Shadow of The Obelisk

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Backstory Plot Hook


In an age long forgotten, when the world was young, and Through repeated visions in the stars, as well as a starmap
the stars shone with a light untainted by the shadow of puzzle sent to the party by post, they are guided to the
time, there existed a coalition of celestial beings. These home of Eilora Thalas, who needs them to reignite the
luminous architects weaved the fabric of the cosmos into a Starlight Obelisk.
harmonious tapestry, starting their work from a monument
known as the Starlight Obelisk. It stood as both a
testament to their unity and a powerful seal against the Adventure
dark creatures that roamed the interstellar voids. Bathed in
the eternal glow of the constellations, the Obelisk's magic Summary
radiated across the lands, instilling peace and prosperity.
As the rare alignment of stars approaches, Eilora Thalas, a
Centuries passed, and the memory of the celestial sage astronomer, gathers the party to prevent the escape
beings faded into myth, distilled into legends sung by the of malevolent beings trapped beyond the veil of reality.
bards and recorded by the sages. The Starlight Obelisk, The heroes are tasked with rekindling the Obelisk's fading
though still standing resilient in the desert, became a relic magic by activating ancient shrines dedicated to the land
of a bygone era, its true purpose lost to the sands of time. and the sky.
Civilizations rose and fell under its silent vigil, oblivious to
the dormant menace lurking just beyond the night sky. Navigating the perilous desert, the party faces both the
However, the celestial dance continued its predestined cunning of the land and the wrath of its denizens.
path, leading to an alignment that would weaken the Through shifting sands, they encounter the Earth Shrine,
barriers between realms, threatening to unleash the where a puzzle of a living labyrinth must be solved to
ancient darkness once more. move forward. At the Sky Shrine, a symphony of chimes
awaits to be harmonized with the desert’s breath. Each
Eilora Thalas, a descendant of the stargazers who once shrine brings them a step closer to their goal, while the
served the celestial coalition, was the first to rediscover denizens of darkness send forth their minions to thwart
the prophecies tied to the Starlight Obelisk. Through her the party’s progress.
relentless studies and observations, she learned of the
approaching alignment and the peril it posed. As the stars align above, the final confrontation looms at
Determined to prevent the celestial seal from breaking, the foot of the Starlight Obelisk. The heroes must stand fast
she sought out those with the courage and strength to against the dark creatures that slip through the weakening
stand against the darkness. Eilora sent her summons far cosmic barrier, seeking to snuff out the monument’s light.
and wide, calling heroes to gather at her abode in the city The battle is a test of endurance and courage, with the fate
of Prid’dranas. It was here that the strands of fate would of the realm hanging in the balance. If the adventurers
converge, beckoning the chosen to embark upon a quest prevail, they will not only save the land but also restore a
to reignite the Obelisk's ancient magic and thwart the fragment of the lost celestial legacy, ensuring that the
encroaching shadows that yearned to engulf the world in Starlight Obelisk continues to pierce the night, a beacon of
their cold embrace. hope against the darkness between the stars.

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Chapter 1: EILORA THALAS (LG ELF NOBLE)

Astrologist’s Information: She is an elf with silver hair that cascades


over her deep blue robes adorned with constellations.
Bargain Her eyes, a piercing azure, seem to reflect the night
sky. Once a court astronomer, she left her position to
In which the party meets Eilora. study the Starlight Obelisk's mysteries, sensing a
creeping shadow in her star charts. Eilora is a devoted
Called Upon scholar of celestial events and ancient lore.

