The Alexandrian

Posts tagged ‘rpg scenarios’

Tomb Spider - (c) 2008, Wizards of the Coast

This adventure was originally developed as part of my In the Shadow of the Spire campaign. When I posted the campaign journal describing what happened when my players encountered the crypt (which you can read here), several people asked where they could find a copy of the crypt for their own campaigns.

The False Tomb was originally designed for D&D 3rd Edition. It has been updated to 5th Edition here. (Members of my Patreon will receive a copy of my original 3rd Edition adventure notes as special bonus content.)

The adventure uses the tomb spider, along with the associated broodswarms and web mummies, from Monster Manual IV. Tomb spiders also appeared in Monster Manual 2 for D&D 4th Edition, but have not received an official 5th Edition update. You can find fan conversions here and here.

The original adventure used copyrighted content from two different RPG publishers. Both publishers have fan content licenses, but for legal reasons I’m uncertain both can be used at the same time. I am using Wizards of the Coast’s Fan Content Policy and have, therefore, stripped the other IP from the adventure.

BACKGROUND

Sagrathea's Sigil

Sagrathea’s Sigil

The PCs are searching for the burial compound of an archmage named Sagrathea. At some point in the past, several of the stone sarsens above Sagrathea’s tomb were taken from the site and reused to build the walls of a small crypt. These sarsens were marked with Sagrathea’s sigil, which may result in the crypt being misidentified as her tomb.

IDENTIFYING THE FALSE TOMB:

  • DC 15 Intelligence (Mason’s tools) or Intelligence (History): Recognizes that the walls were built using repurposed sarsens, suggesting that the presence of Sagrathea’s arcane sigil is coincidental.

Once the tomb has been identified as false, finding the actual tomb by searching the surrounding area is relatively easy.

THE FALSE TOMB

The False Tomb - Map

ENTRANCE

This crudely built crypt has thick walls formed from heavy stone slabs. Several of these slabs have the distinctive — yet heavily worn — sigil of Sagrathea worked into them. On one side of the crypt there is a badly rusted iron door.

DOOR: The door is rusted shut.

  • Batter Down: DC 20 Strength check.
  • Repair: DC 15 Dexterity (tool proficiency) check.

STAIRS: On the other side of the door there is a flight of gloom-shrouded stairs leading down about twenty feet into the crypt. At the top of the stairs — propped up against the walls — are the shattered stone remnants of the crypt’s original door.

AREA 1 – ENTRY HALL

The floor is strewn with rubbled stone from the broken walls and ceiling. Thick cobwebs are strung from the walls, although there is a more or less clear path to the door on the far side of the chamber. This heavy door of stone hangs half-open, its bottom half smashed apart.

Difficult Terrain: Due to the broken floor and webs.

The False Tomb - Entrance Hall (c) 2006, Wizards of the CoastAREA 2 – CORPSE HUSK

An upright sarcophagus stands against the far wall of this burial chamber. It has been smashed apart. The corpse of its former inhabitant lies on the floor in the middle of the chamber. Thick webs seem to manacle the dried husk to the walls. The chest of the corpses appears to have been ripped open.

BODY — DC 10 Intelligence (Investigation) / Wisdom (Medicine): Something burst OUT of the corpse’s chest.

AREA 3 – LURKING BROODSWARM

The webs are much thicker in this chamber. They almost look like snowdrifts as they crawl their way up the walls. You can see what appears to be an upright sarcophagus standing against the far wall.

BROODSWARM: There is a broodswarm lurking in the webs in the corner of the room (Stealth +7). It will attack if anyone who gets caught in the webs

WEBS: Difficult terrain. DC 10 Dexterity check to cross the room. On failure, become restrained in webs and must make a DC 12 Strength check to escape. (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage.)

SARCOPHAGUS: A large hole has been punched in the front of the sarcophagus. Inside the sarcophagus is a corpse wearing a ruined mithril shirt — its chest has been ripped open.

  • DC 10 Intelligence (Investigation) / Wisdom (Medicine): Something burst OUT of the corpse’s chest.
  • Mithril Shirt: Although useless, the raw mithril is still worth 1,000 gp.

AREA 4 – WEB-CHOKED ROOM

This burial chamber is choked with webs. They literally fill every inch of open space. The far side of the room is completely obscured by them.

WEB MUMMY: A web mummy lurks in the webs. If the PCs disturb the webs in this room or Area 5, it will attack. Otherwise, it will wait until the PCs are confronted by the tomb spider in Area 6, emerging from this room while dragging webs behind it.

