...
Volume:
UNDER A FELL BLACK SKY is a rollicking high action adventure set on a chaotic field of battle between a civilized army and hordes of undead. Designed to be played in a single sitting, the player characters must quickly orient themselves, traverse a muddy plain, climb a tower, deal with a quartet of questionable NPCs, save the day, and then battle to survive against a near overpowering foe.
The adventure is balanced for four 5th level characters, who will need to work well together to survive and succeed.
This module should give you and your players a straightforward evening of intense rapid fire adventure. The start of the adventure has been deliberately designed so that players need have no background knowledge of their characters, no reason to have come together, and no complicated motivation for past actions. Since the very first thing that happens is an amnesia inducing impact, feel free to play this with throw away characters or to use it to begin a long campaign. The adventure might even be run as a prequel to a long running campaign, the events occurring as part of a common wartime history that the characters might share in common.
Before you begin:
Once you're sure everything is ready to go, and when the players least expect it, begin with a bang!
Start ''Impact'' Mood
Everyone will hear a desperate cry of ''INCOMING!'', followed by an enormous earth shattering (literally) crash.
As the ringing in the ears sound fills your player's ears, describe how a massive boulder - the size of a large carriage - has crashed heavily into the ground near the characters, throwing them into the mud. Their armor and faces are covered with the black sticky clay: a mix of fine slippery dust, dark red blood and gray undead body parts.
Reveal an earth elemental mini (or token) on the map in the center of the dark red impact zone and make every miniature prone. Everyone has been blasted to the ground so that they are all lying in angles facing away from the huge projectile.
The characters have suffered complete amnesia, caused by the pressure from the impacting boulder. They have no idea who they are, who the other characters are, or why they are even here.
Ask the players to roll for initiative and let them act in turn. They may still act ideally for their character class, by vague instinct or reflex, but make sure you also reward players who decide to act non-optimally for the fun of it or for the benefit of the story. Depending on what the players say their characters are doing, give them the information below.
If the players look at the ground:
The field might have once been fertile farmland, but now every inch is a
sea of churned soil, mixed with the broken limbs of men and undead alike.
Fingers, elbows, teeth, weapons and every bit of gore imaginable mixes to form a
hellish, slippery surface for battle.
If the players look around themselves:
The characters see blue coated soldiers rising slowly and groggily to
their feet, shaking their heads and rubbing the mud from their eyes.
At this point, stand up half of the Blue Coats and continue.
Start ''Stop the ringing'' Mood
If the players look further afield:
Amassed in a churning sea of horror not so far from the PCs, they see a horde
of skeletons rising to their feet.
At this point pour at least two dozen undead minis in a big pile in the middle of the battle map (or suddenly reveal them on the digital battle map), some of them can be quite close to the wedge formation of Blue Coats, and many cover the rest of the field. Also add four bigger looking skeletons to represent the skeletal champions.
As each player takes an action that would normally utilize their primary item (for example the fighter moves to attack with his greatsword) ask that player to choose one of the cards from the pile in the center, or roll to claim one of their items from the list you have made.
Now adjudicate the outcome of the attempted action with the influence of this unexpected discovery. For example, the fighter may raise what he thinks is his greatsword for a spectacular killing blow, only to discover he is wielding the wizard's staff.
The player who claims the 2nd last item from the list should also take the final item, having unknowingly picked up two items from the mud, as they struggled to their feet. Part of the fun of this opening sequence is finding a practical way of getting each character's primary item back into their hands, without too much meta gaming.
As the 2nd or 3rd player in initiative
order takes their turn:
A tall noble looking elf commander wearing what was presumably once significantly more shiny
armor stands before the PCs pointing down the field of battle, shouting in words
drowned out by the ringing in their ears. Reading his lips reveals that he is
perhaps shouting ''Go, go now! Take the...'' or something like that.
Trigger ''Elf commander'' OneShot
If the players look in the direction the elf is pointing:
Far to the east, at least 1000 feet away stands a tall unstable looking tower.
