Dreamcloud of Brightshard (Iron Pall)

Origins: When the Red Dragon Emtherat destroyed the Ducateon settlement of Stone Mote Haven for awakening it from rest, it created a Dream Pall. The nature of the plateau and the materials in there caused the normally light colored cloud to gradually take a darker color – the color of iron. The festering emotions contained it caused it to grow, and to cover a huge portion of the plateau.

Development
Type: Side Trek/Aside
Fit: Crestwold Campaign Arc of Dunstrnd Rising Living World [Campaign] This was rolled into the Lady in Green curse.
Writing: Kelly Berger
Design: Kelly Berger
Editing: Kelly Berger
Art: Kelly Berger
Testing: Benjamin Persinger, Duncan Hueber, Alestra Glassman, Lucas Grenier, Arabus Grenier
September – October 2020

Making Of

This was also an adventure one-off – a temporary side trek when players could not make it for the main campaign for a couple sessions. It began as a single session filler, which stretched to 2.

Discoverable Background

The breath of the dragon coalesced and captured the spirits of the Ducateon into a roiling fog of planar disturbance. Embodying the rage, hate, paranoia, and greed it took on a life of its own as a dragon Pall of Dreams (dream cloud). It is a pocket dimension that roams over the plateau and around it, floating in the air most of the time. It always enters the land above it in the same place (see map) and drifts over the paths, exiting the same way.

What is Currently Happening

A Green Hag named Alvoriahd has now taken up residence in the cloud and feeds on the fear and hate of characters in the dream cloud. She entraps treasure seekers and glory hunters and slowly hunts them, savoring their terror. She was able to find a way to control the cloud/mist and move it away from the plateau – this began to reveal its presence to travelers. A hundred years ago, the cloud terrorized small villages in the area, but adventurers came and eventually slayed her (the cloud drifted back) – though this brought her sister Alvoriahd who has taken up residence and taken the lives of a few adventurers and bandits that have sought the top of the enclave, carrying on the family tradition. The cost of control has been a reduction in the material size of the cloud on the plateau, though internally its dimensions have become bigger.

Controlling the Cloud

If she manages to kill 4 more people, she can move the dream cloud to a nearby village.

Encounters with the Cloud
Spotting the Cloud
Swirling above the plateau is a strange cloud of opaque mist, different from the fog that drifts around it.

The Cloud Descends

A strange cloud had been spotted drifting among the mists that form at the top of the plateau. It would form and disperse, and vanish into the trees. Eventually the cloud was seen to return time and again to the strange open area on the north side at the top of the plateau. Strange cries for help can be heard from it, the closer one gets.

Follow the Voices

DC 10 Sanity check or d4/2 cold damage

The terror is overwhelming. Your teeth chatter as fear overtakes you and you freeze, requiring that your companions pull you from the fog.

Cross the Membrane:
Escape = “The barrier stretches as you make your way back to the light. Suddenly the world comes crashing in around you, and you nearly stumble off a cliff edge.”
Enter = DC 10 Constitution check or d6/3 acid damage.
You push your way forward. You can hear faint screams and shouts in a strange language. Above all of it is a sibilant hiss of malignant intent that causes you to shiver to your core momentarily. Your skin burns with the toxic substance as you finally move into the heart of the cloud. The barrier gives way before you.

—–
DC 18 Wisdom (Perception) to recognize figures as Ducateon; DC 20 to know small “crevasses” are claw marks – big ones
Movement >
All is difficult terrain unless DC 10 Dexterity (Acrobatics) check
Paranoia > Each Short Rest (make a check after they move through another section)
“A constant feeling of being watched and the movement of dark shapes at the edge of your visions”; DC 10 Sanity or Paranoia sets in until a short rest. This makes all Initiative checks done with Disadvantage.
Template: Encounters in the Cloud
Shifting and Changing Features
Each seeming 40m of movement changes the terrain. This represents the fluid and changing nature of the dreams of a dragon, unconstrained by linear time and represented as different fypes of fermament.
Swamp – Deep
Swamp – Shoreline
Marsh – Lake
Bog/Mire
Fen
Wetlands
Beach
Waterfall
Tower
Heavy Mist (inhale water; DC 9 Constitution check or 1 level of Exhaustion; maximum 2)

