DMDave - Dark Domains 3 - Dark Stars Rising - Free Version

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DARK DOMAINS 3: DARK

STARS RISING
Dark Stars Rising is a Fifth Edition plug-in adventure
for four characters with an average party level (APL) CREDITS
of 3, 5, 8, or 11. This document offers details for The following creators made this adventure
the 3rd-level version. For the full adjustments for possible:
all level ranges, sign up for the DMDave Patreon. A Design and Writing. DMDave
research team based at a remote observatory has Cartography. DMDave with Forgotten Adven-
mysteriously gone quiet, and the characters have tures, Dyson Logos
been dispatched to investigate. Once there, they Artwork. Paper Forge, Midjourney
must contend with eldritch horrors, madness, and a
militia of cultists bent on stopping them.
Level Selection
ADVENTURE HOOKS Before play, be sure to know the level at which
The table in the full adventure offers some ideas if you wish to run the adventure. Overall, the loca-
you don’t have a reason for the characters to inves- tions and their descriptions in the adventure remain
tigate the observatory. If you need to motivate the unchanged throughout the levels. However, most
party with a monetary reward, their patrons offer of the encounters, hazards, traps, and treasure
300 gp per level of the adventure. scale with each level of the adventure. The keyed
locations will present the differences between each
RUNNING THE ADVENTURE level.
Also, the adventure works for more than just the
To run the adventure, you need the three Fifth listed levels. If you wish to run this adventure for
Edition core rulebooks. If you don’t have a copy, levels other than 3rd, 5th, 8th, or 11th, the chart
you can access a free basic ruleset from the official below shows you which version of the adventure
source. you should select for each level. A given version of
the adventure might be easier or harder for a given
Text that appears in a box like this is meant to party. It’s not recommended that you run this ad-
be read aloud or paraphrased for the players venture for characters with an average party level of
when their characters first arrive at a location less than 3 as it may pose too much of a challenge.
or under specific circumstances, as described Similarly, a party with an average party level of 13
in the text. or greater might find the adventure too easy.
Scaling the Adventure
When a creature’s name appears in bold type,
that’s a visual cue pointing you to its stat block as Recommended
a way of saying, “Hey, game master, make sure you Average Party Adventure Relative
get this creature’s stat block ready—there’s going Level Version Difficulty
to be an encounter!” If the stat block appears in the
Appendix of this adventure, the text tells you so; 3 3rd-level Hard
otherwise, you can find the stat block in the core 4 3rd-level Medium
rulebook.
Spells and non-magical equipment mentioned in 5 5th-level Hard
the adventure are described in the core manual for 6 5th-level Medium
players. Magic items are described in the core man- 7 8th-level Deadly
ual for game masters unless the adventure’s text
directs you to an item’s description in the Appendix. 8 8th-level Hard
9 8th-level Medium
10 11th-level Deadly
11 11th-level Hard
12 11th-level Medium

DARK DOMAINS 3 1
THE THULE-31 JOINT
RESEARCH OBSERVATORY at Thule-31 continue their search for older, more
powerful signs hidden in the black folds of space.
Almost a decade ago, a mage’s college in conjunc- The research team obliged, and eventually, they did
tion with the local duchy built the Thule-31 Joint discover something, something ancient and unfath-
Research Observatory. Its purpose was simple: omable and uncaring: Yagiogreth of the Dark Star.
study the stars, and watch for signs of life. Soon This eldritch being, born without form and void,
after the constellatory research began, the team peered back through the mortals’ looking glass and
(led by an elf named Filvarel) discovered that the began whispering its ancient secrets into the minds
right instrument—in this case, the observatory’s of these eager researchers.
telescope—could do more than simply see; the star News coming out of the observatory slowed to
signs had powers unto themselves, and by trial and a trickle, then ceased altogether, and runners dis-
error, one could learn to harness those powers. patched from the duchy disappeared without a
The duchy kept this knowledge secret, much to trace. Brave adventurers are needed to enter the
the chagrin of their mage’s college partners, so that observatory, discover what’s happened to the re-
it wouldn’t fall into the hands of jealous rivals. They searchers, and recover their research—or destroy it,
demanded that the mages and researchers stationed should the need arise.

