DARK STAR - Critical Role
DARK STAR - Critical Role
―We’ve been staving off an army of undead every night for the past week.
The horde started small, but everyone who dies from the zombies rise as
husks of their former selves and join them! The horde is huge now… I
don’t think we’re going to survive tomorrow night’s attack.‖
―I don’t know why this is happening! The Dark Star has kept us safe for
centuries, but... something’s changed, I think.‖
―The Keeper won’t come out of his manor, and won’t help us. We’ve all
rallied behind Zef. She’s in the Moorbounder, with most of the other
survivors. Here, I’ll take you to her!‖
If the characters don’t stop one of the townsfolk and instead investigate the
town, they find:
There are dozens of houses that have either been burned to the ground or
with smashed windows and doors hanging loosely upon their hinges.
Bonfires burn unattended in the town square. Upon further inspection,
these bonfires are huge heaps of burning corpses. Some seem normal, but
others have a strange look to them; their fingers seem to have elongated
into horrible gore-stained talons.
There are only two buildings with light in their windows: a massive manor
with a wrought-iron fence, and a three-story inn with a pub on the first
floor. The pub has a sign with a great black cat on it, and is called the
Moorbounder.
The Moorbounder
Galgarad used to be a thriving town with a dozen pubs and inns for
travelers passing between the northern wastes and the southern moors.
After six days of panic, looting, and assault by the undead, the
Moorbounder is the only public building left. Its doors are reinforced with
iron and barricaded by chairs. Knocking on the door causes one of the
townsfolk inside (a middle-aged female dark elf commoner named Lyn) to
open it just a crack and ask who’s outside. She welcomes outsiders inside,
but warns that they don’t have much food to share, just enough to feed the
survivors.
The inside of the pub is filled with the sick and hungry townsfolk of
Galgarad—and they’re the lucky ones. They didn’t succumb to the undead
horde that animates all who die as husk zombies. Sitting on a table is a tall,
muscular woman with light gray skin, a bald head, and countless tattoos all
over her body. She turns to the characters as they enter and stands to
approach them, leaning on a glaive like a crutch. If Yalluk is with them, he
introduces her reverently as their Rallier, Zef Beltune.
She had a strange vision the night the attacks began; a star in the night sky
turning jet black and glowing with evil light.
She believes that the Dark Star, which is said to have kept them safe for so
long, has somehow been corrupted by evil.
She doesn’t know how the star was corrupted, but she knows that the
Keeper dismissed his acolytes that helped him tend to the Dark Star’s
protection several months ago. They came to her with their concerns then,
and departed for Rosohna to seek an audience with the Bright Queen. Zef
sighs and says that none have heard from them; she suspects that they were
caught in a skirmish and perished before reaching the capital.
She grimly states that she can hardly fight in her current condition, and that
the entire village will be overrun by the next night. She thinks that their
only hope is to destroy the Dark Star. If pressed, she sighs and admits that
it’s only a hunch—but what choice do they have?
Zef has not been able to convince the Keeper to surrender the Dark Star,
but she thinks the characters might be able to do so. ―After all,‖ she says
with a wink, ―You were sent to us by the Bright Queen herself, were you
not?"
If the characters truthfully reveal that they were not, she smiles wide and
narrows her cunning eyes. ―Not that the Keeper knows that, eh?‖ The
characters need not use this lie, but it is one way to gain access to the
Keeper’s abode.
Keeper’s Manor
The Keeper’s manor is an elaborate, four-story house of wood and stone
surrounded by a wrought-iron fence. Its gate is locked tight, and a character
that hops the fence must succeed on a DC 13 Dexterity saving throw or
take 2 (1d4) piercing damage from the iron spikes atop it. The yard on the
other side of the fence is filled with husk zombie corpses with their long,
claw-like fingers and pointed teeth. Some have had their flesh burned off,
others are covered in melting ice, and others seem to have been blasted
apart by bolts of force.