Roleplaying as Eilora: Wise and gentle, yet with an


Read this: undercurrent of urgency driven by her discoveries. She
speaks with an eloquent and soothing voice that
“As the last hues of sunset give way to twilight, you carries an air of authority. She is deeply concerned
find yourselves in the bustling desert town of about the impending darkness and is motivated by a
Prid’dranas. Tonight, the air buzzes with an desire to protect the realm from the threats only she
unexplained energy, as if the very sands whisper of has foreseen.
impending change. You have all gathered at the
behest of Eilora Thalas, an elven astronomer of great
renown who speaks of celestial portents and Under the velvety shroud of twilight, Eilora addresses the
prophecies linked to an ancient monument in the assembly of would-be saviors with a mix of gravitas and
desert. Around you, other adventurers murmur with urgency. She recounts the origins of the Starlight Obelisk,
unease, for the stars seem to have aligned in a pattern an ancient bastion of light forged in the fires of celestial
not seen for millennia. Eilora’s eyes hold a gravitas that will millennia past, a testament to a time when darkness
beckons you to listen, to heed the call of destiny, as was held at bay by its radiant gaze. Yet, as the ages rolled
she prepares to speak of matters that could on, complacency dimmed the collective memory of its
determine the fate of this world.” importance, leaving the Obelisk's once-blinding light
flickering on the cusp of oblivion. Now, she reveals a
The party meets Eilora Thalas (see Eilora sidebar), who prophecy of great peril, foretelling the Obelisk's
begins speaking of the Starlight Obelisk. extinguishing as a harbinger of an eternal nightfall. The
recent demise of her last sent emissaries, swallowed by
shadows whose forms remain nameless, has only
confirmed her direst fears. With the weight of destiny upon
her shoulders, Eilora beseeches the gathered adventurers
for aid.

At any point during this discussion, the party can make


either a DC 15 Intelligence (Arcana) check or a DC 15
Wisdom (Insight) check to discern additional information.
On a successful Intelligence (Arcana) check, the party
member deduces that such a barrier, conjured up through
light to fight off creatures beyond understanding, could
only be meant to fight the void regions of the Astral
Expanse – deeply dangerous creatures that seek to destroy
everything. On a successful Wisdom (Insight) check, they
sense Eilora’s desperation and fear.

GM NOTE: If you are playing this adventureto


as a one-shot, this is a . perTafect time for the party
with your party about
introduce their characterssk themlk abo
their relationships. A at all), theut how long they've
been working together (ifeven parts of the type of jobs they
usually take, perhaps ht deem importairnt.bacOn kstory,
and other details you migmselves, you can proceed.ce
they’ve all introduced the
3
Hazard: Sandstorm. Once the party has all made their
Read this: choice, ask each party member who needs to breathe and
hasn’t covered its mouth for a DC 12 Constitution saving
“As the astronomer reveals the true peril the throw, as they walk into the sandstorm. On a failed save,
alignment portends and the daunting task required to they inhale dust and sand, gaining the Sandburnt Lungs
safeguard the realm, the crowd’s fervor dissolves into disease. To navigate the sandstorm, the party member
trepidation. Murmurs turn to doubts, and one by one, leading the marching order must make a successful DC 16
the gathered heroes depart, unwilling to risk the Wisdom (Survival) check. On a failed check, each party
darkness for a legend's promise. Only you, stalwart member must make a DC 14 Constitution saving throw,
and resolute, remain.” taking 2d6 fire damage or half as much damage on a failed
save. Then, the person leading the marching order must
The party must now choose whether to stand with Eilora or repeat the Wisdom (Survival) check, with the DC increasing
not and negotiate the terms of their agreement. Initially, by 1 for each previously failed check, as the party gets more
she’ll offer each party member 500 gp, as well as aid with and more disoriented.
magical items before they go on their adventure. By making
a successful DC 18 Charisma (Intimidation) or Charisma Sandburnt Lungs. Whenever the creature casts a spell with
(Persuasion) check, the party can persuade her into raising a somatic components while affected by this disease, they
their pay to as much as 750 gp each, but not more. take 2d6 fire damage, which can’t be prevented or reduced
in any way. An affected creature can repeat the saving
Once the party agrees to help Eilora, she’ll give each party throw at the end of every 24 hours, ending the effect on
member a pair of goggles of night and a potion of healing itself on a success.
to protect them.
Once the party has successfully navigated the sandstorm,
You can proceed to the next subchapter. read this:

