The Fallen Lightbringer Monastery of Ablocris adventure is a low challenge exploration the allows the group to explore an ancient monastery and the surrounding lands that were sacked over a hundred years ago. Those who lay claim on the lands currently would like a definitive explanation of the strange things associated with it, and to make sure there are no squatters or unknown dangers before sending out a full force of re-settlement activities.

The PCs asked for a dungeoneering type adventure wherein the Foundling characters are pretty much just focused on a Adventure crawl where there is nothing except the exploration and combat in front of them, no larger repercussions. This allows them to find combat and group dynamic footing before being put into a cohesive campaign with larger area impacts.
Do not let strict campaign or challenge level dictate your use of adventures. Story and play should be able to be modified to support most measures of Player Character capability. A good Game Master can generally use a system & tools to support them in telling a story with whatever characters and circumstances the Players have.
Rule Set: Compatible with the D20 System? / iD20 Variant?
Other: {other-rules}
Challenge: {challenge-summary}
In the last ten years, there has been talk of rebuilding the settlements around the Monastery of Ablocris. Because of the destruction in the War of Rundlemans Revenge over a hundred years ago, the title for the land was kept without taxes being required in the hopes of encouraging resettlement, the family interests and original title copy can be found in the Umbakian enclave town of Clallums Cross. Surveyors were sent out 2 summers ago. Since then, strange things have been happening.
There are subsistence farmers and a logging camp nearby – though they stay far away from the monastery lands.
Unknown: If the PCs take 3 days to search for travelers and subsistence farmers in the area, they can find out a more worrisome details.
The party will be equipped by the locals if they do spend at least 3 days reaching out to subsistence farmers nearby as well as the logging camp.
Each party member will get one weapon.
Persuaded can get a second
Each party member will get one light shield
Persuade can get heavy
Each party member will get leather armor
Persuade could get one suit Studded
Unknown: The Faerie Smallfolk gravitate to the frost meld and Faerie Ring nearby – it made it easier to produce a Faerie Vexation. The The Dreamhunt of Rhyl has been repeatedly drawn to the faerie ring because of the prolonged open feywyld power conduit. The Dreamhunt picked up slightly more power after the hundred+ years exposure to it, allowing it to move beyond the strict confines of the Great Forest of Rhyl. Just as things were truly escalating, the war of Rundlemans Revenge came through and things were left in a ‘hung’ state – time meant nothing to the Faerie Smallfolk.
@ Night: The Dreamhunt of Rhyl vexed the Monastery of Ablocris because of this, but it had already fallen and the anchor point persists. Because of this, there is a chance at night to encounter them anywhere in the monastery lands.
> Possible: Peripheral Brush of the Dreamhunt of Rhyl
There are a few outlying farms that should preview what the party’s going to face.
ITEM = LOG BOOK: This is where the Albocris Settlements Log Book is.
@ Night: The Dreamhunt of Rhyl vexed the Monastery of Ablocris because of this, but it had already fallen and the anchor point persists. Because of this, there is a chance at night to encounter them anywhere in the monastery lands.
> Possible: Peripheral Brush of the Dreamhunt of Rhyl
@ Night: The Dreamhunt of Rhyl vexed the Monastery of Ablocris because of this, but it had already fallen and the anchor point persists. Because of this, there is a chance at night to encounter them anywhere in the monastery lands.
> Possible: Peripheral Brush of the Dreamhunt of Rhyl
@ Night: The Dreamhunt of Rhyl vexed the Monastery of Ablocris because of this, but it had already fallen and the anchor point persists. Because of this, there is a chance at night to encounter them anywhere in the monastery lands.
> Possible: Peripheral Brush of the Dreamhunt of Rhyl
ITEM = FOUNTAIN: The Fountain of Albocris has vexed magical properties.
@ Night: The Dreamhunt of Rhyl vexed the Monastery of Ablocris because of this, but it had already fallen and the anchor point persists. Because of this, there is a chance at night to encounter them anywhere in the monastery lands.
> Possible: Peripheral Brush of the Dreamhunt of Rhyl
Faerie ring was attacked. Burn marks in a circular pattern. But not affected – the Divine Light was led astray and never found its target. There are memory impressions of singing (faerie) and chanting (humans) competing against each other.
> Vexation Negation if a PC takes it in, it can be ended.
Wisps of fog. Malevolent memories keeps folk at bay. Psychic damage, vs. sanity.
@ Night: The Dreamhunt of Rhyl vexed the Monastery of Ablocris because of this, but it had already fallen and the anchor point persists. Because of this, there is a chance at night to encounter them anywhere in the monastery lands.
> Possible: Peripheral Brush of the Dreamhunt of Rhyl
The smallfolk have ignored the Hag, and she avoids them. The power of the vexation drew her, and she has fed upon the several groups of adventurers that have sought ouut the area over the years. An easy, steady, though not plentiful supply of meat.
The Hag wears a skin and armor of a fallen knight.
Every time a weapon strikes it does one damage to the weapon so it does one damage less.
> takes 20 hits to drop the armored flesh bag
When the flesh suit is sundered, she bursts forth.
Familiarize: Read through the entire adventure and familiarize yourself with the entire scenario and encounter set. If its too much to track, break the game session and milestones into what you can manage – generally it is better to end early with a good experience than fumble through a poor one. Materials are presented here in groupings of the most likely order the players will experience them in. If they go off-script, you must be ready to adjust and improvise.
Maximize Online Materials: The optimal experience for using these materials is as online content. This material contains links to material outside the text – familiarize yourself with this content as well. Follow the links, and print out or have loaded on a device ahead of time all materials needed to effectively run this adventure. Print friendly PDF or ePub versions also maintain the links in most cases.
Prompts and Formatting: This adventure contains text that is formatted in a certain way to enable easy narration and play. Familiarize yourself with these to make the pace of the adventure and flow of each encounter is smooth.
This is primary text for you to read aloud to the Players – it is what their characters will perceive upon interacting with the encounter.
This is supplemental text that can be read aloud after the related primary text.
In the middle of a description, This is a dialogue format to show a character is speaking aloud. and what is going on while that happens.
This is information which can be gained with a noted skill/knowledge [check].
[GM]> This is a note to the GM for options and preparation ahead of time.
Online Reference: This is a Character or Creature in an encounter (# appearing if more than 1)
Tactics to be used by the creature appearing above.
{Party#} This is the number of characters in the players party; you will find suggestions on scaling the number of creatures in an encounter based on this.
NARRATION > This is a tip on how to read to or interact with the Players.