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Granny in the Gutter

Brym Stolchest's manor in the North Ward has fallen victim to foul witchcraft, and he's hired a team of adventurers to sort it out. Can they get to the bottom of the strange happenings before his daughter's 13th birthday party? Granny in the Gutter is a one-shot investigation adventure designed for a party of 3rd level characters and should take between 4 and 12 hours to complete.
Immeasurable thanks to u/XvFoxbladevX for granting me permission to expand upon the characters and story they presented in The Witch Below.
The full adventure is available at the Homebrewery or as a PDF download. This is my first time writing an adventure and my first time experimenting with Homebrewery, so while I'm proud to present this as a polished final draft I will happily accept critiques on either my conversion of scrawled notes into a format that someone who doesn't share my brain could pick up and play or on my use of the Homebrewery tool.
For those who prefer it, the adventure is also presented in abridged text format below. Enjoy!

Adventure Background

Before he was Lord Stolchest, Brym was a fieldhand with no family name. He had been raised an orphan in the sewers of the Dock Ward, one of many looked after by the hag Gran Magda. The world was a cruel place for orphans and terrible horrors were known to snatch their friends away into the darkness, but Granny kept them as safe as she could and they served her lovingly in return. Then one night Brym awoke to see Granny leading an orphan through a hidden doorway in their bedroom. When day broke and she sadly told the children that their friend had been eaten in the sewers overnight, he understood the truth: the monsters of their bedtime stories were a lie to hide the true monster in their midst. He fled the sewers and vowed never to return.
Years later while working as a fieldhand for the Stolchest Grain Company, Brym caught sight of his employer's daughter, Evelyn, and found himself smitten. Though he knew it would be impossible to court a young Lady of Waterdeep, he could not drive the thought from his mind. In desperation he turned to Gran Magda for help, whispering his wish in the gutter as he had heard men do when he was a boy. Granny heard his plea, offering him a loving marriage with the woman of his dreams at the cost of the couple's firstborn daughter.
Brym accepted the terms, and caught Evelyn's eye the very next day. To the shock of many of the Waterdavian noble families, the two were married and Brym took the Stolchest name and social station. Less than two years later, Matilda was born. He had steeled himself to part with her, but Granny's cruelty was in the waiting; she never came to collect and he bonded with his daughter as completely as any father would. Now, thirteen years later, Lord Brym Stolchest is the head of a happy family of three and a successful grain baron. The knowledge that his wife's love may be an enchantment does gnaw at him, but it seems genuine and she is happy, so he does his best not to think about it. He is comfortable in the noble lifestyle, tolerates the sneers of neighbors who did nothing to earn their own status, and has allowed himself to hope that Granny simply forgot her end of the bargain.
Last month, however, a series of misfortunes began to befall his manor, and he knew his time was up. He posted a contract for a group of adventurers, hoping he could convince them to dispatch Granny once and for all without having to reveal his own dark dealings.


The party has accepted a contract from Brym Stolchest, a grain baron in Waterdeep. In the contract, he reports that his manor has experienced "a series of hardships" and offers a hefty sum to "heroes of discretion" who can solve the problem.
Stolchest Manor is lovely. A broad front porch welcomes visitors while a gated drive leads around the house to a courtyard with a garden, a fountain, and a small stable. Characters may note several additional details based on their Passive or Active Perception:
  • DC 10: The fountain in the courtyard is turned off.
  • DC 12: There is a faint smell of sewage in the air.
  • DC 20: There is a pigeon perched on the house across the street with a small bauble around its neck.
If the party knocks at the door, they are greeted by Ermak, a tired-looking male servant, who invites them inside and shows them upstairs to Lord Stolchest's study. Brym Stolchest is a broad man whose muscular physique appears at odds with his fine clothing. He looks as tired as Ermak does, but he smiles warmly and rises to greet the party.
Once introductions have been made, he tells the party of recent events at the manor:
  • About a month ago, the fountain in the courtyard began to spray sewage instead of fresh water. The Plumber's Guild investigated but could find no cause for such a strange occurrence. They've shut the fountain off.
  • A rat infestation seems to have developed around the same time. At first it was just the stables and courtyard, but they've been seeing them in the house, too. The Ratcatcher's Guild has been out several times, but they just keep coming back.
  • Last week, the cow started giving sewer water instead of milk.
  • Just yesterday the horse bit Lydia, the maid. The horse has been acting strange since, and Lydia has fallen ill.
After ensuring that the door is closed, Lord Stolchest lowers his voice and confides that he knows the source of the problem: His business involves carting grain from the Field Ward around the city to the Dock Ward, where it is loaded onto ships and sent to the islands off the coast to be sold. Parts of the Dock Ward are controlled by Gran Magda, a fairly powerful gutter witch, and she has been extorting him to pay protections for his caravans. He has no interest in tithing to any thug that asks, so he his hoping that the party will eliminate her. His drivers say she sends messages through the street urchins in the Dock Ward, so they would be the best place to start looking. He also asks that the party remain as discrete as possible; he doesn't wish to alarm his family or his employees unnecessarily.

Investigation: The Manor

Lord Stolchest

Lord Brym Stolchest is a large, well-muscled man in his mid-forties who always looks a little out of place among the finery of his lifestyle. He has an easy smile and an unpretentious manner that makes him considerably more approachable than most Lords of Waterdeep.


DC Observation
10 He was not born into nobility. His manner and physique suggest that he has spent time as a laborer.
12 He is sincerely concerned for his family's wellbeing.
15 He is not telling the whole story.
18 He is feeling a significant amount of guilt.

Additional Clues:

Matilda's 13th birthday party is tomorrow. Lord Stolchest does not volunteer this information because he does not want anyone to make the connection between Matilda and the events at the manor, but if pressed he will not conceal it.
He was raised by Gran Magda. It is difficult to convince Lord Stolchest to admit this information as it invites too many questions about what is really going on at the manor.
He promised his daughter to Gran Magda in exchange for her help wooing Evelyn. This information has a very real chance of ruining Lord Stolchest's life. He will admit it to the party only if confronted after they have talked to Granny, or if they do an exceptional job of convincing him both that it is the only way that they will help and that they will continue to help him even if he admits such a serious offense.

Lady Evelyn Stolchest

Lady Evelyn is a fine-featured woman in her mid-forties. In contrast to her husband, she is completely at home in her fine dress and elegantly coiffed hair. Her love for Lord Stolchest is genuine (though nothing short of defeating Gran Magda can confirm this for the party.)


DC Observation
10 Although she is worried about the events at the manor, she seems comfortable and forthright in conversation. She does not appear to be concealing anything.
12 She steers the conversation away from her husband's upbringing.

