The adventure ahead

Campaign Overview

The Horizon Needle: Threads of the Void

A legendary artifact, the Horizon Needle, has resurfaced—a rapier forged from the core of a dying star by the ancient Astral Cartographers. It does not cut; it folds space, allowing its wielder to strike across impossible distances and step through the Astral Plane.

But its power is a beacon. Lord Veyron, a fallen astral explorer, seeks the Needle to tear open a permanent gate to the Far Realm, unleashing chaos upon the multiverse. You are hired by the scholar Elara Voss to retrieve the Needle from a ruined observatory. What begins as a simple recovery becomes a race across the planes to stop Veyron and decide the fate of reality itself.

Tone: Cosmic mystery, high-stakes exploration, and moral choices. Expect astral travel, ancient puzzles, and battles against forces that bend space and mind.

Starting Level: 5 Ending Level: 10 Sessions: 12–15

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Player Handout

Player Handout

Hook: You are approached by Elara Voss, a respected scholar of astral lore. She has discovered the location of the Horizon Needle, an artifact of the ancient Astral Cartographers, hidden in the ruins of the Observatory of Falling Stars. She believes agents of Lord Veyron are also searching for it. She offers you 500 gp each to retrieve it before they do.

What You Know: The Needle is a rapier that folds space. It is said to be incredibly powerful and dangerous. Veyron is a renegade who once studied the Astral Plane; he is ruthless and cunning.

Your Mission: Travel to the observatory, find the Needle, and bring it to Elara in the city of Starfall. But be warned: the observatory is not empty, and Veyron's reach is long.

Tone: Expect mystery, exploration, and cosmic horror. Your choices will shape the fate of the multiverse.

Starting Level: 5. Create characters with a mix of combat and exploration skills. A spellcaster with planar knowledge is useful.

Playable Module
Levels 5 10 Sessions 12–15 sessions of 3–4 hours each.

The Horizon Needle: Threads of the Void

Behind the screen

DM Overview

The Truth: The Horizon Needle was created by the Astral Cartographers, a civilization that mapped the multiverse. It can fold space, but its core is unstable. Lord Veyron, once a Cartographer, was corrupted by the Far Realm. He believes the Needle can open a stable gate to that realm, giving him godlike power. He has agents everywhere.

Villain Plan: Veyron seeks three components: the Needle, the Astral Compass (in the Citadel of the Cartographers), and a power source (a black hole's core). He will stop at nothing.

Clue Flow: The party learns of Veyron's plan through intercepted messages, ancient records, and captured agents. Key clues: the Needle's location, the Compass's purpose, and the black hole's coordinates.

Failure States: If Veyron obtains all three, he opens the gate. The party can still close it by piercing the Needle through the gate's heart (a black hole), but at great cost. If the Needle is destroyed prematurely, the gate cannot be closed.

Pacing: Act 1 is investigation and dungeon. Act 2 is planar travel and infiltration. Act 3 is cosmic confrontation and resolution. Milestones at end of each act.

Key NPCs:

  • Elara Voss: Human scholar, knows the Needle's history. Secretly a descendant of the Cartographers.
  • Lord Veyron: Fallen astral explorer, now a warlock of the Far Realm. Uses a custom character sheet (to be generated).
  • Captain Sora: Githyanki pirate, ally or enemy depending on party actions.

Artifact: The Horizon Needle (rapier, artifact, requires attunement). Properties: +3, reach 30 ft, Misty Step at will, Gate 1/day (travel only). Destruction: pierced through a black hole or sphere of annihilation.

Adventure Hooks

Hook 01

The Scholar's Plea

Elara Voss, a respected scholar of astral lore, approaches the party in Starfall. She has discovered the location of the Horizon Needle, an artifact of the ancient Astral Cartographers, hidden in the ruins of the Observatory of Falling Stars. She believes agents of Lord Veyron are also searching for it. She offers 500 gp each to retrieve it before they do.

Hook 02

A Vision of the Void

One of the party members has a recurring dream of a black hole with a citadel orbiting it, and a voice whispering, 'The Needle must not fall into his hands.' They wake to find a cryptic map leading to the Observatory of Falling Stars.

Hook 03

The Githyanki's Contract

Captain Sora, a githyanki pirate, contacts the party with an offer: she knows the location of a powerful artifact and will share the spoils if they help her retrieve it. She warns that a dangerous warlord, Lord Veyron, is also after it.

Act Structure

Act 1: The Observatory's Secret

Recommended level: 5–6

The party travels to the ruined Observatory of Falling Stars to retrieve the Horizon Needle. They face ancient traps, rival agents, and uncover the truth about the artifact's origin and Veyron's plan.

Objectives

  • Reach the Observatory and find a way inside.
  • Navigate the ruins and solve the Cartographer's puzzle vault.
  • Defeat or evade Veyron's agents and recover the Horizon Needle.
  • Learn about Lord Veyron and his goal to open a Far Realm gate.

The Ruined Observatory

Observatory of Falling Stars, exterior and upper halls

Read aloud

The observatory stands on a windswept cliff, its copper dome cracked and green with age. Broken telescopes jut from the rubble like the bones of a giant. A cold wind carries the faint hum of distant stars.

Running this scene

Elara Voss waits at a camp near the entrance. She provides a map of the upper levels. The observatory is partially collapsed; the main entrance is blocked by rubble. Veyron's agents (2 scouts and a mage) are already inside, searching. The party can sneak, fight, or negotiate. The agents know Veyron seeks the Needle but not its exact location.

Checks
  • DC 13 Strength (Athletics) to clear rubble or climb the cliff.
  • DC 14 Dexterity (Stealth) to approach unseen.
  • DC 12 Intelligence (Investigation) to find a hidden side entrance.
Clues
  • A discarded journal page mentions 'the Needle sleeps in the vault of stars.'
  • Veyron's agents carry a sigil of a black spiral—the mark of the Far Realm.
  • Elara reveals she is a descendant of the Astral Cartographers.
Where next
  • The side entrance leads to the Hall of Mirrors (Scene 2).
  • If the agents are captured, they reveal Veyron's next target: the Citadel of the Cartographers.

The Hall of Mirrors

Observatory interior, Hall of Mirrors

Read aloud

A long hall stretches before you, its walls lined with tarnished mirrors. Each reflection shows a different starfield. At the far end, a door shimmers with a faint blue light.

Running this scene

The mirrors are magical. They show glimpses of the Astral Plane and can disorient. A puzzle: the door opens only when the party aligns three mirrors to reflect a specific constellation (the Needle). Veyron's mage is here, trying to solve it. Combat may ensue. The mage has a scroll of misty step and will flee if losing.

Checks
  • DC 15 Intelligence (Arcana) to understand the mirror puzzle.
  • DC 14 Wisdom (Perception) to spot the correct constellation pattern.
  • DC 13 Dexterity (Sleight of Hand) to adjust a mirror without triggering a flash of blinding light (DC 12 Constitution save or blinded 1 round).
Clues
  • The constellation is the Horizon Needle—a line piercing a circle.
  • A mirror shows a vision of a black hole with a citadel orbiting it.
  • The mage carries a map marking the Citadel of the Cartographers.
Where next
  • Solving the puzzle opens the door to the Vault of Stars (Scene 3).
  • If the mage escapes, he reports to Veyron, increasing security later.

The Vault of Stars

Observatory interior, Vault of Stars

Read aloud

The vault is a circular chamber. In the center, on a pedestal of black stone, lies a rapier whose blade seems to cut the air itself. Around it, floating runes orbit slowly. A low hum fills the room.

Running this scene

The Horizon Needle is here, protected by a magical trap: a gravity well that pulls creatures toward the center. A guardian—an animated armor (use SRD animated armor) with a star motif—attacks anyone who touches the pedestal. The trap can be disabled with a DC 15 Intelligence (Arcana) check. Once the Needle is taken, the trap ends. Veyron's remaining agents (if any) may arrive as reinforcements.

Checks
  • DC 15 Intelligence (Arcana) to disable the gravity trap.
  • DC 14 Strength (Athletics) to resist being pulled (or DC 13 Dexterity save).
  • DC 16 Intelligence (Investigation) to notice a hidden inscription on the pedestal.
Clues
  • Inscription: 'To destroy the Needle, pierce it through a black hole's heart.'
  • The Needle hums when near a planar rift.
  • A vision shows Veyron in a fortress, holding a compass.
Where next
  • With the Needle, the party can return to Elara in Starfall (start of Act 2).
  • If the party delays, Veyron's main force arrives, forcing a chase.

Milestone: At the end of Act 1, the party reaches level 6 and gains the Horizon Needle (or knows its location). They learn of Veyron's plan and the Citadel of the Cartographers.

