Table of contents
Cavern of Stars 2
A tranquil monastery built into the mountain, into a cave of luminescent gems. Many of those, who still the many who mourn their lives or losses travel here to meditate in peace. Only those given permission by a Planetar, Mydaiel, can enter into the Cavern of Stars.
It is staffed by Hound Archon’s, who act as caretakers, guards, and administrators of the monastery. There are two guards, three caretakers, and one administrator.
Silence is expected in the Cavern of Stars, though telepathic communication and non-verbal communication is allowed. The patients are likely to report anybody unexpected to the Hound Archons, though this won’t be taken seriously immediately because of how unexpected and unlikely it is.
Any visitors who break these rules will be asked to leave by the Hound Archons, though only the guards will show force, and even that will only be in the most dire of situations. The Hound Archons will alert superiors if anybody breaking the rules appears.
The inside of the Cavern of Stars is Hallowed. Celestials are excluded from the normal effects. In addition, bright light fills the area. Magical darkness created by spells of a lower than level 8 can’t extinguish the light.
Cavern of Stars Interior 2
In the deeper interior, the corridors and rooms have the following description
The walls and floors are the same material as the outer cave but are polished instead. Carvings with markings filled with gold, and painted murals cover the walls depicting peaceful vistas and godly figures. Occasionally, there is a statue of an angel or other angelic being.
The Grand Doorway 2
The path is steep up the mountain. To your right, a steep valley with a river flowing through it; the river flows from out of a cave below - a light shining out of it.
At the end of the path, large marble doors are built into the cliff. Two angelic statues stand beside the door, holding their swords over the doorway. A large garden is built around the doorway and statues, filled with small water features, benches and chairs.
Just in front of the marble doors, a single Hound Archon is standing guard.
A main door is guarded by a Hound Archon, Drammer. He is under orders to guard the entrance and to allow pre-agreed people into the monastery. These must be checked with the monastery administrator on their arrival. He is a loyal guard and follows these orders without question or hesitation, though perhaps a little too the letter.
Morcanloth may be “resting” in the gardens in a new disguise, if he reaches the Cavern of Stars before them.
Behind the large doors, you can see a corridor. Bright light, as if it was a bright summer’s day, shines out from inside. Deeper inside, it glistens.
This doorway leads to the Balcony of Joy.
Balcony of Joy 2
You walk into a marble entrance hall and out onto a huge white stone balcony that overlooks an immense cavern. The cavern’s surface is covered in sparkling stones and iridescent gems. Millions of pinpricks of light shine upon you from the walls - though you can’t see a light source. The cavern is roughly circular, about 100ft across in all directions, except to the east where it opens out through a natural arch.
Straight ahead, to the north, a huge natural pillar, shining like everything else, rises from the bottom of the cavern. Around the pillar is a marble platform - another garden, somebody tending to it. A bridge crosses from the balcony you’re on across to the central platform.
Across to the north-east there’s a smaller balcony, tables and chairs are laid out. This balcony is separate with no visible pathways to it.
To your left, the balcony narrows to a path around the edge of the cave, reaching a door on the far-west side of the cavern. Another bridge spans from this door across to the central pillar.
To your right, a marble stairway follows around the edge of the cavern, downwards. In the area 50ft below the balcony, a few people are sparring with wooden swords, spears, and staffs. To the east, below the huge archway, is a large silvery lake, a river flows from this out of the cavern, below you, to the south, a bridge crosses it.
Immediately to your left, in the entrance hall, is a marble doorway.
The only sound you here is the water flowing and the wood weapons hitting each other.
If the players are in sight of the door across the other side of the cavern:
Hidden behind the central pillar, you can now see an additional bridge across to another door on the far North side.
There are four entrances and exits:
- the door to the west leads to the West Residency Entrance.
- the door to the north leads to the North Residency Entrance.
- the stairway down to the right leads to Lower Cavern East.
- the door immediately on the left leads to the Administrator’s Room.
Administrator’s Room 2
Orderly scrolls and books line the shelves of marble room. Sitting at a desk is a Hound Archon, deep in its work.
A Hound Archon, Brammer, is the administrator of the Cavern of Stars.
If he meets the characters, he will ask who they are and will check to see if they are allowed in. If not, he try to escort them out.
Cavern Pillar 2
Around the central pillar, is a beautiful garden. Trees flourish, the beds are full of strange and wonderful flowers, huge ivies drape over the edge. A dwarf, dressed in white, tends the gardens in silence. A Hound Archon dressed in robes stands with them.