The door to the Keeper’s manor is locked, and a long iron pipe with a
flared end trails down from an upper window. This sound-pipe is the only
way the Keeper will speak with anyone. His door is locked and reinforced
with iron. It can be opened in one of the following ways:
a main course of rzukaal (a dish made from sautéed rice noodles, hearty
mushrooms, and giant spider legs)
a dessert of keltaly (heavy cream mixed with pulverized black currants and
frozen into a fluffy, sweet, creamy dessert)
a crystal goblet filled with yunfaalyu (a fragrant plum liquor served at
frigid temperatures and garnished with currants).
Ralyx’s Possessions
Keeper Ralyx is an incredibly wealthy socialite. Or at least, he was some
20 years ago. Over the past two decades, he has spent the lion’s share of his
wealth on his grandiose remodel of the formerly humble Keeper’s abode,
parades and other ostentatious and self-serving displays of power, and
heaps of expensive spell components to create magical wards enough to
calm his paranoia.
The magical trinkets and mementos in his solitary room are worth a total of
400 gp, and he has a chest hidden under his bed containing 2,000 gp.
Characters that spend time looting his house from top to bottom find
stashes of gold, trinkets, and works of art worth a total of 100 gp per hour
spent searching, to a maximum of 24 hours. He also has a locked vault in
the basement of his house that contains a +2 dagger, a +1 dagger, a suit
of +1 chainmail, and a +2 wand of the war mage.
To the Vault
If the characters agree to help Keeper Ralyx, he tells them the location of
the Vault of the Dark Star. If they refuse, he wails that they must do
something, or else the creatures will eat him next! He eventually reveals the
location under duress. The vault is hidden within one of the two hills
outside of town. One side of this hill is actually made of the grass-covered
shell of a horizonback tortoise, with several hidden entrances leading down
into the hollowed-out center of the hill. The vault is within the hill.
Vault of the Dark Star
The shell of a long-dead horizonback tortoise makes up the south side of
one of the two hills just south of town. It is covered with layer of dirt and
grass that camouflages it almost completely. However, three gaping holes
have been punched into the shell by the husk zombies. They spilled out of
the hill night after night, and now there are dozens of these undead
abominations mindlessly pacing the interior of the shrine until their masters
command them to spill forth again.
As the characters investigate the hill, they realize that there are three holes
on the hillside; one near the top, one in the middle, and one near the base of
the hill. The inside is pitch dark.
1. Prayer Chamber
Entering any of the holes
brings them to the main prayer chamber, which is fifty feet wide and
roughly circular. The floor of the chamber is filled with twenty-four husk
zombies and two nergaliids. The zombies are the rotting remains of
townsfolk of Galgarad, and the nergaliids are their creators. The upper hole
opens into air about 40 feet above the ground, the middle hole is 20 feet
above the ground, and the lowest hole is a mere 10 feet above. Three 4-
foot-thick wooden support beams crisscross the vaulted ceiling, with each
hole leading onto one support beam. They roughly cross in the center, and
ropes are tied around them, with each rope dangling to the beam below.
Deep claw marks are gouged into the decaying wood, revealing how the
husk zombies have climbed out of the hidden vault.
At the northwestern end of the chamber is a set of stone double doors
inscribed with the hexagonal symbol of the Luxon. This passage leads into
a hallway to the ritual chamber where the Dark Star was sealed. The
zombies try to pursue any characters they see; climbing ropes if they are
attacked from above, or chasing fleeing characters into the sealed hall (area
2).
Tip: Making Mass Saving Throws
When making saving throws for a large number of the same creature, such
as 24 husk zombies, it can save time to use a digital dice-rolling app.
Alternatively, you can split the monsters into four groups and roll once for
each group, and treat each result as if all creatures in that group had rolled
it. This method reduces the amount of time spent rolling while still making
the results of the saving throw somewhat varied.
2. Sealed Hall
This hallway is 10 feet wide and 15 feet long. A set of heavy stone doors
allow access to the prayer chamber (area 1) and can be barred with a thick
wooden beam. The stone door has AC 17 and 50 hit points, and is immune
to poison and psychic damage. A set of double doors made from thick
oaken planks blocks access to the ritual chamber (area 3). The wooden door
has AC 15 and 22 hit points, and is immune to poison and psychic damage.
