The Dominator — Livestream Dungeons and Dragons Campaign Play, Character Profiles, and Video Archive

This blog contains an archive of live streaming games from The Dominator campaign GM’d by yours truly and originally streamed on Twitch. It’s also an introduction to the heroes of The Dominator — Guy, Heruj, Lucious, Maaradeth, and Terron.

A continuation of a traditional D&D campaign, The Dominator is an unofficial, original OGL module created for 12-20th level characters which I will be publishing for free on this blog as a part of my larger D&D OGL blog series. This module is not an official WOTC product, nor is it affiliated with any WOTC IP. The Dominator is, instead, a campaign adventure designed to fit seamlessly into any game in which the players earn the ire of a powerful evil wizard. The adventure is a result of this wizard’s lust for vengeance against the players. In our case, the evil wizard A. is calling in a multiversal hit against the players to one of the nastiest, vilest villains in all the worlds.

The Dominator will run on Friday nights about once per month starting at around 9 PM EST. Its live stream will be viewable at my collaborator Ted Burgess’s Twitch page. We look forward to hanging out with you there!

Adventure Opening Story

SPOILER ALERT!! WARNING! SOME SPOILERS FOLLOW! PLAYERS IN THE DOMINATOR CAMPAIGN MAY WISH TO AVOID THIS SECTION!!

After earning the ire of A. — one of the most powerful undead wizards in the multiverse — the players discover they are now the target of A.’s chief adventurer-hunter — The Dominator. Our heroes have thus fallen into The Dominator’s web of dark design. A cunning hunter and the implement of A.’s vengeance against our heroes, The Dominator lures them into a dangerous series of adventures. These journeys follow a deadly path that ultimately leads to The Dominator’s own Nether Realm. A demi-plane turned to deadly hunting grounds in which the players become game in a Great Hunt.

The Dominator and his Nether Realm hosts a rogues’ gallery of powerful and malign entities he’s invited to take part in a demented series of entertainments. The first is enjoying feasts and other delights while viewing the Nether Realm through various scrying devices as adventurers struggle to survive through its numerous dangers. This sport includes the placing of bets on who will live to face each night’s new hunt. The second event, The Main Event, is a nightly Great Hunt in which the Dominator and all his guests participate in an evil game to capture and kill the heroes trapped in the Nether Realm. Those who succeed in killing adventurers take back trophies, treasures, and may earn special prizes from their host. These cigar-smoking fiends, monsters, and scoundrels greatly enjoy the entertainments The Dominator provides. They also cheer uproariously if the heroes manage to slay or defeat one of their fellow hunters. Such is their depravity and disregard. It is the most dangerous and risky sport-hunting of all — this hunting of heroes.

Here we chronicle our heroes’ epic struggle to escape and defeat this twisted and terrible evil.

END OF SPOILER ALERT!!

Character Profiles

What follows are the character profiles for Guy, Heruj, Lucious, Maaradeth, and Terron. Presently these heroes are all level twelve. Having survived a great adventure, they begin the campaign as victors over one of A.’s terrible dungeons. As they continue, they will begin to face the lures and snares The Dominator sets out for them. It’s worth noting that this group has developed a strong sense of player camaraderie as most of the present members played for about three years together to reach their present level.

Guy Pirodost is a Human Hunter Ranger. Touched by an ancient, frog-like wilderness spirit of might and bravery, Guy is often inspired to plunge straight into the fray with crystal flaming longsword and a magical shortsword swinging. A good friend who enjoys a brawl as much as the next guy, Guy is a happy-go-lucky fellow who’s both a barrel o’ fun and a great friend. If he’s a bit lacking in the self preservation department, nobody’s going to criticize.

Guy’s Token

Heruj is a towering humanoid elephant Druid of the Land. Marked by a tiger-like jungle spirit of nobility and honor dedicated to the destruction of evil, Heruj is both a gentle protector and a fierce wild warrior. Bearing a petrified wood Staff of the Woodlands, Heruj commands the mighty forces of nature, summons its elements and creatures, and can transform himself into a great variety of creatures. A traveler from lands afar, he often finds himself in awe of the worlds’ wide array of peoples and cultures. As a jewelry aficionado, Heruj bedecks himself with various finery. He is particularly enamored to bedecking himself with trunk-rings.

Heruj’s Token

Lucious is a fiercely intense Tiefling Bronze Draconic Sorcerer. A master of powerful magic, Lucious channels mystical energy both from his draconic and diabolical aspects. Not one to cross, Lucious is known to enact vengeance on those who’ve wronged him. His spirit guide is a snake-like being that grants him cunning, subtlety, fire. Not that Lucious needed extra fire. But he certainly got it. Wielding a magical lute that channels this fiery magic is just icing on Lucious’ death metal cake.

Lucious’s Token

Maaradeth is a terrifying and awe-inspiring Aasimar Paladin of Conquest. A mighty defender and expert mace wielder, Maaradeth uses both her magical mace and her awesome presence to terrorize her foes, freezing them in place with fear or causing them to flee in horror. Aiding her is a battle-hungry wild spirit in monkey form. This being is infected with great battle-lust and its overwhelming spiritual force floods over enemies like an angry geist. Despite the fear she inflicts on her foes, Maaradeth is a noble and just person. She sometimes just gets carried away in battle. Who can blame her? Who dares?

Maaradeth’s Token

Tarron Naehorn is a glib and jocular Wood Elf Drunken Master Monk. Whether on a quest to find his lost brother or to reach the bottom of the next barrel of ale, Tarron’s about as guaranteed to come up with some heavy-hitting action as the hangover is to follow the all-night-binge. You can count on Tarron’s thunderous fists and deadly magical staff to hit just as hard and they’re about as guaranteed to deliver a knock-out punch. Terron’s guiding spirit manifests as a proud and graceful bird. This mystical beast grants Terron both preternatural alertness and the ability to run across flows of air. Tarron just wishes it would shut the hell up. Especially in the morning.

Tarron’s Token

Setting up The Dominator

The above players have participated in and completed a traditional WOTC campaign. This game has transported them all the way to level 12 as they foiled a world-rending plot by an evil undead Wizard. For your background, I’m posting the final two games in that campaign here.

Episodes

Below is a prepared archive for livestream play of The Dominator campaign. This high level game will begin at 12 and take players all the way through level 20 (and higher). It is a module series specifically designed for high level play and takes into account players expanded capabilities at this level. Expect new monsters, unique magic items, story hooks for characters in play, a superhero style story arc, and combat encounters balanced to challenge powerful characters and experienced players.

Episode 1 — Desperate Pleas and Deadly Lures

Pending…

Last Notes

For now, we conclude our gaming archive and related character profiles for The Dominator. Return for updates and new video archives occurring about once a month. Also, I’ll be updating our character profiles when the situation warrants. Thank you for stopping by!

If you’re interested in using our free-to-play campaign materials for your own games check back at this blog’s Gaming Studio regularly for updates. I’ll be posting Game Master materials for this campaign there over the coming weeks starting with an adventure intro and a player’s guide, then moving on to adventure modules in the larger Dominator story arc.

Final note — as a bit of trivia, this campaign was originally run by me as a 2E D&D adventure in the early-to-mid 1990s for a group of friends and family. So it’s nostalgic for me to be both re-running the adventure and to be posting it here for your enjoyment and gaming pleasure. Thank you all!

Helkey 35 — Ambush at Wind-Sun Isle, Hell’s Platform

Sun Shepherd plows through another towering wave as the storm howls its fury over them like some enormous beast. Dark clouds above fill with spider-webs of lightning. Water and spray, ripped into jagged fingers by the vessel’s powerful forward speed, lash out at them — pounding the bridge windows. The sturdy ship shrugs off the assault, cleaving implacably through the angry waters, the clean hum of its electric drives — a constant counter to the roaring wind and waves. Mori’s got his grip glued to his “oh shit!” handle. Without it, he’d be careening around the bridge compartment of the swaying vessel like a pin ball in one of those retro arcade games. The metal brief case containing his magical rifle — held firm against his chest. His stomach does a rollercoaster-style tumble as Sun Shepherd drops into another trough. Damn fortunate whoever designed this vessel didn’t cut any corners. He’d have ripped the fucking handle off by now.

Mori glances up toward Beatrice standing beside Finn at the helm. She’s perfectly balanced without holding onto anything. The swaying and jolts do nothing to throw her. A graceful surfer riding through this crazy climate-change-enhanced storm. Her sleek, angelic form seeming to know where the ship will move ahead of time. Mori grins, imagining his wife as some female version of the Silver Surfer. Yeah, his girl’s just about that badass. She’s even got her eyes closed — shifting her gaze out through omnis scientia — ready to warn Finn of the next big wave. The sensor’s a few hundred feet ahead. Mori’s magic-sensitive eyes pick it up as a floating ball of light amidst the spray, the waves, the rain.

Karl and Franz are both buckled in. Earlier, they’d distributed fancy life-vests from beneath the seats. Now everyone’s wearing one of the puffy orange things over their clothes — complete with whistle, strobe, and geo-locator. Mori doesn’t want to think about using the damn things. Being ejected into that sea state would be, well, Hellish. His gaze flickers over Karl and Franz. Though they’re ship’s hands and have probably made this passage scores of times, they’re holding on about as tight as Mori. Franz has his eyes glued to the bow. Karl’s staring at the bridge ceiling, refusing to look at the waves, as his jaw works — chewing on some gum he plopped into his mouth a few minutes before. The sight of the two, obviously suffering the same anxiety as the rest of them, isn’t reassuring.

From The Wrath of the Seas by Ivan Ayvazovsky.

Beside him, Ivan and Glenda are also strapped in tight, holding on against the storm’s assault. Glenda’s alert, her eyes bouncing between Beatrice, Sadie, and Ivan. Her mouth — a concerned frown. Her face displaying hurt, anger, outrage. Yet fearless. Mori finds himself comforted by her courage. That girl’s something else. Putting everything on the line to save her asshole father. I feel for her. But I’ve really got doubts. Mori grits his teeth as his gaze locks on Ivan. The Russian oligarch’s face is a slack glower. That same emotionless mask Mori’d grown to hate. Bastard’s at last in control of his sea-sickness. That or he’s puked himself out. The boat throws Mori’s stomach through a loop as it slams into another twenty-foot wave face. Maybe he’ll be next to lose his lunch.

Mori’s not sure how Glenda’s earlier outburst is affecting ol’ Ivan. But he’s pretty certain the jackass is going to do them a bad turn. Confronting him with both good-will and reason produces nada. Sadie’d only managed to rope him in on their wild expedition to Heaven by making him feel special. Like this trip to Heaven is some kind of goddamn birthday present. Sure, she’s using him to distract Asmodeus as Myra runs roughshod into Hell. But Sadie, like Glenda, genuinely wants to help the bastard. She’s right. His transformation atop Furze Bank, his wounding by Pride Eaters’ claws should’ve been a wake-up call. Ivan, at times, shows fear. Regret. But these moments of potential awakening inevitably fail. Ivan’s just too corrupt, too cynical to take a good turn. Mori gets the feeling the Russian’s circling back to his usual power-games. Shapechanger — Glenda’d called him.

That rat-bastard’s a ticking bomb. Glenda’s right. This is his intervention. But Ivan’s gotta want it to work and he’s addicted to something worse than any drug. Power.

Mori can sense that power-lust wafting off Ivan. Like the smell of alcohol off a drunk. Ivan’s expression gives Mori’s stomach a worse jolt than even the massive North Sea waves threatening to devour Sun Shepherd. His cop instincts — going off like gang-busters. The way he treats his own daughter… Like she’s supposed to grow up into corruption and become like him. It’s just sick. That shred of love for Glenda Mori sensed in him earlier — now seems little more than a counterfeit.

Asmodeus chose this fucker for a reason. Sadie’s assurances or no, if Ivan does anything to hurt Glenda, if he shows any sign of turning again, I swear I’m gonna knock his ass out.

Mori’s eyes cut back toward Sadie. Her onyx skin glistens with an angelic sheen, seeming to glow in each lightning flash. Her face — somehow continuing to radiate calm goodwill as she braces through the storm. She reaches out a hand, grasps Glenda’s arm. Glenda’s face lifts, shedding some of its hurt and anger. Sadie’s the best. Always trying to do a good turn.

Beep! Beep! Beep! The alarm on Mori’s watch goes off. It’s 7:00 Berlin time. Shit! Mirror Specter’s on its way! Mori glances about the cabin. Beatrice spins on him, her eyes wide. Well, I guess everyone’s gonna see it.

“No help for it now!” Mori growls to Beatrice, then thrusts himself upright. He turns to everyone. They’re all looking at him, temporarily distracted by his sudden agitation. “You’re all about to see something strange! A kind of magical ghost! We’re going to talk with it for about a minute! Pay us no mind!”

Glenda frowns speculatively, like she’s working out a puzzle. Franz’s eyebrows shoot up in surprise. Ivan’s head tilts forward. A small grin appears on his face. That’s a problem.

“You just said you’re going to talk to a ghost and to pay you no mind?! The one doesn’t go with the other!” Karl shouts.

Beatrice ignores him, turns to Finn. “You’re on your own for a few minutes!” She shouts against the roaring wind and waves.

“I really need you!”

“I know! No helping it!” She waves a hand over her form in explanation. Finn looks at her sidelong, doesn’t get it. Then, the magic of Mirror Specter begins to grow up from her. The sliver tattoos traced on Beatrice’s skin gleam with moon glow. Her hair swirls — lifted by magical force. Light fills the cabin. Everyone but Sadie stares at Beatrice in shock as sparks begin to spill out of her name curse. They hit the deck, smoke for a moment, and then from the smoke rises the ghostly form of his daughter — Myra Helkey. She’s wearing a D20 shirt, has a clean look like someone who just had a shower — shiny. Her name curse is also sparking. Sending out streamers to connect with Beatrice. Her hair, pulled back in a pony tail, seems to drift about weightlessly, as if she’s floating in water. It’s the only visible hint about where this Mirror Specter is coming from. Good.

“Hey Mom, Dad! Other people!” Myra as Mirror Specter says, glancing about the cabin. “I’m about to go…”

Beatrice lifts a hand. “We have an audience!”

Myra’s Mirror pauses, “Yep! Noticed!” She scans the group, takes in the raging storm outside for the first time. The Mirror Specter floats above the deck — untouched by the swaying Sea Shepherd. “Oh… That’s a really bad storm!” A strand of her hair drifts lazily in front of her face. Ivan’s beady eyes glint as he stares. Mori can practically see the clockwork turning over in his skull. Tic, ticking through details.

“Yeah, better make it quick for now!” He says. No use in keeping his voice down. It’s like they’re on stage.

Myra’s Mirror snaps back into action. “Right! Then I’ll just tell you the basics! My better half made it past the beach! She’s now with a group of… kindred spirits! Two blues! A Vila! She just defeated some Poachers!”

“Excellent!” Beatrice says. She’s lifting a hand out, stroking the light form of Mirror Specter. The gesture is heart-rending. Mori knows how much Beatrice misses Myra. How concerned she feels for her as she faces down Hell pretty much all alone. “A Vila! That’s a perfect complement!” Beatrice turns to Mori nods.

“Fanfriggingtastic!” Mori replies. “She’s near the Wisp Fields?!”

“Just at the southeast end. About fifteen miles from Overseer.”

“Fuckin-A!” Mori whoops. “Yeah! Tell her to start her rebellion against those slavers!”

“You think she’s ready?!” Beatrice casts her concern back toward him.

“Babe, you know each day brings new risks! Sooner is better! Plus, a Vila!”

Beatrice nods, glances back at their dumbfounded onlookers. Mori’s pretty sure they’re not cluing in at all. All except Sadie who’s watching on with a bemused expression. Excellent! “Then urge her to push on! I hope she remembers enough… of what we discussed before!”

Mirror-Myra lifts a hand, gives a mock-salute. “Got it! I’m off to H…” She glances again at her audience. “Then I’m off! See you tomorrow at the same time! Love you both!!”

Beatrice’s glow flickers, then goes out. Mirror-Myra disappears — swirling off down her connection with their daughter. Down, down into Hell where Myra’s probably reacting to her own magical set of alarm bells. Beatrice shares a final glance with Mori, lets out a long breath, brushes off a tear. With a stiff nod, she turns back and closes her eyes. All-in-all it went pretty darn well. Except that last bit at the end where Myra’s Mirror almost said “Hell.” He’s pretty sure no-one picked up on it. Based on Ivan’s puzzled expression, Finn’s curious side-long glances, and the befuddled expressions on the faces of Glenda, Karl and Franz, they pulled this little Mirror Specter briefing off with flying colors and no-one’s the wiser.

“I’m watching again!” Beatrice shouts to Finn.

He grunts acknowledgement, then glances at Beatrice. “I’m not going at ask!” He shouts against the storm.

Beatrice laughs. “Better not!”

“Oh what the ever-living-Hell was that??!” Franz shouts.

“You heard her! No questions!” Finn replies. “Now let’s get through this beast!”

Glenda clamps her mouth down on a question she was about to ask, looks enquiringly to Sadie, but doesn’t say anything. Karl keeps chomping on his gum, shrugs. Ivan raises his free hand to his chin and scans the cabin with his reptilian gaze.

Sun Shepherd clambers up another monstrous wave. It feels like climbing a rocky, moving hill. Outside, the sky darkens, the pace of lightning flashes intensifies. Mori shifts his sight to omnis scientia. Through it, Sun Shepherd looks small and vulnerable amidst the churning waves. The fast resupply vessel for Wind-Sun Isle straining at its design limits in the brutal storm. Overhead, a ghostly light appears. The storm hollows out ahead of it, forming a circular corridor through the clouds. A black shape like a dragon with a Nightmare-as-helicopter for its head flies through the tunnel above them. As it approaches, the wind briefly slackens, pulled into its great, demon-formed wings. The roar above them grows, the darkness outside deepens as the Nightmare casts its shadow.

“What the ever-loving-fuck!!?” Karl shouts as he sees it.

“That’s the Curse Rider!” Beatrice cries out. “His Nightmare uses the storm!”

“Fuck! I’m watching it now. What if it sees us?!” Mori instinctively clenches, anticipating the storm-enhanced-Nightmare’s descent. Body and wings of storm spread above them. He feels like a mouse tossed about on a bit of driftwood beneath a raptor. The shadow begins to pass. Mori feels a moment of sweet relief. It missed us! The wind picks up. The Nightmare’s lashing tail, a frigging waterspout, sweeps by about two hundred meters starboard. Winds, flung back out of the Nightmare roar across the waves. Seas build behind the Nightmare as waves stack together into a massive swell.

“Finn! It’s coming!” Beatrice shouts, then points.

Finn, who’d stared wide-eyed as the Nightmare passed overhead, snaps out of his fear-daze and tilts Sun Shepherd’s nose in the direction of Beatrice’s outstretched hand. Toward the enormous wave he can’t yet see. Through omnis scientia, Mori watches the wave build to forty, fifty, sixty feet. The collision alert goes off, sending its klaxon blare through the bridge. A roiling wall of white and blue engulfs the magical sensor running ahead of Sun Shepherd. Mori snaps his eyes open in time to see its daunting form emerge off the ship’s bow. It looms like a cliff, its face is shadowed, hollow.