Dizzying Features
As the characters traverse one area after another, they will all experience a vertigo type effect.
“The cloud thickens around you and chokes your breathing. The world feels like it is spinning and you feel like your legs will collapse underneath you. “

DC 5 Dexterity (Acrobatics) or knocked prone.
DC 5 Constitution check or afflicted with “bestial madness”. Whatever the last one the character was afflicted with when they leave, is what they are saddled with permanently, until it can be alleviated with a Greater Restoration.
https://chartopia.d12dev.com/chart/1035/

Faces in the Cloud: Trapped in the Dream
DC 21 Intelligence (Nature) check to recognize Ducateon facial features.

The creatures seemingly have humanoid faces. It seems they try to speak as the creatures strike, but no voice follows the creatures movement.

The collection of creatures forms the outline of a humanoid face. Its mouth tries to form words, but they cannot be heard of the din of the swarm.
Swamp – Deep
The ground beneath your feet begins to sink. All around is the buzz of insects and the whisper of voices. You feel hands grasping you, pulling down and your chin reaches the waterline of a deep swamp before you shake off the confusion and try to kick free of the mud you are sinking into. The air is thick, and a haze hangs about 7 feet in the air above the waterline, all around is diffused yellowish light.
—–
DC 6 Strength (Athletics) check to get free of the mud.
1 on a D10 indicates an ambush of a single Insect Swarm [for each character] in waiting.
Encounters
Snakes drop from above; squeeze if they make a strength check (does damage = DC and roll; “you feel the bonds slip a bit and think that freeing yourself will take a bit of time but is possible”)

Swamp – Shoreline (saltwater)
The ground beneath your feet begins to sink. All around is the buzz of insects and the whisper of voices. You feel hands grasping you, pulling down and your chin reaches the waterline of a deep swamp before you shake off the confusion and try to kick free of the mud you are sinking into. The air is thick, and a haze hangs about 7 feet in the air above the waterline, all around is diffused yellowish light.
—–
DC 5 Strength (Athletics) check to get free of the mud.
1 on a D8 indicates an ambush of a single Insect Swarm [for each character] in waiting.
Encounters
Eel after 3 rounds
-3
Marsh – Lake (freshwater)
The ground beneath your feet begins to sink. All around is the buzz of insects and the whisper of voices. You feel hands grasping you, pulling down and your chin reaches the waterline of a clear lake before you shake off the confusion and try to kick free of the mud you are sinking into. The air is thick, and a haze hangs about 7 feet in the air above the waterline, all around is diffused yellowish light.
—–
DC 6 Strength (Athletics) check to get free of the mud.
1 on a D6 indicates an ambush of a single Insect Swarm [for each character] in waiting.
Encounters
Blue hydra like creature
A massive creature moves at the edge of your vision – blue scales flash off diffused light.
Bog/Mire (acidic)
The ground beneath your feet begins to sink. All around is the buzz of insects and the whisper of voices. You feel hands grasping you, pulling down and your chin reaches the waterline of a deep swamp before you shake off the confusion and try to kick free of the mud you are sinking into. The air is thick, and a haze hangs about 7 feet in the air above the waterline, all around is diffused yellowish light.
—–
DC 6 Strength (Athletics) check to get free of the mud.
1 on a D6 indicates an ambush of a single Insect Swarm [for each character] in waiting.
Encounters
Darts with acid from lizard man; the blank, soulless faces stare back
Violet Fungus ambush – Lizard folk lead PCs into ambush
Fen (alkaline)
The ground beneath your feet begins to sink. All around is the buzz of insects and the whisper of voices. You feel hands grasping you, pulling down and your chin reaches the waterline of a deep swamp before you shake off the confusion and try to kick free of the mud you are sinking into. The air is thick, and a haze hangs about 7 feet in the air above the waterline, all around is diffused yellowish light.
—–
DC 6 Strength (Athletics) check to get free of the mud.
1 on a D6 indicates an ambush of a single Insect Swarm [for each character] in waiting.
Encounters
Sprite – Darts with Poison
Mud Mephit; mud traps
Swarm of insects
Shrieker (draws warm)
Coastal wetlands (oxygen rich)
The ground beneath your feet begins to sink. All around is the buzz of insects and the whisper of voices. You feel hands grasping you, pulling down and your chin reaches the waterline of a deep swamp before you shake off the confusion and try to kick free of the mud you are sinking into. The air is thick, and a haze hangs about 7 feet in the air above the waterline, all around is diffused yellowish light.
—–
DC 6 Strength (Athletics) check to get free of the mud.
1-2 on a D6 indicates an ambush of a single Insect Swarm [for each character] in waiting.
Encounters
Giant crocodile; giant frog/swarm of frogs
DC 20 to see croc go under
Beach (saltwater – Ocean waves)
The ground beneath your feet begins to rise. All around the buzz of insects fade and the whispers become encouraging – as if you were going in the right direction. You feel hands pushing you, and the sound of waves rolling up on a sandy beach can be heard ahead. The air thins out, and leaves only a haze hanging about 10 feet in the air above the waterline, all around is diffused yellowish light.
—–
DC 6
1-3 on a D6 indicates an ambush of a single Quipper Swarm [for each character] in waiting.
Encounters
Cave of Clarity (Refuge from Dreams)
If the party encountered the greenhag in the previous section, she will definitely be in her lair, otherwise there is only a 1 in 4 chance.
Water rushes in every so often in a massive wave and sweeps everything into the chasm

