774 Onyx Keep

This adventuring supplement is designed for D&D5e. On out Patreon page you can get it in PDF format (see image). The downloads include hi-res images for the maps. And there is a variant PDF version designed for Shadowdark RPG.

Onyx Keep stands resolute, a beacon of strength and light. Here, courage and wisdom guide the realm, where legends are forged and destinies unfold.

Part of Onyx Keep’s hymn

The formidable seat of the Sun Prince Daelin Solara stands as an imposing fortress on the eastern island, constructed from resilient black basalt and adorned with resplendent golden accents that gleam brilliantly under the sun’s ra­diant light. The sun prince commands his elite guard, strategizing intricate defenses against the many mari­time threats that assail the Moon-Touched Principalities. The keep is not only a bastion of strength but also a re­vered center of ancient and arcane solar magic, housing vast libraries and chambers dedicated to harnessing the immense power of the mighty solar deity.

  • Despite his military prowess, Prince Daelin harbors a profound desire to resolve the esca­lating sahuagin problem through peaceful, diplomatic means, believing that understanding and alliance could prove more beneficial than outright conflict.

Onyx Keep Docks

The bustling port of Onyx Keep adds to the vibrant life of the island, serving as a vital hub for fishermen, mariners, and even pirates who seek shelter or trade. This lively network is crucial for the island’s economy and defense, with ships constantly arriving and departing, laden with goods, news, and the occasional secret. The port’s atmo­sphere is a chaotic blend of salt air, creaking wood, and the spirited banter of sailors, reflecting the island’s dy­namic spirit. Here, heroes can gather information, pro­cure supplies, and perhaps even recruit seafaring allies for their quests. The port’s strategic importance and col­orful inhabitants make it a focal point of activity and in­trigue within the Moon-Touched Principalities.

Level 1-2 Settlement

  • Special Events. Check for a Random Event in every other area the characters visit (4-in-6 chance).
  • Atmosphere. Tense anticipation and a mix of fear and hope haunt everyone’s minds. Many citizens are anxious about the escalating attacks but trust Prince Daelin’s wisdom to find a peaceful resolution. The city buzzes with whispered rumors and cautious optimism, as they look to their prince for guidance and protection.
 RANDOM EVENT d6 Details
1 A sudden, fierce storm rolls in from the sea, causing chaos in the market and bringing eight sahuagin raiders.
2 A local alchemist named Jules makes a costly mistake. His home explodes. Two people die from the fire while he is defenestrat­ed and breaks a leg in the process. The worst, his alchemy mishap creates two gray oozes. The heroes witness this firsthand.
3 A seemingly empty ship arrives in town. When approached, ten zombies emerge from the hold. The heroes hear the screams.
4 An old woman in the marketplace offers the heroes a ring of protection, but they must offer another magical item in exchange.
5 A cloaked figure slips a note into one of the heroes’ pockets. They notice it an hour later. The note reads: “Prince Daelin will bring ruin and shame to our city. The sahuagin must be destroyed not reasoned with. Join the rebels, see you in Saravenna.
6 The characters witness Onyx Fireflies fly around. The easy-to-care-for, long-lived insects are used in street lamps.

1. Sanna’s Ale Tavern

This place exudes a warm, inviting glow from its am­ber-lit windows and rustic facade. Its special ale is based on a secret recipe passed down through generations. It remains a favored gathering spot for sailors, adventur­ers, and townsfolk alike, where stories of sea monsters and heroic deeds are exchanged over frothy mugs.

Sanna, the spirited barmaid, nervously approaches the heroes with a request to retrieve her locket, an heirloom lost when pirates raided her business. The three ban­dits and their leader (thug) lurk in the docks at night. For this, she offers 50 gp and free lodging for a week.

2. Goldfish Market

This market is alive with the sights and sounds of daily trade. Colorful stalls line the streets, offering an array of seafood, spices, and handcrafted goods.

The market gets its name from the large, ornate fountain at its center, teeming with golden fish said to bring good luck. Traders and customers alike gather here, sharing tales of their voyages and the latest news. It is the true heart of the Onyx Keep’s social life.

  • Missing Fish. The golden fish are mysteriously disap­pearing from the fountain, causing unrest among the su­perstitious townsfolk. In exchange for 50 gp and a potion of healing, the market’s overseer, Marlow, beseeches the heroes to uncover the culprit. After a few hours, they find the four thieves (bandits) in a dark alley.