“Brace! Brace! Brace!” Finn shouts. Everyone clenches tighter to their hand-holds. They’re all already strapped in. Except Beatrice. She reaches a hand out, grabs a handle on the console. The bow pitches down into the trough. Above them, the wave begins to break as its top explodes into a mass of foam. Shepherd’s bow lifts, rises to thirty, forty, fifty degrees. Mori’s pressed back into his seat. Finn looks like an astronaut strapped into his captain’s chair. Beatrice dangles by one hand from her handhold which is now above her head. All across the console, read warning lights are blinking. Powerful engines roar shooting twin rooster tails behind. Its hull groans. The bow pierces the breaking wave and again they are submerged. The churning motion of the wave causes Sun Shepherd to pitch. “Grrrrrrrhhhhh!!” Finn growls as he wrestles with the helm to turn Shepherd upright. Blue water is visible through both front and rear windows. Little rivulets leak down the rear doors leading to the well. Shepherd groans from the pressure, steadily tilts back toward vertical, then explodes through the giant wave’s back. Shepherd’s bow slamming onto the storm-tossed sea surface.

Everyone lets out a breath they didn’t realize they were holding.

“Fuck! Fuck! We’re fucked!!” Glenda curses as she breathes out, then opens her clenched eyes. Ivan, meanwhile, looks like he’s about to get sick again. Even Sadie’s tensed up.

“She’s a strong ship!” Finn shouts from his captain’s chair. Sweat beading on his brow betrays his intense focus. “Made to weather the North Sea and make the fast cargo or personnel runs to and from Wind-Sun! Never you worry! She’ll hold together!” His voice is cracking a bit from the strain. Mori’s not sure if it’s reassuring. He can tell Finn’s just about as scared shitless as Glenda. Whether from the storm, from the supernatural shit he just witnessed, or both, Mori can’t tell.

Beatrice drops back onto her feet as the ship settles. Out of everyone, she seems the most steady. She turns to Mori, lifts her free hand, then points toward the Nightmare boring on through the raging storm. “Where’s it going?!” She shouts to Mori above the waves and engine noise.

“I don’t know, babe! We’re following it!” Mori replies, then turns to Finn. “What’s out that way?!”

“Trekke Pa, Wind-Sun! That’s about it!”

“Trekke Pa?!” Sadie asks. Mori’s gut does another roller-coaster dip — and not from the pitching deck.

“It’s a huge oil platform!” Finn shouts.

“How far off?!” Mori asks. “Can we avoid it?!”

“We won’t crash into it! If that’s what you mean!”

“No! Can we go around!? Stay out of it’s way!?” Mori can feel the fear starting to rise again.

“Not by too much! Not in this mess! We’re already pretty close! Don’t want to get thrown off course!”

Mori’s eyes lock with Beatrice’s. “I think Glenda’s right!” Beatrice says, her face falling as she watches the Nightmare’s waterspout tail whipping back and forth like some oceanic version of the twister from The Wizard of Oz in front of them.

“What?!” Finn asks.

“Yeah,” Mori replies. “That Nightmare’s heading straight for the oil platform! We are fucked!”

“It’s an ambush!” Beatrice shouts back. “Get ready!”

********

Gibbons Crane whoops and laughs maniacally as his Nightmare leaps from the helicopter and into the oil platform. He cracks his electric whip. His worb grinds down on the captured wisps, feeding the demon still more energy. The demon flickers with dark lightning as it courses through the metal struts. Its energy whirls out and down. The oil platform crew looks on in horror. Floats, masses of machinery atop the platform, tentacle-like lines running down to the ocean floor — slurping up Hellish fuels from a wound driven into the sea bed, all shudder and begin to transform. The Nightmare drinks deep of crude and gas. It cries in triumph as it taps great tanks of the corruption juice stored in Trekke Pa’s structure. It yammers with glee as it slurps down the polluting substances travelling up through lines reaching the sea bottom.

The structure groans. Oil leeches out of joints and seams to cover its body. Turning from light-bedecked and red-painted steel to black. Hellish flesh bulges throughout. Terrified crew are engulfed, swallowed up, crushed into its new form in sprays of blood and entrails. Gibbons feasts upon it all. “Yes!!” He shouts in ecstasy, then kicks the helicopter off the fleshy deck and into the storm-riled North Sea. Sinking down beneath the waves. Forgotten. The platform grows scales. Spines rise out. Floats merge into a monstrous squid-like head. Lines rip from the sea floor bottom to become tentacles. A great, bulbus eye sprouts, casts out a baleful gaze. Metal and machinery form mad and mottled patterns along its two-hundred-foot long body. Lights shatter. Oil spills through its skin, belches from its mouth. The Nightmare, the ocean, everything is soon covered by the viscous fossil fuels.

From the Deepwater Horizon on Fire. Image source here.

Sparks fly from shattered lamps, fire takes hold, blazes across the oil. A great raging inferno leaps over it and onto the water. Gibbons stands astride the enormous monster, gripping a spine with one hand, lashing his electric whip into the air with the other. Oil platform no more. Now Hell’s Platform. A Nightmare fully transformed into a horror straight from the inner-most-bowels of a ruined world. The oil spewing from the creature, fountaining up through the waves out of ruptured fuel lines, spreads darkness and fire across the ocean surface. The disaster. The storm. The Nightmare monster. The environmental ruin. All combine to draw the eyes of demons. Five Pride Eaters lift their hands. Tear at the space between Hell and Earth with their enormous claws. Their spirits come to float alongside Gibbons and his Nightmare. The pollution and fires lick their forms into being. They latch on to the great Nightmare body, becoming riders of an Eldritch Horror.

Gibbons points out over the raging sea. He knows the location of his prey. He can sense them just miles off through the raging storm. “There!” He shouts to the beast. “There is our quarry! Go now! We will take them!” The Nightmare tips forward, plunges through water and fire. tentacles ripple behind. Gibbons, the demons, the Nightmare tear through the storm. A form of fire, gushing oil, writhing tentacles like towers. Behind them — a black and burning wake.

********

Maxwell Plann, famous climate scientist by day, moonlighting mage by night, and friend to Sadie and Glenda, stands in the Bill McKibben control room overlooking a churning North Sea. A stocky, unassuming figure, Maxwell lifts a hand to adjust his polarized aviator glasses against another bright flash of lightning as rain batters the window in front of him.

The control room, named after a prominent climate activist who envisioned a full transition to clean energy decades before it became a popular rallying cry of environmentalists, is part of a larger structure jutting out from a man-made island. The island — Wind-Sun Isle — is a platform for twenty massive wind turbines. It forms a hub in a constellation of a thousand more across the North Sea. Every inch of the one square mile island’s surface is covered with solar panels. Running through the island are tunnels filled with water turbines that tap the North Sea’s waves and currents. Together these turbines and panels collect enough electricity to power half of Germany each day. Pushing it out as clean current to mainland Europe. Transforming it into renewable hydrogen in the various electrolysis plants dotting the Island. Considered an impossibility just a decade ago, Wind-Sun Isle is an amazing feat of engineering science and act of faith combined. It represents the answer to a Hellish climate in the form of energy from Heaven. A place that will fall to the waves as glaciers continue to melt — unless the world answered in kind with enough energy from Heaven to replace the nightmarish fuels from Hell.

Hope facing off against tragedy.

Maxwell marvels at the place. Revels in its triumph of science and engineering combined. He’d seen pictures of Wind-Sun Isle on the web many times. His presence here came at the request of his associate Sadie. He’d arrived just one day ago. Now he worries about his friends — Sadie and Glenda. The storm has transformed the North Sea into a horror of gigantic waves, falling bolts of lighting, and torrential rain. He’s pushed his magical senses out along the path of Sun Shepherd to finally find it wallowing in the raging seas. Its progress — hampered by the constant pounding. Though just five miles off Wind-Sun, and nearing Trekke Pa, the waves and terrible current are holding them at bay.

“They’re running late,” he says, turning toward his companion — Freja Pedersen.

“Expected, they’ll be lucky to make it here by full dark through this mess.” Freja replies. She towers over the stocky Maxwell. Her long, blonde locks pulled back into a braid. Freja’s an administrator and chief engineer for Wind-Sun. She’s also one of Maxwell’s network of global contacts.

“Maybe it’s time to send out an escort?” Maxwell motions to his left. Outside is a bay housing two solar-electric ships. Bright Spark and Ray Wind. Sisters to Sun-Shepherd. They bob in the wind, waves, and rain even in the enclosure. Freja has them charged up and ready in the event that they’re needed to aid Sun Shepherd.

“Maybe…” Freja says, considering.

Then, out over Trekke Pa, the sky turns bright red. Lit up by a terrible explosion. The flames briefly silhouette a towering form in the darkness. Black as pitch. Flaming. Spewing smoke and shadow. Black tentacles leap up from the fire surrounding it. Then, the great monster, no longer just an oil platform, tips sideways into the North Sea. Burly waves splash and roil around it. Tentacles and burning expulsions of oil swarm behind. That monstrous flaming form — knifing directly toward Sun Sherpherd.

Maxwell doesn’t hesitate. He knows a Nightmare when he sees one. Knew Sadie, Mori, and Beatrice had probably attracted just such a terror. “I’m heading to Bright Spark! Tell Jans I’ll be aboard in less than five!”

********

Mori feels like he’s going to barf.

Sun Shepherd slams over another huge wave. Spray and rain fly. Out ahead, in the darkness, a red light gleams like a demon’s eye. Underbellies of cloud flicker with intermittent firelight. The flickering grows brighter, larger. Oily smoke rises up into the sky ahead. Darkness deepens as smoke joins cloud and gathering dusk. Something massive. A shadow in the belly of flame and smoke begins to take shape ahead. A shape like a knife of fire and darkness — pointing directly toward Sun Shepherd — emerges.

“What is that!?” Karl shouts, his eyes wide with naked fear.

“The Nightmare. Death… pouncing,” Beatrice replies. Mori can see her eyes shifting to a more determined cast. He knows she’s checking her energetic vessel. They’ve had hours to refresh since the train. I’m back to about a third full. She’s probably about the same. Sadie might have half. Not enough. No-where near enough.

“Nightmare?!! Death!? Pouncing!!??” Karl shouts again. Hysterical. He’s got his eyes glued to the rapidly growing form. Its firelight flickers across his face. His own face — a rictus of fear — appears demonic in the hellish glow. “We’re dead, dead… DEAD!!!

“Everyone! Steady!” Finn shouts. “Someone give me an option!”

“Can you turn the vessel away from it?! Speed up?! Try to outrun it?!” Mori shouts.

“If I turn sidewise to a twenty foot plus swell, we’ll start rolling! I don’t know how many rolls she can take!”

Mori spins toward Sadie. “Can you protect Sun Shepherd from the waves, make it stronger against rolls?”

Sadie’s eyes glisten. She nods. “It’s a solar vessel. My magic will work more strongly with it. I can try.”

“Good!” Beatrice shouts as she plants her feet, then lowers a hand to grab the console. “Best do it now! We’ve got to find a way out of this Ambush! And that Nightmare — it’s coming fast!!”

Out ahead, the Nightmare leaps over a wave as it rushes toward them. Its two hundred foot long, squid-like body covered with metal protrusions, leaking flaming oils, becoming fully visible for the first time. Behind it, a mass of tentacles whip out, flinging smoke, fire, shadow. The shape rises about fifty feet into the air, seems to hang on the wind for a moment, then slams down. Spray, fire, oil splash out from it in a multi-colored explosion.

Karl sees it. Bends over. Covers his eyes. “Dead… dead… dead…,” he whimpers.

In the rising firelight, Ivan’s beady eyes flicker. Mori gets the impression of a predator, at bay for now, just waiting for the right time to pounce.

(New to the Helkey multiverse? Haven’t yet read the first chapter? You can find it here: Helkey 1 — The Memory Draught.)

(Looking for another chapter? Find it in the Helkey Table of Contents.)

(Enjoying the story? Want to help support the continuance of this tale? Please like, share and subscribe.)

Gish Optimized 6: The Barbarian Hellblade Tank, Myra Helkey

So it’s time to crack open our Dungeons and Dragons books again for another episode of Gish Optimized! Because D&D is much more fun when you Gish! And boy are we going to Gish today — in the form of a fantasy character as a D&D character build! She delivers some big booms, a lotta splat, serious tankage, and a heapin’ helping of Hellish sizzle!

Welcome to the Barbarian Hellblade Tank — Myra Helkey!

Thus far in our build series, we’ve explored two straight-classed Gishes — the Stab and Smite Dexadin and the Battle Sorcerer. Both pack a serious punch and demonstrate the 5e truism that you don’t have to multiclass to kick serious character optimization butt in D&D. We’ve also explored three dip Gish builds — the Hexblade-Fighter, the classic Fighter-Mage, and the Tempest Cleric-Storm Sorcerer. All dip builds included just 1-3 levels in their secondary class.

For our Barbarian-Hellblade Tank, we’re going for another dip. We’re just taking one level in a second class — Barbarian — to help enable an explosive piñata style tank that is also primarily a caster.

“Explosive pinata, what the eff does that mean?” you ask?

It’s exactly what it sounds like! This tank basically blows up in the faces of bad guys who beat on it. Now doesn’t that sound like fun? Yeah! Explosive pinata! Say it with me now! Sounds like Mustafa! Explosive pinata! And for our explosive pinata tank, that one level dip in Barbarian is going to carry one helluva lot of beefy, damage-soaking weight. The rest, the ice shards piercing bad guys, the shields of magical fire and cold, the temporary hit points stolen from each fallen foe, will be delivered by the nineteen levels coming from Warlock.

Now let’s jump into it!

Myra Helkey as Explosive Pinata Hellblade

Our new build gets its RP cred straight from the Helkey modern fantasy series that many of you have been enjoying here. Though this build will not perfectly mirror Myra Hellkey’s abilities from Into Infernia, it will provide you with a powerful full caster who’s capable of laying down severe blasts of magical power, of delivering some rather devastating NOVA damage, and, most importantly, of tanking like a champ on the battlefields of D&D. With these goals in mind, we’ll leverage both the Hellishly cool mojo of Myra from our series and the D&D ruleset to give you a great template for combat and RP fun in your games.

Myra steals both secrets and powers from devils. IRL, Myra would side with Ukraine in its existential struggle against the diabolical Vladimir Putin. A conflict that forms one back-drop of this modern fantasy tale.

Story-wise, our Myra gains her magical powers through her name curse tattoo. This source of magic is not a Warlock’s fiendish pact in a strictly traditional sense. Instead, Myra has been gifted by her mage parents with the ability to steal power from fiends — either by slaying them directly or by sheltering souls the fiends have taken in her name curse. These souls, in turn, gift Myra with magical energy. In past role-play, I’ve described Myra taking souls from slain fiends (which end up residing in her shadow, perhaps to be redeemed later) and by liberating the souls of the damned in the lower planes (which end up in her name curse, perhaps to be resurrected or carried to the celestial realms later).

This build is heavily lower planes themed. However, the character’s backstory, I find, works great for almost any campaign. Since there are many ways to render and describe Myra Helkey mechanically in D&D 5e, our guide here will be the first of many for Myra. One made more enjoyable owing to its improbable nature. A Fiend Warlock that steals power from fiends — tipping the tables against them. The build also makes excellent use of a Barbarian dip, often considered non-optimal, to great effect. A reverse Elric of Melnibone — in which the soul-sucking nature of fiends comes back to haunt them. Our version of Myra here is thus a rough-and-tumble Paladin — by other means. It often feels like pulling off a major coup to play her. I hope you enjoy her as much as I have.

Level 1 — Strength, Charisma, Constitution, Dexterity, Half-Elf, Barbarian

Starting with ability scores, the first thing we notice is we’re really, really MAD. We need Charisma for our spellcasting, we need Strength for our melee because man are we gonna melee, and we need Constitution because we want to be tough. In addition, we want a decent Dexterity because we don’t want to have a terrible AC. We also want max Strength and Charisma at high level. That’s a lot. But don’t fret! We have an awesome build plan that’s gonna make all this MADness work out for us. We’re just going to have to do some serious ability score gymnastics to accomplish our admittedly ambitious goals.

We begin with Strength — which is our first primary statistic. Using point buy, we dump 9 points into the physical might and prowess attribute. This gives us a 15 before we begin to tap into our racial bonuses. We’re taking Strength all the way to 20 (unless we gain a Belt of Giant Strength as an item drop, of course) and this buy gives us a great start. It also empowers our melee strikes. Since we are taking Fiend Warlock, not Hexblade for our main class, Strength is going to do a lot of work to help us stand tough in close fights. To this point, we’re not going to avoid close fighting. Instead, we’re going to run right into most fights with a high confidence in our power to take a literal crap-load of incoming physical punishment. Hell yeah! Because our Myra Helkey is a real scrapper. Indeed!

For our next stat, we drop 7 points into Charisma. This gives us a 14 before we access any of our race’s ability modifiers. Charisma’s our casting stat and we don’t want to neglect it. Sure, we’re going to be amazingly tough and badass in melee combat. But we are a Gish after all. And by level 6 we gain access to some seriously heavy blast effects. In addition, we have access to the wonderful Eldritch Blast and related supports. To fail to leverage our caster side in this build would be to hand in our Gish card. And we really don’t want to do that.

Moving on to Constitution, we drop 5 points into the stat for physical toughness and resiliency to end up with a total of 13 before any adds from our race. We’re not as heavily concentration focused as some of our other builds (which we’ll discuss more below). However, we do need the HP since we’re going to be wading into melee quite a lot. And though we don’t rely on any specific set of concentration magic, we may want to avail ourselves of a number of wonderful spells from the Warlock list like Hex, Shadow of Moil, or Spirit Shroud, from time to time.

We’re going to rely on our physical toughness, on our magic, and on the Fiend Warlock’s ability to generate temporary hit points for our main defense. However, we don’t want to have absolutely terrible armor class. Since we’re main-lining a Greatsword for our primary weapon and won’t have use of a shield, and since we’re stuck with medium armor from Barbarian, we want at least a halfway decent Dexterity. I’m gonna go ahead and drop 4 of our remaining points into Dexterity. This buy gives us a 12. We won’t max out medium armor. But starting with a 15 AC together with scale mail and all our other fun features ain’t half bad.

Myra prepares to enter Hell.

After being considerably MAD, we are only left with 2 points to spend on Intelligence and Wisdom. I’m not comfortable dumping Myra’s Int, so I’m going to drop these last 2 to get her a 10 in the smarts stat. That leaves Myra with an 8 Wisdom. I’m cool with her having a lower Wis. She’s always getting herself into trouble in fiction. A low Wisdom in-game lets us really lean into this RP characteristic.

So before choosing our race, we end up with 15 Str, 13 Con, 12 Dex, 10 Int, 8 Wis, and 14 Cha. A solid spread and yet somehow not stretching ourselves too thin.

Moving on, we go ahead and take Half Elf for our race. In RP, Half Elf works great as Myra Helkey is the daughter of the angelic and fey Beatrice Lushael. We could go Aasimar for this RP theme. But I’m more partial to Half-Elf both mechanically and story-wise. For one, Myra’s father, Robert Mori, is Human. Second, Beatrice comes from the very Fey Heaven that is Oesha. Third, Half-Elf gives us some great stats to help us out.