DARK DOMAINS 3 2
General Features
GM NOTE
The following features are common throughout all
areas of the observatory and are printed here for Some groups or players may not fare well with
ease of reference: the idea of their character having been replaced
Size & Dimensions. The ceilings within each area without anyone knowing. You know your party
of the observatory are 20 feet high unless stated best and if you think this development would
otherwise. ruin anyone’s fun out of character, have an NPC
Illumination. Treat all outdoor areas as having no be the Imitation instead. If the characters are
light; treat all indoor areas as having dim light unless accompanied by an NPC anyway, your choice
stated otherwise. is simple. If they are not, an acquaintance of
Surface Detail. The observatory has been turned their patron decides to accompany the charac-
into a den of cult worship: fetishes of bone—animal ters to the observatory, ostensibly because this
and otherwise—adorn the walls, occult symbols acquaintance has their own interest in learning
have been painted with blood and surrounded with what happened to the researchers, but really to
candles, and the air is heavy with a hallucinatory make sure the characters don’t succeed in inter-
incense (see Madness below). fering.
Barriers. Several doors and windows throughout
the observatory are locked and/or boarded up. All
of the barriers are made of wood and have AC 15, observatory with a hallucinatory incense. They be-
18 hit points, and immunity to poison and psychic lieve the incense will help bring them closer to the
damage. A lock can be picked with a successful eldritch being—and who’s to say they’re wrong? But
DC 15 Dexterity check using thieves’ tools, or any regardless of what the deranged research team be-
barrier can be forced open with a successful DC 20 lieves, the incense causes all creatures in the area to
Strength check. go a bit mad. Certain objects will prompt a madness
check on sight or contact, as noted in the area’s
The Imitation description.
Before the adventure begins, select one player in se- Increasing Madness. On a failed madness check, a
cret to be the Imitation—do not mention this aspect character suffers a short-time madness (refer to the
of the adventure to the rest of the group. Share with DMG for details on madness). The more madness a
the selected player (or have them read) the following character experiences, the more severe the madness
information: becomes. Once a character has experienced three
short-term effects, their next failed madness check
You are the Imitation, a creature born from the will incur a long-term madnesses. Similarly, if a char-
mind of an eldritch being known as Yagiog- acter ever experiences three long-term effects, they
reth of the Dark Star. Your character is safe, will then progress to making checks against indefi-
but unconscious and tied up somewhere in nite madnesses.
the observatory. You are a perfect Imitation of Constellatory Divination
your character, with the following exceptions:
The research team, in conjunction with the mage’s
▸ You do not suffer from madness effects; college, figured out something extraordinary in their
you still roll for madness checks and may studies: the constellations in the sky, if channeled
roleplay being mad, but you are incapable through the proper instrument—such as the observa-
of going mad. You are also immune to oth- tory’s own enchanted telescope—can confer ben-
er types of insanity. efits to those who look upon them. Unfortunately
▸ Set your Strength score to 20. for them, they never considered the possibility of
eldritch beings inhabiting the stars!
▸ Set your Constitution score to 22.
When the adventure begins, the observatory’s
▸ Your objective is to protect the telescope telescope is fixed upon Yagiogreth of the Dark Star,
at all costs. Do not let anyone destroy it allowing its influence to flow from the stars into the
or redirect it away from Yagiogreth of the minds of the research team. Once the adventure
Dark Star. ends, however, the characters may choose to point
the magical telescope at a different (and less evil)
Unbeknownst to even this player, the Imitation’s constellation in order to receive its blessing. A char-
true character is tied up and unconscious in area 10. acter can only gain one such benefit at a time. If
they already have a constellation feature and use the
Madness telescope to look at a different constellation, that
The research team, under the direction of their new constellation’s feature replaces the existing one.
master Yagiogreth of the Dark Star, has filled the The following are well-known constellations that

