Travellers of the Last Eon

An Adventure for 2nd level 5th Edition

Over the last eon a beast has slumbered at the center of a deep cave, awoken only when travellers pass. They are trapped inside and forced into the beasts lair by a vicious storms conjured in their minds. Their mortal doom awaits at the center and their souls languish trapped inside.

Running the Adventure

The characters start trapped in the cave by a devestating storm, no weather control helps.

  • Travellers have been trapped and consumed here over ages, remnants of them will be distinct as most are from long lost cultures.
  • Keep pacing using the Psychic Storm and hint at its unusual origin - the storm is a lie.
  • The beast send souls (Soul Spawn) to do its bidding, kept under the lake they are lucid and not aggressive.
  • There is no light in much of the cave.

Locations

Image of adventure map for the GM with labels
Game master map

1. Cave Maw

Rocky slate cavern with a pit that drops into darkness. A thin corridor veers to one-side a faint damp wind flowing from it (4.). A second tunnel leads in the opposite direction with deep wagon wheel marks worn into solidified mud (2.).

Pit: 80ft fall to area: (9.)

2. Travellers Camp

Ancient remnants of fire-pits, an old wagon with iron chains which manacle 3 skeletons and carry 2 locked chests.

Chest: Unlock: DC 12. Filled with 2d12 Glimmer rocks which glow with 5ft of bright light.

Skeletons: Clothed in decayed rags. Manacles have carved gashes into the bone from pulling in futility towards the shale slope.

3. Shale Slop

A steep slippery shale slope which opens out to a cavern filled with many chrysalides, what ever lay inside long since departed. Traversing down the shale disturbs 3 Grubs which wriggle out from the slope and attack immediately.

Slippery DC 12 Dexterity check or fall prone at the bottom. Falling reveals a skeleton buried under a rock clutching a golden sword.

Skeleton: Fine decayed satin clothes, bones show scrapes made by tiny teeth.

4. Waterfall

A waterfall roars into a great river 30ft below, an old bridge stretches across. Shining like small turquoise stars, large glow worms hang from the high roof.

Bridge: On a second crossing a rope snap will flip it sideways.

Glow Worms: Long strings of silky mucus hang over the bridge. Difficult to see and if touched make a DC 12 Constitution save or be paralyzed, and pulled 2ft up each round to be slowly digested.

5. Fungus Fields

Glowing mushrooms cover the ground; among the field lays a worn backpack. Tiny bats roost on stalactites diving down to feed on the fungi. A zip-line stands at the edge of a cliff.

Mushrooms: Disturbing the mushrooms release a puff of spores, succeed on a DC 14 Constitution saving throw or refer to the Mushroom effects roll table.

Backpack: Contains 1 healing potion.

Zip-line: Rope is strung from one-side of the chasm to the other.

6. Walking Corridor

A dead knight in Iridescent armor lies at the mouth of a tight corridor where a low wail of pain begins to echo.

Wail: 4 Soul Spawn attack and will attempt to drag anyone to area: (9.)

7. Worshippers Chamber

Blackened coals of an old campfire sits at the center of the chamber. A stack of books, a well used bed roll and other detritus lay about the cavern. A pile of chitinous grub heads sit discarded next to a huge stalagmite which is covered in paintings in a red oily pigment.

Campfire: The coals are still hot.

Books: Journals and records detailing lost trade caravans, travellers and their culture throughout written history all lost in the same region.

Culture: Spending time reading will gives advantage to understanding the language of travellers.

Paintings: Depicts different scenes of an huge insectile like creature bursting out of sand, devouring screaming people with sickle-shaped mandibles.

Stalagmite: Hiding behind is a decrepit archaeologist who now worships the beast. He wears an Amulet of Lucidity. Will answer questions but become violent if disagreed with.

8. Silent Lake

A glassy black lake, on the far side of the pebbled shore the remnants of a ruined shelter.

