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Echoes of The Void v1.2 - Compressed

Echoes of the Void is a tabletop RPG adventure set in the village of Silverwood, where mysterious disappearances are linked to interdimensional creatures from the Void. Players must investigate the village and surrounding forest to uncover the source of the threat, an abandoned tower containing a relic that weakens the barriers between dimensions. The adventure involves piecing together clues, confronting eldritch horrors, and ultimately neutralizing the VoidStone Shard to save the village and restore reality.

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0% found this document useful (0 votes)
472 views13 pages

Echoes of The Void v1.2 - Compressed

Echoes of the Void is a tabletop RPG adventure set in the village of Silverwood, where mysterious disappearances are linked to interdimensional creatures from the Void. Players must investigate the village and surrounding forest to uncover the source of the threat, an abandoned tower containing a relic that weakens the barriers between dimensions. The adventure involves piecing together clues, confronting eldritch horrors, and ultimately neutralizing the VoidStone Shard to save the village and restore reality.

Uploaded by

mestrearboreal
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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ECHOES OF THE VOID

B y A n d r e a A l o i s i

TABLE OF CONTENTS
ECHOES OF THE VOID 3 Part 3 - The Tower Ruin 10
A note for the DM 3 10
Credits 3 Ethereal Ambush
Running the Encounter 10
Adventure Hooks 4 Void Invader 11
The Haunted Bard 4 Actions 11
The Missing Merchants 4 Bonus Actions 11
A Call from Beyond 4 Rections 11
Adventure Overview 4 Lair Actions 11
Key Events 4 Void Spawn 12
Part 1 - Silverwood 5 Actions 12
Bonus Actions 12
Investigating Silverwood 5 The Void Invader 12
Ten Truths about Silverwood 5 12
Three Clues about the Mystery 6 The Void Spawns
Two Red Herrings 6 The VoidStone Shard 12
Part 2 - The Forest 7 Grounding Ritual 13
Ritual is Successful 13
Optional: Secluded Glade 7 Ritual is Unsuccessful 13
Sylas’s remains 8 Just Smash It 13
Creature’s remains 8
Other Evidence 8
Results of the Investigation 8
Exploring the Forest 9
Navigation Checks 9
Navigation Hazards 9
Complexity of the Navigation 9
ECHOES OF THE VOID
n “Echoes of the Void,” the adventurers find

I
Credits
themselves drawn into a village plagued by
mysterious disappearances. As they investigate, VERSION 1.2. This adventure was written for and
they uncover a sinister peril involving published on the Dungeon Dynamics blog.
interdimensional creatures from the Void. The
source of these eldritch horrors is an abandoned
tower ruin hidden within the nearby forest, where
a forgotten relic weakens the veil between dimensions.
The adventurers must investigate the village and the
surrounding countryside, piecing together clues to the
nature of the threat and its source. Along the way, they
encounter frightened villagers, haunted landscapes, and
the lingering echoes of the Void’s influence. Their
journey leads them to the abandoned tower ruin, where
they confront not only the Void Invader and its Spawns
but also the perilous artifact responsible for weakening — Andrea Aloisi
the barriers between worlds. To save the village and Writer, Designer, Editor
— Lion Banner Games
restore the fabric of reality, the adventurers must defeat Art in Cover and page 11-13
— Roman Penna
the creatures and neutralize the artifact. Alpha Playtesters
Peer Review
— Albo, Austin Bush, Gemmo,
Jethoof, Sami Khan
Interior Art — Artie Navarre, Joe Plenio, pixabay.com
A note for the DM Published with — Homebrewery
“Echoes of the Void” is a 5e one-shot adventure balanced for
four to six characters of 5th level. Silverwood and its All Art from Lion Banner Games is their property and is
countryside can be easily dropped into any generic fantasy not Open Content. This work includes material from the
setting. Please note that this adventure contains some body System Reference Document 5.1 (“SRD 5.1”) by
horror due to its eldritch enemies and dark fantasy elements. Wizards of the Coast LLC, licensed under the Creative
Commons Attribution 4.0 International License.
Reference to copyright material in no way constitutes a
challenge to the respective copyright holder of that
material.

