This is an editorial version of the adventure. It may still have typos and logic errors.
The second installment of the ongoing Secret of Forsaken Peak series is intended for a party of 4-6 6th-level characters who should reach 7th-level by the adventure’s end. The adventure is set in the Eastern Borderlands setting detailed in the first issue of BroadSword Monthly but can be easily inserted into any existing campaign setting. Certain sections of the dungeon map may lead to areas not yet published. You are free to change the dynamics of these locations to better suit your campaign, or remove them entirely.
North of the Castle of Chaos, on the other side of Forsaken Peak, are the Eyries, a group of caves that house a variety of nasty creatures. Chaosmen do not venture into these caves unless they are in the southernmost chamber that bridges the eastern and western areas of the Castle. The larger caverns in the northwest belong to a fell, wicked monster, known to the chaosmen as the Master of the Peak. Occasionally, offerings are made to it to keep it placated while excavations are performed on the eastern arm of the mountain.
For years, the Eyries has been the center of necromantic energy within The Forsaken Peak. Since the arrival of the Master of the Peak, humanoids and other creatures that attempt to venture into the network of caves find themselves killed, cursed, maddened, or worse. The Chaos Magi believe that if the Master of the Peak can be destroyed, the curse of the Eyries will lift with it. This would be beneficial to the chaosmen as it would allow them to continue their excavations without issue.
There are various ways that the characters can arrive at the Eyries. If you are running the Secret of Forsaken Peak adventure path from BroadSword Monthly #1, then it’s possible that the characters entered the Eyries via the stairs up from the Goblin Mine. Or the characters read Tuuk’s notes in his chambers in the Goblin Mine and discovered another way in. Finally, if the characters saved Alzon of the Chaos Magi, Alzon will introduce the characters to Aliq at the Castle of Chaos.
If the characters need a different motivation or you are running this portion of The Forsaken Peak separate from the first part, then have the characters invited to the Castle of Chaos by Aliq the Arch-magi of the Chaos Magi. When they arrive, they are asked to wait in front of the eastern portion of the fortress.
Read or paraphrase the following:
Aliq is also prepared to pay the characters a sum of 500 gp each to destroy the dark source known as The Master of the Peak, whatever it might be. He also tells the characters that they may keep anything they find within the Eyries so long as they report anything that may be of historical importance or related to an ancient temple at the eastern portion of the Castle of Chaos.
Aliq (NE male human archmage) is not a friendly person and any line of questioning makes him visibly impatient. Should the characters start questioning, he will agree to up the payment to as much as 750 gp per adventurer if they promise to ask no further questions. Otherwise, he calls the deal off.
Entering the Eyries
There are three main ways to enter the Eyries.
- The first path is through the Goblin Mine. If the characters cleared the goblin mine (see Broadsword Monthly #1), they may already be familiar with the tunnel that leads from area A15 to B14.
- The second path is through the rear of the Castle of Chaos. Aliq and a retinue of chaosmen soldiers (NE male human guards) lead the characters through the underbelly of the castle itself through a series of dark corridors and poorly-lit chambers. Eventually, Aliq leads them to a dry, cold cave at the rear of the castle. Roughly 50 feet to the north of the camp is a steep climb that leads into the Eyries (area B1).
- Finally, if the characters never speak with Aliq, or choose to go a different route, they can enter the Eyries through the north face of the mountain. Climbing the mountain on its northern side is extremely difficult and dangerous. From the highest point the characters can hike, it’s a sheer 250-foot climb along the north side’s face (lower in a few areas), requiring climber’s kits. In addition, all manner of horrible creatures such as giant bats and insects, manticores, and other beasties hunt along the northern side, looking for an easy snack: a handful of adventurers hanging off the side of the mountain would do just fine. Climbing this way places the characters at any of the areas with portals on the northern side: areas B6, B9, B10, B11, B19, or B18.
Unless otherwise stated in the area descriptions, the eyries have the following features:
- Ceilings. Being a natural cavern, the tunnels and larger caverns are of variable height. Any place where the ceiling height isn’t listed, assume it is 10 feet high.
- Floors. All of the floors in the eyries are rough and covered in gravel, mud, and sometimes bones.
- Walls. The walls are rough and uneven.
- Light. The majority of the eyries’ tunnels and caverns are without light. Only the natural exits (areas B5, B7, B9, B16, B17, and B18) have natural light from outside during the midday hours and late afternoon. The room descriptions assume the characters have darkvision, torches, or some other way to see through the darkness.
