The Gazeless Wanderer


Adventure Briefing

The Lawmaster has requested help in investigating a sickness afflicting citizens of Rastein. Three people are suffering from unsettling effects after visiting a fortune teller. The wanderer is using the cursed eye of an Occuli to twist the fates of those who seek his visions.

Level Range: 3-4
Connected People: Maldo Dune
Locations: Rastein, Slatetop Mountains
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Occuli

Occuli


An occuli resembles a translucent manta ray, spawned from the magically sightless. They have unknown hostile intentions. Their pointed tail keeps foes at bay, and their three eyes, afflict conditions. Occuli are more aggressive at night, and even after death, their lingering magic can have lasting effects.

Gazeless Wanderer

(Human, Male)
A blind fortune teller who has been corrupted by the power of the Dreaddream Eye. His true self has been eroded by the power of the Occuli, and he is now a conduit for its influence.   Personality Trait. "I am mysterious and aloof."
Ideal. "The Future. What lies ahead tells us everything."
Bond. "I must share my talents with everyone who can see."
Flaw. "I’m dominated by a monster.”

Maldo Dune

(Malkari, Male, Lawmaster)
Maldo’s primary concern is the town’s safety. His militia is short-staffed, and he doesn’t have time to wait for Guilds of Tor to act. He turns to the characters for help. He will offer any three items from the local store, Ores Crest.

Victims


The victims are trapped in states of stupor or panic. They saw their greatest dreams and fears through the crystal ball.   Medicine: Understand symptoms and potential treatments.
Arcana: Identify the magical nature of the curse.
History/Nature: Discover signs of past encounters with Occuli.
Allie Hitren. (Malkari, Female)
Fortune: You will find love.
Affliction: Charmed condition when looking at her.
Harrel Deepslate. (Dwarf, Male)
Fortune: You have an enemy.
Affliction: Frightened Condition when looking at him.
Jim Jacobs. (Human, Male)
Fortune: Wife claims it was, “You will rest well tomorrow.”
Affliction: Permanently asleep.

The Tent


The Wanderer’s tent is outside Rastein to the north, in the foothills of the Slatetop Mountains.   Read Aloud.
The interior of the tent is dim, lit by a few guttering candles. At its center sits a crystal ball, swirling with red light. The man sits behind it, blind eyes fixed ahead.
  The Gazeless Wanderer has 15 hp and 10 AC. If attacked he uses the Dreaddream eye from the Occuli. Upon dying he will transform into an Occuli. If confronted during the day it will escape using its Amorphous ability, returning at night to terrorize those it cursed.   When the characters visit the Gazeless Wanderer, he offers to tell their fortune with his crystal ball. The eye is hidden inside his crystal ball, which he uses to curse while reading a fortune.   Read Aloud.
The Gazeless Wanderer’s hand hovers over the red crystal ball. “Your destiny lies within.”

Mechanics


The Wanderer can cast Augury, Divination, Legend Lore, or Identify during the fortune-telling. Based on the answer, the Wanderer offers an answer tied to their question. He is truthful and cryptic. Arcana Check (DC 15) to identify a spell cast.  
  • "What do you seek most in life?"
  • "Who do you trust?"
  • "What is your greatest fear?"
 

Saving Throw at Night


After the reading, each character must make a saving throw during their next long rest, DC 15 Wisdom. The curse remains until Remove Curse, Wish, or the Occuli’s death. Each night, the cursed character must make a DC 15 Wisdom saving throw or suffer the same effects.   Success. The character experiences a vivid, insightful dream, gaining 15 temporary hit points.
Failure (Curse). The character has a nightmare where they see the Occuli. They take 2d6 psychic damage and suffer one level of exhaustion.

Aftermath


Destroying the Occuli lifts the curse from any afflicted characters and victims, freeing them from the recurring attacks. If the Occuli is not stopped, it will continue to terrorize the cursed individuals every night, worsening their condition.

Rewards


Crystal ball. Casts Augury & Identify once per day.   Choice of 3 items from Ores Crest: Contains basic equipment, excluding armor and weapons. The store carries one each: Daydreamer, Floating Shelf, Force Baton, Mending Box, Renewing Wrap, Searchlight


Maps & Tokens


Rastein - Outside Town (day) Map
Day Map
Rastein - Outside Town (night) Map
Night Map

Gazeless Wanderer Token

Gazeless Wanderer

Occuli Token

Occuli

  Occuli Roll Initiative
Medium Monstrosity, Neutral Evil
Armor Class 16 (Natural Armor)
Hit Points 144 (17d8 + 68)
Speed 0 ft., fly 40 ft.

STR DEX CON INT WIS CHA
14 (+2)
14 (+2)
18 (+4)
4 (-3)
10 (-)
17 (+3)
Saving Throws CON +6, CHA +5
Skills Perception +2, Stealth +4
Damage Resistances Radiant, Necrotic
Condition Immunities Blinded, Charmed, Exhaustion, Frightened, Prone
Senses Blindsight 30 ft., Passive Perception 10
Languages Doesn't speak, but understands the languages of whoever spawned it
Proficiency Bonus +2 Challenge 4
Amorphous. The occuli can move through a space as narrow as 1 inch wide without squeezing.   Flyby. The occuli doesn't provoke opportunity attacks when it flies out of an enemy's reach.


Actions
Multiattack. The occuli makes two attacks, one with its blissbound eye or dreaddream eye, and one with its tail.

Tail. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 ( 1d8+2 ) slashing damage.   Blissbound Eye. Ranged Attack: +5 to hit, range 60 ft., one target. Hit: 11 ( 2d8+3 ) psychic damage. On a hit, the occuli gains 10 temporary hit points and has resistance to bludgeoning, piercing, and slashing damage until the start of its next turn. If this attack reduces a creature to 0 hit points, the creature must immediately begin making death saving throws. If it fails three death saving throws, its body withers into a husk.   Dreaddream Eye. The dreaddream eye functions differently depending on the time of day.   Daytime. Ranged Attack: +5 to hit, range 60 ft., one target. On a hit, the target falls into a dreamlike stupor and becomes incapacitated for 1 minute. At the end of each of its turns, the target can make a DC 13 Wisdom saving throw. On a success, the effect ends. Once the effect ends, the creature is immune to the dreaddream eye for 24 hours.   Nighttime. Ranged Attack: +5 to hit, range 60 ft., one target. Hit: 14 ( 3d8 ). On a successful hit the target is both frightened and blinded for 1 minute. At the end of each of its turns, the target can make a DC 13 Wisdom saving throw. On a success, the target removes one condition (frightened or blinded). The creature can repeat the saving throw at the end of each turn to remove the remaining condition. Once both conditions are removed, the creature is immune to the dreaddream eye's night ray for 24 hours.


Written by Chuck and Drew
Occuli art by Roflumajag
Background art on this page is acquired and altered through Public Domain

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