Mark's Campaign
This website is a place where friends and strangers can browse the ancient and current RPG campaigns that I have created over the past 40 years. Rather than simply shredding my creations from past decades, I will hopefully engrave them in the dubious permanence of the internet. Enjoy the gallery!
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If you are following this website, the most recent changes/additions have been highlighted in red text.
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Part 5: Waypoint
When the trio of brothers first arrived back at Waypoint, they each claimed a wing of the living quarters off of the main Grand Hall. They decided to use Ciuq’s quarters as the sole portal back to his tower to keep it defensible in case of attack. Each of the brothers would create a simple teleport circle in their own quarters to allow easy access to their own specialized elemental labs which were created when they first arrived years ago.
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Two years ago, the wizard Ciuq made a fatal diplomatic mistake. During a communing with the earth elementals he had enlisted to help him within the Waypoint complex, he pushed their respect for him too far and made demands upon an earth elemental lord that should have been asked as a favor. He assumed that his elemental control ring would protect him, as well as aid him in his demands, but the elemental lord balked at the presumptuous human and sent him a taste of the power

of the plane of earth by moving a large mass of stone and earth about 100 yards down. This in turn resulted in a massive shifting of the underground complex at Waypoint and a portion of the mountains above moved to fill in the void the elemental had created. Since Ciuq was at the focal point of the elemental’s anger, he was literally crushed by the mountain. Shortly thereafter, the wizard Fedge was killed near his own labs when surprised by a large scouting party of drow who had come to investigate the seismic disturbances. That group’s leader has claimed his elemental control ring which may be necessary to escape Waypoint if they have trouble getting Nyl to help release them.
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The shifting of the earth was felt for many tens of miles in all directions and although most people (or creatures) may have ignored it or been too frightened to do anything about it, there were certain others who felt the need to investigate. Currently, the complex is now home to 1) angry earth elementals, 2) confused air and water elementals 3) an adventuring group of Xorn 4) an undead drow scouting party from the Darklands and 5) a young blue dragon who has befriended the grieving wizard Nyl (and is trying to glean elemental magic secrets from him).
In this next section; a more traditional dungeon crawl, I admit to bending the rules for magic items a bit and introduced the party's first artifact (my own creation) that would assist them in surviving the challenges ahead without a party healer. As has happened in the past, I frequently circumvent certain rules for the benefit of storytelling. If I can keep those instances from the players, it usually works out better since I suspect I may have a few 'rules lawyers' in the group. :)
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Also, I was tiring of having to look up creatures in the Bestiary for each encounter or flip rules pages back and forth, so I had included the stat blocks within the text and certain creature subtype rules. I have removed these stat blocks in order to save room and redundancy, unless I have specifically modified an opponent.

1) The group will emerge in the ruined quarters of Ciuq. He created a portal in here to connect his tower directly to the Waypoint complex since he would be residing in this wing. In addition, the collapse of the mountain has buried his teleport circle, but can be cleared away. During the devastation 2 years ago, a large chunk of the ceiling fell into this room damaging the portal, but keeping it in an ‘auto answer’ mode. Unfortunately, the portal can only be used as an incoming device unless it is repaired. In this room are the remains of a bed, chair and side table, all in a soft earthtone motif. It appears that the room was last inhabited a couple years ago. With a DC23 Per search of the room in the SE corner, a Scroll of Stoneskin (CL10) can be found. If the rubble is cleared from the SW corner, the teleport ring to the earth labs can be used.
2) The wall between these two rooms has almost completely fallen down. The doors (x) have signs that something has battered it from the inside (angry earth elemental) which is visible on the outside corridor. Inside the room are a group of 6 angry medium earth elementals which will attack anyone who enters the room. (NOTE alert for Amulet of Elemental Strife – detect 60’, yellow glow for earth) The elementals can move through walls using earth glide.
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Medium Earth Elemental CR 3
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3) This room is more for storage than living. There are extra linens, chairs, basins, soap, water, dried foods, etc. in here. During the days when the rooms were occupied, one of the clerks used a barrel of dried beans to hide his treasure, a 4” gold key (holy symbol of Abadar) see handout. A follower of Abadar or someone who invokes his name, can use the key to produce a Knock spell 1/day.
