Alderlene

**Syrinscape: Classic Adventure**

***Set: Hogwarts house statues***

#### Description

A small stable with a large outdoor area filled with differently partitioned areas for various mounts for sale. Sales are neither in gold nor ethereal, but rather achievements within the world.

https://thealpinedm.com/7-exotic-mounts-for-dnd-5e/

A) Giant Salamander - Quest: Quest of the Damp Cave - Must bring Ol' Bill 15 shit talking mushrooms, found in some Davrosian caves.

B) Large Wolverine - Quest: Hair Today, Gone Tomorrow - Bring the hair of a creature CR 12 or higher.

C) Mechanical Steed - Quest: Full Stack Artificer - Bring O'l Bill a technology he has never seen before.

D) Hornet Queen - Quest: Stinging Words - Make a killing blow on five creatures with a piercing weapon, and give a clever insult as you do it.

E) Giant Horned Beetle - Quest: Feeling Horndy - Successfully charm 5 NPCs of the opposite sex.

F) Dire Jackalope - Quest: High Roller - Roll 5 nat 20s in a single session.

G) Young Griffon - Quest: Get Krunk - Take two shots. DM will take one with you.

### B) Furious Fran's Furniture

**Syrinscape: Creepy Shopkeeper**

***Set: Furniture store***

#### Description

Outside: Three metal Fs emit fire on the roof of a large warehouse building. A sign at the front of the store reads: Furious Fran's Furniture GOING OUT FOR BUSINESS SALE!

Inside: People scramble around browsing furniture among signs that read MUST GO SOON, SALE, and YOU FUCKING NEED THIS. A half elf woman with fiery red hair stands on a counter at the back of the store and yells out a whoooop! "Another chump about to spend a whole day putting together a shelving unit chuuuuump!" And she begins to throw meatballs at the customers. "Eat some eat some eat some!" A gray render watches from the corner.

#### Mechanics

Fran will tell jokes:

"What has four legs but can't walk?"

"When is a door not a door?"

"I met this customer and we really hit it off right? I called him up on a sending stone after he bought a piece from me. Guy never calls me back!" "Turns out all he wanted was a one night stand!"

If asked about the gray render:

His name is Remy.

He loooooves snacks - he's a vegetarian.

Gray renders want nothing more than to bond with an intelligent creature.

Gray renders reproduce by forming nodules on their back that fall off. Gray renders want nothing to do with their young and they just go on their way. A nodule once fell and stuck itself to Fran for a week until it detached and has followed her around since.

He loves to bury treasure that he finds.

Renders sing to people they like.

### C) Meles Yul

**Syrinscape: Friendly Tavern**

***Set: Cozy House***

#### Description

Outside: From the outside it looks inviting, intimate and beautiful. Sandstone bricks and softwooden tree trunks make up most of the building's outer structure. It's near impossible to see through the stained glass windows, but the sounds of cutlery and drinking glasses from within can be felt outside.

Inside: As you enter the tavern through the thick, metal door, you're welcomed by a pleasant atmosphere and overall happiness. The bartender is working up a sweat, but still manages to welcome you with a short wave.

#### Description

An outdoor grassy park circles a round amphitheater. A statue of a beautiful half elf woman sits carved into the steps. In Elven an inscription is written: Adeline, Queen of Aldernock, the first to ally with the original Davros and begin to bring order to an orderless world. This ampitheater is dedicated to her memory.

#### The Four Chord Gourds

Four gourds with faces lay on the stage in front of a piano. They only know four chords, and don't have good singing voices. Audience members complain that they keep playing the same song.

They only know four chords - minigame where players must come up with a song on the fly while DM plays piano.

Names: Gourd Washington, Squidgourd, Vorpal Gourd, Gourdy LaForge

They will give the players 10 ethereal for helping. Double if the players do something special with in-game performance enhancers/rolls.

#### Description

Outside: Like much of the rest of the city, the architecture is meticulous and grand. Many pillars line the front of glass windows and doors. Almost *too* many pillars. It looks like a building that is trying to be more than it is, though still regal that what it is minus the too many pillars is already enough. It's a good, solid building.

Inside: Banners advertise various exhibitions. Statues and bones of creatures stand on display. A great golden chandelier hangs from the center of the vaulted ceiling. The marble floor is exceptionally clean and the entire building has a slight pleasant smell of soap.