Adding in bonuses (+1, +1, +2) from Half Elf, we boost our Strength to 16, bump our Constitution to 14, and increase our Charisma to 16. Our final ability scores are Str 16, Con 14, Dex 12, Int 10, Wis 8, Cha 16. These are solid stats. From Half-Elf, we also gain Darkvision, two extra skills (which we can trade for 5 feet of extra movement or a wizard cantrip, though I’m partial to the extra skills or movement, myself), advantage on saves against being charmed and magic can’t put us to sleep.

Now at last we come to class. We’re a Gish. But for our first level in this build we are going all in for Barbarian. We’ll never see another level in this class again. But at first level, we get a lot from the Barb. Our starting HP is 14. Wof! We pick up Scale Mail for a 15 base AC — about average. But we’re not too worried given our combined Rage and high HP. We gain proficiency in Strength and Constitution saves. We grab a Greatsword. For ranged attacks, we pick up hand axes or javelins. And, perhaps most importantly, we gain Rage which effectively doubles our Hit Points relative to physical attacks, buffs our damage, and gives us advantage on Strength checks while raging. In RP, I describe Myra’s Rage as an effect of her magical name curse tattoo. Of course this is pure fluff. But, again, I find this distinction from typical Barbarian Rage to be a fun story element.

Overall, at first level, we have nothing to complain about. Our strong ability scores, high HP, ability to Rage and versatility coming from Half Elf are our high points. We might lag a bit behind pure class Barbarians. But we’re no slackers. Our unique capabilities, however, begin to manifest as we progress to level 2.

Level 2 — Fiend Warlock, Eldritch Blast, Armor of Agathys, Dark One’s Blessing

Here we gain access both to our magical nature and to a rather unique combination that I’m calling the explosive pinata tank. To access this new talent, we take level 2 in Fiend Warlock. Immediately, we gain two Cantrips. I’m taking Eldritch Blast and Light. I enjoy Light for its utility and as a party aid. I often run into parties where members lack Darkvision — which can be a real impediment in dungeons if a light source isn’t available. Eldritch Blast is pretty self explanatory here. It immediately provides us with a medium range attack that does decent damage and scales quickly as we level. We can’t use it while we’re raging. But when we’re raging, we’re also tanking. Just in case we need a ranged attack, we keep a few javelins or hand axes at the ready.

We also gain access to two spells. I’m leaning toward picking up the thematic Burning Hands for a blast. Although Arms of Hadar might be a better choice. In any case, we grab a blast of some kind to give us an AOE option. The second spell, however, is pretty crucial. Armor of Agathys both gives us a resilience buff in the form of 5 temporary hit points (THP). This spell requires no concentration. And it lasts for 1 hour. Due to our short rest spell recharge, we can cast this spell multiple times per day. Combined with our two rages, Armor of Agathys gives us a serious edge as a Tank. Here’s how it works. Right now, we have 21 Hit Points. When we Rage, we take half damage from physical attacks. When we cast Armor of Agathys, we gain an additional 5 THP. And when we are hit, our attackers take 5 cold damage so long as some of the THP from Armor of Agathys remains. With rage active, it turns our 5 points of THP into an effective 10 THP for physical attacks. This means we are more likely to deliver that 5 cold damage multiple times. So attackers are taking damage from hitting us. Their hits are less effective due to our Rage. And we are also smacking them around with our Greatsword for 2d6+5 damage as we Rage. Explosive pinata!

Armor of Agathys — Ice Armor with a bite.

Moving on to our Fiend Pact, we get a nice cherry on top of our, already strong, resiliency suite as we gain Dark One’s Blessing. This power enables us to pick up 4 THP every time we reduce an enemy to 0 hit points. It doesn’t stack with other sources of THP. But it can give us a carry-over effect. For example, say we enter combat with six kobolds. We have Armor of Agathys already cast. We Rage and run into battle smashing one to bits. We gain 4 THP that doesn’t matter, because we still have 5 THP from Armor of Agathys. All five kobolds attack. Two hit. The first does 6 damage (reduced to 3 because we Raged) and the second one does 5 damage (reduced to 2 because we Raged). Typically, the first hit would take down our Armor of Agathys. Since we Raged, our spikey ice armor survives the first shot. This means that we have now killed two Kobolds as our Armor of Agathys delivers 5 cold damage to each. We’ve taken zero damage off our base HP. Our Armor of Agathys goes down from the second hit. But, we now have 4 THP because our Armor of Agathys killed the second Kobold that hit us. Only two Kobolds remain. They get lucky and we miss our attack. They attack us, again getting lucky and hitting twice. They each do 4 damage. Because of our Rage, we again lose none of our base HP. It all gets taken off the THP we gained from Dark One’s Blessing. Next round, we kill one of the Kobolds and recharge our THP to 4. The last Kobold crits us for 8 damage, which we turn to 4 because of Rage. Then on our turn, we kill the last Kobold and recharge our THP again. So far, we’ve taken 27 damage, reduced to 13 because we Raged, reduced to zero+4 because we racked up 17 THP in total. In addition, two of the hits against us killed enemy attackers.

Explosive pinata, baby!

Level 3 — Agonizing Blast, Hex

At level 3 we pick up Eldritch Invocations from Warlock along with a new spell and our second Warlock slot. For our first Invocation, we take Agonizing Blast. Devil’s Sight is somewhat less useful for us than for the Hexblade-Fighter as we won’t be leveraging magical forms of darkness to gain advantage very often. We also like to have the powerful ranged option provided by Agonizing Blast during the times when we are not raging. Our second spell slot also gives us a number of helpful options. We can, for example, cast Armor of Agayths prior to combat, wade into battle, on round 1 cast an AOE like Thunderwave, Burning Hands or Arms of Hadar. Then, for our bonus action, we activate rage and begin tanking. For our third spell choice, we pick Hex which allows us to further buff our Eldritch Blast to 1d10+1d6+3 when we are not raging. This provides us with a nice switch-hitting option and adds versatility to the character.

Level 4 — Pact of the Blade, Shatter

Reaching level 4 we hit level 3 in Warlock — granting us our Pact. Since we are an explosive pinata style tank, we immediately jump on Pact of the Blade. Now, our attacks count as magical with this amazing weapon we summon from mid-air by invoking the power of our name curse (err… patron). We set aside our second invocation at level 3, so we go ahead and immediately use it to buff our summoned Hellblade with Improved Pact of the Blade — granting us a +1 Greatsword. Mechanically badass and thematic.

Our Warlock spell slots bump up to level 2. Armor of Agathys delivers 10 THP and 10 damage to attackers that hit us in melee. Assessing our tankishness, we’ve probably accessed Half Plate for 16 AC, our base HP is 35 or about in line with the fighter/ranger average. Armor of Agathys gives us 10 THP and Dark One’s Blessing grants 6 THP when we reduce a creature to 0 HP. Rage effectively doubles both our Hit Points and THP against physical attacks. While raging and while Armor of Agathys is up, we also deal about 23 damage per round assuming our Greatsword attack lands and we’ve been hit once. With Rage ongoing, we can expect Armor of Agathys to reliably last for 2-3 hits or more, resulting in 20-30+ single target damage while also effectively absorbing 20 hit points of incoming fire. When Armor of Agathys goes down, we can still boost our survivability through Dark One’s Blessing (at 6 THP per pop) so long as we can land hits and reduce critters to 0 HP.

Last of all, for our new spell choice, we pick up Shatter. This choice grants us another, more powerful AOE which we can use to good effect just prior to activating our Rage.

Level 5 — Great Weapon Master, Misty Step, Mirror Image

This level isn’t as big for us as for many other builds, mainly due to the fact that we dipped into Barbarian right from jump. That said, level 5 does bring with it a number of major perks. First off, we gain a feat/ASI and we use it to pick up Great Weapon Master. Now, we can subtract 5 from our to hit roll to add 10 to our damage. In addition, we can use a bonus action to deliver another attack after we roll a critical hit or reduce a creature to 0 HP. These features provide us with another boost to our melee damage.

Picking up a new spell slot gives us access to the mobility-enhancing Misty Step. We don’t tend to use it as much as other builds due to a combination of high Strength and access to Eldritch Blast. But we have it for a rainy day when we need to get into or out of trouble quick. Eldritch Versatility also allows us to retrain one spell. We use this ability to switch out our level 1 AOE for Mirror Image. Now we have another spell we can cast in addition to Armor of Agathys that does not require concentration and is compatible with our Rage. It also adds to our tankiness. So we’re all over it.

Level 6 — Thirsting Blade, Fireball

At level 6 we get a big boost. First, we pick the Thirsting Blade Invocation. This grants us two attacks per round with our Greatsword. In addition, we gain a new known spell. We pick Fireball from our Fiend Warlock spell list.

By now, in addition to having access to a solid tanking ability, we also have some powerful offensive options. We can enter combat with Armor of Agathys pre-cast to give us 15 THP and 15 explosive pinata damage. On round 1, we might cast Fireball, then bonus action to Rage. If, on a subsequent round, we score a critical hit with Great Weapon Master, we do an average of 46-76 plus 15 reactive damage if we are hit once for a total of 61-91 damage on a NOVA round. Very solid damage for a build that leans more heavily toward tanking.

Our tanking at this level is also pretty badass. We have 49 base HP. But adding in 15 THP from Armor of Agathys brings us to 64. Our Rage effectively doubles our hit points against physical attacks. Due to Rage, our reactive damage from Armor of Agathys likely lasts for 2-3 hits or more for a total of 30-45 off turn damage. Our Dark One’s Blessing adds 8 THP every time we reduce a target to 0 HP. These THP additions now happen more often with our extra attacks and Fireballs.

Level 7 — Dark One’s Own Luck, Fly

By level 7 we pick up a little boost to our saves and ability checks in the form of Dark One’s Own Luck. I’m partial to saving this clutch ability to add a d10 roll onto a failed save or concentration check. We’re already a little weak on our Int, Dex, and Wis saves. Dake One’s Own Luck helps to fill that gap and shore up a major vulnerability. For our spell choice, we gain some amazing mobility options by picking up the Fly spell. Fly allows us to zoom around the battlefield while spreading havoc with our Greatsword or Eldritch Blasts if mobility is something we decide we need.

Level 8 — Eldritch Smite, Fire Shield

Rolling into level 8 we gain another set of enhancements to our explosive pinata style tank. For one, our key Armor of Agathys jumps to 20 THP. With our base HP at 63, Agathys gives us an effective HP of 83. This compares to a typical Barbarian of this level at approx 85 with the addition of reactive damage. We can’t Rage as many times as the Barb’ so we need to choose our moments. But when we do, we are a serious impediment to foes that try to blow through us. Armor of Agathys lasts for at least 3 hits against most physical attacks while we rage for an average of around 60 reactive damage. We are also now getting 10 THP additions from Dark One’s Blessing. This is all pretty amazing for a tank.

For our new Invocation we pick up Eldritch Smite. I’m honestly not as jazzed about Eldritch Smite on this build as I am with other melee Warlocks. However, if we do manage to land a critical hit, we can burn one of our precious spell slots to add 45 average damage to that single strike. Overall, this net effect is lower than casting Armor of Agathys while raging and taking physical hits. But there are encounters when we will find this extra potential critical hit damage more effective — for example, when we need to take down a big bad, when enemies are resistant to cold damage, or when we are dealing with an encounter when we are mainly dealing with energy-based damage and our Rage ability isn’t as effective.

Speaking of energy damage, we look to add some options for resistance in this category and gain some additional reactive damage by picking up Fire Shield for our spell selection. With both Armor of Agathys and Fire Shield active, we can deliver a total of 20+2d8 reactive damage for an average of 29 each time we are hit so long as Agathys is still up. If we’re in combat against a creature that does Fire or Cold damage, and we have the wherewithal to apply Fire Shield to help deflect this damage, our combat tankishness also gets a boost.

Level 9 — 18 Strength, Counterspell, Wall of Fire

At level 9 with get another ASI. If we don’t have Gauntlets of Ogre Power or a Belt of Giant Strength by this time, we boost our Strength to 18. If we do have one of these highly desirable items, we can either increase our Dexterity to 14 and gain some much-needed AC, or we can increase our Charisma to 18 to further buff our spells. I’m more partial to option 2, but you do you.

Assuming no magical Strength enhancement, the ASI boost to 18 gives us 2d6+7 damage with our Greatsword when we Rage, 2d6+17 if we use our Great Weapon Master feature. Solid. Now our NOVA rounds are looking pretty strong at 123-153 if we’re hit once while Armor of Agathys is active, if we crit, and if we activate our Eldritch Smite on a critical hit. Adding such a high damage potential on top of our already impressive tankishness is pretty amazing to say the least. Though our 2 slots from Warlock make such NOVAs a clutch choice as we decide to unload a lot of our available resources into an admittedly powerful combination.

Using Eldritch Versatility, we might switch Shatter to Counterspell. We are heavy on fire-based magic. However, our ability to use Eldritch Blast does provide us with a force option to counter most damage resistances. I tend to want to have access to Counterspell by this level, so I’m going to recommend it for our Myra Helkey Gish.

Wall of Fire is an effective area denial spell.

Speaking of fire, we decide to double down on this particularly hot elemental damage type by gaining access to Wall of Fire. We probably stole this spell from some devils somewhere. So let’s use it wisely to divide up our foes during a clutch moment.

One caveat — if we’re in the lower planes on a hunt for fiendish souls to power our magic, fire becomes less effective. So we may instead want to keep Shatter and take the wonderful area denial spell that is Sickening Radiance if our Myra is out to go get the fiends.

Level 10 — Devil’s Sight, Synaptic Static

At level 10 we gain access to 5th level spells. I’m not super jazzed about our options. But picking up some non fire AOE damage seems like a good choice to me. So I’m going to recommend Synaptic Static — providing us with tough to resist psychic damage and a nice debuff against monsters with even just a little jot of Intelligence. We also gain another Eldritch Invocation. Since we’re stealing powers from fiends, we now pick up the wonderful Devil’s Sight granting us 120 feet of Darkvision that also ignores magical darkness.

Gaining fifth level spell slots also boosts our signature Armor of Agathys to 25 THP. Combined with our base HP of 77, we have 102 effective HP for most encounters. Rage grants us resistance to physical attacks and our Fire Shield can give us resistance to cold or fire, two very common damage types. Our Dark One’s Blessing grants 12 THP when we bring creatures to 0 HP which we now do rather often given our sweet collection of offensive abilities. We can also boost our reactive damage to 25+2d8 for an average of 34. Our Armor of Agathys typically lasts through three or more hits while raging. So we can expect to do upwards of 75-102 reactive damage over the lifespan of Agathys.

Level 11-13 — Fiendish Resilience, Circle of Death, 18 Charisma, Lifedrinker

Reaching level 11, we are now a level 10 Warlock and we access another trait from our name curse (err… Fiend Patron). This trait — Fiendish Resilience — grants us one resistance of our choice at the end of a short or long rest. I’m partial to fire, necrotic, cold or lightning resistance considering we already have access to Rage. This extra resistance pairs nicely with our ability to cast Fire Shield. Yet another helpful addition to our tankish suite. For our level 11 spell choice I’m going to suggest Dispel Magic. It adds still more versatility to our suite. Since we’re getting another spell slot next level, this spell can be pretty clutch. For us, it’s more potent than your typical dispel, as it’s always upcast to level 5.

Level 12 grants us our first Mystic Arcanum. For it we take the very large AOE that is Circle of Death. This spell gives us a huge 60 foot radius area in which we inflict 8d6 necrotic damage. It’s like a gigantic necrotic Fireball. Speaking of Fireball, we can now also cast three of these bad boys at level 5 for 10d6 damage on top of our Circle of Death. Blasting isn’t our main schtick. But our spell choices enable us to still provide powerful blast support when we need to.

By level 13 we’ve hit level 12 in Warlock and gained another ASI. We use it to boost our Charisma to 18 granting us a +4 bonus. As we now lob three Eldritch Blasts, we can do 3d10+12 total damage if all hit. Yet another arrow in our quiver of versatility. Boosting Charisma also fuels our newest Eldritch Invocation — Lifedrinker, which adds our Cha bonus to our Pact Weapon attacks as necrotic damage. Our melee attacks using our Pact Weapon now deal 2d6+9 total damage, 2d6 +11 when we Rage, and up to 2d6 +21 if we use our Great Weapon Master ability to add 10 damage. Pretty badass.

Level 14-17 — Crown of Stars, Hurl Through Hell, Maddening Darkness, Witch Sight, 20 Strength

Level 14 grants us our second Mystic Arcanum. We use it to choose the amazing Crown of Stars. Now we have a ranged bonus action attack that we can use without concentration. This gives us another spell we can cast pre-Rage and use while we Rage. The damage from Crown of Stars at 4d12 is considerable. If we are outside of Rage, this ranged option adds to our already impressive Eldritch Blast. When we wish to, we can buff both of these effects with Hex for a total of 4d12+4d6+3d10+12 or 68.5 average damage per round if all attacks land. Wof!

With the arrival of level 15, we access our final Fiend Warlock feature — Hurl Through Hell. Now, when we hit a creature with any attack, we can take it out of combat until the end of our next turn and inflict 10d10 psychic damage to it if the creature is not a fiend. It’s like a free no-save one-turn banishment combined with a boatload of psychic damage to non-fiends. My fluff for Myra’s RP of this power is that the fiends trapped in her shadow shoot out to engulf the target, temporarily tearing it out of existence and pulling it into a deadly, hellish dimension only to spit it out again six seconds later. On single strike, if we land a critical hit, unload Eldritch Smite and Hurl Through Hell, we do 4d6+12d8+10d10+21 (if we are Raging and if we use Great Weapon Master) or 134 average damage. Our NOVA round damage including Armor of Agathys and Fire Shield is now 224 average. This on a build primarily optimized for HP and THP tanking.

Hell is deadly. So is being hurled into it unexpectedly.

Level 16 grants us our third Mystic Arcanum and we choose the amazing spell that is Maddening Darkness. With this spell, we fill a huge 60 foot radius area with magical darkness that damages opponents for 8d8 psychic each round all while lobbing Eldritch Blasts into the zone. Nasty.

Level 17 provides us with our fourth ASI which we use to boost our Strength to 20. Our Eldritch Blast jumps to 4d10+16 from all missiles. Finally, we pick up the Eldritch Invocation Witch Sight allowing us to see through shape-changing and illusions that mask physical forms. As an alternative, we might want to take Lance of Lethargy to make it more difficult for creatures to leave our damaging area denial zones like Maddening Darkness by reducing their movement by 10 feet when we hit them with our Eldritch Blasts.

Level 18-20 — Foresight, Eldritch Lance, 20 Charisma

Rounding out our high level gains, we pick up Foresight for our Mystic Arcanum at level 18. Foresight grants us advantage on our attack rolls, ability checks and saving throws while causing attacks against us to be made with disadvantage. This powerful buff lasts for eight hours and does not require concentration — meaning it is yet one more spell we can use while we Rage (against the dying of the light…). At level 19 we pick up Eldritch Lance to increase the range of our Eldritch Blast attacks to 300 feet. And last of all, by level 20, we boost our Charisma to 20. If we haven’t yet picked up Spirit Shroud, we go ahead an take it as another melee buff option when we are not Raging. We might need it for some long, high level adventuring days. Spirit Shroud also trades our resilience for some powerful potential NOVA rounds.

For both ranged and melee, we are looking pretty impressive. Our Eldritch Blast attacks now do 4d10+20, our melee attacks with our Greatsword now do 2d6+11 up to 2d6+23 while raging and using Great Weapon Master to boost our damage by 10.