4) Grand Hall – This massive hall of dwarven architecture stretches as far as the eye can see. The ceiling is a great continuous arch, 40’ above the floor and continual flame torches illuminate the room from each column. This is where the two main portals of Waypoint are located. One connects to the Tooth and the other to Headwater. Both still function, but unless someone is at the other end (or knows how to bypass this limitation as the brothers did) they are useless. Part of the north wall has caved in and when anyone enters this room, an angry Huge Earth Elemental, which is at the far end of the room just out of sight, will attack.
Huge Earth Elemental CR 7 (15’x15’)
5) Molthune ambassador’s offices – The doors to these chambers has the symbol of Molthune, a crossed sword and hammer inscribed on them. These are the working offices where the ambassador and his clerks would work. One clerk was always stationed in the reception hall, and the rest, including security would be stationed here. These rooms are mostly intact, but an adventuring group of 4 Xorn are using it as their base of operations and are currently using the rooms to sleep after a day of adventuring. The xorn are intelligent, greedy and a bit belligerent, looking for gems and precious metals. However, they can be bribed to leave the party alone with enough gems or money of proper gp value (they want 200gp each). Otherwise they will attack the party for their loot. They have only been here for a couple days and have not found very much in the way of precious metals or gems. However, they will warn that there are a lot of angry earth elementals nearby.
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Xorn CR 6 (Base Creature)
Xorn Adventuring Group:
(1) Xorn/R2 – HP 83, Deep gnome fav enemy, AC 25 (Hide Armor), Attacks at +12, Masterwork Lt. Crossbow +9 (1d8)
(2) Xorn/S2 – HP 80, Elemental Bloodline (earth/acid), elemental ray, 1d6+1 acid 3/day, (4) 1st lvl spells from (0) resistance, detect magic, daze, open/close, acid splash (1) magic missile, hypnotism, +3 Will Save, Burrow 30’
(3) Xorn/F2 – HP 87, AC 25 (hide armor), Attacks at +12, (3) masterwork heavy maces (1d8+3 each), +3 Fort save, +1 Will save, Great Cleave
(4) Xorn/R2 – HP 83, sneak attack +1d6, evasion, resiliency, AC 23 (leather armor), Attacks at +11
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6) Administrator’s office – an old desk and two chairs are pushed up against the far wall. The xorn have been using these quarters for rest and recovery.
7) The door to this room has been wedged shut by the xorn requiring a Str check DC23 to open. Inside the room are 4 sacks of snacks (gems and coinage) totaling 35 gems x 10gp, 28 gems x 25gp, 12 gems x 125gp, 6 gems x 350gp, 6 gems x 600gp, 1250 pp, 1875 gp, 3515 sp.
8) This guard wing is where Nyl was housed while at Waypoint. His room is still in fairly good condition, bed made, fresh clothes in wardrobe, etc. On the floor of his room is the faint arcane symbols of the teleport circle, however, the receiving circle has been damaged in the air labs and this one will not work. The door to this room is trapped with a Glyph of Warding, Electricity 5d8, SR or Ref DC17 save for ½, DC28 detect/disable. The room is decorated in blues and whites with flowing silks and loose fabrics hanging from the walls.
9) This room is a shambles; beds are flipped over, footlockers smashed, armor racks lay in pieces. Two of Nyl’s pets, a pair of Invisible Stalkers, have gone rogue in here and will attack anyone who enters the room. Hidden under a stone in the southwest corner is an old guard’s cache containing a sack with 1150gp, 220pp and a Headband of Inspired Wisdom +4.
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Invisible Stalker CR 7
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10) This door has the symbol for Cheliax inscribed on it; a circle with a cross within it. Beyond this stuck DC26 Str door the mountain has collapsed on the other side. If the party is able to get through, they will only find a wall of dirt.
11) This area has collapsed, blocking off the corridor. Only the single door before the collapse is accessible. Digging through is tricky due to the unstable nature of the collapse, but it can be carefully moved at a rate of 2 feet/person/hour. From the rooms, the clearing of the slide will allow the group to move farther into this area.
12) Fedge’s living quarters – behind the locked door the room is mostly intact except for the NE corner. The room is decorated in soft blues, greens and white. An aquarium sits on the desk with the skeleton of a small fish within it. There is a small rack in the middle of the west wall with 2 pairs of goggles (Goggles of Water Breathing & Swimming +5). The portal on the floor of this room is fully functional and will take anyone who steps on it to Fedge’s water labs (and arrive underwater!). The walls in the corner near the circle continuously emit a mild Destroy Water spell that will dry a person’s clothes in about 2 rounds.