1 sq = 15’; 1 on d6 each round of a wave coming in; any character swept into the chasm will fall 10-50 feet against walls covered in muscles and strange creatures for D6 per 10’. They will come to a halt, ground up against the wall and have one chance to climb up DC 15 Strength check (DC 20 to for held items; DC 10 Dexterity for worn items to have straps severed and lost down the chasm). They are lost forever if they fail, they fall a total of 80’ onto sharp rocks, taking 2D6 per 10’ further and DC 15 Constitution or unconscious. All equipment is shredded and there are several blights to secure the character as a meal for the Green Hag later. Even if they survive, their memory will be wiped from the Feywild influence.
Kelp Blight: https://www.dndbeyond.com/monsters/twig-blight#:~:text=A%20twig%20blight%20is%20an,with%20a%20head%20and%20limbs.
Bullwhip Kelp Blight:
https://www.aidedd.org/dnd/monstres.php?vo=needle-blight
Coral Golem (1)

Coral Golem converted to 5e from Pathfinder from UnearthedArcana

https://roll20.net/compendium/dnd5e/Animate%20Objects#content
2 large coral statues
When they are destroyed, DC 10 Dexterity or d6 HP and bleeding 1 hp/round
Waterfall
80×50 pool
DC 6 Dexterity or mouth of water
Ahead in the mist you can hear a rushing sound.
Top of Falls: Mephit (push characters)
Bottom of Falls: [60’] Pool:
Attack of the water weird; this creature will surprise characters underwater. All combat in the pool without a native swimming speed will be at Disadvantage. If the creature has less than 10hp and initiative, it will try and sacrifice itself to drown a character. This is a DC 15 Constitution check.
Fumble = Death
Major Failure = 3d10/30
Average (success) = 3d10/16
Major Success = 3d10/8
Critical = No Damage

Cave:
> Sodium statue (flame + cloud)

Tower
There were 2 towers on the cliffside that were torn down by the dragon. These beacons mark a point of rage and anger to the extent that they appear over and over, the most common manifestation in the Dream Cloud.

Ledge on a Wall the towers are located.

The air grows cold and you break the hold it has and stagger across a surface of broken pumice. A leaning tower looms out of the darkness. The wind whips the rough stones and grit around you.
Door: Barring the way.