PART 0 | INTRO | 3
Adventure Hooks disappearances has rocked its foundations. The
DMs can opt to employ the provided hooks or devise villagers whisper of strange shadows lurking in the
their own to introduce players to the unfolding narrative forest and eerie echoes resonating in the night.
in Silverwood. Unbeknownst to the villagers, the source of their
troubles lies within the depths of the forest. Long ago, a
The Haunted Bard group of powerful mages attempted to harness the
energies of the multiverse by creating a portal to other
Choose this option if you want a simple, straightforward realms. Their experiments were reckless, and they
motivation for your players. unwittingly tore a rift between dimensions, allowing
A wandering bard arrives in a nearby tavern, regaling eldritch creatures to seep into the material plane,
patrons with tales of a cursed village and the lost souls ending their experiments. Almost no one remembers
trapped within. Eager for adventure and drawn by the the long gone occultists. Today, the mages’ tower is just
promise of a captivating story, the party decides to seek a crumbling relic of their folly, a pile of stony
out Silverwood and uncover the truth behind the bard’s foundations and verdant rubble.
haunting melodies. Within the ruins lies a shard of the VoidStone the
The Missing Merchants mages used for their experiments - an artifact that
amplifies the instability between worlds. It was set loose
Choose this option if you want to surprise your players by a recent earthquake and, if left unchecked, it
with something more than what they have bargained threatens to tear open the fabric of reality, unleashing
for. chaos and destruction upon Silverwood and beyond. As
The party is hired by a trusted associate of a the disappearances escalate and darkness encroaches
merchant who has recently gone missing, together with upon the village, the adventurers arrive, drawn by
one of their apprentices. They were traveling by horse to whispers of opportunity and adventure. Little do they
Silverwood to discuss business with the local Merchant know that their journey will test not only their strength
Guild and never reached their destination. The and cunning but also their resolve in the face of
associates suspects this to be the work of bandits or unspeakable horrors from beyond the veil.
maybe a competing merchant with no scruples. Sensing Key Events
an opportunity for profit, the party decides to lend their
aid, unaware of the dark secrets lurking in the dark The party reaches Silverwood and meets the locals.
forest’s shadows. The party investigates the village for clues.
A Call from Beyond The party explores the forest.
Optional: following clues, the party finds a secluded
Choose this option if you want your players to have a clearing in the forest.
more direct involvement in the mystery. The party finds the ruins and confronts the Void
One or more of the adventurers receive a cryptic creatures.
message in a dream, beckoning them to Silverwood and The party must neutralize the VoidStone Shard.
warning of impending doom. In this haunting vision,
they witness a dark crack tearing open the air before
them, pulsating with eldritch energies. As the chasm
widens, distant screams echo, their words mostly
unintelligible save for one: “Silverwood.” The party sets
out to uncover the truth behind the unsettling
premonition, as they strive to prevent the impending
nightmare from becoming a reality.
Adventure Overview
The adventure takes place in a picturesque yet troubled
village named Silverwood, nestled on the outskirts of a
dense evergreen forest. Silverwood is surrounded by
rolling hills and fertile farmland, providing sustenance
for its small but tight-knit community. The village itself
consists of quaint cottages and a central market square
dominated by a weathered stone fountain.
Silverwood was once a prosperous settlement known
for its bountiful harvests and vibrant festivals. However,
in recent months, a pall of fear and uncertainty has
descended upon the village as a string of inexplicable