“The storm's wrath envelops you, a maelstrom of


The Rude Sandstorm churning sand and relentless wind that obscures the
sun and turns day to dusk. With each step, you lean
Read this: into the fury of the desert, a determined band
pressing forward where lesser souls would falter. The
“As you affirm your commitment to the quest, the first Obelisk, your beacon through this tempest, calls to
stars of evening begin to prick the deepening twilight. you not with sight, but with purpose.”
With Eilora leading, you venture forth, the town of
Prid’dranas shrinking behind you as the desert’s Ask each party member for a DC 18 Wisdom (Percception)
boundless expanse unfolds. The sands, golden and check. If no party member succeeds, they are ambushed
warm underfoot, whisper tales of ancient days with by a sandstorm elemental on map 1. Show the party map 1
each step you take towards the fabled Obelisk. Yet, only once the elemental has had its first turn striking them.
not long into your journey, the winds begin to moan,
and the horizon darkens ominously. A sandstorm, vast If at least one party member succeeds on the check, read
and vengeful, rears up from the depths of the desert this instead:
like a colossal beast awakening from slumber. The
world turns to a tempest of swirling sands and howling “Yet as you cleave through the howling winds, a shape
gales, challenging your resolve. Huddling close, with begins to form amidst the chaos—a swirling vortex of
cloaks drawn tight and eyes shielded, you press on, sand given rage and form. An elemental, birthed from
guiding Eilora through the maelstrom, your silhouettes the storm's heart, rises with a roar that melds with the
a steadfast caravan against the fury of the storm.” gale. Its towering form, a maelstrom within the
maelstrom, stands between you and your destination,
Ask the party for a marching order, as well as any other its anger palpable, its challenge clear.”
means of preparation they’d like to make before facing the
sandstorm head-on. Show the party map 1 and the sandstorm elemental which
they must now fight.

4
GM NOTE: If you areheapla ying this adventure Chapter 2:
over a virtual tabletop, we n 10vilyfeetencowhiuralegewitlimihinting Stone and Sky
player vision to no more tha te a sentiment of worry
the sandstorm. This will creasandstorm elemental In which the party rekindles the necessary shrines.
and uncertainty, with the then retreating back into
striking in quick fashion, ribute to the puzzle Last Sparks
the sand. It’ll heavily cont Read this:
qualities of the combat.
“The base of the Starlight Obelisk is an arena of
Once the party has defeated the sandstorm elemental, you ancient grandeur, standing defiant against the ravages
can proceed to the next chapter. of time. The monument looks akin to a large
mausoleum trumping over a hole in the ground,
outfitted with a variety of stairs and runes that arrive
down at a central pool of water. Around it, the four
towers sit in silent testament to the old magics,
waiting for the hand of the fated to reawaken their
slumbering might.”

Show the party map 2. Each party member can investigate


one of the many points of interest within Obelisk’s area.
Each point of interest requires a different check to be
investigated.

Once the party has investigated all the areas or decided to


leave, you can proceed to the next subchapter.

GM NOTE: If youabiwality nt to give the party


complete freedom (and the locationstothefinydcanout expnothloreing.
at all), don’t mention thewhether they want to
Simply let them decide or simply move ahead to the
explore the surroundings
next chapter.

5
If the party discovers the alignment, they can harness its
AREAS 1 THROUGH 4 – THE TOWERS power. In the final combat, at initiative 20 of every round,
one of the four pillars (areas 1, 2, 3 and 4 on map 3, starting
Read this: with area 1) pulse with divine light. If a party member is
within 10 feet of the pillar when it pulses, that party
“On the corners around the Starlight Obelisk, stand member regains 2d10 hit points.
four imposing towers, each a sentinel watching over
the sacred center. The structures rise like petrified
gales, their stones weathered yet defiant against the
sands of time. Upon their surfaces are intricate
carvings that seem to dance and shift in the desert
light, depicting the constellations that wheel overhead
and the variegated tapestry of the land that stretches
beneath. These images tell a silent saga of the skies
and earth, a perpetual testament to the celestial
dance of the cosmos and the firmament's ever-
watchful gaze upon the mortal realm.”
Maps by CzePeku: Join their Patreon to access to
multiple variations of this map and more !
Any party member can explore the towers by making an
Intelligence (Arcana) check, gaining information based on
each check’s result using the information below. Any party
MAP 2
member under the effects of the comprehend languages
spell has advantage on that check.

