Adventure: Well of Memories
Well of Memories » Adventure: Well of Memories
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UNDER CONSTRUCTION
This adventure is a development that started with DM Secrets: Well of Memories. It expands the rumours, plots and NPCs there and makes it into an adventure containing various possible encounters.
[top]Introduction
A letter, a note, a song, an insult, a poem, a plan, an oath, a declaration. Many missives have entered the Well of Memories but each has a select audience. None will hear of what is said but those for whom it is written. The secrets scribed upon the sheet stay hidden until the intended recipient appears. Only then will the Well speak, revealing the words cast into its depths solely to those whom it is addressed to – it is a magical vault that none have breached.
There are many who seek to take advantage of what the Well offers. Whether using the Well to send messages, or stealing information from those who listen, many seek to exploit this resource. Yet no-one controls it. The Well’s enchantment is strong and independent.
However, in the last few months peculiarities have occurred. Strange messages have been received. Others have not reached their intended target. The Well is not well and none know what needs to be done to fix it.
[top]Advice to the DM
There are many mysteries about the Well of Memories. Many should be able to be easily adapted to suit your own campaign. Given the multiple possible NPC stories and motivations, you may wish to build up the player's knowledge about the Well over time with multiple visits. This sample adventure is one possible way to resolve some of the mysteries.
WARNING: The historical relationship between the Sidhelien of Aebrynis and the Faeries of the Shadow World is a fundamental part of the back story to the Well and why it exists, but this should not really be revealed outside of the adventure. Even there, you need not mention any more than that there is a linkage between one particular elf and faerie. None of the NPCs outside of the Well are aware of it (other than the one elf included).
THEMES: Death, souls, necromancy, faeries, Shadow World, religion, secrets, trust.
[top]Location of the Well
The Well can be located anywhere in Cerilia, but somewhere in Vosgaard or southern or eastern Brechtur would help explain the presence of the Vos bards and the use of the Well by the Temple of Might. If you locate it in Khinasi, then you may have to adjust how the Well is regarded by the locals as the temples of Avani and Ruornil tend to dislike it receiving messages from the dead. Khinasi communities also tend to not think much of bards nor the Vos, so the Vos bards will not be as welcome.
[top]Hooks
There are a number of reasons why PCs may be interested in this location. Some possible hooks include:
- Family: A family member of one of the party has travelled through the area and left a message. The PC needs to collect it urgently.
- Foe: An ally has heard that an important message has been left for a rival. They need the message intercepted and replaced with one of their own.
- Resolution: Some claim the Well is sending messages from the dead. The temple regent wants to end this necromancy.
- Protection: The instructions for the next part of business deal have been left in the Well. The party has been asked to escort the guildmaster’s bookkeeper to receive it.
- Testament: A close friend of the regent has died but they are rumoured to have left a will and testament in the Well addressed to one of the PCs that they also trust.
- Augury: A priest has read the signs and feels that an important truth is within the Well. They have said it will be revealed to one of the party if they listen.
- Enforcement: The regent is concerned that people are being duped by lies and falsehoods at the Well. They want this stopped.
- Control: A wizard is sure that this is a caerbhaighlien. They have given the party a warded message that they want to place in the Well, then report on what it says.
There are also a number of NPCs who have a need related to the Well. The PCs could encounter them and have interest in helping them.
[top]Challenges
The storyline reveals the truth about the Well as it progresses.
- Arrival at the Well of Memories
Interacting with various NPCs outside of the Well, each with their own motivations and needs, some willing to help the PCs. - Entering the Well
Travelling into the Well and seeing the start of what happens to the messages - Mind left body jam
Encountering the soul trees for Silent Souls whose messages have never been heard - One kind favor
Assisting a Silent Soul by taking on their message (optional) - Mindbender
Dealing with a priest who previously journeyed into the well seeking information, but has been driven mad. May also involve other Mad Seekers - Limbs of the Well
Climbing a giant soul tree and seeing vague visions of the life history of an elf - Spirit of the Well
Witnessing the enchantment of the Well by the elf and meeting the "ghost" of the faerie who lost their voice to the Well - Voice of the Well
Discovering the horns that transmit the messages of the Well and battling the undead elf (and their allies) who has used a magical device to control the messages. - Leaving the Well
Escaping out of the Well, which may no longer be enchanted - Facing the music
Responding to the NPCs outside the Well
The only really safe places in the well for a short/long rest are at the start and where the faerie is interacted with. The change in daylight outside the well will influence the encounters within the well.
