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Module

Journey to Ethium

Wilderness trek from Fallcrest to the Ethium Plateau — wolf camp, axe beak mounds, waterfall climb, and plateau arrival.

Module — Journey to Ethium

Status: Ready to run. Comprehensive wilderness travel, environmental hazard, and climb module connecting Fallcrest to the ruined tower and Healing Pool.

Canonical PDFs & Guides:

Prior Module: The Old Manor Module


Overview & Journey Background

The journey from Fallcrest to the mysterious Ethium Plateau spans approximately two days of travel northeast along the Nentir River valley. The terrain transitions from dense pine forest to rugged granite crags and ancient barrows.

Following scholar Tobbs’s instructions, the party bypasses the heavily guarded main plateau roads by taking a hidden stone ascent behind the Great Waterfall. Once atop the plateau, ancient ruins, strange crystal distortions, and soaring black dragons signal entry into the territory of lost Ethium.


Key Areas & Read-Aloud Descriptions

1 — River Road & Wilderness Night Camp (Day 1)

Dense timberlands along the rushing river. As night falls, howling wolves encircle the camp.

Read Aloud: The river roars past pine-covered banks as dusk settles over the valley. Shadows lengthen between the trees. As your campfire crackles in the twilight, a low, ominous howl echoes through the forest — followed by the soft rustle of padded paws circling your camp.

  • Night Watch Check (DC 11 Perception): Spot glowing yellow eyes in the brush before the wolves pounce.
  • Encounter: 4 Wolves.
  • Tactics: Wolves use Pack Tactics to isolate stragglers. If two wolves are slain, the remaining wolves flee into the dark.

2 — Ancient Burial Mounds (Day 2 Morning)

A eerie plateau field dotted with moss-covered stone barrows and ancient dwarven grave markers.

Read Aloud: Moorland fogs blanket a field of ancient stone barrows. Half-buried in the heather lie weathered granite pillars. Suddenly, harsh, bird-like screeches shatter the quiet. Three giant, feather-crested terror birds with razor-sharp beaks burst over the ridge, charging straight for you!

  • Encounter: 3–4 Axe Beaks.
  • Tactics: Axe Beaks charge at high speed (50 ft move), attempting to knock down targets with heavy beak strikes.

3 — The Great Waterfall Climb (Day 2 Afternoon)

A roaring 150-foot waterfall cascading off the granite wall of the Ethium Plateau. Tobbs’s secret path winds directly behind the curtain of crashing water.

Read Aloud: The thunder of the Great Waterfall shakes the rock beneath your boots. Spray drenches the narrow stone ledge that winds behind the wall of white water. The footing is treacherous, wet with green algae. From ledges high above, guttural shouting echoes through the mist as goblin archers notch arrows.

  • Climbing Ledge Mechanics:
    • Steep Right Ledge (Fast Path): Requires DC 12 Athletics / Acrobatics check. On a fail, the character slips (DC 12 DEX save to catch the ledge or take 1d6 fall/slam damage).
    • Longer Left Ledge (Safe Path): Takes longer but requires no check.
  • Encounter: 4 Goblin Archers on upper ledges + 2 Bugbears descending from above.
  • Tactics: Goblins fire shortbows with cover (+2 AC). Bugbears attempt to shove PCs off ledges (DC 12 Athletics/Acrobatics to resist). Sleep spell is highly effective against upper archers.

4 — Plateau Approach & Sights (Set-Dressing)

Emerging onto the high granite plateau of Ethium.

Read Aloud: Stepping out from behind the waterfall onto the sunlit plateau, a breathtaking expanse unfolds. In the distance, a collapsed marble shrine hums with soft blue light. High above, the silhouette of a colossal black dragon glides silently across the clouds, heading toward distant mountain peaks.

  • Sights & Lore Hooks:
    • Collapsed Healing Shrine: Ancient marble pillars pulsing with faint blue crystal light.
    • Distant Castle: Ruined fortress on a distant ridge (future campaign region).
    • Cloaked Watcher (DC 13 Perception): Spot a lone cloaked figure observing the party from a high ridge before vanishing into shadow.

Encounters & Creature Stats

Day 1 Night Camp

CreatureACHPAttacks & Traits
Wolf (×4)1311Bite +4 (2d4+2 + DC 11 STR vs prone). Pack Tactics (advantage on attack if an ally is within 5 ft).

Day 2 Burial Mounds

CreatureACHPAttacks & Traits
Axe Beak (×3–4)1117Heavy Beak +4 (1d8+2). Speed 50 ft. Aggressive charge.

Waterfall Climb Fight

CreatureACHPAttacks & Traits
Goblin Archer (×4)157Shortbow +4 (1d6+2). Half-cover (+2 AC) on upper ledges. Nimble Escape.
Bugbear Guard (×2)1627Morningstar +4 (2d8+2). Brute (deals +1d8 extra damage on melee attacks). Shove action (+4 STR).

Contingency Ambush (If Returning to Fallcrest Later)

If the party backtracks along the waterfall later in the campaign:

CreatureACHPAttacks & Traits
Escaped Ogre1159Greatclub +6 (2d8+4), Rock +6 (2d6+4). Escaped from duergar chains; may flee if bloodied.
Hobgoblin Captain1739Greatsword +4 (2d6+2). Leadership (+1d4 to ally attack rolls/saves).

Maps & Visual Assets

Asset NameView Link
Fallcrest to Ethium Mapfallcrest-to-ethium.png
Waterfall Climb Mapwaterfall-climb.jpg
Ethium Plateau Mapethium-plateau.jpg

Key NPCs

NPC ProfileRole & Personality
Tobbs ProfileProvided the secret waterfall climb route in Fallcrest.
Cloaked WatcherMysterious spy tracking the party’s movements onto the plateau.

CategoryReference Link
Session LogSession 3 Play Log (Parts 2–4)
Novel ChapterChapter 4: The Road to the Plateau
Prior ModuleThe Old Manor Module
Next ModuleEthium Pool Hub Module
Place LoreEthium Region Lore · Ethium Maps Guide