- Steep Climbs and Cliffs. The Eyries is not a nice and neat system of caverns. Many of the tunnels, passages, and chambers are at odd angles, have varying degrees of height and width, and are often difficult to traverse. Details on moving in and out of these areas and the dangers therein are detailed in each of the area descriptions.
- The Whistle. Because of the Eyries’ layout, air travels through it creating an odd whistle. To add to the horror atmosphere of the setting, you might have the whistle play tricks on the characters’ minds, making them think they can hear voices in the whistles or even screams.
- Desecration. The whole of the Eyries is desecrated ground. All undead within the Eyries have advantage on all saving throws.
- Regional Effects. As long as the Master of the Peak remains within the Eyries, its regional effects continue to function (see Appendix C).
Random Encounters in the Eyries
The Eyries are extraordinarily haunted by the literally hundreds of creatures that have died within its caverns over the last hundred years. Every hour that the characters are within the Eyries, roll a d20. On a roll of 18 or better, the characters encounter a creature. Roll a 2d6 and consult the Eyries Random Encounters table below to determine its nature.
Eyries Random Encounters
|2||1d2 vampire spawn|
|7||The Master of the Peak*|
|9||1d4 + 1 poltergeists|
|10||2d4 bloodless ones (see Appendix C)|
|11||1d8 + 3 shadows|
The Master of the Peak. The Master of the Peak (see Appendix C) attacks the characters with the intent of draining one of its life, then dragging it back to its lair to consume. However, the Master will not fight the characters until it is destroyed, instead, it flees if it is reduced to 80% of its hit points or less or if it takes any amount of radiant damage. The Master of the Peak will only fight to its destruction if the characters use Rowan’s summoning ritual (see area B25) or confront the Master of the Peak in its lair (area B16). Even if the Master is destroyed before its remains are consecrated, it rejuvenates, returning to its lair in 1 hour.
It is possible for the Master to attack the characters multiple times while they explore the Eyries, frequently checking for weaknesses, trying different strategies, and adapting.
All the encounters listed here are keyed to the map of the Eyries (above):
B1 – The Climb
If the players enter through the southern Castle of Chaos entry, read the following description:
The Eyries is a despicably evil place. As the characters climb into it, be sure to remind them of the chill wind and harsh air; it’s almost as if it’s pushing them away from the entrance.
The Climb Up. The climb into the Eyries along the edge of the rift is one of the most difficult the characters will make. The chaosmen have tied a rope to a stalagmite at the top of the climb to make it easier. Even still, movement is slow and tedious and requires a DC 13 Strength (Athletics) check on each of their turns.
The Climb Down. Going back down is equally as taxing, but does not require Strength (Athletics) checks to perform. The characters need only repel backward using the rope at half their normal movement speed.
B2 – The Offering
The ceilings in this cave are nearly 50-feet-high.
This is as far as the chaosmen ever go into the cavern. Offerings are placed into the bucket and pulled up to the top of the cliff and left there. The chaosmen never stay around to see the creature arrive.
Treasure. Searching through the bones reveals a gold tooth in one of the skulls. It is worth 1 silver piece.
B3 – Old Yeti Cave
Climbing up or down into this old cave requires a DC 14 Strength (Athletics) check.
Among the bones, the characters will find a dark, bluish skull with a slight simian cast and large, ram-like horns. It was a yeti.
Beyond that, there is nothing else here of interest. However, if the characters have not yet encountered the leaping mother (area B6) they might hear her weeping down the corridor.
B4 – Slippery Cliff
A successful Intelligence (Investigation) check reveals that the shiny object is nothing more than a crystalline rock. However, any character that makes or aids in the check without saying that they are trying to be careful must succeed on a Dexterity 10 saving throw or fall. The initial fall deals 1d6 bludgeoning damage, then they start to slide (see the description in area #B5).
The crystalline rock is not worth anything.
B5 – Natural Slide
If a character starts his or her turn in this area and did not fall in from area B4, they can move around normally. However, they must make a DC 10 Strength (Athletics) or Dexterity (Acrobatics) check to avoid falling prone and sliding down the natural slide. If they move half their normal movement speed, they do not need to make this check.
If a character fell in from area B4, they are automatically prone and begin to slide down the natural slide.