WEBS: Difficult terrain. DC 10 Dexterity check to cross the room. On failure, become restrained in webs and must make a DC 12 Strength check to escape. (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage.)

SARCOPHAGUS: A sarcophagus stands against the back wall of the room. It has been broken open. (And is where the web mummy comes from.)

AREA 5 – WEB-CHOKED ROOM

This burial chamber is choked with webs. They literally fill every inch of open space. The far side of the room is completely obscured by them.

WEB MUMMY: A web mummy lurks in the webs. If the PCs disturb the webs in this room or Area 5, it will attack. Otherwise, it will wait until the PCs are confronted by the tomb spider in Area 6, emerging from this room while dragging webs behind it.

WEBS: Difficult terrain. DC 10 Dexterity check to cross the room. On failure, become restrained in webs and must make a DC 12 Strength check to escape. (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage.)

SARCOPHAGUS: A sarcophagus stands against the back wall of the room. It has been broken open. (And is where the web mummy comes from.)

  • A +1 longsword lies inside the broken sarcophagus.

AREA 6 – THE TOMB SPIDER

ANTECHAMBER:

Through the broken door you can see an antechamber. A mosaic of glittering lapis lazuli has been worked into the floor, depicting a bursting star. Twin statues with red gemstones in their eyes flank a door leading into the tomb beyond. Each statue raises its right hand before it, as if to ward off trespassers.

THE BURIAL CHAMBER:

In the tomb itself lies an iron sarcophagus worked in the likeness of knight with a sword and shield laid upon his chest. Thick webs are draped from this sarcophagus, shrouding the far corners of the room in darkness.

TOMB SPIDER: The tomb spider is on the ceiling of the burial chamber. It will wait to attack until someone either stumbles into the entry web or enters the burial chamber. It cannot be seen until someone is standing in the doorway of the tomb chamber (Stealth +7, with advantage).

  • Tactics: As soon as it gets a chance, the tomb spider will throw a web across the exit.

ENTRY WEB: There is a finely-woven web draped across the antechamber just inside the broken door. DC 18 Wisdom (Perception) check to notice it; otherwise the character entering the antechamber will automatically stumble into it.

WEBS – BURIAL CHAMBER: Difficult terrain. DC 10 Dexterity check to cross the room. On failure, become restrained in webs and must make a DC 12 Strength check to escape. (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage.)

THE KNIGHT: The iron sarcophagus could not be broken by the tomb spider. The heraldry on the knight’s shield can be recognized as belonging to the Order of the Rosy Cross. The knight wears elven chain and a +1 longsword.

The Tomb Spider (c) 2006, Wizards of the Coast

The False Tomb is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the material used are property of Wizards of the Coast. © Wizards of the Coast LLC.

Kraken of the Deep - feaspb (modified)

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Just like the other sections of the campaign described in Part 2 and Part 3, the Hekaton investigation is ultimately organized around a revelation list, although it may be useful to think of it in separate parts.

SETTING THE STAGE

Even before the PCs get directly involved with the Kraken Society, you’ll almost certainly want to set the stage with some key revelations:

  • Storm Court is no longer in charge of the other giants
  • King Hekaton is Missing / Queen Neri is Missing
  • Serissa is acting as Regent of the Storm Court
  • Optional: Storm Giant Raids (if these are happening)
  • Optional: Mirran and Nym are opposed to Serissa’s regency

Basically, you want the PCs to know that the storm giants are in a state of crisis and confusion — and, importantly, who King Hekaton and Queen Neri are — so that when the PCs start encountering Hekaton-related revelations while investigating the Kraken Society they’ll immediately recognize the significance of what they’ve found.

Several of the clues we set up in Part 3D can serve double duty here, but you’ll want to make sure these revelation lists are fully stocked. It probably wouldn’t hurt for some/all of these to be seeded fairly early in the campaign.

STRUCTURAL REVELATIONS: THE KRAKEN SOCIETY

The core structural revelations are the ones we’ve already discussed — e.g., point-crawl accessible nodes → Involved nodes → Purple Rocks → the Morkoth. These are the leads that will take the PCs through the various Kraken Society nodes. The exact breakdown of this revelation list will depend on the options you’ve chosen.

In addition to the standard revelation list (i.e., the leads pointing to a node from other nodes), I would also make a list of pointcrawl-acccessible nodes for easy reference. “Encountered on Pointcrawl” is, of course, a legitimate vector pointing to a node and can also be included on the node’s revelation list, satisfying one of the three clues for the Three Clue Rule.

