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GAMEMASTER

ALCHEMY GAME MODULE

Scan the code or visit loreofaetherra.com/alchemy to experience The Lost Druid on the
Alchemy game platform.
JESSY RIBORDY & GABRIEL DAVIS
Credits
AUTHORS THANK YOU
Jessy Ribordy Adam Goff, Adam Lauver, Andrew Gilbert, Aysha Ribordy, Ace Ribordy,
Gabriel Davis Oaklyn Ribordy, Emily Principe-Velez, Hanzel Haro, Helpful Goat
Gaming, Kaiden, Zane, and Jaxson Aros, Lindsay Giebel, Matt Hall,
PRODUCTION Mom (Sonja), who planned on proofreading this book and didn't get
Chris Eddie the chance to. We will miss you always. My (Gabriel) loves: Heather
and Charissa, Nate Hall, Nick Wiinikka, Ruby Lee, Seanny Nelson,
DESIGN Timothy Werner, Tyler Crumrine, all of our amazing playtesters, and
Gabriel Davis to our 1,299 Kickstarter backers who helped make this project a reality.

ADDITIONAL DESIGN P L AY T E S T E R S
Chris Deslauriers Aaron Golden, Adam Kelly, Ady Veisz Draghia, Aidan, AJ Gorman, Aleksander, Alex
Phen, Ally Hardman, Amadan, Andrew Denehey, Andrew Foxx, Andrew Steinke,
Isaac Overacker Andy Brown, Annael666, Anvil, ATl3b, Aubrey Vakarian, Austin Regan, Awild-
Cole Nordin spleen, Badger, Barthelemy 'Skender' Alezandaru, beardedasianlad, Ben Anderson,
Ben Meszaros, benci7, Benjamin Balzer, Bethany, beyondbounds, Billy Coghill,
Brad Barco, Brad Thompson, Bradley Broussard, Brandon Elms, Brandon Reuter,

EDITING
Brian Fohlmeister, Brian S, Brittany Wendland, Budmaniak, Cezary "Verencius"
Wysoczański, Chelsea, Chevy Josselyn, Chief Montiezuma, Chris Vian, Christine
Miller, Christoffer Ek, Christopher Froebe, Chu, Clayton Decker, Clint Doyle, COLE-
Gabriel Davis plusTEN, Courtney K., Courtney Sinclair, Craig Crossbard, Cricket, D.F., Dakotah
Carrie Eddie Cote, Damian Mainka, Dan Santiago, Daniel “Squid” Gooden, Daniel Womack,
Daniell Yancey, Danny Kriegbaum Laursen, David Cowan, David Mckenzie, David
Szafran, David W. Brown, DBuck, Declan, Denise Atwood, Dennis Owen Carroll,
L AY O U T Derek Allard, Derick Williamson, Drew Koesters, Drspiritbear, Dugar, Eden Mor-
rison, Eduardo Ramirez, Elagatua, ELF Vesala, Emilie Picard-Cantin, Emma Stell-
Chris Eddie wag, Entayan, Erik Hekman, Erin G, Ersaishania, Felipe K Signorini, Felipe Teixeira
Moraes, Fiona Gröschel, Florian Michelet, Forrest Miller, Francis Cornell, Francis,
Frank Adams, Frank Summers, Gaaron, Gaithlynn Bakker, GalionSharpeye, GB,

ART DIRECTION
Gecko303, Goat Rider, Greg Smith, Hailey Dennis, Hannah, Havroun Iio, Herman
Duyker, HiImAlley, Holly Koponen, HSAR, Hvq, Igor Coura de Mendonça, Il Rosso,
Jack Doughty, Jacob Urantowka, Jaime Heck, James Easter, James Ekdahl, James
Stu Harrington Shay, James Smith, Jamison "Two-Fisted Love" G, Janell Cisla, Jason C Lund, jason
Chris Eddie read, Jason Taylor, Jay Jackson, Jazsmin Kroll, Jenna Spitale, JENNINE CERRA, Jer-
emy L., Jessy L Maldonado, Jim Hefti, Jimmy McClure, Jmroseberry, Joe Stock, Joel
Stepp, John W. IV, Johnny Outlaw, Jonathen Bingham, Josh Cookson, Josh Parker,
ARTWORK Joshua Grosser, Joshua Kumar, Judas Liarmouth, Julia Forsythe, Karissa Griffin,
Karl Northrup, Katie Mackenzie, KDchristopher, Kelli Holcomb, Ken Iversen, Kora
Stu Harrington Bray, Kyle McHenry, Kyle Sussenbach, L Powers, Larry Eames, Laszlo Stadler, Leop-
old Goldimire, Lindsay Beardall, Link Jordan, Liz Ritter, Lord Jeremiah Lee, Lorisia
Maxwell Schiller MacLeod, Los Arkos, Ludus Rex, Luke Davis, LYADRIELLE, M. Knapil, Mack McL,
Madisen Crowley, Magnus "KJR" Rock, Manu, Marco Pagnini, Maria, Mark Mad-
Leon Tukker den, Martin Coorens, Martin Greening, Martin Jones, Mathew Duggan, Matthew @
ProudNerdery, Matthew Cole, Matthew Eskuchen, Matthew Howells, Matthew Mc-
Narges Jafari Donald, MattTheStarfish, MD, Megan Parry, Melani Weber, Mellie, Meta Flower, Mi-
Jordan Kerbow chael Chadd, Michael Gregg, Michael Leguillow III, Michael T. Broderick, minisplat,
Mohammad G, Molly McIntyre, Monika Morales, MrNoneLP, MsYaga, Nat Rennalls,
Helen Ilnytska Nathaniel Meyer, Nicholas Shaw, Nick Eagan, Nicolas Laumondais, Not relevant,
Nyx, OgreSmash, Okay2Fail, Okra, Oskar LK, Overlord Mush, Pablo Salas Merca-
Jeff Langevin do, Panagiotis Bakalis, Patrick Stockinger, Pedro Filipe Vasconcelos, Peter Brych,
Peter Goeders, Phil Steer, Pierre Douchbak, Porter K Ludwig, Pri Prentice, R4v-
3nous_DM, Ralosvek, Raphael Bressel, Raseba, RCduno, REDnaxDTR, Relic, Rex-
CARTOGRAPHY Rakete, Rhaegys, Rick LaRue, Rob Alcock, Rob Lowry, Robert "Raibert" Bruckner,
Roberto Arroyo Herrera, Ronen Gregory, Rui aka Ariamus, Sabine ten Hoeve, Sally
Daniel Hasenbos ‘Wishie’ Pritchard, Sam Schelfhout, Samantha Bush, Samuel Lieb Moore, Samuel
Montgomery-Blinn, Sarayssa, Scott Shuey, Sean Purcella, Sébastien Loayza-Mon-
teagudo, Seth Lilly, Seth Woolwine, ShardSmith, Sigilbeckons, Simon McMillan,
AUDIO Sindalon, sion lev ari, Skady Winter, Skylar Sexton, Solielle, Soula, Spencer Reed,
Squirrel666Zmbi, Stef, Stefan Zimmermann, Stephen "Wren" Golubieski, Steve
Jessy Ribordy Rogers, SturdyErde, Talia Allsobrook, Tashawn Michael Reese, Taylor "Redd" Espy,
Teagan Widmer, Terry Cook, The Weule Bros, Thom Denholm, Tim Ashton, Tim
Brownrigg, Timothy Doyle, Tobias Hahnen, Tom Burdak, Tom Polokha Rataychok,
TECHNOLOGY Trapventures, Troy Stewart, Tudy, Ulysses, V, Valiant Lakshmana-Krishna Jacob, Ve-
nita Pereira, Victoria Brown, Victoria Wesson, victorybelle, Voys, Vyxxer, Westera,
Isaac Overacker WhimsyWanda, Wierengm (Michelle), William Crewe, WITHASTICK, yendoroz,
Youna H, Z.P. Gowdy, Zac - The_Red_Sage, Zeph Phillips, Zohonde

ISBN: 978-0-578-95519-3
Lore of Aetherra: The Lost Druid is Copyright © 2021 Arboreal, LLC., 640 Grove St, Jacksonville, OR 97530. All rights reserved. All characters and their likenesses are prop-

erty of Arboreal, LLC., in the United States and other countries. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the

express permission of Arboreal, LLC. Reference to other copyrighted material in no way constitutes a challenge to the respective copyright holders of that material. Arboreal,

Lore of Aetherra, and its associated logos are trademarks of Arboreal, LLC. First Printing. Printed in Canada.