A character that makes a DC 13 Wisdom (Insight) check gets a hunch that
the zombies won’t be able to break through the barred stone doors for at
least an hour, giving them time to rest if they need it.
3. Ritual Chamber
When the Dark Star is destroyed, it emits a furious wail and its skull
crumbles into ash. If the nergaliid is still alive, it slips into the shadows and
tries to hide—and bargains for its life, offering treasure worth 1,000 gold
that it found in the vault and safe passage through the husk zombies if they
spare its life. If the drow warriors survive, they flee from the vault as
quickly as possible from the vault and run into the Vermaloc Wildwood—
towards their fortress of Dumaran, deep in the forest depths. The characters
may wish track them to their lair after this adventure is concluded.
Return to Galgarad
The characters return to find Galgarad is much the same as they left it.
Unless the characters convinced them to do otherwise, the townsfolk are
still preparing for the night’s eventual attack, and Keeper Ralyx is still
hiding in his gilded manor. If the characters deliver the ashes of the Dark
Star to Zef Beltune, she breathes a sigh of relief and thanks them for saving
the lives of the people of Galgarad. The townsfolk have already given all
that they could in their initial parcel, and have no reward. However, Zef
possesses a mighty greataxe that has been passed down through her den for
several cycles of consecution. This greataxe has the powers of a mace of
disruption.
If the characters bring the Dark Star to Keeper Ralyx, he thanks them for
their service and pays them half of what he promised, for a total of 500 gp
each. If a characters makes a successful DC 15 Charisma (Intimidation)
check, he gives them the full 1,000 gp. Otherwise, he attacks and requests
the Dark Star’s aid. The demilich agrees—but rasps that they must agree
upon the terms of their arrangement after the meddlesome adventurers have
been dealt with.
Regardless of whether or not the characters sided with the Keeper, his
possessions can be claimed as their reward if he’s defeated. (See ―Within
the Keeper’s Abode,‖ earlier in this adventure.)
Future Adventures
This adventure can be the start of a campaign set in Xhorhas. As a
demilich, the Dark Star is not so easily defeated. Its phylactery is hidden
somewhere in Xhorhas or the Underdark beneath it. However, because the
demilich’s phylactery has been starved of souls for nearly a millennium,
the Dark Star can’t regenerate until the phylactery’s power has been
restored. This involves feeding it souls—either countless mortal souls or a
number of the exceptionally powerful souls of demigods or of mortal
beings who have attained great power in life—such as dragons or high-
level characters.
The Dark Star knew the phylactery’s location, and was able to provide it to
members of the Children of Malice before the destruction of its physical
form. This information is carefully guarded; it may have been provided to
a drow matron mother that lurks in the shadows of Xhorhas and serves as
the cult master of Lolth’s faithful. She may be the only one who knows the
hiding place of the phylactery, after casting modify memory on the couriers
that brought that knowledge to her. Now, this matron mother is preying
upon the souls of the thousands of Xhorhasian and Dwendalian soldiers
perishing in the war and gathering them as a grand feast for the Dark Star.
If her ritual is successful, the Dark Star is revived as a lich, and the
characters must defeat it alongside its numerous allies within the Children
of Malice. If the characters want to stamp out the threat of the Dark Star
and the Children of Malice once and for all, they must track down hidden
enclaves of Lolth’s occult followers in order to prevent them from fueling
the furnace of war for their own foul benefit. Or, discover the location of
the phylactery and how to destroy it, and infiltrate the matron mother’s lair
to steal the accursed artifact.
The first step on this journey could be to track drow fleeing from the vault.
Their trail leads into the crimson boughs of the Vermaloc Wildwood—and
from there to the fortress of Dumaran, home of a legion of hobgoblins that
have sworn themselves to Lolth’s service.
Where will your campaigns in Wildemount go?