Act 2: The Folding Path

Recommended level: 7–8

The party travels to the Astral Plane to find the Citadel of the Cartographers and the Astral Compass, a key to Veyron's plan. They must navigate astral dangers, infiltrate Veyron's fortress, and confront him.

Objectives

  • Travel to the Astral Plane and locate the Citadel of the Cartographers.
  • Recover the Astral Compass before Veyron.
  • Infiltrate Veyron's fortress and learn his final plan.
  • Confront Veyron and prevent him from obtaining the Compass.

The Astral Sea

Astral Plane, near the Citadel

Read aloud

You step through a shimmering portal into a silver void. Stars drift like dust motes. In the distance, a massive citadel of white stone floats, its spires piercing the astral sky. A githyanki pirate ship sails toward it.

Running this scene

The party arrives via a portal from Starfall (Elara can open it). The Astral Sea is dangerous: psychic winds, astral dreadnoughts (use SRD), and githyanki patrols. Captain Sora, a githyanki pirate, may ally with the party if they offer the Needle's power or gold. She knows a secret entrance to the Citadel. If hostile, she attacks with her crew (use SRD githyanki warrior).

Checks
  • DC 14 Wisdom (Survival) to navigate the astral currents.
  • DC 15 Charisma (Persuasion) to convince Captain Sora to help.
  • DC 13 Intelligence (Arcana) to identify a safe path through a psychic storm.
Clues
  • Sora mentions Veyron has already sent a fleet to the Citadel.
  • A floating corpse clutches a map showing the Citadel's vault.
  • The Needle vibrates, pointing toward the Citadel.
Where next
  • Sora leads the party to the Citadel's hidden dock (Scene 2).
  • If the party fights Sora, they must find another way in, facing astral monsters.

The Citadel of the Cartographers

Astral Plane, Citadel of the Cartographers

Read aloud

The citadel's halls are lined with star charts and floating globes. At the center, a grand orrery spins, its planets made of gemstones. A pedestal holds a compass that points not north, but to the nearest planar rift.

Running this scene

The Citadel is a library and observatory. The Astral Compass is here, but Veyron's forces (2 mages, 4 thugs) are already searching. The party can sneak, fight, or use the Needle's Misty Step to bypass. The Compass is protected by a riddle: 'I point to what is not, but what will be. What am I?' Answer: a dream. Solving it grants the Compass. If Veyron's forces get it, they escape with it.

Checks
  • DC 16 Intelligence (Investigation) to find the Compass's hidden compartment.
  • DC 15 Intelligence (Arcana) to solve the riddle.
  • DC 14 Dexterity (Stealth) to avoid patrols.
Clues
  • Records show Veyron was once a Cartographer who went mad.
  • The Compass can locate the black hole Veyron seeks.
  • A holographic message from Veyron: 'The gate will open. You cannot stop it.'
Where next
  • With the Compass, the party can track Veyron to his fortress (Scene 3).
  • If Veyron's forces escape with the Compass, the party must chase them.

Veyron's Fortress

Astral Plane, Veyron's Fortress

Read aloud

A fortress of black iron floats in the void, its walls etched with Far Realm symbols. Lightning arcs between spires. At the top, a figure in a dark cloak stands, holding a compass that glows with eerie light.

Running this scene

Veyron's fortress is heavily guarded (use SRD cult fanatics, but Veyron himself uses a custom character sheet). The party can infiltrate via a maintenance shaft or frontal assault. Veyron is in the central chamber, using the Compass to locate the black hole. He will fight but retreat if losing, using a teleport spell. He reveals his plan: to open a gate to the Far Realm and become a god. If the party has the Compass, he tries to take it.

Checks
  • DC 15 Dexterity (Stealth) to infiltrate.
  • DC 16 Strength (Athletics) to break down a door.
  • DC 17 Charisma (Intimidation) to make a guard flee.
Clues
  • Veyron's journal: 'The black hole at the heart of the Void will be my gateway.'
  • A map shows coordinates to a black hole called the 'Maw of Nothing.'
  • Veyron wears an amulet that protects him from the Far Realm's madness.
Where next
  • Veyron escapes to the Maw of Nothing (start of Act 3).
  • If the party defeats him, they must still close the gate he opened.

Milestone: At the end of Act 2, the party reaches level 8. They have the Astral Compass (or know its location) and have learned Veyron's destination: the Maw of Nothing.

Act 3: The Black Hole's Heart

Recommended level: 9–10

The party travels to the Maw of Nothing, a black hole where Veyron plans to open a Far Realm gate. They must navigate cosmic horrors, confront Veyron, and decide the fate of the Horizon Needle.

Objectives

  • Travel to the Maw of Nothing and survive its hazards.
  • Confront Veyron and prevent him from opening the gate.
  • Use the Horizon Needle to close the gate or destroy it.
  • Decide the ultimate fate of the Needle and the multiverse.

The Maw of Nothing

Edge of the black hole, Maw of Nothing

Read aloud

A black hole yawns before you, a sphere of absolute darkness. Its gravity tugs at your bones. Around it, a ring of debris spins—shattered ships and dead stars. At the center, a platform of obsidian holds a glowing rift.

Running this scene

The Maw is a hazardous environment. Gravity is intense; moving requires DC 13 Strength (Athletics) each round or be pulled 10 feet toward the black hole. The rift is a Far Realm gate, partially open. Veyron stands on the platform, channeling the Compass and Needle (if he has it) to widen the gate. Far Realm creatures (use SRD gibbering mouther, star spawn) emerge. The party must fight through or sneak.

Checks
  • DC 13 Strength (Athletics) to resist gravity.
  • DC 15 Dexterity (Acrobatics) to navigate debris.
  • DC 16 Intelligence (Arcana) to understand the gate's mechanics.
Clues
  • The gate can be closed by piercing the Needle through the black hole's exact center.
  • Veyron's amulet is the key to his control over the Far Realm; destroying it weakens him.
  • A vision shows the Needle's destruction would release a shockwave.
Where next
  • The party reaches the platform (Scene 2).
  • If they delay, the gate widens, and more horrors emerge.

The Needle's Choice

Obsidian platform, Maw of Nothing

Read aloud

Veyron turns, his eyes glowing with madness. 'You are too late! The gate opens!' He raises the Compass, and the rift tears wider. The Horizon Needle hums in your hand, eager to fold space one last time.

Running this scene

Final confrontation. Veyron uses his custom character sheet (warlock abilities, Far Realm powers). He fights alongside 2 Far Realm horrors. The party can: 1) Kill Veyron and take the Compass, then use the Needle to close the gate (requires a DC 20 attack roll with the Needle against the gate's center). 2) Destroy the Needle to collapse the gate, but this releases a shockwave (DC 18 Dexterity save, 10d10 force damage, half on success). 3) Use the Needle's Gate ability to escape, leaving the gate open (bad ending). Veyron will try to stop them.

Checks
  • DC 20 attack roll with Horizon Needle to pierce the gate's center.
  • DC 18 Dexterity save to avoid shockwave if Needle destroyed.
  • DC 17 Charisma (Persuasion) to convince Veyron to stop (very hard).
Clues
  • Veyron's amulet shatters if he is killed, weakening the gate.
  • The Needle can absorb the gate's energy if used correctly.
  • Elara's voice echoes: 'The Needle was made to fold space—use it to fold the gate closed!'
Where next
  • If the gate closes, the party must escape the collapsing black hole (Scene 3).
  • If the gate remains open, the campaign ends in chaos.

The Aftermath

Astral Plane, near the Maw

Read aloud

The rift seals with a thunderclap. The black hole's gravity lessens. You float in the silent void, the Horizon Needle cold in your hand. The multiverse is safe—for now.

Running this scene

Resolution. If the Needle was used to close the gate, it is drained but still functional (loses Gate ability for 1 year). If destroyed, it is gone. The party can return to Starfall as heroes. Elara Voss offers to study the Needle or destroy it. If Veyron survived, he may become a recurring villain. Award level 10.

Checks
  • DC 15 Wisdom (Insight) to sense Elara's true intentions.
  • DC 14 Intelligence (Arcana) to assess the Needle's condition.
  • DC 12 Charisma (Persuasion) to negotiate with Elara.
Clues
  • Elara reveals she can destroy the Needle safely in a sphere of annihilation.
  • A final message from Veyron: 'This is not the end.'
  • The Needle's runes glow faintly, hinting at other secrets.
Where next
  • Campaign ends. The party can retire as legendary heroes.
  • If the Needle is kept, it may attract new enemies.