#### Exhibits

1) Statue of an Astral Dreadnaught: A plaque reads: This sculpture by the famous L'than'rel D'arg'sar depicts a creature she once encountered on a trip to the astral plane: An Astral Dreadnaught. A creature that even the might Githyanki fear. It is so fearsome that the Davrosian Protectorate banned all travel to the plane for fear of travelers losing their lives to the creature. Its eye creates a cone of antimagic field, making it extremely dangerous to attempt to take on.

2) A skeleton with extremely long fingers, but otherwise humanoid. This is the skeleton of a boneclaw. When a wizard who tries to become a lich fails to do so, they may become a boneclaw. Instead of the powers that come with being a lich, they become slaves to darkness, hatred, and pain.

3) A painting of three boats on a river. A plaque titles it Four Boats on a River by Sol Soroir. (In Elven) DC 16 Investigation will find that there is a spot in the painting with ripples but no boat. If the players touch it, they find their fingers pass through to a secret compartment. Inside, a collapsable boat.

4) A statue of a goat-like creature. A plaque reads: Legend has told of Shub Niggurath - a Great Old One of untold power would sometimes show itself to the elves in this region, long ago in a place where the space between our world and the space between spaces was weak. A newer looking sign reads: We have brought this controversial figure out from our basements in light of recent events. Shub Niggurath was confirmed sighted during a summoning by dangerous cultists coordinated throughout the world. Alderlene's own Ardynn Wren and his adventuring team stopped a local group, and defeated the creature who nearly emerged.

5) A solid glass ball, 3 meters in diameter, with an etching within depicting two elven or perhaps half elven women. One is dressed regally, the other in druid clothing. The sisters of Alderlene - Kariss and Adeline. Both born a millennia ago. Legend says one was whisked away to a magical world for hundreds of years, and upon her return learned of her sister's rise to royalty. Both contributed so much to our town and society. We encourage our visitors to explore the town and learn more about these two. As for the art, some believe this sculpture was created by Kariss herself, who transformed herself into a swarm of ants to eat away the glass within the ball one bite at a time.

### F) Church of Corellon

**Syrinscape: LMOP Phandalin - Welcome to Phandalin**

***Set: Big church table set***

https://www.youtube.com/watch?v=s\_J5KvhYPNg

https://forgottenrealms.fandom.com/wiki/Corellon

Outside: Two wrought iron gates bordered by a stone archway lead to a circular path rounding a center building. At each wall is a stone. There is writing on each of these stones in elvish. To the right is a cemetery.

If players read the grave stones:

Usidore, Wizard of the 12th Realm of Ephysiyies

Fi’ang Yalok

Zoenen Hoogstandjes

Gaismunēnas Meistar.

Disco Patterson

Baggle me Fingies

An empty space where a statue may have once sat

If players read Elvish: The stones read as follows:

1. The front arch reads Corellon across the top, and around the sides: magic, music, arts, crafts, poetry, and warfare.
2. The first stone, vaguely rectangular, has a tall plaque: These stones each represent a great family in the deep Elven history. Though their home no longer lies in the now poisoned forests, we carry on their history through honorable remembrance, in hopes that they may one day return.
3. On the other side of the path from the plaque stands a detailed stone statue. It looks older than the stonework surrounding it, and wear is visible on top of the expert craftsmanship. A plaque reads: Corellon, Creator of the Elves, Protector, was the patron god of magic, music, arts, crafts, poetry, and warfare. It is said he had a close influence in the development of Elven culture, and that some blessed holy leaders even met him personally. Many believe that he sacrificed himself to slow the spread of the Blight, which allowed the elves more time to transplant their culture to their new home, wherever that may be.
4. A somewhat round stone with a slightly glowing symbol. A sort of sideways T shape, with a horizontal flame at the tip. It reads: The Thanan family, represent the elves' most famous line of sorcerers. The great trees that were once the domain of the elves didn't grow so big naturally. While treegrowth would eventually become the responsibility of the druids, the many generations of Thanans build the foundation of much of the magic on which the druidic arts are based.
5. A rock carved to twist upward from a thick base carries a symbol shaped like a stringless harp. It reads: The Menlui - the only family remembered here not related by blood. An ancient travelling music troup, lost to the ages until memory pearls were found of their performances just a few centuries ago. Only then did the elven world realize that many of their beloved folk songs originated with the Menlui, and then their art was unknowing carried on into present day.
6. A rough stone, carved and sanded smooth on only one side. A swirling symbol runs across both sides. It reads: This stone represents the arts, and no family represents the arts better than the Soroir. They were true creators, blessed by the great Corellon. The statue positioned at the entrance here was sculpted by Sol Soroir in Aldernock centuries ago, and relocated here.
7. The only stone naturally different in composition than the others, a pumice-like texture with gemstones embedded within. A symbol vaguely representing a tree is carved into it. It reads: Galadrond, a common name in Elven society. The specific family noted here lived a millennia ago. Their crafting skills set the basis of many designs created since. Most ancient amulets can follow their lineage to gold manifested, not mined, by the Galadrond family.
8. A flat, vaguely rectangular stone with an icon of a scroll. It reads: The Lekgolo tribe had a signature style of improvisational poetry. Their telepathic abilities allowed them to work as one and speak unique verses. They never repeated any story or tune. Each work of theirs was incredible, and largely lost to time since much of their poems went unrecorded.
9. A cylindrical stone with a glowing icon of two halves of a circle with lines intersecting off-axis. It reads: The Wren family lead armies into battle with such inspiration and heroism that for centuries they were the only officers in the elven military. Their devotion to the throne and cunning resolve cemented them in history, and caught the eye and favor of Corellon himself.