[top]Advice to the DM
The storyline is fairly linear for the PCs with an Introduction, Development, Twist, Climax, Closure and Aftermath but each of them has options for the DM to tailor or simplify them for their own campaign. A lot of NPCs are outlined, but many can easily be omitted. It is recommended that you keep at least Cassian, Ja'ri, Beb, Fylycha and the elf and faerie of the Well. If you want to avoid relating the Well to the Shadow World or the elf/faerie linkage, then you can change Naeroc and Cunas to being lovers, siblings or some other reasonable partnership (and allow the well to work for elves), and make the well's enchantment just be due to mebhaighl and the Land.
A more detailed version may be published in the future as a single document.
Enjoy!
[top]Arrival at the Well of Memories
The roofless Well is in a large clearing. The NPCs are at various places within sight of the Well. Cassian is fiddling with a box near the Well. Rien has been arguing with a potential client, who has stormed away. Cortu, Ma'li, Leylan, the Servant of the Blessed Rodent are observing things. The band is at the edge of the clearing. Jalan and Hakim are walking into the clearing.
The PCs can talk to the NPCs to learn what they think they know about the Well and why they are there. One NPC may be recruited to help the PCs explore the Well.
NPCs:
The PCs can talk to the NPCs to learn what they think they know about the Well and why they are there. One NPC may be recruited to help the PCs explore the Well.
NPCs:
- The band
- Cassian, Cortu and Ma'li
- Leylan
- Rien
- Jalan and Hakim
- The Servant of the Blessed Rodent
[top]Entering the Well
The only way into the Well is down it. The bottom cannot be seen. Any attempts to use ropes or flying will fail after 200 feet due to a strong wind, but PCs will land safely in a dimly lit rocky chamber. They won't be able to fly up due to the wind and can't see any walls or ceiling. No sounds can be heard from above (or send from below).
Occasionally, a new message/scroll/envelope will be seen dropping from the circle of light high above and being whisked away by the wind in a certain direction. Some broken items are on the ground, but on careful observation,
some seem old yet have not decayed. Others may be parts of Cassian's experiments. The inside of the Well is actually a pocket of the Shadow World with the power of the Seeming being possible. The effects of time will not be evident, like hunger or decay. It is hard to magically leave the Well.
NPCs: None, except if one is accompanying the PCs as an advisor
Occasionally, a new message/scroll/envelope will be seen dropping from the circle of light high above and being whisked away by the wind in a certain direction. Some broken items are on the ground, but on careful observation,
some seem old yet have not decayed. Others may be parts of Cassian's experiments. The inside of the Well is actually a pocket of the Shadow World with the power of the Seeming being possible. The effects of time will not be evident, like hunger or decay. It is hard to magically leave the Well.
NPCs: None, except if one is accompanying the PCs as an advisor
[top]Mind left body jam
Whichever direction the PCs travel, they will eventually see leafless "trees". On observation, the trees seem to have one or more messages stuck in them. Careful inspection will show the branches shivering if the party approaches a tree.
When the party reaches within 40 feet of a tree, a Silent Soul will appear, being an Allip-like or Banshee-like undead creature representing a copy of the soul of the author of an old message that has never been delivered. If the tree or Silent Soul is touched or attached, it will fight back. The tree may also become an Awakened Tree, though it will share the HP with the rest of the Silent Soul. PCs can try to talk to the Silent Soul but it will only understand what it hears if in a language known by the original author. It will not speak more than repeating vague single words or phrases relating to an elf, fairy, connection, voice or instrument (i.e., hints at the truth of the Well). In Banshee-like form, the Silent Soul cannot talk but like the Allip version may understand what it hears. If the Silent Soul is defeated or the PCs somehow agree to help deliver the message, then PCs will get access to the message/s for that Silent Soul.