Additional Clues

Matilda's 13th birthday party is tomorrow. Lady Evelyn will happily share this information, she just doesn't realize that it is relevant.
Brym was a fieldhand when they met. Lady Evelyn is not bothered at all by her husband's humble origin, but she knows that he does not like to share it publically so she tries to skirt the topic.
The other Lords in the area, including her family, look down on Brym because of his ignoble upbringing. No matter how often she tries to tell him that she loves him for who he is and doesn't care what her family thinks, the topic upsets him so she does her best not to talk about it. She certainly does not suspect that it upsets him because he (incorrectly) worries that the only reason she feels differently than her family is because of Granny's enchantment.
Matilda talks to a "fairy godmother." While Evelyn believes this to be nothing but childhood fantasies, Matilda has sworn her to secrecy so she will not mention it unless she is convinced that it is relevant to the investigation.


The Stolchest's only daughter is an enthusiastic twelve-year-old with her mother's natural refinement and her father's force of personality. She will happily chat with the party about her upcoming 13th birthday party and show them the dress she is planning to wear. Ordinarily it would be relatively easy to get her to talk about her "fairy godmother," but since Lydia got hurt she is ashamed and worried about getting in trouble, so she is much less forthcoming. If asked about the events, she will feign fear and say she's glad her father found strong people to take care of it.


DC Observation
14 She feels guilty when Lydia's illness is mentioned.
16 She is not as afraid as she is letting on.

Additional Clues

She has a "fairy godmother." Matilda mentioned her fairy godmother to her father once when she was very young and he became uncharacteristically upset. Since then, she has only confided in her mother, who doesn't seem to mind. Attempts to convince Matilda to tell the party what she knows will be considerably more challenging with her father present. Matilda is more likely to talk if her mother is present or if the party can convince her that she won't be in trouble. Unlike other members of the household, Matilda is less likely to share what she knows if the party tells her that it will help stop what's happening at the manor, but she will open up if convinced it will help Lydia.
If the party can convince Matilda to cooperate, she shares the following information:
  • She has been visited by a fairy godmother since she was little. This fairy godmother has always told her that one day she will be a princess.
  • Her father got very mad once when she talked to him about her fairy godmother, so now she doesn't talk to him about her.
  • Her fairy godmother has been visiting more often recently, and brought her rat friends to play with.
  • She taught her how to play tricks with the horse and the cow, but she didn't mean for anyone to get hurt.

Matilda's Room

If Matilda is friendly with the party and they have convinced her that she will not get in trouble, she will allow them to Investigate her room, which may produce several clues:
  • DC 12: Rat droppings in the corners.
  • DC 14: A partially-woven crown of branches and flowers under the bed behind some clothes. (A DC 19 Investigation suggests that it has been woven by rats.)
  • DC 16: A child's drawing (presumably a self-portrait) of a girl sitting on a high-backed chair and wearing a crown presiding over a swarm of friendly-looking rats.


The family's maid is a slender woman in her early seventies. Currently, she is feverish and delirious as Ermak tends to her. While she cannot communicate with the party, they may be able to glean information with a Medicine check:
  • DC 12: Her symptoms are consistent with filth fever, a disease typically transmitted by sewer rats.
  • DC 14: Her bite consists of two opposed puncture wounds around the collar bone. A horse bite would have been expected to crush rather than penetrate. (A follow-up DC 12 Nature check can confidently identify this as the bite of a large rodent.)
  • DC 16: Her disease is progressing despite treatment. She needs magical healing.
If the characters have already encountered the horse (see "Courtyard"), a DC 16 Arcana check performed on Lydia will reveal that the same lesser lycanthropy that affected the horse may be taking hold in Lydia as well.


The family's butler is a pragmatic man in his late sixties. He has worked for the Stolchests since before Matilda was born and likes them very much, but he is very concerned about the escalating misfortunes at the manor.


DC Observation
12 He is fond of the Stolchest family, but he's worried for their safety and his own.
14 He knows more than he is letting on.
16 He might give different answers if Lord Stolchest weren't present.

Additional Clues

He suspects Matilda may be responsible for the events. While he wants to share this with the party, he is worried that such an accusation may cost him his job. If the characters interview him alone and can convince him that they will not reveal his disloyalty to Lord Stolchest, he will confide in them the following observations. * Matilda plays in the stables often, and was there both when the cow began giving sewer water and when the horse bit Lydia. * The rats in the house seem to listen to her commands. * Once late at night he thought he heard her having a conversation with someone in her room.

The Courtyard

The back of the house opens onto a covered deck with stairs leading down to a courtyard. The flagstone space is dominated by a large fountain, which has been turned off and emptied. There are several planter areas growing a variety of flowers and herbs. In the back is a stable with room for several animals and their feed, as well as an attached shed housing a carriage and a workshop. A DC 20 Perception check will make note of a pigeon with a small bauble around its neck watching from a neighboring roof.

The Fountain

Characters examining the fountain are unlikely to find anything amiss other than a persistent sewer smell. Only a DC 23 Investigation check will reveal a small amount of unusual mildew that seems to be creeping up through the mortar.

The Stable

Entering the stable, the characters can see the cow and the horse in their stalls. The cow is behaving normally (although it continues to give sewer water if the players try to milk it), but the horse is facing the back corner of its stall and is chewing on something. From behind, it is easy to tell that the animal is unwell. Most of the hair has fallen from its tail, and its fur is mangy. If the characters are successful in getting the horse to face them, they will immediately note its unusual, beady eyes and its large, rodent-like teeth (it has been chewing the wood of the stall to try to keep them in check.)
Don't Look a Rat-Horse in the Mouth! The horse does not immediately attack the characters. However, if they get too close (such as by entering the stall to try to examine its teeth) it becomes aggressive. It will use its action to bite the character closest to it before attempting to flee the stable and gallop away down the street. (Use the dire rat statblock presented in the Appendix, although the horse has not yet completed its transformation.)