Check
Encounter
Result
The towers are old, and the carvings,
while beautiful, don’t seem to hold any
Below 10 arcane significance that you can
discern. They appear decorative,
possibly telling a story or simply
meant to capture the eye.
The carvings on the towers are more
than mere decoration; they align with
constellations and terrestrial landmarks.
They seem to map the stars directly
10-15 above and suggest a certain time when
they might align perfectly with the
tower’s peaks. In addition, something
seems to connect the pillars to the
earth, making them a bridge between
stars and earth.

The carvings are a sophisticated


celestial map that interacts with the
magic of the Obelisk. When the stars
16+ align with the carvings, it likely
enhances the Obelisk's powers. It
seems to go in a clockwise direction,
starting in the top-left corner.

6
AREA 5 – THE MAP AREA 6 – THE MAUSOLEUM

Read this: Read this:

“At the base of the building lies a pool of water so “At the heart of the Obelisk's guardians lies a
clear and still it mirrors the sky above, creating a mausoleum, its architecture a solemn ode to the
seamless horizon where earth and heaven unite. The epochs past. The heavy doors open to reveal an interior
surface glimmers with the light of the firmament, adorned with runes that crawl across the walls like ivy,
betraying the presence of ethereal magic. Upon closer glowing with a spectral blue that illuminates the
inspection, the bottom of the pool is inscribed with hallowed chamber. Murals painted with exquisite skill
runes that emit a faint, otherworldly luminescence.” adorn every surface, depicting scenes of celestial beings
weaving the tapestry of fate, their faces serene as they
Any party member can explore the waters by making an work the looms of destiny. The air within is thick with
Intelligence (Nature) check, gaining information based on the weight of history, and the silence hums with the
each check’s result using the information below. Any party power of the runes—a sanctum where the veil between
member under the effects of the detect magic spell has worlds is thin, and the whispers of the ancients might
advantage on that check. still be heard by those who listen with reverent ears.”

Any party member can explore the mausoleum by making


an Intelligence (Religion) check, gaining information based
on each check’s result using the information below. Any
Check party member under the effects of the detect evil and
Encounter good spell has advantage on that check.
Result
The pool's water is exceptionally clear,
and while the runes at the bottom are
intriguing, their purpose or origin eludes Check
Below 10
you. The water is cool to the touch and Encounter
refreshing, but you gain no significant
Result
insight into its magical properties. The murals and runes inside the
mausoleum are evocative and filled
You recognize that the runes bear a with religious symbolism, but their
resemblance to those used in druidic Below 10 exact meaning or relation to the divine
circles, suggesting a connection to the is unclear to you. They are serene and
natural world and the elemental beautiful to behold but offer no
planes. The water, upon closer deeper understanding.
10-15
inspection, seems to constantly You can glean that the murals depict
replenish itself, hinting at a possible not just any celestial beings but specific
underground spring or a magical deities known for their guardianship
source. Touching the water gives a over knowledge and the fate of mortals.
subtle sense of tranquility. The runes suggest a litany of prayers or
10-15
mantras meant to honor these deities,
The runes are identified as part of an specifically prayers that ward off
ancient language of nature, possibly against the destruction of knowledge.
used to sanctify this pool for a celestial There’s also repeat mentions of the
event or ritual. Drinking the water or bond between “stone and sky”.
using it in spells related to healing or
16+ divination may enhance their You recognize the depicted scenes as
effectiveness. For the next 24 hours, the tale of a sacred covenant between
any spell cast by the party member the deities of knowledge and fate and
who drank the water is level treated as the ancient peoples who built the
one higher than the level at which the 16+ Obelisk, with the runes forming a
spell was cast. Once this ability has consecration that maintains the barrier
been used once, it can’t be used again. between worlds. Repeating the
mantras in the presence of the Obelisk
may strengthen its power.