You’ll also want to include any leads from the Three City hooks or faction missions pointing to Kraken Society nodes. It can be useful to sketch these out ahead of time, but keep in mind that you don’t need to fully flesh out the faction missions until you know which (if any) of the factions your group is getting involved with. If you want to do this systematically, include a Kraken Society lead in each of the Three Cities and for each of the factions.

Friendly factions can, of course, give the PCs direct leads to Kraken Society nodes as missions, but missions can also point to the Kraken Society indirectly — i.e., the PCs are given a mission to do X, which is unrelated to the Kraken Society, but doing so will tangentially bring them into contact with the Society. (An easy example of this is, “go do X, which is coincidentally in the same location as a pointcrawl-accessible Society node, thus triggering the Kraken Society encounter.”)

Along similar lines, even enemy factions can deliver Kraken Society leads: The PCs target the faction, and discover that faction’s Kraken Society-related intelligence (e.g., “Why are the Zhentarim so interested in the activities of Lord Drylund of Yartar?”).

CORE CONCEPT REVELATIONS: WHAT THE HELL IS HAPPENING?

In addition to just moving from one Kraken Society node to another, there are several key concepts that the PCs should be learning so that they can figure out what’s really going on:

  • The Kraken Society kidnapped Hekaton.
  • Hekaton is on the Morkoth.
  • How to locate the Morkoth.

You’ll likely want to make sure that the clues for “the Kraken Society kidnapped Hekaton” are seeded into the entry point nodes for the Kraken Society: Learning this will give the PCs a very specific goal for continuing their investigation of the Society. Without establishing a goal like this, the only thing motivating the PCs to continue investigating the Society will be simple curiosity. This can work, but it tends to be less reliable and less compelling. (Of course, it’s also quite possible that the PCs — or perhaps their factions — will end up providing their own anti-Kraken Society motivators.)

THE IYMRITH CONSPIRACY

Strictly speaking, the PCs can probably end up rescuing King Hekaton from the Kraken Society without ever figuring out the deeper conspiracy involving Iymrith, Mirran, and Nym. But ideally they’ll figure out this deeper truth, so we should set up a revelation list:

  • The Kraken Society is collaborating with someone in the Storm Court.
  • The Kraken Society’s collaborator is Iymrith.
  • Mirran & Nym are conspiring with Iymrith.
  • Iymrith is actually a blue dragon.
  • Optional: The location of Iymrith’s lair.

It’s likely a lot of clues on this list will be pulling double duty (i.e., a clue that indicates that Iymrith is conspiring with the Kraken Society AND that the Kraken Society know she’s really dragon). The clues in Part 3D, once again, include several more clues that are pulling double duty for these revelations. Also remember that clues pointing to these revelations can also be seeded into the Storm Court itself.

One structural note here is that any clue pointing to “the Kraken Society’s collaborator is Iymrith” will almost certainly also reveal that “that Kraken Society is collaborating with someone in the Storm Court,” but the latter is listed as a separate revelation because — while it’s not strictly necessary — it’s probably more effective to establish the mystery of “Who is the collaborator?!” before providing the clues that resolve the mystery.

In other words, you want three distinct clues for “Kraken Society is collaborating with someone in the Storm Court” that don’t overlap with “their collaborator is Iymrith,” and you’ll want to seed those clues into “earlier” nodes. (For example, maybe “there’s a collaborator” clues can be found in the pointcrawl-accessible nodes, but “it’s Iymrith” clues can only be found in nodes that can only be reached by investigating the pointcrawl-accessible nodes.)

Since node-based scenarios are, obviously, nonlinear, it’s still quite possible that the PCs will learn Iymrith is the collaborator at the same time they learn there IS a collaborator. They might also learn, from other vectors, that Mirran, Nym, and Iymrith are all collaborating together before they learn that they’re working for the Kraken Society and/or are involved in Hekaton’s disappearance! That’s just fine. Our goal isn’t to lock things down. We’re just seeding our clues in the most effective way possible.

The final thing to consider here is designing a proactive node for Iymrith and/or the sisters. In other words, if/when Iymrith learns of the PCs’ efforts, what action might she take to oppose them? Some or all of them might choose intervene directly. Or, alternatively, send agents who can be tracked back to them. In addition to being a fun encounter, this is obviously also a perfect opportunity to include some Iymrith Conspiracy clues.