Milestone: At the end of Act 3, the party reaches level 10. They have saved the multiverse (or doomed it) and decided the fate of the Horizon Needle.

Villain Plans

Lord Veyron Character Sheet

BBEG

Motivation

Veyron seeks to open a permanent gate to the Far Realm and become a god. He believes that the Far Realm holds the key to ultimate power and that he is destined to rule over a new reality.

Personality

Veyron is cold, calculating, and utterly convinced of his own superiority. He speaks in a calm, measured tone, even when threatening. He is a master manipulator and will use any means necessary to achieve his goals. He sees himself as a visionary, not a villain.

Resources

  • Veyron's Fortress in the Astral Plane
  • The Far Realm Cult, including Magister Kaelen and Warden Thal
  • The Far Realm Amulet, which protects him from madness and controls Far Realm creatures
  • The Astral Compass (if he obtains it)
  • A network of spies and agents across the planes

Battle Plan

Veyron begins combat by summoning Far Realm horrors and using eldritch blast to target spellcasters. He uses *misty step* to avoid melee. If reduced below 50 hit points, he uses his amulet to heal himself (if not destroyed). If reduced below 30 hit points, he uses *dimension door* to retreat to the Maw of Nothing. In the final battle, he fights to the death, using the Far Realm rift to spawn reinforcements. He will try to stop the party from closing the gate.

Defeat or Redemption

Veyron can be killed, which shatters his amulet and weakens the gate. Alternatively, if the party can show him the truth of the Far Realm's chaos, he might have a moment of doubt, but redemption is unlikely. If he survives, he becomes a recurring villain, plotting his revenge.

Magister Kaelen

Arcane Lieutenant

Motivation

Kaelen seeks forbidden knowledge and power. He serves Veyron because Veyron promises him access to the Far Realm's secrets. He is obsessed with the Horizon Needle and wants to study it.

Personality

Kaelen is arrogant, curious, and utterly ruthless. He speaks in a soft, precise voice and enjoys demonstrating his intellectual superiority. He is a coward at heart and will flee if the battle turns against him.

Resources

  • A scroll of *misty step* and other spells
  • A map to the Citadel of the Cartographers
  • Two scouts under his command
  • Knowledge of the observatory's layout

Battle Plan

Kaelen uses *mage armor* and *mirror image* before combat. He targets spellcasters with *magic missile* and uses *misty step* to escape if reduced below 20 hit points. He prefers to fight from a distance and will use the environment for cover. If he escapes, he reports to Veyron and increases security in Act 2.

Defeat or Redemption

Kaelen can be killed or captured. If captured, he can be interrogated for information about Veyron's plans. He has no loyalty to Veyron and will betray him if offered a better deal. He cannot be redeemed, but he can be used.

Warden Thal Character Sheet

Fortress Guardian

Motivation

Thal was once a noble dragonborn warrior, but he was corrupted by the Far Realm during a failed expedition. Now he serves Veyron out of a twisted sense of gratitude and a desire to spread chaos. He believes that the Far Realm is the true reality.

Personality

Thal is brutal, relentless, and barely sane. He speaks in a guttural growl and enjoys causing pain. He is not a strategist; he is a weapon that Veyron points at his enemies.

Resources

  • Far Realm mutations that grant him resistance to psychic damage and a fear aura
  • A massive greataxe
  • Command of the cult fanatics in Veyron's Fortress

Battle Plan

Thal charges into melee, targeting the strongest-looking warrior. He uses his fear aura to frighten enemies and his greataxe to deal massive damage. He fights to the death and will not retreat. If reduced to 0 hit points, his body dissolves into Far Realm energy.

Defeat or Redemption

Thal can be killed, which frees him from his corruption. If captured alive, a *greater restoration* spell can cure his madness, and he may become a repentant ally. He knows the layout of Veyron's fortress and can provide valuable information.

Running Notes

Recommended party: 4–5 characters, level 5. A balanced mix: at least one martial (fighter, rogue, barbarian), one divine or primal caster (cleric, druid), one arcane caster (wizard, sorcerer, warlock), and one support (bard, paladin). Skills: Arcana, History, Investigation, Perception. A character with Astral or Planar knowledge is helpful.

Session Zero

Session Zero

Before starting the campaign, hold a session zero to establish tone, safety tools, and expectations.

Tone: Cosmic mystery, high-stakes exploration, and moral choices. Expect astral travel, ancient puzzles, and battles against forces that bend space and mind. The campaign has elements of cosmic horror, but the heroes can make a difference.

Safety Tools: Use the X-card, lines and veils, or another safety tool. Discuss boundaries around horror, madness, and body horror. The Far Realm can be disturbing; ensure players are comfortable.

Character Creation: Start at level 5. Use the standard array or point buy. Recommended party: at least one martial (fighter, rogue, barbarian), one divine or primal caster (cleric, druid), one arcane caster (wizard, sorcerer, warlock), and one support (bard, paladin). Skills: Arcana, History, Investigation, Perception. A character with Astral or Planar knowledge is helpful.

Backstories: Encourage players to tie their characters to the Astral Plane, the Cartographers, or Veyron. Maybe one character is a descendant of a Cartographer, or has a vision of the Far Realm.

Expectations: The campaign is 12–15 sessions. Milestones will be used for leveling. The party will face difficult choices; not all outcomes are happy. The Horizon Needle is a powerful artifact with a will of its own.

Table Rules: Establish rules for scheduling, attendance, and player conduct. Discuss how to handle player vs. player conflict and character death.

Scaling Guidance

Scaling Guidance

This module is designed for a party of 4–5 characters starting at level 5 and ending at level 10. The encounters are balanced for that range, but you can adjust them as follows:

  • Weaker Party (3 characters or lower level): Reduce the number of enemies by 1–2, lower the DCs of traps and puzzles by 2, and reduce boss hit points by 25%. Consider granting an extra magic item or ally.
  • Stronger Party (6+ characters or higher level): Add 1–2 enemies per encounter, increase boss hit points by 25%, and add legendary actions to Veyron. Increase trap DCs by 2.
  • Level Adjustment: If the party is level 6 in Act 1, add a second mage to the Hall of Mirrors and increase the Vault guardian's hit points. If they are level 9 in Act 2, add a githyanki knight to the Astral Sea and a second Far Realm horror to Veyron's Fortress.
  • XP Budgets: The encounters are built to be Moderate or High difficulty for their level. Use the 5e DMG guidelines to adjust XP. For a Moderate encounter at level 5, aim for 2,000 XP; for High, 3,000 XP. At level 10, Moderate is 5,000 XP, High is 7,500 XP.
  • Action Economy: If the party has many summons or allies, increase enemy count. If they lack healing, reduce enemy damage output.
  • Magic Items: The module includes 9 magic items. If the party is struggling, place an extra *potion of healing* in each act. If they are thriving, make the items harder to find or add curses.

DM Advice

Running Notes

Pacing: The campaign is divided into three acts, each with three scenes. Act 1 is investigation and dungeon. Act 2 is planar travel and infiltration. Act 3 is cosmic confrontation and resolution. Milestones at the end of each act (level 6, 8, 10).

Clue Flow: The party learns of Veyron's plan through intercepted messages, ancient records, and captured agents. Key clues: the Needle's location, the Compass's purpose, and the black hole's coordinates. Use the secrets_and_clues list to seed information. If the party misses a clue, have an NPC or a vision provide it.

Villain Pressure: Veyron is always one step ahead. His agents appear in Act 1, his forces in Act 2, and he personally confronts the party in Act 3. If the party delays, Veyron advances his plan. Use the failure states to raise stakes.

The Horizon Needle: The Needle is a powerful artifact. It should feel dangerous and desirable. Describe its hum, its ability to fold space, and its strange will. The party may be tempted to keep it; remind them of its instability.

NPCs: Elara Voss is the party's patron. She is calm and methodical, but obsessed. Captain Sora is a wildcard. Magister Kaelen is a recurring nuisance. Warden Thal is a brute. Lord Veyron is a cold, calculating villain.

Encounters: The module encounters are designed to be run as written. Adjust as needed for your party. Use the scaling guidance. Remember that the Far Realm is chaotic; describe its effects vividly.

Endings: The campaign has multiple endings based on the party's choices. The Needle can be kept, destroyed, or used to close the gate. Veyron can be killed or escape. Elara may betray them or remain loyal. Let the players' choices shape the ending.