NPCs:
When the party reaches within 40 feet of a tree, a Silent Soul will appear, being an Allip-like or Banshee-like undead creature representing a copy of the soul of the author of an old message that has never been delivered. If the tree or Silent Soul is touched or attached, it will fight back. The tree may also become an Awakened Tree, though it will share the HP with the rest of the Silent Soul. PCs can try to talk to the Silent Soul but it will only understand what it hears if in a language known by the original author. It will not speak more than repeating vague single words or phrases relating to an elf, fairy, connection, voice or instrument (i.e., hints at the truth of the Well). In Banshee-like form, the Silent Soul cannot talk but like the Allip version may understand what it hears. If the Silent Soul is defeated or the PCs somehow agree to help deliver the message, then PCs will get access to the message/s for that Silent Soul.
NPCs:
- Silent Soul (as Allip or Banshee, and Awakened Tree)
[top]One kind favor
If the Silent Soul is defeated or the PCs somehow convince it that they will deliver the message, then PCs will get access to the message/s for that Silent Soul. The message/s may provide hints towards the PCs' objective or may relate to the goals of any accompanying NPC. In particular, it may be a message from someone related to the Temple of Might, so it is of importance to the band members, or discuss the Mirage group that Cortu was previously involved with. It need not provide all the information required, but should provide something of worth to someone.
[top]Mindbender
By one of the trees is a Mad Seeker, a person who previously descended into the Well and has gone mad whilst surviving. Observation may show that this Mad Seeker is a middle-aged Vos cleric of the Temple of Might, but their symbols and clothing are at least 100 years old (again, no evidence of aging or decay). They are swaying from side-to-side singing a song in Vos about spring and regrowth, linking that to change and revolution. If Fylycha or Beb are with the PCs, they may recognise this as the priest who was lost when trying to find messages from Pankration Vasily Chernevik, the legendary High Priest of the Temple of Might who died over 300 years ago.
The default action of the Mad Seeker cleric is to attack the PCs. They may be helped by one or two Mad Seeker temple thugs from nearby who have also survived. The cleric has found some church messages that the band (especially Ja'ri) may want. If the PCs manage to talk to the cleric, the priest is only going to trust someone like Beb who has a good understanding and connection to their temple. The messages may include:
• the lyrics for the song he was singing, addressed to a choir master
• an oath by Vasily to a senior lieutenant about an objective he never achieved
• a note from Vasily to another senior priest, containing the basis for an incomplete clerical spell that uses music to charm or persuade masses of people to complete a task (like Enthrall or Compulsion)
Mad Seeker encounters can also be tailored to relate to the objectives of the PCs and other NPCs.
NPCs:
- Mad Seeker (Vos Cleric of Belinik)
- Mad Seeker (Temple thug)
[top]The limbs of the Well
As the PCs continue or while they rest, they may have random encounters:
The PCs will eventually see a giant tree-like structure, over 200 feet high. It glows like normal daylight with the messages flying up the 20 foot wide roots to the branches. It is too large for PCs to truely understand its scale or shape. The roots are climbable.
This is not a plant. This soul tree is the manifestation of the elf Naeroc's actual soul, not a copy. Naeroc is aware of anything touching the tree but if the party harms the tree, Naeroc will not react.
When climbing, on other unreachable roots or branches the PCs will see short ghostly visions of scenes representing Naeroc's youth, like cuddling animals, being bullied, getting awards, dancing with others and getting frustrated. Only Naeroc will have a face. Some voices may be faintly heard (in Sidhelien) but only the name "Naeroc" will be clearly repeated. If present, Rien and Cortu will be interested in how these illusions were created and whether all they see is a reality, but Ja'ri and Fylycha might comment on how old fashioned the elf's clothing is. No-one will know who Naeroc is. The visions are too far away for Detect Magic but they are actually a creation of the Seeming.