Investigation: Dock Ward

Eventually, the characters will find their way from the opulent tranquility of the North Ward to the cacophanous Dock Ward. Urchins are common in this area, but to identify one who seems by be part of a larger organization requires a DC 12 Investigation or Perception check. Once a target has been identified, characters may attempt to remain hidden or start a conversation.
Following the urchin without being noticed requires a DC 13 Charisma (Stealth) check to blend into the crowd or a DC 16 Dexterity (Stealth) check to remain physically out of sight until the urchin ducks into a sewer (Point A on the Sewer Map.)
If approached, the urchin will deny any knowledge of Gran Magda, though a DC 10 Insight check will suggest that this is a lie. The urchin can be convinced to talk with a DC 15 Persuasion or Intimidation check, revealing the following information if asked.
  • "Granny in the Gutter looks out for us! We'd be dead meat without her!"
  • "Granny lives in the sewers and has lots of tough friends like Zip and Mr. Clanky."
  • "Granny sometimes makes deals with grown-ups who whisper their wishes into the gutter."
The urchins are well-trained that any adult asking to speak to Granny is dangerous. If asked to lead the party to her, the urchin will agree but will lead them through Slapsy's lair to be ambushed. This is a practiced deception, a DC 16 insight check is required to discern that the urchin is not being fully cooperative. He takes them in through Point A on the Sewer Map and uses the hidden tunnel in Slapsy's lair to scurry away while the party is being attacked.
Alternatively, the party may ask the City Watch for leads. They don't know much, but they can point the characters to a sewer access point that they might have seen urchins using (Point B on the Sewer Map.)
Granny's Message If the party spends any time investigating the Other Locations or fails any checks in the Dock Ward, Granny has time to prepare a trap. The party sees an urchin hurrying toward them across a crowded street while Zip (a quickling, see Appendix A for more information) hides behind a barrel 40 feet away (DC 18 Perception to spot, which should only be attempted if characters ask about hidden threats as the urchin approaches). If the party does not move to a less visible area, the urchin meets them within sight of four City Watch and motions for the party to gather around before whispering, "Granny says Brym knew the terms and now he has to pay up. You shouldn't meddle unless you want more innocent people to get hurt."
With the message delivered, Zip launches from his hiding spot, stabs the urchin, and uses his remaining 80 feet of movement to dart around a corner and out of sight. (Note that characters who did not previously spot Zip or beat him in Initiative are Surprised and unable to take reactions.)
The urchin screams and falls unconscious (use the rules for Death Saving Throws on this NPC), the Watch are alerted, and the blood-soaked party must balance stabilizing the urchin, convincing the Watch that they aren't to blame, and pursuing their assailant. The urchin is ignorant of Zip's role in the trap; if stabilized he sincerely believes that one of the party members stabbed him, though he will be confused as to why they then saved him.
Convincing the Watch that the urchin was stabbed by an unseen third party is difficult, but not impossible. The persuasion is made easier if the party moved quickly to help the dying urchin. It is more difficult if the child dies, the party fired weapons or spells through the street, or if any party members are aggressive toward the Watch.

The Sewers

If the party enters the sewers without an urchin to "guide" them, they must navigate for themselves. The slick stone is a challenging surface for tracking, but if they have entered through Point A a successful Survival check may reveal a subtle path where the algae has been worn down.
  • DC 13 shows the main path leading to the left and then up through Slapsy's lair.
  • DC 17 shows a more subtle, less used path leading right and then up and through the Shrieker Grove.
If the party entered through Point B they have no clues to help them; they must simply pick a path and explore it. If they explore an area not drawn on the map, roll a d12 on the Random Encounter table and resolve it as appropriate. Following the encounter, one character should make a DC 15 Survival check. On a success they recognize that they have gone the wrong way. On a failure, the party wanders for some time before coming upon a more regularly patrolled (and thus less suspicious) area of the sewers and turning back, a process which takes 1d4 hours.

Gran Magda's Scheme

Gran Magda is a green hag that rules this territory of the sewers. She takes care of between 20 and 40 urchins, whom she views as useful livestock. They are adept at running errands on the surface, and she occasionally harvests them for ritual components and potion ingredients. Most importantly, they form an excellent security measure: she always makes sure that there are at least a few around whenever any noble heroes come calling. With Zip's help, the children always seem to get caught in the crossfire, and saving wounded children is enough of a distraction for her to make her escape.
Her bargain with Brym is one of her greater achievements, but it actually took very little effort. She knew that Evelyn would fall for Brym's easy charm, she had only to facilitate their meeting and use a few well-placed Suggestions on her family to ensure they would be allowed to wed. Not only was this easier than maintaining a potent enchantment for years, but Granny thinks it will be much more gratifying to destroy a genuine love with her machinations. Of course, she allows Brym to believe that Evelyn's feelings for him are manufactured by her enchantment and delights in the way it has eaten away at him over the years.
Now that Matilda is coming of age, she intends to snatch her away and complete a ritual that will transform both Matilda and and her protege Iris into hags, creating a coven and vastly expanding her power. She hopes that the loss of Matilda will destroy the Stolchests' marriage in a storm of guilt and betrayal, ruining both of their lives.

Slapsy's Lair

The sewer tunnel widens into a chamber containing a large, deep pool of murky water. A narrow shelf of slippery rock extends around the north and west sides of the pool and there are no obvious exits.
If the party is being led by an urchin, he begins to clamber along the ledge with practiced ease. Characters moving along the ledge must succeed a DC 10 Acrobatics check or fall into the water.
Slapsy (a sewer octopus) lashes a tentacle out to attack the first party member walking on the ledge. He does not attack Small humanoids. As soon as combat starts, the urchin scampers through a small gap in the stone on the north side of the chamber.
Spotting the opening without the urchin requires a DC 12 Perception or Investigation check. It is possible for a Medium character to squeeze through, but trying to do so under duress requires a DC 15 Acrobatics check.

Crocodile Nest

A large, deep pool of murky water fills this room. Rising from it in the northwest corner is a large pile of mud and detritus. Old One Eye lurks inside of this nest while two crocodiles wait in the murky water. They attack any characters exploring around or within the pool, attempting to eat them or drive them out of the room. On their first turn of combat, the characters see the water rise as if something massive has entered the water from the nest. Old One Eye joins the crocodiles on their initiative in Round 2.

Shrieker Grove

Although there is no channel of water through this room, it is noticeably moist with an overgrowth of algae and fungi. A DC 15 Perception check will reveal two shrieker fungi amongst the overgrowth and a DC 13 Nature check can identify them. These fungi serve as an alarm system for Granny and the urchins.

Main Chamber

This is the general gathering and eating area for Granny's urchins. Tables, chairs, and toys are scattered about haphazardly and there are lots of drawings on the walls. If the party is expected, the urchins have all gathered in the Bunk Room and this chamber is apparently deserted. Unless he is otherwise occupied, Zip is hiding under a chair awaiting the party's arrival. When he spots them, he retreats to the Bunk Room to inform Granny and trigger Granny's Story. Spotting him requires a DC 18 Perception Check.
Granny's Story
As you enter the chamber, you hear something from the room to the north. An old woman is telling a story:
"...and with Granny's help, the little orphan boy grew up into a big, strong man. He got a good job working in the fields, but he still came back to visit Granny from time to time. One day, he asked for Granny's help. You see, he had spied a very beautiful woman who was rich and powerful. He wanted to marry her, but even though he was a strong, charming man he feared she looked right over him because of his humble job. He asked Granny to help her fall in love with him. And of course I helped! Just like I would help any of you. All I asked was that he give me a little gift to say 'thank you.' But when it came time to give Granny the gift, the man's heart hardened. He forgot all the good things Granny did for him, and he refused. He even hired dangerous adventurers to come and kill Granny rather than give her what he promised! And those dangerous people are coming here right now!"
You hear a chorus of terrified gasps coming from the room.
"But do not fear, children, for most adventurers are good-hearted folk. The man has tricked them into being mean to us, but once they know the truth I'm sure they won't want to hurt us."