Our NOVA critical round, while raging, hasn’t improved too much from level 14. But it has risen a bit to the hefty 8d6+12d8+10d10+2d8+72+25 or 242. With Spirit Shroud active, we can boost this NOVA by another 8d8 (subtracting 6 from the loss of Rage) for 272. Right up there with our other powerful NOVA builds.

Our tanking also remains very impressive when we do Rage. Our base Hit Points + THP are now 147+25 or 172. While raging, we take half damage from physical attacks. With Fiendish resilience, we’ve chosen one energy resistance. With Fire Shield, we can gain resistance to cold or fire. With Foresight active, attacks are made at disadvantage against us and we have advantage on our saving throws. When we bring a creature to 0 hit points with one of our powerful attacks, we gain 24 THP. The Barbarian has long since outpaced us on base hit points — averaging about 264. However, we surpass the Barb in average HP + THP if we reduce just four creatures to 0 HP over the course of one or more combats. Meanwhile, our strong suite of magical options provides us with powerful ranged attacks, various other buffs, deadly NOVAs, and amazing area denial and AOE damage effects.

Our girl — Myra Helkey as a Hellblade Tank — is one helluva Gish. She’s got badass RP mojo. As I mentioned from a start, I’ve played many versions of Myra throughout my career as gamer. I’ve enjoyed her so much I’ve even written a book about her. I hope your experience with this build version of Myra Helkey is as fantastic as mine has been. We will likely be returning to explore further D&D build renderings of this particular OC.

Love to you all and happy gaming!! 💙💛

Helkey 34 — The Battle of Sunken Crag, Darkest Pit, Brightest Light

My eyes lock on the flailing red serpent in Rarhquick’s mouth as he approaches. My Vortex, taken from a defeated horde of devils, vibrates underneath me as I angle it toward the big Plumacat. The weird unicycle sprouting a half-dozen pipes roars like the loudest Harley I’ve ever encountered. This engine noise combines with a pained, banshee-wail of a damnable worb at its angry heart. Its exhaust is a constant coal roll. The worb — being one of those nasty soul-torture devices that devils use to power both their machines and their magic.

The red serpent, the Uktena, is lashing about trying to bite Rarhquick. Fangs extend, drip some kind of venom. To no avail. The big Plumacat has him by a horn. So the devil snake can’t turn his head enough to deliver a bite. I look down at Zaya. She’s standing on my lap, staring. Rage lights in her eyes. She’s got her mouth clamped, keeping back angry words. Yeah. I understand why she’s pissed. That horned flying snake devil is one of many who’ve hunted her kind to near extinction. An Uktena scout for the army of devils who’re still trying to kill or enslave us all. I don’t like the little genocidal jerk either. I drive up to the devil-snake.

“What’s your name, Mr jackass Devil Snake?” I ask him, not even trying to keep the anger and sarcasm out of my voice. I’m using omnis scientia and interpretor to translate into Minosian. I can talk devil. But I don’t want to right now. I’ve got about a thousand things on my mind. Besides, it’d feel like a defilement to my mouth and the last time I had an opportunity to brush teeth was nearly two days ago. My magic horologium watch says it’s 7:01 AM Hell time. So my two day anniversary in this hot, stinking, out to kill me and take my soul joint’s about eight hours from now. Joyous cause for celebration — not! “Got anything to say before I have Rarhquick put you in the sack?” I extend one of the bags I looted off the devils in Poacher’s Cave. It’s this weird sack made out of some kind of skin from some poor creature. Typical devil regalia. Barf!

The Uktena bobs toward me. I can tell it’s having trouble seeing. Welts and burns cover its body. Yeah, my Urdrake buddies blasted the shit out of it. Good fucking job! It hisses as it recognizes me. “The mage!” it exclaims. “You will be a slave! You know you cannot escape Regina! Surrender to me now and…”

“Got it!” I interrupt. “Completely understood! Your name’s Hassle! Good to know!” and with that I shoot my arm out toward Rarhquick, plop the bag over the Uktena’s head as the big cat releases, then close it over his writhing body. I hear it shout in protest as I tighten the bag down. “Now I’ll check back with you after I’m done destroying more of this Regina’s army. Thanks for the name! I’ll expect you to give me a full report on her when I do!” I thump the bag for emphasis. After a few more muffled shouts and hisses, the bag grows quiet. I can practically feel the sullen seeping up through it. Serves the little fucker right.

Rarhquick and I rejoin the Vortexes as we race toward the ailing scorpions. A small group of devils on Vortexes runs away from us, kicking up rooster tails of dirt and crud. About ten in all. They’re halfway to the jagged bridge crossing Sunken Crag’s black and swarming pit. In the distance, a larger group of devils spills over that bridge. A hundred-or-so riding more of these damn Vortex Hell cycles. They’re running ahead of a huge main group coming from Overseer that’s about three times as big. I can’t see much of Regina’s main army. Dust and haze covers most of it. But I guess that main force hosts about three hundred fracking devils and will reach Sunken Crag in a little less than ten minutes. By then, that lead group of a hundred devils will be closing in. Off to my left, Zorfang and his Urdrake are moving steadily northward near the hills. Grimjaw’s scouts are running up behind me. A glance back tells me they’ll link up with me in about five minutes.

Regina. So she’s the chief asshole in these parts. It’s an oddly normal name. Hell’s history has been tangled with Earth’s for ages and ages now. So I shouldn’t be surprised. It’s just weird. Like I have an evil aunt named Regina hurling armies of devils at me from a tower built on the backs of thousands of enslaved souls. Yeah. Totally fracking normal.

Position of Rebel and Devil Forces During Battle of Sunken Crag, Darkest Pit, Brightest Light

Shapes of Vortex-mounted devils emerging from the bridge over Sunken Crag and hurtling toward us are starting to resolve in the early daylight. I can just make out little glints of light reflecting off the metal bikes in this most recent swarm. I glance at our thirty three bikes. Sure, many of us doubled up. But even Regina’s forerunner force has us outnumbered. And a total of more than four hundred fucking devils are bearing down. So fucking outnumbered. Always outnumbered. That damn Hell sun is rising. Hurling its heat as it lifts. Sweltering night becomes boiling day. The air itself feels like a second sun as it seems to capture and redouble the Hell sun’s rays. Sweat dribbles down my neck. Mottle shudders on my back as he works to cool me. His concern seeps through his touch. He’s worried about me. Always. The Plumacat spit compress over the hole in my torso itches. I’m tired. So goddamn tired after the never-ending fighting, the constant live-wire of magic burning through me, my wound, and Hell’s fucking goddamn hot and stink always, always beating me down.

We shoot over a rise, run through a low spot, rise again and then we are there — in amongst the scorpions. Close up, I can see little streamers of smoke rising off the three that are still functional. A fourth is collapsed and burning. I’m pretty sure it crashed after Zorfang blinded its crew. Its tail ruptured and sparks from its vats are igniting more flames. “That one!” I shout to Featherstar. “Get those big vats away from the flames! They’ve got wisps in there!”

A group of Plumacats and Urdrake approach. The ‘cats hang back as the Urdrake lumber in. Their tough bodies seem resilient to the fires. Hell, they look like walking tanks… turtles… Godzilla things. Their big claws do swift work. With a shriek, the first vat is ripped free. Then another. Soon all six are piled up. I’m watching this from a hill as I’m considering the other three scorpions. Featherstar returns. I point to them. “I don’t have time for captives. So get the devils that are still alive, tie them up with whatever cord or rope you can find and leave them on that hill.” I point to the small rise behind me. I’ll worry about them if we effing live. “Then I want you to stop those scorps from moving. I’m going to want all the vats.”

With a growl of affirmation, Featherstar bounds off. I look down at Zaya. “How are ya feeling?” I ask.

“How’re aya feelin’?” She replies, doing her best to mimic me. Man, my girl has some spunk.

“Like I’ve been chewed up by a T-Rex, gone through the bowels, then shat out the other end.” It’s the goddamn truth.

Zaya’s looking at me like I’m crazy.

“You know what a shark is but you don’t know a T-Rex?”

Zaya’s look doesn’t change. She still think’s I’m full of crazy. I guess they have sharks in Hell but never knew a T-Rex. That settles it. Sharks are fucking everywhere.

“Right, you probably don’t know about a T-Rex. So what I meant to ask is — are you good to do another big wisp transformation so soon?”

Zaya cracks a grin. “Sure. I did it all with your magic the last time.” Her expression grows serious. “You’re brimming with it now. I could probably shape a Bowflit or four along with many others.” She pauses again, strokes my chin, looks down at my wound. “You’re the worry. Can you handle another shaping?”

Yeah. I’m pretty fucked up. But I gotta do this. Otherwise, we’re all goners. I shove aside her worry. “A Bowflit? You spoke of them before. What the Hell are they?”

“Enormous flying beauties. Special horns from their heads. Their tails make rainbow spines twice as long as you — which they fling.” She spreads her arms wide like wings. “Bowflits!” she shouts. As if a gesture were an explanation. She’s getting really excited about it. I gotta admit I’m intrigue by the notion of ‘giant flying beauties.’

I gun the Vortex over to the pile of scorpion vats, summon my moonshadow blade. Magic courses through me. My energetic vessel — again more than half full and rising fast. Fat sparks fall in a stream from my name curse. I’m a goddamn giant walking sparkler. It feels like my flesh is just a tattered vessel for my magic now. Like my body’s fraying and the energy of me, of all the souls I keep safe, is my real being. Not my failing, wheezing, bleeding, Hell-battered flesh. I jump off, kick the nasty, wailing, stinking Hell-bike aside and stand over the vat. “Sounds fucking glorious! Let’s form up some Bowflits!”

Zaya flies over to me as I slice the vats. That nasty liquid devils use to stun souls gushes out. Belabored wisps spill to the ground. I turn to my Vortex, carve its awful worb to bits. Souls emerge from the terrible, toothy thing. The light around me grows. Grimjaw flies up onto a rise. He blinks down at me. His Mottle flares behind him as his companion scouts fly up. Wisp light reflects in their proud eyes.

“Now, everyone! Abandon the Hell-bikes! We use them no more! Strike the worbs! Liberate the souls! Free the captives!”

In a chorus of growls, the Plumacats, Urdrake, and Mottles dismount. They turn their fangs, bodies, and claws on the devil bikes. They rip through stinking engine compartments. Hell’s fuels spill to the ground in black gushes. The burrowing claws reach the worbs binding souls to terrible engines. Torture devices made to squeeze more power out of those black drops of devils’ juice. They rip, gnash, tear. Around us all, souls spill out. Their light grows. The swarm around me composes scores. But I am not done. “Featherstar! The vats! Slash them open!”

Featherstar’s group flocks atop the captured scorpions. The Hell machines are now idle, scattered across an area roughly the size of two football fields. Devil captives trail away, led by Urdrake and Plumacats toward a hill. Featherstar hears my command. She lets out a loud yowl in reply. Urdrake and Pumacats atop the scorpions bite and claw the vats open. Loud shrieks fill Hell’s morning air. The light of souls grows yet again. Hundreds swirl about me like a field full of giant fireflies — each light the size of a basketball.

“Zaya! Call them!”

She rises up on gossamer wings. Her voice rings out through the scorched air. She sings! The souls rise. Sluggish, they respond to her. The pull of her voice is like a tide, drawing them closer, closer. Zaya’s song fills my ears. The wisp energy within me responds, spills out. Sparks shoot from my name curse to streak through the wisps. “Fuck! It’s gorgeous!” I croak hoarsely.

Zaya floats back to me. Offers her hand. “Our glory.”

I push my hand toward her. Our palms spark as they touch. “Hell yes! We make glory here!” I shout as my magic rises, as my energetic vessel tips once more to spill its vast flow through my bond with Zaya. The flood is now frigging enormous — fueled by the bright wisps sheltering in my name curse, by the dark wisps lurking in my shadow. Hundreds now. Each pumping its own flow of magic. Zaya pulls deep from my vessel. I have so much to give her. Light rises in my flesh, it shoots through our bond. It fills her. The energy lifts us. No curse magic. We’re held up by pure magical force. Sparks fly from me. I am a goddamn Fourth of July all by myself. Zaya bursts in her own light show. The sparks around me streak through her, then leap back out. Vila’s lightning roars up from her. Each bolt, swelling wide as a river. The bolts bend up and outward, then rebound into her. They form a shape like a lotus — with Zaya and me for its center. Its lightning arcs rise hundreds of feet above and around. They enclose all the gathered wisps. We flicker together in a strobe. Then, from this lightning-flower’s center, a tower of bolts shoot up. White running up through Hell’s nasty, puke-green sky. The bolts leap thousands upon thousands of feet, blast through strands of shadowy webbing beyond the puke, then spread wide in a roof of light.

******

Devils for hundreds of miles around, dwellers of Eastern Infernia, see it. They stare in shock. Oblivious. The light travels as far as Fortress Invicti atop its smoking pits filled with lava and burning coal, retching in its oily gasses. There the white light briefly brightens the dark pollution. For a moment, the attention of its lord, Asmodeus, is pulled from his Curse Rider’s hunt. For just an instant, the dark lord ponders this odd little light. Then the light fades and his gaze returns to the Hunt for Beatrice, for Mori. To the awakening of his prophet Ivan.

******

Lightning fills the wisps. Through my bond with Zaya, I sense them all. I know their number. Each one touched by my magic, each wisp sheltering within me. Their count flares in front of my eyes in ghostly letters, formed by a pattern set into my name curse. Counting souls. Another thing I knew I could do before the memory draught blotted it from my brain. A thing I’ve been doing all along ever since I defeated Bob the Stelo Mal. I just didn’t realize it. Now, the force of my magic makes the wisp count so brilliant it is impossible for me to miss. Within the lightning Zaya made from my magic are seven hundred and seventy seven. Four hundred and two dark wisps cast their shades, three hundred and seventy five light wisps burn bright. Zaya flings the four hundred and two into my shadow. She hurls a hundred and fifty three light wisps toward the dome of my name curse. My shadow bulges to three times its normal size. Sparks burst out from my name curse, rise to my brow, then shoot off in all directions as the bright wisps arrive. I am a home, a safe haven, now to eight hundred and sixty four souls. Two hundred and thirty three bright wisps, Six hundred and thirty one dark. Their numbers dance above my brow. A sigil of safety.

Zaya pulls more of my surging magic into her. Two hundred and twenty two light wisps bulge as they develop bodies. The wet, elongating forms are now familiar. Plumacats, Udrake, Mottles take shape in nearly equal numbers. Four separate to enlarge into something new. They grow and grow, becoming immense. They stretch — sprouting wings, tails. They grow blue, yellow, and green feathers. Each feather — as long as I am tall. Their heads arise, wedge-shaped. Mouths fill with rows of dagger teeth. Forward-facing horns like those of unicorns but about eight feet long sprout outward. From between plumes on their tails emerge hedge-rows of crystalline spines. They are Bowflits! They remind me of dragons, of unicorns, of big mama versions of the frigging amazing ikran from Avatar. Each is nearly a hundred feet long. Their wings span nearly two hundred feet, forming a sheltering tent from Hell’s hot sunrise. One stoops over a scorpion. Its crystalline talons rend the Minosian metal as easily as knives cleave butter. Another tilts its head down to me, blasts me with a spray of moist air from its nostrils, then rubs a feathered wingtip over me. I’m knocked on my ass.

Zaya’s drifted back down to the ground beside me. She’s hugging me. Tears are running down her face. Two hundred and eighty five pairs of eyes stare at us. The feeling I get from them is one of pure adoration. It’s effing weird standing in the middle of a battlefield in Hell watching them all moon over us like that. I get it. We saved them. Gave them a means to fight. For now. It is so much more than they had. Stuck in vats and worbs. Ground down to serve devils in the worst sort of slavery. I can’t even fucking begin to imagine what that must’ve been like.

“Mother!” Featherstar yowls. “Father!” Grimjaw growls. A loud cheer rises up from the new-formed and the rest. They are hours, minutes, seconds old in their new bodies. Who knows how old their wisps are.

In the distance, from just behind the black and gaping pit that is Sunken Crag, twelve of those goddamn Hell balls begin a ponderous rise toward us. Oh yeah. The devils definitely saw that lightning we just made. I’m pretty sure by now they’ve figured out that it means trouble. I’m also pretty sure they don’t know how fucking much trouble they’re in right about now. But Hassle is sure kicking up one Hell of a fuss in that bag I stuck him in.

“Mottle, Zephyr! You know the drill by now! Go tell the new Mottles what’s up! Then have them tell the rest! We’ve got like two minutes to start hauling ass!” I point up to the incoming Hell balls. Mottle flies off my back. I feel the heat again. Grit my teeth against the swoon. I’m ready for it this time. I still have to lean on the Bowflit’s giant wing to stay standing. I look up to the great beast. It dips its head toward me. I dig up a name from a fantasy series I read back in Middle School. Luthiel’s Song. Beatrice gave the books to me on my twelfth birthday along with a secret smile. Told me it was “a true fantasy straight from heaven.” She’s always like that. Saying cryptic stuff. The books were written by someone who apparently knew the real history of my mother’s people from thousands of years back. Us regular earthlings called them angels and made up our own myths about them. The name I recall from the tale comes to my lips with a smirk.

“Faehorn,” I say to the Bowflit.

It gives a questioning vibration in return. The low hum travels through its horn and toward me. What a cool thing.

“That’s your new name. Faehorn.” I stretch my hands up toward the wonderful creature. “Can you lift me?” I ask.

It drops a wing down, scoops me up with a set of giant feathers that enfold me like fingers, then deposits me upon its back. My view from up here is pretty amazing. I can see all of my company… three companies now… clearly. The small group of Vortexes fleeing us are now hauling ass. The group of one hundred-ish devils that just crossed the bridge is reeling back. I bet their commander is having a gigantic ‘what the fuck?’ kind of moment. The older Mottles have done their knowledge transfer thing with the newer Mottles. Now all the Mottles flit off to share their knowledge with the new-formed.

Zaya flies up to sit on Faehorn beside me. She lays a hand on mine. “You going to make it?” she asks.

“I’m about to pass out where I sit. But yeah. I think I’ll make it. Why’s it so goddamn hot? Oh yeah. I’m in fucking Hell.”

She squeezes my hand. I pull out some Perry-fuckin-A and take a long swig. When the fuck is Mottle coming back? I’m getting fucking hot. I look up. The Hell balls are just reaching their apogee. A constellation of destruction burning above us. We gotta get fucking moving. I pat the Bowflit’s neck. Faehorn. I’m calling him Faehorn. “Can you start picking up some of the Urdrake?” I say to him. I’m not certain the enormous, glorious Bowflit understands me. But his plate-sized eyes seem to hold a deep intelligence. He lets out a roar, then his horn hums again with resonance. He begins lifting Urdrake with those amazing feathers. His motions are somehow both powerful and gentle. Glancing behind me at his wide back, I figure he might be able to carry about ten Udrake. They’re going to have to hold on tight. But Bowflit carrying Urdrake makes the most sense. Those frigging Plumacats and Mottles are fast. The lumbering Urdrake won’t get out from under such a massive Hell ball barrage. And the notion of Urdrake shooting their laser-like beams from the backs of these giant Bowflit causes a grim grin to split my face. Soon, nine Urdrake are blinking their reptilian eyes at me from atop Faehorn. “Wow! That was fast! Can you tell your buddies to go get more Urdrake? Pick ’em all up if you can. Also get Theri and Zel. They can’t run with the Plumacats.” I motion down to the pair who’re staring around. They’re looking pretty awestruck about now.