The dwarf is Anden Barrelback
River From a Cavern 2
A wide river runs out of the cave, the water runs quickly. Walking through the water directly will take a DC17 strength check. Hanging on the edges will take a DC16 strength check.
This river leads into the cave, a bright light shines.
Read a modified version of the Balcony of Joy if the players successfully enter this way.
Lower Cavern East 2
A stairway curves up towards the upper balcony.
Lower Cavern Training Area 2
A large marble floor with wooden weapons. An elf, Ayas Virrin, and a halfling, Grifo Hopesinger, are sparring.
West Residency Entrance 2
This also applies to the North Residency Entrance:
There are six doors here, three on each the left and the right. The middle door on the right is open. Beside each of the doors is an inscription (in celestial). At the end of the corridor, an archway opens out into another room.
North Residency Entrance 2
See the description for Cavern of Stars Interior.
There are three doors:
- one to the left, to the kitchen, where the characters can smell food being cooked
- to the right is an open door to the storeroom
- straight ahead is a closed door to the baths
The corridor also goes off to the left and to the right, just past the nearest doors.
Going left, there’s a longer corridor, with five rooms on the right and four rooms on the left, and an open archway at the end. The closest door on the left is the library, the rest are abodes.
Going right, there’s a shorter corridor with an open archway at the end.
Gallery 2
Paintings show heroic battles between angels and demons, famous good deeds, Mount Celestia, and magnificent religious buildings. Statues depict gods, the Triad and lesser gods, and angels.
One of these paintings in here shows the Temple of the Corrupt Orb.
Dining Hall 2
A large dining hall with ornate tables and fine cloths.
The child, Kya, can usually be found eating here.
Baths 2
A shared bathing pool is carved into the cave rock, the water flowing over a marble wall on the far side into another huge cave. Despite the cave being the same material as the outside, it’s mostly in darkness, some light from the bathing area reflecting back. Steaming water tumbles out of a hole in the east wall.
A half-elf is bathing.
The half-elf is JJhaan Yelnan.
Storage 2
A storage room full of fine meats and fruit.
Kitchen 2
A Hound Archon is preparing food in here.
Library 2
A large library, study, and art studio. It has large open arched windows that open out into the cavern.
Qia Qian can usually be found here.
Abodes 2
These are the living quarters of the souls who inhabit the Cavern of Stars. Some have been here for months, others, for thousands of years.
Abode 1, Ayas Virrin 2
The door is closed. Ayas Virrin is engraved on a plaque in Celestial on the door.
Inside the room:
A broadsword sword hangs on the wall, ancient runes inscribed, the blade melted. The interior is simple, a bed and a desk. A suit of armour is on a stand, with a sword in hand. Most of the room is taken up by a statue in the shape of a small dragon.
On the desk, is a rough drawing of a woman fighting a dragon.
This is the room of an elf fighter, Aras Virrin, who lost a battle to a young black dragon who stole her daughter. She is likely to be sparring with Grifo Hopesinger in the training area.
The dragon statue will wake if they pick up the sword (and will sleep if they put down the sword). It’s a Young Black Dragon construct. It has the additional damage immunities of poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine weapons. It also has the condition immunities, charmed, exhaustion, frightened, paralysed, petrified, poisoned. It has the propoerty Immutable Form. It cannot use its Acid Breath attack.
Abode 2, Anden Barrelback 2
The door is locked. A successful DC 10 Dexterity Check to pick the lock, or a DC 18 Strength check to break the door down. Anden Barrelback is engraved on a plaque in Celestial on the door.
The room’s walls are full of images of plants and fungi. Plants are growing around the room. Two small birds flutter around the room, and a hare bounces around.
This is the room of a dwarf ranger, Anden Barrelback, who became lost and caused his party to die after mistaking two mushrooms - a mistake he never should have made. He can usually be found around the central pillar garden.
Abode 3, Faurin 2
The door is closed. Faurin is engraved on a plaque in Celestial on the door.
His room is full of books and scrolls stacked neatly or on large shelves. A map of Denaura is on one of the walls. A simple bed is in one corner, a large desk in another. A fireplace and a small armchair closer to the entrance.
A human sits quietly at the desk, you recognise him as Faurin, the ghost that you once fought in the Tomb of the Lost Denhari. Though still gaunt and sad, his hair is thicker and his eyes are no longer bloodshot.