4 PART 0 | INTRO
Part 1 - Silverwood
hen the party arrives in Silverwood, read

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Ten Truths about Silverwood
this:
In Silverwood points of interest, NPCs and quests are
revealed using the “Truths” system, allowing the DM to
guide town exploration. The DM shares this information
with the players as needed, aligning with their actions.
For instance, if players inquire about supernatural
occurrences, the DM should present either Truth #7,
As you traverse the winding path through the dense forest, #8, or #9, regardless of the character they’re conversing
the towering trees gradually part, revealing a tranquil with.
clearing bathed in the soft glow of twilight. Before you
1. The Silverleaf Inn is is a cozy tavern and inn
stands the village of Silverwood, its quaint cottages and
frequented by travelers and locals alike. The
innkeeper, Elara Brightleaf (a half-elf commoner),
once busy marketplace nestled amidst the rolling hills and
verdant fields. Yet, despite the idyllic scenery, a palpable offers hearty meals and warm beds to weary
tension hangs in the air, whispers of unease murmured travelers. Despite the circumstances, she maintains
among the villagers as they cast wary glances toward the a cheerful demeanor, though whether this is a facade
looming shadows of the surrounding woods. remains a matter of speculation.
2. No one has seen Sylas Grimshaw, a local hunter and
woodsman (a human scout), in more than three
Investigating weeks. When he leaves for an expedition, he’s
usually never gone for more than a week at a time.
Silverwood When he’s in town, he has a permanent room at the
Once adorned with vibrant flower boxes, the majority of Silverleaf Inn.
cottages in Silverwood now appear weathered and 3. The Burgomaster’s House is nestled at the heart of
neglected, with peeling paint and shuttered windows. Silverwood, as a testament to both the village’s
Cobblestone streets that were bustling with villagers resilience and the authority of its leader, Thalia
and visitors alike echo with a somber silence, Hawthorne (a human noble). This sturdy structure of
punctuated only by the occasional creak of a sign weathered stone and timber has been passed down
swinging in the wind. The mood is subdued, as locals for generations and is the oldest building in town.
gather in hushed tones, their laughter replaced by 4. The Burgomaster, Thalia Hawtorne has an extensive
whispers of unease and uncertainty. collection of tomes on governance, history, and
The players could potentially find the location of the arcane lore, reflecting her scholarly pursuits. Some
tower by wandering into the woods aimlessly for a long of the locals think that these pursuits may be the
enough time. However, thorough investigation of cause of the troubles that are affecting the town.
Silverwood and pursuit of the leads uncovered in this 5. The Merchant Guild Hall was once a bustling center
section can yield crucial insights into the Void creatures of commerce and trade, but now stands as a somber
and the significance of the VoidStone Shard. A party testament to the village’s recent troubles. The grand
forearmed with this knowledge will have a significant structure gives off a vibe of faded grandeur; the
advantage in the fight to come. plastered walls, covered in cracks left by the
earthquake a year ago, have not been mended yet.
What the Locals Know 6. The Merchant Guildmaster, Alden Stoneheart (a
dwarf noble), has long been the driving force behind
If interrogated about the missing people, the local
population doesn’t have any substantial information to the prosperity of the village but he is no longer the
provide aside from what’s included in the Ten Truths about same man. He spends his days obsessing over the
Silverwood section below. Outside of that, When they Guild registries trying to find a solution to the
mention dark presences and omens, it should become Guild’s financial troubles.
evident that these are just mere speculations if the players 7. Someone has heard eldritch chanting coming from
push them hard for details. the basement of the Burgomaster’s House, at
midnight of Moonday, two weeks in a row. No one is
sure who originated the rumor, though.
8. A few weeks ago a message was crudely carved in
the wooden boards of the “Welcome to Silverwood”
sign over the paint: “The echoes of the Void beckon
from beyond the Veil”.

PART 1 | SILVERWOOD 5
9. Elara Brightleaf is in possession of a mysterious Two Red Herrings
amulet of ancient origin. Despite her attachment,
she consistently rebuffs requests for a closer By following these leads the players will not come
inspection. Some people in the village think that this closer to finding the true cause of the issues affecting
amulet is cursed and is the cause for the troubles. Silverwood, although they may still get some benefits if
10. Three locals have disappeared in the past months, they are thorough.
but the locals are not sure how many travelers may The Cultist
have incurred the same fate. All of the locals who A local man named Thaddeus (a human cultist) has
disappeared were traveling through the forest when seen the Void creatures attack another victim months
it happened. ago. They didn’t see him, so they left him alone; but
Three Clues about the Mystery Thaddeus is convinced that he has been chosen by the
dark powers to do their biddings and that this is the
Each of these clues can give the players more reason he is still alive. Driven by misguided devotion to
information about the menace they are facing and a unspecified dark masters, he has scratched the ominous
decisive advantage during the climactic conclusion of message on the Welcome sign. Thaddeus periodically
the adventure. sneaks into the Burgomaster’s House basement
The Hunter’s Diary because he believes that the place was used in ancient
While searching the room of Sylas Grimshaw at the rites by past Burgomasters (it wasn’t). The Burgomaster
Silverleaf Inn, the adventurers discover a worn diary has no knowledge of this and contrary to what some
tucked away in a bedside drawer. Within its pages, the believe, she isn’t a practitioner of the dark arts.
villager recounts fond memories of a secluded glade If caught, it will become evident he is delusional - but

deep within the Whispering Woods, hinting at a favorite the party can learn some details about the nature of the