Faehorn vibrates his namesake again. The other Bowflit vibrate their horns in response. Soon they’re all picking up Urdrake. Theri and Zel are lifted together. Zel gives me a giant shit-eating grin and tilts his horns at me. It’s some kind of devil gesture. I don’t have a clue what it means. But I guess he’s thanking me or somesuch. The number on Faehorn’s back swells to fourteen. He looks pretty loaded up. I hope he can still fly. He’s frigging huge. But those Urdrake are pretty beefy as well.

Mottle returns to my back. His touch sends an empathic reassurance. His body again radiates Hell’s horrible heat away from me. My energetic vessel’s filling up fast with all the magic from my new wisps. I’m about as ready to fight as I’ll ever be given all the punishment I’ve taken. The Bowflits are bursting with Urdrake. We’ve got them all loaded onto Bowflits. Barely. The Plumacats and Mottles are linked up. No more goddamn Vortexes. Thank ever-loving Christ!

“Let’s move!” I shout to them as the roaring Hell balls grow larger on descent toward us. Fucking planet bombs every one. The twelve of them fill the fucking sky with fire and blackness. I can feel their heat. They’ll cover a huge area. It’s going to be fucking close. The Bowflits beat their wings. The Plumacats and Mottles leap-fly away. Damn! They’re so quick. Good!

We lift off and fly. I direct everyone to the left. Toward the hills. The Hell balls are coming in a staggered line. Some of them will fall ahead of us. I’m not going to lead our force into one of those effing things. The Bowflits are damn fast. Their wingbeats whip up a hurricane which blasts them skyward, then wump! wump! they shoot over the land. We streak out from beneath the Hell balls and cover about two miles in a goddamn minute. I have all the majestic beasts land on a rise. We watch the Plumacats and Mottles race away from destruction. They make it a little more than halfway to us when the Hell Balls land in a cluster. The explosion is fucking nuclear! Each fireball eats up an area that would easily cover two city blocks. Blast waves shoot out for almost a half mile from each explosion. Huge fountains of dirt and rock are hurled up and outward by the blasts. The Mottles and Plumacats just made it. Debris rains on the other side of the rise they sheltered behind. But they appear safe.

From my perch, I can see the lead force of Vortex riders coming in behind the Hell balls’ explosions. The main group of devils is just now nearing the bridge at Sunken Crag. Ponderous scorpions are gathering their Hell balls once more to fling at us. I look at the Bowflits. Maybe we have an answer for them.

“Zaya, tell me what these Hell dragons of yours can do,” I say to the little green faerie who’s again sheltering between my arms.

Zaya points back toward the tails. “Those spines. They can fling them for miles. When they hit, they explode in big balls of lightning and crystal shards.” She shifts her pointing finger to Faehorn’s head. “That horn can emit a cone of sound. For a couple hundred feet, it destroys pretty much anything. Further out, it messes up devil machines pretty bad.”

I nod. I like what I’m hearing. I really like what I’m hearing.

********

Dressler watches in disgust as Slevelth squirms on the ground. His clawed finger points to the enormous flood of white lightning filling the sky. The first bolts had stunned the Dark Psychic. He’d careened off his Vortex and landed with a loud plop onto the ground. His squibble vat shattered — its contents writhing and ruined. Now Dressler tries to lift him back onto his Vortex.

“Get hold of yourself!” He snaps.

Slevelth points a finger toward the lighting. “Blaspheemer!!” He shouts as spittle flies from his mouth. Some of it impacts on Dressler. The overseer pulls his clawed hand back and delivers a firm smack to Slevelth’s plump face. The impact sets off a series of jiggles but mercifully pulls the Dark Pyschic’s eyes away from the debacle ahead. “It is … HORROR!!” The Psychic wheezes.

“Yes. A catastrophe. It appears Regina was right after all,” Dressler says, the frog-like eyes of Slevelth with his to prevent him from looking away. Out of the corner of his eye, Dressler can already see the great tower of lightning beginning to flicker out. Vila’s lightning. A thrill of ancient terror crawls up his spine. He, who’d faced the forbidden forms so long ago, knew more than most devils what it meant. But he’d never seen a single source of Vila lightning grow to such immense size. And erupting from near the derelict scorpions and their hundreds of wisps! Could this Vila and mage have already doubled their force? Could they have done more?”

“No time!” He shouts to Slevelth as the Dark Psychic begins to descend into blithering once more. He bodily hauls the great, toadish bloat of a body back onto the Vortex, sets the Psychic’s feet in the stirrups, rights the machine. “I need you to drive! I need you to send to the scorpions to fire on that lightning! I need you to send to Regina! Tell her to make arrangements to flee if she hasn’t already!”

“Blaspheme… It is… It is gone…” The Dark Psychic is choking on his words. At least his pace of breathing is slowing down.

Dressler looks back over his shoulder and sees the lightning’s flickered out. “By Asmodeus, Slevelth! Send to the scorpions! Fire all devastation orbs!” It’s useless. Slevelth is still useless. Dressler leaps up onto his Vortex. He lifts his hand to the nearest scorpion crew. “Devastation orbs on that lightning! Now! Converging spread! All scorpions FIRE!!” His shout reaches the scorpion crew. A crew member loads a red flare into his gun and fires to signal the other crews. Then, in quick succession, each massive machine bends back its tail and hurls its enormous devastation orb into the sky.

Dressler doesn’t pause to watch. He spins back to Slevelth. The Dark Psychic, at last, is settled. Dressler grasps his arm, then turns to his Century. “To the bridge!” He shouts. His Century, along with the two flanking Centuries, resume their advance toward Sunken Crag. They’d halted in shock at the calamity in the sky. Now springing back into motion. Vortexes rev and fling bits of blasted ground as they advance at a scorpion’s pace.

“We… must… kill… her…,” Sleveth says in even tones. His fat lips form a snarl. His eyes glint with rage.

“You forget yourself, Slevelth,” Dressler replies. “The mage is Asmodeus’s prize now.” At least Slevelth is saying something half-sensible. Dressler was beginning to wonder if the Dark Psychic would ever recover from his shock.

“If we don’t kill her, we’re all dead,” Slevelth says.

“You always struck me as… more practical than your fellows,” Dressler says as their forward ranks roll toward the bridge. They run down the land-fall toward Sunken Crag. It gapes wide beneath them. Scrabber webs glitter in the morning light. Plumes of sulfur fume rise up from those dark recesses. Insectoid and reptilian eyes seem to stare up at them from the shadows. Probably an imagining. The Vila’s lightning had set him more on edge than he was willing to admit. “It is one reason I chose you for my Dark Psychic.” Dressler pauses, considering his next question. “Did you see something that led you to this conclusion?”

Slevelth’s eyes roll about as his head bobs back and forth. For a moment, Dressler thinks he’ll have to catch the Dark Psychic again. Then Slevelth rights himself. “I will send to Regina as you asked.” The toadish Psychic mutters.

“Excellent,” Dressler replies, biting back a retort. He is used to having his commands obeyed and his questions answered. But Slevelth is clearly struggling with his recent experience. Dressler, flicks his spear in frustration, looks up toward the devastation orbs. They’re beginning to fall toward their target. So many over such a wide spread! Slevelth may get his wish. Then, in the distance he sees large forms lift off the ground and fly toward the hills. Other smaller forms race away beneath. To his trained eyes, the flying forms are unmistakable.

“Bowflit!” The word expels from his mouth like a curse.

“Overseer Dressler,” Slevelth belches the word. He’s almost back to his usual disgusting self. “Regina has already prepared to flee and advises that we do the same.”

Regina. Fleeing. Advising him to flee. Dressler feels a sick shift in the pit of his stomach. “No. Regia does not flee. She merely withdraws. We do not flee. We conquer.” The words feel hollow in his mouth.

“Overseer. This is a catastrophe! It is… unlike anything a local Hell Lord has dealt with in hundreds of years! It requires the response of a regional council, perhaps of Asmodeus himself.” Slevelth drools.

Dressler’s shock turns to anger. No matter how many made forms that be-taken-by-Asmodeus mage has, it still can’t be enough to match the full might of his combined army. He had repelled Lanthver’s incursions for decades, had fought on the great battlefield of Avernum on countless occasions, had fought in the ancient struggles of Asmodeus’s ascent to Fortress Invicti. “No. We do not flee. Our Lady is merely concerned for… our well being. Tell her we shall capture this mage. At all costs.”

Dressler shudders. In the distance, the devastation orbs explode into blinding balls of fire then fling a great cloud of dirt, rock and smoke into the sky where minutes ago, white lightning defiled it. Though the explosion is large, Dressler doubts it has caught much of the mage’s force, if any. She’d survived barrages of devastation orbs before. She knew how to move fast when she needed to. Now, with the Bowflits, she had even more mobility.

His Vortex winds down the familiar path to Sunken Crag. Dressler turns to Slevelth. “We shall capture her,” he repeats the words like an incantation. “She shall be a prize for Asmodeus. Regina will not know disgrace. Now, send to my Centuries! Tell them we are to cross that bridge with haste! Once we enter the Wisp Fields, tell them to spread out!” Dressler points to the massive stone span sprouting fortifications and towers running five hundred feet across that great and gaping crag. He will not have his force mass only to be picked off by Bowflits.

********

I shout to Faehorn, point toward the huddled Plumacats just beyond the Hell balls’ explosive blast. My ears pop in acceleration. I grip tight to Faehorn’s feathers through the explosive burst of speed. In four great sweeps of his wings, we are above Featherstar. The other Bowflits whirl through the air to follow. Spirals of feather, crystal talons, great whirling horns. They are tornados of color and motion. Each wing flap — a goddamn sonic boom. They vibrate their horns in response to Faehorn as their leader. They respond quick. But for what I’m going to do next, I’ll need almost instant communication with them and with the Urdrake they carry.

“Mottle, touch Faehorn. Call three of your friends up from Featherstar.” Mottle quivers in response. He drops his tail onto the amazing flying behemoth beneath me. My bond with Mottle now extends to the Bowflit. Mottle vibrates, shouting out to his fellows. Three rise to the circling Bowflits. They attach, clinging to the broad backs with their hook-like claws. My thoughts whirl as my senses extend to them through my connection with Mottle. I signal to the other Bowflits through Mottle. Mottle transfers my thoughts to them. They’re close enough together for this near-telepathy to work out. We fly a racetrack circle around Featherstar. Massive wings kick up a roaring wind over everyone. Out on the Wisp Fields, the large group of Vortexes has merged with the fleeing group. They’re racing toward Featherstar. Though still two miles out, they’ll catch up to my Mottles and Plumacats in minutes. I drag my hand through omnis scientia.

“Zorfang! That lead group of Vortexes is closing in! Light em up!”

“Yes father!” Zorfang harooms. His response — oddly cheerful considering we’re still fighting for our lives. I suppose he has a lot to be happy about. He just survived an almost continuous barrage of those damn Hell balls.

“Mottle! Send to Zephyr. Have him tell Featherstar to run out and attack the Vortexes below. If they get close, the devils won’t be able to rain Hell balls without hitting their own!”

Mottle vibrates again, letting out a trill of what I guess is ultrasound Mottle talk. Featherstar and Grimjaw leap forward with a yowl. They eagerly fly down the rise and toward the hundred-odd devils racing in. Near the hills, Zorfang and his Urkdrake rain their white laser-lights down on the devils. Vortexes smoke and careen off from the main group as the first barrage lands — blinding devils, ruining Hell cycles.

“Last message for Zephyr!” I shout as we take a final turn. “Tell Featherstar we are going ahead to meet the enemy!”

Mottle vibrates as we swoop low. Zephyr transfer’s Mottle’s call directly to Featherstar.

“Now Faehorn, Bowflits!” I shout as I point forward. “To the bridge!”

Mottle vibrates to transfer my command again. As one, the four Bowflits turn. Together their wings BOOM! BOOM! BOOM! BOOM! in the Hell-sky. We are a hurricane on wings. In moments we are racing above devils in the Wisp Fields.

“Mottle! The Urdrake! Have them fire as we pass!” Mottle vibrates, then slaps his tail on a nearby Urdrake. On each Bowflit, other Mottles do the same. They send my command to the Urdrake. These then haroom back to their companions. Shells pivot. Crystal-tipped heads point. More than fifty nine blasts of white light rain down on the Vortexes below. Zel and Theri add to the assault. Each launch a fireball round down onto the devils from their rifles. At least twenty Vortexes explode from the sudden barrage. Errant fireball rounds and bullets whiz past or bloom around us. Some shots land on the Bowflits. Those great feathers covering the beasts shed bullets as if they are no more than raindrops. The fireballs fall short. Too ponderous to reach the Bowflits in their raging flight. “Fucking A!” I shout in celebration. They’ve been seriously softened up for Featherstar now. Between her Mottles and Plumacats, she’s got those devils outnumbered by two to one. Zorfang is also beating the Hell out of them even as Featherstar rushes in.

I turn toward Sunken Crag. Our furious flight has brought us within five miles. The bridge is swarming with devils. About half the main devil force is on it now. The remainder gather behind the bridge or spill out onto the Wisp Fields. Twelve scorpions fling their Hell balls toward us. They fill huge sections of sky. But the ponderous things almost make me laugh. They are no match for the Bowflits’ insane speed. Their sinuous, feathered bodies flow through the air with surprising nimbleness. Like the very whirling winds their wings whip up. I’ve increased our elevation beyond the reach of the devils’ guns or fireball rounds. Upon the back of Faehorn, I stoop in the sky.

A point of red light blossoms up from the Bridge over Sunken Crag. It shoots directly at me. Devil magic! “Clypeus!” I shout. My energetic vessel explodes. Sparks fan into a shield large enough to cover Faehorn’s front. The red beam hits my shield, then splinters in all directions. I point down at the bridge, at the place where the red beam rose. Through omnis scientia, I see a tall, thin devil riding a frigging gilded Vortex. I’m reminded of Ivan’s stupid golden toilet. “There! I want all tail spines aimed at that point!”

Myra Strikes the Bridge at Sunken Crag

Mottle vibrates, Faehorn thrums. As one, the Bowflits lift into the sky. Their tails swing behind. From each sprouts a sheaf of four crystalline spines. They gleam like rainbows as they extend. The Bowflits fill with light. It starts at the tip of their horns and flows down into their heads. From the heads it runs through their spines. I can feel the force of it passing beneath me. By the time it reaches their tails, the light is intense, white. Brighter than that ugly Hell sun squatting behind us. Bolts of electricity leap from spine to spine as they ready. Then, the tails shoot forward and beneath the Bowflits’ bodies. The spines launch. Light spills from them as they separate. Bolts jump from one spine to the next as they fly. I’m reminded of a Tesla coil’s lightning watching the energy run from one spine to the next as all sixteen fall down in fury on that bridge above the black chasm. Upon that one devil lifting his glowing spear while riding his stupid golden Vortex.

The explosion covers the devil. It flings bodies and Vortexes high. It forms a wave of stone that ripples out from impact and across the bridge. Shattered stone flies in all directions. A tower near the explosion leans, groans, and then in a sound of ripping stone and rent metal falls into Sunken Crag. As the dust clears, I see a great crack opening in the bridge center. As it grows it devours devils by the score. More cracks radiate out. The bridge sways. It buckles. One side rises up, the other side lowers. This corkscrew is too much. A new series of cracks emerge. Rent into three pieces — the bridge falls. At least a hundred and fifty devils go with it. Falling down, down into that black pit. Some are caught in the webs beneath. Others simply fall and fall. Suddenly the pit swarms. Giant spider crab things the size of cars leap out to seize the falling devils. Great devil lizards, Stelo Mal like Bob from Mottle’s Grotto, lunge to return with more devils in their mouths. The monsters of the crag, awakened and finding their hunger, surge up from the pit. They take wounded and ready devil alike. The enmity between Stelo Mal and Scrabber — forgotten as they swarm together in a ravenous tide. They overwhelm the devils near Sunken Crag. The remaining devils flee — some back toward Overseer Tower, some out into the Wisp Fields where Featherstar is just now starting to pounce.

Elation swells within me. I hug Zaya. I raise my arm into the air. “Victory!!” I shout. “Victory!!” The Urdrake haroom. The Bowflits vibrate their horns. Our cries echo out over the battlefield. Then the Bowflits drop down upon the fleeing devils and join in the feasting on our foes among the Wisp Fields.

I can’t fucking believe it! We just kicked the shit out of Overseer Tower’s army!!

(New to the Helkey multiverse? Haven’t yet read the first chapter? You can find it here: Helkey 1 — The Memory Draught.)

(Looking for another chapter? Find it in the Helkey Table of Contents.)

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How Ragnarök Begins — Triggering Destruction

How does Ragnarök start? Does it commence as a natural catastrophe? As some inevitable shifting of the universe toward destruction? No. Instead its arrival is heralded by pride, greed, and that deepest of all sins — an unquenchable lust for power.

Ragnarök’s first trigger is the desire of Surtur, King of the Fire Giants, who dreams of conquest in the flaming land of Muspell. It starts as his protégé — the Duergar liege Doomshallow — digs ever deeper for ores and treasure to fund Surtur’s never-ending wars. It commences in the fiery mountain fortress of Soria, that sits on a deep, dark, poison-filled mine.

Soria Castle by Theodor Kittelsen — Image source here.

There Doomshallow’s enslaved miners delve into Svartalfheim’s bowels. They unearth a dark, oily liquid as their picks and tools cleave the rock. They’ve tunneled down, down to pierce the very black Lake of the Dead in Niflheim. Its waters, which hold the dead’s spirits, leak into Soria’s mines. Infused with the power of death, their toxic flood transforms Soria’s slave miners into hordes of zombies, skeletons, shadows. Doomshallow at first battles these undead. But soon he learns to enthrall them, to bind them into a horde of diggers that never grow weary. He uses this slave force to construct serpentine pumps that snake down into Soria’s pits. The pumps themselves are powered by the deathly energy running through the liquids they suck up. He stores the oily fluids of Lake Niflheim in great vats. He uses the liquids to swell the ranks of his miners, his armies. To power his machine pumps. He sells the fluids to the Fire Giants of Surtur who learn to forge mighty weapons out of their deathly secretions.

Hel, Queen of the Dead, in her palace on the shores of Lake Niflheim, hears rumor of Doomshallow’s mines, of Surtur’s lust for conquest. Seeing the great wealth flowing into Soria from Muspell, she grows jealous. She has always desired the Fire Giants’ gleaming red gems. It is unfair, she thinks, that Doomshallow should gain them all. She sends out her spies. They tell her Surtur seeks weapons of war. Now that she knows what the Fire Giants want, she can devise a way to snatch up their gems. She sends a message to Surtur. She tells him that the great chain of Fenris lays embedded in the deeper rocks of Soria. That its metals can be forged into a mighty weapon for his conquering armies. It only need be mined. This chain is strong, she says. It has held Fenris for ages and ages, she assures. Just a few of its metals will not weaken it enough to break, she cajoles. She proposes to work with Doomshallow to forge the weapon. She has cunning plans for its design. Pointing at the serpentine pumps in Doomshallow’s mines — she says “That is the shape it shall take.”