4
Contents
Introduction............................ 8 From Above And Below............... 113 Lieutenant Myano........................ 219
Adventure Overview........................ 9 Around The Maelstrom................ 114 Osia Phon..................................... 221
The World Of Aetherra................... 10 Creatures & Monsters................... 222
The Hidden Grotto.............. 120
Aether............................................ 12
Is This The End?.......................... 122 Appendix B: Lore Books...... 236
Orders & Factions........................... 12
A Sticky Situation........................ 122 The Bells Of Lament..................... 236
Character Creation......................... 13
Into The Neon Darkness............... 125 The Twenty Seven........................ 239
Running The Adventure................. 14
Arachnophobia............................. 126 Papa Gigi's Blue Bakery................ 242
Immersive Storytelling................... 15
The Violet Shoreline..................... 126
The Alchemy Platform................... 15
Appendix C: Pre-Mades....... 249
The Onyx Obelisk......................... 130
Alderman Abel............................. 249
Welcome To Aetherra............ 18
The Eternal Eden................. 134 Dierah.......................................... 251
Fano, City On The Lake.................. 20
The Great Maze........................... 136 Doravar Redbraid......................... 253
Rally The Desperate....................... 20
Welcome To The Party.................. 140 Norlen.......................................... 255
The Cloaked Indosian........... 24 The Reverie Fantastica................. 140 Yaphi............................................ 257
Times Are Tough............................ 26 Jailbreak...................................... 144
Appendix D: Side Quests..... 258
New Friends, New Foes.................. 26 Novarian Neural Network............ 145
Neighborhood Watch................... 258
Dirty Rotten Thieves...................... 26
Ceriad Keep......................... 148 Hard Cider Heirloom .................. 258
Even Hooligans Have A Home....... 31
Arriving At The Dimlight.............. 151 Clubbing...................................... 259
Waterleaf Book Shoppe......... 34 Meeting Haithe............................ 151 Autotune...................................... 260
Welcome To Tetha.......................... 36 Girded For War............................ 154 Splink's Shrink............................. 260
The Waterleaf Book Shoppe........... 38 Practice Makes Perfect................. 155 Initiation...................................... 262
Spiran Aggression.......................... 38 Room And Board.......................... 157
Index................................... 263
A Tearful Request........................... 39 Underground We Go.................... 160
License................................ 266
The Bluefin Tavern................ 46 The Lunar Road................... 166
It's Always A Tavern....................... 49 The Jet Set Life............................ 169
The Main Floor.............................. 51 Party On The Strip....................... 170
The Lower Floor............................. 64 Rumble At The Dome .................. 180
The Inn.......................................... 65
The Library Of Indos........... 184
Wayfaring.............................. 70 Archáreum................................... 187
Notice Board.................................. 72 Athéneum.................................... 188
Earning Your Keep......................... 72 Akróseum..................................... 192
The Starless Fair............................. 76
Descent To Chrysalea.......... 196
Along The Docks............................ 80
Coda............................................ 197
Across The Deep.................... 88
Epilogue.............................. 2 0 4
Traversing The Lake....................... 90
Taking In The Sights...................... 91
Appendix A: NPCs................ 209
Travel Talk..................................... 91
Fawn Lee...................................... 209
The Seventh Ship........................... 99
Gilgazo......................................... 211
Broken Top Bay................... 108 Maytria........................................ 213
Into The Belly Of The Beast......... 110 Meyfyre Hetheria......................... 215
Crooked Fingers........................... 111 Captain Gattlish Redfall............... 217

THE LOST DRUID 5


I
I N T R O D U C T I O N
Einführung
THE LOST DRUID

T he once magnificent city of Fano rests


on the edge of oblivion. The three Orders
charged with governing this fair city are on
the brink of open warfare as the Order of
Spira has turned its military strength against its own
hasn't been seen in a millennium. Irem believed that
Gilgazo could restore Fano to its former glory, a glory
not seen in a thousand years. She fears that this knowl-
edge led to her father's demise and scours the docks of
Fano with her acolyte Meyfyre, looking for someone to
citizens, looting and pillaging with impunity. Moreover, take up her cause, retrieve the lost druid, and shed light
the city and lake live under a plague of merqua, a on her father's fate.
violet algae-like substance that has transformed urban Traveling aboard the Lake Sprite, a humble trans-
wildlife into violent predators and is responsible for an port ship, a group of adventurers headed to Fano to
economic downturn felt most by the destitute. Calls for earn a bit of coin, could be the answer to Fawn's plea.
revolution echo through the streets.
Fawn Lee, a member of the Order of Indos, pos- What mysteries and challenges will they face in their
sesses a diary that once belonged to her father, Irem expedition? Can they find the lost druid and bring him
Lee. Fawn fears that the Order had her father murdered back before Fano falls into ruin?
and spent day and night pouring through her father’s
work, looking for some clue to what happened to him.
While searching, she learned that her father had discov-
ered the location of a mythic druid named Gilgazo, who

8 M A P O F T H E C I T Y O F FA N O
ADVENTURE OVERVIEW 0 5 . W AY FA R I N G
Over the course of the following 13 scenes, the party Notice Board. The party learns more about the com-
will experience a rousing journey that will take them merce available at the Lakeport Docks.
through crowded streets and winding mazes, across the Earning Your Keep. The party's obligation to their
water and through the mountains, in search of Fano’s employer leads them to an abandoned laboratory.
last hope — the lost druid. The Starless Fair. The party explores the floating
criminal paradise sitting in the harbor.
01. WELCOME TO AETHERRA Along the Docks. Some of the best shopping in Fano
can be had at the shops lining the pier.
Fano, City on the Lake. In the world of Aetherra, the
City of Fano has no equal. 06. ACROSS THE DEEP
Rally the Desperate. Madam Empra delivers an im-
passioned speech to a tense crowd. Traversing the Lake. The party boards the Moxi VII
and begins their journey toward Broken Top Bay.
02. THE CLOAKED INDOSIAN Taking in the Sights. During the voyage, the char-
acters learn more about the landmarks in and around
Times are Tough. The party arrives at the docks and Chrysal Lake.
finds a young elf in need of assistance. Travel Talk. Redfall, Meyfyre, and the crew of the
New Friends, New Foes. Fawn Lee meets the party, Moxi VII pass the time by sharing stories and providing
although their introduction is cut short. more information about the mission to find Gilgazo.
Dirty Rotten Thieves. The party gives chase as The Seventh Ship. The party has the chance to ex-
thieves abscond with something priceless. plore the nooks and crannies of Captain Redfall's faith-
Even Hooligans have a Home. A thieves' hideout in ful vessel.
a warehouse hosts a battle royale.
0 7 . B R O K E N T O P B AY
0 3 . W AT E R L E A F B O O K S H O P P E
Into the Belly of the Beast. The party arrives at Bro-
Welcome to Tetha. The party walks down the streets ken Top Bay aboard the Moxi VII.
of Tetha seeking Fawn's shop. Crooked Fingers. Working together, the characters
The Waterleaf Book Shoppe. A grateful Fawn re- and crew navigate the ship through the bay's narrow
wards the party for returning her book. entrance.
Spiran Aggression. A small group of Spirans accuse From Above and Below. Once inside the bay, the
Fawn of possessing a forbidden book and prepare to party must deal with the merqua-tainted foes that at-
administer an impromptu death sentence. tack the ship.
A Tearful Request. Fawn asks the party to retrieve an Around the Maelstrom. Along with Captain Redfall
ancient druid hidden in a grotto within the treacherous and the crew, the party attempts to navigate the ship
Broken Top Bay. around the bay's swirling maelstrom.