As the player who chooses the blue Orb announces this discovery:
Ask for a
DC10 Wisdom (Perception) check
from the players. On a failure, the character's head is still spinning too much to do anything more than
dry wretch into the filthy quagmire. On success, announce that their character notices the following:
A raised area -a small hill- rises from the plain behind the PCs, ringed by two rows of
Blue Coats upon which a sea of undead breaks. Atop the mound stands a ring of robed figures.
One of them holds aloft a blue shining Orb. He places the Orb in a stone altar structure
and with a burst of energy that pushes the robed figures back, tendrils of brilliant
blue light reach out towards another such mound further to the north.
If the players ask about the positioning of the mounds and the tower:
It's a little hard for the PCs to tell from their position, but a triangle formed by drawing a line
between these three high points would cover the majority of the battle field. The two mounds
are already occupied by glowing activated blue Orbs, each seated in a stone altar structure.
Is there an altar at the top of the tower, too?
Start ''Hearing returning'' Mood
The players may engage the skeletons. Allow them to do so, though they won't have any difficulty destroying a few of these. Attacking a single skeleton will cause their kin to approach and surround the offending PC, making for fun on both sides of the battle.
Medium Undead, Lawful Evil
Armor Class 13 (armor scraps)
Hit Points 13 (2d8 + 4)
Speed 30 ft.
STR
10 (+0)
DEX
14 (+2)
CON
15 (+2)
INT
6 (-2)
WIS
8 (-1)
CHA
5 (-3)
Damage Vulnerabilities Bludgeoning
Damage Immunities Poison
Condition Immunities Exhaustion, Poisoned
Senses Darkvision 60 ft., Passive Perception 9
Languages Understands all languages it knew in life but can't speak
Challenge 1/4 (50 XP) Proficiency Bonus +2
Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Medium Undead, Lawful Evil
Armor Class 16 (Scale mail)
Hit Points 26 (4d8 + 8)
Speed 30 ft.
STR
11 (+0)
DEX
18 (+4)
CON
15 (+2)
INT
9 (-1)
WIS
8 (-1)
CHA
6 (-2)
Damage Vulnerabilities Bludgeoning
Damage Immunities Poison
Condition Immunities Exhaustion, Poisoned
Senses Darkvision 60 ft., Passive Perception 9
Languages all languages it knew in life
Challenge 1 (200 XP) Proficiency Bonus +2
Multiattack. The skeleton makes two shortsword or shortbow attacks.
Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
Shortbow. Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
Medium Humanoid (Human), Neutral Good
Armor Class 16 (Chain mail)
Hit Points 9 (2d8)
Speed 30 ft.
STR
15 (+2)
DEX
12 (+1)
CON
11 (+0)
INT
8 (-1)
WIS
10 (+0)
CHA
9 (-1)
Senses Passive Perception 10
Languages Common
Challenge 1/4 (50 XP) Proficiency Bonus +2
Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Medium Humanoid (Elf), Lawful Good
Armor Class 18 (Plate)
Hit Points 52 (8d8 + 16)
Speed 30 ft.
STR
16 (+3)
DEX
11 (+0)
CON
14 (+2)
INT
11 (+0)
WIS
11 (+0)
CHA
15 (+2)
Saving Throws Con +4, Wis +2
Senses Passive Perception 10
Languages Common, Elvish
Challenge 3 (700 XP) Proficiency Bonus +2
Brave. The elf commander has advantage on saving throws against being frightened.
Multiattack. The elf commander makes two melee attacks.
Greatsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (2d6 + 3) slashing damage.
Heavy Crossbow. Ranged Weapon Attack: +2 to hit, reach 100/400 ft., one target. Hit: (1d10) piercing damage.
Leadership (Recharges after a Short or Long Rest). For 1 minute, the elf commander can utter a special command or warning whenever a nonhostile creature that it can see within 30 ft. of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the elf commander. A creature can benefit from only one Leadership die at a time. This effect ends if the elf commander is incapacitated.