spot where they would often retreat for solitude. Void creatures from his ramblings. If they ask the right
questions, they’ll receive an advantage when
The party can learn more about the nature of their investigating the Void creatures.
enemies by visiting this location. If they do, the players
receive an advantage when fighting the Void creatures. The Amulet of Power
The Decrepit Parchment Concealed within the amulet Elara cherishes lies a
cameo of a young man named Rolf, her long-lost lover
Hidden amidst the dusty shelves of the Merchant Guild from years gone by (before she moved into Silverwood).
Hall registries, the adventurers uncover a fragile Elara’s reluctance to share the trinket stems from her
parchment bearing the faded script of an ancient mage. desire to keep her past hidden from the townspeople,
The parchment speaks of the tower and of an incoming even as she clings to the memories it holds.
experiment to harness otherworldly energies, hinting at
the source of the village’s troubles. Although the locket holds sentimental value, it holds
no magical power and bears no relevance to the current
The party can learn more about the mages, their situation in Silverwood.
experiments and the VoidStone by reading this. If they
do, the players receive an advantage when trying to
neutralize the VoidStone Shard.
The Old Map
While consulting the town annals at the Mayor’s House,
the players stumble upon an old map of the surrounding
area. Though faded and worn with age, the map
contains cryptic markings and annotations that hint at
the tower’s existence, guiding the players toward its
hidden location within the depths of the forest.
The party can learn more about the exact tower
location by finding this map. If they do, the players
receive an advantage when trying to find the tower.

6 PART 1 | SILVERWOOD
Part 2 - The Forest
henever the party starts exploring the When the party explores the forest near Silverwood,

W
forest near Silverwood, they’ll witness the read this:
still subtle effects of the VoidStone Shard
and the traces left by the Void Creatures. As you venture into the dense forest surrounding
The DM can randomly pick or choose from Silverwood, the air grows thick with the earthy scent of moss
the list below whenever they want to and pine. Sparse sunlight filters through the canopy above,
underline the surreal nature of the casting dappled shadows upon the forest floor as the
opponents. sounds of rustling leaves fill the air. With each step, the
1. Fading Footprints: The players come across a set of ancient trees seem to whisper secrets of times long past,
old and unrecognizable footprints embedded in the beckoning you deeper into the heart of the wilderness, where
earth, partially obscured by fallen leaves and mysteries await to be uncovered and dangers lie in wait.
undergrowth. Upon closer inspection, they notice
that the footprints gradually fade away as if the
individual who left them vanished into thin air—a Optional: Secluded
perplexing clue hinting at the mysterious creatures
menacing Silverwood. Glade
2. Echoes of the Void: As the players traverse the forest, If the players have found Sylas Grimshaw’s diary in his
they encounter eerie manifestations of the Void’s room at the Inn, they can follow the description to find
influence—a glimpse of shadowy figures darting the clearing Sylas was so fond of. Otherwise, the DM
between the trees or screaming silently. These can add this encounter if the players succeed in their
spectral echoes represent the final moments of the navigation rolls while exploring the forest. When the
Void Creatures’ victims, reenacting their lives’ last players find the clearing, read this:
moments.
3. Twisted Flora: Amidst the verdant foliage, the A small stream trickles gently through the center of the
players encounter a cluster of plant life that appears glade, its crystal-clear waters murmuring softly as they wind
strangely mutated and deformed. Leaves wilt and their way between moss-covered rocks. At the edge of the
curl unnaturally, while vines twist and coil around clearing stands the remnants of a small camp: a weathered
nearby branches in chaotic patterns. The flora
exudes an aura of malevolence, indicative of the tent sagging beneath the weight of neglect; nearby, a

corrupting influence of the nearby Shard. makeshift fire pit lies cold and abandoned, surrounded by

4. Flickering Lights: As dusk descends upon the forest, scattered ashes and charred remains of firewood. The idyllic
the players notice strange flickering lights dancing nature of the scene is ruined by the evident remains of a
amidst the trees, resembling an unknown, deadly confrontation.
otherworldly constellation in a moonless night sky.
These ethereal lights weave and twist through the Amidst the detritus of Sylas’s camp lies the grim
darkness but, upon closer inspection, they vanish evidence of Sylas’s final stand against the Void
without a trace. creatures.
5. Cracked Reality: As the players traverse a dense
thicket, they come across hairline fractures streaking
across the bark of several trees. Pulsating with a
faint purple glow and emitting a soft hum when
touched, these cracks serve as conduits to the Void.
Although too narrow for anything larger than a
parchment to pass through, objects fed into the
cracks are transported to the Void. If the affected
wood is damaged, the crack swiftly contracts and
vanishes with a resounding crackle