This is where [Faurin][faurin] rests. He knows about Elydir’s old plans and her want to combine the pieces of the Staff of Skonarith. He knows the location through the hidden path, and the password to “unbind”.
Abode 4, Isadore of Gillhall 2
The door is closed. Isadore of Gillhall is engraved on a plaque in Celestial on the door.
A man dressed in finery is painting a mural on the wall, tears streaming down his face. A Hound Archon dressed in simple whites stands beside him.
The room is full of fine items, a large bed. Thick curtains cover the walls.
This is the room of a nobleman who died unable to save his town from a flood after warning a sign from the gods. He is usually in his room.
Abode 5, Qia Qian 2
The door is open. Qia Qian is engraved on a plaque in Celestial on the door.
Holy symbols of many symbols cover the room’s walls.
A holy book is on a lectern, a passage highlighted in celestial, “Those who fail to protect their people are not worthy.”
The room of a human priest, Qia Qian who questions his worthiness, despite leading a selfless life. She can usually be found in the Library.
Abode 6, Menna Saz 2
The door is closed. Menna Saz is engraved on a plaque in Celestial on the door.
In a simple room, a woman is leaning against a Hound Archon, weeping quietly.
A human commoner, Menna Saz, who’s wife was evil. She is usually found in her room, mourning.
Abode 7, Grifo Hopesinger 2
The door is closed. Grifo Hopesinger is engraved on a plaque in Celestial on the door.
A room full of statues of gods and angels, large weapons, and suits of armour.
A halfling ancient paladin knight, Grifo Hopesinger who failed to defeat an evil invasion of orcs. She can usually be found training with Ayas Virrin.
Abode 8, Zat-Kor-Zor Zojivihd 2
The door is closed. Zat-Kor-Zor Zojivihd is engraved on a plaque in Celestial on the door.
A very bare room, a simple mattress and a staff.
A human woman wearing simple clothes sits in the middle of the room, meditating, she will open her eyes angrily when the players enter.
A monk who never achieved enlightenment. She is usually meditating in her room.
Abode 9, Kya 2
This door is ajar. Kya is engraved on a plaque in Celestial on the door.
A room filled with toys and simple books. A small bed has a stuffed bear on it.
A human girl, lost and confused. She is usually eating in the dining area. She will be the most likely to talk to the players not truly understanding the rules of the silence, but she will do so nervously. She will become attached to the most human character, or one that shows her the most affection.
Abode 10 2
This door is locked. A successful DC 12 dexterity check, or a successful strength strength check of 18 will open the door. Danger is engraved on a plaque in Celestial on the door.
The room is empty apart from a single flower, dark silver, light silver, and light purple petals.
The door to this room will automatically close if not propped open.
The flower if touched will let out a poisonous gas. Any creature in the room must succeed on a DC 18 Constitution saving throw or be paralysed for 4 hours. If they all succumb, they will be taken to the central pillar gardens.
This flower, the True Angel’s Aconitum, if prepared correctly, can be used to create a Potion of Remove Curse.
Abode 11, Jhaan Yelnan 2
The door is closed. Jhaan Yelnan is engraved on a plaque in Celestial on the door.
A room full of pottery, tapestries, and homely items. A fireplace is built into the corner. Simple hand-made furniture fills the room.
A half-elf, Jhaan Yelnan who accidentally killed inhabitants of a neighbouring village due to an illness. The half-elf can usually be found bathing.
Abode 12 2
The door is closed. Nothing is engraved on the plaque on the door.
The room is empty.
Abode 13, Asimina 2
The door is closed. Asimina is engraved on a plaque in Celestial on the door.
Orbs and scrolls are in piles around the room.
In the centre of the room, an elf in deep red robes chants and moves her arms in complex manoeuvres.
An elvish sorcerer, Asimina, who tried to avoid using her powers during her lifetime. In a moment of desperation, she accidentally destroyed her own village and herself in a surge of wild magic, trying to heal her mother. She spends her time trying to perfect the spells to not have a wild magic surge. She killed her whole family.
If she is distracted, this will fail. She will have a look of terror across her face and scream “nooo-”. As a wild magic surge, she will cast fireball as a 3rd-level spell centred on herself.
Abode 14, Almar Torrie 2
The door is closed. Almar Torrie is engraved on a plaque in Celestial on the door.
The room contains a bed, an easel, and lots of unfinished paintings.
An human artist, Almar Torrie, who failed to complete his work for the local church which was then destroyed in an unrelated lightning strike. He can usually be found in the gallery.