13) The old dining room has been used by Fedge to spread out his notes and experiments. The table has 6 large shallow basins of water (each about 3” in diameter). Each basin’s contents has a different effect and 6 potions of each can be stored using the containers in here (76 empty vials total). 1) water breathing CL5 2) fly CL5 3*) cure critical wounds CL18 4) neutralize poison CL5 5) stoneskin CL7 6) passwall CL9. In addition to the glassware, components and basins, Fedge has stored here notes (like spellbook entries) for a Water Breathing, Water Walking, Touch of the Sea and Wall of Frost.
In the bottom of basin 3 is a flat gray stone, the same color as the basin, about 2” in diameter, DC20 to notice it. The stone has a symbol inscribed on one side (Sarenrae-winged angel with halo of fire). This item is known as a Godstone (Religion DC30 to recognize), a minor relic usually bequeathed or awarded to a faithful follower of the Dawnflower. Finding it in this place, in this fashion is very unusual. Once per week, if held by a good or true neutral person and the goddess’ name is invoked, the Godstone can be used to empower up to 10 spell levels of positive (healing) power (does not have to be used all at once). The table below are some of the possible uses for this power:
Godstone of Sarenrae (CL18)
1/week, up to 10 Spell Levels of positive energy or spells with the (heal) descriptor (resets at sunrise each Sunday)
Examples:
CLW (1d8+5) x 10
CMW (2d8+10) x 5
CCW Mass (4d8+18) and CMW (2d8+10)
Mass Heal (180 HP) + CLW (1d8+5)
Restoration (all types)
Raise Dead
Regenerate…etc.
Using the Godstone for Resurrection or True Resurrection is possible, but only when the goddess is in agreement that the recipient is worthy and it will require a sacrifice of value as per the focus description.
Abuse of the Godstone may inactivate it indefinitely.
In addition to the curative spells it can confer, the Godstone can also be used as a device to Channel 9d6 of Positive Energy in a 30’ radius burst to harm undead (this does not heal non-undead) using 2 spell levels of the weekly allotment.
Also, if the stone is immersed in water for at least 1 day (1ch/flask/day), the water will absorb the healing magic in effect creating a healing potion. The strength of the potion depends on the amount of water and the time the stone is immersed, evenly distributed (for example 5 vials worth of water would absorb 10 levels to create 5 CMW potions in 2 days). An existing potion can be augmented as well. The Goddess does not allow the abuse of this power however, and if the potions are sold for profit or used by questionable recipients, ill effects can be assured.

Waypoint Portal
The party member who actually picked up the stone could have been random, but it ended up being Tark since he already a follower of Sarenrae. His choice to use the stone eventually impacted the story of an unusual relationship between the arcane trickster and the goddess of healing and light. I created a unique encounter with the Tark and an avatar of the Dawnflower.
The Vision of Sarenrae
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As you relax with the stone in your hand, you begin to flip it over and run your fingers over the smooth surface. In most respects the stone is like any that you may find in a shallow riverbed, except for the inscribed symbol on the one side. You begin to lose track of time as you study the carving but eventually realize that someone is watching you. Across the room/camp you see a small girl, maybe 5 or 6 years old shyly staring at you. A part of you realizes that you are with your friends, even though you don’t see them anywhere nearby at the moment. The girl smiles and you can see the beginnings of small orc-tusks growing just under her lower lip. She says “Hi Erik, may I sit with you?” Something about her seems almost familiar and makes you feel comfortable when she smiles at you.
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- If asked, she will introduce herself as Eshe (‘life’)
- She will ask him a little about his childhood and how it made him feel towards humans and orcs (are all orcs/humans bad?)
- If asked, she will tell him that she is not sure why she is there, doesn’t remember where she came from but is looking to make new friends
- She doesn’t know anything about the details of their current mission
- She tells him that she may see him again soon and to call her name when he needs a friend
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The child will walk away from you and fade and as she does that the sounds of your friends gets louder until you realize that you are sitting in a room full of sleeping people again with the warm stone in your hand. You now feel the stone for what is really is – a container that holds a fraction of a small girl’s incredible power.
14) The area in front of this cave in is much more unstable than the rest of the complex and anyone stepping within 5 feet of the collapse will trigger a collapse of the ceiling.
Falling Block Trap CR 5
Type mechanical; Perception DC 20; Disable Device DC 20
Effects
Trigger location; Reset manual
Effect Atk +15 melee (6d6); multiple targets (all targets inside room)