Eventually the PCs will reach a tree limb intersection as big as the Well's clearing. One limb to the far side continues up but in the centre appears to be the Well (now with a roof), adorned with scrolls, bells and horns and markings. The elf can be seen circling it, ringing a bell held in a metal ring whilst chanting incantations. The bells start to ring and the markings glow in harmony to the chants, then there is a screech as the harmony is lost and bright energy blows out from inside the Well, destroying the roof tiles. This is then reversed as the tiles, the light and the elf are all sucked down into the Well as he cries out "Cunas!!!". The elf has gone and all is silent for a number of minutes, then the scene restarts.
The PCs cannot change or interact with the scene of the enchantment of the Well. It too is a Seeming illusion.
NPCs: none
- Dog – A sheepdog, that seems lost and hungry, avoiding PCs unless fed. It will not attack and will flee if threatened but will bark if something approaches.
NPC: Sheepdog - Cuckoo – Their call seems to echo back 2 seconds later, which makes it look for a second bird. It can sit on the Silent Soul trees without them reacting. It can be trained over time.
NPC: Songbird - Butterfly or moth – If the insect is injured or captured, a gloomwing will fly down and strike the PCs until the insect is released.
NPCs: Insect and Gloomwing - Another Mad Seeker – A frail old woman, who knows little of what has happened but can reveal that she has talked to an elf a few times about someone named Cunas and the messages.
NPC: Mad Seeker (Old lady) - Pair of intertwined Silent Soul trees – Two lovers who sent messages to each other before dying without receiving them. Jalan, the Servant or Hakim will want to take the messages. The trees won't react.
- Singing Soul tree – This Silent Soul tree sings a dark sad Vos song about greed and love as its Banshee Deathly Wail. Anyone who fails the save collapses prone until someone else grabs their hand and pulls them up. If a cursed silk scarf or pearl bracelet are taken from the tree, the holder has disadvantage or penalty on all Charisma-related checks.
NPC: Silent Soul (Banshee) - Dispossessed Soul – This Silent Soul is not yet a tree but is like one of the Dispossessed. They hold the message in their hand and will flee if challenged.
NPC: Silent Soul (Dispossessed)
The PCs will eventually see a giant tree-like structure, over 200 feet high. It glows like normal daylight with the messages flying up the 20 foot wide roots to the branches. It is too large for PCs to truely understand its scale or shape. The roots are climbable.
This is not a plant. This soul tree is the manifestation of the elf Naeroc's actual soul, not a copy. Naeroc is aware of anything touching the tree but if the party harms the tree, Naeroc will not react.
When climbing, on other unreachable roots or branches the PCs will see short ghostly visions of scenes representing Naeroc's youth, like cuddling animals, being bullied, getting awards, dancing with others and getting frustrated. Only Naeroc will have a face. Some voices may be faintly heard (in Sidhelien) but only the name "Naeroc" will be clearly repeated. If present, Rien and Cortu will be interested in how these illusions were created and whether all they see is a reality, but Ja'ri and Fylycha might comment on how old fashioned the elf's clothing is. No-one will know who Naeroc is. The visions are too far away for Detect Magic but they are actually a creation of the Seeming.
Eventually the PCs will reach a tree limb intersection as big as the Well's clearing. One limb to the far side continues up but in the centre appears to be the Well (now with a roof), adorned with scrolls, bells and horns and markings. The elf can be seen circling it, ringing a bell held in a metal ring whilst chanting incantations. The bells start to ring and the markings glow in harmony to the chants, then there is a screech as the harmony is lost and bright energy blows out from inside the Well, destroying the roof tiles. This is then reversed as the tiles, the light and the elf are all sucked down into the Well as he cries out "Cunas!!!". The elf has gone and all is silent for a number of minutes, then the scene restarts.