PART 2 | THE FOREST 7


Sylas’s remains If they have four successes on DC 15 checks, they
make the roll with advantage.
Investigation DC 5 : strewn across the ground all over If they have five or more successes they
the camp are the torn apart, scattered remains of a automatically succeed.
man’s body. DC 10 based on his description, these If they spoke with Thaddeus, the cultist, they gain a
are the remains of Sylas Grimshaw. free success to their total.
Medicine DC 10: the wounds were caused by
something cutting through the body with ease. DC 15 If the investigation is successful, the DM can provide
these wounds were caused by massive, razor sharp some or all of these details about the enemies (including
claws or talons, not by a weapon. name and general description for one or both monster
Nature DC 10: these wounds don’t appear to have types and their concept art):
been inflicted by an animal that lives in the area. DC
15: In fact, these are not compatible with any beast The Invader has a powerful build, but it is not used to having
or monstrosity that is known to live in the area. a physical form, so its footing is unsure. It can open
breaches in reality and its prey are at the most vulnerable
Creature’s remains when standing near such a breach. Its form is ever shifting
Investigation DC 10 : In the center of the glade, the so it’s very difficult to pin it down. Its mind is so alien as to
ground is stained with dark, viscous ichor. Medicine be impenetrable.
or Arcana DC 10: this ichor belongs to some kind of
unnatural creature - an undead, fiend or aberration
DC 15: it is from an aberration.
Medicine DC 10: the ichor is spattered on the ground
The Spawns are agile but less sturdy than the Invader.

in a way that suggests a puncture wound. DC 15: The Despite their beast-like intelligence, they hunt cooperatively
pattern is suddenly truncated at the base, as if the in packs, utilizing their toad-like tongues to draw victims
source of the ichor had suddenly disappeared. (The closer before incapacitating them with razor-sharp talons.
Invader has teleported away when struck by Sylas’s
dagger). Perception DC 15: what appears to be the
end of the same ichor spatter can be found at the
margin of the clearing, about 30 ft. away.
Other Evidence
Perception DC 10 : near the edge of the clearing, a
gnarled tree bears deep gouges.
Medicine DC 10: these were left by massive teeth.
DC 15: the jaws that left these markings were 3 feet
wide, with long pointy teeth.
Perception DC 10: tracks and marks can be found in
the mud near the riverbank. Outside of the mud, no
tracks can be found. Survival DC 10: they are a
couple of weeks old and belong to three different
creatures - a set of boots and two different sets of
clawed, bird or lizard-like feet DC 15: the size and
length of the large clawed feet suggest that the
creature that left the tracks is about the size and
weight of two to three adult men. The smaller tracks
belong to a semi-bipedal creature the size of a man.
DC 20: the smaller tracks belong to more than one
semi-bipedal creature. The large tracks are weirdly
irregular, as if the creature that left them was
struggling to keep their balance.
Results of the Investigation
If the adventurers are able to succeed on at least three
DC 15 or higher checks, they can make a DC 15 Arcana
check to identify the creatures.

8 PART 2 | THE FOREST


Exploring the Forest Navigation Hazards
Finding the tower ruin is not an easy task if the party Although the main paths through the forest near
doesn’t know its exact location, and it’s even more Silverwood were once well-trodden, the party must now
difficult if they have no idea it is there to begin with. The venture into the wilder, less explored areas to locate the
party will have to succeed on a series of checks to find tower ruin. If the party fails a navigation check by 5 or
the place and may run into some hazards if they fail. more, they encounter a hazard. The DM may select one