Failure States

  • If the party fails to retrieve the Horizon Needle in Act 1, Veyron's agents take it. The party must chase them to the Astral Plane, and Veyron starts Act 2 with the Needle, making him more powerful.
  • If the party fails to get the Astral Compass in Act 2, Veyron obtains it and locates the Maw of Nothing first. The final battle begins with the gate already partially open, and the party must fight through more Far Realm horrors.
  • If the party fails to close the Far Realm gate in Act 3, the gate opens fully. The multiverse is overrun by Far Realm entities. The campaign ends in chaos, but the party may survive to fight another day in a broken reality.
  • If the Horizon Needle is destroyed prematurely (before the final battle), the gate cannot be closed. The party must find another way, such as a sphere of annihilation, which may not exist in this campaign.
  • If Elara Voss is killed, the party loses their patron and access to Cartographer resources. They must find another way to open portals and research the Needle.
  • If Captain Sora is killed or alienated, the party loses a valuable ally and may face additional githyanki attacks in the Astral Plane.

Secrets & Clues

  • Elara Voss is a direct descendant of the Astral Cartographers, though she hides this fact.
  • The Horizon Needle can only be destroyed by piercing it through the exact center of a black hole or a sphere of annihilation.
  • Lord Veyron was once a respected Astral Cartographer who went mad after gazing into the Far Realm.
  • The Astral Compass points to the nearest planar rift and can locate the Maw of Nothing.
  • Veyron's amulet protects him from the Far Realm's madness and allows him to control the gate.
  • The Far Realm gate can be closed by piercing the Horizon Needle through its exact center.
  • Captain Sora knows a secret entrance to the Citadel of the Cartographers.
  • The Needle's runes hint at other secrets, possibly other artifacts created by the Astral Cartographers.

Appendix

Downtime

Research in Starfall

The party can spend time in Starfall's Grand Library, studying the Horizon Needle and the history of the Astral Cartographers. This activity allows them to learn more about the Needle's properties and Veyron's past.

Requirements: Access to the Grand Library and a successful DC 15 Intelligence (Arcana) check.

Rewards: Advantage on Intelligence (Arcana) checks related to the Horizon Needle and the Far Realm for the next session. A clue about the Needle's destruction method.

Time: 1 week of in-game time.

Location: Starfall, Grand Library. Elara Voss can assist, granting advantage on the check.

This activity is best used between Act 1 and Act 2. It rewards players who invest in research.

Train with the Needle

The party can practice with the Horizon Needle to unlock its potential. This activity requires attunement and a successful DC 15 Dexterity (Acrobatics) check.

Requirements: Attunement to the Horizon Needle and a safe space to practice.

Rewards: The wielder gains proficiency with the rapier if they don't already have it, or learns a new maneuver (e.g., using the Needle's reach to disarm an opponent).

Time: 1 week of in-game time.

Location: Any safe location, such as Starfall or the Citadel of the Cartographers.

This activity can attract unwanted attention. Roll a d20; on a 1, Veyron's spies locate the party.

Carouse with Githyanki

The party can spend time with Captain Sora and her crew, building relationships and gathering information. This activity involves drinking, gambling, and storytelling.

Requirements: At least 100 gp for bribes and drinks, and a successful DC 14 Charisma (Persuasion) check.

Rewards: The party learns a rumor about Veyron's fortress or the Maw of Nothing. Sora becomes more friendly and may offer a discount on her services.

Time: 3 days of in-game time.

Location: The Astral Sea, aboard Captain Sora's ship.

This activity is best used during Act 2. It can lead to the side quest 'The Pirate's Bounty'.

Rumors

  • A scholar in Starfall claims to have seen a vision of a black hole with a citadel orbiting it.
  • Githyanki pirates have been seen near the ruins of an ancient observatory.
  • Lord Veyron was once a respected Astral Cartographer, but he went mad after gazing into the Far Realm.
  • The Horizon Needle can fold space, allowing its wielder to strike across impossible distances.
  • A hidden vault in the Citadel of the Cartographers contains a compass that points to the nearest planar rift.
  • The Far Realm gate can only be closed by piercing the Horizon Needle through its center.
  • Captain Sora is looking for a crew to raid a rival githyanki ship.
  • Elara Voss is not who she seems; she has the blood of the Astral Cartographers.

Random Events

  • A psychic wind sweeps through the area. Each creature must make a DC 13 Intelligence saving throw or take 2d6 psychic damage.
  • A floating corpse drifts by, clutching a map or a minor magic item.
  • A githyanki patrol appears, demanding a toll for passage.
  • A Far Realm rift briefly opens, releasing a gibbering mouther.
  • A vision of the Horizon Needle appears, pointing toward the nearest planar rift.
  • A group of cult fanatics ambushes the party, shouting praises to Veyron.
  • A merchant ship offers to trade, selling potions and scrolls at a 10% discount.
  • The gravity fluctuates, causing creatures to fall prone unless they succeed on a DC 12 Dexterity saving throw.

Treasure Parcels

  • Act 1 - Observatory: 150 gp, a *potion of healing*, and a *Cartographer's Lens* (uncommon).
  • Act 1 - Vault of Stars: The Horizon Needle (artifact), a *potion of flying* (uncommon), and 200 gp in ancient coins.
  • Act 2 - Astral Sea: A *githyanki silver sword* (rare), 500 gp, and a *potion of psychic resistance* (uncommon).
  • Act 2 - Citadel: The Astral Compass (legendary), a *scroll of teleport* (rare), and 1,000 gp in gemstones.
  • Act 2 - Veyron's Fortress: A *voidwalker's cloak* (rare), Veyron's journal, and 1,500 gp in art objects.
  • Act 3 - Maw of Nothing: A *black hole shard* (very rare), a *potion of flying* (uncommon), and 2,000 gp in astral diamonds.
  • Act 3 - Obsidian Platform: Veyron's amulet (very rare), the *Needle's Sheath* (rare), and 3,000 gp in Far Realm relics.
  • Any Act - Hidden Cache: A *bag of holding* with 500 gp and a *potion of greater healing*.

Spare Names

  • Elara Voss
  • Lord Veyron
  • Captain Sora
  • Magister Kaelen
  • Warden Thal
  • Lian (Elara's apprentice)
  • Lyra (fallen Cartographer)
  • Kith'rak Voss (githyanki rival)
  • The Hollow Seer
  • Starfall
  • Observatory of Falling Stars
  • Citadel of the Cartographers
  • Veyron's Fortress
  • Maw of Nothing
  • Obsidian Platform

Starting Location

Starfall and the Observatory of Falling Stars

## Starfall and the Observatory of Falling Stars

Starfall is a bustling port city perched on the edge of a silver sea, its towers adorned with telescopes and star charts. The city is a hub for astrologers, cartographers, and treasure hunters. Beyond the city walls, windswept cliffs rise above the sea, and atop one such cliff stands the ruined Observatory of Falling Stars. Once a magnificent structure of copper domes and crystal lenses, it now lies in shattered grandeur, its telescopes broken and its halls haunted by ancient magic. The observatory was built by the Astral Cartographers, a civilization that mapped the multiverse. It served as a beacon for planar travelers, but after a cataclysm, it was abandoned. Now, its secrets draw the curious and the greedy. The party begins their journey here, hired by Elara Voss to retrieve the Horizon Needle from the observatory's depths. The region is a mix of urban intrigue and wilderness exploration, with the observatory serving as the first dungeon. The city of Starfall offers opportunities for research, shopping, and gathering rumors, while the observatory provides dangerous puzzles and combat. The area is also where the party first encounters agents of Lord Veyron, setting the stage for the larger conflict.

Secrets

  • Elara Voss is a direct descendant of the Astral Cartographers, though she hides this fact.
  • The observatory's mirrors can show glimpses of the Astral Plane and other locations.
  • A hidden inscription on the Needle's pedestal reveals that the artifact can only be destroyed by piercing it through a black hole's center.
  • Magister Kaelen carries a map marking the Citadel of the Cartographers on the Astral Plane.

Key Locations

Starfall

## Starfall

Starfall is a city of scholars and sailors, built on a series of terraces overlooking the sea. Its architecture blends elven grace with human practicality, featuring white stone buildings with domed roofs and brass telescopes. The main thoroughfares are lined with shops selling star charts, navigational tools, and magical curiosities. The city is governed by a council of merchants and scholars, who maintain a fragile peace. Key locations include the Grand Library, where Elara Voss conducts her research; the Docks, where ships from distant lands bring rumors and goods; and the Observatory Plaza, a public square with a large orrery that tracks the movements of the planes. The city is a safe haven for the party, offering resupply and information, but it is not without danger: Veyron's spies lurk in the shadows, and the city's underworld is always looking for an edge.

Additional Notes

Use Starfall as a home base. The Grand Library can provide research opportunities. The Docks are a good place to introduce Captain Sora. The city watch is generally helpful but overworked.