Lake: In the depths the trapped souls reach upwards stuck in the deep silt. Cries of warning can be heard if ones head is submerged, understanding most words require an Intelligence (history) check DC 14.

Ruined Shelter: Among cracking and worn stone furniture a crumbling chest sits locked under rubble.

Chest: Unlock or break open: DC 13, contains an ornate map of the cave.

9. Beasts Lair

A thin corridor opens out to a huge circular cavern, the floor a concave sandy pit of fine black sand.

Corridor: 5ft tall, the opening is only wide enough for a single creature to stand on the rock flooring.

Pit: When entering the cavern the beast will attack bursting forth from the ground at lairs center!

Beast: Huge chitinous head covered in black bulbous eyes and two massive sickle like mandibles.

Psychic Storm

If an intelligent creature attempts to rest, or dwells in a cavern for too long the dangerous winds will begin to buffet through the area - the beast is hungry.

  • DC 16 Dexterity save or take 1D4 force and 1D4 psychic damage repeating each turn.
  • Retreating deeper into the cave will quell the storm. Characters are free to traverse any cavern there-after.
  • Leaving the cave will inflict 1d12 psychic damage every round outside.
1D4Mushroom Effect
1You hear wails in long forgotten languages, you can understand any language but have disadvantage on wisdom checks.
2An awakened mushroom begins to follow you, it makes annoying high pitched shrieks and smells foul.
3Confused, you must say the opposite of what you mean.
4Fungus grows across your body. +2 AC.

Effects last until the end of a long rest

Magic Items

Amulet of Lucidity

The wearer is not effected by the Psychic Storm and is resistant to psychic damage.

Golden Sword

Glows with 5ft of golden dim light. On a hit the sword creates an illusionary thunderous boom.

Iridescent Armour

Once per short rest use the exceeding iridescent shine to impose disadvantage on an attack roll.

Monsters

Grub

Medium Beast, Chaotic neutral

CR: 1

HP

8

AC

13

Speed

30ft Walk

Initiative

+2

STR
-1
9
DEX
+2
14
CON
+0
11
INT
+0
10
WIS
-3
4
CHA
-4
2

Saves

Dex +4

Senses

Darkvision 60ft

Traits

Acid Pop. On death: explodes! 10 ft radius, DC 12 Dex Save: 4 (1d4 +2) acid damage on fail.

Actions

Bite. Melee Attack: +4, reach 5ft. Hit: 5 (1d6 +2) piercing damage.

Soul Spawn

Medium Undead, Chaotic evil

CR: 1

HP

11

AC

11

Speed

30ft Walk

Initiative

-1

STR
+1
12
DEX
-1
9
CON
+3
16
INT
+0
10
WIS
+0
10
CHA
-3
4

Skills

Athletics +3

Senses

Darkvision 60ft

Actions

Slam. Melee Attack: +3, reach 5ft. Hit: 5 (1d6 + 2) piercing damage.

Wail. Wisdom Save: DC 13, one creature within 30ft. 5 (1d8 + 1) psychic damage.

Sand Lion

Huge Beast, Chaotic evil

CR: 4

HP

46

AC

14

Speed

30ft Walk,

15ft Burrow

Initiative

+3

STR
+2
14
DEX
+3
16
CON
+2
15
INT
+2
14
WIS
+1
12
CHA
-3
5

Skills

Athletics +4

Perception +5

Stealth +5

Senses

Darkvision 60ft

Tremorsense

Traits

Soul Puppet. A creature killed by the sand lion is turned into a Soul Spawn in 1d6+1 turns.

Actions

Rend. Melee Attack: +5, reach 10ft. Hit: 5 (1d6 + 2) piercing and 3 (1d6) psychic damage.

Psychic Storm. Dexterity Save: DC 13, 15ft cone.10 (2d6 + 2) psychic damage.

Bonus Actions

Sand Spray. Dexterity Save: DC 13, each creature in lair on the sand. Failure: knocked prone and slides down within 5ft of the beast.