The party within their current country of Luminos, and city of Brightstar, are contacted by the Grand Duke of the city. The Grand Duke, who goes by the name of Grand Duke Linken, has a request for them, and a deal. He wants them to venture to the land and secure enough area around their entranceway for more travellers to be able to get through and start migrating into this new land, and to find a source of wealth also worth looking into. In his office, a wooden polished beauty of an area with many beautiful trinkets adorning the cupboards, tables, and mantelpiece, smelling of burning oak in the hearth and with the sounds of the creaking wooden floor, you enter. Linken proposes that the party will travel to a new fabled land far to the west, with fabulous wealth. However, there are many perils along the way. Dragons, spirits of incredible power, beasts the size of mountains. The Grand Duke is prepared to give one of his personal powerful artefacts to the party, one each specifically. He can be persuaded to give over one more each with a successful DC 30 Persuasion check. He has provided a ship to take the two to a nearby island that apparently leads to a place of great magical significance: an island not far to the west. The island has a gate on it that opens if enough magical energy passes through it, and the people who pass through it are visible travelling in a magical state to the west. Their passage to the island is of minimal significance, the passage through the gate is the interesting one. Immediately upon exiting the gate, the party falls out of hole in a cliff’s overhang. When they stand up and dust themselves off, they are in the process of being surrounded by several large beasts. These strange creatures are wielding roughly made greataxes in two hands, stand 9-10 feet tall on three legs as thick as tree trunks, and have one, huge snakelike eye on their heads.
The Community Dal’mar The community speaks its own language, Dal’mari, and is unfamiliar with common speech. The people are lead by a religious matriarch, who is a powerful warlock of the Beast lord, and has the following statistics: Warlock of the Beast Lord STR – 8, DEX – 12, CON – 12, INT – 12, WIS – 14, CHA – 18 Saves: Con - +6, Wis - +7, CHA - +9 Skills: Animal Handling: +7, Insight +7, Cantrips: Eldritch Blast, Mage Hand, Friends, Poison Spray Spells: Hex, Animal Friendship, Witch Bolt, Ray of Enfeeblement, Shatter, Conjure Animals, Magic Circle Counterspell, Conjure Woodland Beings, Hold Monster, Awaken (2 spell slots). Mystic Arcanums: True Seeing, Finger of Death Eldritch Invocations: Hunter’s Claws, Beguiling Influence, Bewitching Whispers, Devil’s Sight, Beast Speech, Agonizing Blast. Items: Staff of Anti-magic: Casts once per day: Dispel Magic, Counterspell (both are +4 to rolls), and Anti-Magic Field The warriors of the tribe of Dal’mar all have the Beast Lord’s Own Body ability, as gifted to them by their matriarch. If she dies, they each lose the ability. Without her, they are the same as a regular Tribal Warrior (MM p.350). The tribe of Dal’mar worship the Beast Lord, a strange primordial titan of nature and beasts, and as such, hunt big game as a form of sacrifice. Their next big game they intend to hunt is a “wandering cliff”. What isn’t known about the wandering cliff, is that it is actually a hive of Ankheg. Approximately 1000 of them. To force them to scatter, you must deal 500 damage or more to a specific leg. After which time, most Ankheg will separate, and the players will be forced to fight 10-15 Ankheg before they even begin to retreat. Allowing the Ankheg to reform is a more advisable solution, or, killing the Ankheg queen. (stat block later). The Dal’mar don’t simply invade the players: they attack at night when they have better vision, and they attack with the fury of the Beast Lord as well. Their best warriors come in waves (d6 every 3 rounds), they count as tribal warriors, with the 14th level buff of the Beast Lord cast on them as long as their matriarch survives, and throughout the entire night. The Fury of the Beast Lord is an event, wherein 1d6+1 (-1 for every wave, until 0) direwolves also join the tribal warriors every 3 rounds, and also charge the enemy. The Tricaur, however, notice that this is a good time to attack, and 4 of them charge the area that the players are in, and about a dozen of them invade the Dal’mar community, wreaking devastation. They invade after 2d6+2 rounds. The players MUST have killed at least 4 of the tribal warriors.
New Section: The Beast Lord’s Sacred Ground The path up to into the harsh, snowy mountain near the foothills is lined with occasional obelisks – towering rough stone points, that corkscrew upwards and are topped with a wolf’s head blasting gouts of green fire into the air – pointing upwards into the sky. The journey is several days’ walk, and it must be walked. The path up into the mountain is long, and covered by thick forest. If people attempt to traverse it by air – they will not be able to find the path. Natural illusion magic prevents keeping track of the path, or finding your way up the mountain to the cave mouth regardless of how good your sense of direction is. A Ranger can always find their way through using the Find the Path spell – but it has to be on land. Even on land keeping a map – finding your way through the forest is difficult. A DC 15 Survival check is required every day to maintain the path. A failure of 5 or more indicates that the PCs have fallen away from the path, and are heading in the wrong direction. Roll a d100, on a 1-60, they stumble into the territory of a were-beast (or multiple), on a 61-100, they find the path again eventually, and will do so again after killing the enemies, or otherwise driving them away. On a failure of 10 or more, the PCs stumble into a trapped part of the forest: and are attacked by the trees around them (trees have DT 35 from natural magic – all forms of damage, even fire, because of the thick, wet, slimy moss that covers them), the trees have constant range on the party, and have a +7 to hit, dealing 1d10+5 damage on a hit. The terrible path that the party find themselves on should become fiercely more dense and harsh – clearly demonstrate the necessity to turn back, and represent movement into that split of the path as distance equal to 10x standard single movement of the party speed. Corrupted fey creatures guard it well – such as Black Unicorns, blights, and the occasional were-creature. Partway up the mountain, natural magic causes illusions to come upon the travellers – showing them horrific visions of personal failure and beasts that cannot be killed. A DC 20 Wisdom save is required to disbelieve the visions, or a DC 25 Arcana check to discern the truth of the magic – but either way – the visions of giant creatures in the trees watching the PCs persists. The Beast Lord’s Altar: After making your way through the various forest creatures, and eventually coming up to the peak of the mountain, atop the more recently barren and snowy path (snowy path without forest represents a day of travel, requiring a DC 10 Athletics check to properly traverse – failure indicating a fall at one stage (DC 15 Dex save to negate), of about 30 feet, into an icy ravine. Along with this, unless adequate heat is provided, a DC 15 CON save is required, failure indicates a point of exhaustion suffered), the altar of the Beast Lord is discovered. It is a stone tablet raising up about 3 feet above the ground, covered in stitched-together animal skin, with a gnarly collection of humanoid (orcish are common) hands and feet strung together on pikes nearby, leading up to it. On top of the altar is an unfinished Gate, requiring a DC 20 Investigation check to discern the glyphs on the altar. The spell can be cast by speaking the correct command phrase: “The power is in the Hunt”. On the altar is a series of drawings – depicting men hunting animals, then animals hunting men, then men bowing to a giant wolf-like humanoid with green fire in its eyes. The final image depicts the men and women together, those of them that are hunting animals have the green flame glowing within them, and those who are not, do not. The gate leads to the demiplane of the Beast Lord, which is a small open field, surrounded by forest – infinite forest. Huge game can be seen trouncing through the forest,