Observatory of Falling Stars

## Observatory of Falling Stars

The observatory is a sprawling ruin of white stone and tarnished copper, perched on a cliff overlooking the sea. Its main dome is cracked, allowing sunlight to stream into the central hall. The upper levels are partially collapsed, with rubble blocking some passages. The Hall of Mirrors, a long gallery lined with tarnished mirrors, is still intact, though its magic is unpredictable. The Vault of Stars, a circular chamber at the heart of the observatory, holds the Horizon Needle on a pedestal of black stone. The observatory is protected by ancient traps and guardians, including animated armor and gravity wells. The air is cold and carries the faint hum of distant stars. The party must navigate the ruins, solve the mirror puzzle, and overcome the vault's defenses to claim the Needle.

Additional Notes

The observatory has three main areas: the entrance and upper halls, the Hall of Mirrors, and the Vault of Stars. Veyron's agents are also present, led by Magister Kaelen. The party can sneak, fight, or negotiate.

The Astral Sea and the Citadel of the Cartographers

## The Astral Sea and the Citadel of the Cartographers

The Astral Plane is a silver void where stars drift like dust motes and time flows differently. It is a realm of thought and spirit, where travelers project themselves through the void. The Astral Sea is not empty: it is home to githyanki pirates, astral dreadnoughts, and the ruins of ancient civilizations. The Citadel of the Cartographers floats in this void, a massive structure of white stone and crystal spires. It was once the heart of the Astral Cartographers' civilization, a library and observatory where they mapped the multiverse. Now it is a silent tomb, its halls filled with star charts and floating globes. The Astral Compass, a key to Veyron's plan, is hidden here. Veyron's fortress, a black iron citadel etched with Far Realm symbols, orbits a nearby dead star. The region is a mix of exploration, infiltration, and planar travel. The party must navigate the Astral Sea, deal with Captain Sora and her pirates, infiltrate the Citadel, and confront Veyron's forces. The environment is alien and dangerous, with psychic winds and gravity anomalies.

Secrets

  • Veyron was once a respected Astral Cartographer who went mad after gazing into the Far Realm.
  • The Astral Compass can locate the nearest planar rift, and it points to the Maw of Nothing.
  • Captain Sora knows a secret entrance to the Citadel, but she will only share it for a price.
  • Veyron's amulet protects him from the Far Realm's madness and allows him to control the gate.

Key Locations

The Citadel of the Cartographers

## The Citadel of the Cartographers

The Citadel is a sprawling complex of white marble and crystal, its spires reaching into the silver void. The main hall is a grand orrery, with planets made of gemstones orbiting a central sun. The walls are lined with star charts and floating globes that display distant worlds. The air hums with ancient magic. The Astral Compass is hidden in a vault beneath the orrery, protected by a riddle. Veyron's forces, led by Magister Kaelen, are searching the citadel for the Compass. The party can explore the library, the observatory, and the vault. The citadel also contains records of the Astral Cartographers, revealing their history and Veyron's fall.

Additional Notes

The citadel is a dungeon with multiple levels. The party can sneak past Veyron's forces or fight them. The riddle to open the vault is: 'I point to what is not, but what will be. What am I?' Answer: a dream.

Veyron's Fortress

## Veyron's Fortress

Veyron's fortress is a black iron structure that floats in the void, its walls etched with glowing Far Realm symbols. Lightning arcs between its spires, and the air is thick with psychic static. The fortress is heavily guarded by cult fanatics and Far Realm-touched creatures. The central chamber is a throne room where Veyron studies the Astral Compass and plans his final ritual. The fortress also contains a prison, a laboratory, and a portal to the Far Realm. The party can infiltrate via a maintenance shaft or assault the front gate. Veyron will fight but retreat if losing, using a teleport spell. He reveals his plan to open a permanent gate to the Far Realm.

Additional Notes

The fortress is a high-risk infiltration or assault. Warden Thal commands the guards. The party can find Veyron's journal here, which contains coordinates to the Maw of Nothing.

The Maw of Nothing

## The Maw of Nothing

The Maw of Nothing is a black hole at the edge of the Astral Plane, a sphere of absolute darkness that devours light and matter. Its gravity is immense, pulling in debris from shattered ships and dead stars. Around the black hole, a ring of debris spins in a deadly dance. At the center, a platform of obsidian floats, held in place by ancient magic. On this platform, a rift to the Far Realm has been opened, a tear in reality that glows with sickly light. The environment is hostile: gravity fluctuates, psychic winds scream, and Far Realm creatures emerge from the rift. Veyron stands on the platform, channeling the Astral Compass and the Horizon Needle to widen the gate. The party must navigate the debris, resist the gravity, and confront Veyron in a final battle. The fate of the multiverse hangs in the balance. The region is a mix of environmental hazards, cosmic horror, and a climactic boss fight. The party can close the gate by piercing the Needle through its center, or destroy the Needle to collapse the gate at great cost.

Secrets

  • The Far Realm gate can be closed by piercing the Horizon Needle through its exact center.
  • Veyron's amulet is the key to his control over the Far Realm; destroying it weakens him and the gate.
  • Destroying the Needle within the gate releases a shockwave that deals 10d10 force damage to everything within 100 feet (DC 18 Dexterity save for half).
  • The Needle can absorb the gate's energy if used correctly, draining the gate and leaving the Needle functional but without its Gate ability for a year.

Key Locations

The Obsidian Platform

## The Obsidian Platform

The Obsidian Platform is a flat expanse of black glass that floats at the edge of the black hole's event horizon. It is held in place by ancient Cartographer magic, but the magic is failing. The platform is cracked and unstable, with sections breaking off and falling into the void. At its center, the Far Realm rift pulses with otherworldly energy. Veyron stands here, surrounded by Far Realm horrors. The platform is the site of the final confrontation. The party must fight Veyron and his minions while dealing with the platform's instability and the rift's influence. The rift can be closed by piercing the Needle through its exact center, but this requires a precise strike.

Additional Notes

The platform is a hazardous battlefield. Use the gravity rules from the module. The rift can spawn Far Realm creatures each round if not closed.

The Rift

## The Rift

The Rift is a tear in reality that leads to the Far Realm, a place of madness and chaos. It appears as a vertical slash of sickly green light, about 20 feet tall and 5 feet wide. It pulses with energy, and those who look directly into it must make a DC 15 Wisdom saving throw or be frightened for 1 minute. The Rift is the gate Veyron seeks to widen. If fully opened, it will allow Far Realm entities to pour into the multiverse. The Rift can be closed by piercing the Horizon Needle through its center, which requires a DC 20 attack roll. Alternatively, destroying the Needle within the Rift will collapse it, but releases a shockwave.

Additional Notes

The Rift is the key to the final encounter. The party must decide how to close it. Veyron will try to stop them.

Villain Plans

Lord Veyron Character Sheet

BBEG

Motivation

Veyron seeks to open a permanent gate to the Far Realm and become a god. He believes that the Far Realm holds the key to ultimate power and that he is destined to rule over a new reality.

Personality

Veyron is cold, calculating, and utterly convinced of his own superiority. He speaks in a calm, measured tone, even when threatening. He is a master manipulator and will use any means necessary to achieve his goals. He sees himself as a visionary, not a villain.

Resources

  • Veyron's Fortress in the Astral Plane
  • The Far Realm Cult, including Magister Kaelen and Warden Thal
  • The Far Realm Amulet, which protects him from madness and controls Far Realm creatures
  • The Astral Compass (if he obtains it)
  • A network of spies and agents across the planes

Battle Plan

Veyron begins combat by summoning Far Realm horrors and using eldritch blast to target spellcasters. He uses *misty step* to avoid melee. If reduced below 50 hit points, he uses his amulet to heal himself (if not destroyed). If reduced below 30 hit points, he uses *dimension door* to retreat to the Maw of Nothing. In the final battle, he fights to the death, using the Far Realm rift to spawn reinforcements. He will try to stop the party from closing the gate.

Defeat or Redemption

Veyron can be killed, which shatters his amulet and weakens the gate. Alternatively, if the party can show him the truth of the Far Realm's chaos, he might have a moment of doubt, but redemption is unlikely. If he survives, he becomes a recurring villain, plotting his revenge.

Magister Kaelen

Arcane Lieutenant

Motivation

Kaelen seeks forbidden knowledge and power. He serves Veyron because Veyron promises him access to the Far Realm's secrets. He is obsessed with the Horizon Needle and wants to study it.

Personality

Kaelen is arrogant, curious, and utterly ruthless. He speaks in a soft, precise voice and enjoys demonstrating his intellectual superiority. He is a coward at heart and will flee if the battle turns against him.