0 4 . T H E B L U E F I N TA V E R N 08. THE HIDDEN GROTTO

It's Always a Tavern. The party arrives at the storied Is This the End? The characters, lost in the mael-
Bluefin looking for a captain. strom, wash up in a merqua tunnel.
The Main Floor. A variety of games, entertainment, A Sticky Situation. The party meets Maytria.
and conversation await the party.
The Lower Floor. The bottom floor contains the tav- OR
ern's kitchen, as well as two makeshift bedrooms. Into the Neon Darkness. The Moxi made it through
The Inn. The party finds rest and relaxation at the ad- Broken Top and now enters the grotto.
joining inn, but an old foe stirs up some trouble. Arachnophobia. Death from above as Maytria dis-
rupts the quiet journey.

THEN
The Violet Shoreline. The party explores the myste-
rious violet shore.
The Onyx Obelisk. Could this mysterious pillar be the
key to continuing the quest?

INTRODUCTION 9
09. THE ETERNAL EDEN THE WORLD OF AETHERRA
The Lost Druid takes place in and near the magnificent
The Great Maze. The party arrives at a tunnel leading Chrysal Lake, formed in the caldera of Mount Teseterra,
to an enormous maze. which, eons ago, had erupted in volcanic fury. Fano sits
Welcome to the Party. Gilgazo and company revel on an island in the middle of the lake. A massive forest,
in a gilded cage. the Dimlight, spreads out from the western shore, and
The Reverie Fantastica. An eternal party awaits, but to the north, the Broken Top Mountains jut from the
what secrets does it hide? earth into the blue sky.
Jailbreak. Can the characters spring Gilgazo and es- Numerous towns and settlements can be found all
cape the eternal party? across the region, including:
The Novarian Neural Network. Could this strange
contraption be the key to escaping? INDARACIA

10. CERIAD KEEP The affluent city of Indaracia is tucked against the
mountainside near the eastern shore of Chrysal Lake.
Arriving at the Dimlight. The party arrives at Ceri- The inhabitants have a reputation for being prideful
ad Keep, deep inside the Dimlight. and pompous. Monuments devoted to their reigning
Meeting Haithe. Haithe, a sentient golden elm tree, king and queen (who are worshipped and feared) adorn
cries out for help from the greenhouse. every neighborhood in the city. Indaracians are forbid-
Girded for War. The party explores the armory. den from possessing anything from different cultures.
Practice Makes Perfect. The party does battle in the Items from distant lands can't even be spoken about
elemental training room and enters the library. — those holding outlawed materials must keep them
Room and Board. The party is attacked in the mess hidden away. Survival and combat skills are considered
hall, and Gilgazo heads to his living quarters. unnecessary and inferior to intellectual pursuits. Many
Underground We Go. The party finds Gilgazo's hid- of Indaracia's residents study the arcane arts.
den basement.
FOXIN ARA
11. THE LUNAR ROAD
A small town on the docks, Foxin Ara, is known for its
The Jet Set Life. The party lands on top of a fancy fascination with the aquatic sport Wakenring. While
gambling house in Escha. the residents appear easygoing, the culture is fierce-
Party on the Strip. Gilgazo enjoys the sights and ly individualistic — here, family doesn't always come
sounds after a millennium away. first. Crabbing and hunting fuel Foxin Ara's commerce,
Rumble at the Dome. A shrine to Orrien, now dead, given that the northern region of Chrysal Lake abounds
plays host to a bitter battle. with wild game. Foxin Ara was originally a tent city
for the people who built the Fringe of Orrien, and
12. THE LIBRARY OF INDOS over the years, its residents have woven their histories
into a unique community. The town isn't considerably
Archáreum. Gilgazo learns more about his friend's wealthy, and most of the abodes are small and simple.
demise, a wounded Fawn returns, and the Spirans at- However, the community prides itself on maintaining
tack. the town's pristine beauty. Due to its isolated location,
Athéneum. The party learns the truth about Orrien's the nights are longer than normal and immensely dark.
death and must figure out how to ascend to the next
floor. REDROC
Akróseum. Meyfyre returns and demands Gilgazo. The
Council of Nine and the Spirans attack, and the party Self-proclaimed protectors of the West, the residents of
must escape through the portal or be overwhelmed. this fortified city display a rough exterior, but in truth,
they are goodhearted. They value family, community,
13. DESCENT TO CHRYSALEA and discipline. From a young age, both boys and girls
are taught combat skills and meditation. In the impen-
Coda. The party's view fades to white as they sink to- etrable city of Redroc, warriors are held in the highest
ward the city beneath the lake. esteem, but war is far from glorified. Fighters tend not
to engage in battle for territorial expansion or personal
defense. Instead, they fight to protect cities and towns
that can't defend themselves. In the streets of Redroc,

10
folks may scoff at Fano for its lack of defense. And in seek power or control over their inhabitants, and in
recent seasons, unrest has begun to plague the neigh- some cases, they even fight alongside the small villages
boring city of Indaracia — a wealthy city known for hir- in battle.
ing wayward Redroc fighters to fight their corrupt wars.
WHINDON TOWN
TOMLA
Whindon is a large woodland town a few miles from
This expansive yet sparsely populated backwoods farm- the Dimlight. The residents value self-sufficiency and
ing community of Tomla is home to a diverse group strong family values. Many townsfolk are excellent
of inhabitants united by their love of community and hunters and trackers, while others are blessed with
distrust of government. The town provides most of the a talent for ingenuity. Once a year, the town hosts a
region's food supply. Other smaller independent villag- world-renowned harvest festival, drawing visitors from
es lie within Tomla's borders due to complicated zoning all corners of Aetherra. Most homes and shops in Whin-
decrees from the bureaucrats within its town hall. The don hang from the treetops and sway in high winds that
Tomla government collects a hefty tax to hire protec- sweep through the area. The howling wind has made
tion for the town, otherwise keeping them entirely au- many of the residents hard of hearing, making family
tonomous. This agreement creates a unique community dinners and get-togethers loud and chaotic — just the
of cultures within cultures. The farmland owners don't way they like it.

MAP OF CHRYSAL LAKE INTRODUCTION 11


ORDER OF SPIRA

Once the defender of the downtrodden and protector


of the indigent, the Order of Spira has fallen into de-
generacy. At best, they have become indifferent to the
people's suffering, and at their worst, bullies and loot-
ers who inflict their capricious whims on the populace.
They guard the Monarchy, but they protect the secrets
of Airon, the Mad Prince.

ORDER OF INDOS

Of the three Orders, Indos alone has tried to maintain


contact with the Chrysaleans, residents of the mythical
elven city beneath the lake. As the keeper of knowledge
and secrets, they are privy to all manner of informa-
tion and use this to their advantage. Their leaders, the
enigmatic Council of Nine, can be seen riding through
AETHER the streets on jet black horses, observing the citizens of
Lying at the intersections of the scientific and the ar- Fano, and writing notes in their journals.
cane, aether has fueled technological innovation while
guiding those who consume it to new heights of person-
al potential. However, many have succumbed to their ORDER OF ESCHA
cravings for more and have turned into vile fiends. In its
raw form, aether is found deep in the earth in veins the The Order of Escha, primary financiers of the city of
color of gold, but much harder. When heated, it breaks Fano, feel as if the other orders haven't maintained the
down to glowing blue powder. level of leadership required to rule the city and have
Chrysaleans have used aether to power their many begun to call upon its citizens to rise up. Tensions are
creations, including a worldwide transportation net- high as conflicts with the Spirans increase daily. Madam
work. The city of Fano contains the dormant relics of Empra has started to make open calls for revolution,
these aether-fueled constructs. Conversely, through inciting an already unstable populace.
training and meditation, a sect known as the Allianders
discovered ways to use the blue powder to master the
elemental forces that bind creation in service to a better S TA R L E S S F A I R
world.
This massive floating barge is home to a family of crim-
O R D E R S & FA C T I O N S inals whose motto, "Blood before breed," is demonstrat-
While nominally a monarchy, Fano's king and queen ed by the motley assortment of the rabble that lives
have been missing for decades, and their son, the "mad" there. Known as a magic item supplier and fence, the
Prince Airon, lives in isolation under Spiran protection. Starless Fair travels around Chrysal Lake, doing busi-
Because of this, the leadership of the city of Fano has ness at the small communities dotting the lakeshore,
been inherited by its three orders — Spira, Indos, and but spends several days a week anchored near Fano.
Escha. The Orders are at odds with each other, vying to
become the dominant force in Fanonian society. Each
points a finger at the others, blaming them for Fano’s EIGHT ARMS
decline into depravity. Nine members of each order
make up the The Twenty Seven, the legislative body A tightly run criminal syndicate a thousand years old,
charged with managing the city. Eight Arms specializes in the production and distribution
The city's criminal underbelly is alive and well, with of a narcotic called aether rice. While based primarily
organizations such as the Starless Fair and Eight Arms in Lakeport, they maintain outposts throughout the
taking advantage of the squabbles between the orders region. At the Lakeport Docks, Papa Gigi's Blue Bakery
to cement their hold on Fano's shady underworld. serves as a base of operations for the entire city of Fano.

