DM Playbook for Thornkeep Journey
On here is only for DMs and will have spoilers to add items to the story. Here is a breakdown of how I have it laid out for the players to travel and get the best story. I call out when players level and other details for DM's to use. I designed the encounters and experiences for four (4) players at a slow pace. I wanted to tell a story and give the players to really come into their characters. I did not want them to feel like leveling was happening after every encounter. Doesn't give you time to invest in what your character can do. I will update this blog as I go through the rest of the story.
Step by step of Story
Encounter – Goblins Attack Wagon Ahead
CR Rating – 3
XP – 1,400
Seek Commander Ariane at Blue Basilisk Hall.
Make sure you have Samuel Green (Thelsterex) talking with Commander Ariane.
Tells you about Garhal Silvercrown and that she needs proof you found him.
Then sends you to Shander at the Green Forest Inn because he has a lot of information.
Shander tells the party that he overheard Filero’s boy talking about seeing some goblins go in a secret entrance.
Tells you where Filero lives.
Encounter – Find Filero
CR Rating – 3
XP – 1,600+1600 (For Saving Filero)
After saving Filero he gets his son to tell you what he saw. Then shows you the way to the entrance.
At the Entrance
Tell Players – As you walk up to the entrance you can see that bushes have been cut down. The door of the entrance looks old with beautiful artwork of a goblin with a crown on his head and sword in hand riding a dragon.
Players can tell more with an L Dungeon check of 15, this will tell them it is a goblin design and about 600 years old.
Sense Magic does find it magical.
Players can tell more with a Spellcraft check of 15, this will tell them it took a magical key of some kind to open this door.
Encounter – The Accursed Halls
CR Rating – 2
XP – 6200+1200 bonus XP
Per Player 1850xp
https://drive.google.com/file/d/11Q3MjcEvCjF7XYL4leJdE-Qj9bR8y591/view?usp=share_link
https://drive.google.com/file/d/13p0hZp9vdUFMMs12TNiRFCUrCG17N4se/view?usp=share_link
https://drive.google.com/file/d/1nlR7NoF9ybhF1oU93SNUYRLPIdEwTevJ/view?usp=share_link
https://drive.google.com/file/d/1BmFHdMFE6ZNroAK9Mg8Y9GYv0b-YtTJU/view?usp=share_link
Players hit Level 2
The door of Seven Stars
A large stone door stands before you. On both sides of the door are two cloaked figures holding swords on two stands. On the side of the door are stars going to the top of the door. Above the door is an eight-sided half-diamond shape. On it is writing on each side you don’t know (goblin – counts to eight). On the door is a star in the middle with a circle going around it. Around the circle are seven slots. Around that is writing that you do not know (Goblin – hand them the paper).
Sense Magic does find it magical.
Players can tell more with a Spellcraft check of 15, this will tell them it took a magical key of some kind to open this door.
The door won’t open with just the seven gems. The players will have to the Amulet of Zog’s Star.
Amulet of Zog’s Star – Amulet of Natural Armor
The amulet has a goblin with a crown on his head and a sword in his hand with a star behind him.
Page 500 for details.
The letter tells them to go find Skull-Bashers’ Den.
After figuring out the text on the door and heading back to restart the inn. The innkeeper Shandar asks if you are saying awhile? Offers you a place to stay with more room but tells you that the place is haunted from what guests have said. Tells you more about the house having a lot of room for gear and anything else.
Shandar tells you to talk with Brother Eldrast if he has any key to how to clear spirits. He tells you he will be a one of two places. At the temple or the Thirsty Ogre, but he bets money on the Thirsty Ogre.
Brother Eldrast tells them only water will help melee weapons hurt spirits and tells you if you give him 20gp right now he will make you some.
Encounter - Haunted Callanro House
CR Rating – 3
XP – 3200 XP
After claiming your new home and resting for a few days. Party gears up supplies in search of the Skull-Bashers’ Den that is west of Castle Baskreel.