Resources

  • A scroll of *misty step* and other spells
  • A map to the Citadel of the Cartographers
  • Two scouts under his command
  • Knowledge of the observatory's layout

Battle Plan

Kaelen uses *mage armor* and *mirror image* before combat. He targets spellcasters with *magic missile* and uses *misty step* to escape if reduced below 20 hit points. He prefers to fight from a distance and will use the environment for cover. If he escapes, he reports to Veyron and increases security in Act 2.

Defeat or Redemption

Kaelen can be killed or captured. If captured, he can be interrogated for information about Veyron's plans. He has no loyalty to Veyron and will betray him if offered a better deal. He cannot be redeemed, but he can be used.

Warden Thal Character Sheet

Fortress Guardian

Motivation

Thal was once a noble dragonborn warrior, but he was corrupted by the Far Realm during a failed expedition. Now he serves Veyron out of a twisted sense of gratitude and a desire to spread chaos. He believes that the Far Realm is the true reality.

Personality

Thal is brutal, relentless, and barely sane. He speaks in a guttural growl and enjoys causing pain. He is not a strategist; he is a weapon that Veyron points at his enemies.

Resources

  • Far Realm mutations that grant him resistance to psychic damage and a fear aura
  • A massive greataxe
  • Command of the cult fanatics in Veyron's Fortress

Battle Plan

Thal charges into melee, targeting the strongest-looking warrior. He uses his fear aura to frighten enemies and his greataxe to deal massive damage. He fights to the death and will not retreat. If reduced to 0 hit points, his body dissolves into Far Realm energy.

Defeat or Redemption

Thal can be killed, which frees him from his corruption. If captured alive, a *greater restoration* spell can cure his madness, and he may become a repentant ally. He knows the layout of Veyron's fortress and can provide valuable information.

NPCs in Starfall and the Observatory of Falling Stars

Captain Sora

Open Character Sheet

A githyanki pirate with sharp features and a silver sword at her hip. She wears a red coat over piecemeal armor and has a calculating smile. She is bold and pragmatic, always looking for an advantage.

Role: Potential ally or enemy

Other Details: Sora commands a githyanki pirate ship in the Astral Plane. She knows a secret entrance to the Citadel of the Cartographers. She can be persuaded to help the party for gold or a share of the treasure.

Elara Voss

Open Character Sheet

A human scholar in her fifties, with silver-streaked hair and keen blue eyes. She wears practical traveling clothes and carries a satchel full of star charts. She is calm and methodical, but her eyes betray a deep obsession with the Horizon Needle.

Role: Quest giver and patron

Other Details: Elara is a descendant of the Astral Cartographers. She knows more about the Needle than she lets on. She can open a portal to the Astral Plane later in the campaign.

Magister Kaelen

Open Character Sheet

A tall, gaunt elf with pale skin and dark robes embroidered with a black spiral. He speaks in a soft, precise voice and moves with deliberate grace. His eyes are cold and calculating.

Role: Veyron's lieutenant

Other Details: Kaelen is a mage loyal to Lord Veyron. He leads the search for the Needle in Act 1. He is arrogant and will flee if losing, but he is a dangerous spellcaster.

NPCs in The Astral Sea and the Citadel of the Cartographers

Captain Sora

Open Character Sheet

A githyanki pirate with sharp features and a silver sword. She is bold and pragmatic, always looking for an advantage. She can be an ally or an enemy depending on the party's actions.

Role: Potential ally or enemy

Other Details: Sora knows the Astral Sea well. She can provide transport and information. She is interested in the Horizon Needle and may try to steal it.

The Hollow Seer

Open Character Sheet

A mysterious figure in a tattered robe, with a face hidden by a hood. It speaks in riddles and seems to know the future. It appears in the Citadel and offers cryptic advice.

Role: Mysterious guide

Other Details: The Hollow Seer is a projection of the Astral Cartographers' collective consciousness. It can provide clues about the Needle and the gate.

Warden Thal

Open Character Sheet

A hulking dragonborn with scales corrupted by Far Realm energy. He wears black armor and wields a massive greataxe. His eyes glow with an eerie light, and he speaks in a guttural growl.

Role: Veyron's lieutenant

Other Details: Thal is Veyron's fortress guardian. He is brutal and relentless, but his corruption can be cured if he is captured alive.

NPCs in The Maw of Nothing

Elara Voss (projection)

Open Character Sheet

Elara's voice echoes through the void, offering advice and encouragement. She cannot physically be here, but she can provide magical support if the party has a communication device.

Role: Supporting NPC

Other Details: Elara can remind the party of the Needle's properties and the gate's weakness.

Lord Veyron

Open Character Sheet

A tall, gaunt figure in dark robes, his face pale and marked with Far Realm symbols. His eyes glow with madness. He wields the Astral Compass and the Horizon Needle (if he has it). He is calm and confident, believing his victory is inevitable.

Role: BBEG

Other Details: Veyron is a fallen Astral Cartographer and a warlock of the Far Realm. He seeks to become a god. He uses a custom character sheet.

Factions

The Astral Cartographers

## The Astral Cartographers

The Astral Cartographers were an ancient civilization that mapped the multiverse. They built observatories, citadels, and portals across the planes. They were scholars and explorers, driven by a thirst for knowledge. Their civilization fell when they delved too deep into the Far Realm, and most were destroyed or driven mad. Now, only a few descendants remain, like Elara Voss. The Cartographers seek to preserve knowledge and protect the multiverse from the Far Realm. They are a secretive order, operating from hidden libraries and observatories.

Goals

- Preserve the knowledge of the Astral Cartographers.
- Prevent the Far Realm from invading the multiverse.
- Recover lost artifacts, especially the Horizon Needle.

Relationships

With Other Factions
The Cartographers are opposed to the Far Realm Cult and view them as a grave threat. They are neutral toward the Githyanki Freebooters, seeing them as a nuisance but not a priority. They may ally with the party if they prove trustworthy.
With Players
Elara Voss is a member of the Cartographers and acts as the party's patron. The Cartographers can provide resources, information, and magical support. They are cautious and will test the party's loyalty before sharing their deepest secrets.

The Far Realm Cult

## The Far Realm Cult

The Far Realm Cult is a secretive organization dedicated to opening a permanent gate to the Far Realm. They are led by Lord Veyron, a fallen Astral Cartographer who believes that the Far Realm holds the key to godhood. The cult is composed of mad scholars, power-hungry mages, and corrupted creatures. They operate from hidden cells across the planes, but their main base is Veyron's Fortress in the Astral Plane. They are fanatical and willing to sacrifice anything to achieve their goal.

Goals

- Open a permanent gate to the Far Realm.
- Summon Far Realm entities into the multiverse.
- Transform the multiverse into a realm of chaos and madness.

Relationships

With Other Factions
The Far Realm Cult is the enemy of the Astral Cartographers. They use the Githyanki Freebooters as pawns, hiring them for transport and muscle. They are hostile to all who oppose them.
With Players
The cult is the primary antagonist. They will stop at nothing to obtain the Horizon Needle and the Astral Compass. They are ruthless and will attack the party on sight.

The Githyanki Freebooters

## The Githyanki Freebooters

The Githyanki Freebooters are a crew of pirates led by Captain Sora. They sail the Astral Sea, raiding ships and plundering ancient ruins. They are opportunistic and loyal only to gold and power. They have no grand ideology, but they are skilled warriors and navigators. They know the Astral Plane well and can be valuable allies or dangerous enemies.

Goals

- Plunder treasure from the Astral Plane.
- Gain power and influence.
- Survive in the dangerous void.

Relationships

With Other Factions
The Freebooters are neutral toward the Astral Cartographers and the Far Realm Cult. They will work for either side if the price is right. They have a rivalry with other githyanki crews.
With Players
Captain Sora can be persuaded to help the party for gold or a share of the treasure. She is not inherently evil, but she is greedy. If betrayed, she becomes a bitter enemy.

Main Questline

Retrieve the Horizon Needle

Given by: Elara Voss
Elara Voss hires the party to travel to the ruined Observatory of Falling Stars and recover the Horizon Needle, an artifact of the ancient Astral Cartographers. She believes agents of Lord Veyron are also searching for it. The party must navigate the observatory's traps, solve the mirror puzzle, and defeat the guardian to claim the Needle. Along the way, they learn about Veyron's plan to open a Far Realm gate.

Goals

- Travel to the Observatory of Falling Stars.
- Find a way inside.
- Solve the mirror puzzle in the Hall of Mirrors.
- Defeat the guardian in the Vault of Stars.
- Recover the Horizon Needle.

Reward

500 gp each, plus the Horizon Needle (temporarily, until Act 2). Elara also offers to identify any magic items found.