Parry. The elf commander adds 2 to its AC against one melee attack that would hit it. To do so, the elf commander must see the attacker and be wielding a melee weapon.
Once the players have had a couple of turns each it's time to complicate matters:
Start ''Earth Elemental'' Mood
Stand up the earth elemental mini.
With a deep roar the 'projectile' that knocked everyone down when it landed slowly stumbles to its feet, shakes off some large chunks of rock that its landing has dislodged.
Insert this new horror into the initiative and continue the battle.
Huge Elemental, True Neutral
Armor Class 18 (Natural armor)
Hit Points 172 (15d12 + 75) starts combat with only 51
Speed 30 ft., burrow 40ft.
STR
22 (+6)
DEX
8 (-1)
CON
20 (-2)
INT
6 (-2)
WIS
12 (+1)
CHA
5 (-3)
Damage Vulnerabilities Thunder
Damage Resistances Bludgeoning, Piercing, and Slashing from nonmagical attacks
Damage Immunities Poison
Condition Immunities Exhaustion, Paralyzed, Petrified, Poisoned, Unconscious
Senses Darkvision 60 ft., Tremorsense 60 ft., Passive Perception 11
Languages Terran
Challenge 9 (5,00 XP)
Earth Glide. The elemental can burrow through nonmagical, unworked earth and stone. While doing so, the elemental doesn't disturb the material it moves through.
Siege Monster. The elemental deals double damage to objects and structures.
Multiattack. The elemental makes two Slam attacks.
Slam. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.
Earth Tremor. (recharge 5-6). The elemental causes intense tremors to rip through the ground within 60 feet of itself. Any creature on the ground in this area must succeed on a DC 15 Dexterity saving throw or take 9 (1d6 + 6) bludgeoning damage and be knocked prone.
Try to keep the players confused and excited and nervous, but don't frustrate them too much.
The party should be able to fairly quickly work out at least one fact; apparently they need to take the blue Orb to the top of the tower at the eastern end of the battle field, thus completing a large triangle with the other two mounds.
If the players seem too confused, allow the elf commander to frantically shout slightly more instructively once the PCs hearing has returned more, ''The tower, take it to the tower!'' But then quickly crush the elf with the Elemental, so he can offer no further assistance.
Trigger ''Elf commander ii'' OneShot
Trigger ''Elf commander iii'' OneShot
Once they get moving, the characters should be able to mow their way through the undead hordes, so have fun surrounding the characters so the hapless skeletons have at least a chance to do some damage. Take care to surround any character who has multiple melee attacks, so the player can enjoy employing their training.
Start ''Making a run for the tower'' Mood
In order to reach the tower, the PCs will need to traverse the battlefield map three times, each time they reach the right hand side, slide their minis back to the left hand side. Once they complete a third crossing, change the map and place the PCs at the gates to the tower courtyard.
Part One will end with the character's escaping inside the entrance to the tower and slamming the door behind them. But first...
When they characters arrive at the tower courtyard, describe every monster on the field noticing them, and turning to run them down. Literally hundreds of undead will be rushing towards them.
As the characters struggle to open the door, announce that arrows begin raining down on them, and roll to attack each of them with a couple of shots of the skeleton's ranged attack each round they remain outside the tower.
The door may be opened with a DC 18 Strength check, it has an AC of 15 and 20 HP. The door's lock may be picked with a DC 20 Dexterity check.
As each failed attempt to open the door passes, emphasize the approaching horde to the players, ratcheting up the tension every time. Feel free to describe additional Elementals of different kinds also, rushing quickly to destroy the party. Once they finally get inside, you will want the players to feel they have gotten to safety barely in the nick of time.
Once the door is closed behind the PCs or the door frame is successfully blocked, allow the players a moment of triumph. They deserve it.
Start ''Level 1'' Mood
This part of the adventure is designed to be a breather from the generally intense combat oriented nature of this module. Allow the characters a few moments to catch their breath, heal, rebuff.