Go to Part 5: The Final Act

Cloaked Figure in Marble Halls - Nobel

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As described in Part 4B, you have everything you need for the PCs to penetrate to the heart of the Kraken Society conspiracy and rescue King Hekaton.

But what if you want to take this even farther?

Here are some options. You can easily use one, some, all, or none of them.

OPTION #1: ADD A STORM GIANT THREAT

The storm giants know that King Hekaton and Queen Neri were meeting with representatives of the Lords Alliance and the Open Lord of Waterdeep, and they assume that the small-folk are guilty of murdering the queen and kidnapping the king. Isn’t it possible that, with or without Serissa condoning the action, the storm giants might be making retaliatory strikes on the coast and/or coastal shipping?

You can easily add this element to the adventure, adding aggressive attacks by the storm giants that mirror those from the other giant factions, and creating a new vector for the PCs to learn about Hekaton’s disappearance and/or get pulled into the politics of Maelstrom.

(The potential drawback to this option is that it removes the contrast between the storm giants — who have simply gone radio silent under the waves while their former subjects run wild — and the other giant factions.)

OPTION #2: THREE CITY HOOKS

To remove the element of random chance from the PCs getting pulled into the Kraken Society investigation, add explicit hooks from each of the Three Cities pointing to the Uninvolved nodes. (These connections do not have to be direct, of course, or even terminate with the Kraken Society. You just need quest lines that intersect with the Kraken Society nodes.)

Alternatively, you can have missions given to the PCs by any factions they choose to join to point them to these nodes.

OPTION #3: EXPAND THE KRAKEN SOCIETY

To expand the Kraken Society’s presence in the campaign, add more Uninvolved nodes throughout the Sword Coast and Savage Frontier. You can do this by just flipping through Storm King’s Thunder, picking a location from the gazetteer, and then brainstorming ways that krakenar agents could be trying to infiltrate that location.

As with the extant Uninvolved nodes, include clues in these nodes pointing to other Uninvolved nodes and also the Involved nodes. (Remember that your structural goal is to pull the PCs towards the Involved nodes, where they can find the clues leading to Hekaton.)

One particular place you could look at is the Dessarin Valley, where Ghald & Unferth are trying to launch multiple krakenar operations. Lord Drylund’s operation in Yartar is also located here. By adding several Kraken Society operations throughout the valley, you could turn the whole region into a micro-campaign within the campaign.

Dessarin Valley - Forgotten Realms (c) Wizard of the Coast

OPTION #4: BURY THE INVOLVED NODES

In the default structure, the PCs can run into either the Uninvolved nodes or Involved nodes during the Phase 3 pointcrawl. If you want to create a greater sense of depth in the Kraken Society conspiracy, however, then DON’T make the Involved nodes accessible directly from the pointcrawl: The only way to reach the Skum Lord, Reefkin, or Lord Drylund is via clues picked up in the Uninvolved Nodes (which remain accessible from the pointcrawl).

In practice, this will create a flow from Uninvolved nodes to Involved nodes to Purple Rocks to the Morkoth. The players will truly feel like they’re getting pulled deeper and deeper into the conspiracy.

This option is probably best used in combination with Option #3. Since you can no longer enter the Kraken Society investigation through the Involved nodes, you’ll likely want a few more Uninvolved options to replace those entry points.

OPTION #5: ENTRY VIA MAELSTROM & WATERDEEP

The burgeoning political crisis between Maelstrom and Waterdeep creates an alternative vector for the PCs to follow.

For example, imagine that the PCs follow a path similar to that suggested in Storm King’s Thunder: They journey to Maelstrom and manage to get an audience with Serissa. She would like to trust them — it’s what her mother would have wanted — but it’s impossible under the circumstances. If they want the storm court’s help (to do whatever it is the PCs came here to ask them to do), then they need to help bring those responsible for her mother’s murder and father’s disappearance to justice.

Rather than giving them a casino chip, however, Serissa is going to point them in the direction of the “treacherous” Knights of the Blue Moon.

Meanwhile, in Waterdeep, Laeral Silverhand knows something has gone wrong: She was supposed to meet with King Hekaton and Queen Neri, but then, from her perspective, they abruptly postponed the meeting and a storm giant raiding party ransacked the Hall of Reflected Moonlight and murdered many Knights of the Blue Moon. (If you’re using Option #1, this may have been followed by additional storm giant raids.)