3 DARK STARS RISING


the characters may look upon. That being said, this
is not an exhaustive list; the stars in the sky are
Areas of the Observatory
infinite, so feel free to come up with your own! The following locations are keyed to the map of the
observatory on pages 10-12.
The Warrior
Once per day, as a bonus action, you invoke the 1 - The Approach - Exterior
Warrior to gain advantage on your next attack roll
made with a melee weapon. The observatory looms silently over the cliffs,
its doors and windows boarded up, its halls
The Mage darkened. As you approach, you smell some-
Once per day, as a bonus action, you invoke the thing strange and pungent in the air. There’s
Mage to amplify your magic. The next spell you cast a path at the top of the hill that wraps around
of 1st level or higher acts as if it was cast with a the facility—perhaps there’s another way in?
spell slot 1 level higher than you expend.
The Thief Alternate Path. A footpath wraps around the ob-
servatory. Following it leads to area 6.
Once per day, as a bonus action, you invoke the Obstacle: Barriers to Entry. This area connects
Thief to cast greater invisibility on yourself. to several other areas via boarded-up windows and
The Lover doors. Refer to the General Features section for in-
formation on how to overcome these obstacles:
Once per day, as a bonus action, you invoke the
Lover to gain advantage on all Charisma checks for ▶ 1 boarded-up and locked door to area 2
the next minute. Additionally, humanoid creatures ▶ 1 boarded-up and locked door to area 5 (via area
of your choice that look upon you during that time 6)
must succeed on a Wisdom saving throw or become ▶ 4 boarded-up and locked windows to area 5 (via
charmed by you (as if by the spell charm person) for area 6)
1 hour. Encounter: The Possessed Mob. Yagiogreth of
the Dark Star does not sit idly by as the characters
The Monolith
threaten its seat of power on this plane of existence.
Once per day, as a bonus action, you invoke the The eldritch being begins extending its influence to
Monolith to cast stoneskin on yourself for 1 minute. the vulnerable minds of people in the surrounding
Yagiogreth of the Dark Star countryside as soon as the adventure begins. After
Filvarel has been dealt with in area 11, a possessed
Once per day, as a bonus action, you invoke Yagi-
mob begins climbing the hill toward the observatory
ogreth of the Dark Star to cast contact other plane,
with the intent of removing the characters by force.
except the contact is always the eldritch being Yagi-
The size of the mob is always twenty-five common-
ogreth of the Dark Star. Additionally, the DC of the
ers armed with improvised weapons and torches,
spell’s Intelligence saving throw becomes 10, and
regardless of the adventure’s APL. If the characters
permanently and cumulatively increases by 2 every
slay too many possessed commoners, their reward
time the constellation is invoked.
will be forfeit and they’ll be banned from the duchy
(see Concluding the Adventure for more informa-
tion). Once the telescope in area 11 is moved or
destroyed, the commoners return to their senses.
2 - The Orrery - Interior

A large orrery is slowly spinning in the center


of the area. Occult objects are hanging from
its orbs, jangling like wind chimes.

Madness Check: Occult Orrery. Dozens of pro-


fane objects, made of animal and human bone, are
hanging from the rotating orrery. Any character that
looks upon these objects for the first time must
make a DC 13 Wisdom saving throw or experience a
madness effect (see Increasing Madness on page 3).