The characters find themselves on the ground level of a long abandoned tower, filled with broken furniture and old crates. The sounds of the battle rage on outside, as the Blue Coats rally to defend the door of this tower, to give the characters a chance to get to the top and place the Orb in its focal point. If the players seem like they need encouragement to move on, and they actually went to some kind of effort to bar the door, feel free to have undead start to break through.
Eventually the characters will move up the stairs to the levels above. Each level has a stairway that curves around the inside of the walls of the tower, ending in a trapdoor that must be pushed up to gain entrance to the next landing. On the next 3 levels, the PCs find a kitchen and servants quarters, a dining hall, and finally a set of bedrooms. Each of these locations is broken down and long abandoned and what furnishings were not already removed are broken, dusty and decayed.
As the PCs alight on level 4, they are greeted by a sinuous female voice, addressing the character you deem most likely to cheat, steal or betray the party, or if no character is an obvious choice, the voice addresses the character whose player has had the least 'camera time' so far in the adventure.
Start ''Level 4'' Mood
''Ah... Sparrow, good to see you've arrived safely as expected. It seems our scheme is proceeding as intended and obviously the Blue Coats don't suspect a thing.''
Lounging on four improvized couches are four brightly dressed female rogues. The leader of whom smokes a large roll of rich smelling 'herbs'.
''Well, hand it over, the reward is there, all 20 thousand gold pieces of it. A deal's a deal. And this one was a good one!''
Still mostly in the dark as to what is happening, and hopefully feeling like they were just starting to work things out, this event should throw a spanner in the works for the players. Allow this encounter to be a fun moment of roleplaying and let the players come to their own conclusions about what is actually happening here, whether they conclude that the PC the scoundrels address really is a traitor, or whether the whole party was in on the 'deal'. Hopefully the party will (ultimately) decide they'd prefer to take the Orb to the top of the tower, because that was the first instructions they received, and because if you play these scoundrels right, they will seem like a less than trustworthy crew.
A DC 15 Wisdom (Insight) check will reveal that the rogues at least believe they are telling the truth, as will spells that force truth telling, but as the party hesitates the scoundrels will ratchet up the pressure in a situation that will probably end in combat. The gold filled chest is actually as real as real can be, the revelation of which will hopefully serve to confuse the players even further, though there is actually only 10,000gp in the chest. The rogues have 'held back' 10,000gp for themselves in 'fees' and 'charges'. Finding where they buried it might be a whole other adventure for another time.
...
''Don't you know your own name?''
''You did explain the deal?''
''Yes''
''No''
''I don't understand''
''What are you talking about?''
''What do you mean?''
''You're not making sense''
''That's not true''
''I don't know''
''Well this is awkward''
''I see your mind is made up''
''Attack us?!''
''Good to see you are a person of your word''
''The Lich will be thankful''
''Run along now''
''Farewell''
*Giggle*
If the characters fight the rogues:
Start ''Dancing rogues'' Mood
This combat is a game of flanking. The rogues attack the characters in pairs, working hard to grant each other sneak attack damage, and disengaging to avoid opportunity attacks.
Medium Humanoid (Human), Chaotic Neutral
Armor Class 14 (11 combat dress, +3 DEX)
Hit Points 27 (4d8 + 4)
Speed 30 ft.
STR
10 (+0)
DEX
16 (+3)
CON
12 (+1)
INT
15 (+2)
WIS
12 (+1)
CHA
16 (+3)
Saving Throws DEX +5, INT +4
Skills Acrobatics +7, Athletics +2, Sleight of Hand +5, Stealth +7
Senses Passive Perception 11
Languages Common, Thieves' Cant
Challenge 4 (1,100 XP) Proficiency Bonus +2
Sneak Attack
Once per turn,
the rogue can deal an extra 2d6 damage to one creature they hit with an
attack with a finesse or ranged weapon if they have advantage on the
attack roll. The rogue doesn't need advantage on the attack roll if another
enemy of the target is within 5 ft. of it, that enemy isn't incapacitated,
and they don't have disadvantage on the attack roll.