Bunk Room

This room holds 15 bunk beds of varying size. Sitting in a carved wooden rocking chair at the east end of the room is a kindly-looking old woman with a ramshackle golem standing behind her. There is a young child sitting on her lap and many more sitting on the bunks and floor facing her. They all look up at you, terrified as you enter.
"Now children," says the old woman, "these are the adventurers I was telling you about. Look, they're wearing armor and carrying weapons as if they mean to start a fight. What do we say about fighting in the bedroom?"
"We must never fight in the bedroom!" pipes up the child in her lap.
"That's right, Timmon. And why must we never fight in the bedroom?"
"Because we might get hurt!" From their place on the child's shoulder, the old woman's fingers grow long, with wickedly sharp nails hovering menacingly over his throat. She grins threateningly at the party.
"Very good, dearest."
If the characters are willing to parley, Gran Magda asks them what they have learned of Lord Stolchest and tells her side of the story. The key points are:
  • She raised Brym. After he grew up, he returned to ask Granny's help in wooing the daughter of a Lord of Waterdeep. She was happy to help, but love magic is challenging and doubly so when there are class dynamics and families to appease. She asked a high price: his firstborn daughter. Brym willingly agreed to the terms.
  • The time has come for her to collect. She will not say how she is going to collect Matilda nor what she intends to do with her, only that she "will love her as one of my own."
  • If it is obvious Lord Stolchest has asked the party to kill her, she asks, "what dear Brym thinks will happen to his loving marriage if I'm not around to maintain it?"
  • "As an incentive to do the right thing," she asks the characters what they would like as a reward for standing back and allowing her to collect Matilda as promised. She has coin and magic items (see Granny's Bedroom), but she would prefer to make a more interesting deal (which is left to the DM's discretion.)
If combat breaks out, the NPC's attempt the following:
  • Zip stabs as many urchins as possible (as in Granny's Message.)
  • Mr. Clanky releases his prepared Fog Cloud and Gran Magda uses the Hide action to guide both of them through the secret door behind them. Characters whose Passive Perception exceeds her check hear them go and learn the location of the secret door. Otherwise, it takes a DC 15 Investigation or Perception check to spot.
  • On Round 2 Gran Magda and Mr. Clanky make it to the Crocodile Nest. If not immediately pursued, Granny sends the crocodiles down to flank the characters through the Main Chamber while Old One Eye stays to guard the retreat. The shriekers alert the party that something is coming at the end of Round 2.
  • On Round 3 Gran Magda and Mr. Clanky continue their retreat, and the crocodiles use their full turn to arrive in the Main Chamber. This is terrifying for the urchins, who know the crocodiles are not as well-trained as Slapsy is.
  • If Gran Magda and Mr. Clanky put good distance between themselves and the party, Gran Magda uses her superior knowledge of the sewers to make good her escape. She joins Iris in the Transformation Chamber (see Birthday Party.) If they are hotly pursued, Gran Magda will send Mr. Clanky to lead the party in one direction while she uses her Invisible Passage ability to sneak off in another.

Granny's Bedroom

In this cramped room Gran Magda's true nature is laid bare. The walls are entirely covered with hangings made from small human bones and skin and decorated with runes or crude images painted in blood or stitched with dyed sinew. Gran Magda's "bed" is a rusted claw-foot bathtub that is filled with an opaque mix of sewage and coagulated blood. In one corner a ritual circle is carved into the floor and embellished with arranged bones and teeth. Stashed in a series of armoires and in precarious piles on the floor is a dizzying array of bizarre and disturbing artifacts. Characters taking time to search the room may find some or all of the items detailed in Appendix B at the DM's discretion.

Birthday Party

If the party does not defeated Gran Magda on the day they took the contract, her plan culminates at Matilda's 13th birthday party.


If the characters arrive before the party starts, they can observe Ermak directing contracted servants and caterers as they decorate the courtyard. Characters may note an abundance of fragrant flowers, which are partially succeeding at concealing the sewer smell.
Should the characters look for her, Matilda can be found playing in her room in a green gown. She tells the characters with a huff that she's not allowed to go play in the courtyard before she is formally introduced to the party. The woven crown is hidden beneath the bed as noted in the initial exploration of the Manor. If the characters had previously discovered and confiscated the crown, the rats have woven a new one for her in the interim.
The guests (almost all Lords and Ladies of Waterdeep and their families) begin to arrive around noon and set their lavish gifts in tableau within the dry fountain, which has been prepared for the occasion. Gifts include lovely dresses glamoured with sparkling illusion magic, wonderfully filigreed jewelry (some of which is enchanted), a fine set of quill and ink, and an ornate wooden chair carved with a flower motif. This last is the "gift" of Lord Lachten, who owes Gran Magda a favor for unrelated reasons.
The tone of the party is one of preening cordiality. It is clear to any character with a Passive Insight of 11 or higher that the guests are here to flaunt their own wealth and to judge the Stolchests rather than to celebrate Matilda's birthday with any sincerity.
The Princess Chair Around 1pm, the hired band begins playing an entrance tune and all eyes turn to the patio. Matilda emerges, dressed in a beautiful green gown and wearing a woven flower crown. She gives a warm wave to the onlookers but quickly lets her excitement take her and rushes to the gifts.
"My princess chair!" she exclaims. "Just like Fairy Godmother said!" She jumps happily into the chair and, with a titanic crumbling noise, the masonry of the fountain gives way. Matilda tumbles into a deep pit with the chair and the rest of the gifts, still laughing delightedly.
The Flower Crown
The crown woven for Matilda's birthday allows Gran Magda to dominate her with no save or concentration required. Despite this incredible power, Granny needs it only as an additional failsafe and, ideally, as a means to taunt Brym before her victory.
Taking the crown before Matilda puts it on upsets her greatly. Once she has put it on her head its fronds weave their way through her hair. Removing it requires a DC 16 Sleight of Hand or Strength check, made with advantage if Matilda is grappled.
Should the characters succeed in removing the crown, Matilda's genuine excitement will still cause her to sit in the Princess Chair and trigger the fountain's collapse. However, she will be appropriately terrified through the rest of the encounter, struggling to break free from the chair and screaming for help rather than laughing and taunting the party and her father.


Characters who approach the edge of the pit quickly can see that Matilda has fallen through the floor of the sewer as well into a deeper tunnel. As they watch, the chair sprouts a set of wooden, spider-like legs and scampers off into the tunnel with Matilda.
Two swarms of rats boil up from the pit and converge on the terrified party guests. If Lydia has not previously been cured of her disease, she lurches onto the patio as a fully transformed rat man. If the horse has not been tended to, it bursts from the stable as a fully-transformed dire rat.