The PCs cannot change or interact with the scene of the enchantment of the Well. It too is a Seeming illusion.
NPCs: none
[top]The spirit of the Well
To the side, the PCs are watched by Cunas the Silent, an incorporeal brownie formerly from the Seelie Court. Cunas cannot speak or touch anything, except through their brownie powers. If the PCs work out how to communicate with Cunas, they may learn that:
- Cunas is from the Shadow World and the elf is Naeroc from Aebrynis.
- There is a link between Naeroc and Cunas.
- Naeroc’s magic and “death” created the enchantment of the Well and drew Cunas’s soul here.
- Cunas’s voice was stolen by the Well and is part of the enchantment.
- The only thing the enchantment lets leave the Well is the messages.
- Recently something new came into the Well - a small box - and Naeroc used it to get the power to control the messages.
- This tree is part of Naeroc’s memories but physically Naeroc is up higher in the tree.
- Cunas wants to stop Naeroc and get their voice back.
Cunas's body is not in the Well. Cunas is more a spirit than a ghost, but has powers of both a ghost and a seelie faerie. Cunas and Naeroc can telepathically communicate with each other if within “speaking distance”.
Cunas is willing to help the PCs get out of Well, but will need Naeroc to be defeated. If the PCs ignore Cunas, Cunas will point to the slope up and tap their throat and point to the image of Naeroc, indicating that both of them are up there. Cunas can go invisible and use their brownie abilities if attacked.
Naeroc's new box is actually Cassian's Articulating Inscriber. Naeroc is using it to hack in to the shadow magic of the Seeming that has created the Well’s enchantment (some of the NPCs from above the Well may know of the Inscriber but nothing about Naeroc's use of it). Cunas may reveal the ring with the bell (the "bell ring") shown in the show is important to Naeroc, but Cunas doesn't know why. They will indicate that stealing the bell ring or the Inscriber is important to defeating Naeroc.
NPCs:
- Cunas
[top]The voice of the Well
The path up from Cunas reaches another large landing in the tree. Messages swirl overhead as PCs approach it. The circular landing (radius 140 feet) has 6 large pillars around the edge with a 15 foot drop to a central arena (30 radius) about 90 feet from the edge. There are 10 foot wide steps down into the arena on the left and the right. In the centre of that is a gentle slope back up to a stone dais on which lies the body of a person (so about 140 feet from the PCs). Observation may show the body is Naeroc with a black box lying near their head on the dais and their hands holding the bell ring.
Sounds are heard coming from the six 3-4 foot long black horns attached to the pillars (one per pillar) 15 feet above the ground. For a message to be transmitted, it must physically fly into one of the horns. Then a "ding dong" bell sound will be heard from all horns followed by a voice reading the message (the author of the message in the language the message was written). The message will then fly out of the horn, looking a little singed. On the ground are ashes from messages that have burnt up because they can no longer be transmitted (due to a new moon since their first transmission). No messages are transmitted during the day outside the Well. The messages fly slower during moonlight. PCs will realise though that something isn’t right with what they are hearing, with the main voice stuttering and a second voice occasionally speaking over the main message. The truth is that Naeroc is interfering with the messages from the dais.
NPCs:
- Naeroc the Enchanter
- Gloomwing, Temple Thug Mad Seeker, Banshee Silent Soul or a Disposessed Silent Soul (optional)
Naeroc's actions
Naeroc knows the PCs are approaching because of Naeroc's connection to the tree. By the time the PCs reach within 90 feet of the dais, Naeroc will use the horns to say "halt and begone" in Sidhelien then Low Brecht. PCs may notice the Inscriber and bell ring glowing when this happens. If the PCs do not leave, Naeroc will react.