DARK DOMAINS 3 4
Encounter: Raving Researchers. Several research- when the scroll is used, and the scroll’s rarity is de-
ers are present in the area, and each researcher pendent on the adventure’s APL:
has an eldritch spell scroll in their possession (see
Eldritch Spell Scrolls
Treasure below). They’ve defaced themselves with a
blade by carving symbols into their own flesh. The Version Scroll Rarity
researchers approach the characters ranting and
raving about Yagiogreth of the Dark Star and Filvarel 3 Uncommon (spell level 2)
(the principal investigator in charge of the facility). 5+ Available in the full adventure
They will insist that the characters allow them to
carve symbols into their flesh, and will eventually Ladder. A ladder on the west side of the area leads
become hostile if refused. They can be convinced up to area 7. However, the hatch is locked. The key
to stand aside with a successful DC 18 Charisma is located in a book in area 3. Alternatively, the lock
(Persuasion) check. However, if any of the occult can be broken or picked (see General Features).
symbols on the orrery are destroyed, they will be- Moving On. There is a foyer to the north of this
come hostile regardless of the situation. Refer to the area. On the left side of the foyer is an unlocked
table below for the number and type of researchers door to area 3. On the right side of the foyer is an
present: unlocked door to area 4. Finally, the foyer leads fur-
Raving Researchers ther north into area 6.
A trapdoor leads down into nothing more than a
Version Statblocks small chamber with dusty observatory equipment.
If you want to expand on the location, however, the
3 1 cult fanatic, 1 cultist full map of the observatory includes a basement and
5+ Available in the full adventure caves that might, at the GM’s discretion, hold more
researchers or a different threat altogether.
Treasure: Eldritch Spell Scrolls. The researchers
have on their person one eldritch spell scroll. This 3 - Study Room - Interior
is a normal spell scroll, except it is written in an Before the characters open the door to this room,
unknowable language. Any creature that uses the read or paraphrase the following:
scroll must make a DC 17 Wisdom saving throw or
suffer a madness effect (see Increasing Madness on The air stinks of rotting meat. It seems to be
page 3). The scroll’s spell is determined randomly coming from beyond the door.

Madness Check: The Hanging Man. A naked


human man has been nailed to the west wall of this
room; his stomach has been sliced open, his intes-
tines torn out to hang, and occult symbols have
been carved into his flesh. His blood has been used
to paint yet more occult imagery along the walls.
Any character that looks upon the hanging man for
the first time must make a DC 16 Wisdom saving
throw or experience a madness effect (see Increas-
ing Madness on page 3).
Trap: Glyph - Insanity. On the desk, just beneath
the hanging man, is a bloodied book. A silver key
can be seen sticking out of its pages. Opening the
book or removing the key triggers the trap: creatures
in the room must make a DC 14 Intelligence saving
throw. On a failed save, a creature is driven insane
for 1 minute. An insane creature can’t take actions,
can’t understand what other creatures say, can’t
read, and speaks only in gibberish. The GM controls
its movement, which is erratic. This effect counts
toward a character’s madness thresholds (see In-
creasing Madness on page 3).
Treasure: Profane Spellbook. The bloodied book
on the desk is a profane spellbook made of ani-
mal skin. The book is written in an old dialect of
Common mixed with strange, unrecognizable (and
unpronounceable) words. The spellbook can be

5 DARK STARS RISING


studied while taking a long rest. Doing so triggers a Entranced Researchers
madness check: the character studying the profane
spellbook must make a DC 13 Wisdom saving throw Version Statblocks
or experience a madness effect (see Increasing Mad-
3 1 cult fanatic, 4 cultists
ness on page 3). If the character succeeds on the
saving throw, they gain an additional spell slot equal 5+ Available in the full adventure
to their highest available spell slot until they com-
plete another long rest. Treasure: Eldritch Spell Scrolls. The researchers
have on their person one eldritch spell scroll each.
4 - Storage Closet - Interior This is a normal spell scroll, except it is written in
an unknowable language. Any creature that uses
Barrels and boxes are piled to the ceiling. It the scroll must make a DC 17 Wisdom saving throw
smells of rotting food and spoiled drink. or suffer a madness effect (see Increasing Madness
on page 3). The scroll’s spell is determined random-
Illumination. Treat this area as having no light. ly when the scroll is used, and the scroll’s rarity is
Treasure: Storage Room Supplies. A careful search dependent on the adventure’s APL:
of the storage room reveals treasure relative to the Eldritch Spell Scrolls
APL of the adventure:
Supplies Version Scroll Rarity
3 Uncommon (spell level 2)
Version Treasure
5+ Available in the full adventure
3 Pristine vellum rolls; a potion of healing
5+ Available in the full adventure Obstacle: Barriers to Entry. This area connects to
area 6 via boarded-up windows and doors. Refer to
the General Features section for information on how
5 - Dining Hall - Interior to overcome these obstacles:
▶ 1 boarded-up and locked door to area 6
Several people are sitting at the dining ta- ▶ 4 boarded-up and locked windows to area 6
ble, muttering to themselves. Each of them is
hunched over what looks like a scroll. 6 - Overlook - Exterior