Sliding. If a character falls prone in this area, they immediately start to slide towards the bottom of the passage. A character slides 30 feet per turn, taking 1d6 bludgeoning damage per 30 feet they slide. At the start of the character’s turn, they must make a DC 15 Strength or Dexterity saving throw (character’s choice) or continue to slide. If a character is unable to stop themselves before reaching the end of the passage, they fall out of the hole in the ceiling above area B1 and fall another 30 feet to the ground below, taking 1d6 damage per 10 feet they fall.
Treasure. There is a small cave just to the east of the drop. Inside this cave are the remains of an adventurer that broke his leg falling over the slide that was unable to get out. On his body, the characters will find 35 gp and a +1 mace.
B6 – The Leaping Mother
When the characters first enter this cave, read the following description:
If the characters try to approach her, she immediately turns and leaps out the cave and down onto the side of the mountain, screaming as she falls.
The woman is actually a ghost known as the leaping mother. Holding her infant child, she lept from this very same exit nearly three decades prior. The two died instantly on the rocks below, and have haunted the Eyries ever since.
If a character steps to the edge of the portal to look down onto the rocks below to see where she landed, the leaping mother appears behind them in her true form: a blood-splattered specter holding the ghostly remains of her child. If she surprises the characters, she first uses her Horrifying Visage feature. She then tries to shove the character over the edge. Have her make her Withering Touch attack against any character standing within 5 feet of the portal’s edge. If the attack hits, the character must make a DC 14 Strength saving throw or be pushed out of the hole and down the side of the mountain.
If the leaping mother is destroyed, she returns in 24 hours. The only way to permanently destroy her is to find her bones at the bottom of the cliff and burn or consecrate the remains.
Falling Down the Mountain. It is 150 feet down to the side of the mountain. If a character survives the 15d6 damage that they would suffer from the fall, it’s extremely difficult to climb back up, requiring a DC 18 Strength (Athletics) check for every turn they spend climbing.
B7 – Empty Cave
The ceiling of this cave is only 5-feet-high. There is nothing of value here.
Exit. It’s a steep 15-foot drop into the cave below. A character can jump down with a successful DC 13 Dexterity (Athletics) check or easily climb down requiring no check.
B8 – Insect Tunnel
The swarms of insects do not move towards the characters but will attack if a character is in the swarm’s space at the start of the swarm’s turn. In addition, the swarm of insects counts as difficult terrain. The tunnel has a gradual rise, making it more difficult to get up, especially with the insects there. The characters must succeed on a DC 13 Strength (Athletics) check to climb upward through the tunnel, or risk falling prone (and into a pile of insects).
Should a spellcaster use a particularly destructive area of effect spell such as a fireball or lightning bolt to clear the insects out, it fries their guts, leaving behind a mass of boiling, stinking paste all over the interior of the cave, giving disadvantage to all Strength (Athletics) checks made to climb through the tunnel unless the characters wait 10 minutes or longer for the guts to cool.
B9 – Bat Caves
Twenty swarms of bats fill the ceilings of this cave. In the day time, they sleep and won’t disturb the characters. At night, they swarm around the cave, still mostly avoiding the characters. Their focus is on the insects that escape through the tunnel in area B8.
B10 – Manticore Cave
When the characters first enter the cave, read the following description:
This cave is home to a pair of manticore specters (use the specter stat block, except that the specters gain a Tail Spike attack, detailed below). They desire nothing more than to drain life from the living and will fight until destroyed.
Tail Spike. Ranged Spell Attack: +4 to hit, range 100 ft., one creature. Hit: 6 (1d8 + 2) necrotic damage. The target must succeed on a DC 10 Constitution saving throw or be stunned until the end of the specter’s next turn.
B11 – Manticore Hoard
The manticores that used to live in the cave below this one stored their treasure here. When they died, the secret of their treasure died with them.
Treasure. The characters discover 311 cp, 5,980 sp, 3,105 gp, and 93 pp. In addition, there are 3 small gold bracelets each worth 25 gp and a potion of greater healing tucked in the mess.
B12 – Bloodsand Pit
If the characters have an actual light source for this room (and not just darkvision), read the following description:
Remember that if the characters are relying on solely darkvision to make their way through the cavern, they will not be able to notice the difference in color.
Should the characters avoid or pull themselves out of the bloodsand (see below), all of the exits are fairly easy to escape through. However, a chill air radiates from area B13 and ice covers the walls.