For anyone to use the Inscriber, they must hold the bell ring and be lying on the dais with the box. They must then send their soul into the Inscriber, using the bell ring as the tool to provide the access. This all takes one round. The movement of the soul between the body and Inscriber can also be a reaction. If the ring, body or Inscriber are out of position, the Inscriber cannot be entered or left by a soul. The Inscriber will only communicate to the horns if it lies on the stone dais.
Object | Connection | What this does |
INSCRIBER | Naeroc's soul casts the Inscriber's Sorcerer spells | |
↓ | decrypted by | |
BELL RING | focus that allows soul travel & communication | |
↓ | held by | |
BODY | original source of Naeroc's soul | |
↓ | lies on | |
STONE DIAS | transmits the Inscriber's signals to the horns |
Naeroc is presently prone with their soul connected within the Inscriber. They may:
- call for their allies
- cast a spell from the Inscriber, probably to stop the PCs from advancing, using the Inscriber spells only
- disconnect from the Inscriber, return to their body and stand up
Once they are no longer prone, they can:
- call for allies
- cast a sorcerer spell, using their personal "Aberrant Mind" spell set only
- lie down and send their soul back into the Inscriber, provided they hold the bell ring
Which spell set Naeroc can use depends on where their soul is - in the Inscriber or their body. They use the same set of spell slots for all spells, regardless of which spell set a spell comes from. If concentration must be maintained for a spell, then Naeroc's soul cannot change location or else the concentration will be broken. Naeroc is unlikely to negotiate or enter discussion with the PCs and will generally avoid melee combat. While they are effectively an undead revenant, they do not have all the abilities of a revenent, like the Rejuvenation ability.
Their possible allies include a Gloomwing, Temple Thug Mad Seeker, Banshee Silent Soul or a Disposessed Silent Soul. Pick whatever works for your game. Treat these as Naeroc's minions and can provide a distraction that allows Naeroc time to take other actions like setting up magical defences, like Wind Wall. Any ally will appear in the next round with the same initiative as Naeroc (presume Naeroc had previously called on them to stand ready).
If the PCs have certain NPCs with them, they may turn against the PCs or Naeroc may attempt to charm or antagonise or confuse them with their spells:
- Ja’ri, Leylan, Jalan, and Rien Vortu will prioritise getting the Inscriber and bell ring for themselves
- Ronac and Cortu are easily charmed by Naeroc
- Beb, Fylycha, Kretz, Cassian, Ma’li, Hakim, the Servant will want to prioritise helping the PCs deal with Naeroc.
Cunas's actions
Cunas will follow the PCs, whether they wish it or not, and try to help them defeat Naeroc. However, Cunas's primary objective is first to disconnect Naeroc from the Inscriber or their body, and then to destroy the Well's enchantment. This is because the Well is linked to Naeroc's body in order to have a tangible form and structure but the Well's voice is linked to Cunas’s soul. For Cunas to get their voice back, they need to either control the Inscriber (and hence be able to use the Well like Naeroc does) or remove the enchantment.
If Cunas reaches Naeroc's body and Naeroc's soul is in the Inscriber, Cunas can possess the body because of the connection between the elf and the faerie (regardless of Naeroc being "undead"). However, Naeroc is aware of Cunas's location (even if they are invisible) and can easily react and return their soul to their body before Cunas arrives. This cannot be done if Naeroc's body and the Inscriber are not on the dais or the body is not holding the bell ring. Cunas cannot possess the body if Naeroc's soul is in it. Therefore Cunas needs the PCs to remove something out of position.
Cunas can use any of their magical abilities except their Home Defender ability because this landing is not regarded as their home in the Well. They are unlikely to possess any PC or NPC other than Naeroc's body.
Resolving the encounter
The PCs need to
- Neutralise Naeroc and any other adversaries
- Manage or prevent how the Inscriber influences the Well (optional)
- Achieve the PCs' objective (as defined for the ) (optional)
- Achieve any NPC's objectives that the PCs wish to help with (optional)
However the outcome of the encounter and options provided will depend on what has happened.