Madness Check: Lunatic Ravings. The researchers It’s peaceful out here. Below the cliffs, the
in this area are reciting eldritch words in a forgotten countryside seems to roll on forever.
tongue. Any character that comes within 15 feet of
the dining table hears these ravings; characters that Obstacle: Barriers to Entry. This area connects to
hear these ravings for the first time must make a DC area 5 via boarded-up windows and doors. Refer to
13 Wisdom saving throw or experience a madness the General Features section for information on how
effect (see Increasing Madness on page 3). to overcome these obstacles:
Encounter: Entranced Researchers. Several re-
▶ 1 boarded-up and locked door to area 5
searchers are present in the area, and each research-
▶ 4 boarded-up and locked windows to area 5
er is busy reading the eldritch spell scroll in their
possession (see Treasure below). The researchers Footpath. A footpath curves around the observato-
are entranced by the scrolls and won’t even notice ry to area 1.
the characters unless they come within 10 feet of
the dining table. If they do end up noticing the char-
7 - Telescope Nooks - Interior
acters, they will insist that they read the scrolls for
themselves, and will become hostile if refused. They It’s quiet in this area, but muttering sounds
can be convinced to stand aside with a successful can be heard in the adjoining room to the
DC 18 Charisma (Persuasion) check. Refer to the southeast. There are two telescopes looking
table below for the number and type of researchers out into the night sky. What do they see?
present:

DARK DOMAINS 3 6
Trap: Glyph - Insanity. There are two telescopes
in the area, each occupying a different nook. The
lenses have been visibly defaced if one were to
check before looking. Looking through the telescope
triggers the trap: the creature looking sees the inde-
scribably horrific face of Yagiogreth of the Dark Star
and must make a DC 17 Intelligence saving throw.
On a failed save, the target is driven insane for 1
minute. An insane creature can’t take actions, can’t
understand what other creatures say, can’t read,
and speaks only in gibberish. The GM controls its
movement, which is erratic. This effect counts to-
ward a character’s madness thresholds (see Increas-
ing Madness on page 3).
8 - Conference Area - Interior minute. An insane creature can’t take actions, can’t
understand what other creatures say, can’t read,
Surprisingly, this room appears to be in good and speaks only in gibberish. The GM controls its
condition and free of occult symbology. Two movement, which is erratic. This effect counts to-
telescopes peer out into the night sky. ward a character’s madness thresholds (see Increas-
ing Madness on page 3).
Trap: Glyph - Insanity. There are two telescopes Encounter: Crazed Researchers. Several research-
in the area, each occupying a different nook. The ers are present in the area, and each researcher has
lenses have been visibly defaced if one were to an eldritch spell scroll in their possession (see Trea-
check before looking. Looking through the telescope sure below). The researchers are rocking back and
triggers the trap: the creature looking sees the inde- forth on their beds. They will insist that the char-
scribably horrific face of Yagiogreth of the Dark Star acters look into the telescopes in this area, and will
and must make a DC 17 Intelligence saving throw. eventually become hostile and physically force them
On a failed save, the target is driven insane for 1 to look if refused. They can be convinced to stand
minute. An insane creature can’t take actions, can’t aside with a successful DC 18 Charisma (Persua-
understand what other creatures say, can’t read, sion) check. However, if any of the occult symbols
and speaks only in gibberish. The GM controls its in the room are destroyed, they will become hostile
movement, which is erratic. This effect counts to- regardless of the situation. Refer to the table below
ward a character’s madness thresholds (see Increas- for the number and type of researchers present:
ing Madness on page 3).
Crazed Researchers
9 - Bunk Room - Interior
Version Statblocks
Like most of the observatory, this area is 3 1 cult fanatic, 1 cultist
decorated with unutterable words written in
5+ Available in the full adventure
blood and bone.
Treasure: Eldritch Spell Scrolls. The researchers
Madness Check: Occult Symbology. The walls are have on their person one eldritch spell scroll each.
covered in strange symbols, written in blood and This is a normal spell scroll, except it is written in
pieces of bone. Characters that see these symbols an unknowable language. Any creature that uses
for the first time must make a DC 16 Wisdom saving the scroll must make a DC 17 Wisdom saving throw
throw or experience a madness effect (see Increas- or suffer a madness effect (see Increasing Madness
ing Madness on page 3). on page 3). The scroll’s spell is determined random-
Trap: Glyph - Insanity. There are two telescopes ly when the scroll is used, and the scroll’s rarity is
in the area, each occupying a different nook. The dependent on the adventure’s APL:
lenses have been visibly defaced if one were to
check before looking. Looking through the telescope Eldritch Spell Scrolls
triggers the trap: the creature looking sees the inde-
scribably horrific face of Yagiogreth of the Dark Star Version Scroll Rarity
and must make a DC 17 Intelligence saving throw. 3 Uncommon (spell level 2)
On a failed save, the target is driven insane for 1
5+ Available in the full adventure