Bloodsand. The floors are a combination of quicksand and blood that covers the low areas of this cavern. The bloodsand works similar to quicksand (see chapter 5 of the DMG), however, in addition to sinking, the creature must make a DC 10 Constitution saving throw at the start of each of its turns or take 7 (2d6) necrotic damage on a failed saving throw or half as much damage on a successful one. A creature’s hit point maximum is reduced by the amount of necrotic damage taken in this way. This reduction lasts until the creature finishes a short or long rest. The furthest a creature can sink into the bloodsand is 10 feet before hitting the bottom.
In addition to the bloodsand, there are four skeletons hiding in the bloodsand. The skeletons can move freely through the bloodsand including up and down and have full cover while submerged against creatures that are outside of the bloodsand.
Skeletons that are below sinking characters will use their action to make grapple attempts against partially submerged creatures. If the skeleton grapples the character, it can pull the character down to the bottom with its move.
B13 – Doghead and the Cold Children
Once the characters step into this chamber, magical fog fills the area (as the fog cloud spell).
At the center of this cavern is a severed dog’s head on a pike. The head is an illusion. It can’t move, but it can take lair actions (see the below). The dog’s head is immune to most damage, but if holy water is splashed on it or it is hit by cold iron, it disappears for 1 minute. The only way to destroy the dog’s head permanently is to destroy the bones of the cold children.
While the characters deal with the doghead, the cold children attack. There are eight cold children in all. They use the shadow stat block except that they are the size of children. If the children are destroyed, they rejuvenate within 1 hour, returning to this area. The only way to permanently destroy the cold children are to destroy their bones (see below).
Doghead’s Lair Actions. Doghead is the vengeful spirit of an old mastiff that died defending these children from chaosmen five decades ago. Its very essence saturates the cave itself. On initiative count 20 (losing initiative ties), doghead takes a lair action to cause one of the following effects; doghead can’t use the same effect two rounds in a row.
- Each creature within 20 feet of doghead must make a DC 10 Constitution saving throw as the temperature in the lair plummets. A creature that fails its saving throw takes one level of exhaustion from the cold. Creatures with resistance or immunity to cold damage automatically succeed on the saving throw, as do creatures wearing cold-weather gear.
- Doghead casts fog cloud, except its duration is 1 hour; although it does not require doghead to concentrate, if doghead is destroyed, even temporarily, the cloud dissipates in 1 round. (Doghead uses this action before the characters enter.)
- Ghostly hands reach from the ground. Each creature within 20 feet of doghead must make a DC 13 Strength or Dexterity saving throw (target’s choice), or become restrained by the hands. On a creature’s turn, it can use its action to make another saving throw, freeing itself on a success. Alternatively, a creature can use its action to splash holy water on the hands, instantly dissolving them. If doghead is destroyed, even temporarily, the hands disappear.
The Cold Children’s Bones. Tucked into the northern alcove some 10 feet above the rest of this cavern are the bones of the cold children, huddled together just like they were when they died. Noticing the alcove requires a DC 12 Wisdom (Perception) check. Climbing up is fairly simple. If the children’s bones are buried away from the Eyries, destroyed with fire, or holy water is sprinkled upon them, both the cold children and the doghead are destroyed and do not return.
Exits. The exit to B12 is simple. However, the path to B14 may prove difficult for two reasons. First, the tunnel narrows considerably, sometimes no larger than 2 1/2 feet in diameter. Second, it ascends sharply upward.
Small creatures climbing through the exit to B14 must make a DC 13 Strength (Athletics) check to climb the shaft. A failed check means that the character’s progress is momentarily halted.
Medium creatures make the same check but with disadvantage. If a Medium creature fails its check, it is stuck. A stuck creature is restrained and must succeed on a DC 10 Constitution saving throw at the start of each of its turns or it can’t breathe and begins to suffocate. The creature can use its action to repeat its Strength (Athletics) check, freeing itself with a success.
Returning this way is just as difficult, requiring the same checks.
B14 – Landing
The ceilings in this cave are 70-feet high near the center. Sounds echo through all of the exits of the horrors that hide throughout the Eyries.
Treasure. Among the bones, there are some discarded items. The characters can find 33 gp, 18 sp, and 22 cp, and a gold ring set with a garnet (worth 150 gp). In addition, there is a silver dagger and a rusted flask containing holy water.
B15 – Ledge
This is where the offerings from area B2 end up. There is nothing of value among the remains.
B16 – The Lair of the Master
When the characters first enter the Master’s lair and every 1 minute afterward, roll a d10. On a result of 10, the Master of the Peak arrives and viciously attacks the characters, fighting until it is destroyed or it kills or incapacitates the characters.
