciliren!” he exclaims. “Elgorin is the new ruler Award standard XP for any foes defeated.
of Thuranni. You seem dismayed at the loss of Additionally, characters should receive 400
life that occured here, and I am sorry for the fact XP for the completion of this episode.
that mortals such as yourselves had to witness

21
Appendix A

Alavara:​ Alavara is an elite elven archer. She is a chaotic neutral medium humanoid.
Armor class:​ 16 (studded leather)
Hit Points:​ 66 (12d8 + 12)
Speed:​ 35 ft.
STR: 14 (+2); DEX: 19 (+4); CON: 13 (+1); INT: 16 (+3); WIS: 14 (+2); CHA: 10 (+0)
​ erception + 7, Stealth: +6
Skills: P
Senses:​ Darkvision 60 ft., passive Perception 17
Languages:​ Elvish plus any one language
Challenge​: 3 (700 XP)
Arcane Shot (1/Turn).​ When the archer hits a creature with a ranged weapon attack, it can apply
one of the following effects to the target in addition to the damage of the attack:
● Grasping Arrow. T ​ he target takes 7 (2d6) poison damage, its speed is reduced by 10 feet,
and it is overwhelmed by brambles, taking 7 (2d6) slashing damage the first time on each
turn it moves 1 foot or more without teleporting. The target or any creature that can reach
it can use its action to remove the brambles. Otherwise, they last for 1 minute.
● Shadow Arrow.​ The target takes 7 (2d6) psychic damage, and it must succeed on a DC 13
Wisdom saving throw or be blinded until the start of the archer's next turn.
Fey Ancestry. ​The archer has advantage on saving throws against being charmed, and magic can't
put it to sleep.
Magic Arrows.​ The archer's ranged weapon attacks are magical; Mask of the Wild. The archer
can take the Hide action when lightly obscured by natural phenomena.
Actions:
Multiattack.​ The archer makes two attacks with its longbow;
Longbow. Ranged Weapon Attack:​ +6 to hit, range 150/600 ft., one target. ​Hit:​ 8 (1d8 + 4)
piercing damage.
Rapier. Melee Weapon Attack:​ +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.
Piercing Arrow​ (Recharge 5-6). The archer looses a magic arrow in a 30 foot by 1 foot line,
passing harmlessly through objects and ignoring cover. Each creature in the line must make a DC
13 Dexterity saving throw, taking 17 (3d8 + 4) piercing damage on a failed save, or half as much
damage on a successful one.

22
Almirajs: Almirajs are a variety of Fey rabbits with spiral horns emerging from their foreheads.
Quite common in the Feywild, they were considered a garden-variety animal. While considered
stupid and predictable by some, they are also fearless, and when forced to fight they can be quite
dangerous. If properly commanded, they will ram against their enemies, stabbing them with their
horns.
Armor Class:​ 12
Hit Points:​ 7 (2d6)
Speed:​ 40 ft., burrow 15 ft.
STR: 7 (-2); DEX: 14 (+2); CON: 10 (+0); INT: 3 (-4); WIS: 13 (+1); CHA: 7 (-2)
Skills:​ Perception +3
Damage Immunities:​ poison
Condition Immunities:​ poisoned
Senses:​ darkvision 60 ft., passive Perception 13
Challenge:​ 1/4 (30 XP)
Charge. If the al-mi'raj moves at least 20 feet straight toward a target and then hits it with a horn
attack on the same turn, the target takes an extra 2 (1d4) piercing damage. If the target is a
creature, it must succeed on a DC 10 Strength saving throw or be knocked prone.
Magic Resistance. The al-mi'raj has advantage on saving throws against spells and other magical
effects.
Actions:
Horn. Melee Weapon Attack:​ +4 to hit, reach 5 ft., one target. ​Hit: 4​ (1d4 + 2) piercing damage.
Teleport. The al-mi'raj magically teleports, along with any equipment it is wearing or carrying,
up to 40 feet to an unoccupied space it can see.