3. Captain Hira’s Home

This cottage is adorned with nautical artifacts. The front yard is marked by a towering mast from a re­tired ship; maritime flags flutter in the breeze.

Inside, compasses, and trinkets from distant lands line the walls. Recently, Hira noticed a strange, ghostly appa­rition nearby; he seeks the heroes’ help. She tasks them with investigating the shore at night. She promises 100 gp and one magical item, an immovable rod.

If the heroes spend the night camping on the beach, they witness what Hira described: the ghost of a child coalesces from the night’s breeze and approaches the heroes. A priest infers that the suffering soul yearns for eternal rest (DC 14 Religion check). An augury spell helps interpret the ghost’s intentions as well. If they wish to help, the heroes may spend 10 minutes praying for the child’s soul to help it find salvation. Any other action or provocation antagonizes the child; it becomes dark and corrupt (shadow). Helping the lost soul is a kind action. All those involved gain inspiration for this deed.

4. Gork’s Tannery

This establishment emits a strong, earthy scent of treat­ed hides and leather. The workshop, with its smoky chim­neys and racks of drying pelts, is a testament to Gork’s craftsmanship. When Gork, the half-orc tanner, meets the heroes, he asks them to track down a rare, elusive beast in the nearby Solar Caverns (area 7, cockatrice), whose hide and feathers are needed to fulfill a commis­sion for the sun prince himself (40 gp).

5. Obsidian Winery

Renowned for its dark, rich wines, the winery’s sleek, black-stone walls gleam under the sunlight, surround­ed by lush vineyards that produce sweet grapes all year. Founded by an exiled noble who discovered a unique vol­canic soil perfect for viticulture, the winery’s vintages are sought after for their unparalleled depth and complexity. It is a cherished landmark in the principalities.

6. Adventurers’ Hall

A grand stone edifice adorned with banners and crests from countless quests stands proudly on the eastern side of town. Inside, its vast halls are lined with trophies, maps, and the portraits of legendary local heroes, creat­ing an atmosphere of history and valor. The heroes are drawn to this hall by a notice board brimming with ur­gent quests and bounties (these include all the quests of­fered by NPCs in the different areas in town).

  • Royal Agents. Prince Daelin looks for strong individ­uals. He requires an exploration party to journey toward the Vault of Molten Stone. He believes this dungeon holds a hidden truth with the power to either destroy the sahuagin forever or to reveal the reason for their ram­pant behavior, and a possible solution for it.

7. Solar Caverns

The nearby mountain features an awe-inspiring labyrinth of glowing crystal formations and sunlit grottoes under­ground. The monster-inhabited caverns are suffused with a warm, golden light emanating from luminescent minerals, creating a surreal, ethereal atmosphere.

8. Sharken Quarrel Inn

The inn is filled with the sounds of sea shanties and tales of maritime exploits, with nautical decor and a sign depicting two sharks locked in deadly combat.

The innkeeper, Maris, asks for the heroes’ help; not ev­eryone agrees with Prince Daelin’s approach toward the sahuagin problem. A group of detractors threatens to go on a strike and cause havoc. If the heroes believe this can be solved without violence as well, Maris begs them to convince the crowd the prince’s views are right (DC 13 Persuasion check). Failing by 5 or more though, causes the heroes to be attacked by twenty angry peasants.

9. Chapel of Fire

This chapel is run by the devoted High Priestess Robin. She supports the local detractors who believe open war­fare against the sahuagin to be a more effective solution. People wishing to join the soldiers in Saravenna come to Robin. Boats leave Onyx Keep once a week.

10. Onyx Keep Docks

Lively and loud the 24 hours of the day, the docks are the perfect place to make friends, meet new people, and find jobs. In contrast, they are dangerous, unpredictable, and the default hideout for thieves, bandits, and pirates.

11. Keep’s Bailey

The wide courtyard serves for daily military drills. Its cobblestone ground is filled with the clanging sounds of smiths at work, soldiers training, and merchants setting up stalls under the watchful eyes of the keep’s guards.

12. The Onyx Keep

An imposing fortress crafted from gleaming black basalt and accented with radiant gold monitors the sea. Its tow­ering spires reflect the sun’s brilliance, casting a dazzling glow across the blue waters. A local legend describes how Daelin once made a phoenix friend, and its pow­er-infused feathers feed the keep’s eternal light. Maris (area 8), is Daelin’s distant cousin. The prince grants the heroes an audience if they help the good people of Onyx Keep, and if they share his peaceful point of view.

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