12 THE EMBLEM OF AETHER


Foxin Ara
C H A R A C T E R C R E AT I O N
Whether playing one of the five provided pre-made Of The Water. Due to your upbringing on the water,
characters (see appendix C) or creating your own, your you're a natural swimmer. When swimming, if you roll
choice of homeland and employer will provide a num- a 7 or less on your Athletics check, it counts as an 8.
ber of different gameplay options and help place your
character within the world of Aetherra. Proficiencies
• Acrobatics (Dexterity)
EMPLOYERS • Athletics (Strength)
• Water Vehicles
Few come to Fano on a whim anymore. The city has • Navigator's Tools
fallen from grandeur, but there's still a sizable amount
of coin to be made for those willing to get their hands
dirty. Prior to your first gaming session, have your play- Redroc
ers choose an employer from the three listed. This is the
organization that sponsors the party, and during scene Steely Resolve. From adolescence, you've faced your
five will expect a task to be performed on their behalf. fears head-on and have learned to fight back. Whenever
you fail a saving throw against a fear effect, your next
The Merchant's Consortium of Escha. The guards saving throw is made with an additional +2. This can
in Spira do little in the way of guarding anymore and only be applied once per saving throw.
often can be found among those looting and stealing.
As such, a group of local merchants pooled their re- Proficiencies
sources to hire some private security for the district. • Athletics (Strength)
• Animal Handling (Wisdom)
The Starless Fair. The home to an eccentric band of • Land Vehicles
thieves, artisans, and ne'er-do-wells, the Starless Fair • Smith, Leatherworker, or Cobbler's Tools
rarely look for help beyond the bounds of their chosen
family, but desperate times call for desperate measures.
Tomla
Madam Empra's Forge. As a world-renown smith and
weapon dealer, Madam Empra often relies on off-island Anarcho-bond. Tomla natives stick together and will
labor to take care of more menial tasks. Sometimes she join each other in defying authority. They will provide
uses them for more clandestine purposes. food, shelter, information and will hide your where-
abouts for a day.
HOMELANDS
Proficiencies
In lieu of a background, characters will have a specific • Nature (Intelligence)
homeland that will provide them with the benefit of a • Persuasion (Charisma)
unique feature and several bonus proficiencies. Each • Carpenter, Woodcarver, or Weaver's Tools
character should choose one from the following list of • One additional language
towns and villages surrounding Chrysal Lake.

Indaracia Whindon Town

Claim to Fame. You are known for a great skill or Extended Family. You have a large, devoted family
talent (which is completely false). Whenever using this that you can rely on. You and your party can stay with
"fact" to perform a Charisma check, you may use your your relatives, sometimes for free and other times in
Deception instead. exchange for a favor or something of value.

Proficiencies Proficiencies
• Insight (Wisdom) • Medicine (Wisdom)
• Deception (Charisma) • Survival (Wisdom)
• One additional language • Alchemist's Supplies or Herbalism Kit
• Forgery Kit • One musical instrument

INTRODUCTION 13
SCENE MILESTONE
PRE-MADE CHARACTERS
The Cloaked Indosian Level 2, Long Rest
If your players prefer to skip the character creation pro-
cess altogether, five pre-made character sheets can be The Bluefin Tavern Level 3, Long Rest
found in appendix C.
Broken Top Bay Level 4, Long Rest
• Alderman Abel, the Human Fighter
• Dierah, the Wood Elf Rogue
Ceriad Keep Level 5, Long Rest
• Norlen, the Half-Elf Wizard
• Yaphi, the Tiefling Warlock
• Doravar, the Dwarf Cleric The Lunar Road Long Rest

RUNNING THE ADVENTURE Experienced gamemasters are welcome to scale this


The Lost Druid is intentionally designed with an empha- adventure to a level of their choosing but should take
sis on making the game easy to run. From our extended note that a continuation of Lore of Aetherra adventures
flavor text to our monster tactics information, we’ve is planned, beyond The Lost Druid, to span from levels 1
focused on the preparation so you can spend more time through 20. Scaling up now may provide complications
interacting with your players and telling a great story. to work through later.

RULE SYSTEM N O N - P L AY E R C H A R A C T E R S ( N P C S )

Lore of Aetherra: The Lost Druid is the first in a series Throughout The Lost Druid, the party will interact with
of adventures created for the 5e system and intended NPCs in a variety of ways. Some sell the characters
to run, needing only the support of the online System goods, others send them on quests, or draw their
Reference Document (SRD). swords and attack. Minor NPCs will have a mini stat
block containing a physical description, occupation,
NEW GAMEMASTERS and personality traits to facilitate roleplaying as them.
Additionally, a link to a stat block in the 5e SRD has been
If this is your first time assuming the role of the gam- provided in case the rogue in the group accidentally
emaster, congrats! You are taking your first step into a stabs the barkeep.
rewarding hobby that can bring you and your friends
closer through the bonds of cooperative storytelling. NPCs using a stat block from the SRD will be formatted
As a gamemaster, your duties are to run the game and like this — Kint (human bandit).
act as a referee as you lead the characters through the
adventure. The real job of the gamemaster, however, is
to ensure that their players are having fun. If changing Original NPCs and monsters have full stat blocks in ap-
some portion of the adventure, from content to diffi- pendix A and will be formatted like this — Maytria
culty level, makes the experience more fulfilling, then (see appendix A).
do whatever it takes to ensure that everyone is having
a good time.
ONLINE COMPENDIUM
LEVELING
The world of Aetherra encompasses far more than the
The Lost Druid is designed to bring a party of four char- words written on these pages. As our world grows, so
acters to level 5 throughout the course of their jour- do the opportunities to tell stories within it, which is
ney. This accelerated leveling experience will allow the why we've created the Lore of Aetherra Universe, an on-
characters to move quickly through the early levels, line compendium of characters, locations, artifacts, and
reach the end of this arc, and begin the next at level 5. stories in the ever-growing world of Aetherra.
The following table details which scenes have leveling
milestones at their conclusions and appropriate places Any term that is formatted like this can be searched on
to allow the characters take a Long Rest. loreofaetherra.com for more information.

14
I M M E R S I V E S T O RY T E L L I N G T H E A L C H E M Y P L AT F O R M
The structure of The Lost Druid is designed to play like The best way to experience The Lost Druid is on the
a movie. Each scene is built around a specific location, Alchemy game platform. This multi-sensory storytelling
such as Broken Top Bay or Lakeport Docks. Characters environment integrates a sleek interface design with
and environmental artwork support the scene. a robust feature set to deliver an unparalleled gaming
Additionally, all scenes have their own music beds experience. Music and ambient audio have been inte-
and ambient sounds, and some include secondary grated into every scene, and stunning motion graphics
music to play during combat encounters or voice acted bring the world of Aetherra to life before your eyes.
performances. QR codes found in the footers of each
scene lead to a landing page that allows you to bring To experience The Lost Druid on the Alchemy platform,
audio, and other digital supplementals, into your gam- visit alchemyrpg.com.
ing session.
You'll also find, as you play through The Lost Druid,
that we have included longer and more frequent use of
scripted flavor text as a way of reducing the burden on
the gamemaster to prep as much ahead of time. These
blocks of flavor text are chock full of lore and bring the
world of Aetherra to life.