Walkthrough of The Chambers of Grief, the fourth module in the Deep Dark of Svartalfheim adventure series.

Surtur’s eyes glitter at Hel’s words. Doomshallow hears them and only thinks of further profit. A pact between the three is formed. Fenris’s chain shall be mined. A great weapon shall be forged from the metals of its links.

So Doomshallow mines, Surtur forges weapons, Hel plots. They all grow rich. The liquids flowing from Lake Niflheim swell from a trickle into a flood. Their fluids are used for slaves, for weapons, for serpentine pumps. The chain of Fenris is tapped. Its powerful metals removed. Hel, Surtur, and Doomshallow begin to forge a great serpent war machine.

Deep in Yggdrasil’s longest root as it winds down toward the land of Hel there lives the great dragon Nidhogg. Here he lairs on the shores of Lake Niflheim. Within the lake’s oily liquids the dead are dissolved. Nidhogg drinks of this lake. He thus devours the dead. In this way his raging hungers are satisfied. Now with Doomshallow’s pumps and with Surtur’s hungry forges the lake’s levels are running low. Nidhogg grows ravenous. He says to himself “The waters of the dead are not longer so thick and satisfying. I will also eat this root of Yggdrasil to slake my hunger.”

So Nidhogg turns his maw to devour great Yggdrasil. The root reacts by spawning a swarm of smaller roots that burst forth. They plunge into Lake Niflheim. They swarm up through the void of Ginnungagap. They carry with them the dark fluids of the lake. The undead ride their courses. They grow up to entangle Svartalfheim and Midgard. Ripping through their lands and carrying the dead with them. As they grow they take more fluid from Lake Niflheim. So Nidhogg‘s hunger swells. His devouring of Yggdrasil quickens.

Joseph Wright — Vesuvius from Portici. A likeness to Muspelheim

At last Surtur’s weapon is nearly constructed. It is made of an alloy forged from Fenris’s chain. The metals that Doomshallow’s zombie slaves mined now form its great spine. It is a monster machine fed by the liquids of Lake Niflheim — burned in the fires of its strangely beating heart. The spirits of the dead scream as they burn — animating it with unnatural life. A massive draconic serpent spewing poisons. Surtur names it after the first land he intends to conquer — Midgard.

As the last plate in the Midgard Serpent is forged, the chain binding Fenris Wolf shatters. The great wolf is freed at last. He arises, swells through Ginnungagap, begins to stretch his jaws across the skies. His long captivity ignites great hunger. He gapes to devour sun, moon, and stars. A fore-sign of Fimbul Winter. As Fenris slavers for his celestial dinner, Yggdrasil roots grow up into Midgard. They rip a hole at the base of Lake Mimisbrunnr. Odin’s Eye, long dormant in the lake, falls through the hole and out into Ginnugagap. Thus freed from the waters it awakens and opens. It shines upward toward Surtur’s empire of Muspell. It reveals the jaws of Fenris closing on the sky.

All in Midgard see it. Unknowing, they behold the beginning of Ragnarök.

***********

The above description provides the Game Master with background events for The Deep Dark of Svartalfheim series of D&D modules in the Battlestorm Ragnarök campaign setting. Specifically, this background is a supplement to Troubles Rise from Yggdrasil’s Roots Part 1 and Part 2.

BSO Ragnarok 1.35: Troubles Rise From Yggdrasil’s Roots Part 2 — The Chambers of Grief

Welcome to Part 4 of the Deep Dark of Svartalfheim — an unofficial and unaffiliated OGL Dungeons and Dragons adventure designed to take characters from level 1 all the way to level 5-7! This is the fourth module provided for the larger BSO Ragnarök campaign. Here, the PCs continue their journey as unlikely heroes in the BSO Ragnarök setting. It is also part 2 of the adventure — Troubles Rise from Yggdrasil’s Roots.

Toubles Rise — provides players with a choice of two paths. They can decide to enter Goblin Town — a new gathering of monsters led by Shadow Maw in the hills near Yggdrasil. Or they can decide to investigate the Ramshackle House — which is occupied by PKers in service to Svartalfheim’s lord King Doomshallow. Each opens to a dungeon that characters can explore — providing monsters and/or PKers to defeat, mysteries to uncover, and treasure to be won. These adventures are designed for a party of 4-6 level 2 adventurers and will take the players to level 3-4 or higher when completed. Which path the characters choose will determine the events of the next chapter in the Deep Dark of Svartalfheim series — Safe Zones Lost, Midgard Invaded.

Updated Midgard Campaign Map Including Recent Key Locations. Original map made by Ted Burgess.

To make Troubles Rise… less cumbersome as a blog post, it has been broken into two parts. Part 1 — describing Goblin Town, The Hollow of Horrors, and Shadow Maw is provided here. Part 2 is below.

I am running Battlestorm Ragnarök as a live campaign. Play is live-streamed on Twitch Saturday Nights about once every three weeks at Ted Burgess’s Twitch page. Afterward, videos of these live games along with character profiles are provided here in the Battlestorm Ragnarök Campaign Archive. In addition, I’m providing walk-throughs of these published modules about once every two weeks every Sunday or Monday Night on my Twitch page.

Below is the Chambers of Grief section of the Dungeons and Dragons adventure module Troubles Rise From Yddgrasil’s Roots. Enjoy it here for free.

Because we love WOTC and Dungeons and Dragons, we want to take this opportunity to promote some of the amazing game books we use at our tables when we play games like this one. Please find them here if you haven’t already: The Monster ManualThe Player’s HandbookThe Dungeon Master’s GuideVolo’s Guide to MonstersXanathar’s Guide to Everything, Tasha’s Cauldron of EverythingSword Coast Adventurer’s Guide.

(Warning: if you are a player in the Battlestorm Online Ragnarok campaign setting STOP READING NOW.)

INVESTIGATION OF OMINOUS SIGNS REVEAL TWO CHOICES FOR PLAYERS —  INVESTIGATE THE RAMSHACKLE HUT OR TAKE ON GOBLIN TOWN

The players have now begun to learn more about the new troubles besetting Midgard. Following the rescue of Raven and the bittersweet reunion with her daughter Thalia, our heroes went on to uncover up to two new threats facing Midgard. The first is a town of monsters forming in the hills to the East of Yggdrasil. The second is a PKer guild that preys on adventurers in the weakening safe zones of Mio Elysse while hiding out in a Ramshackle House cast into darkness by Yggdrasil’s roots. Depending on the course of your campaign, the players may have completed one or both of these quests before reaching level 2. If the players have completed both, give them the Quest Alert below and the Quest Alert from Troubles Rise Part 1.

If the players decide to Defeat Killz4LULZ and Slay Synthread, read the following recap and introduction. If the players decide to Slay Shadow Maw, skip this section and go to Troubles Rise Part 1.

Venturing into Midgard beneath the new star’s blue light — a star Astrid’s prophecy revealed is the very Eye of Odin come to gaze upon the void — you discovered dark shadows emerging from Yggdrasil’s roots invading Mio Elysse. Within these shadows, Mio Elysse’s safe zone was disrupted. The protection from monsters and other dangers that all BSO players relied on to survive in this deadly virtual world was under threat.

Investigating rumors of player-on-player violence in Mio Elysse, you discovered that a PKer guild called Killz4LULZ was exploiting these safe zone holes to attack other players. Following a trail of clues and various reports of abuse, you came to the shadowy Ramshackle House. This run-down building was infested by Yggdrasil’s roots. It spilled dark root-shadows onto the nearby street. Shadows that shut down Mio Elysse’s safe zone. There, you confronted three murderous members of the PKer Guild Killz4LULZ. These PKers were attacking, pillaging, and killing other players as they walked, unsuspecting, in the streets near their dark hideout. You intended to bring these criminals to justice.

You engaged Killz4LULZ in combat among the shadows of a disrupted safe zone — facing off against murderous players who’d decided to kill others trapped in BSO’s virtual death game. Spells flashed, blades and arrows flew in a battle that, to you, seemed a corrupt abomination. Here were players caught in the same trouble as you but were acting in a manner worse even than the monsters inhabiting this death trap. What motivated Killz4LULZ to behave in such a brutal fashion was beyond you. You only guessed that whatever sickness of mind enthralled them was the same pathology gripping the game’s vile creator — your captor, Gema Masuta. Regardless, your heroic efforts enabled you to turn Killz4LULZ’s ambush against them — forcing its members to flee or capturing them.

After the battle, you approached the Ramshackle House to discover its entryway triggered a new Quest Alert. This dark house represented a Quest location you could access once you achieved level 2. What lurks behind that shadowed entrance has troubled you ever since. Certainly more members of the murder-guild sheltered there. But the gloomy opening seemed to hint at something far more sinister. Yggdrasil’s roots were steadily ripping apart Mio Elysse’s safe haven. An unknown number of players were exploiting this disruption to kill their fellows. What other terrible things might they do if allowed to continue? And what further terrors lay hidden in the shadows behind the dark doorway?

You have now reached level 2. So your thoughts again shift to that looming doorway and its blinking Quest Alert. Following your unsettled rest, you receive a notification from RubyNight — NEW QUEST AVAILABLE!! INVESTIGATE THE RAMSHACKLE HOUSE!! DEFEAT KILLZ4LULZ AND SLAY SYNTHREAD!! MEET WITH QUEST-GIVER RUBYNIGHT TO RECIEVE!! Your own fears validated by RubyNight’s quest, you strike out, the gaping entrance to the Ramshackle House clouding your mind with its hinted horrors.

Helpful Hints from RubyNight — Killz4LULZ working with Drow monsters led by Synthread

Ruby is available to meet with players at the Guild Hall during the day or at Thunderale Tavern during night-time (see Ominous Signs Part 1). At their meeting, Ruby expresses her relief that the players returned safely after facing PKer members of Killz4LULZ and other dangers. Ruby seems sheepish about asking the players to risk themselves again so soon. But she believes she may be able to provide them with helpful hints about the Ramshackle House.

While the players were away, RubyNight and Abigail Barnwallow interrogated members of Killz4LULZ captured by the PCs or by other players. These PKers revealed that not only is the Ramshackle House a hideout for Killz4LULZ, it is also the entry to a larger warren inhabited by Drow under the leadership of a Drider from Svartalfheim called Synthread. The PKers seemed smug in the knowledge that those living in Mio Elysse would soon come under the dominion of Killz4LULZ and Synthread. Unlike other monsters from Svartalfheim, Drow possess the unique and uncanny ability to move freely about in Midgard so long as they have touched a Deep Shard or an item crafted from it. These Drow have coordinated with Killz4LULZ to stake out Mio Elysse. Apparently, both the Drow and the PKers are marking the growth of various safe zone disruptions throughout the city, are crafting and distributing Deep Shard items to its members and allies, and are planning to mount a larger campaign against both player and NPC inhabitants of Mio Elysse. RubyNight believes this coordination between PKers and monsters to assault Mio Elysse may just be the tip of the spear for a larger invasion from Svartalfheim. Even though she knows the risks are high, she asks the players to enter the Ramshackle House, defeat the members of Killz4LULZ, and slay the monsters who inhabit it to include Synthread.

New Quest From RubyNight — Defeat Killz4LULZ and Slay Synthread

A new darkness has emerged in Midgard. Synthread — a terrible Drider servant of Wiltroot — is recruiting PKers and massing Drow forces beneath the streets of Mio Elysse and in other cities across Midgard. If the players undertake this quest, they will directly confront the horrific creature that is Synthread — Lady of the Chambers of Grief and traveler through its terrible net of shadow. What follows is the story of how Synthread is spreading Wiltroot’s baleful influence into Midgard even as she uses Yggdrasil’s shadows as a beach-head from which to launch attacks against players. It is essential reading for the Dungeon Master as the players will either confront Synthread now or later. If the players instead decide to investigate Goblin Town, they’ll be faced with Synthread in the next chapter of this adventure series — Safe Zones Lost, Midgard Invaded.

Quest Background: Synthread, Killz4LULZ and the Drow of Wiltroot

The Dungeon Realm of Svartalfheim is divided into two regions. One is the mountain realm of Soria. This fortress of King Doomshallow is both a city of Duergar and a dark mine that delves into various deep pits. From these pits the Duergar bring up rich materials to forge into weapons, as well as gold, silver, and jewels to enrich themselves. These mining pits run deep, however, tapping poison airs and waters. Dredging up choking smoke and terrible burning fires. These poison airs and fires coalesce into fiends aligned with Doomshallow. One of these is his hound — Shadow Maw — described in part 1 of this module.

Surrounding Soria is the Wiltroot Wood, ruled by a dark druidess of the same name. This dark forest is full of trees corrupted by the poisons spewing out from Soria. It is also home to the Drow — who share the fallen realm of Svartalfheim with their Duergar allies. Together, the Drow of Wiltroot and the Duergar of Soria form a dominion over the other creatures of Svartalfheim whom they’ve enslaved to work in Soria’s mines or to serve in the various slave shops of the Drow.

When Yggdrasil’s roots began to pierce Svartalfheim, a Drider by the name of Synthread and one of Wiltroot’s chief servants, crawled up along a root and discovered a gateway leading to a series of subterranean chambers beneath the city of Mio Elysse. The chambers were filled with shadows spilling out from Yggdrasil’s roots. Synthread found that she was able to touch these shadows and sense the creatures passing through them, read their minds, even send her thoughts to them. Soon, Synthread found that a number of the players inhabiting Mio Elysse harbored malice against their fellows. Exploiting this malice, she whispered to them as they passed, calling them down to the Ramshackle House and into the Chambers of Grief which lay beneath it.

Over time, numerous like-minded malicious players gathered with Synthread in the Ramshackle House and the Chambers beneath. These were joined by numerous Drow of Wiltroot. There they conspired to kill and enslave the inhabitants of Mio Elysse for power and profit. They spied on Mio Elysse. They staged ambushes of its inhabitants. They collected Deep Shard and forged numerous weapons of this substance springing up from each player’s death. They even brought player slaves to Wiltroot.

Now Synthread has filled her Chambers of Grief with allies — both from Killz4LULZ and from Svartalfheim. Crawling along Yggdrasil’s roots, she has started to open gates beneath the other cities of Midgard. For she possesses the special ability to weave gateways out of Yggdrasil’s root shadows. If she is not stopped, she will stage an invasion of Midgard’s cities from within and below. She will do this both by massing her lady Wiltroot’s Drow in the shadows, and by ensnaring the scores of PKers roaming Midgard in her web of dark design.

Quest Alert: Enter the Ramshackle House, Defeat Killz4LULZ, Slay Synthread

Make a copy of the following green highlighted text to give to the players when they receive this Quest from RubyNight:

Situation: Killz4LULZ is staging attacks on players from the Ramshackle House and inside areas of shadow disrupting Mio Elysse’s safe zone. Interrogating captured members of Killz4LULZ reveals that this PKer Guild is coordinating with Synthread — a monster and a leader of Drow living in a series of subterranean caverns beneath the Ramshackle House.

Objective: Enter the Ramshackle House and Defeat Killz4LULZ. If possible capture members of Killz4LULZ. Leaders are high value targets.

Objective: Slay Synthread and her Drow followers living in the chambers beneath the Ramshackle House.

Objective: Learn how Synthread is able to coordinate with PKers and discover how widespread this coordiantion is.

Objective: Learn more about Synthread, its origins and who, if anyone, commands it.

Reward: 750 gold (250 gold awarded by each of the major guilds).

The Ramshackle House and Chambers of Grief Adventure Map

Below is the adventure map for The Ramshackle House and The Chambers of Grief. The map features three main areas — The Ramshackle House (rooms 1-5), Killz4LULZ’s Guild Chambers (10-15), and Synthread’s Lair (19-24). These areas are connected by a dungeon environment hosting those loyal to Synthread, members of Killz4LULZ, and other monsters.

The Chambers of Grief

Lighting within The Ramshackle House is generally dim. Lighting in areas 6-16 is dark. Lighting in areas 17-24 is dim. Areas within 10 feet of a Yggdrasil root are dark. In addition, Yggdrasil roots reduce the intensity of light sources within 20 feet by 1 level (bright light to dim light etc). Braziers marked on the map provide bright light out to 20 feet and dim light out to 40 feet. Wiltroot growth — marked dark green on the map — provides dim light.

Within The Chambers of Grief and throughout Mio Elysse, Yggdrasil root shadows also provide scrying pools for Synthread. The Drider can see anyone passing within 20 feet of a Yggdrasil root shadow so long as she’s focusing on that shadow. In addition, she may telepathically communicate with creatures in this zone. Finally, she may cast detect thoughts on any such creature. If one of her allies (either from Killz4LULZ or from her Drow contingent) steps into a Yggdrasil root shadow and calls Synthread’s name, she is immediately alerted and can then receive reports. In this way, it is likely that Synthread quickly becomes aware of the players. At which point, she will attempt to use detect thoughts (DC 13) on players entering Yggdrasil root shadows to gain more information about their plans.

Unlike monsters, Killz4LULZ members do not immediately die when reduced to zero hit points. Like player characters, they must fail three death saves. In addition, players cannot loot gear or money from dead Killz4LULZ members even outside of the safe zone. Like all players in the game, Killz4LULZ members possess teleportation crystals. However, these crystals have now been altered by Synthread. When activated, they can instead be used to teleport Killz4LULZ members to area 14 or to area 23. If large groups of Killz4LULZ members face defeat, particularly in areas 10-15, they will fall back to area 23 given the opportunity.

Areas marked C are Killz4LULZ checkpoints. They are each manned by two Bandits and commanded by one Thug. The Bandits are each armed with a Minor Deep Shard Scimitar and wear studded leather armor (AC 13). The Thug is armed with a Minor Deep Shard Mace and also wears studded leather armor (AC 12). Each Thug at these checkpoints is also equipped with a horn. If attacked, the Thugs spend a minor action to sound the horn which alerts all Killz4LULZ members in areas 10-15 and causes those in areas 10-12 and at the other checkpoint to mobilize.

Caverns with green floor have been polluted by an outgrowth of plants from Wiltroot. The soils of Wiltroot were corrupted by the toxic oily liquids of Lake Niflheim. An effect of these fluids allows plants to subsist in darkness by feeding on the life of animals and by drinking blood. Wiltroot and Killz4LULZ brings its victims to die in the Yggdrasil root shadows in these areas to both feed these dark mosses and grasses and to form Deep Shard. Eventually, these mosses and grasses will grow to spawn Twig Blights, Needle Blights, Vine Blights, Meenlocks, and other corrupted plant creatures.

Gridded Version of The Chambers of Grief

Yggdrasil roots within the Chambers of Grief contain higher amounts of oily toxins from Lake Niflheim. Examination of these roots using Arcana or Nature (DC 14), discovers the substance. Further examination reveals the toxin has a corrupting effect associated with undeath (DC 17). If the players have collected other root samples, they notice the same toxin in lesser amounts. Its discovery presents a mystery. Perhaps the root shadows themselves are not the source of the undead that so often appear near Yggdrasil roots. As these shadows have served as a gateway for Drow and Duergar, perhaps the shadows of Ginnungagap are merely a suitable environment for the undead that appear there.

Leveling — as the players progress, they may reach level 3 and possibly level 4 by the end of this adventure. Remember that players will need to return to Mio Elysse and visit an Inn to complete a long rest and to receive the training needed to gain a level. Time spent leveling will likely result in the players meeting more prepared and determined foes once they return.