Samuel Green (Thelsterex) meets them outside their new house and asks to come with them because he is writing an adventure book. Tells them he needs more inspiration for it. Samuel Green (Thelsterex) won’t help them fight unless half the party is down.
The party can hire a guide from Hunters’ Lodge or the Tribe.
If the party has someone with survival check it should not be an issue.
Shandar tells the party that ogres hunt at night and that it is better to try to sneak in at night time. Also warns not to go too near the Castle Baskraal due too wyverns.
Party makes their way north to Castle Baskraal which takes 3 hours to travel up Dagger Road. From Castle Baskraal to the Skull-Bashers’ Den will take 4 hours to travel through the forest.
There will be three (3) fights on this trip to the Castle Baskraal.
1 Assassin Vine - Bestiary 22 CR3 800xp
2 Bugbears - Bestiary 38 CR4 1200xp
1 Forest Drake - Bestiary 2 107 CR4 1200xp
https://drive.google.com/file/d/1_NSMnZ89v1h4AHIpU5M0066xkclHTUW7/view?usp=share_link
The party needs three successful survival checks of 15 to arrive at the Den.
If they fail the check it takes an extra hour to arrive and another fight.
1 Assassin Vine - Bestiary 22 CR3 800xp
When the party arrives at the Skull-Bashers’ Den read the following.
During the night
As you look at the cave entrance from a distance you can a campfire with two figures sitting by it. A thunderstorm is coming in from the north making booming echoing sounds through the forest. You can see a well use path leading up to the cave.
During the Day
As you look at the cave entrance from a distance you can a campfire with 8 figures sitting by it and another 3 at the entrance. Dark clouds can be seen to the north of the cave. You can see a well use path leading up to the cave.
If party decides to go during the day give them a chance to run.
Encounter - Finding the Amulet of Zog
CR Rating – 3
XP – 7600 XP
Per Player 1900xp
https://drive.google.com/file/d/1BiooBGJXPzeSJEKI98W9R6YfVnOUPCbw/view?usp=share_link
https://drive.google.com/file/d/1Pd1-nOGjCarYIlRI_q-5vMQ-lIk_puTT/view?usp=share_link
Make sure Samuel Green (Thelsterex) doesn’t fight but makes jokes or says “yes more of that” when they are fighting.
After finding the Amulet of Zog repeat #12 in reverse.
It will still be raining when the party gets out so it is a total of 14 hours causing them to make camp somewhere after eight hours.
After arriving back in Thornkeep nothing stands in the player's way to go back into the Accursed Halls. Once they are there with the Amulet of Zog open the door to the Forgotten Laboratory.
Samuel Green (Thelsterex) continues to go with the party.
Encounter - The Forgotten Laboratory
CR Rating – 4
XP – 12400 XP
Per Player 3100xp
https://drive.google.com/file/d/1ETBINlLZYZQZ3LTLuJqzsW8b3t3Miz2y/view?usp=share_link
In B10 the door of the south wall is in rough shape. The animated object destroyed the markings on the door. The party can not access the next floor without the magical item to unlock the door.
With a perception check of 20 you can tell this needs a what looks to be an outline of a shield with a key on it.
The shield can be found at the Red Shield Tavern Fort in Inevitable and it is missing the key. The Shield is the map to the key found at an old Zog Gobling Outpost which Davon Stonde knows the location.
In Krenar’s small chest are his notes on the door and it reads the following.
Krenar writes “On the door it talked about a magical shield and key. The two would combine to form what I need to pass this stupid door. From what I found out the people think this is Dinwood’s shield who was a local hero. Fools all of them! This is a shield of the Kingdom of Zog. My scouts say it is at the Red Shield Tavern in Fort Inevitable. This place is always busy due to the Hellknights. Can’t just walk in there and take it. My scouts tell me there is a group called The Seven Foxes who dislikes the Hellknights. Been trying to find them for months now with no luck. I need someone to make a scene to alert the Hellknights so I can steal it. Now thinking about it if this shield doesn’t have the key where is it? Also, side note Snarltongue needs a good beating for questioning me or may just kill him now. No killing him now means I will be stuck with the other stupid goblins. Well, this is a reminder.”