- Cunas possesses Naeroc's body - They can move and talk as Naeroc. They can also try to connect to the Inscriber using the bell ring and the dais. If so, as a stronger soul, they will gain control of the Inscriber and its spell set, regardless of whether Naeroc's soul is already in the Inscriber (since they are effectively possessing the Inscriber, Naeroc's soul cannot leave the Inscriber either).
- Cunas's soul dies - The enchantment of the Well will start to break down, as it has no voice
- Naeroc's body dies - The enchantment of the Well will start to break down, as it has no structure
- Naeroc's soul dies - The body will start to decay and die, unless a new soul takes control of it
- Someone-else possesses Naeroc's body - They can become the new guardian of the Well and prevent the body from decaying, regardless of whether Naeroc's soul is trapped in the Inscriber or not.
- Naeroc's body is moved off the dais - No soul can travel between the body and Inscriber. If Naeroc's soul is in control of the Inscriber, Naeroc can still use the Inscriber's spell set.
- The bell ring is removed from the body or destroyed - No soul can travel between the body and Inscriber. If Naeroc's soul is in control of the Inscriber, Naeroc can still use the Inscriber's spell set.
- The Inscriber is removed from the dais - It cannot transmit to the horns so it is inactive. No soul will be able to travel between the bearer of the bell ring and the Inscriber without lying on the dais.
- A new body is placed on the dais with the bell ring and Inscriber - They can become the new guardian of the Well. They must lie connected together for a long rest before the enchantment will accept them as being the new source for the Well's structure (and voice, if needed).
- Any horn or tower is destroyed - The target area of any Inscriber spells may be adjusted. At least 3 horns must work for the dais to be an option, rather than just in front of the towers. If there are no horns available, no messages can be transmitted. Horns and towers will regenerate at sunset.
Therefore, the "best" outcome is
- PCs disconnect the Inscriber or the bell ring from Naeroc's body or move the body, so Naeroc's soul is trapped in the Inscriber
- Cunas's soul then possesses Naeroc's body
- PCs then return the Inscriber, bell ring and body to the dais
- Cunas's soul then moves to the Inscriber, taking control over it and Naeroc's soul
The other outcomes either require someone to take the role of guardian of the Well indefinitely, or the Well's enchantment will start to break down.
[top]Leaving the Well
If the Well's enchantment is decaying, the wind will cease and water will start to fill up like a normal well. It will leave the Shadow World and return to Aebrynis. The PCs will only have a limited time to further explore the Well and Naeroc's collapsing soul tree (DM's choice how long). Presume that the top of the Well is at least 300 feet above the arena and that the water will eventually rise to within shouting distance of the top.
If Cunas, a new guardian or even Naeroc are maintaining the Well's enchantment, then they may be willing to use the Inscriber's spell set to help the PCs.
Some possible ways the PCs may escape out of the Well include:
- Wind assistance: Various of the Inscriber's spells may be used to help blow the PCs up and out of the Well. This may take various castings as not all of the PCs may be able to travel together.
- Swimming: If the PCs can swim and keep above the water, they can try to ride the water up to near the top of the Well, fighting against a lot of rubbish.
- Self-propelled: With no wind to battle against, the PCs can try any magical or mechanical means to escape from the Well. Unfortunately there are no walls seen until the last 100 feet.
- Joining the shadows: If Naeroc or Cunas have died but there is a new guardian of the Well, the area of the Well will properly join with the Shadow World. If it is already night-time, then the sight of the top of the Well will disappear. If it is daytime, it will disappear at dusk. The PCs will be able to walk out of the area of the Well. They will then have to work out how to leave the Shadow World. If there is no guardian of the Well and it is returning to Aebrynis, then the PCs may use dimensional travel/shadow walking to exit the Well.
Taking the Inscriber outside of the Well will not stop the Well from functioning unless Cunas's soul is within it. The Inscriber will no longer be able to affect the Well or the messages once out of the Well.