Returning to the Ramshackle House

Your return to the Ramshackle House is, at first, uneventful. Players passing on the street now stay well away from the shadows. Word has spread of their danger, thanks in large part to your efforts. The tattered and dilapidated house still turns your eyes from it. Possessed, perhaps, by some Drow enchantment that repels sight. But the inky shadows spilling out toward Roc Talon Traders are unmistakable. You enter the shadows. WARNING: LEAVING SAFE ZONE flickers on your head’s up display. The dark building squats before you. Silent for now.

With members of its guild captured and players venturing on the streets of Mio Elysse at higher alert, Killz4LULZ has withdrawn to take stock, to assess, and to swell the ranks of its members. Synthread’s plans are coming close to fruition and the leader of Killz4LULZ — CLOWNFORCE9 — has pulled the bulk of his members back to the Chambers of Grief. Though The Ramshackle House is warded by a level 2 quest alert, neither Synthread nor CLOWNFORCE9 believe that barrier will last long. They’re aware that a higher level group of adventurers is likely on the way. The house has thus been fortified with a garrison of Drow and Killz4LULZ members even as Synthread and CLOWNFORCE9 continue to conduct raids and seek followers from other locations in Mio Elysse and elsewhere.

The Ramshackle House

1. Front Room

The door opens to a large room over-run by Yggdrasil roots and clogged with shadow. In contrast, various lanterns and a large fireplace spill light into this choking darkness. Near the fireplace are three figures. You assume by their gear that they are adventurers — members of the PKer guild Killz4LULZ. Shadows to your right and left block your vision, creating a kind of tunnel of darkness around you.

Clustered near the fireplace is the front room garrison provided by Killz4LULZ. Their leader is a Thug named BluntIS. He is armed with a Minor Deep Shard Mace — adding 1 point of necrotic damage on a critical hit. With him is MyURL, an Apprentice Wizard, armed with a Minor Deep Shard Dagger, and KithRA, an Acolyte also armed with a Minor Deep Shard Mace. This group is a recent rotation from Killz4LULZ. They are alerted by the Drow in the shadows of any non-stealthy approach by the players.

Two Drow stand in the Yggdrasil root shadows near the door. They are hidden (DC 14 Perception). Peering through cracks in the front wall facing the street, they monitor the entrance and alert their Killz4LULZ companions to the approach of any adventurers. Each Drow is armed with a Minor Deep Shard Short Sword.

The ceiling of this room in collapsed. A small platform of flooring remains intact near a window overlooking the street which is unoccupied. The stairs are rotten. Anyone walking on the stairs must make a DC 14 Acrobatics check or fall through the stairs into the closet underneath. Within the closet beneath the stairs (A) is a cluster of Yggdrasil roots. This area is a shrouded in darkness and is totally obscured. Lurking within the closet is a Swarm of Rot Grubs. The Rot Grubs attack anyone falling through the stairs or opening the closet door.

Treasure: The chest in the southwest contains a pair of fine boots worth 50 gold. The Drow wear two chain shirts (sellable for half value). Collectively, the Drow keep 7 gold, 16 silver, and 12 copper between them.

2. DArkFLYTE’s Room

DArkFLYTE is one of Killz4LULZ’s chief spies. She lurks in the Guild Hall, at Thunderale Tavern and among other gatherings of adventurers to listen to scuttlebutt, learn about prominent players, and to establish marks for PK ambushes or recruiting. Recently, she’s been coordinating with Chillsting (see Room 4) to develop a defense of The Chambers of Grief by fortifying the Ramshackle House against a potential assault.

DArkFLYTE is a rogue who uses the Spy stat block with the following exceptions. She is an elf with darkvision of 60 and wears studded leather armor (AC 14). She has a speed of 35 feet. She wields a Minor Deep Shard Short Sword and has a quiver filled with 20 Minor Deep Shard Quarrels for her hand crossbow.

If DArkFLYTE hears combat in room 1, she moves through the door to aid her allies and companions. Keeping to the Yggdrasil root shadows, she uses her cunning action to hide and then to attack with advantage. If the combat tips against DArkFLYTE, she uses her cunning action to flee to room 4. Once there, she directs the Meenlock Stinkbark toward the battle then uses the ladder to descend to area 6. If she makes it to area 6, she uses the boat to cross the waters, then knocks a hole in the boat. From there she moves on to warn CLOWNFORCE9 in area 15 and then steps into some Yggdrasil root shadows to send a message to Synthread. If unable to flee by this route, DArkFLYTE uses her teleport crystal to return to area 14. If DArkFLYTE is captured, she uses her social skills to plead for her life, then tries to escape at first opportunity.

Treasure: In addition to her Deep Shard items, DArkFLYTE wears an onyx tiara worth 50 gold. Her studded leather armor and hand crossbow are sellable at half value. All of these items are on her person. But she will use them for barter if the players will let her go. Her trunk has a secret compartment (DC 17 Perception) containing a pouch with 10 platinum pieces that she hasn’t yet added to her inventory.

3. Drow Reserve

Two Drow occupy this room. They’re the reserve rotation for the Drow presently in room 1. If the Drow in this room hear combat in area 1, they rally to aid their allies, arriving on round 2. Each Drow wields a Minor Deep Shard Shortsword in addition to their normal equipment.

Treasure: If the Drow are defeated, the players find 11 gold and 7 silver on them. In addition to their Deep Shard items, the players can also retrieve one sellable chain shirt. The trunk in this room contains normal Drow sized clothing.

4. Chillsting

Once she realized the Ramshackle House was under threat of attack, Synthread sent her lieutenant Chillsting to lead its defense. One of the first Drow to gain possession of a Deep Shard item, Chillsting has passed many times between Midgard and Svartalfheim. One of Wiltroot’s, first invaders, Chillsting spied on adventurers near Yggdrasil, led assaults against players, and has consulted with Shadowmaw. When Synthread established her own stronghold beneath the streets of Mio Elysse, Wiltroot sent Chillsting to aid Synthread with her invasion plans.

Walking within Yggdrasil’s root shadows for so long has left the oily mark of undeath on Chillsting. He contracted the Creeping Death (see Appendix) and transforming him into a terrible undead. Now a Sword Wraith Warrior, Chillsting lusts for the deaths of adventurers even more. Retaining his Drow cunning (Int 11, Wis 11, Cha 12), Chillsting has developed what he believes to be a strong defense against any assault by the players. If Chillsting hears combat in room 1, he lifts his Major Deep Shard Longsword (granting him +1 to hit and damage and an addtional 1 necrotic damage on a crit) and rushes to join the fray (arriving on round 3). Chillsting lusts for player deaths — attacking recklessly using his martial fury ability.

Treasure: The chest to the north of the room is locked (DC 20 Thievery). Inside are three bags of coins — 100 gold, 50 silver, 30 copper. Chillsting also holds a Major Deep Shard Longsword, wears a still serviceable chain shirt, carries a shield, and holds a longbow along with 20 arrows. All normal items are sellable at half price.

5. Open Pit

The floor boards in the southeast section of this room have been removed revealing an open pit. Along the pit’s edge Yggdrasil roots grow, spilling out cold shadows. A rickety ladder descends through mists and darkness. The sound of rushing water can be heard rising up from the pit below. Another Yggdrasil growth shrouds a section of the north wall in shadow.

A Meenlock named Stinkbark hides in the Yggdrasil roots along the north wall. He remains hidden (DC 21 Perception) unless the Yggdrasil roots are directly examined. If he hasn’t yet been alerted by DArkFLYTE, he waits for an opportune time to ambush the party. Descending the ladder, for example, provides an ideal moment for Stinkbark to strike. Stinkbark holds a Deep Shard in his mouth.

The rickety ladder descends fifty feet into area 6 ending on a small island amidst swirling waters (see area 6). The ladder is in ill repair (DC 12 Perception) and can only bear about four hundred pounds of weight. If the ladder is over-loaded, it will collapse. All on the ladder will fall. A person near the ladder’s upper section (within five feet of area 5’s floor) can grasp the floor and hang on by making a successful DC 13 Dexterity save. Everyone else on the ladder falls from their present height and onto the rocky island below.

Mists swirl ten feet below the pit’s edge. These mists are ten feet thick. The area they occupy is heavily obscured. When players break through the mist, they emerge thirty feet up the ladder in area 6. At this point, they are likely to attract the attention of the Ghoulish Giant Bat guards lurking in the chamber below.

6. The Chamber of Whirlpools

The roar of rushing water rises up as you descend through the mists. All around, darkness presses in as the ladder plunges down into blackness.

If the player on the ladder has a light source, read the following description:

Your light pushes against the blackness revealing an expansive cavern. Directly below you the ladder continues down to an island swarming with Yggdrasil root shadows. Surrounding the island are swirling waters riled by two whirlpools. A damp beach covered in cave rocks skirts the raging waters. From the chamber’s walls sprout numerous Yggdrasil root shadows — shrouding large sections of wall in darkness.

Three Ghoulish Giant Bats occupy this chamber. These monsters use the Giant Bat stat block with the following exceptions. They are Undead. They are immune to poison damage. They are immune to the charmed, exhausted, and poisoned conditions. They also possess the Ghoul claws attack action (including ghoul paralysis). These bats were among a number of pets kept by Synthread in Wiltroot. In Svartalfheim, they aided in her night-time hunts for prey. When Synthread came to Midgard, the bats journeyed with her. Frequent exposure to Yggdrasil’s death-tainted roots rising up from Niflheim and running through Ginnungagap stained the bats with the poisons of Lake Niflheim and rendered them undead. They cling to the wall, using the root shadows of Ginnungagap to hide while they scan the chamber with echolocation. The bats fly out to confront anyone entering the chamber. They recognize members of Killz4LULZ and the followers of Wiltroot. They will attack the players immediately as intruders.

Waters swirling around the island flow down from the waterfall in area 8 and under then bridge in area 7. They plunge through two whirlpools into a subterranean rapids that flow beneath Mio Elysse and finally spill out in a waterfall on Mio Elysse’s coast. Anyone swimming or boating in the areas marked by the whirlpools are pulled into these rapids. Without some form of water breathing, anyone caught in these rapids will drown as the passage to the coast takes ten minutes without air. Even with water breathing, those caught in the rapids are battered for 4d6 bludgeoning damage before being expelled in a waterfall that drops twenty feet into a coastal grotto. Swimming outside of the whirlpools is difficult (DC 19 Athletics). A successful Athletics check allows players to swim at half speed. Failure means swimmers make no progress and merely keep pace against the current. Failure by 5 or more while swimming in area 6 means the swimmers are drawn into the whirlpools.

A boat is either pulled ashore on the island or on the beach. Its location is dependent on whether DArkFLYTE passed through area 6 on her way to warn CLOWNFORCE9 and Synthread. If DArkFLYTE passed through, the boat is on the far shore with a hole in its bottom. If DArkFLYTE was captured or killed by the players or was forced to teleport, the boat is on the island. This boat is a small dingy capable of carrying two passengers at a time. It is equipped with oars and if launched from the far side of the island requires only a DC 12 Water Vehicles check or a DC 12 Dexterity check to row safely to the far shore. Failure means no progress is made. Failure by 5 or more means the boat is pulled into one of the whirlpools. A player holding an oar can make a DC 14 Dexterity saving throw to plant an oar in the bottom and prevent the boat from being drawn into a whirlpool. If two players are on the boat, both can attempt this saving throw. If one succeeds, then the boat is saved. Players who save the boat from the whirlpools can then again attempt Water Vehicles or Dexterity skill checks to bring them safely to shore.

7. Croaker’s Bridge

A fire burns in a pit beside a crude bridge. The bridge is a haphazard construction of logs and various debris crossing rapids rushing below. Hunkered down beside the fire is a large, green-skinned monster. He sits on a number of fat sacks. His black eyes follow you. Thrusting a warty hand toward you, he snarls “pay to pass.”

The monster is Croaker. A Troll, and an original monster who inhabited this area prior to the appearance of Synthread and Killz4LULZ, Croaker has occupied this narrow area. He demands tribute from anyone who passes. The cost of passage is 1 gold piece per person. Croaker is equally happy to fight and slay any who refuse the toll. He is always hungry and the profit from battle is often greater than from the tolls.

Practically anyone observing the bridge immediately realizes it is superficial and unnecessary (DC 8 Insight). The rapids here are swift and deep, but narrow. It is thus easy enough to cross them by jumping. In addition, anyone can walk around the beach in area 6 to get to either side of the rapids if need be.

Synthread and CLOWNFORCE9 have decided to allow Croaker to remain where he is. His tolls, though high priced, are not enough to disrupt their operations. In addition, he serves as a second line of defense against incursion.

Treasure: Croaker has accumulated 342 gold pieces which he holds in his sacks. In addition, he keeps a Wand of the War Mage +1 with the following additional property — whenever the wand is used as an arcane focus to cast Magic Missile, one additional bolt of force is produced. Croaker presently uses the wand as a tooth pick.

8. Fisher’s Falls

A subterranean river spills over a series of falls and down into a pool surrounded by a gravel beach. The water then swiftly flows west. The chamber’s ceiling rises about thirty feet above. Sections of the wall and ceiling are shrouded in pools of shadow.

A solitary Cave Fisher hunts from the ceiling of this chamber. Using its spider climb ability, it occupies a cleft above the room’s center. From this location, it can drop its adhesive filaments onto anyone below. Perceptive players who think to look up may spot the Cave Fisher with a successful active Perception Check (DC 15). Otherwise, a passive Perception of 20 reveals the Cave Fisher and its hiding place.

The Cave Fisher will typically pick a smaller target, drop its filament toward it, and wait for the target to become entangled. It then reels the prey to its location 30 feet above and attacks. Victims who free themselves fall into the water (1d4 bludgeoning damage) or onto the ground (3d6 bludgeoning damage). If a victim remains grappled, the Cave Fisher pulls it into the cleft, granting it half cover, and then proceeds to attack the victim with its claws.

Treasure: The Cave Fisher’s body, filaments, and alcoholic blood are all quiet valuable. Cave Fisher meat will sell for 50 gold, its alcoholic blood for 75 gold, and its filaments for 25 gold (150 gold total).

9. Root Gate to Nidavellir

The floor here takes on a greenish tint as strange mosses and grasses sprout and grow. They release a metallic odor that makes your eyes water. Up ahead, two large Yggdrasil roots flank a curtain of shadow interspersed with flickering lights. You recognize this as a root gateway. To where, you dare not guess.

This root gateway leads to a number of chambers beneath Nidavellir. These have also been occupied by Killz4LULZ and Drow. Though not yet as organized as the group here in Mio Elysse, they represent a serious threat to Nidavellir as Yggrasil roots also begin to disrupt that city’s safe zone.

The gateway is guarded by two Bandits — BRat9 and HahnTED — members of Killz4LULZ, two Drow, and one Bandit Captain — SMASHBALZ — from Killz4LULZ. Each Bandit wears studded leather armor (AC 13) and wields a Minor Deep Shard Scimitar. The Bandit Captain and the Drow each wield a Minor Deep Shard Shortsword.

Even if the players defeat this gate guard, they cannot use the gate unless they have possessed a Deep Shard item for more than ten days or are a Drow who presently possesses a Deep Shard item.

Treasure: In addition to the Drow equipment (players do not drop loot when killed or defeated), the Drow carry 3 platinum and 10 gold between them.

10, 11, and 12 — Killz4LULZ Garrisons

These three areas contain ready groups of Killz4LULZ raiders. Typically sent out to adventure on the surface in Midgard or to ambush weak and unsuspecting groups of players in areas where safe zones are flickering, these raid groups were recalled once members of Killz4LULZ were captured. CLOWNFORCE9 and other guild leaders have instead decided to focus efforts on defense until Wiltroot’s invasion plans unfold. The guild leadership is aware that Wiltroot and Doomshallow are planning their own separate but concordant assaults on Midgard. Killz4LULZ believes these attacks will provide an opportunity for revenge against those who targeted their members. In the meantime, the PKer guild has focused on defense.

If attacked, the defenders are quick to respond. They move swiftly and fight tactically — letting the heavier fighters shift to the front while taking pot-shots at range or attempting to flank. The Acolytes focus on healing and standing those at 0 hp back up. If half or more of the defenders are killed or knocked out, CLev7RWIT will order the remaining defenders to use their teleport crystals to fall back to area 14.

These PKer guild members relish nothing more than ambushing and bullying the weak. If they recognize fellow players, they are liberal with taunts, cut-downs, and intimidation as they attempt to wear down their foes will to fight. Though the rank and file are unlikely to show mercy, CLev7RWIT will recognize the value in capturing the players for questioning should such an event arise (a clever GM could turn a capture into an exciting series of skill challenges, for example).

Area 10 is home to three Bandits — FalayM8, WhyHERD, and TA8ntPANtZ — and one Acolyte named whiGGYN. If alerted by the horn, whiGGYN casts Bless on her companions as they advance to attack. She then saves her last two spell slots for Cure Wounds. All Bandits are armed with Minor Deep Shard Scimitars. The Acolyte is armed with a Minor Deep Shard Mace.

Sleeping mats and mess kits litter the area surrounding the brazier. A small sack of unallotted loot offers the only treasure.

Treasure: 11 gold, 7 silver.

Area 11’s camp has two Bandits 007Evylle, KLick01, an Acolyte HayWUDup, and a Wizard Apprentice PopFizFiz. At the horn’s signal, the adventurers here move swiftly to the alerting checkpoint. The Acolyte casts bless on himself and the two Bandits while en-route. Bandits are armed with Minor Deep Shard Scimitars. The Acolyte is armed with a Minor Deep Shard Mace. The Wizard Apprentice is armed with a Minor Deep Shard Dagger.

Treasure: 9 gold and 12 silver pieces can be found in the bedrolls and bags scattered across this chamber.

Area 12 serves as the command post for CLev7RWIT — a Veteran in charge of this outer ring of defense for the main Killz4LULZ guild hall in areas 13-15. CLev7RWIT is joined by HiLABEAST, a Bandit, WilEPete, an Acolyte, and a Sorcerer — THaSHoCKER (from BSO Ragnarok 1.25).

If alerted by the horns, CLev7RWIT sends his Bandit to warn CLOWNFORCE9 of a possible incursion then takes the rest of his group forward to investigate. On the way, the Acolyte casts Bless on himself, THaSHoCKER, and CLev7RWIT. THaSHoCKER will immediately recognize any players who fought against him and his companions at the Ramshackle House. When battle is joined, he’ll do his best to take down the party’s healers. If the battle goes against him and his fellow defenders, THaSHoCKER will flee to area 13. If the route to area 13 is blocked, he instead attempts to flee to area 23. Whichever route he takes, THaSHoCKER raises the alarm along the way. If unable to flee by foot, THaSHoCKER uses his teleport crystal to transport himself to area 14.

HiLABEAST holds a Minor Deep Shard Scimitar. WilEPete possesses a Minor Deep Shard Mace. CLev7RWIT holds a Major Deep Shard Longsword and a Minor Deep Shard Short Sword. THaSHoCKER retains his Minor Deep Shard Dagger.

Treasure: A small gaming table is covered with the left overs of a poker match totalling 4 platinum, 35 gold, and 43 silver.