Players hit Level 3
After resting and stocking up for the trip to Fort Inevitable. It will take the party six (6) hours by foot and two and a half (2-½) by horse. On this path to Fort Inevitable from Thornkeep to the wye in the road is a bandit and goblin country. Hellknights only patrol up to the wye in the road. Samuel Green (Thelsterex) is still with the party and asks them where they come from as they travel and during battle.
There will be three (3) fights on this trip to Fort Inevitable.
Bandit Gang - CR4 1200xp
Goblin Worg Riders - CR5 1600xp
2 Bugbears - CR4 1200xp
https://drive.google.com/file/d/12M7cm4E3aazUQqUiJwka_n945Vb41Jbb/view?usp=share_link
Searching for a way to get the Zog Shield
Two Ways to receive the shield from Red Shield Tavern.
Make sure Samuel Green (Thelsterex) second-guesses the party but quickly says it is your choice. Samuel Green (Thelsterex) likes playing mind games at the party.
Talk to Embra Morsk about getting the shield.
Pass a Diplomacy Check of 20 (Indifferent check plus 5)
Bonus Exp if party is successful with this check of 1200xp.
Find the Seven Foxes to create chaos to pull the Hellknights out of the Tavern.
Gain the trust of one of the supporters to set up a meeting with the leader of Seven Foxes.
requires a Diplomacy check of 15.
People to seek (Don’t tell the party let them do the leg work.)
Taeserle at Caerlin’s Vineyard.
Anden Kettlefoot at Kettlefoot Mill
Abenrnard Royst at Abernard Royst’s House
Kallon Poldmar at Poldmar Stables
Leader
If one of the people above has a successful Diplomacy Check. Let the party know a letter was slipped into their pocket. Don’t have the people above tell them where it is at.
Letter in the pocket.
“I have writing engrave on me, but I'm not paper. I mark a spot, but I'm not a map to treasure. I have names and dates on me, but none of the present. Boxes I hold of ancestors past and someday the present. A vault where Thander can be seen.”
The location is the North Gate Cemetery in the Vault of Thander. Kallon Poldmar will be waiting for them in the Vault.
Kallon welcomes them into the secret chamber. Kallon will talk with the group, but when they ask for him to make a seen he declines.
Kallon tells the party you need to do something for me first. Then tells the party that Taeserle’s mother Caerlin knows a location of a unplundered wizard’s tower in Mosswater. He goes on to tell you to take Taeserle with you to find the tower. Her mother will give her the map of mosswater, but only by word where it is.
Sweeting the deal if party doesn’t think they want to do it but half the magic gear is yours to keep.
Traveling to Mosswater is 9.5 miles from Fort Inevitable. It will take five (5) hours by foot or by wagon that Kallon sets up for you. When you pass the Mosswater bridge the road gets very foggy and slows travel down. This will take the trip to a six (6) hour trip instead.
Samuel Green (Thelsterex) tells the party he is sore from traveling and will wait at the inn for them to return.
Two encounters happen on the road. See “On the Road to Fort Inevitable” for details.
Bandit Gang - CR4 1200xp
Goblin Worg Riders - CR5 1600xp
Arriving at Mosswater is hard to see due to the fog. This will slow the parties' movement down.
If one of them wants to see if the fog is caused by my magic.
Sense Magic does find it magical.
Tell the party the following.
“As you walk into the once lively Mosswater. All sound around you leaves the town almost like passing into a chamber of a great hall. The road under your feet has been greatly affected by the elements through the years. The fog is so thick that you can’t see more than 15’ in front of you.”
The party needs a successful survive checks of 15 to arrive at the desired building. If not choose a random building for them to show up at.
