Separation Anxiety, Lvl2

Adventure for D&D 5e 4-5 Players

Part One: The Vision and the Tower.

One of the PCs dieties sends them a vision of a dark tower which they recognise as belonging to a local warlock. The image reveals a giant attacking the tower and making off with something. The object the giant posseses is unclear but a strong feeling of doom accompanies the dream seeming to indicate that the object has the capabilitie of causing great evil.
PC’s travelling to the tower find its owner, The Sage Theirastra Holimion in a fury. She and her two brothers where away during the attack so went uninjured but she has not been able too locate the giant or retreave her stolen property. She offers the PCs 700 gold to track the giant down and destroy it before it can harm anyone else.

Part Two: Tracking down the giant.

The giant lives in a hidden cave at the end of a box canyon within a nearby forest. It should take no more than a day to reach/locate it after leaving the tower.
After tracking down the giant and fighting past its guard dogs ,

(2) Dire Wolves

they discover it is in fact an ettin named Zufbog who wants nothing more than to be reunited with its second head.Pcs learn the ettins second head “Buddy” was stolen by the warlock who intends to use it to complete a ritual. Once completed the Ettin head “Buddy” will become a dark device the evil Warlock can use to control other giants for her own plots. Zufbog cannot allow this to happen to Buddy so he waited for the mean elfs to leave then busted into the tower and rescued his other head. .. Before PCs can react a group of three dust mephits appear and one makes off with “Buddy”

(3) Dust Mephit

Part three: Return to the tower.

PCs may Kill “Zufbog” thus copleting the Warlocks quest and claiming thier reward in which case they return too the tower and do not encounter the brothers and will not fight the Warlock Theiastra unless they attack her. She is quiet happy too pay the pcs and see them off so she can complete her ritual.
The pcs may side with the Ettin to help him once more resque Buddy. If they dont kill the ettin they will instead encounter Theiastras brothers Shen and Nefram.

(2) Cult Fanatics

upon returning to the tower. After defeating the brothers and entering the tower pcs will interupt Theiastra moments before completing her ritual which infuriates her and she attacks them as well. After defeating the Warlock and reuniting the Ettins head with its body the ettin head “Buddy” thanks the PCs and tells them of a secret hiding area he saw the elfs use in the tower. There PCs can find treasure equalling the 700gold (Equal to the pay they gave up by siding with the ettin in the first place.)

PCs reach Level 3

Theirastra Holimion (Diamonddew)
Recognizable for her bald, tatooed head. She has high Charisma and low Constitution. She has a talent: she is an expert dart thrower and rock skipper. She tends to chew on something she’s holding and is hot tempered in her dealings with others. She is out for revenge. If you asked her, she would say that her Ideal is, “Pain!” If she has a flaw, it is that she is arrogant.
Female Elf Sage Warlock 3
Lawful Evil
Strength 12 (1)
Dexterity 15 (
Constitution 10 (0)
Intelligence 16 (
Wisdom 14 (2)
Charisma 18 (
Size: Medium
Maximum Hit Points: 18
Speed: 30 feet
Armor Class: 14 = 10 + 2 [studded leather] + 2 [dexterity]

Proficiency bonus: +2
Initiative modifier: + 2 = + 2 [dexterity]
Attack (handheld / thrown): + 3 = + 1 [strength] + 2 [proficiency]
Attack (missile / finesse): + 4 = + 2 [dexterity] + 2 [proficiency]

Strength save: + 1 = + 1 [strength]
Dexterity save: + 2 = + 2 [dexterity]
Constitution save: + 0
Intelligence save: + 3 = + 3 [intelligence]
Wisdom save: + 4 = + 2 [wisdom] + 2 [proficiency]
Charisma save: + 6 = + 4 [charisma] + 2 [proficiency]

Insight (passive): 12 (17 with advantage)
Investigation (passive): 13 (18 with advantage)
Perception (passive): 12 (17 with advantage)

Languages: Common ,Elvish, Dwarf, Infernal
Unarmed strike 3 to hit; 11 bludgeoning]
Quarterstaff 3 to hit; 1d61 bludgeoning, 4 lb, versatile (1d8)]
Studded leather [medium; + 2 AC; 13 lb.]

Acrobatics Dex 2
Animal Handling Wis 2
Arcana Int 3
Athletics Str 1
Deception Cha 4
History Int 3
Insight Wis 2
Intimidation Cha 4
Investigation Int 3
Medicine Wis 2
Nature Int 3
Perception Wis 2
Performance Cha 4
Religion Int 3
Sleight of Hand Dex 2
Stealth Dex 2
Survival Wis 2

Elves receive +2 dexterity (already included).
Darkvision (see 60 feet black-and-white in pitch-dark)
Advantage on saving throws against being charmed; immune to magical sleep
All elves have a bonus proficiency in perception
Trance: Instead of sleeping, spend four hours in a sleep-like state but remain fully aware of surroundings.
Sage: You know at least where to find almost any piece of information


Separation Anxiety, Lvl2

God Mode Jeramaya