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.
Mortals come and go as their lifespans expire. But the observers remain, ever-watching, cunning, and attentive. Nothing escapes their otherworldly sight.
Faded Inscription
The origins of the Silent Observers are shrouded in mystery and obfuscated by myths and legends that claim different things. Next to nothing is known of who sculpted the timeless monoliths that stand on Blue Gaze Island. The isle is located north of Onyx Keep, beyond the Endless Storm that assails the region and serves as the source of the deranged sahuagin raiders. Blue Gaze Island is a barren place that contains only the three cyclopean menhirs.
Scholars have recorded the chambers beneath each structure and the mist-filled crystal balls in each room. Legend has it that each arcane orb is connected to a facet of existence and visitors can commune with them. According to the stories, there is a secret structure accessible only to worthy individuals. In the confines of that space, the Silent Observers finally open up and spill their secrets; for they know all that can be known.
Adventure Hook
Rumors of Guidance. The characters hear the rumors of this place either in Saravenna or Onyx Keep. Word on the street is that the Silent Observers hold the elusive knowledge of ancient celestial maps, crucial for navigating uncharted seas and understanding the planes. There are even outlandish claims that the observers can answer any question or even grant wishes.
Level 3 Encounter
- Danger. Unsafe. Check for a Random Event every 30 minutes and after loud noises (4-in-6 chance).
- Barren Land. Within 50 feet of the Silent Observers, the sounds of the ocean and wind quiet down to create a mood of desperation and eerie despair.
- Magic Aura. The detect magic spell reveals a strong aura of divination magic from area 7. It can be detected at the surface from as far as 70 feet from area 2.
RANDOM EVENT d6 | Details |
1 | A sudden, fierce storm rolls in from the sea. Alas, within 50 feet of the Silent Observers, the storm quiets down to a drizzle. |
2 | Four brave bandits disembark on Blue Gaze Island looking for easy treasure. They may join the characters (DC 17 Persuasion). |
3 | Mist shrouds the area as vivid apparitions of past visitors coalesce. Their voices are muffled and cannot be understood. Out of the hundreds that appear, only a select few manage to make the circle in area 2 open. They descend into the darkness below. |
4 | A wise gynosphinx, a scholar of this ancient location lands in area 2. The sphinx is neutral to the characters unless she is attacked. The aloof sphinx speaks in riddles and appears to have a message for the party but it may just be the way she speaks. |
5 | Three giant crabs emerge from the ocean waters and venture onto the island preying on the characters. |
6 | The sun fades for 1 minute as if during an eclipse. Astral bodies shine twice as bright during this strange phenomenon. |
1. The Lonely Island
Trips to Blue Gaze Island take two whole days due to its remote location and the need to circle around the Endless Storm for a safe journey. The retired mariner, Dan, is willing to make the trip from any port; despite the inherent danger it poses. The sailor claims that an old pirate used to boast about visiting the chambers underneath the monoliths in Blue Gaze Island. A seldom-trodden path leads to the fabled basalt monoliths.
Three 50-foot-tall, basalt statues stand proud in a circle. Their crude faces appear impervious to the ages and the brackish wind that scours the coastal region.
2. The Central Circle
A 1-foot-tall circle etched with ancient markings faintly glimmers as if refracting the light from above. Its east side rests on a large iron hinge mechanism.
This circle features a rune sequence that spellcasters can use with the teleport spell to instantly travel to this location. It is also a trap-door-like structure; the stairs that descend to area 6 lie underneath the circle.
- Circle and Door. This door has not opened in centuries. Completing the trials in each of the monolith chambers (areas 3-5) causes the circle to lift on its hinge and reveal the stairs to area 6. The hinge is protected by a field equivalent to the wall of force
- Break-In. Magic weapons can hack the circle-door to pieces (2-in-6 chance of the weapon being destroyed). The heroes may also dig 30 feet down to access area 6 (DC 14 Athletics). Either task takes 30 minutes.
3. Trail of the Gaunt Visages
A -smoke-filled crystal ball lies on a stone plinth. Complex markings on the floor whisper of ancient planar formations and untold astral movements.
The contents of this chamber are guarded against the passage of time. An assortment of varied trinkets, left by past visitors as tribute, lies on several tables and shelves. A few of them are made of gold and silver (20 gp).
- The First Trial. Gazing at the swirling smoke within the crystal ball for 10 minutes triggers this trial. Three necromancy-infused abominations materialize in the chamber. The faces of the three hooded figures resemble the strange, inhuman visages of the Silent Observers. The three wights brandish obsidian axes; they fight fiercely until they are utterly destroyed in combat.
- Treasure. The three obsidian axes are works of expert craftsmanship. Each axe is worth 30 gp.
4. Trial of the Piercing Mind
The contents of this chamber are similar to those of area 3 but one of the shelves contains a wall-packed library.
- The Second Trial. Gazing at the swirling smoke within the crystal ball for 10 minutes triggers this trial. A question in Draconic appears in the air, as if written with a fine feather pen: “What is the distance from this island to the furthest moon in this physical world?” The answer requires the party to delve into the library books in this chamber and perform complex calculations only a scholar or a student of arcana can do. The calculations take 20 minutes to perform and require a DC 13 Arcana to obtain accurate data. Failure takes double the time to reach the required result (40 minutes).
5. Trial of the Brave Heart
The contents of this chamber are similar to those of area 3 but silhouettes of hooded figures adorn the walls. An inscription in Draconic reads: “Blessed are those who master their fears for they are truly invincible.”
- The Third Trial. Gazing at the swirling smoke within the crystal ball for 10 minutes triggers this trial. Three shadowy figures coalesce and advance toward the characters wielding daggers. If the characters fight back, the three specters fight without mercy until slain. The trial is failed but can be attempted again after 10 minutes. Standing immobile with brave resolve as the shadows approach until they are within arm’s length causes the trial to be passed. The shadowy beings sheathe their dark blades, stand, and bow as a sign of respect. They discorporate into a thick mist after that.
6. Sanctum’s Antechamber
This small chamber contains four empty tables and a rune-etched circle. The circle is inert and possesses no magical qualities. The door to area 7 features a high-quality lock (DC 16 Thieves’ Tools). The door can also be destroyed in 10 minutes with shovels and pickaxes.
7. The Sanctum
Two rows of tall effigies stand before the entrance. They are beaked humanoids with large, piercing eyes that appear to follow others as they move about the room. A gilded vase stands at the end of the room.
- Visions from Beyond. A mental connection bonds the characters with the minds of those who created this place. The characters know they can gaze into the vase and ask a question. If the information can be known, it is answered truly. The characters can learn the following:
- There is a temple-like structure at the center of the Endless Storm, submerged in the eye of the storm. The sahuagin goddess’ avatar awaits there.
- The sahuagin deity’s avatar can only be slain with the Green Claw, the Magma Hammer hidden in the Vault of Molten Stone, or the Trident of the Seas hidden in the Tower of Many Doors. No other weapon can deal a deadly blow to this being.
- The Magic Jar in the Tomb of Princes, a shunned burial site west of Saravenna, can magically bind any entity. It can be used to entrap the sahuagin deity’s avatar. Such an action facilitates the end of the Endless Storm without killing too many sahuagin.