The pit is comprised of a 15 foot drop to the level of the sewers followed by an additional 15 feet to the tunnel below. Characters can descend one level carefully at the cost of their full Movement speed. Lord Stolchest takes a different approach, grabbing his maul from within the stable and vaulting into the pit without a moment's hesitation. This maneuver requires a DC 15 Acrobatics check to leap down over the slick debris. On a success, the character descends both levels with their full movement and lands safely. On a failure they fall the whole distance, taking 3d6 bludgeoning damage and landing prone.
By this time the chair has begun to scamper down the tunnel at a rate of 40 feet per round, aiming for a lighted cavern 120 feet away. The water from the sewers above is running down this path as well, making the rocks slick and complicating pursuit: A character can treat the area as difficult terrain, moving at half speed with no chance of failure. Alternatively, a character beginning a Move or Dash with which they intend to move their full speed must make a DC 10 Acrobatics check. On a success they move as intended. On a failure, they advance only 5 feet before falling prone and forfeiting the remainder of that action.
The chair can be attacked (AC 14, 30 hit points, resistance to piercing damage from nonmagical weapons, +4 to Acrobatics checks should the characters attempt to Grapple it.) Attacks that miss by 5 or more strike Matilda instead. This risk will be obvious to the characters, and they can choose instead to attack cautiously, taking Disadvantage but removing this risk.
Characters who come close to the chair will see that has grown tendrils to restrain Matilda at the wrists and around the midsection. Freeing her requires a DC 16 Strength check that can only be attempted if the chair is not moving. If the flower crown has been removed, Matilda assists the character to grant Advantage of the check. Otherwise she resists, imposing Disadvantage.

Transformation Chamber

The tunnel continues east before opening into an ancient chamber approximately 40 feet across. Similar tunnels feed into the room on the opposite side. The walls are decorated with hangings made of bone and skin and hundreds of candles illuminate the space. In the center of the chamber is a 15 foot deep pool, which is beginning to overflow as the sewage runs into it through the tunnel (forming areas of difficult terrain). A dais rises ten feet above the water's surface. Gran Magda stands atop the dais with Mr. Clanky beside her. Iris stands in the shallow water on the north end of the pool, commanding two crocodiles. Zip lurks in the shadows on the south side of the cavern.
If Matilda has not been freed from the chair, it plunges with her to the bottom of the pool. Gran Magda asks Iris to "entertain the guests" while she begins the transformation ritual on her first turn. Iris uses her first turn to cast shield of faith on Gran Magda before using thorn whip to pull party members into the deep water.
Lord Stolchest uses his turn to leap into the water and attempt to free Matilda, paying no heed to the crocodiles.


Gran Magda's goal is to complete three rites of a transformation ritual. If she is concentrating on the ritual at the beginning of her turn, she completes a rite. If she completes the third rite while Matilda is under water, both Matilda and Iris are irrevocably transformed into green hags, forming a coven. At that point, all three will attempt to use their Invisible Passage to flee into the Undermountain through the passages to the east and the party will have failed.
The party can interrupt this goal in several ways:
  • If they break Gran Magda's concentration, she cannot complete a rite on her turn and must begin concentrating again. Previously completed rites do not reset.
  • They can remove Matilda from the pool. To do so, they must release her from the chair with a DC 16 Strength check as in the Pursuit section. If the crown has been removed, Matilda will Help (canceling the Disadvantage incurred by being under water.) If Matilda is still wearing the crown, she will resist attempts to free her and attempts to grapple her and drag her to the surface. If Gran Magda completes the third rite while Matilda is out of the water, the ritual will be completed immediately at any moment that Matilda is submerged in water and Gran Magda is concentrating.
  • If Iris is killed, the ritual cannot turn Matilda into a hag. Rather, it will shift her alignment to chaotic evil and grant her arcane abilities (she will use Iris's statblock.) This change can be reversed with a Greater Restoration spell. She and Gran Magda will attempt to flee and eventually seek a new victim to complete their coven.
  • If Gran Magda is killed, the ritual is stopped. If Iris is still alive, she will attempt to flee into the Undermountain. She will lose her powers over the course of a week but will seek a new evil patron.


No matter the outcome, the characters should have a strong influence Lord Stolchest's fate after these events: If they have a good relationship, he is grateful for their help and trusts their judgment regarding if and how to tell the real story to his wife. Even if their relationship is tense, their knowledge of the truth gives them significant leverage over his decision.
If he confesses to Evelyn she is deeply hurt, but they will be able to reconcile with enough time. If the characters reveal the truth to her and she believes Brym would have continued to conceal it from her, she is be heartbroken and ends their marriage. She returns to her family with Matilda and Brym flees the city for a life of anonymity, destitution, and regret. If Evelyn is not told the truth, she takes Brym at his word. Their marriage continues and Brym is deeply relieved to discover that her love has been genuine, but his secret continues to gnaw at him.
submitted by BrittleCoyote to DnDBehindTheScreen

Destiny 2 Update 3.0.0

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Source: https://www.bungie.net/en/News/Article/49819


Vendor Armor

  • Vanguard, Crucible, and Gambit vendors now all reward a Prime version of their respective ritual engram for completing the weekly challenge.
    • These engrams award the ritual's new Season of the Hunt armor on a knockout list until the full set has been obtained.
    • Once the full set is obtained the engrams drop re-rolls of the ritual armor as well as world weapons. (Note this is on a per-ritual basis; each ritual engram assesses separately.)
    • All armor dropped from these engrams is high stat armor.
  • The base (non-Prime) version of Vanguard, Crucible, and Gambit engrams now drops world armor until the respective ritual set has been obtained from the Prime ritual engram.
  • Once the ritual set has been obtained from the Prime ritual engram, low-stat ritual armor will drop.
  • Zavala, Shaxx, and Drifter now sell low-stat versions of their new Season of the Hunt armor. Armor must be obtained from the ritual's Prime engram before it can be purchased.


  • Engram previews for most gear engrams have been removed.
  • The following engrams had new versions created in Season of the Hunt: Legendary World, Prime, Crucible, Gambit, Vanguard, Gunsmith, and Iron Banner. Older versions of these engrams will be removed from the game in Season 13.
    • Players with a back-stock of these engrams in the Postmaster are advised to extract and decrypt these engrams before the end of Season of the Hunt.


  • Spider has made several changes to his inventory as follows:
    • He has grown jealous of the large stocks of Legendary Shards Guardians have saved up, and now covets them. To that end he will no longer part with Legendary Shards.
    • He has obtained Enhancement Prisms to sell but will part with no more than three per week for each customer.
      • He has priced these at 400 Legendary Shards each.
    • Enhancement Cores are now fixed in price at 30 Legendary Shards each (they do not ascend with each purchase) but are limited to 5 per day for each customer.
  • Zavala's and Shaxx's Boons and the Eververse's Gleaming Boons have been deprecated and can be dismantled to recover their original full purchase price.
  • Economy, Currencies, Faction of the Nine, Dead Orbit, New Monarchy, Future War Cult faction tokens, and all Rare destination materials can now be safely discarded and can be deleted as a full stack.
  • Banshee-44 and the Spider will still accept planetary materials from Vaulted destinations for the duration of Season of the Hunt.
    • These materials will be deprecated in a future season and players are advised to spend them during Season of the Hunt.
  • Season Pass
    • Season Pass rewards have been refreshed for Season of the Hunt.
    • Additional Bright Dust has been added to the Season Pass reward tracks as follows:
      • Free Track: Added 5,200 to the already present 2,300, for a total of 7,500.
      • Paid Track: Added 2,600 to the already present 400, for a total of 3,000.
    • Weekly Bounties will now award 100 Bright Dust
  • Eververse
    • Starting in Season of the Hunt, Bright Engrams will now contain all Eververse content from Season 1 to three Seasons prior to the current Season (excluding content from special events like Festival of the Lost, the Dawning, etc.). Here are some practical examples:
      • Season of the Hunt: Bright Engrams contain all content from Seasons 1 through 9.
      • Season 13: Bright Engrams contain all content from Seasons 1 through 10.