Navigation Checks
at random from the list or choose based on the type of
failed check.
The party will have to collectively succeed on a number Thick Bramble Thickets: Dense clusters of thorny
of checks to reach the tower ruin, based on the brambles impede progress through the forest. All
Complexity of the Navigation (see next paragraph). characters must make a DC 13 Strength saving
When they reach the number of successes based on the throw or take 6 (1d4+4) piercing damage while
Complexity, they reach the tower ruin. traversing the patch.
All the checks are DC 13 unless otherwise specified. Unstable Hillside Paths: Narrow paths carved into
At least one of the checks must be a Survival check the hillsides present a precarious route through the
made by the person leading the exploration. The rest of forest, with loose rocks and crumbling ledges posing
the checks can be any skill, as long as the players can a constant danger. One character must make a DC
motivate their idea and describe their actions. These are 13 Constitution saving throw or gain 1 level of
some examples: Exhaustion.
A Nature check could reveal any shifts in the habitat, Concealed Animal Burrows: Camouflaged by fallen
indicating areas where the indigenous wildlife has leaves and debris, concealed animal burrows create
relocated. hidden pitfalls for unwary travelers. One character
The party may use Perception to scout for must make a DC 13 Dexterity saving throw or have
landmarks or signs of a hidden path, such as broken their speed halved until they take a long rest.
branches or unusual rock formations. Sudden Fog Banks: Dense fog can roll in
Players might employ Investigation to search for unexpectedly, obscuring visibility and disorienting
clues or evidence of recent activity, such as travelers. The next navigation check is made with
footprints or discarded items belonging to the disadvantage.
victims. Ankheg Lair: Deep within the forest, far from the
Characters might utilize Athletics to overcome beaten path, four Ankhegs have made their nest. The
physical obstacles blocking their path, such as party stumbles into their territory and is attacked.
climbing steep cliffs or navigating treacherous Examining the creatures after the battle reveals that
terrain. the wounds on Sylas Grimshaw’s body don’t match
Players with knowledge of arcane lore might use those of an Ankheg’s bite.
Arcana to detect magical anomalies in the
environment caused by Void creatures and Stone. Complexity of the Navigation
Characters might employ History to recall legends or Navigating the forest becomes more or less challenging
tales of the region, remembering an old legend that depending on the amount of information the party
hints at the tower’s location. possesses.
If the party has The Old Map, they can reach the
location shown on the map by following it. They need
2 successes to find the tower ruin and they have
advantage on every navigation check they make in
this section of the adventure.
If the party has not located the map, but if they have
found The Decrepit Parchment, and are trying to
find the location of the tower described in it, they will
need 4 successes to find the tower run.
If the party has no clue about the existence of the
tower ruin, they will have to find it by tracking the
Void creatures instead - not an easy task, as they
phase in and out of reality. They will need 6
successes and they will incur an exploration hazard
each time they fail a check, no matter the roll.

PART 2 | THE FOREST 9


Part 3 - The Tower Ruin
ither by chance or careful preparation, the Ethereal Plane. Empowered by the VoidStone

E
the players finally reach the looming Shard, they are able to see into the material plane and
tower ruin nestled within the depths of they wait for the party to be in a compromised position
the forest near Silverwood,its crumbling before striking. The monsters wait until all the players
stones bearing silent witness to ages long are nearby (within the area represented by the
past. When the party reaches the tower battlemap), unless someone finds the Shard. The
ruin, , read this: players’ senses are suddenly assaulted by a cacophony
of unearthly screeches and chittering sounds echoing
A sense of foreboding grows with each step as you enter the through the air as nightmarish creatures emerge from
clearing. You behold the remnants of what must have once breaches in the very fabric of existence, their forms
been a towering structure, now reduced to little more than shifting and writhing as they launch their ambush. The
scattered stones and crumbling foundations. Amidst the breaches created by the VoidStone Shard momentarily
distort the party’s perception of time and space. - All
desolation, an unsettling aura permeates the air, twisting the
players must make a DC 13 Constitution saving throw
very fabric of reality and casting sinister shadows across the
landscape. A crackling noise and the smell of ozone
to avoid being disoriented and falling prone.
permeate the tower ruin. Running the Encounter
The map below shows an example of the starting
Ethereal Ambush positions for the Void Invader, the Void Spawns (VS),
the breaches caused by Reality Riptide (yellow circles),
The Void Creatures are hiding outside of the material based on the position of the party (purple Xs). In this
plane and can only be seen by someone able to see into case, some of the players were scouting the ruins, while
others kept back.

10 PART 3 | THE TOWER RUIN


Void Invader Reactions
Large aberration, chaotic evil Void Jaunt. When the Invader is damaged by an attack or spell, it
can use its reaction to teleport to an empty spot that it can see
Armor Class 15 (natural armor) within any area affected by Reality Riptide. Any creature grappled
Hit Points 126 (12d10 + 60) by the Invader is teleported with it, if it chooses so.
Speed 40ft.
Lair Actions
STR DEX CON INT WIS CHA The Void Invader can only take these actions when it is in an
18 (+4) 9 (-1) 20 (+5) 19 (+4) 16 (+3) 13 (+1) area where the space between worlds is thin. On initiative count
20 (losing initiative ties), the Void Invader can take one lair
Saving Throws Constitution +8, Intelligence +7, Wisdom +6 action to cause one of the following effects; the Invade can’t use
Skills Athletics +7, Arcana +7, Perception +6 the same lair action two rounds in a row:
Damage Resistances Poison, Necrotic
Damage Immunities Psychic Spatial Anomaly. A creature the Invader can see within 120 ft.
Condition Immunities Grappled, Poisoned, Restrained must make a DC 15 Intelligence saving throw or take 7 (2d6)
Senses Darkvision 120 ft., Passive Perception 16 psychic damage and be teleported up to 30 ft to an empty spot
Languages Deep Speech, telepathy 120 ft. on the ground of the Invader’s choice that it can see. On a
Challenge 7 (2,900 XP) successful save, the creature takes half damage and is not
teleported.