7
Restore Power
Read this: Once the party has visited both shrines and solved both
puzzles, you can proceed to the next chapter.
“You hear the voice of Eilora calling you from within
the mausoleum, calling you to rush in that direction.
Eilora's steps echo solemnly through the hallowed
interior of the Obelisk's mausoleum, leading you to a
grand mural that dominates the wall, its colors vibrant
against the dim light, adorned with writings in celestial.
She pauses, her eyes tracing the ancient fresco before
turning to you, a grave seriousness etched upon her
face. ‘The mural of the Covenant,’ she begins, her voice
a reverent whisper. ‘The Obelisk's might alone cannot
pierce the encroaching shadows, for its strength is but
the tip of a greater whole. To truly vanquish the
darkness, we must rekindle the embers of its Maps by CzePeku: Join their Patreon to access to
batteries—the Shrine of Stone southeast, and the multiple variations of this map and more !
Shrine of Skies. Each shrine channels the earth's bones
and the heavens' breath, fusing their powers with the
Obelisk to forge a barrier of light. Only by restoring the MAP 3
shrines' dormant magic can we renew the ancient ward
and protect the lands from the night's tenebrous grasp.’
With a determined nod, she steps back, the mural
standing as a silent testament to the balance of
elements. The next step of your task awaits.”

The party must go and mend the two shrines before


returning to the main one. Ask if they wish to begin by
heading to the Shrine of Stone or the Shrine of Skies. Once
the party has chosen the shrine they wish to go to, ask for a
marching order.

The party member leading the marching order must make


a DC 17 Wisdom (Survival) check to help the party navigate
through the heavy sandstorm, which hasn’t let up despite
the death of the sandstorm elemental. On a successful
check, the party gets to the chosen shrine without issue.
On a failed check, each party member must succeed on a
DC 14 Constitution saving throw or suffer one point of
exhaustion.

GM NOTE: If you want to add more stakes to


this part of the journey, you can do so by starting a
timer for 2 hours, reducing 30 minutes from it if the
party fails their initial Wisdom (Survival) check,
to signify the party getting lost in the sandstorm.
You can add this timer with or without telling the
party. If the timer runs out before the party has
returned from fixing up the two shrines, the combat
in chapter 3 is already in progress, and they can
start off at a disadvantage.