Text that is formatted like this is scripted flavor text. Feel


free to read aloud or paraphrase to suit your play style.

SCENE STRUCTURE

Each scene in The Lost Druid follows the same pattern


to ensure consistency and ease of play. Every scene
(except scene 13) will have the following components:

• Overview. A summary of the scene's contents.


• Dramatic Question. Will the party do something
awesome and heroic, or will they roll a natural 1
and fall off the ship?
• Abstract. A scannable breakdown of the sections
in the scene.
• Guide. The bulk of the scene, describing the world
in which the characters interact.
• Transition. A short section to lead to the next
scene. Leveling milestones will be found in this
section as well.

INTRODUCTION 15
II
S C E N E G U I D E
Welcome to Aetherra
MOUNT TESETERRA
I
W ithin the world of Aetherra, amid the
expansive Broken Top Mountains, a caldera
occupies the remains of Mount Teseterra,
which exploded eons ago with volcanic fury,
smoke, and ash. As the ages passed, rainwater filled the
the lake. After the characters enjoy a free drink and ex-
plore the boat, they hear a booming voice echo across
the water. Madam Empra, an Eschan leader, addresses
a large crowd in an attempt to stir an uprising against
the Spirans, who control the military and protect the
caldera, creating a massive body of water that came to Monarchy. She also exhorts the masses not to lose hope
be named Chrysal Lake. The very top of the mountain in the ever-increasing presence of merqua, a purple
lies in the center of the lake, forming an island. Unfath- algae-like substance coating the lake and littering the
omably deep, the lake contains abundant marine life, city.
and towns sprung up and grew strong on the bounty As the speech concludes, the representative of the
they pulled from the waters. Eventually, a small group party's employer in Fano will perform a roll call, ask-
of fisherfolk traveled to the island to start a new life, ing who the characters are and what they can do. Each
and that group soon became a village. That village grew character will have a chance to introduce themselves to
to be a town and then a city until the marvelous me- the rest of the group: name, class, hometown, etc. After
tropolis of Fano spread to every corner of the island. all of the characters have had an opportunity to speak,
Aboard the Lake Sprite, a humble transport vessel the party will receive their assignment — patrolling the
ferrying passengers and cargo to and from the main- streets of Escha for the local merchant's consortium,
land, the party sails toward Fano, the fabled city upon breaking into a mysterious warehouse for the Starless

18 L O R E O FA E T H E R R A . C O M / A E T H E R R A
LEON TUKKER
Fair, or escorting a representative from Madam Empra's ABSTRACT
Forge as she meets with an inventor to discuss his latest
prototype. Fano, City on the Lake. In the world of Aetherra, the
From this humble beginning, the party will embark City of Fano has no equal.
on a journey that will challenge their bodies, minds,
and spirits. Their travels will take them through the Rally the Desperate. Madam Empra delivers an im-
city, across the treacherous bay to the north, and deep passioned speech to a tense crowd.
into the heart of the mountains. Vile foes may threaten
from every direction, and at times hope may seem fu-
tile, but new allies and powerful weapons will help the
party through the darkest of times.

Will these brave adventures find their way to the enigmat-


ic Gilgazo and the answers he can bring, or will they fall
victim to the perils and pitfalls that await in the world of
Aetherra?

T H E I S L A N D C I T Y O F FA N O WELCOME TO AETHERRA 19
FA N O , C I T Y O N T H E L A K E he will command the guards on the ship to throw the
Read the following to set the scene: trespasser into the lake. It’s not too far of a swim to
the docks. Characters who manage to enter the locked
In a small corner of Aetherra, nestled between the twist- room undetected find a wooden desk with drawers and
ed spires of mountains clothed in emerald pinery, a lake a small sleeping cot. The drawers contain a manifest
stretches far and runs deep. A massive wall built into the for the last six months. The ship has mainly ferried
passengers, in addition to transporting the occasional
side of the mountains travels for miles along the shore-
shipment of rice. The drawers also contain a small iron
line and casts a shadow over the vast, sparkling basin of
lockbox. A successful DC 15 Dexterity (Sleight of Hand)
Chrysal Lake. Fishing boats and shipping barges freck- check gives access to the 125 gp the box holds.
le the whitecapped ripples and attract manic gulls, that
swoop down to pluck fish from the chum. At its center, an
enormous island, the goddess of the lake, emerges out R A L LY T H E D E S P E R AT E
Halfway across the lake, a booming voice rings out from
of the waters.
the docks. Madam Empra, a beloved Eschan leader in
Set amid groves of mighty oaks, a substantial city con-
the city of Fano, addresses a large crowd.
structed with ivory stonework spreads across the island.
In the north, gilded towers rise between grassy hills, and “I see the gloom written on your downtrodden faces;
a castle of sweeping grandeur stands proudly on a rocky and I see your bloodied hands, cracked and calloused,
precipice. The center of the island bustles with activity, as they try to put food on your families’ tables. But
with roads and avenues connecting shops to all manner it’s all in vain. In these late days, those who work their
of housing and lush parkland. The southern extreme hosts hands to the bone receive a mere pittance for their
an island of docks and a great harbor, accommodating sweat. Our precious city quivers with fear.
ships from ports across the grand lake. Above it all, a "Who do we blame for this? It’s not the sailor who
lighthouse overlooks its mist-shrouded domain — the city earns their wage bringing in the catch that feeds your
of Fano. bellies, nor is it the merchant bringing their goods to
Folks scurry about, loading fishing boats and trading market. But be not mistaken — I do cast blame. I cast
goods right off of dinghies along the docks. the Lake blame upon the vile merqua that stains our docks vio-
Sprite, a small transport ship, cuts through the frothy tips let and plagues the hulls of our ships. Its foul tendrils
of the blue water as it approaches in the distance. Golden corrupt the good creatures of this land and vex our cit-
sunbeams dance on the water's surface as dawn breaks izens. But does Spira do anything about it?”
over the city.
The crowd roars an emphatic “No!” in response, drowning
The Lake Sprite has two levels: a small main deck and
out even the magically amplified voice of Madam Empra.
two rooms off a hallway below the deck. Characters
who search the main deck find a crate containing bot- She continues speaking after their furor dies down.
tles of cheap cider among the usual sailing parapherna-
lia. The captain lets the characters know that they are “The Monarchy has fallen. Prince Airon sits up in his cas-
free to drink up, as they are going to need it. tle, lost in lunacy. Those of his servants who have tried
If the characters go below deck, they find that one
to save him from the milk of madness have themselves
of the doors is open and leads to a small cargo bay. A
become hopelessly lost. The Spiran guards have no
casual search of the bay reveals a few barrels of salted
fish, a cask of ale, and several coils of rope. A charac- honor. No longer the servant of the meek and humble,
ter succeeding on a DC 13 Intelligence (Investigation) they harass and threaten anyone who they feel stands
check notices a hidden compartment beneath a loose in their way. And trust me, good people, it’s the lot of
floorboard that contains a pouch with 52 gp. you!”
The second room is locked, and a sign above the
door reads, “PRIVATE.” A character who wants to open
The shouts of the crowd echo against the mountains.
the door must use thieves’ tools and succeed at a DC
13 Dexterity (Sleight of Hand) check. If they’re going
to do it without being caught, they will also have to “The Order of Indos? Burdened with the duty of guid-
succeed on a Dexterity (Stealth) check opposed by the ing us to the future, they now dwell only on the past,
captain’s Perception (1d20 + 4). If the captain notices,

20 L O R E O FA E T H E R R A . C O M / A E T H E R R A
gazing into the endless deep waiting for some truth to bubble up to the EMPLOYERS
surface. Worthless, the whole lot.
The Merchant’s Consortium of Escha
"But what of us, the Eschans?” She pauses for a moment, the once rau-
The guards in Spira do little in the way of
cous crowd now still as the grave. Empra raises her hand and shouts at the top guarding anymore and often can be found
of her lungs, “We are mighty!” among those looting and stealing. As such,
a group of local merchants pooled their
The seething crowd screams the word “Mighty!” back at Empra. resources to hire some private security on
the docks.