Secrets

  • Elara is a descendant of the Astral Cartographers.
  • The Needle can only be destroyed by piercing it through a black hole's center.
  • Magister Kaelen carries a map to the Citadel of the Cartographers.

DM Notes

This quest spans Act 1. The party should reach level 6 by the end. Emphasize the race against Veyron's agents. If the party fails to get the Needle, Veyron's forces take it, and the party must chase them.

The Astral Compass

Given by: Elara Voss
With the Horizon Needle in hand, Elara opens a portal to the Astral Plane. She tasks the party with finding the Citadel of the Cartographers and recovering the Astral Compass before Veyron's forces do. The Compass is the key to locating the black hole Veyron seeks. The party must navigate the Astral Sea, deal with Captain Sora, infiltrate the Citadel, and solve the riddle to claim the Compass. They also learn more about Veyron's past and his fortress.

Goals

- Travel to the Astral Plane.
- Locate the Citadel of the Cartographers.
- Infiltrate the Citadel and find the Astral Compass.
- Solve the riddle to open the vault.
- Escape with the Compass before Veyron's forces can take it.

Reward

1000 gp each, plus the Astral Compass (temporarily). Elara also provides a *potion of heroism* to each party member.

Secrets

  • Veyron was once a respected Astral Cartographer who went mad.
  • The Compass points to the Maw of Nothing.
  • Captain Sora knows a secret entrance to the Citadel.

DM Notes

This quest spans Act 2. The party should reach level 8 by the end. The Citadel is a dungeon with multiple paths. Veyron's forces are a constant threat. If the party fails, Veyron gets the Compass and the final act becomes harder.

Close the Far Realm Gate

Given by: Elara Voss (or self-directed)
The Astral Compass points to the Maw of Nothing, a black hole where Veyron plans to open a permanent gate to the Far Realm. The party must travel there, survive the hazardous environment, and confront Veyron. They must use the Horizon Needle to close the gate, either by piercing it through the gate's center or by destroying the Needle. The fate of the multiverse depends on their success.

Goals

- Travel to the Maw of Nothing.
- Survive the black hole's hazards.
- Defeat Lord Veyron and his Far Realm horrors.
- Close the Far Realm gate using the Horizon Needle.
- Decide the ultimate fate of the Needle.

Reward

2000 gp each, plus the gratitude of the multiverse. The party can keep the Horizon Needle (if not destroyed) or receive a favor from the Astral Cartographers.

Secrets

  • The gate can be closed by piercing the Needle through its exact center.
  • Veyron's amulet controls the gate; destroying it weakens him.
  • Destroying the Needle releases a shockwave that deals 10d10 force damage.

DM Notes

This quest spans Act 3. The party should reach level 10 by the end. The final encounter has multiple endings. Emphasize the moral choice and the cost of victory.

Side Quests in Starfall and the Observatory of Falling Stars

The Missing Apprentice

Given by: Elara Voss
Elara's apprentice, a young half-elf named Lian, disappeared while exploring the observatory's upper levels. She fears he was captured by Veyron's agents or fell victim to a trap. She asks the party to find him, alive or dead. Lian was last seen near the Hall of Mirrors. In truth, Lian stumbled upon a hidden chamber and is trapped behind a collapsed wall. He has valuable information about the observatory's layout and the mirror puzzle.

Goals

- Search the upper levels and the Hall of Mirrors for Lian.
- Clear the rubble or find another way into the hidden chamber.
- Escort Lian back to Elara.

Reward

Elara offers 200 gp and a *potion of healing* (greater) for Lian's safe return. Lian can also provide a rough map of the observatory's secret passages.

Secrets

  • Lian discovered a hidden inscription that reveals the Needle's destruction method.
  • Lian saw Magister Kaelen using a scroll of *misty step* to bypass a locked door.

DM Notes

This side quest can be run during Act 1. It adds urgency and provides a clue about the Needle. If Lian dies, Elara is grief-stricken but still rewards the party for bringing back his body.

The Cartographer's Legacy

Given by: Elara Voss
Elara asks the party to recover any Astral Cartographer artifacts they find in the observatory, especially star charts or navigational tools. She believes these items hold the key to understanding the Needle and stopping Veyron. The observatory contains several such items, including a *Cartographer's Lens* and a set of ancient star charts. However, Veyron's agents are also seeking these items.

Goals

- Explore the observatory thoroughly.
- Recover at least three Cartographer artifacts.
- Prevent Veyron's agents from obtaining them.

Reward

Elara pays 150 gp for each Cartographer artifact recovered. She also offers to identify any magic items the party finds.

Secrets

  • One of the star charts shows the location of the Citadel of the Cartographers.
  • The Cartographer's Lens can reveal hidden planar rifts.

DM Notes

This quest encourages exploration and rewards attention to detail. The artifacts can be found in the Hall of Mirrors, the Vault of Stars, and a hidden study.

Side Quests in The Astral Sea and the Citadel of the Cartographers

The Pirate's Bounty

Given by: Captain Sora
Captain Sora asks the party to help her raid a rival githyanki ship that has been preying on her crew. The ship, the *Void Reaver*, is captained by a brutal githyanki named Kith'rak Voss. Sora wants the party to board the ship, eliminate Voss, and recover a stolen astral diamond. In return, she will lead the party to the secret entrance of the Citadel and provide a safe haven in the Astral Sea.

Goals

- Board the *Void Reaver* and defeat Kith'rak Voss.
- Recover the astral diamond.
- Return to Sora.

Reward

Sora gives the party a *githyanki silver sword* (rare) and 500 gp. She also becomes a reliable ally.

Secrets

  • Kith'rak Voss is secretly working for Veyron and has a letter from Magister Kaelen.
  • The astral diamond is actually a key component for Veyron's gate ritual.

DM Notes

This side quest can be run during Act 2. It provides an opportunity for ship-to-ship combat and boarding actions. The letter from Kaelen reveals Veyron's next target.

The Fallen Cartographer

Given by: The Hollow Seer
The Hollow Seer tells the party about a fallen Astral Cartographer named Lyra, who was Veyron's mentor. Lyra opposed Veyron's plan and was imprisoned in Veyron's fortress. The Seer asks the party to rescue her, as she holds the key to closing the Far Realm gate. Lyra is held in the fortress's prison, guarded by cult fanatics. She is weak but still possesses great knowledge.

Goals

- Infiltrate Veyron's fortress.
- Locate and free Lyra from the prison.
- Escort her to safety.

Reward

Lyra teaches the party a ritual to weaken the Far Realm gate (grants advantage on checks to close it). She also gives them a *voidwalker's cloak* (rare).

Secrets

  • Lyra knows the true name of the Far Realm entity Veyron serves.
  • Lyra can reveal that the Needle can absorb the gate's energy if used correctly.

DM Notes

This side quest adds depth to the story and provides a valuable ally. Lyra can become a recurring NPC in Act 3.

Side Quests in The Maw of Nothing

The Final Choice

Given by: Elara Voss
Before the final battle, Elara contacts the party with a desperate plan: she can open a portal to a sphere of annihilation, which could destroy the Needle safely. However, this would mean losing the artifact forever. Alternatively, the party can use the Needle to close the gate and keep it, but risk its power corrupting them. Elara asks the party to decide the fate of the Needle after the gate is closed. This side quest is a moral choice that affects the campaign's ending.

Goals

- Survive the final battle.
- Close the Far Realm gate.
- Decide the fate of the Horizon Needle.

Reward

Depending on the choice, the party may gain a powerful artifact or a safe destruction. Elara offers a reward of 2000 gp if the Needle is destroyed, or a favor from the Cartographers if kept.

Secrets

  • Elara secretly wants the Needle for herself to study, but she will not betray the party.
  • The sphere of annihilation is located in a hidden Cartographer vault on Starfall.

DM Notes

This side quest is the campaign's epilogue. It should be roleplayed after the combat. The choice has lasting consequences.

The Amulet's Power

Given by: Lyra (if rescued)
Lyra tells the party that Veyron's amulet is the source of his power over the Far Realm. If they can destroy it, Veyron will be greatly weakened, and the gate will become unstable. The amulet is protected by a magical shield that requires a DC 18 Strength (Athletics) check to break, or a *dispel magic* spell. Destroying the amulet causes Veyron to lose his Far Realm abilities for 1 minute.

Goals

- Locate Veyron's amulet during the battle.
- Destroy or disable it.
- Exploit Veyron's weakness.

Reward

Destroying the amulet grants the party a decisive advantage in the final battle. Veyron drops the amulet's remains, which can be crafted into a *Far Realm amulet* (very rare) if the party has a skilled artificer.