Reality Shift (3/day). If the Invader fails a saving throw, it can Veil Breaker. Until the next initiative count 20, the area of
choose to succeed instead; when it does so, it loses any shattered reality around a Reality Riptide breach is increased by
temporary hit points it currently has and it can’t use its Chest 10 ft. to a 20-feet-radius area centered around each spot. During
Maw attack until the end of its next turn. this time, a creature standing inside two or more of these areas
at the same time makes the Wisdom saving throw against the
Reality Riptide. The Invader projects a strong un-reality field and effects of Reality Riptide with disadvantage.
its mere presence can torn asunder the fabric of reality when it
senses its prey. When it rolls for initiative, the Invader opens Dimensional Maw. The Invader makes a Chest Maw attack
breaches into the Void at three empty spots that it can see against up to two creatures. If a creature is within an area
within 60 feet, shattering reality in a 10-feet-radius area centered affected by Reality Riptide, the Invader can make the attack as if
around each spot. A creature starting their turn in one or more it was within reach as long as it can see the creature.
of these areas must succeed on a DC 15 Wisdom saving throw
or be restrained until the start of their next turn. A creature
restrained in such a way can use a bonus action to push their
mind to its limits, removing the restrained condition and taking
14 (4d6) psychic damage. The breaches persist for 1 hour or Void Invader
Lion Banner Games
until the Invader rolls for initiative again.
Actions
Multiattack. The Invader makes two Razor Grip attacks. It can
replace one of these with its Synaptic Tendrils action if available.

Razor Grip. Melee Weapon Attack: +7 to Hit, reach 10 ft, one


target, Hit: 11 (2d6+4) slashing damage and if the target is a
Large or smaller creature it is grappled (escape DC 15)

Synaptic Tendrils (Recharge 5-6). The Invader probes the mind of


each creature of its choice that it can see and that is within an
area affected by Reality Riptide. Each of these creatures must
make a DC 15 Intelligence saving throw or be stunned until the
end of their next turn. A creature that fails the save can instead
choose to take 22 (5d8) psychic damage and immediately
remove the stunned condition.
Bonus Actions
Chest Maw. Melee Weapon Attack: +7 to Hit, reach 5 ft, one
creature, Hit: 13 (2d8+4) piercing damage and the Invader
gains as many temporary hit points. Can only be used against a
creature the Invader is grappling or against a creature within an
area affected by Reality Riptide.

PART 3 | THE TOWER RUIN 11


Void Spawn 3rd Round : Spatial Anomaly repositions a
troublesome character or lures a target closer. It will
Medium aberration, chaotic evil
then follow up with 2 Razor Grip and 1 Chest Maw
Armor Class 13 (natural armor) attacks.
Hit Points 39 (6d8 + 12)
Speed 30ft., climb 30ft. The Void Spawns
The Spawns lack the ability to execute complex plans,
STR DEX CON INT WIS CHA
but they are pack hunters and know that dragging their
14 (+2) 16 (+3) 14 (+2) 6 (-2) 12 (+1) 6 (-2)
victims within an area affected by Reality Riptide and
Saving Throws Dexterity +5 pinning them there is the shortest route to a free lunch.
Skills Stealth +5 However, they will act without consideration for their
Damage Resistances Psychic personal safety to accomplish this goal and may often
Condition Immunities Grappled, Restrained attempt to attack the closest enemy. They will prioritize
Senses Darkvision 60 ft., Passive Perception 13 prone enemies to attack them with Hobbling Talons, if
Languages — they are at a reasonable distance. Once again, you can
Challenge 2 (450 XP)
rely on their bestial intelligence level in case the party is
in bad shape.
Fractured Reality. The Void Spawn’s nature intrinsically distorts
perception, inducing confusion and disorientation. When the
maximum value is rolled on at least 1 damage die for an attack The VoidStone Shard
made against the Spawn, the damage of the attack is halved. Once the Void Creatures have been slain, read this:
Actions As you slay the final Void Creature, the battlefield is
Multiattack. The Void Spawn makes two Prehensile Tongue shrouded in an unsettling stillness, a lingering tension
attacks. palpable in the air. The twisted remnants of the eldritch
Prehensile Tongue. Melee Weapon Attack: +5 to Hit, reach 15 ft., beings lie scattered amidst the ichor stained rubble and
one target, Hit: 5 (1d4+3) bludgeoning damage and if the target debris, their dark forms now inert against the backdrop of
is a Large or smaller creature it must make a DC 13 Strength the clearing. Yet, despite your victory, an ominous aura
saving throw or be pulled up to 15 ft. towards the Spawn and be
lingers, hinting at unseen forces still at work, casting a
knocked prone.
shadow of uncertainty over the once serene forest.
Bonus Actions
Hobbling Talons. Melee Weapon Attack: +5 to Hit, reach 5 ft, one
Finding the Shard is simple enough - it is covered in
prone creature, Hit: 7 (1d8+3) piercing damage and the target’s
speed is halved until the end of its next turn. rubble, but it emits a powerful magical aura
(Conjuration), accompanied by a faint purple-teal glow
and a low, intermittent hum interspersed with the buzz
The Void Invader of crackling electricity. A Perception or Investigation
The Void Invader’s intelligence surpasses mortal DC 10 is enough to find it.
comprehension, sometimes resulting in counterintuitive
actions. This can justify spreading its focus, particularly
if your DM style is not overly adversarial and the party
needs some relief.
The Invader will use Void Jaunt to evade multiple
melee assailants, escape ground effects like Entangle,
or threaten the backlines, while potentially bringing
grappled targets along. It employs Synaptic Tendrils
when charged. Void Spawn
This is an example of the tactics the Invader may use Lion Banner Games