23
Topis: A topi is a type of small undead, created by shrinking a corpse to two feet tall, then
cutting out its heart and replacing it with a live poisonous snake in a leather bag. They are
chaotic evil, and they are vicious creatures who are extremely dangerous and can only be
controlled through force or threats. Additionally, topis are immune to some spells. They can
attack with their claws (1d6 poison damage, 1d6 piercing damage).
Armor Class:​ 10
Hit Points:​ 5 (4d6)
Speed:​ 20 ft.
STR: 9 (-1); DEX: 16 (+2); CON: 10 (+0); INT: 15 (+3); WIS: 5 (+1); CHA: 3 (+1)
Skills:​ Perception +3
Damage Immunities:​ poison, some spells
Condition Immunities:​ poison, some spells
Challenge:​ 1/2 (50 XP)
Long Jump. When a topi makes a long jump, they cover a number of feet up to their strength
score if they move at least 10 feet on foot immediately before the jump. When they make a
standing long jump, they can leap only half that distance. Either way, each foot they clear on the
jump costs a foot of movement.
Bite. ​Melee Weapon Attack: +5 to hit, reach 5 ft., one target. ​Hit: (​ 1d1) piercing damage plus
(2d4)poison damage. The target must make a DC 10 Constitution saving throw, taking the poison
damage on a failed save, or half as much damage on a successful one.

24
Weretigers: Weretigers are lycanthropes in tiger form. Usually female, they are sleekly
muscular and agile. They tend to hide from civilized society, instead immersing themselves in
the wild, but they will occasionally take up arms for a cause they believe in. Weretigers devote
time to the practice of the magical arts.

Armor Class:​ 12
Hit Points:​ 120 (16d8+48)
Speed:​ 30 ft. (40 ft. in tiger form)
STR: 17 (+3); DEX: 15 (+2); CON: 16 (+3); INT: 10 (+0); WIS: 13 (+1); CHA: 11 (+0)
Skills:​ ​Perception +5, Stealth +4
Damage Immunities: ​Bludgeoning, Piercing, and Slashing From Nonmagical Attacks Not Made
With Silvered Weapons
Senses:​ ​Darkvision 60 Ft., passive Perception 15
Language: ​Common (can’t speak in tiger form)
Challenge:​ ​4 (200 XP)
Shapechanger. The weretiger can use its action to polymorph into a tiger-humanoid hybrid or
into a tiger, or back into its true form, which is humanoid. Its statistics, other than its size, are the
same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true
form if it dies.
Keen Hearing and Smell. The weretiger has advantage on Wisdom (Perception) checks that rely
on hearing or smell.
Pounce (Tiger or Hybrid Form Only). If the weretiger moves at least 15 feet straight toward a
creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 14
Strength saving throw or be knocked prone. If the target is prone, the weretiger can make one
bite attack against it as a bonus action.
Actions:
Multiattack (Humanoid or Hybrid Form Only). In humanoid form, the weretiger makes two
scimitar attacks or two longbow attacks. In hybrid form, it can attack like a humanoid or make
two claw attacks.
Bite (Tiger or Hybrid Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. ​Hit:
(1d10 + 3) piercing damage. If the target is a humanoid, it must succeed on a DC 13 Constitution
saving throw or be cursed with weretiger lycanthropy
Claw (Tiger or Hybrid Form Only). Melee Weapon Attack: + ​ 5 to hit, reach 5 ft., one target. ​Hit:
(1d8 + 3) slashing damage.
Scimitar (Humanoid or Hybrid Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one
target.​ Hit:​ (1d6 + 3) slashing damage.
Longbow (Humanoid or Hybrid Form Only). Ranged Weapon Attack: +4 to hit, reach 150/600
ft., one target. ​Hit:​ (1d8 + 2) piercing damage.

25
26
Appendix B

Soul crystals: Soul crystals are found nowhere else in the world besides the mines of
Alfmyr. These gems are the holders of the race of the shadow elves. Each soul crystal, depending
on its size and quality, can contain from one to one hundred souls. As long as the gem is
contained in its original rock formation, these souls lie dormant. However, after it is excavated,
the souls are free to be born. When a shadow elf becomes pregnant, a soul from a nearby crystal
enters the woman to await the birth of the child.

27

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