If the PCs are already working with the Lords Alliance or Harpers, it’s not hard to imagine that Silverhand might want to call in some agents with a proven track record for dealing with giant issues to get to the bottom of what happened at Red Rocks.

Either way, the PCs will get briefed on the details of Neri’s Peace — or, at least, a version of those events — and pointed in the direction of Red Rocks, the Hall of Reflected Moonlight, and the Knights of the Blue Moon.

Whichever direction they’re coming from, this investigation could quickly reveal the mismatch in communications between Waterdeep and Maelstrom.

From here, add three clues to reveal the agent responsible. (A chambermaid working for Silverhand? A lesser Knight of the Blue Moon who’s secretly a krakenar agent? Both of them locked in a forbidden tryst and working together?)

This agent, through three more clues, can then point the PCs in the direction of the Skum Lord, for whom they work.

The Skum Lord, of course, is an Involved node, and the PCs are now inside the Kraken Society conspiracy.

Tip: You might find it useful, particularly if you’re using this option, to have Imperator Uther discover Queen Neri’s body and lead the raid on the Hall of Reflected Moonlight during the events of the campaign, instead of having these events play out before the campaign begins. It will be a lot easier to create the sense of high stakes if events are playing out in real time, rather than waiting on hold for weeks or months for the PCs to level up.

OPTION #6: THE EXPEDITION TO ASCARLE

An expedition to the sunken city of Ascarle sounds incredibly cool!

… it’s also a huge undertaking and probably way outside the focus of a Storm King’s Thunder campaign.

If you’d nevertheless like to provide a path for the PCs to follow to Ascarle — one more layer hidden within the Kraken Society conspiracy! — then I’d recommend placing clues in Purple Rocks and on the Morkoth pointing the way.

Go to Part 4D: The Hekaton Revelations

Dragon in the Blue Night Sea - warmtail

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To clearly see how the PCs can rescue Hekaton, we need a few key insights.

First, finding Hekaton is not the end of the campaign. For the reasons we’ve previously discussed, and which we’ll take an in-depth look at in Part 5, Hekaton’s disappearance is not the reason the Ordning is broken, nor will returning him to power restore the Ordning. Therefore, saving Hekaton will not end the campaign.

Importantly, this also means that solving Hekaton’s disappearance doesn’t need to be positioned as the end of the campaign: We don’t need to stop the PCs from “prematurely” solving the mystery and ending the campaign early, which will conveniently make it much easier for us to design a robust scenario for solving it.

So if we shouldn’t think of this as the end of the campaign, how should we think about it? Basically, on par with the other giant factions. “Solving the problem of the storm giants” will likely require a different solution than “solving the problem of the hill giants,” but it slots into the same “there’s something wrong with the giants and it needs to be fixed” structure.

Second, the PCs are not assigned to find Hekaton. Or, at least, they don’t need to be. Maybe they journey to Maelstrom, find a way to befriend Serissa, and she asks of them a boon to prove that not all small-folk are treacherous. Or maybe they’ll end up working for a faction and you could have them order the PCs to rescue Hekaton.

It’s more likely, however, that the PCs will simply discover that Hekaton is missing and then decide to deal with that situation themselves. Or they’ll report it to someone and the response is for that person or faction to ask them to look into it further. Either way, the impetus of action is flowing from the players.

Third, it’s the investigation of the Kraken Society that reveals the plot to kidnap Hekaton, rather than an investigation into Hekaton’s disappearance that reveals the Society. This will probably make more sense as we dive into the specific structure of the remixed investigation, but the key insight is that if the storm giants had been able to find any good leads at the crime scene, then they would already be pursuing those leads, not sitting around for months until a random group of small-folk showed up at their doorstep.

Therefore, logically, if you start from, “Hekaton is missing! How do we find him?” there aren’t any good leads.

The reason the PCs can be the ones to solve this is because, structurally, they approach the problem from a completely different direction.

THE BASIC PLAN

The Kraken Society addendum of the Remix provides a full breakdown of the organization. We’re going to break that organization into separate nodes, and then we’re going to classify those nodes as being either Involved (in the Hekaton conspiracy), Uninvolved, or Distant (and, therefore, unlikely to be encountered by the PCs).