  • All existing and new Ghost Shells except the Generalist Shell now have energy levels and access to mods with various energy costs instead of being pre-loaded with specific perks.
  • Ghosts now have four mod slots. Three are unlocked by default, and the fourth is unlocked by Masterworking the Shell.
  • Kill Tracker functionality remains only on Ghosts that originally had access to that perk.
  • Other pre-existing Ghost perks have been turned into mods and some have been made into more globalized versions of their past functionality.
  • A selection of mods are available on all Ghost Shells by default, with the remaining ones obtainable via various gameplay sources (information on where to find these mods can be learned from Collections).
  • No mods will be obtained from the Eververse and Eververse purchased Shells will have no advantages or functional differences from Ghost Shells earned in game.


  • All Sparrows intrinsically fast-summon now.
    • Newly acquired or reacquired from Collections sparrows no longer roll on the Speed Demon(fast-summoning) perk.
    • Players are advised to re-pull any sparrows they presently are using that have fast-summon to gain a new perk combo.

General Fixes

  • Matterscourge ornament can no longer be reacquired from Collections.
  • Last Perdition on Shaxx now dismantles for less than its vendor cost.
  • Universal Ornament item descriptions no longer refer specifically to Year-3 items.
  • Emotes now display flavor text on the item detail screen or when being previewed on the Eververse store.
  • Added icons to weapons that were missing their release watermark.
  • Exotic Ciphers can no longer be added to a player’s Vault.
    • Players saving an Exotic Cipher in their Vault must remove it and spend it before they can acquire a new one.
  • Armor affinity now display on player inspect.


  • Lectern of Enchantment weekly bounty no longer references Nightmares on Io or Titan.
    • Progress is now made from defeating Nightmares on the Moon.

Power & Progression

  • Powerful sources, weekly rituals with Powerful rewards released with Shadowkeep no longer grant Powerful rewards.
    • These rewards have been moved to new rituals released with Beyond Light.
  • Once the character's gear Power has reached the soft cap (1200 in Beyond Light), it will now be possible to receive small Powerful upgrades from some normal drops.
    • These will come from strikes, Crucible, and Gambit as well as some Seasonal sources, and are not subject to daily nor weekly lockouts.
    • These can drop until the Power Cap (1250 in Beyond Light).
  • Reduced the Power level of some vendor token rewards.

Player Identity

  • Login screens now have a dark background.
  • Updated the Full-screen Menus to have a dark background style.
  • Player waypoints now display Season Rank, HUD waypoints.
    • Character Creation:
    • Changed selection from "Male" & "Female" to "Masculine" & "Feminine."
    • Guardian head and hair models have been replaced with improved versions.
    • Several color swatches have been changed to better represent the applied color.
    • Players previous head selections are still used.
  • Added toggle functionality to the character screen, allowing the player to make a choice between Light and Dark subclasses.
    • Character screen visuals updated depending on player choice between Light and Dark.


  • Triumph Screen Updates:
    • Navigation has been added to Triumphs and Seals to toggle between Active and Legacy content.
    • Legacy Triumphs and Seals have a new visual style to distinguish them from Active content.
    • Medals, Exotic Catalysts, and Lore have been given their own section within the Triumphs screen.
    • Improved Lore screen added for better book/page navigation.
    • Triumphs now display both the current step reward and final completion reward.
  • Triumphs have had an overhaul and are now categorized in a new way.
    • Lifetime Triumph sets will persist across all Seasons and introduces new players to the core aspects of Destiny.
    • Destination Triumph sets will move to the Legacy section when the related destination enters the Destiny Content Vault.
    • Seasonal Triumph sets will move to the Legacy section at the end of each year.
  • Legacy Triumph Sets and Seals are found in the Legacy section.
    • Legacy sets will not apply to your Active Triumph Score.
    • Players can still see their Legacy set scores and which Triumphs they completed in time.
    • All the Legacy Seals and their related Triumphs can be seen on the Legacy page.
    • Titles for completed Legacy Seals can still be equipped
  • Several new Stat Trackers were added to the system including, but not limited to, weapon-type Stat Trackers gated behind new Triumph completions.
    • Prophecy Dungeon Stat Trackers have been moved to the Open World category matching other Dungeon related Stat Trackers.