Thieves' Cant
The rogue has learned
thieves' cant, a secret mix of dialect, jargon, and code that allows
them to hide messages in seemingly normal conversation. It takes four
times longer to convey such a message than it does to speak the same
idea plainly.
Cunning Action
The rogue can take
a bonus action on each of their turns to take the Dash, Disengage, or Hide action.
Rapier. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d8 + 3) piercing damage.
Dagger. Melee Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: (1d4 +3) piercing damage.
Cheroot puff. The rogue releases a cloud of rich sweet smelling smoke from their roll of 'herbs' into the face of an adjacent creature. The target must make a DC 12 Constitution saving throw, or be subject to the effects of a Confusion spell. At the end of each of its turns, the affected target can make a Constitution saving throw. If it succeeds, this effect ends for that target. A target who makes the save cannot be affected again that day.
If the characters are victorious:
Start ''Rogues defeated'' Mood
The party may again briefly heal, and might be wise to utilize some of the more 'useful' items found on the bodies of the rogues - each rogue carries a Potion of Healing (2d4 + 2) and the leader carries a Potion of Heroism.
As soon as you think the players are just about to move on, describe a crash from below and the sounds of dozens of undead, forcing their way into the base of the tower and beginning the climb up to the PCs.
Start ''Tower Heights'' Mood
This should prompt the PCs to climb through the last two levels of tower (another bedroom and a wizard's alchemy lab) and finally emerge on the roof. Don't miss the chance to describe the increasingly degraded nature of the stonework as the PCs climb higher, mortar is scarcer and scarcer, sections of steps are collapsed and missing stones let light in, giving brief glimpses of the battle outside, a battle which is not going well.
If the PCs take a careful look outside:
The characters will see the other two blue Orb
positions are barely holding on, with deeper and deeper waves of undead breaking against the
defending soldiers. The characters need to get the final Blue Orb into position as soon as possible!
As the characters emerge at the top of the tower:
Start ''Tower Top'' Mood
The PCs finally push up the last trapdoor, emerge into the open, and discover their destination: a large stone altar with a bracket just the right size for the Orb they hopefully still carry.
The characters have reached the top of the tower as the elf commanded them. Nothing inhibits the PCs from immediately rushing to place the blue Orb in its bracket, and when they do, describe the following.
If the characters set the Orb in its proper resting place:
Start ''Place the Orb'' Mood
Describe each event below in time with the sound cues as the music evolves in the ''Place the Orb'' Mood.
At this point ask for Wisdom (Perception) rolls and describe the following to the player with the highest result.
The character hears the faint sound of wings in the air above the din of cheering... and turns, too late to act.
Start ''Dragon attack'' Mood
A huge undead dragon careers directly into the top of the tower from behind and above. Meaning to attack the PCs, the dragon succeeds only in collapsing the top three floors of the tower.
In a tumble of stone and undead dragon, the PCs fall to the ground, and unless they have some way of arresting their fall they take 6d6 damage at the end of the long ride to the bottom.
If the characters fell uncontrolled to the bottom of the tower, place their minis or tokens randomly onto the Collapsed Tower battlemap. Place the undead dragon mini randomly also, then lastly let players who skillfully descended place their characters on the map where they see fit.
The PCs must now battle to survive this revenge attack from a very disgruntled undead dragon. The dragon is huge, blue, and semi-zombified, strips of its body dangle limply off and its chest hangs open, revealing a gaping hole where its sternum and internal organs should be. It bears a heavy chain, one end looped too tightly around its neck, the other swinging down near to the ground. The dragon is not having a good day, and plans to make anyone else's day worse too, if it can at all manage it!
Blue Coats attempt to offer assistance, and unless the PCs deliberately exclude them from the battle, you should spend up to half of the dragon's attacks on Blue Coats each round, describing their terrible deaths as vividly as you can. Depending on how well the PCs are doing, you may also expend one of the dragon's breath weapons on hapless Blue Coats.