Rowan’s Ghost. If the characters spend more than 1 minute in this area without confronting the Master, read the following:
The ghost is Rowan, an elven monk who died trying to destroy the Master of the Peak. Rowan escaped into the chamber to the south but was trapped when the Master brought down the cavern (see area B25). Now a ghost, Rowan hopes that the characters can finish what he started seventy years ago.
It’s impossible for the characters to remove the landslide blocking the way to area B25, but a spell or effect such as etherealness or passwall could help them see what is on the other side.
The Master’s Bones. At the center of the patch of soil at the center of the cave are the bones of the Master of the Peak. It takes at least four character actions to dig the soil (for example one character digging for 4 rounds, two characters digging for 2 rounds, four characters digging for 1 round, etc.) and discover the skeleton of the Master of the Peak.
In life, the Master was an elven monk, its bones reveal this. Similar to Rowan’s ghost, its skeleton is dressed in tattered blue and white robes. To destroy the Master, the characters must burn the Master’s bones or consecrate the remains with holy water. Because the master is so deadly, it is recommended that some of the characters use Rowan’s summoning ritual (see area B25) to distract the Master while the remaining characters dig up its body. Once the Master detects that its body is being tampered with, it returns to its lair as fast as it possibly can, targeting the creature closest to its remains. If you’re unsure of how long it takes for the Master return, the master returns in 1d4 + 1 rounds.
Once the Master’s bones are destroyed, the curse of the Eyries lifts and all of the undead within can finally rest.
Treasure. The Master’s skeleton wears a ring of mind shielding.
B17 – Luzien’s Camp
When Luzien died and returned as the Master of the Peak, he left his old camp exactly as it was. Only time has destroyed it. If the characters search the old campsite, they find some of Luzien’s old possessions including the dry-rotted remains of his old notebook (written in the Elven script), a rusted mess kit, 10 torches, and 50 feet of usable hempen rope. Everything else is beyond repair.
A character that can read elven can read through Luzien’s notebook. Luzien wrote in his notebook how he believed he could trap his soul in a ring of mind shielding. Then, once dead, he would re-emerge as an apparition with his mind would still be intact. As a conscious apparition, Luzien could then continue his work, further unlocking the secrets of deathlessness. The last thing he wrote: “The fools seek to stop me. Little do they know that they are only aiding me in my quest for immortality.”
B18 – The Stirge’s Nest
This honeycomb of odd passageways, outside portals, and loose debris was once home to a nest of stirges that plagued the homesteads north of the Forsaken Peak. Growing tired of finding livestock drained of blood, a group of mountain climbers banded together to scale the Peak and clear out the stirges once and for all.
What the climbers didn’t realize was that the stirges had become abnormally aggressive, their simple minds affected by the Eyries’ desecration. When the climbers arrived, they were ambushed by the blood-suckers. Those that didn’t die were drained to the point of near-death. Weak and unable to escape the mountain, the climbers eventually died of starvation.
Like any creature that dies in the Eyries, the climbers became undead creatures; they rose as bloodless ones. Bloodless ones are foul creatures that are too weak to stand. They drag themselves around on their arms and use a deathly gaze to weaken their prey. Then, when they can climb onto their victims, they drain them of their blood with a proboscis that extends from within their gaping maws.
There are 4d6 bloodless ones (see Appendix C) and 5d6 stirges hidden throughout this complex. The stirges typically attack first, swarming any living creature they come across. While distracted, the bloodless surround their prey, trying to cut off all escape. Slow-moving, the bloodless ones tend to attack in waves, eventually overwhelming creatures that stay in one place for too long.
B19 – Signs of a Struggle
When the characters first arrive in this area, read the following:
Aliq’s men ran into the bloodless ones from area B18 in this cavern. Half of the men were killed, drained of all their blood, later rising as new bloodless ones. One of his men escaped, leaping from one of the exits down into the forest below, somehow surviving the fall. Two more of his men crawled into the tunnels at area B20, eventually holing up in areas B21 and B22.
B20 – Pinned Chaosman
As the chaosmen were escaping the bloodless ones from area B18 and B19, rubble came crashing down along the passageway. A falling boulder crushed the legs of one of the two, leaving him pinned. The other chaosman, Weimer (see area B21) sat with his companion for three days, giving him food and water until the pinned chaosman finally succumbed to his wounds. A day later, much to Weimer’s horror, his dead companion rose as a zombie, thrashing at the man who’d cared for him. Weimer then fled to area B21, leaving the undead chaosman behind.