  • Hand Cannons
    • Aggressive
      • Increased Rate of Fire (RoF) from 110 to 120.
      • Broke out Aggressive Hand Cannons, allowing custom tuning of stats (e.g. damage falloff for 100 range in this subfamily now starts at 32m).
    • Adaptive and Precision
      • Range stat now has more impact on minimum damage falloff range for both archetypes.
      • Damage falloff for 100 range now starts at 25m, was 20m.
    • Precision Hand Cannon
      • 180 RoF magazine scaled up by 37 percent.
      • Note: This also affects Exotics with that RoF.
    • Lightweight (folded in to Adaptive)
      • Moved all Lightweight Hand Cannons (150 RoF) to the Adaptive subfamily (140 RoF).
    • This includes Luna’s Howl and Not Forgotten.
      • One Exotic Hand Cannon will retain 150 RoF.
      • We aren’t going to leave it to speculation.
      • It’s beautiful.
      • It does Solar damage.
      • It makes enemies explode.
      • It’s Sunshot.
  • Sniper Rifles
    • Adjusted how aim assist (AA) is affected by Sniper Rifle Zoom rating. The lower the Zoom the lower the AA and vice versa. Scopes with around 50 Zoom are unchanged.
    • Lowest-Zoom scopes have a large reduction in AA cone angle.
    • Highest-Zoom scopes have a small increase.
  • Auto Rifles
    • Adaptive
      • Damage per bullet reduced from 15.75 to 14.25.
      • Note: Prior to Season of the Worthy, damage per bullet was 13.75.
  • Scout Rifles
    • Increased how much each point of the AA stat widens the AA cone.
    • At maximum, the AA cone is now 15 percent wider.
  • Rocket Launchers
    • Increased reserves by 1 or 2 rockets depending on Inventory stat.
  • Perks
    • Outlaw - Reload speed increase felt insufficient with certain subfamilies and combinations of rolls (e.g. Aggressive Hand Cannons).
      • Increased Reload stat bonus from +50 to +70.
  • Merciless
    • Increased Inventory stat from 36 to 55 (this increases reserve ammo).
  • Mountaintop
    • Reduced splash damage by 33 percent, increased impact damage such that total damage is 5 percent lower than before.
    • Reduced projectile velocity multiplier from the Micro-Missile perk from 1.4 to 1.2. (i.e., now 20 percent faster than other breech Grenade Launchers instead of 40 percent).
    • Reduced in-air accuracy. Now has significant projectile error while in-air (around 7 degrees without the Icarus Grip mod, substantially less with).
  • Falling Guillotine
    • Reduced Heavy Attack damage by ~24 percent to bring in line with other Swords.
    • Note: Falling Guillotine will continue to be slightly above average, just not to the extent that it is now.
  • MIDA Multi-Tool and MIDA Mini-Tool
    • MIDA Mini-Tool
      • Moved the "Mida Synergy" trait to the intrinsic, similar to how the (Baroque) version works.
      • Added the following perks:
        • Hip-Fire Grip
        • Kill Clip
    • NOTE: There is an issue with the Masterwork on this weapon that prevents it from being upgraded. This will be fixed in a later update.
    • NOTE: The Gunsmith will begin selling a version of this weapon on November 10 with no infusion cap.
  • Sturm and Drang
    • Drang
      • Moved the "Together Forever" trait to the intrinsic, similar to how the (Baroque) version works
      • Added the following perks:
      • Accurized Rounds
      • Moving Target
      • NOTE: There is an issue with the masterwork on this weapon that prevents it from being upgraded. This will be fixed in a later update.
      • NOTE: The Gunsmith will begin selling a version of this weapon on November 10 with no infusion cap.
  • Ruinous Effigy
    • Transmutation Spheres
    • Reduced the damage of the aerial melee attack by 25 percent.
    • Significantly reduced the damage of the drain effect on enemy combatants.
  • Arbalest
    • No longer strikes shields multiple times, but its efficacy against shielded targets has been increased.
  • Jade Rabbit
    • Armor Piercing Rounds swapped to High Caliber Rounds.
    • This fixes an issue that could prevent the Exotic perk from triggering.
  • Traveler's Chosen
    • Reduced muzzle flash intensity.
  • Point of the Stag
    • Increased Point of the Stag's Max Power Level to 1310.
  • Divinity
    • Fixed a bug that prevented some weapons from dealing precision damage to the Divinity cage (e.g. Eriana's Vow).

Energy Type Requirements

  • All of the weapon-oriented armor mods (e.g. Hand Cannon Loader, Fusion Rifle Ammo Finder, etc.) have been changed to be any energy type.
    • As a result of the above change, all Arc Charged with Light mods now activate their second perk if you have any other Arc mod equipped on the same armor piece, or if you have any other Arc Charged with Light mod socketed in any other armor piece you are wearing.

Enhanced Mod Rebalancing

  • All mods that have an Enhanced version of that mod (e.g. Enhanced Hand Cannon Loader) have had the base mods’ efficacy increased to match that of the Enhanced version of the mod.
    • As a result, those Enhanced mods have been deprecated, and the base mods’ energy costs have been adjusted upward slightly (but are still lower than the equivalent Enhanced mods).
  • Some mods have moved to different slots to create more competition for mod sockets across armor pieces (for example, the Fast Ready mods have moved to the Arms socket).

Raid Mods

  • Starting in Season of the Hunt, Last Wish, Garden of Salvation, and the upcoming Beyond Light raid armors will now drop with a fifth, dedicated armor mod socket that is exclusively for the mods related to that raid.
    • Anti-Taken mods from Last Wish will only function in the Last Wish raid.
    • Anti-Hive mods from the Leviathan raid will be deprecated.
    • Anti-Fallen raid mods from Scourge of the Past will be deprecated.
  • Last Wish and Garden of Salvation armor acquired prior to Season of the Hunt will not have this dedicated armor socket but will still be able to use the mods related to that raid in the new Legacy armor mod socket.

Combat Mods

  • All armor released in Beyond Light and Season of the Hunt, all Last Wish and Garden of Salvation armor acquired starting in Season of the Hunt, and all Armor 2.0 Exotic armor pieces (including those already possessed by players) will have a Combat style mod socket.
    • In Season of the Hunt, this socket will accept all Charged with Light and Warmind Cell mods.
  • All Armor 2.0 armor acquired during Seasons 8 through 11 have had their Seasonal mod sockets replaced with a single, unified Legacy mod socket that can socket all Charged with Light mods, all Warmind Cell mods, all Nightmare Hunt mods, all Garden of Salvation mods, and all Last Wish mods.
  • Banshee-44 now has a chance to sell armor mods from Black Armory, Season 10, and Season 11.

Anti-Champion Mods

  • Anti-barrier rounds will now penetrate Taken Phalanx shields.
  • All Anti-Champion mods have been shifted to armor, rather than taking a weapon mod slot.


  • Increased Hunter's dodge cooldown by a few seconds
    • (E.g. Tier 4 original cooldown: 22 sec. New cooldown: 26 sec)
  • Orbs of Light have been changed to Orbs of Power as they can now be consumed by Light and Dark subclasses.



  • Removed Legacy Nightfall and Heroic story mission nodes.
  • Nightfall: The Ordeal
    • Adjusted Adept recommended Power level to 1180, matchmaking is available at 1150.
    • All versions of Nightfall: The Ordeal now fill player ammo at the start of the activity (like Grandmaster has always done).


  • Merged Gambit and Gambit Prime into a single mode
    • Single round.
    • Gambit Prime encounters, with all a large boss combatants reduced in potency.
    • Gambit Prime mote targets and drain.
    • Gambit Prime blockers, with the Phalanx taking the place of the Captain for 10 motes.
    • Gambit Prime invasion cadence, with longer cooldown between invasions.
    • Gambit boss fight, with increased Primeval health and Slayer buff potency.
    • Removed Gambit Prime armor perks.


  • Updated the Crucible's featured modes:
    • Control
    • Elimination
    • Rumble
    • Glory: Survival
      • Both Survival and Survival: Freelance will be available.
    • Weekly rotator
      • Clash
      • Mayhem
      • Showdown
    • Private matches
    • Limited Availability
      • Iron Banner
      • Iron Banner: Freelance
    • Weekend Availability
      • Trials of Osiris
  • Trials of Osiris
    • Trials of Osiris Power level requirement increased to 1210.
    • Weapons or armor that have ornaments applied to them now correctly show the ornament icon during the Trials intro.
    • Added Adept weapons and weapon mods to Flawless chest rewards.
    • Additional information here (link TWAB).
  • Maps
    • Added physics blockers to some out-of-bounds areas on Altar of Flame.
    • Added physics blockers to some out-of-bounds areas on Exodus Blue.
    • Added physics blockers to some out-of-bounds areas on Cauldron.