during the encounter:


1st Round: Veil Breaker increases the area affected
by Reality Riptide. Using Razor Grip, it attempts to
grapple a PC outside, dragging them into the
affected area, then follows with Synaptic Tendrils
and Chest Maw.
2nd Round: Dimensional Maw targets up to two
creatures, followed by 2 Razor Grip attacks and
Chest Maw.
12 PART 3 | THE TOWER RUIN
Grounding Ritual of a powerful arcanist - who may want the party to do
Understanding the nature of the Shard and how to something for them in return.
neutralize it presents a separate challenge. The Void Just Smash It
Stone was a powerful magical item attuned to the If a PC attempts to destroy the VoidStone Shard by
external planes and even in its damaged state it physical means, they may succeed - due to the unstable
maintains this connection. This is what makes it so nature it currently is in - but this may present its own set
dangerous, but it also holds the key to its (safe) disposal of problems. The violent release of magical energies
- a grounding ritual utilizing specific materials deeply unleashed by shattering the Shard may unleash a surge
connected to the material plane can neutralize the of chaotic magic that disrupts the fabric of reality itself,
Shard’s residual charge and purge its latent teleporting the PC and everyone nearby into the Void or
malevolence. another external plane. Alternatively, the malevolent,
First of all, it takes an Arcana DC 15 check (or a cast lingering will of the VoidStone may inhabit the PC and
of the Identify spell) to realize what the Shard is. lead to further complications (and adventures to remove
If the party has found The Decrepit Parchment they can skip
its influence).
this step.

After that, the party must succeed in three DC 15


checks. For each check, they can choose to use either of
these skills:
Arcana or Religion (to devise the grounding ritual).
Nature or History (to identify suitable materials or
remember lore about them).
Investigation or Insight (to mentally overcome or
become in synch with the Shard’s latent will).
If the party has found The Decrepit Parchment they have
advantage on these checks. The Burgomaster and her library
may assist the players in either the Arcana or History check,
granting them advantage. The Guildmaster may provide a
piece of Pure Gold - purified through alchemical processes
and infused with the essence of the earth, offering stability
and grounding against eldritch energies, can be used in place
of the Nature or History checks.

Ritual is Successful
Upon successful completion of the ritual, the Shard
transforms into a purple crystal resembling quartz,
devoid of any arcane properties. The darkness plaguing
Silverwood dissipates and the village rejoices. The party
may be rewarded with riches by the Burgomaster
and/or the Guildmaster, or gifted a suitable magical
item in recognition of their deeds.
Ritual is Unsuccessful
If the ritual fails, the Void Stone remains unchanged, its
malevolent influence unabated. The darkness continues
to spread, enveloping Silverwood in its sinister grasp.
Void Creatures appear again over the following weeks
and the area gets progressively more and more
desolated. The players must quickly regroup and seek
alternative means to counter the growing threat. This
could involve delving deeper into the mysteries
surrounding the Void Stone (including traveling to the
Void to attempt to repair the Stone) or seeking the aid
PART 3 | THE TOWER RUIN 13

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