This encounter should be very challenging, so use the attacks on the Blue Coats to help balance the fight as closely as possible to a TPK (Total Party Kill) while still allowing the PCs genuinely good odds of coming out victorious, as long as their tactics are sound and their teamwork effective. There are many things you can do to give the PCs a fighting chance. If the dragon rolls well on initiative, consider describing its first turn as it clambering out from underneath the rubble of the towertop and shaking off like a wet and very scaly dog. You might allow the PCs to use the heavy chain that hangs around its neck to their advantage, and make sure you hint sufficiently about the dragon's Gaping Chest (described below) and the possibility of utilizing the Orb (if they don't work these things out for themselves)!
Ideally, by the end of the encounter, the players should feel that their characters have just barely come out on top, through a combination of daring, skill, and a bit of luck! If any of the PCs are knocked unconscious, this should occur as near to the end of the battle as possible, so that player doesn't have to sit out for too long. Whatever you do, don't 'let on' that you are adjusting things on the fly though: that might spoil the fun.
The dragon has several weaknesses that will help the PCs to prevail, should they discover them.
The PCs may use the residual energy of the expended Orb as a weapon. If the Orb (by any means) touches the dragon it will cause 10d6 radiant damage as it explodes with a bright flash. By the end of this module the Orb has lost all its power and becomes a simple plain blue glass sphere.
Trigger ''Orb Detonation'' OneShot
Any PC attacking the dragon from within its bony chest cavity will discover it is far more soft and vulnerable than the hard outer ring of bones. The AC of the inner of the dragon is only 12.
Huge Undead, Lawful Evil
Armor Class 18 (natural armor)
Hit Points 137 (16d10 + 49) Current Hit Points 103
Speed 40 ft., fly 80 ft.
STR
22 (+6)
DEX
11 (+0)
CON
19 (+4)
INT
9 (-1)
WIS
9 (-1)
CHA
13 (+1)
Saving Throws DEX +4, CON +8, WIS +3, CHA +5
Damage Vulnerabilities Radiant
Damage Immunities Lightning, Poison
Condition Immunities Charmed, Frightened, Poisoned
Senses Blindsight 30 ft., Darkvision 120 ft., Passive Perception 17
Languages Common, Draconic
Challenge 9 (5,000 XP) Proficiency Bonus +4
Turn Resistance. The dragon has advantage on saving throws against any effect that turns undead.
Undead Fortitude. If damage reduces the dragon to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the dragon drops to 1 hit point instead.
Gaping Chest. The undead dragon's chest hangs open, revealing a gaping hole where its sternum and internal organs should be. A creature who steps inside this cavity will discover a vulnerable area of the dragon with an AC of only 12. Inside the chest, there is room for only 1 medium sized creature, who receives half cover from attacks made by the dragon.
Multiattack. The undead dragon makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) piercing damage plus 5 (1d10) lightning damage.
Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.
Lightning Breath (Recharge 5-6). The undead dragon exhales lightning in an 60-foot line that is 5 feet wide. Each creature in that line must make a DC 16 Dexterity saving throw, taking 55 (10d6) lightning damage on a failed save, or half as much damage on a successful one.
When the PCs finally defeat the dragon, they truly have saved the day. Any PCs that have been knocked unconscious are quickly revived, though the blow of a undead dragon that fells a PC is certain to leave a lasting mark, perhaps a scar to tell stories about for years to come.
Start ''Final Victory'' Mood
A great battle that will go down in legend has been won. Even better, the PCs will be at the center of those stories. Ensure the PCs are recognized in future adventures as the party that won the day ''Under a fell black sky''. Songs will be written, drinks will be bought, paintings painted and discounts had. If you have a talent for iambic pentameter, consider writing a ballad, with a verse for each of the PCs, featuring something that really did happen in your playthrough of the module, and also a fair few outlandish exaggerations to enrich the story appropriately.