8
THE SHRINE OF STONE
If a block is moved in the wrong direction, that
Read this: party member will feel the rumble of stone
strike them down and take 1d10 force damage.
“Surrounded by towering dunes, the Shrine of Stone
rises from the earth like the bones of the world made Once the party has cleared up the three necessary points,
manifest. Huge slabs of sandstone, layered with the read this:
hues of countless sunsets, form an open gateway to
the sky. Within this henge, the air thrums with the “As the final grains of sand are cleared away, the
pulse of the earth, heavy with the scent of iron and moment of conjunction is almost palpable, a static
stone. The ground at its center is a mosaic of mineral charge in the air awaiting release. Then, with a sound
veins that converge on a dais, where an altar of like a sigh from the earth itself, a beam of radiant light
unadorned rock stands solemnly, waiting for hands bursts forth from the Shrine of Stone. It cuts across the
that know the weight of the land to reawaken its expanse of the desert, a golden lance undimmed by
dormant might. The silence here is profound, broken the dusty air, until it meets the Obelisk. The
only by the whisper of the shifting sands—a place of connection is instantaneous and awe-inspiring; the
power, deep and resonant, as enduring as the bedrock two ancient structures are now bound by a visible
and as mysterious as the soil's hidden depths.” cord of luminescence, pulsing with power. The light is
pure and warm, thrumming with the heartbeat of the
The Shrine of Stones features a large circular platform. On earth, and as it strikes the Obelisk, the glyphs, and
it is a miniature model of the surrounding area with runes upon the ancient stone begin to glow with
movable blocks representing the dunes. The platform is renewed vigor, a silent harmony restored. The desert
inscribed with a labyrinth pattern and several glyphs that around you seems to hold its breath, and for a
correspond to locations within the actual surrounding moment, time itself lingers in reverence to the
dunes. Players must rearrange the miniature dune blocks reawakening of an age-old pact between the earth
on the model to match a specific pattern that will create a and the celestial.”
path through the real-life labyrinth of dunes. Whenever
one of the dunes is moved on the board, it will affect THE SHRINE OF SKIES
those around them in real life.
Read this:
The blocks (dunes) must be moved in such a way that a
direct path is created from the shrine to the obelisk
“Perched on the crest of the highest dune, the Shrine
without any large dune blocking the party. Whenever a
of Skies is a marvel of alabaster columns carved with
party member wants to move a block, as them about the
the likeness of soaring birds and billowing clouds.
direction they wish to move it. In total, there are 4 blocks,
Wind chimes of crystal and silver sing an ever-
each stuck at one of the 4 cardinal points. The party must
changing hymn to the heavens, their music mingling
move all 4 blocks so that the north, west, and northwest
with the ceaseless breath of the winds. At the shrine’s
points are all clear.
heart lies an open pavilion, with a ceiling that opens to
the endless azure above, inviting the sky’s embrace.
The air here crackles with the promise of storms and
GM NOTE: If this is hard to visualize, the whisper of zephyrs, embodying the caprice and
imagine it similar to a sliding block puzzle within power of the skies. Offerings of feathers and incense
which they must slide giant blocks, thus altering the are strewn about, remnants of past supplications to
geography of the land. the eternal dance of the winds. It is a place not merely
built in the desert, but one with the desert, where the
While on the platform, any party member can do the sky's voice is given form and the boundary between
following: earth and heaven is blurred.”

• Make a DC 16 Wisdom (Perception) check to realize


the blocks representing dunes match the dunes they
traveled through.
• Make a DC 16 Intelligence (Investigation) check to better
gauge the direction in which the blocks must be moved. On
a successful check, provide hints to help the party
understand their purpose (to clear out the connection).
• Make a DC 16 Intelligence (Nature) check to
understand the location of the obelisk.
• Make a DC 16 Strength (Athletics) check to move one
of the blocks in any direction.
9
The Shrine of Skies’ central platform is a circular area with
four tall pillars, each holding a set of wind chimes with Chapter 3: The
different tones. In the center, a stone pedestal displays a
series of symbols that correlate with animals of the
Alignment
deserts. In total, there are 4 chimes. The party must
In which the party protects the obelisk.
figure out the correct sequence of wind chime tones to
play the melody that harmonizes with the natural wind
pattern. The correct sequence should be 3241 (1 being the Defense of the Heart
highest note and 4 being the lowest). A worn inscription
reads, “When the breath of the desert sings with the Now that the party has reactivated both shrines, they can
pillars, the path shall open.” return to the Obelisk for a final stand.

While on the platform, the players can do the following:


- Make a DC 16 Wisdom (Perception) check to listen to
GM NOTE: If you used a timer and raph the party
the tones produced by each chime and learn where they
place from highest to lowest. has gone over time, skip the following parag and
- Make a DC 16 Intelligence (Nature) check to progress straight into the battle.
understand that together, the many animal sounds make
up the sound of wind. Read this:
- Make a DC 16 Dexterity (Sleight of Hand) check to
strike the chimes at the right time, in the right order. “As the celestial alignment commences, the heavens
themselves seem to descend upon the earth. Stars
and constellations spiral in a celestial dance above the

