DM Tools - Campaigns - The Jaidor Talisman - The Desolation of Shidar

Section 5 - The Desolation of Shidar

Part 2 - The Spirit Wraiths

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Introduction

As the players get further into the Desolation, the monsters become more dangerous. Below are a couple of very difficult encounters. Also, don't forget the players must mix and consume the antidote each morning. During combat, it's possible that the unmixed components of the antidote could be damaged or destroyed. Keep in mind the nature of the container (glass, metal, etc) and how they are packed. If the players are smart, they have the antidote components in sturdy, unbreakable containers and they have them in multiple containers so that the destruction of one doesn't obliterate their entire supply.

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Day 3 - Herd of Steeds

It starts to rain. Wind. Clouds. A small summer storm that quickly heads north. Booming lightning and thunder. The party sees a strange creature, a cross between a wolf and and elk, on the horizon. Soon, they come across a whole herd of the strange creatures. These things are fast and could possibly be used as steeds (if the party can catch a few and figure out how to break them and saddle them). Perhaps one of them has a bit and bridle. And a broken leash which was chewed through. A hint that these things can be ridden as steeds. Also a hint that there is some sort of intelligent race out here in the Desolation.

 

Day 4 - The Spirit Wraiths

After traveling awhile, the party leaves the grassy plains behind and enters a more grassy and hilly area. Before long, they come across a large group of ruins on the horizon lying between two hills. These ruins are the home of the spirit wraiths and the wraiths will attack. It does not matter if the party chooses to explore the ruins or circle around them, they are still attacked by spirit wraiths.

The Initial Attack

The first attack strikes someone full in the chest. The party does not see it coming. A paralyzing blow knocks the wind out of one of the party members and they drop to their feet. It feels like piercing cold just ripped through them. Frost and ice actually form on the clothing/armor at the point of impact. Two other such attacks hit two other party members moments later, before anyone has time to react.

The Lantern

It may take the party a second to realize it, but this is exactly what Saramuthak described... the effects of the spirit wraiths. If they pull out the lantern, the lantern unleashes a large cone of pale blue shimmering light. In the cone of this light, they get their first glimpse of the spirit wraiths. They look like skeletal creatures with bat like wings and lower bodies that trail into mist. They are misty, translucent, when they pass in the cone of light. Require some sort of dex check or speed roll in order for them to shine the light on a wraith... these wraiths are flying and move very fast.

Also, the party will have to pull out the spirit sticks to effectively combat the wraiths. Each player, at this point, will pull out their spirit stick and they have ONE shot with each stick. Normal weapons have no effect on the wraiths. Magical weapons can have some, perhaps limited, effect on the wraiths. The spirit sticks, however, are very effective. Timing is critical, but if you activate the stick at the right moment and shatter the crystal while it is inside a wraith, the wraith dies.

The actual effect of the spirit stick is that there is a tremendous flash of brilliant blue light and a rush of icy air. The spirit wraith instantly solidifies into a block of ice (much like an ice sculpture of the skeleton thing described above) and comes crashing to the ground... dead. It only takes one hit with a spirit stick.

Attack on the Lantern

A couple of rounds after the lantern is brought out, the spirit wraiths attack the lantern. One of the wraiths comes at it from behind (unseen). The lantern is knocked down and it breaks. The lens flies free and lands in the grass. The lantern and continual light stone splash into a puddle. The puddle (and the light stone and lantern) are quickly frozen by a spirit wraith attack. The players are not able to get at the lantern or light stone.

Wraith Tactics

A wraith could try to pick up the lens which could end up being a tug of war with a party member. If the wraith manages to get the lens, the claw holding the lens is visible, giving a small, fast moving target to any missile weapon the party might have. Of course, spirit stick would be the most effective.

Another interesting tactic that the wraiths might use is to attack the weapons the party are wielding. If a party member has a particularly nice magic sword (which is actually having some effect on the wraiths) the wraiths might direct their icy touch to the sword and encase it in a huge block of ice, making it unwieldable, at least for awhile.

Another "cool" trick is that the players are fighting around puddles. If one of them steps in a puddle, a wraith freezes it solid, trapping the person's foot. This could slow them down or perhaps even immobilize a player. Once this trick is done once, the other players can state they are avoiding the puddles, but that will require some rolling.

During the fight, someone catches a glimpse of a crouching humanoid figure watching the battle for a distance. The party member catches a glimpse of blonde hair. He's dressed in leaves and coarse clothe and blends into the background. When they look again, he's gone.

Once the party has defeated the wraiths, they can explore the ruins (they find nothing) or try to investigate the blonde human they saw watching them (they find only footprints in the mud, but nothing they can track).

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