 Inside:

An octagonal room of grand, well finished wood. On the walls are four portraits of elves. Various worshippers walk about. To the left are benches, and to the right is some sort of well. At the far end is a gelatinous cube.

If players touch the portraits in the correct order according to hints within the image, the final portrait will open up to provide a random item from the magical items deck.

From time to time, and automaton may emerge from a trap door beneath the gelatinous cube - a holy place. This leads to a sort of hologram projection room below.

In secret lab: **Syrinscape: SOS Records Hall**

If activate crystal projection: **Syrinscape: DIA Candlekeep - Plane Shift**

Guests of the church will tell the players they've seen Corellon's shining head appear in the church to give guidance. Some guests will mention suspicious characters they have seen around.

The well to the right will give a random buff. **Syrinscape: LMOP Phandalin - Shrine of Luck**

#### Buff Well Table

1) Bear’s Endurance - advantage on constitution checks, gains 2 d6 temporary hp

2) Bull’s Strength - advantage on strength checks, carrying capacity doubles

3) Cat’s Grace - advantage on dexterity checks, target doesn’t take damage when falling short distances unless they’re incapacitated (because they land on their feet like a cat)

4) Eagle’s Splendor - advantage on charisma checks

5) Fox’s Cunning - advantage on intelligence checks

6) Owl’s Wisdom - advantage on wisdom checks

7) Haste - Live fast, die big!

8) Mind Blank -

* makes a player immune to psychic damage
* target cannot have their thoughts read
* target cannot have their emotions sensed
* target cannot be charmed
* gives immunity against divination spells

9) Don't Taze Me Bro! - Immune to lightning damage

10) Increase HP by 1 permanently

11) Liar Liar - Must always tell the truth

12) Grows Antlers

13) Bardic Inspiration

14) Cast Magic Missile once as a reaction

15) Birds follow you, disadvantage on stealth checks

16) Pothead - You will turn into a potted plant for one turn of your next battle on turn 1d4

17) Single use teleport 20 feet as a bonus action

18) Regain lowest level spell slot, gain a ki point, or other applicable expendable class feature

19) Halved movement speed on your next turn in battle

20) Advantage on your next attack

21) Next nat 1 becomes a nat 20, but you still have to take a shot

22) Soul Cage -

* snatch the soul of a dying humanoid (that you can see within range)
* keep the soul in a cage for 8 hours
* exploit the soul up to 6 times with any of the following:
	+ Steal Life - drain the vigor from the soul and regain 2d8 hp
	+ Query Soul - ask the soul a question (no action required), the soul only knows what it knew in life but must answer truthfully
	+ Borrow Experience - bolster yourself with the soul’s life experience and gain advantage on your next roll. You must use this benefit before the start of your next turn
	+ Eyes of the Dead - name a place the soul saw in life and an invisible sensor will appear in that place (if it’s on the same plane of existence as you are now) allowing you to hear and see what’s happening there for up to 10 minutes (this uses concentration like a spell) - if another creature can see the invisible sensor, they see a translucent image of the tortured soul

23) Fear of Water

24) Hamilton quote required for every action

### G) Vaunt Hill

**Syrinscape: Shadows of Esteren - 08 Requiem**

Garamond's Castle

### H) Admiral Store

**Syrinscape: Creepy Shopkeeper**

***Set: Storefront***

Like a general store, but everything is BETTER! And twice the price. The only place in Alderlene that takes gold.