GM NOTE: If your party is real particularly Obelisk, casting beams of otherworldly light that

musical in real life, consider adding even sound s the coalesce around the monument. The air thrums with
power as shooting stars carve radiant arcs in the night
party must align properly, perhaps to debatnotes that sky, and the very fabric of reality seems to thin,
are very close together, causing them e which connecting the realm of mortals to the vast and
is the right order. mysterious cosmos. Just then, the forces of darkness
begin their assault, forming at the edge of the
structure and preparing for battle.”
When the wrong order is played, the party member who
strikes the chimes takes 3d10 lightning damage.
Show the party map 3. At initiative 20 of every round, one
of the four pillars (areas 1, 2, 3 and 4 on map 3, starting with
Playing the correct melody causes the wind to amplify,
area 1) pulse with divine light. If a party member is within 10
swirling around the shrine and revealing hidden inscriptions
feet of the pillar when it pulses, that party member regains
on the pillars that point the way to the next shrine.
2d10 hit points. The threats the party faces will arrive in
waves starting from area 7. The goal of every monster is to
Read this:
reach area 9, the entrance to the obelisk.
To do so, they must walk down the magically binding stairs
“As the last chime sings its resonant note, a hush falls
that prevent their flying (areas marked 8). Unless in melee
over the Shrine of Skies. The wind, playful until now,
combat with two or more creatures, each enemy creature
aligns with purposeful intent, spiraling inward toward
will use its movement and action on its turn moving down
the center of the shrine. Each column vibrates gently,
toward the entrance. Going down a set of stairs (area 8)
harmonizing in an ethereal melody that seems to
requires 30 feet of movement. Once a creature reaches the
summon the very essence of the skies. Then, with a
entrance, it turns itself into an energetic wave, disappearing
crescendo that echoes the beginning of time, a vortex
inside and dying to hinder the obelisk.
of wind manifests above the shrine, spiraling with
fervent energy. From this whirlwind, a focused beam
The first wave will consist of 12 shadows and 1 wraith.
of light emerges, piercing through the swirling sands
The second wave will consist of 6 shadows, 2 gibbering
and toward the distant Obelisk. The column of light is
mouthers and 1 wraith.
as pure and clear as the wind itself, bridging the divide
between the sky and the stone, knitting the two
The first two waves will appear every other round of
together with a bond of brilliant luminosity. The air
combat. Then, the party will have time for a short rest and
thrums with the power of the connection, the wind's
be joined in combat by a helpful coatl. After that, one
song now a silent testament to the union of elements,
more wave will appear.
and the sacred accord now restored.”

10
The third wave consists of 8 shadows and a black hole giant.

Once the party defeats the third, read this:

“As the final adversary falls beneath your relentless


onslaught, a profound silence descends upon the
battlefield. The frenzied howls and clashing steel that
filled the air moments ago fade away, leaving only the
whisper of the desert wind in their stead. You stand
amidst the sands, breathing heavily, the weight of your
exertions evident in each labored breath. Yet, there is
triumph in your exhaustion, a sense of
accomplishment that resonates with the pulsating
light of the Obelisk.”

Proceed to the next subchapter.

The End
The party’s adventure has come to an end, reaching one of
the conclusions below based on how successful their
defense was:

1. Successful Defense. No more than 8 creatures


entered the obelisk. The party protects it successfully and
is paid in full.
2. Failed Defense. More than 8 creatures entered the
obelisk. It falls and is destroyed the next day by the
hidden energy waves inside. The party and the entire
world is doomed.
3. Perfect Defense. No creature entered the obelisk. The
party had a perfect defense and is rewarded handsomely,
earning an additional 500 gp.