INVOLVED

  • Waterdeep – Skum Lord
  • Neverwinter – Reefkin
  • Yartar – Lord Drylund

UNINVOLVED

  • Luskan
  • Thornhold
  • Dessarin Valley – Ghald & Unferth

DISTANT

  • Caer Westphal (in the Moonshae Isles)
  • Purple Rocks
  • Ascarle

For the moment, let’s discard the Distant nodes. The remaining nodes, whether Involved or Uninvolved, can all be encountered by the PCs during the Phase 3 pointcrawl. Any one of these, when encountered, therefore becomes the PCs’ entry point into the Kraken Society investigation.

In each Uninvolved node, include clues pointing to:

  • One or more Involved nodes.
  • One or more Uninvolved nodes.

In each Involved node, include clues pointing to:

  • Optional: One or more Uninvolved nodes.
  • The other two Involved nodes.
  • The Morkoth and how the PCs can locate it. (See below.)

And we’re done. The PCs can encounter one or more Kraken Society nodes while traveling across the Sword Coast and/or Savage Frontier, then follow the clues they find until they reach Hekaton. (Potentially unraveling krakenar operations as they go.)

THE LUSKAN AGENDA

To include Luskan on the list of Kraken Society nodes above, we’re presuming that there’s some fresh operation afoot there to reestablish the Society’s presence in the City of Sails.

It’s possible that this operation was under the command of Tholtz Daggerdark (SKT, p. 221), who we might characterize as a member of the Arcane Brotherhood. Daggerdark is now the captain of the Morkoth… perhaps the ship was built in the shipyards of Luskan? And the Kraken Society’s current scheme might have something to do with those shipyards, too?

FINDING THE MORKOTH

The basic concept here is that the Morkoth is sailing aimlessly through the Trackless Sea in the vicinity of the Purple Rocks, loaded up with wards that will prevent divination spells from revealing its location or the location of anyone or anything onboard.

This scenario is fundamentally sound, but it obviously means that the PCs need to (a) learn that Hekaton is onboard the Morkoth and (b) figure how to actually locate the Morkoth.

In the book, there’s one method for doing this: Drylund tells the PCs that the Morkoth is in the Trackless Sea and then the PCs just sail around randomly hoping they bump into it.

This option is not particularly compelling, and since it feels pretty hopeless unless you know that The Plot™ is going to deliver you to the ship, you may end up in a situation where the players just won’t go to the Trackless Sea because they’ll be convinced they need more information before they can succeed.

With that being said, keeping “we know the ship is somewhere in the Trackless Sea, so let’s just sail around and see if we can spot it” as a backstop option isn’t a bad idea. Fortunately, there are also some other options we could use:

  • The PCs discover navigational charts indicating where the Morkoth will be so that they can intercept it. The most logical reason for these charts existing is that someone in the Kraken Society has a reason for periodically intercepting the Morkoth; e.g., to deliver fresh supplies.
  • Alternatively, the PCs discover a beacon designed specifically to pierce the wards around the Morkoth and allow a ship to find it. (Probably for similar reasons to the navigational charts. Or perhaps the ritual which wards the Morkoth even from divine eyes actually requires the creation of the item as a lynchpin for the spell.)
  • The PCs access the kraken’s lighthouse. This powerful psionic artifact is attuned to kraken’s compasses, which are carried by ships and undersea agents loyal to Slarkethrel. The system allows for hyper-accurate navigation, but also allows those in control of the lighthouse to keep an eye on everyone using the system. The Morkoth is using a kraken’s compass to avoid other ships in the region, and it’s a key weakness in its wards.
  • There’s a permanent teleportation circle onboard the Morkoth. If the PCs can learn the sigil sequence for this circle, they can teleport straight to the ship.

You can pick whichever one of these sounds most compelling to you, and have the clues in the Involved nodes point to it.

Alternatively, they could ALL be true, with each Involved node having one of them as an option. There is a point, though, where a superfluity of options will make the Kraken Society feel childishly incompetent in their efforts to secure the Morkoth, which will also cheapen the players’ sense of accomplishing in conquering it.

So what I would recommend is picking the one you like best, putting it at Purple Rocks (so that the PCs have to go into the heart of the creepy krakenar cult), and then putting clues in all of the Involved nodes pointing to Purple Rocks.

With this done, you’ll have woven all of the Kraken Society nodes together, collectively pointed them through the Three Clue Rule at the Morkoth, and created multiple entry points the PCs can use to enter this knot of nodes and begin exploring them.

You’re good to go.

Go to Part 4C: Expanding the Path

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We’ve now reached the final chunk of Storm King’s Thunder as published, with the PCs investigating Lord Hekaton’s disappearance.