A strange sound of mourning chants seems to come from everywhere. You push against an invisible force, and a darkness descends over you. The air grows cold and you break the hold it has and stagger across a surface of broken pumice. A leaning tower looms out of the darkness. The wind whips the rough stones and grit around you.
—–
DC 5 Dexterity or grit in eyes until a safe place to clean them (Disadvantage)
Encounters
If an encounter is indicated, roll d4 to see what elements are in the room. These may fight the characters or each other.
[Ducateon] Spectre
“A twisted, hazy visage some from out of the stonework, freezing the moisture in the air as you engage it.”
Chill Touch effect on every opponent in 5’ radius. The spectre attacks from floor, ceiling or wall attempting surprise. In addition to Life Drain, a failed save imparts a personality aspect on the victim.
http://weirdzine.com/wp-content/uploads/2015/09/Personality-Traits.pdf

Tower Base/1st Floor
1 on d4

Tower Cellar
1-2 on d4

Tower 2nd Floor
1 on d6

Tower 3rd Floor
1-2 on d6

Tower Top
1 on d8

Whistle of Pain

Zombie Guards (tattered armor and weapons of Ducateons)
Each death the spirits get angry and swirl in rage, DC 10 Dexterity or D4/2 damage in 10’ and creates a skeleton.
Skeleton (stripped of everything by sanding action)

12 towers total; 1 on d3 to contain treasure
Blanket of Starlight – A soft, well made blanket that can, once per long rest, emit a soft glow, maintained by concentration of the person who it covers. The blanket was crafted by an enchanter after his young son confided he was afraid of the dark to help his son get to sleep. Anyone viewing it has Disadvantage on save vs Sleep the next round.

The Lair

Treasure

Battle Damaged: 83 daggers, 18 long swords, 23 spears, 11 battle axes, 19 maces, 10 quarter staves
20 small shields, 26 medium shields, 9 large shields
Battle Damaged: 31 studded leather, 8 scale, 7 half chain, 3 breast plates,
4,011 sc
44 gold
57 pieces of jewelry (greater value)
38 pieces of attire (lesser value ornate or precious buttons, clasps, buckles)
10 holy symbols

Cast of Characters>/h2>

Green Hag Alvoriahd/The “Sisters”

Green Hag; Warlock 4th

Gloria = Red Hair
Ella = Brown Hair
Darla = Black Hair
Letia = Blonde Hair

She hunts with a pack of 4 Will-O-Wisps she controls
Language: Feyloise, Sylvan
1/Short Rest: Spirit Guardians + Exert her way back to her lair; 1 in d4 chance of working
Eldritch Invocations: Minion of Chaos (Water), Sign of Ill Omen
Cantrips [3]: Minor Illusion, Poison Spray, Chill Touch (can use Scarab to effect all in 20′ radius area)
Spells Known [5] 2 @2nd: Expeditious Retreat, Hellish Rebuke, Mirror Image, Hold Person, Shatter
Pact: Chain (Quasit)

Items and Personal Treasure

Spirit Bottles: Potions of Healing 2d4+2/7 x 4
Skull of Pact Keeping: +1 DC spell save, +1 Spell Known > Warlock (evil)
Scarab of Expansion (Spell cast at 1 spell slot higher x5/1 use returns per day) > Warlock
If Poison spray is cast through it its a 3m at base x 7m at end of 8m cone = 5 uses
Stone of Good Luck (like Ioun) +1 Saves/Ability checks
Scrolls (humanoid flesh – scrawled in blood; unless user is evil does d8 damage)
> Ray of Enfeeblement, Detect Magic
> Shatter, Detect Magic
> Dispel Magic, Detect Magic, Detect Magic
> Vampiric Touch

Tactics

Uses her shape changing ability to appear as a different humanoid every time. This makes the party think there is more. Cast and attack from stealth, using Will-O-Wisp . In the dream cloud, each Will-O-Wisp can cast Dancing Lights 1/Day (this will serve as the equivalent of Mirror Image)