“We are the strength of the trade winds. We have not been broken by
Leader Hestine Martie
oppression — indeed, our bonds have renewed our vigor. Are we not
then brazen and bold? Are we not then wise enough and truthful?” The Starless Fair
The home to an eccentric band of thieves,
“Yeah!” the zealous crowd responds. artisans, and ne’er-do-wells, the Starless
Fair rarely looks for help beyond the
bounds of their chosen family, but desper-
“If together the three orders are broken, if they cannot move in harmony,
ate times call for desperate measures.
then they are a useless relic of the past. We are the order that has risen as
others have fallen, and our allegiance lies with the people. We must take Leader Len Grecon
this city and reclaim its former glory. Noble Eschans, my dear people, we
must move together and take what rightfully belongs to us. Fano is ours!” Madam Empra’s Forge
As a world-renown smith and weapon
In addition to the captain and the guards, a representative of the party’s dealer, Madam Empra often relies on
chosen employer will be on board the Lake Sprite to hand out the party’s off-island labor to take care of more menial
initial assignment in Fano. The representative asks each character their tasks. Sometimes she uses them for more
name, where they hail from, and what skills they bring to the table. Then, clandestine purposes.
they give the name of their contact and where to meet them the following
day. If the party hasn’t chosen an employer yet, encourage them do so now Leader Madam Empra
in order to receive their assignment.

The Merchant’s Consortium of Escha. The representative for the


consortium tells the characters to report to Hestine Martie at the Light-
house of Escha to receive their patrol assignment.

The Starless Fair. The representative for the Starless Fair says that Cap-
tain Len Grecon needs some new blood for a job, and to meet him aboard
the Fair’s main deck.

Madam Empra’s Forge. The armorer’s representative says Forgemas-


ter Ines requires help in retrieving some rare materials, and to meet her
at the Forge.

TRANSITION
After the party has received their assignment, read the following:

The Lake Sprite slows to a gentle rock as it nudges against the dock’s bumper.
The Lakeport Docks stir as anglers and traders prepare for their morning. The
smells of water-soaked wood and tar waft over from a nearby cargo ship and
hang in the air, despite the cool stiff breeze.

E S C H A N P R O PA G A N D A WELCOME TO AETHERRA 21
The Cloaked Indosian
LAKEPORT DOCKS, DISTRICT OF ESCHA
II
T he party, assignment in hand, steps off
of the Lake Sprite and into chaos. The docks
have descended into pandemonium, as the
crowds from Madam Empra's speech have
begun to disperse. Several merqua ragecats (see
Fawn introduces herself to the party and gives them
a card with the address of the bookstore she runs in the
nearby neighborhood of Tetha. She begins to explain
a little about who she is and what she is looking for
when a small vial hits the ground, and dense smoke fills
appendix A), large as wolves and vicious as scorpions, the area. A few panicked moments later, Fawn screams
prowl about and terrorize the local population, includ- out in horror. Her precious diary has been stolen, and
ing a young elven woman named Meyfyre Hetheria the forbidden secrets it contains could mean death, not
(see appendix A). Pinned down and helpless under- only for Fawn but for all those she has been associat-
neath the mutated feline, she cries out in desperation ed with, the characters included. She begs the party to
for help, hoping that the characters will answer her chase after the thieves and retrieve the diary.
call. The cats fight ferociously, but their savage claws Three thieves are seen fleeing the docks, but it's
meet their match with cold steel and arcane energies. unclear which one carries the diary. They all take off
After the beasts have been vanquished, Meyfyre thanks in different directions, forcing the characters to explore
the party for saving her life and mentions that she is new tactics as they join the pursuit. The party chas-
impressed with the characters' strength and valor. She es the thieves through the streets and alleys, making
asks if the party will accompany her to meet Fawn Lee their way through underground tunnels and wooded
(see appendix A), the Indosian she serves under. enclaves, hoping to catch them before they can reach

24 L O R E O FA E T H E R R A . C O M / I N D O S I A N
HELEN ILNYTSKA / JORDAN KERBOW
their destination and begin to learn the secrets that the ABSTRACT
weighty tome holds. If a thief with the book makes it
back to the warehouse hideout, the party will have to Times are Tough. The party arrives at the docks and
break into the well-protected lair. Inside, they will have finds a young elf in need of assistance.
to contend with Maggie Moon (see appendix A), a
marauder with a voice of gold but an iron fist. While New Friends, New Foes. Fawn Lee meets the party,
Maggie is a fierce foe, she values her life over any rich- although their introduction is cut short.
es she may pilfer and will surrender when faced with
death. Once the party has retrieved the book, they set Dirty Rotten Thieves. The party gives chase as
their sights on the adjoining neighborhood and leave to thieves abscond with something priceless.
return it to Fawn at the Waterleaf Book Shoppe.
Even Hooligans have a Home. A thieves’ hideout in
Can the characters recover Fawn’s stolen book and return a warehouse hosts a battle royale.
it to her, or will Dalnus and company discover the secret
location of the lost druid?

LAKEPORT DOCKS THE CLOAKED INDOSIAN 25


TIMES ARE TOUGH NEW FRIENDS, NEW FOES
After the party disembarks, read: After the battle, Meyfyre thanks the party for saving her
life and mentions their strength and combat prowess.
Once the Lake Sprite has been moored, the crew prompt- She then asks if they would accompany her to speak
ly starts to unload cargo. Beneath the docks, down in the to her master, who is just a short distance away, having
water, something floats on the surface. It swirls around just finished listening to Madam Empra’s speech.
the hull, bubbling and accumulating mass. Resembling a
“Around here, very few fight with such fearless might.
violet shade of moss, the substance shimmers as it wraps
Most of the citizens are businessmen or cheats, but
around the pilings and slinks over the decking.
take to their beds when any real danger draws near. My
The docks buzz with the sound of folks starting an-
name is Meyfyre, of Henda. If you will allow me, I would
other workday. An orange tabby cat wanders over to a
like to introduce you to a leader in my order.”
moss-covered crabbing pot and begins to lick the glisten-
ing matter. Nearby, the noise of clucking chickens blends
A woman with flowing dark hair wearing a crimson cloak
with the hiss of steam billowing out from a smokehouse.
approaches. While she speaks softly with a poetic lilt, she
Suddenly a commotion shatters the usual morning mo-
carries herself with remarkable boldness.
notony. A snarling beast thuds onto the deck and advanc-
es, its eyes glow with rage, and the teeth in its foaming
“I am Fawn Lee, from the Order of Indos,” she says.
mouth drip with saliva. The beast’s fur stands straight up
“As an order, we seek knowledge and truth. But I seek
on its neck, and lucent purple resin oozes from its skin.
something different.”
The crabbing pot lays on the deck, smashed to pieces.

