LegendThe Dam of Vaeloran
Four elements, one breaking dam, and the Primordial waiting within

Show stat block
Shifting Core. At the start of each turn, the Primal Spirit chooses an element (fire, ice, stone, or storm), which determines its attack type and resistances until its next turn.
Elemental Breath. When the Primal Spirit takes damage from the non-active element, it heals for half that damage instead of taking it.
Storm Body. Nonmagical weapon attacks that hit the Primal Spirit have a 50% chance to miss due to its swirling, semi-liquid form.
Multiattack. The Primal Spirit makes two Elemental Strike attacks and can optionally use Breath of the Four Winds.
Elemental Strike. Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 19 (3d8+6) damage of the current element (fire, cold, bludgeoning, or lightning).
Breath of the Four Winds (recharge 5-6). The Primal Spirit exhales a 40-foot cone of combined elements. Each creature in the area must make a DC 19 Dexterity saving throw, taking 44 (8d10) mixed damage (half fire/half cold) on a failure, or half as much on a success.
The Story
The mage who kept watch over the dam of Vaeloran lies scorched at your feet, gasping out his last words: twenty-four hours. Behind him the ancient rampart of hardened magic, the wall that has kept fire, earth, water, and air apart for millennia, is cracking apart. Flames dance beside icicles, the ground bucks, and the air shrieks with raw creation.
Whoever tore the fissures open did it on purpose. Deep inside the nexus, De Oergeest der Vier Winden, born of all four elements at once, has shaped itself a body from magma, ice, stone, and storm. It does not want to mend the dam but to bring it down entirely, so the elements fuse into a single untamable force and sweep away everything below.
You race through four warped domains: guttering fields of embers, a hall of drifting ice, corridors that tilt as the earth breathes, and a storm that rips you off your feet. In each domain you restore an anchor stone, fight or outwit creatures of pure element, and find the keys that seal the wards shut again.
Then the truth surfaces: the dam can only be sealed from within, where De Oergeest der Vier Winden waits. Complete the four wards and the core opens, and there the climax turns, a battle on collapsing rubble above a maelstrom of chaos while the clock ticks down its final minutes. Succeed, and the balance falls back into place. Fail, and the four winds seal their pact, and that pact knows no world.
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Frequently asked questions
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This page is in English. DM Shots adventures are crafted in clear, ready-to-read prose so you can run them straight from the table.
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The fifth edition (5e). It is compatible with the common 5e rules and includes stat blocks and encounters.
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