[top]Facing the music
Once the PCs leave the Well, they may have to deal with the consequences. If the PCs reach the top of the Well, some of the NPCs may want to learn what happened. Some may be very disappointed if the Well is no longer enchanted. Others may want to learn of the messages the PCs heard or read. Some may want the Inscriber, if that was carried out. These NPCs have their own objectives and some may seek to kill or steal to achieve them. This may include any NPC who accompanied the PCs.
If the PCs left the Well through another route, e.g., shadow walking, then some of the NPCs may subsequently search for them in the future.
[top]Outcomes
There are a number of possible major outcomes of this adventure. Not all of them need to co-exist.
- Destroying the enchantment behind the Well
- Elf-Faerie "fusion" by having both souls in the Inscriber
- Obtaining the Articulating Inscriber
- Leaving an NPC as a new guardian of the Well
- Resolving the PCs' hook
- Resolving the needs of one or more NPC
- Changing nothing
The rewards for each of these need not be material. This adventure is primarily designed as a challenge for the PCs to collect some information, especially related to the hook. By also helping an NPC or NPCs achieve their goals, the PCs may also make allies or get assistance at a later stage. A limited loot may be obtained from Naeroc's body and the area around the dais, including some money and sorcerer-related items like a magical scroll and a Potion of Mind Reading.
The biggest reward is obtained if the Inscriber is extracted from the Well with Cunas's soul in control. If the Inscriber is taken from the dais, it cannot be used to send any signals to the horns or cast any Inscriber spells. However, it still has a limited functionality as Cunas's power of the Seeming enables them to reshape the Articulating Inscriber into a new tool that can be used by its possessor. No longer is it a way to send audio messages within the Well. Instead, it can now be used anywhere as a limited recording device - the Locus Mirror (aka the Brownie Lantern).
Locus Mirror
Wondrous item, requires attunement
This magical item allows the possessor to record and redisplay what was once in front of it on demand. This can be a scene of up to six seconds within a cone 30 foot deep and up to 15 feet high, including action, smell and sound, or up to 3 static images within 5 feet of the item with no smell or sound. The recording is maintained until it is recorded over. It cannot hold both an action scene and static images.
Any projected recording appears as a Seeming illusion. An action scene will not show anything that was visible beyond the 30 feet limit. A static image can be projected anywhere within 5 feet of the item The projection can be set to be repeated multiple times without any limit. The lighting within the recording will adapt to circumstances of where it is projected.
Cunas is not able to speak if the Inscriber is not on the dais, but may occasionally add personal elements to the recordings that enable them to send signals or messages of a sort in future projections. If Cunas's soul somehow leaves the Inscriber, it no longer functions as the Locus Mirror.
[top]NPC details
No genders or pronouns have not been defined for most NPCs (Beb must be female as all Priestesses of Kriesha are women). You are welcome to define them as you wish. These NPCs are primarily created with D&D 5e (2014) multiclassing in mind, but for other systems you may wish to stick to a single class and give them character, abilities, feats and skills that allow them to have the capabilities of other classes and/or characteristics.
The class levels of these NPCs varies but is generally around 4 or 5, but some are more and some are less. Adjust these as you see fit.
For quick reference, the key NPCs and creatures encountered:
- The warlock's band
- Outside the well
- Cassian Tadholfer
- Ma'li
- Cortu of the Mirage
- Leylan Dior
- Jalan from the Third Flame
- Hakim of the Quiet Light
- Rien Vorto the Eidetic
- Servant of the Blessed Rodent
- Cassian Tadholfer
- In the well
- Naeroc the Enchanter
- Cunas the Silent
- Silent Soul (Allip)
- Silent Soul (Banshee)
- Silent Soul (Awakened Tree)
- Silent Soul (Dispossessed)
- Mad Seeker (Cleric of Belinik)]
- Mad Seeker (temple thug)
- Gloomwing
- Naeroc the Enchanter
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Created by , 07-26-2025 at 09:53 AM Last edited by , 02-13-2026 at 12:45 PM 0 Comments, 23,754 Views |
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