Secrets

  • The amulet contains a fragment of a Far Realm entity's consciousness.
  • Destroying the amulet releases a psychic scream that stuns Veyron for 1 round.

DM Notes

This side quest can be integrated into the final encounter. It gives the party a tactical objective beyond simply dealing damage.

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Encounters

The Ruined Observatory

Failed Difficulty unavailable

Suggested Level: 5

The party arrives at the observatory to find Veyron's agents already inside. They must deal with the agents and find a way into the ruins.

Creatures

Encounter enemies are unavailable.

Terrain Features

Rubble-strewn entrance, collapsed walls, a cliff edge with a 30-foot drop, and a hidden side entrance.

Treasure

A discarded journal page mentioning 'the Needle sleeps in the vault of stars.' A sigil of a black spiral on the agents.

DM Notes

The agents are searching for the Needle. They can be fought, sneaked past, or negotiated with. Kaelen will flee if losing. If captured, they reveal Veyron's next target: the Citadel of the Cartographers.

The Hall of Mirrors

Failed Difficulty unavailable

Suggested Level: 5

A long hall lined with magical mirrors that show different starfields. The party must solve a puzzle to open the door to the Vault of Stars.

Creatures

Encounter enemies are unavailable.

Terrain Features

Tarnished mirrors that can blind (DC 12 Constitution save), a shimmering door, and a constellation pattern on the ceiling.

Treasure

A *Cartographer's Lens* (uncommon) hidden behind a mirror. A map marking the Citadel of the Cartographers.

DM Notes

The puzzle requires aligning three mirrors to reflect the Horizon Needle constellation. Kaelen is here, trying to solve it. Combat may ensue. The mage has a scroll of *misty step* and will flee if losing.

The Vault of Stars

Suggested Level: 5-6

The vault contains the Horizon Needle on a pedestal, protected by a gravity trap and an animated armor guardian.

Creatures

Terrain Features

A circular chamber with a gravity well that pulls creatures toward the center (DC 13 Strength save or be pulled 10 feet). Floating runes orbit the pedestal.

Treasure

The Horizon Needle (artifact). An inscription on the pedestal: 'To destroy the Needle, pierce it through a black hole's heart.'

DM Notes

The gravity trap can be disabled with a DC 15 Intelligence (Arcana) check. The guardian attacks anyone who touches the pedestal. If Veyron's remaining agents are alive, they may arrive as reinforcements.

The Astral Sea

Failed Difficulty unavailable

Suggested Level: 7

The party travels through the Astral Plane and encounters Captain Sora's pirate ship. They must negotiate or fight to reach the Citadel.

Creatures

Encounter enemies are unavailable.

Terrain Features

The silver void, psychic winds (DC 13 Intelligence save or take 2d6 psychic damage), floating debris, and a githyanki pirate ship.

Treasure

A *githyanki silver sword* (rare) if Sora is defeated. A map showing the Citadel's vault.

DM Notes

Sora can be persuaded to help the party for gold or a share of the treasure. If hostile, she attacks with her crew. She knows a secret entrance to the Citadel.

The Citadel of the Cartographers

Failed Difficulty unavailable

Suggested Level: 7-8

The party explores the Citadel and finds the Astral Compass, but Veyron's forces are also there.

Creatures

Encounter enemies are unavailable.

Terrain Features

A grand orrery with gemstone planets, floating globes, star charts, and a hidden vault. The vault is protected by a riddle.

Treasure

The Astral Compass (legendary). Records of the Astral Cartographers. A holographic message from Veyron.

DM Notes

The party can sneak, fight, or use the Needle's *misty step* to bypass. The riddle: 'I point to what is not, but what will be. What am I?' Answer: a dream. If Veyron's forces get the Compass, they escape with it.

Veyron's Fortress

Suggested Level: 8

The party infiltrates or assaults Veyron's fortress to confront him and learn his final plan.

Creatures

Terrain Features

Black iron walls with Far Realm symbols, lightning arcs, a maintenance shaft, a prison, and a central throne room.

Treasure

Veyron's journal with coordinates to the Maw of Nothing. A *voidwalker's cloak* (rare). The Astral Compass (if Veyron has it).

DM Notes

Veyron fights but retreats if losing, using a teleport spell. He reveals his plan to open a gate to the Far Realm. If the party has the Compass, he tries to take it.

The Maw of Nothing

Suggested Level: 9

The party navigates the hazardous environment around the black hole to reach the obsidian platform.

Creatures

Terrain Features

Intense gravity (DC 13 Strength save each round or be pulled 10 feet toward the black hole), spinning debris, psychic winds, and a partially open Far Realm rift.

Treasure

A *black hole shard* (very rare) floating in the debris. A vision showing the Needle's destruction would release a shockwave.

DM Notes

The party must resist gravity and navigate debris. Far Realm creatures emerge from the rift. If they delay, the gate widens, and more horrors emerge.

The Needle's Choice

Suggested Level: 10

The final confrontation with Lord Veyron on the obsidian platform, where the party must close the Far Realm gate.

Creatures

Terrain Features

The obsidian platform is cracked and unstable. The Far Realm rift pulses with energy. Gravity is intense. The rift can spawn creatures each round.

Treasure

Veyron's amulet (very rare) if destroyed. The Horizon Needle (if not already held). The Astral Compass.

DM Notes

Veyron uses his custom character sheet. The party can close the gate by piercing the Needle through its center (DC 20 attack roll), destroy the Needle (DC 18 Dexterity save or 10d10 force damage), or use the Needle's *Gate* ability to escape. Veyron will try to stop them.

Magic Items

Horizon Needle Horizon Needle Completed

Horizon Needle

Artifact
A rapier forged from the core of a dying star. Its blade folds space, allowing strikes across impossible distances. It hums with cosmic energy.

Location

Act 1 - Vault of Stars, on a pedestal of black stone.

Attunement

True (requires attunement by a creature of neutral alignment)

Starfall Compass Starfall Compass Completed

Starfall Compass

Uncommon
A brass compass that always points to the nearest planar rift. It was used by the Astral Cartographers to navigate the multiverse.

Location

Act 1 - Elara Voss's study in Starfall, given as a reward for retrieving the Needle.

Attunement

False

Cartographer's Lens Cartographer's Lens Completed

Cartographer's Lens

Uncommon
A monocle that reveals hidden planar rifts and magical auras when looked through. It was crafted by the Astral Cartographers.

Location

Act 1 - Hall of Mirrors, hidden behind a tarnished mirror (DC 15 Investigation to find).

Attunement

True (requires attunement)

Astral Compass Astral Compass Completed

Astral Compass

Legendary
A legendary compass that points to the nearest planar rift and can locate specific locations across the multiverse. It is the key to finding the Maw of Nothing.

Location

Act 2 - Citadel of the Cartographers, hidden in a vault beneath the grand orrery.

Attunement

True (requires attunement)

Githyanki Silver Sword Githyanki Silver Sword Completed

Githyanki Silver Sword

Rare
A shimmering silver sword that can cut through psychic energy. It is a symbol of githyanki rank and power.

Location

Act 2 - Captain Sora's ship, either as a reward for helping her or looted from her body.

Attunement

True (requires attunement by a creature that can use a martial weapon)

Voidwalker's Cloak Voidwalker's Cloak Completed

Voidwalker's Cloak

Rare
A black cloak that shimmers with starlight. It allows the wearer to survive in the void of space and resist psychic damage.

Location

Act 2 - Veyron's Fortress, in Veyron's quarters or on Warden Thal.

Attunement

True (requires attunement)

Far Realm Amulet Far Realm Amulet Completed

Far Realm Amulet

Very Rare
An amulet of black stone etched with Far Realm symbols. It protects the wearer from the Far Realm's madness and allows control over Far Realm creatures.

Location

Act 3 - Veyron's possession, on the Obsidian Platform. Can be destroyed to weaken him.

Attunement

True (requires attunement)

Needle's Sheath Needle's Sheath Completed

Needle's Sheath

Rare
A sheath made of folded space that can hold the Horizon Needle. It grants the wielder advantage on Dexterity (Sleight of Hand) checks to conceal the Needle.

Location

Act 3 - Obsidian Platform, in a hidden compartment on the platform (DC 18 Investigation to find).

Attunement

False

Black Hole Shard Black Hole Shard Completed

Black Hole Shard

Very Rare
A shard of crystallized gravity from the Maw of Nothing. It can be used to cast *gravity sinkhole* once per day.

Location

Act 3 - Maw of Nothing, floating in the debris (DC 18 Dexterity (Acrobatics) to retrieve).

Attunement

True (requires attunement)

Player Characters

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