Start ''Award Day'' Mood
Apart from the rogue's chest, there is no treasure in this module, so now is the time to reward the characters with an additional 4000gp as is appropriate for the number of encounters they have faced. A good idea is to do this at a ceremony of some kind, officiated by some important figure. You might like to make up the bulk of each PC's reward with a single magic item. Choose something particularly useful for each of PC, particularly if you play a campaign where they can't easily just go to the 'magic shop' and buy whatever they like whenever they like.
Make a big deal of the awards ceremony, the PCs have done well to survive.
Permission to copy, modify and distribute the files collectively known as the System Reference Document 5.1 (''SRD'') is granted solely through the use of the Open Gaming License, Version 1.0a. This material is being released using the Open Gaming License Version 1.0a and you should read and understand the terms of that license before using this material. The text of the Open Gaming License itself is not Open Game Content. Instructions on using the License are provided within the License itself. The following items are designated Product Identity, as defined in Section 1(e) of the Open Game License Version 1.0a, and are subject to the conditions set forth in Section 7 of the OGL, and are not Open Content: Dungeons & Dragons, D&D, Player’s Handbook, Dungeon Master, Monster Manual, d20 System, Wizards of the Coast, d20 (when used as a trademark), Forgotten Realms, Faerûn, proper names (including those used in the names of spells or items), places, Underdark, Red Wizard of Thay, the City of Union, Heroic Domains of Ysgard, Ever-‐Changing Chaos of Limbo, Windswept Depths of Pandemonium, Infinite Layers of the Abyss, Tarterian Depths of Carceri, Gray Waste of Hades, Bleak Eternity of Gehenna, Nine Hells of Baator, Infernal Battlefield of Acheron, Clockwork Nirvana of Mechanus, Peaceable Kingdoms of Arcadia, Seven Mounting Heavens of Celestia, Twin Paradises of Bytopia, Blessed Fields of Elysium, Wilderness of the Beastlands, Olympian Glades of Arborea, Concordant Domain of the Outlands, Sigil, Lady of Pain, Book of Exalted Deeds, Book of Vile Darkness, beholder, gauth, carrion crawler, tanar'ri, baatezu, displacer beast, githyanki, githzerai, mind flayer, illithid, umber hulk, yuan-ti. All of the rest of the SRD5 is Open Game Content as described in Section 1(d) of the License. The terms of the Open Gaming License Version 1.0a are as follows: OPEN GAME LICENSE Version 1.0a The following text is the property of Wizards of the Coast, Inc. and is Cop yright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved. 1. Definitions: (a)"Contributors" means the copyright and/or trademark owners who have contributed Open Game Content; (b)"Derivative Material" means copyrighted material including de rivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) "Distribute" means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)"Open Game Content" means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative w orks under copyright law, but specifically excludes Product Identity. (e) "Product Identity" means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elem ents, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, person alities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly ide ntified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) "Trademark" means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) "Use", "Used" or "Using" means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) "You" System Reference Document 5.1 1 Not for resale. Permission granted to print or photocopy this document for personal use only. or "Your" means the licensee in terms of this agreement. 2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License. 3.Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License. 4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content. 5.Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License. 6.Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder's name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute. 7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-‐‑adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity. 8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content. 9. Updating the License: Wizards or its designated Agents may publish updated ve rsions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License. 10. Copy of this License: You MUST include a copy of this License wi th every copy of the Open Game Content You Distribute. 11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so. 12. Inabili ty to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affecte d. 13. Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License. 14. Re formation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable. 15. COPYRIGHT NOTICE Open Game License v 1.0a Copyright 2000, Wizards of the Coast, L Sys LC . tem Reference Document 5.1 Copyright 2016, Wizards of the Coast, Inc.; Authors Mike Mearls, Jeremy Crawford, Chris Perkins, Rodney Thompson, Peter Lee, James Wyatt, Robert J. Schwalb, Bruce R. Cordell, Chris Sims, and Steve Townshend, based on original mat erial by E. Gary Gygax and Dave Arneson. END OF LICENSE