From the inside pocket of her cloak, she pulls out a busi-
Pandemonium breaks out on the docks as several mer-
ness card made of paper and holds it out for anyone to
qua ragecats (see appendix A) harass dockworkers
take. With a tinge of desperation in her voice, she firmly
and anglers. A particularly vicious cat has a young
elven woman, Meyfyre Hetheria (see appendix A), states, “I need someone profoundly brave.”
on the ground and begins to slash her with its claws
as she calls out for help. Two others ragecats sneak up Any characters with a passive Perception score of 14
from either direction and let out a gut-quivering howl or higher notice that a couple of people in the crowd
as they prepare to join the attack. seem to pay extra attention to their conversation, and
Fawn Lee (see appendix A) in particular. Shortly after,
Merqua Ragecat Tactics a small explosion at Fawn’s feet fills the immediate vi-
• The merqua ragecats will use their rage slash on cinity with thick choking smoke. The sounds of struggle
any turn it is available, as long as they are able to are interrupted by Fawn’s bloodcurdling scream.
hit at least two targets.
• Otherwise, it will attack with its bite. Fawn cries out, “Thief! They stole my book!” The smoke
begins to clear, and Meyfyre surveys the area, trying to
find the bandits. Fawn spins around and begs, “Please!
If that book falls into the wrong hands it could mean
death for us all!” Panic spreads across her face, and her
eyes well up with tears, and she pleads, “I’ll give whatev-
er I can if you retrieve it!”

DIRTY ROTTEN THIEVES


When the smoke clears, three cloaked figures flee the
scene in different directions. One figure runs towards
the Docks (M6), another heads for the Crossroads
(M4), and the third tries to disappear into the Agitated
Mob (M2). The characters begin the chase on the docks
near the Lake Sprite (M1).

26 L O R E O FA E T H E R R A . C O M / I N D O S I A N FAW N ' S B U S I N E S S C A R D
RUNNING THE CHASE
DALNUS MAGDRO
You will be controlling three NPCs in this scene as Dalnus Magdro (dwarf DWARF BANDIT, THIEF

bandit) and his associates, Kint (human bandit) and Oudrey (human
bandit), try to make it back to their hideout with the stolen book. Each Personality Brash, shrewd, and
numbered location on the map connects to other locations. The thieves insecure about his size.
each begin the chase in a different numbered location. Choose one of
Physical Lean with burn scars
the three thieves to carry the book, but keep this information from the
covering his face.
characters. If the thieves end up at the same location, you may have them
hand the book off if you see fit. During the chase, characters can do the Longings To snatch the eyes of the
following during their turn: fabled ancient witch of Fano.

• Move to a connected location. “My friends are made of gold, my


• React to a complication.
family’s made of diamond.”
• Possibly attempt to capture their quarry.

If their target escapes, it will flee to a connected location at the end of the KINT
character’s turn. HUMAN BANDIT, THIEF

At each of the numbered junctions, the thieves will make an attempt to Personality Reserved, soft-spo-
evade the characters using various means. Determine the thief's actions
ken, skeptical, and anxious.
by consulting the section corresponding to their current location. If the
Physical Scrawny with a long and
character overcomes the complication they face, they can attempt to ap-
prehend their target by any mundane or magical means at their disposal pointy nose.
(from tackling them to judicious use of the sleep spell). If they do not Longings To create a spooky
overcome the complication, their target will secretly move to a connect- stringed instrument.
ed location without a character present. If no location is available, they
will surrender (although the Home Stretch location has its own rules). “There’s a place beyond death, if
Complications only occur one time each. If an NPC visits a location for a
you close your eyes long enough
second time, any character present may attempt to apprehend the thief
you’ll find it.”
without first overcoming a complication. A character who overcomes their
complication but fails to capture their target knows which location their
target travels to that turn. OUDREY
HUMAN BANDIT, THIEF
Do not inform the characters if the thief carrying the book makes it back
to the hideout. When the thief arrives, they will have time to read portions
Personality Outspoken, crude,
of the book before the characters reach them, and the characters will need
and witty.
to face a complication during the next scene.
Physical Athletic, tall, and
M1. THE LAKE SPRITE fleet-footed.
Longings To play music with Mag-
Connects to the Agitated Mob, the Crossroads, and the Docks. gie Moon at the Bluefin.

The scent of smoke still hangs in the air, and Meyfyre tends to her master
“Knifing to a rhythm is superbly
Fawn, who appears to be in shock. A few merqua ragecats (see appen-
dix A) prowl in the periphery but keep their distance. Dockworkers go more effective.”
about their business, and drunkards stumble out of a tavern.
Note: Complications at the Lake Sprite only happen if both a character
and an NPC share this location after the first round.

Dalnus. A swarm of scared citizens flees the nearby area as a ragecat


chases after a fishmonger pushing an overflowing cart. Dalnus uses the
distraction to disappear into the crowd. A successful DC 13 Wisdom (Per-
ception) check allows a character to keep track of him and attempt to
subdue him.

THE CLOAKED INDOSIAN 27


Kint. Kint puts a knife to Fawn’s throat and threatens Dalnus. Dalnus tells a trio of ruffians that the charac-
to cut her if the character doesn’t turn around and walk ter was seen with an Indosian. The character can deal
away. A successful DC 14 Wisdom (Persuasion or In- with this complication in many ways, including avoid-
timidation) check allows Fawn to escape safely and for ing them with a successful DC 12 Dexterity (Acrobatics)
the character to attempt to apprehend him. A failure check, convincing them that Dalnus is the Indosian with
results in Fawn’s neck being nicked with a superficial a successful DC 12 Charisma (Persuasion) check or any
cut and her body thrown in the character’s direction as other method that seems plausible. Success means the
Kint ducks out of sight. character has a chance to capture Dalnus, while failure
means that the ruffians slow them down, and Dalnus
Oudrey. Oudrey grabs a bottle of ale from a drunk disappears.
stumbling out of a local watering hole and throws it at
the player. A successful DC 13 Dexterity saving throw Kint. Kint must have a twin because he crosses paths
allows the player to dodge and attempt to capture Ou- with his perfect double. The character must succeed on
drey. A failed save means the bottle finds the character’s a DC 13 Wisdom (Perception) check to notice they wear
head, dealing 2 (1d4) damage and obscuring their vi- a slightly different cloak and can attempt to overtake
sion as Oudrey lumbers away. the real Kint. If they fail, they tackle the wrong guy.

M 2 . A G I TAT E D M O B Oudrey. As the character searches the area for Oudrey,


several men with recruitment flyers accost nearby peo-
Connects to the Lake Sprite, the Crossroads, and the For- ple and demand they commit to joining the coming rev-
est Enclave. olution. A successful DC 13 Dexterity (Stealth) check
will allow the character to avoid detection long enough
Madam Empra’s speech has left the masses roiling, and to keep tracking Oudrey. However, the character can
several of them have formed a mob that harasses any- choose their own method of dealing with the situation
one dressed in Spiran or Indosian colors. Others talk (subject to gamemaster approval). If successful, the
loudly and openly about forming a militia. character has a chance to take down Oudrey, and a fail-