Before we dive in too deep here, though, I think we all need to acknowledge the giant squid monster in the room: This section of the adventure doesn’t make any sense.

  • The PCs are given a gambling chip that was found near where Queen Neri’s body was found.
  • King Hekaton & Queen Neri - Storm King's Thunder (Wizards of the Coast)From this chip, they’re supposed to conclude that the owner of the casino must be directly involved in Neri’s death and Hekaton’s disappearance. (This, of course, is a nonsensical conclusion.)
  • Lord Drylund, the owner of the casino, is involved and knows where Hekaton is being held. But… involved how, exactly? Drylund is a krakenar agent operating out of the inland city of Yartar who’s attempting to take over the local government. How does he or his team get involved in murdering Queen Neri in the Sea of Swords?

It’s not just that the evidentiary trail is flimsy and fragile. (Although it is.) The more fundamental problem is that Storm King’s Thunder never actually explains what happened to Queen Neri or Lord Hekaton. We know very broad generalities (Queen Neri was “ambushed” and Lord Hekaton was “tricked” while investigating her death), but no specifics. And even these generalities are actually contradictory. (In one section, Lord Hekaton is said to have been kidnapped while going to a location where he had been falsely told the assassins were. In another, he was attending a meeting with fake representatives of the Lords’ Alliance and believes he was “betrayed” by them.)

This lack of specificity is one of the reasons why this mystery is dysfunctional: It’s all well and good for the detectives to be in the dark about what happened, but if the writer’s understanding of the murder is limited to “somebody killed them in one of the rooms in this mansion with some kind of weapon,” then it’s going to be pretty tough for them to lay down any meaningful clues.

WHAT REALLY HAPPENED

Mirran, Nym, and Serissa are the daughters of King Hekaton and Queen Neri, who rule from the storm court in Maelstrom. King Hekaton was a strict and conservative ruler, seeking always to live within the light of Annam and to adhere to the Ordning. Queen Neri, on the other hand, sought to temper her husband’s wraths and was also something of a reformist; she believed that the giants could not only make peace with the “small folk” — the humans and elves and dwarves and halflings — but that such an alliance could mean prosperity for small- and giant-folk alike.

Five years ago, Serissa ascended above her elder sisters in the Ordning. King Hekaton responded by officially recognizing her as the heir apparent.

Mirran and Nym did not like this, but there was nothing they could do: The Ordning is the Ordning.

Nevertheless, their bitterness and resentment grew, and they began to leave Maelstrom on sojourns together. These journeys eventually took them north to the Spine of the World, where they searched for the lost Eye of the All-Father in the hopes that they would be able to commune with Annam, discover why he had chosen Serissa over them, and perhaps even right the great wrong which had been done to them.

Iymrith in Storm Giant Form - Storm King's Thunder (Wizards of the Coast)What they found instead was the wyrm Iymrith. Long ago, her daughter Chezzaran (SKT, p. 73) had been scarred by a storm giant raiding party and she had never forgiven the storm giants. She approached Mirran and Nym in disguise as a storm giant, intending to lull them into a sense of false confidence and then murder them. When she learned who they were, however, and heard their tale, she conceived an even greater revenge. She befriended the sisters and used them to infiltrate the Storm King’s court.

And then the Ordning was broken.

Suddenly Mirran and Nym weren’t helpless any more: If the Ordning no longer existed, then their sister no longer had divine favor elevating her above them.

Their father, however, persisted. He wanted to hold faith with Annam, even if Annam had forsaken them. He refused to reverse his decision and Serissa remained heir apparent. At this point, they likely didn’t require Iyrmith’s counsel for their resentment to blossom into rage, but it certainly helped.

Iymrith convinced them that “working with the small folk” was the reason that the Ordning had been broken: If they could break their mother’s friendship with the small folk, they might repair the Ordning… and, if so, they would almost certainly find themselves raised once more above their sister! Then their father would have no choice but to acknowledge them!

NERI’S PEACE

Queen Neri had formed friendships with the Order of the Blue Moon, a Selunite knighthood who operated out of the House of the Moon temple in Waterdeep. Each month, on the night of the full moon, the knights would gather at a secret chapterhouse hidden in the Red Rocks islands known as the Hall of Reflected Moonlight, and there Queen Neri would meet with them. She was particularly close with High Moonknight Xale, an elderly aasimar who was the leader of the order.