When the characters arrive, the zombie is still pinned there. It is prone and restrained but will try to attack anyone that comes near it.
Treasure. If the characters remove the rock pinning the zombie, they will find that the chaosman’s short sword is still intact. In addition, he carried a coin purse with 20 gp in it.
B21 – Lone Survivor
As soon as a character enters this chamber, it’s likely that the one surviving chaosman attacks. Unless the characters were cautious, the chaosman (use the guard stat block) catches them by surprise. However, the chaosman has been trapped here for nearly two weeks with very little food and water; he has 4 levels of exhaustion and only 3 hit points remaining.
If the characters avoid killing the chaosman, the chaosman reveals that his name is Weimer. He explains that he and the others were tasked by Aliq to explore the Eyries and discover the source of the evil within. Weimer believes that the rest of his party are dead (he is unaware that the one who lept from the mountain survived).
Weimer wishes to escape, but he’s fearful for the dangers outside of the small cave. Before he leaves this area, the characters will need to convince him that they can protect him. He is easily spooked, too. If Weimer is traveling with the party and undead attack, have him make a DC 10 Wisdom saving throw at disadvantage. On a failure, he runs from the party, screaming in terror.
The only way out through this chamber is the way the characters came in.
B22 – Rowan’s Sanctuary
With two clear passageways in and out of this chamber, this is one of the most defensible locations in the entire Eyries. It is also the location that Rowan hid while studying the Master of the Peak. Rowan protected the area with powerful protective runes that even now forbid evil creatures from entering. The characters can use this location as a place to rest and recuperate without fear of random encounters occurring, including the Master of the Peak.
Treasure. Among the remains of Rowan’s old camp are a usable mess kit, climber’s kit, 50 feet of hemp rope, two daggers carved with Elven runes that read “To my love, Rowan”, and two scrolls of protection from evil and good.
B23 – Tunnel to the Temple
This long lost tunnel has not had a living creature move through it in close to 70 years. Characters traveling to the west eventually arrive at the opposite side of the cave-in in the northwestern section of the Lost Temple (to be detailed in a future installment of BroadSword Monthly).
There is nothing else of interest in this cavern.
B24 – The Pit
If the characters stand in the pit for more than 1 minute, an apparition appears at the eastern side of the ledge. It appears to be an elven man wearing white and blue robes. It beckons for the characters to follow, then steps into the eastern wall and vanishes.
The ghost is Rowan, whose remains can be found in area B25.
B25 – Rowan’s Final Resting Place
When the characters enter the chamber, read the following:
The runes read “Luzien”, an elven name.
After fighting the Master of the Peak, Rowan retreated to this cave. Then, the Master collapsed the passage leading into the room, trapping Rowan. Too weak to climb up the chute to area 24, Rowan instead spent his last living days writing notes in his journal, which his skeleton now clings onto.
Most of Rowan’s journal recounts how he’d been studying the undead forces of the Eyries. He believed that the haunting started after an elven monk was murdered somewhere within its caverns.
Read aloud Rowan’s final journal entry:
Rowan’s Binding Ritual. The process Rowan describes in the book is a way to bind Luzien. If Luzien’s name is written in Elven (similar to how it is written on the boulder) and his name spoken aloud, the Master of the Peak will appear. When the Master of the Peak arrives (typically in 1d4 + 1 rounds) it is charmed by the speaker for 1 minute or until the speaker or one of its allies attacks it, or its remains are disturbed (see area B16).
Exiting the Area. The only way out of B25 is through the 40-foot long verticle chute leading to area B24. The chute is reachable from the ground but can be difficult to climb up without a rope. A character can make a DC 14 Strength (Athletics) check to climb up the chute.
Concluding the Adventure
Once the characters destroy Luzien/The Master of the Peak, all of the undead within are instantly destroyed, freed of their curse. Aliq is grateful to the characters for freeing the peak of the Master’s desecration and awards them the gold he promised. Should the characters have discovered the tunnel in area B23 leading ot the temple, he may have another mission for the characters.
But that’s a story for another time.
Be sure to read future installments of BroadSword Magazine for further adventures under the Forsaken Peak. Ω
BroadSword is Coming!
The first issue of BroadSword Monthly will be out in just a few weeks. Be sure to grab a copy if you haven’t already. Currently, pre-orders get a 10% discount on the cover price.
The book will include 4 new adventures, new campaign settings, new monsters, new magic items, and more!
Thumbnail Art by unknown (if you know the original artist, please let me know in the comments below)