13, 14 and 15 — Killz4LULZ’s Underground Guild Hall

This collection of underground chambers serves as Killz4LULZ’s makeshift guild hall. Here CLOWNFORCE9 plans raids, plots to bully and extort adventurers, and coordinates with Synthread’s designs to invade Midgard. The main features in this collection of rooms are the guard towers and the teleportation circle — both described in area 14.

Killz4LULZ Guild Hall

Area 13 houses Killz4LULZ’s heavy reaction team. Commanded by BREWTAL, a Veteran, this team is ready to respond to any attacks on the main guild hall in area 14. BREWTAL commands two Bandits, NuGGiTZ and SPangst55, and one Thug, GReeFEATER.

BREWTAL is a fanatic who enjoys nothing more than slaying players in combat. His armor bears eight skulls — each with a PK symbol drawn in blood red. These symbols of his player kills are plainly visible. He wades into battle with reckless abandon as he seeks new kills. His shouted insults ring out loudly through the din of combat. Though BREWTAL uses a Veteran’s stat block, his hit points are advanced to 78. He also has the reckless attack ability — allowing him to make attacks with advantage even as attacks against him are made with advantage.

NuGGiTZ and SPangst55 each wield a Minor Deep Shard Scimitar. GReeFEATER possesses a Minor Deep Shard Mace. BREWTAL rushes into combat with his Major Deep Shard Battle Axe and a Minor Deep Shard Hand Axe.

Treasure: A chest in the room’s south corner contains 134 gold, 99 silver, a tiger eye worth 25 gold, a peridot worth 25 gold, a Potion of Heroism and a Scroll of Aganazzar’s Scorcher.

Area 14 comprises Killz4LULZ’s main guild hall. When the players enter, read the following description:

The walls of this large chamber are covered in macabre graffiti. Scrawled leering faces, bleeding bodies, and other obscenities seem to jump toward you as you enter. Bedrolls and small tables lay clustered around fires at the bases of three looming towers. In the room’s center, a magic circle casts a green light onto the walls and ceiling. A curtain with the words Killz4LULZ covers a passage to the northeast.

The main features of this room are three towers to the northeast, east, and southeast and the magic circle at the room’s center. Fires burning at the base of each tower and the magic circle’s green light provide dim illumination. A cluster of Yggdrasil roots in the east wall creates an oily pool of darkness.

Each tower is manned by one Bandit and one Wizard Apprentice. The towers provide half cover. They are accessible by 10 foot tall ladders. Moving up the ladders reduces speed by half. Clustered around the magic circle are three Acolytes. If wounded Killz4LULZ members appear in the magic circle, the Acolytes first cast Cure Wounds. They continue healing their companions until they are out of spells at which point they engage in combat. Huddled within the Yggdrasil root shadows are two Meenlocks. The Meenlocks are agents of Synthread. They creep out to opportunistically attack players after one round of combat.

If DArkFLYTE successfully withdrew from the Ramshackle House, she occupies the central tower. From there, she’ll attack players at range. If the tide of battle shifts against Killz4LULZ, DArkFLYTE will use her teleportation crystal to travel to the magic circle in area 23. From there she warns Synthread of Killz4LULZ impending defeat.

The Bandits are CRewLAR, PunkODIN, and VivICE. They’re each armed with a Minor Deep Shard Short Sword. The Wizard Apprentices are SOXstank, ColeFYR, and JeLLyJET. Each wields a Minor Deep Shard Dagger. The Acolytes are NoTOUCH, BLYzART, and WarZYN. They use Minor Deep Shard Maces.

The Creeping Death: If members of Killz4LULZ are captured, there is a 50 percent chance that each displays long term effects from holding a Deep Shard item and from passing through Yggdrasil root gates. Yggdrasil roots are tainted by the oily liquids of Lake Niflheim — the Lake of the Dead. The roots thus exude a necrotic influence. Each time the root gates are used, living players and monsters must make a DC 10 Constitution save. If they fail, they have contracted the Creeping Death — a disease that will turn them into an undead if they fail three DC 13 Constitution saves before they succeed on three such saves. Those contracting this disease make saves at the end of each day until they are either well or transformed into an undead. The type of undead they become depends on their level or hit dice (1-2: zombie or skeleton (50 percent), 3-4: Shadow, 4-5: Sword Wraith Warrior, 5-6+: Wraith). Those afflicted by the Creeping Death are visibly ill (DC 13 Insight or a DC 10 Medicine check). An Arcana or Religion check (DC 15) reveals that those sick with this illness exhibit some undead traits.

Treasure: Scattered around the room are 124 gold, 77 silver, and 88 copper.

Area 15 is sectioned off by a banner painted with “Killz4LULZ.” Behind the barrier is CLOWNFORCE9’s command room. He is attended by his aide — an Acolyte named SIMPath — and a Drow agent of Synthread named Bluet.

CLOWNFORCE9 is a Bard with the following changes. He has a Charisma and Dexterity of 16. He wears +1 studded leather armor (AC 16). Charm person is replaced with cause fear on his first level list. Invisibility is replaced with mirror image on his second level list. He wields a Major Deep Shard Rapier. He also possesses the psychic blades (+2d6 up to three times) and words of terror abilities from the College of Whispers. CLOWNFORCE9 uses his first round of combat to cast mirror image, then gleefully joins in battle.

CLOWNFORCE9 is a terrifying presence. He wears white make-up in the design of a skull on his face. His red-dyed, spiked hair is reminiscent of blood. His bardic magic manifests as bloody spectral spikes that pierce the hearts and ears of those he engages with in combat.

The Acolyte SIMPath is a lovingly devout follower of his leader. In combat, he casts Bless on CLOWNFORCE9, himself and Bluet, then saves his healing spells for his leader.

Bluet is a special agent of Synthread sent to monitor CLOWNFORCE9 and Killz4LULZ. A Drow of Wiltroot, Bluet has grown sick at heart for the fall of the once vital forest into corruption and undeath. Her work with the maniacal leader of Killz4LULZ, who glories only in terror and death, has added to her malaise. Though she has dutifully served Synthread and given no sign of her deeper regrets, Bluet is searching for an opportunity to escape. If the players attack Killz4LULZ, Bluet moves out with CLOWNFORCE9 and SIMPath. She then uses her movement to shift closer to the players even as she turns to cast Faerie Fire on a large cluster of Killz4LULZ members.

If Bluet survives, she can provide a wealth of information to the players. She is a former resident of Wiltroot. She witnessed the forest’s fall into corruption as Doomshallow intensified his mining efforts. She knows about the Creeping Death — that it is caused by passage along Yggdrasil’s roots. And she knows that the undeath comes from Yggdrasil’s roots plunging down into Lake Niflheim and drawing their death-tainted waters up with them as they expand up through the lower regions of the Ginnungagap.

Treasure: A war chest contains 351 gold, 113 silver, a topaz worth 150 gold and a sapphire worth 150 gold. Among the treasure is also a crystal needle filled with a glowing reddish ink and set with a backing shaped like a heart. This magical needle is a Lifewell Tattoo. When attuned, the needle scribes an intricate heart-shaped tattoo about the size of a fist on an area of skin chosen by the player.

16. The Confused Dead

A Yggdrasil root belches a pool of darkness into this chamber. Within the darkness, you hear the shuffling feet of various undead. As you watch, two zombies, one Drow, one human, lurch from the darkness toward you. The looks on their faces displays momentary confusion. The Drow is clothed in the regalia of Svartalfheim, the human has Killz4LULZ painted across the remnants of a hide armor breastplate.

This room contains two Zombies, two Skeletons, and one Shadow. They are Drow and members of Killz4LULZ banished here after contracting the Creeping Death. They await Synthread’s summons — as Synthread is able to command undead created by this terrible disease. As recently transformed undead, they act sluggishly and have disadvantage on any initiative rolls. However, like most undead, they will attack the living. Drow and Killz4LULZ members thus avoid this chamber as they wait for Synthread to assert her control.

17. Root Gate to Losaelfar

An unnatural growth of glowing grass and moss casts dim illumination about this chamber. Two large Yggdrasil roots grow from the southwest wall. A pall of darkness blankets the area between them. Within the darkness, a swarm of winking yellow lights drift. You recognize the area between the Yggdrasil roots as a gateway. Perhaps it leads to Svartalfheim. Perhaps elsewhere.

Two Needle Blights, Two Drow, a Meenlock and a Sword Wraith Warrior named Valanthis guard this gateway. Valanthis was once a Drow. But he has succumbed to the Creeping Death and transformed into an undead after numerous journeys along Yggdrasil’s tainted roots. He is now charged by Synthread to guard the root gate leading to chambers beneath Losaelfar. As with Nidavellir, a combination of Drow from Wiltroot and Killz4LULZ members have also established a foothold beneath Losaelfar. There they prey on players where safe zones fail and when the opportunity arises. Each Drow carries a Minor Deep Shard Short Sword. The Meenlock and the Twig Blights hold Deep Shards in their mouths. Valanthis wields a Major Deep Shard Longsword.

Treasure: In addition to the various Deep Shard items, the monsters drop 4 platinum, 22 gold and 42 silver if they are slain.

18. Flumph Philosophy

Wafts of metallic stench rise from the floor’s unnatural growths as you approach this chamber. Up ahead, the fungus and lichen rise up in a veritable garden. As you come closer to this profusion, the foul air suddenly clears. Floating within the rich fungus is a plate-like creature. Two eye stalks sprout from its shiny, gelatinous body. Beneath it wave at least twenty blue tendrils. The creature seems to exude emotion. As it drifts forward, you feel equal parts kindness and curiosity wafting out from it.

The creature, of course, is a Flumph named Delfina. Delfina has occupied this cavern since the game’s commencement. It is a kind creature who has developed a deep sympathy for the players’ plight. Stuck here among Drow and PKers she does her best to be a good listener. Though she is horrified by Killz4LULZ penchant for violence and by the Drow’s own ambitions to invade Midgard, she does her best to blunt their darkest passions. Though she is mostly unsuccessful, neither group views her as a threat. Since she is a good listener, members of each group often come into the soothing airs of this chamber to unburden their thoughts.

Delfina’s favorite visitor, however, was Peter Smith. A captive of Killz4LULZ, Peter convinced CLOWNFORCE9 that he wanted to be a full member of the PKer guild. Peter wasn’t telling the truth, though. He just wanted free reign to wander about in the Drow section of The Chambers of Grief. Peter had glimpsed the Drow Queen Wiltroot from afar. Her look of profound sadness beguiled him. Ever since, he sought for a way to journey to her. He procured a Minor Dark Shard Item and joined the ranks of Killz4LULZ. Though he never killed another player, Peter was not proud of his time with the griefer guild. After ten days, he slipped off into Synthread’s domain and made his way to Svartalfheim through Wiltroot’s Tree Tangle.

Peter often came to visit Delfina. So the Flumph knows much of his story. He also shared his plans with her to enter Svartalfheim. Delfina worries terribly over the fate of her friend. Delfina knows that Wiltroot is almost certain death. Even if conflicted, she represents a mortal threat to Peter. Once Delphina is able to suss out the players, she confesses her worry to them and asks them to venture to Svartalfheim to find and save Peter (resulting in the new Quest Alert — Find and Save Peter Smith!!).

Delfina is also able to provide the players with general information about Synthread and the Drow. She tells them that they have Meenlock, Twig Blight, and Mad Dwarf (Redcap) servants. She also tells them that some of the Drow have ‘gone undead’ due to exposure to Yggdrasil’s tainted roots. If the players ask her about the roots, she tells them that the taint of undeath they bear is due to them dredging up the oily liquids of Lake Niflheim.

19, 20 and 21 Captain Xyndar’s Anvil of Darkness

A Sword Wraith Warrior by the name of Captain Xyndar commands a group of six Drow in area 19. Each Drow is equipped with a Minor Deep Shard Short Sword. Captain Xyndar holds a Major Deep Shard Rapier. In addition, these Drow and Captain Xyndar have each received the Blossom of Dark Eyes blessing from Wiltroot. This gift creates a black rose petal growth around their eyes and allows them to see in magical darkness.

Captain Xyndar keeps two Drow on constant alert near the passage intersection. If the Drow sense intruders, they signal to Xyndar who immediately sends a warning to Synthread through the Yggdrasil root shadows on the chamber’s southeast end. Synthread then alerts the four Meenlocks in area 20 and 21 (two in each area). Each Meenlock in these areas holds a Deep Shard in its mouth and has also received the Blossom of Dark Eyes blessing.

Once the alert has been sent, three Drow each cast Darkness. The other three Drow and Xyndar attack — using the Darkness as cover and to gain advantage. On round 2, the other three Drow cast Darkness. Meanwhile, the Meenlocks from area 21 rush down the Yggdrasil root shadows to area 19 by round 2. The Meenlocks from area 20 scamper down the corridor toward the invaders.

If the players defeat this ambush, it is almost certain that Synthread has now been put on high alert and is ready for the player’s approach. Depending on the situation, she may order a further sortie from her forces in area 22, 23, and 24. If Xyndar is able to, he will retreat through the root shadows to area 23. From there, he will help to coordinate Synthread’s defense and counter-attacks.

Treasure: Captain Xyndar has a silk purse that contains 25 platinum pieces. The remaining Drow keep 27 gold and 72 silver.

22, 23, and 24 Synthread’s Lair

This area is Synthread’s lair beneath Mio Elysse from which she sends her Drow spies, coordinates with her PKer allies, and works with Wiltroot to plan a larger invasion of Midgard. If the players do not defeat Synthread here, she will constitute a large and dangerous force to invade Midgard’s cities and safe zones. Defeating her will severely hamper Wiltroot’s invasion. However, she will still be able to use her other bases beneath Nidavellir and Losaelfar to mount smaller invasions. The main threat, if the players succeed here, will come from Shadowmaw and Goblin Town during chapter 4 of this adventure series.

The entire floor of Synthread’s lair is covered with a thin growth of corrupted plants drinking from the deathly liquids of Lake Niflheim. These plants grow without sunlight, emit their own ghostly glow, and exude a foul metallic stench. The ghostly glow they emit provides dim light in areas 22, 23, and 24.

Areas of Yggdrasil roots here serve as Synthread’s eyes and paths. She can see through any Yggdrasil root shadows and travel through them instantly as if passing into adjacent terrain.

Battle map for Synthread’s Lair

Area 22 holds a garrison of four Drow led by a Redcap named Skullstomp. Originally a Duergar in the service of Doomshallow, Skullstomp was among a group of shrunken dwarves who migrated to Wiltroot after being rejected by Soria. Over the years, they’ve taken on fey aspects, transforming into Redcaps. Skullstomp has worked with Synthread for many years and has secured her confidence. If attacked, he orders two Drow forward while the second two cast faerie fire. He then wades into battle with reckless abandon.

Each Drow holds a Minor Deep Shard Shortsword.

Treasure: The Drow drop 7 platinum, 23 gold, and 12 silver. Skullstomp carries a sack holding a peridot, an amethyst and a topaz. The peridot and amethyst are each worth 50 gold. The topaz is worth 100 gold.

Area 23 is dominated by Synthread’s teleportation circle — a magical link to her Killz4LULZ allies. Members of Killz4LULZ may have fled here if the party attacked the Killz4LULZ guild hall in areas 13, 14, and 15. All Killz4LULZ members have added this teleportation circle’s address to their teleport crystals. If they do teleport in, wounded members of Killz4LULZ will receive aid in the form of cure wounds from PUTynFASCION and THudFLUFFER.

This location is commanded by a Drow Druid named Bluebark. Bluebark uses the Druid stat block but also possesses a Drow’s innate darkvision and spellcasting. Bluebark commands two Drow and two Acolytes from Killz4LULZ named PUTynFASCION and THudFLUFFER. If attacked, she pivots to provide support for Synthread by attempting to flank and/or lock down players as they attack.

Each Drow holds a Minor Deep Shard Shortsword. The Acolytes wield Minor Deep Shard Maces. The Drow Druid holds a Minor Deep Shard Scimitar.

Treasure: The Drow Druid holds a rose quartz worth 100 gold. The Drow have 3 platinum and 5 gold between them.

Area 24 is dominated by Synthread’s Tree, Yggdrasil root shadows, a tangled wall of thorns springing up from the unnatural floor growth, and a gateway to Svartalfheim at the tree’s base. The following flavor text sets the scene:

A massive tree covered in oily bark and sprouting leaves dripping with a toxic substance grows in the corner of this large chamber. At its base, Yggdrasil roots spill shadows. Near the southwest corner, a root gateway to another realm spills both darkness and flickering light. Around the tree runs a hedge of thick thorns bulging with Yggdrasil root shadows. Within the tree is a large spider and dark-elf hybrid. She stares balefully down at you with red eyes that seem to bloom out of black rose petals.

Squares containing thorny vines are difficult terrain to players. In addition, any player walking through a thorny vine square takes 1d4 damage per 5 feet as they are lashed by these dark and spikey growths. Two areas of darkness spread by Yggdrasil roots within the thorns contain a Meenlock. Two Vine Blights (Monster Manual, 32) also inhabit this growth. These monsters advance to try to entangle and constrict any players who approach Synthread’s Tree. The vines ignore Drow, Vine Blights, Meenlocks, Synthread and her other allies.

A Yggdrasil root gateway to the Tangle Tree in Svartalfheim’s Wiltroot forest is in Synthread’s Tree’s southeast corner. It is guarded by two Drow. The gateway leads directly to Wiltroot Forest. But it cannot be accessed by players unless they have held a Deep Shard item for ten days or more. Each Drow holds a Minor Deep Shard Scimitar.

Synthread’s Tree rises fifty feet to the chamber’s ceiling. From her perch on the Tree, Synthread can easily observe all of area 23 and 24 while commanding her followers by telepathy. Synthread is a Drider with the following exceptions. Synthread has received the Blossom of Dark Eyes blessing from Wiltroot — allowing her to see in magical darkness. She can communicate telepathically with any creature of Svartalfheim who stands on the toxic growth of Wiltroot blanketing this chamber. She can use a bonus action to teleport to any square filled by a Yggdrasil root shadow. Synthread wields a Major Deep Shard Longsword. At the first sign of trouble — likely coming from a player incursion into area 22 — Synthread casts darkness on her sword. She then uses the Yggdrasil root shadows to teleport around her lair to hit the players where they are most vulnerable or to fire arrows at them from brambles in front of her tree in an attempt to lure them there. Synthread will have used the Yggdrasil root shadows to spy on the players in advance of any assault on her lair to assess their capabilities. If she senses any weaknesses in the party’s cohesion through her ability to detect thoughts, she attempts to exploit these to sow fear and doubt during the battle.

Treasure: A root at the base of Synthread’s tree creates a bowl in which she keeps her treasure. Here is 55 platinum and 101 gold, two diamonds worth 250 gold each, and a scimitar scabbarded in black leather woven with spider silk (150 gold value). The scimitar is a dormant legendary item named Moonscythe (See Appendix) — a special magical silvered weapon.

APPENDIX

This module includes one new magic item in the form of Moonscythe.

Magic Items

Moonscythe (Legendary, Weapon, Dormant)

This item appears to be a mithral scimitar etched with three elfish runes. When drawn in anger or self-defense, the runes flare with pearlescence, creating an area of dim light in a 20 foot radius. All creatures within the radius of this light, including the wielder, have advantage on death saving throws.

Moonscythe is a +1 silvered weapon at present. Otherwise, it acts as a Moon Sickle.

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