With the breaking of the Ordning, Neri was more convinced than ever that an alliance with the small-folk was essential. With Xale acting as a go-between, a meeting was arranged with Laeral Silverhand, another devotee of Selune who had recently become Open Lord of Waterdeep.

Queen Neri even convinced her husband to attend the meeting, bringing with them only a small force of four honor guards in “the spirit of trust and peace.” In the name of security, only their three daughters and Imperator Uthor, King Hekaton’s brother and commander of the king’s garrison, were privy to the details of Neri’s Peace, as it was known.

THE BETRAYAL

Iymrith, of course, learned of the meeting from Mirran and Nym. It was the perfect opportunity.

Iymrith formed an alliance with the Kraken Society because she needed both muscle and agents to carry out her schemes. It was an easy sell to Slarkethrel, as breaking Maelstrom’s power would remove a major impediment to the kraken’s imperial designs beneath the waves of the Sea of Swords.

  • The Skum Lord, based out of Skullport beneath Waterdeep, created forged correspondence from High Moonknight Xale to Laeral Silverhand, purportedly delaying the meeting by a fortnight. Merrow - Monster Manual (Wizards of the Coast)The Skum Lord’s agents also intercepted Laeral Silverhand’s replies.
  • Ascalian merrow warlocks provided a siren’s cage, a powerful artifact which was smuggled into the Hall of Reflected Moonlight and, when activated, dropped all the knights into a deep magical sleep.
  • Lord Drylund of Yartar provided a company of mercenaries, who disguised themselves as Knights of the Blue Moon, rode to the coast to meet Lord Hekaton and Queen Neri, and then ambushed them.
  • The were-shark Reefkin of Neverwinter simultaneously cut-off the storm giants’ escape to the sea.

The plan worked perfectly: Queen Neri was killed. King Hekaton was captured and loaded onto a specially prepared vessel called the Morkoth (SKT, p. 221).

Design Note: In the published campaign, Queen Neri is killed in one vague encounter and then King Hekaton is kidnapped during an even vaguer encounter. By collapsing both outcomes into a single event, we vastly simplify things for ourselves. (We also sidestep awkward questions like, “If your wife has just been killed, why would you wander off into an ambush all by yourself instead of bringing like a bajillion guards with you?”)

AFTERMATH

The siren’s cage was retrieved and, a few hours later, the Knights of the Blue Moon awoke. The unnatural slumber baffled them and Xale was confused why neither Queen Neri nor Laeral Silverhand had appeared for their meeting. He attempted to contact Neri via a sending spell, but received no response.

When Hekaton and Neri failed to return to Maelstrom, Imperator Uthor journeyed to Red Rocks. There he discovered his sister-in-law’s body, surrounded by ample evidence that she had been murdered by the very small-folk she had sought to make peace with. With his elite guard, Uthor followed the trail back to the Hall of Reflected Moonlight, slew the small garrison there (most of the knights had returned to Waterdeep with the passing of the full moon), and ransacked the place looking for evidence of what they had done with Lord Hekaton. (He found nothing, of course.)

Back in Maelstrom, Mirran and Nym were shocked. This wasn’t what they had wanted… but they also weren’t exactly upset about it, either. Whatever second thoughts they might have had were quickly quashed by a more pressing realization: Their implication in regicide gave Iymrith the ultimate blackmail to use against them.

“Don’t worry, though,” Iymrith told them. “We’ll still make you the Queens of Maelstrom!”

… they just need to deal with their sister first.

Design Note: Why not cast raise dead on Queen Neri? This is a question that D&D adventure writers frequently just ignore. The go-to answer is simply that the soul of the victim isn’t willing to return, and you can just kind of handwave why Queen Neri wouldn’t want to come back.

Option #2: The merrow warlocks crafted some sort of soul-binding poison and her soul is trapped in the Abyss. Or, alternatively, a soul-binding crystal and now her soul is held captive in the sunken city of Ascarle.

Option #3: The breaking of the Ordning and the withdrawal of Annam’s light from the giants also means that giants can’t be raised from the dead at the moment. (Their souls can depart this world, but the road back from Annam’s kingdom is shut.)

Also: Why not just kill King Hekaton, too? That’s because Iymrith has a clever scheme. If Hekaton was dead, Serissa would simply ascend to the throne. With Hekaton alive-but-missing she’s only acting as regent, and the situation in Maelstrom is more unstable. (The Kraken Society thinks this is a crackin’ idea — pun intended — because this sort of destabilize-and-exploit is their modus operandi.)

Go to Part 4B: Seeking Hekaton

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