Monument to Lost Lights

  • Added the following to the new Monument to Lost Lights vendor in the Tower:
    • Exotic quest weapons from Year 1.
    • Most Exotic quest weapons from Year 2.
    • Exotic Season Pass and quest weapons from Year 3 through 8, 9, and 10.
    • All past pinnacle and ritual quest weapons.
    • Vaulted Raid’s Exotic Weapons.
  • All Exotics require an Exotic cipher, large amounts of Glimmer, a large amount of one planetary materials, and a small amount of Masterworking material.
  • Legendary weapons require a second Masterworking material, rather than an Exotic cipher.
  • Amounts vary between weapons.
  • Added a repeatable source of Exotic ciphers - visit Xur to learn more.
  • Added a new currency, Spoils of Conquest, acquirable only from raids.
    • Spoils of Conquest can be used to acquire Vaulted raid’s Exotic weapons from the Monument to Lost Lights vendor.


  • Fixed an issue where dying while holding Riven's Heart could cause the Heart to disappear.
  • Removed flashpoints.
  • Removed the following Shadowkeep challenges from the Moon:
    • Rune table
    • Repeatable campaign missions
    • Nightmare Hunt completion and time trials
    • Pit of Heresy completion
    • Garden of Salvation completion

Quest Notifications

  • Added notifications in the player's HUD that display whenever a player acquires a new quest, progresses to a new quest step, and completes a quest.
  • Tracking a quest with an associated map location automatically adds a waypoint to that associated location.
  • Added a shortcut to the current Season's Triumphs within the Seasonal tab of the Quest Log.

New Light

  • Greatly expanded the New Light experience
    • Introducing a new introductory campaign that both new players and veteran players can experience.
    • Cosmodrome makes a return as a destination along with new activities and a new NPC.
    • Created additional new user experience tutorials to help explain equipping weapons and armor, quests and bounties, lost sectors, strike matchmaking, and more.
    • Veterans can experience this new campaign should they choose by retrieving the "A Guardian Rises" pursuit from the Quest Archive.
  • The Pain & Gain Exotic quest for Riskrunner has been replaced
    • This quest has been folded into the New Light campaign experience.
  • Subclass Acquisition
    • New Light players who do not have a veteran account with all subclasses unlocked will now acquire alternate subclasses from Ikora
    • New characters can earn pursuits to unlock their additional subclasses by speaking with Ikora after their first strike.
    • All subclass pursuits are class scoped just as their subclasses are.
    • Alternate characters with missing subclasses can acquire them by speaking with Ikora and accepting the subclass pursuit package.
  • Added a new vendor to the Tower, located to the left of the Postmaster.
    • The Quest Archive Vendor functions much like the Destiny 1 Abandoned Quests Kiosk as well as a way to acquire older pursuits.
    • The kiosk has subpages that group the pursuits just as they are seen on your Quests page.
    • Going forward any pursuits abandoned will go to this vendor.
    • Older pursuits can now also be found on this vendor.
    • This is to help ensure that vendors do not become overwhelmed by older content.
  • Triumphs are now unlocked as part of the New Light experience
    • Prior to this moment you will not be able to navigate Triumphs if your account has not yet unlocked them.
    • Unlocking Triumphs on any character enables them for all.
    • There are categories of Triumphs under Lifetime that unlock as a result of claiming adjacent Triumphs.
  • The Season Pass and its rewards are now unlocked as part of the New Light experience
    • Unlocking the Season Pass on any character enables it for the entire account.
    • The first time you unlock the Season Pass you will earn 5 free ranks, up to rank 5.
    • Rested XP is also not enabled until the Season Pass has been unlocked.
    • The moment that the Season Pass is unlocked both Rested XP and Challenges are enabled.
  • Destinations unlock via XP if you do not own the expansion associated with that destination.
    • Unlock Order:
      • Cosmodrome
      • Europa
      • EDZ
      • Nessus
      • Tangled Shore
      • Dreaming City
      • Moon
  • Crucible and Gambit
    • These activities are now unlocked after reaching the Tower and picking up the associated pursuit from Lord Shaxx and Drifter respectively.
    • Completing the first step of either pursuit unlocks the entirety of the activity types modes.
    • These pursuits can be acquired when returning to the Tower after your first strike.
    • They can be picked up, but they will not advertise on the vendor waypoint/tooltip until you've progressed through the game further.
  • Strikes can be unlocked after completing the first step of the strike introduction pursuit provided by Zavala.
  • The Forsaken campaign now has the same introduction behavior as Shadowkeep and Europa.
    • All players regardless of expansions owned get to experience the first mission of the Forsaken campaign upon unlocking the Tangled Shore.
    • Completing this activity is a requirement for unlocking Free Roam on the Tangled Shore.
    • Accounts that own Forsaken will automatically be given the remainder of the campaign and may continue as they see fit.
    • Accounts that do not own Forsaken will be able to pick up the remaining campaign for Forsaken from the Quest Archive vendor once they've purchased it.
    • Accounts that do not own Forsaken can still explore the Tangled Shore and the Dreaming City after having unlocked their patrol zones.
  • Beyond Light
    • Veteran characters who log in and qualify for the start of the Beyond Light campaign will be automatically launched into it.
    • New characters who log in and qualify for the start of the Beyond Light campaign, but have not completed the New Light quest, will not be automatically launched into it.
    • This does not disable a new character from manually starting the Beyond Light campaign.
  • Chaperone Acquisition
    • There is now an alternative pursuit for acquiring the Exotic Shotgun, Chaperone.
      • This pursuit may be acquired via Shaw Han on the Cosmodrome or the Quest Archive Vendor in the Tower.
      • This pursuits requires ownership of Beyond Light.
    • The pre-existing pursuit for Chaperone continues to exist as-is and remains part of the Forsaken expansion. ###Misc
  • Fixed a bug that prevented online friends from showing up in the roster on Stadia for players with over 100 friends.
  • Fixed a bug that occasionally prevented players from earning progress on bounties when joining an activity in progress.
    • This most notably impacted Iron Banner bounties, and also caused players to have their artifact power bonus enabled.



  • PC players with compatible NVIDIA cards and drivers will be able to take advantage of Destiny 2 integration with NVIDIA Reflex, reducing "click-to-display" latency during gameplay.


  • Updated lighting in a number of areas on EDZ and Nessus.
  • Updated lighting and sky atmosphere for EDZ.


  • Due to the challenges of voice recording during a global pandemic, different actors had to be used for the following characters:
    • Osiris (Brazilian version)
    • Eris (Brazilian version)
    • Eris (Polish version)
  • We intend to return to the original cast as soon as possible.

Advanced Rendering

  • Lighting improvements and better dark area standardization.
  • Please revisit your brightness settings and tune to your taste.
  • We recommend HDR black point is set to the default middle value for best results.
submitted by DTG_Bot to DestinyTheGame

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