11
Monsters

Black Hole Giant Sandstorm Elemental


Huge Giant, neutral evil Large Elemental, neutral

Armor Class 13 (natural armor) Armor Class 17 (natural armor)


Hit Points 172 (15d12 + 75) Hit Points 90 (12d10 + 24)
Speed 40 ft. Speed 0 ft., burrow 30 ft., fly 90 ft. (hover)

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
23 (+6) 9 (-1) 21 (+5) 9 (-1) 10 (+0) 12 (+1) 16 (+3) 20 (+5) 15 (+2) 6 (-2) 11 (+0) 6 (-2)

Saving Throws Con +8, Wis +3, Cha +4 Damage Resistances lightning, thunder; bludgeoning,
Skills Athletics +9, Perception +3 piercing, and slashing from nonmagical attacks
Damage Resistances force; bludgeoning, piercing, Damage Immunities poison
and slashing from nonmagical attacks Condition Immunities exhaustion, grappled,
Damage Immunities cold paralyzed, petrified, poisoned, prone, restrained,
unconscious
Senses passivePerception 13
Languages Giant Senses darkvision 60 ft., passive Perception 10
Challenge 8 (3,900 XP) Languages Auran
Challenge 6 (2,300 XP)
Achronic. The giant is immune to the slow spell and
effects from his own black holes.
Air Form. The elemental can enter a hostile
creature's space and stop there. It can move through a
Gravitational Leap. If the giant moves at least 20 space as narrow as 1 inch wide without squeezing.
feet straight toward a creature and then hits it with a
slam attack on the same turn, that target must
Coarse and Rough. Non-elemental creatures
within 30 feet of the elemental can't see further than
succeed on a DC 17 Strength saving throw or be
15 feet forward.
knocked prone and take an additional 19 (3d12) force
damage. Living Storm. The elemental is bound to a nearby
sandstorm and is immune to spells and abilities that
Orbit Pull. At the start of each of its turns, the giant
would cause it to switch planes.
can choose one creature within 60 feet. The target
succeed a DC 17 Strength saving throw or be pulled Scratches of Sand. When a creature moves within
within 5 feet of the giant. 5 feet of the elemental or starts its turn there, it takes 2
(1d4) piercing damage.
Actions Whirlwind Bind. Whenever the elemental
damages a creature with a flying speed, its flying speed
Multiattack. The giant makes two slam attacks. is reduced by 10 feet. This reduction lasts for 1 hour.
Create Black Hole (Recharge 5-6). The giant Actions
chooses a point within 120 feet. A 15-foot radius
miniature black hole originates from the chosen point, Multiattack. The elemental makes two sand slam
remaining there for 1 minute. Whenever a creature first attacks.
enters the area or starts its turn inside it, it must make
a DC 17 Wisdom saving throw against its magic. On a
Sand Slam. Melee Weapon Attack: +8 to hit, reach
10 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage.
failed save, a creature can't use reactions, its speed is
If the target is a creature, it must also succeed on a DC
halved, and it can't make more than one attack on its
16 Constitution saving throw or become blinded until
turn. In addition, the creature can take either an action
the end of its next turn.
or a bonus action on its turn, not both. These effects
last until the creature leaves the area. Sandstorm Rush (Recharge 5-6). The
elemental moves in a 10-foot wide, 30-foot long line of
Slam. Melee Weapon Attack: +9 to hit, reach 10 ft.,
pure fire and sand in any direction. Each creature
one target. Hit: 25 (3d12 + 6) bludgeoning damage.
within its path must make a DC 16 Dexterity saving
throw, taking 10 (3d6) fire damage and 10 (3d6)
Reactions piercing damage on a failed save, or half as much
damage on a successful one. On a failed save, a
Bend Space & Time. As a reaction to being hit creature it ignites. Until a creature takes an action to
with an attack, the giant bends space and time, douse the fire, it takes 5 (1d10) fire damage at the start
teleporting to any point he can see within 60 feet and of each of its turns.
causing the attack to miss.

12
THANK YOU!
An Adventure by MonkeyDM on
Patreon.

Cover art by Grand Failure, used with


permission.

Inside art by Cervus (Elf) &


Divinisphere (adobe stock)

Maps by Czepeku

Take Care!

13
LICENSE

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Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
System Reference Document 5.0 Copyright 2016, Wizards of the Coast, Inc.;

Shadow of the Obelisk, Copyright 2023, MonkeyDM Publishing SRL; author Evan Mascaro

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14

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