Other buildings are on the PDF for the Encounter.
At Teo’s Magical Blood Wizard Guild tell the players the following.
“This building stands completely untouched with no missing walls or growth from the elements. There are multiple skeletons from large creatures at the front door. Which looks like a standard double wood door.”
If party wants to see if the building is magical.
Sense Magic does find it magical.
Also if any Evil Alignment who tries to touch or enter the building is hit with a Flame Strike Trap.
Flame Strike Trap CR6 2400xp
Type magic; Perception DC 30; Disable Device DC 30
EFFECTS
Trigger proximity (alarm); Reset Yes
Effect spell effect (flame strike, 8d6 fire damage, DC 17 Reflex save for half damage); multiple targets (all targets in a 10-ft.-radius cylinder)
The building is completely safe for anything that is not evil. If players are in the building and ask the evil characters in the building to disable the trap for them. Or you can try to disable the device.
In this building the party will find magical gear shown on the PDF for the encounter. If they search the library they can find Teo’s text about his guild, his location, and points of interest, and warnings.
Guild - Teo writes “I made this guild after coming back from another plane and running into Joule Telsa. She had incredible magic power and thought me so much. In return I had to help her find who she was because she could not remember. Back to the guild it was created to give young wizards and sorcerers a place to learn new spells. I put in place a couple of defenses to the Guild Hall. First of I put Flame Strike on the outside of the guild. This one made Mayor Norli mad just because a few evil people died trying to get in. What did she want me to send them to another plane? To my defense, I put up a sign saying don’t touch. The second defense is Solid Fog that is casted when Mosswater is attacked. Joule and I created an item to increase the spell. If I am not here there is only one way to turn it off. Go to the orb in the middle of the main hall and say “Teo is the greatest”. No, I did not make it that it was Joule poking fun at me.”
His Location - “I am in the Zho Mountains for research and don’t know when I will come back. There is an orb there that can summon dragons from what rumors tell me. I want to know how it works so I can take out Thelsterex!”
Points of Interest - The words of Teo.
Kingdom of Zog - “Where to start with this Kingdom. The King of Zog was pure evil. The King of Zog and a green dragon named Thelsterex caused chaos in this region. There are a few areas of the old Kingdom of Zog places. There is the main castle Baskraal where the King called home. A forgotten keep just northeast of the castle and it is currently in control by a very Lich. North east of Fort Inevitable there is a goblin fort. I placed a key there that went to a shield for safekeeping. There are also the dungeons under Thornkeep. There is a warning that the King of Zog will come back again, but goblins are dumb and will believe anything.”
Misted Vault - “This is an ancient vault of the Azlanti exiles. Full of magic wonder, but very dangerous! If you haven’t mastered Ice Storm or Dimension Door do not try to search for it. Two guild members have fallen to the vault. Stay safe out there.”
Emerald Spire - “ I haven’t done much research on this spire. I know adventures have lost their lifes trying to gain it’s riches. So stay away until I can join you.”
Warnings - “To guild members be careful of Thelsterex. He will hunt down the strongest people he can find to challenge them. Once he kills them he takes thier body as a trophy. There are two factions to be careful with one being the Ripping Chains. They are crazy and want to raise the failing Kingdom of Zog. The other is the Vemon Toads deep in the forest. As long as you don’t bother them they won’t hunt you. Be careful my young guild members.”
Encounter - Mosswater (Day or Night)
CR Rating – 4
XP – 10000 XP
Per Player 2500xp
Encounter PDF Later
https://drive.google.com/file/d/1320F6iiBVvhMZtVQtptLRhFBE8f7mFEL/view?usp=share_link
Players hit Level 4
After gathering the magical items and resting up at the Guild Hall. Go back to #22 for the random encounters back to Fort Inevitable.
Two encounters happen on the road. See “On the Road to Fort Inevitable” for details.
Bandit Gang - CR4 1200xp
Goblin Worg Riders - CR5 1600xp
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