7 DARK STARS RISING


10 - Principal Investigator’s Office - Interior

The walls are smeared with blood and feces.


Candlelight flickers over arcane and inscruta-
ble symbols that hurt to look upon. Behind the
desk, someone is tied up.

Madness Check: Occult Symbology. The walls are


covered in strange symbols, written in blood. Char-
acters that see these symbols for the first time must
make a DC 16 Wisdom saving throw or experience a
madness effect (see Increasing Madness on page 3).
Trap: Glyph - Insanity. There’s a telescope in this
area, occupying a small nook. The lens has been
visibly defaced if one were to check before looking.
Looking through the telescope triggers the trap: the
creature looking sees the indescribably horrific face
of Yagiogreth of the Dark Star and must make a DC
17 Intelligence saving throw. On a failed save, the
target is driven insane for 1 minute. An insane crea-
ture can’t take actions, can’t understand what other
creatures say, can’t read, and speaks only in gibber-
ish. The GM controls its movement, which is erratic.
This effect counts toward a character’s madness
thresholds (see Increasing Madness on page 3).
Encounter: Ending the Imitation Game. If the
Imitation player has yet to be discovered, they are
found out upon the party finding their true character
tied up and unconscious in this area. The charac-
ter is awoken by the commotion, and the Imitation
transforms into a monster and takes the characters
11 - The Summit - Interior
by surprise. The monster appears to be a horrific
conglomeration of blood and twisted flesh, but uses The observatory’s dome has been flung open,
a different statblock depending on the APL of the allowing the telescope to look upon the stars.
adventure: Clouds are swirling directly above the facility,
flashing with heat lightning.
Ending the Imitation Game

Version Statblock Encounter: Filvarel & Researchers. Filvarel is busy


contemplating the majesty of Yagiogreth of the
3 1 mimic Dark Star when the characters arrive. Depending on
5+ Available in the full adventure the APL of the adventure, other humanoids may be
present as well. Upon seeing the characters, he will
Treasure: Filvarel’s Notes. Scattered across the greet them warmly and invite them to look into the
desk are Filvarel’s notes on the telescope, constel- telescope, saying that the Eldritch being has be-
latory divination, and Yagiogreth of the Dark Star. queathed him (and the others, if playing at APL 11)
Characters may study the notes by spending an hour a “special power”: a were-form. Filvarel is perfectly
and performing a DC 18 Intelligence (Arcana) check. cooperative so long as the characters don’t engage
Characters who succeed on this check learn every- him in combat or try to move the telescope from its
thing detailed in the background chapters of this coordinates. If Filvarel feels as if his or the observa-
adventure document, including how to sever Yagi- tory’s connection to Yagiogreth of the Dark Star is
ogreth of the Dark Star’s influence from the world. threatened, he will transform into his were-form and
Characters who fail the check must make a DC 17 attack. These were-forms have the appearance of
Wisdom saving throw or experience a madness ef- horrific monstrosities of twisted flesh and blood, but
fect (see Increasing Madness on page 3). use different statblocks depending on the APL of the
adventure:

DARK DOMAINS 3 8
Filvarel & Researchers

Version Statblocks
3 1 wereboar
5+ Available in the full adventure

The Mob Approaches. Once Filvarel (and the oth-


ers, if present) have been dealt with, the characters
hear the collective scream of dozens of people be-
low—a possessed mob of commoners begin climbing
the hills toward the observatory. Refer to area 1 for
more details on this encounter.
Severing the Connection. The telescope is fixed
upon Yagiogreth of the Dark Star and has been pur-
posefully broken to prevent it from moving. To sever
the eldritch being’s influence from the mob and the
observatory, the telescope must either be repaired
and repositioned, magically blocked (for example, by
the spell darkness), or destroyed altogether. Once
one of these conditions have been met, the mob and
any researchers left alive come to their senses—if it
was by a temporary effect, however, such as by the
aforementioned spell darkness, then Yagiogreth of
the Dark Star regains control once the effect ends
unless the telescope has been repositioned or de-
stroyed in the interim.
▶ The telescope can be repaired over the course of
an hour by succeeding on a DC 18 Intelligence
(Arcana) check; it can then be moved with no
difficulty.
▶ Physically repositioning the telescope without
repairing it first requires a DC 30 Strength (Athlet-
ics) check.
▶ The telescope has 50 hit points, an AC of 10, and
resistance to slashing, bludgeoning, and piercing
damage. The lenses within the telescope have 20
hit points, an AC of 10, and resistance to slashing
and piercing damage. Destroying either the lenses
or the entire telescope severs the connection. CONCLUDING THE ADVENTURE:
Treasure: Calibration Lenses. The lenses within the STARS GUIDE YOU
telescope are made of solid crystal. Together, they Once Filvarel has been subdued or killed and the
weigh 100 lbs and are worth roughly 2,500 gp. accursed telescope repositioned or destroyed, the
characters may attempt to collect the promised
reward from their patron. The patron may have had
additional stipulations, such as keeping the tele-
MORE DARK DOMAINS ADVENTURES scope intact, in which case the reward is reduced by
▸ Lost Reliquary half if their condition isn’t met.
▸ Haunted Mine If the characters kill seven or more commoners
in the possessed mob, however, then no payment
is given, and the characters are banned from the
region.
Finally, so long as the characters have remained in
good standing, they may return to the observatory
in two weeks (whereupon they’ll find a new re-
search team working) and make use of the facility as
described under Constellatory Divination. Ω

