Altar of the Smoldering Eye
A 2 Hour Convention Created Content for Tier 1 Released by Mount Ogden Gaming Company on October 2, 2017
A fanatical priest nears completion of an ancient ritual that will transform the residents of Ylraphon’s Old City into yuan-ti. It has been revealed that he hides in a ruined temple in the Flooded Forest. The sands of time quickly slip away as our adventurer’s approach.
Available on Dungeon Masters Guild.
Items
- Staff of the Adder Uncommon
- 1 x Potion of Healing Common
Story Awards
Captured!
You have become a servant of the yuan-ti Sitalash and must escape. Escaping costs 5 downtime days as you and your fellow captives create and execute a daring escape. However, seeing yuan-ti causes you flashbacks to the horrors you experienced. The next time you roll Initiative when yuan-ti are present, you have disadvantage on that Initiative roll.
Guild Delving Downtime
Immediately before or after an adventure set in Ylraphon, you may spend up to 30 downtime days (minimum 10) to attempt to research, find, and explore some of the ruins of Outer Ylraphon in search of treasure. In the presence of the DM, roll percentile dice and add the number of days spent on this downtime activity, comparing the total to the Treasure Seeking Results Table on this page.
| d100 + Downtime Spent | Result |
|---|---|
| 1–35 | A fatiguing and fruitless cavern exploration. You spend 10 gp on expenses and gain 4 levels of exhaustion. For each downtime day you spend recovering before your next adventure, you remove one of these exhaustion levels. |
| 36–50 | A difficult and taxing trudge through the Flooded Forest. You gain 2 levels of exhaustion. For each downtime day you spend recovering before your next adventure, you remove one of these exhaustion levels. |
| 51–65 | A strange and discouraging affair. You make only enough to recuperate half of your lifestyle expenses. |
| 66–79 | A lengthy but unremarkable overland trip. You recuperate half your lifestyle expenses and gain 2d12 gp. |
| 80–89 | A profitable expedition to the Underdark. You recuperate half your lifestyle expenses and gain 1d4 x 10 gp. |
| 90–99 | An exciting delve into a lost dwarven tomb. You recuperate half your lifestyle expenses and gain 1d6 x 10 gp. |
| 100–109 | An unexpected discovery of a long-lost merchant house compound. You recuperate all your lifestyle expenses and gain 1d8 x 10 gp, as well as a book on the history of a Sword Coast city or town. (Have your DM select a title for it.) |
| 110–119 | A lost shrine. You recuperate all your lifestyle expenses and gain 1d10 x 10 gp as well as a holy symbol for a deity of your choice. |
| 120 or Higher | Altar of the Ghost Hound. You find a millennia-old shrine to a god you cannot identify, with treasures laid upon an altar deep beneath the ground. You recuperate all your lifestyle expenses and gain 1d12 x 10 gp as well as a potion of healing. If this is the first time you have rolled this result: You also gain a shining copper cloak-pin bearing the image of a flaming spirit hound. Write down “Copper Pin of the Spirit Hound” as a separate story award on your logsheet. |
Local Pursuit: House Affapanov Militia
Your deeds City have impressed the leaders of House Affapanov, one of the merchant houses that rule Ylraphon, and you have been offered a commission as an officer in their house militia. Immediately before or after an adventure set in Ylraphon, you may spend 5 downtime days on duty training with Zor Serge Affapanov’s military advisor, a blue- horned tiefling and Warlock Knight of Vaasa named Agate. Once during your next game session after this activity, you may inform your DM you are using this benefit to either gain advantage on a single attack roll with a piercing weapon or a cantrip, or on a single Charisma check with a professional soldier or a member of House Affapanov. When you use this benefit on an attack roll, the attack blazes with a violet, starlight glare. Note: You cannot claim this story award if you have another story award that makes you a member of a different house militia in Ylraphon (such as Local Pursuit: House Marsh Militia), and claiming this award prevents you from gaining other such house militia story awards in the future.
Local Pursuit: House Marsh Militia
Your deeds have impressed some of the leading members of House Marsh, one of the merchant houses that rule Ylraphon, and you have been offered a commission as an officer in their house militia. Immediately before or after an adventure set in Ylraphon, you may spend 5 downtime days on duty training with either the paladin Sir Bresden Marsh or his ally the blood orc Krim Dragul. Once during your next game session after this activity, you may inform your DM you are using this benefit to either gain advantage on a single attack roll with a slashing or bludgeoning weapon, or on a single Charisma check with a professional soldier, a blood orc, or a member of House Marsh. Note: You cannot claim this story award if you have another story award that makes you a member of a different house militia in Ylraphon (such as Local Pursuit: House Affapanov Militia), and claiming this award prevents you from gaining other such house militia story awards in the future.
Local Pursuit: Old City Homesteader Property
You have chosen to make a new home in the mix of ruins and residences outside Ylraphon’s Palisade known as the Old City. This story award marks you as a resident of Ylraphon. One time, immediately before or after an adventure set in Ylraphon, you can spend 1,000 gp and 30 downtime days to become the owner of a 10-foot by 10-foot room which you can call entirely your own, which contains a bed, one chest, two chairs, and a very small table. Because you live among them, during adventures set in Ylraphon or the Flooded Forest, you gain advantage on Charisma (Persuasion) checks made to influence refugees from Mulmaster and other Moonsea ports.
Local Pursuit: Part-Time Taverner
Your experiences in the Old City brought you into contact with a group of would-be tavern owners looking to found their own place outside the Palisade, who offered to bring you in as a partner. Choose a name for the tavern and record the name as part of this story award (“Local Pursuit: Part-Time Taverner (Name of Tavern)”). If you wish, you can write down the same tavern name as other characters who take this story award, making them some of your partners. Immediately before or after an adventure set in Ylraphon, you can spend up to 10 downtime days tending to your business, making use of the “Running a Business” downtime activity described on page 129 of the Dungeon Master’s Guide, with a maintenance cost of 2 gp per day for your share of expenses. In addition, if you purchase a meal or drink in Ylraphon during an adventure, the price you pay is never higher than the normal price listed in the Player’s Handbook (this does not affect lifestyle expenses).
Ylraphon Adventurers Guild
The Adventurers Guild of Ylraphon is a loose-knit league of “dungeoneers, tomb-robbers, errant crusaders, swashbuckling mercenaries, and sundry formidable scalawags of all races and vocations” (according to its charter). It represents adventurers’ interests in town and helps regulate the profitable exploration of the surrounding ruins.
To initially join the Adventurers Guild of Ylraphon, a character must speak to Jotan Silverhammer, lieutenant guildmaster and volunteer sergeant of the Town Watch. There is no cost if you discovered the cause of the illness affecting the Old City, or if you obtain one of the Local Pursuit story awards, due to your substantial contribution to prosperity of the Old City. Otherwise, initial dues are 50 gp, with additional payments of 12 gp a month. These costs are waived, however, for volunteers either who work three shifts a month for the Town Watch. In game terms, this means a character must spend 50 gp to join, and to remain a member, whenever they spend downtime, they must spend an additional 4 gp for every 10 downtime days they spend (though you may be able to substitute downtime for this cost, see below).
If a character who owes these dues fails to pay them as soon as they spend downtime, they must pay them by the end of their next game session or they lose all benefits of guild membership, and must pay the 50 gp initial dues again to regain them.
Members of the Adventurers Guild may delve local ruins in search of treasure. They gain access to the Guild Delving downtime activity before or after any adventure set in Ylraphon.