9 DARK STARS RISING


DARK DOMAINS 3 10
11 DARK STARS RISING
DARK DOMAINS 3 12
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ments that have previously been designated as Open Game Content are material as Open Game Content, You represent that Your Contributions
not included in this declaration.) are Your original creation and/or You have sufficient rights to grant the
Open Game Content: The Open content in this book includes the monster rights conveyed by this License.
names, statistics, traits, and abilities. No other portion of this work may 6. Notice of License Copyright: You must update the COPYRIGHT NOTICE
be reproduced in any form without permissions. portion of this License to include the exact text of the COPYRIGHT NO-
TICE of any Open Game Content You are copying, modifying or distrib-
Open Game License
uting, and You must add the title, the copyright date, and the copyright
The following text is the property of Wizards of the Coast, Inc. and is Copy-
holder’s name to the COPYRIGHT NOTICE of any original Open Game
right 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved.
Content you Distribute.
1. Definitions: (a)”Contributors” means the copyright and/or trademark own-
7. Use of Product Identity: You agree not to Use any Product Identity, in-
ers who have contributed Open Game Content; (b)”Derivative Material”
cluding as an indication as to compatibility, except as expressly licensed
means copyrighted material including derivative works and translations
in another, independent Agreement with the owner of each element of
(including into other computer languages), potation, modification, correc-
that Product Identity. You agree not to indicate compatibility or co‑adapt-
tion, addition, extension, upgrade, improvement, compilation, abridgment
ability with any Trademark or Registered Trademark in conjunction with
or other form in which an existing work may be recast, transformed or
a work containing Open Game Content except as expressly licensed in
adapted; (c) “Distribute” means to reproduce, license, rent, lease, sell,
another, independent Agreement with the owner of such Trademark or
broadcast, publicly display, transmit or otherwise distribute; (d)”Open
Registered Trademark. The use of any Product Identity in Open Game
Game Content” means the game mechanic and includes the methods,
Content does not constitute a challenge to the ownership of that Product
procedures, processes and routines to the extent such content does not
Identity. The owner of any Product Identity used in Open Game Content
embody the Product Identity and is an enhancement over the prior art
shall retain all rights, title and interest in and to that Product Identity.
and any additional content clearly identified as Open Game Content by
8. Identification: If you distribute Open Game Content You must clearly
the Contributor, and means any work covered by this License, including
indicate which portions of the work that you are distributing are Open
translations and derivative works under copyright law, but specifically
Game Content.
excludes Product Identity. (e) “Product Identity” means product and
9. Updating the License: Wizards or its designated Agents may publish up-
product line names, logos and identifying marks including trade dress; ar-
dated versions of this License. You may use any authorized version of this
tifacts; creatures characters; stories, storylines, plots, thematic elements,
License to copy, modify and distribute any Open Game Content originally
dialogue, incidents, language, artwork, symbols, designs, depictions, like-
distributed under any version of this License.
nesses, formats, poses, concepts, themes and graphic, photographic and
10. Copy of this License: You MUST include a copy of this License with every
other visual or audio representations; names and descriptions of charac-
copy of the Open Game Content You Distribute.
ters, spells, enchantments, personalities, teams, personas, likenesses and
11. Use of Contributor Credits: You may not market or advertise the Open
special abilities; places, locations, environments, creatures, equipment,
Game Content using the name of any Contributor unless You have written
magical or supernatural abilities or effects, logos, symbols, or graphic
permission from the Contributor to do so.
designs; and any other trademark or registered trademark clearly identi-
12. Inability to Comply: If it is impossible for You to comply with any of the
fied as Product identity by the owner of the Product Identity, and which
terms of this License with respect to some or all of the Open Game Con-
specifically excludes the Open Game Content; (f) “Trademark” means the
tent due to statute, judicial order, or governmental regulation then You
logos, names, mark, sign, motto, designs that are used by a Contributor
may not Use any Open Game Material so affected.
to identify itself or its products or the associated products contributed to
13. Termination: This License will terminate automatically if You fail to
the Open Game License by the Contributor (g) “Use”, “Used” or “Using”
comply with all terms herein and fail to cure such breach within 30 days
means to use, Distribute, copy, edit, format, modify, translate and oth-
of becoming aware of the breach. All sublicenses shall survive the termi-
erwise create Derivative Material of Open Game Content. (h) “You” Not
nation of this License.
for resale. Permission granted to print or photocopy this document for
14. Reformation: If any provision of this License is held to be unenforceable,
personal use only. System Reference Document 5.1 2 or “Your” means
such provision shall be reformed only to the extent necessary to make it
the licensee in terms of this agreement.
enforceable.
2. The License: This License applies to any Open Game Content that
COPYRIGHT NOTICE Open Game License v 1.0a Copyright 2000, Wizards of
contains a notice indicating that the Open Game Content may only be
the Coast, LLC. | System Reference Document 5.1 Copyright 2016, Wizards of
Used under and in terms of this License. You must affix such a notice
the Coast, Inc.; Authors Mike Mearls, Jeremy Crawford, Chris Perkins, Rodney
to any Open Game Content that you Use. No terms may be added to or
Thompson, Peter Lee, James Wyatt, Robert J. Schwalb, Bruce R. Cordell,
subtracted from this License except as described by the License itself.
Chris Sims, and Steve Townshend, based on original material by E. Gary Gygax
No other terms or conditions may be applied to any Open Game Content
and Dave Arneson. | Dark Stars Rising. Copyright 2022, Hamrick Brands,
distributed using this License.
LLC. Authors: Dave Hamrick, John K. Webb. | Some artwork Copyright Paper
3. Offer and Acceptance: By Using the Open Game Content You indicate
Forge, used with permission. All rights reserved. | Some images used under
Your acceptance of the terms of this License.
license from Shutterstock. | Some Cartography Copyright Dyson Logos, used
with permission. All rights reserved.

13 DARK STARS RISING

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