28 L O R E O FA E T H E R R A . C O M / I N D O S I A N MAP OF LAKEPORT DOCKS


ure means that the militia members hold up the charac- panied by a monkey in a hat take advantage of the
ter long enough to lose track of their target. situation, and steal what goods they can while the mer-
chants are distracted.
M3. FOREST ENCLAVE
Dalnus. The altercation at the crossroad makes locat-
Connects to the Agitated Mob, the Crossroads, and the ing Dalnus in the crowd difficult. A successful DC 13
Back Alleys (via underground tunnel). Wisdom (Perception) check allows the character to spot
Dalnus posing as one of the street kids, allowing the
Small huts set high in the trees house numerous indi- character to attempt to capture him. Failure allows the
gent people, while groves of fruit trees provide a meal thief to elude the character.
to passersby. Fortune tellers and potion makers operate
out of small stalls and the hollows of ancient, long-dead Kint. Kint flicks a bit of apple in the character’s direction
trees. A cramped tunnel leads underground and heads and the monkey, clad in a green stocking cap, snatch-
toward the southwest. es it out of the air and then jumps on the character’s
back. They may overcome this in many ways, including
Dalnus. When the character arrives at the enclave, making a successful DC 13 Wisdom (Animal Handling)
Dalnus is nowhere to be seen. A successful DC 14 In- check to quickly remove the animal from their back or
telligence (Investigation) check reveals his hiding loca- making a successful DC 13 Strength check to remove it
tion — a treehouse near the tunnel — and allows the by force. If the character overcomes the challenge, they
character to attempt to apprehend him. A failure means can try to apprehend Kint. If not, the monkey obscures
that Dalnus sneaks away while the character searches their vision, and the thief bolts around a corner.
for him.
Oudrey. Oudrey grabs a crate off of a merchant’s cart
Kint. Kint darts by an old dwarven woman tending and throws it at the character. A successful DC 12 Dex-
a cauldron, grabs a vial from her booth and throws it terity saving throw allows the character to dodge the
at the character. A successful DC 15 Dexterity saving crate and attempt to bring Oudrey down. Failure means
throw allows the character to catch the vial of fog of the crate breaks against their body, and Oudrey escapes
suffocation, while a successful DC 13 Constitution sav- while an angry shopkeeper yells about his broken mer-
ing throw allows the character to withstand its effects if chandise.
it shatters on the ground. In either case, the character
can attempt to capture Kint. If they fail, they are inca- M5. BACK ALLEYS
pacitated for the remainder of this round and the next.
Connects to the Crossroads, the Docks, the Forest Enclave
Oudrey. Several young elves in the trees pelt the char- (via an underground tunnel), and the Home Stretch.
acter with pears and apples as they try to catch Oudrey.
Those succeeding on a DC 13 Dexterity (Acrobatics) Several ne’er-do-wells loiter in the brigand’s paradise.
check are able to avoid the raining produce and make Large mastiffs wander freely throughout the discarded
an attempt on Oudrey. Those who fail manage to slip shipping containers and shanties. They are friendly to
on a juicy piece of fruit and fall, allowing Oudrey to humanoids but keep the ragecats at bay. A barely-hid-
escape. den tunnel leads to the northeast.

Fog of Suffocation (Inhaled) Dalnus. As Dalnus ducks through a tight passageway,


A creature subjected to this poison must make a DC three hooligans recognize an opportunity to make some
13 Constitution saving throw or become incapacitated coin and step out to block the passage and demand a
for two rounds as the fumes burn their eyes and cause toll of 10 gp from the character. If a character pays
them to cough uncontrollably. the toll, convinces the hooligans to let them through
with a successful DC 13 (Persuasion or Intimidation)
M4. CROSSROADS check, or breaks through the line with a successful DC
13 Strength (Athletics) check, they can attempt to ap-
Connects to the Lake Sprite, the Agitated Mob, the Forest prehend Dalnus. Those who fail lose track of the thief’s
Enclave, and the Back Alleys. location.

Two carts have collided, and their drivers (merchants Kint. A particularly vicious-looking mastiff sees the
decked in finery) scream at each other and demand character running after Kint and begins to chase after
restitution. Several children in shabby clothes accom- them. Characters with a passive Perception score of 13

THE CLOAKED INDOSIAN 29


or higher notice that the dog has a chain attached to its M7. HOME STRETCH
neck and knows it won’t reach them. All others make a
DC 13 Wisdom saving throw in order to maintain the Connects to the Crossroads, the Back Alleys, the Docks,
presence of mind to continue the chase. Those who fail and the Thieves Warehouse.
are overcome by a moment of primal fear, giving the
thief just enough time to break the line of sight. This bit of road seems quiet — a little too quiet. If one
of the thieves moves to this location and no characters
Oudrey. Oudrey pushes a rickety stack of shipping are present, they will safely make it to the hideout on
boxes and pallets over in the character’s path. The the next turn. If a thief and a character arrive at the
character must make a DC 13 Dexterity saving throw same time, resolve the complication as usual. If a thief
to avoid the falling debris, or else forfeit the opportu- arrives and a character already occupies the space,
nity to catch the thief and take 3 (1d6) bludgeoning they will make a final dash to safety. Each character
damage. occupying the home stretch can attempt to apprehend
the thief, and if they fail, the thief successfully makes it
M6. DOCKS inside the warehouse.

Connects to the Lake Sprite, the Back Alleys, and the Dalnus. Dalnus throws a handful of razor-sharp cal-
Home Stretch. trops on the ground behind him as he sprints to his
hideout. Characters will need to succeed on a DC 15
A crew unloads crates of rice from a large shipping ves- Dexterity check to avoid the caltrops and attempt to
sel. Several tourists disembark a flat-bottomed barge, capture Dalnus. If they fail, in addition to suffering the
provincial types from Tomla and beyond. A third vessel usual effects of caltrops, Dalnus escapes to safety.
holds a towering marble statue of Prince Airon, encrust-
ed with emeralds, and wearing a solid gold crown. Kint. Kint will try and sneak around the back, avoiding
the character’s prying eyes. A successful DC 13 Wisdom
Dalnus. The workers unloading the statue are distract- (Perception) check reveals Kint lurking in the bushes
ed, and Dalnus can’t resist trying to steal the crown off and allows the character a chance to intercept him,
of the statue’s head. Unfortunately, the crown is perma- while failure means the thief makes it inside without
nently attached, and the statue tumbles, crashing down being detected.
in the midst of the crowd. Dalnus uses the fiasco to at-
tempt to hide. The character must make a Wisdom (Per- Oudrey. Oudrey will try and slip past the character on
ception) check opposed by Dalnus’ Dexterity (Stealth) the back of a merchant’s cart. A successful DC 12 Wis-
check (1d20 + 3). If the character succeeds, they have dom (Perception) check reveals an Oudrey-sized lump
an opportunity to capture Dalnus. If Dalnus wins, he on the back of a wagon stocked with tomatoes, allow-
disappears into the stream of people on the dock. ing the character a chance to apprehend him. Failure
means that Oudrey rolls by and makes it inside without
Kint. Kint uncorks a potion of invisibility and disappears being seen.
into thin air. Characters succeeding on a DC 12 Wisdom
(Survival) check are able to see Kint’s footprints and at- M8. THE THIEVES’ WAREHOUSE
tempt to take him down. If they fail, Kint can’t be found
and will remain invisible until detected by a character. Connects to the Home Stretch

Oudrey. The tourists flooding the dock have the same The door to this nondescript warehouse is well secured.
general facial features as Oudrey, and he vanishes. A A successful DC 13 Dexterity (Sleight of Hand) check
character making a successful DC 12 Intelligence (In- made with thieves tools will unlock the door. The door
vestigation) check picks up his trail and finds his hiding is made of wood reinforced with iron and has 14 hit
spot in between crates of rice and can try to catch him. points and 14 AC. Those searching for traps who suc-
If they fail, the character becomes lost in a sea of Ou- ceed on a DC 14 Intelligence (Investigation) check no-
dreys. tice a small wire is leading to the metal lock. Disabling
the trap requires a successful DC 13 Dexterity (Sleight
of Hand) check made with thieves tools. Those who
fail to disarm the trap, or touch the lock before it is
disarmed, are dealt 6 (1d10) lightning damage as elec-
tricity jolts through them and knocks them back 5 feet.

30 L O R E O FA E T H E R R A . C O M / I N D O S I A N
E V E N H O O L I G A N S H AV E A H O M E Bandit Tactics
If the characters enter the thieves’ warehouse, read: • The bandit will fire his light crossbow if no target is
in melee range, targeting the nearest available foe.
Inside the warehouse, a draft carries the putrid smell of • The bandit will strike with its scimitar, targeting
fish oil and blood. Sunbeams pierce the glass of dusty the nearest foe.
clerestory windows, highlighting an intricate system of
After defeating the bandits, if alive, they will surrender
wooden crossbeams supporting the ceiling. Laid timbers
all of the stolen goods they have:
connect the rafters, creating a makeshift second story ac-
cessible by a rope ladder hanging off the edge, and furni- • Fawn’s diary, 59 gp, 31 sp, 24 cp.
ture can be seen through the gaps in the wood. • Several crates of glass baubles and fake coins.
Rows of stacked crates line the main floor, the contents • Every weapon Maggie and the thieves carried.
of several spilled onto the floor: mostly smoked fish and
other provisions, some coin, and a lot of suspiciously
TRANSITION
shiny looking gems. A performance stage takes up the far
After the party has retrieved Fawn’s diary and decided
corner of the warehouse and holds instruments sitting on to return it to her at the bookshop, read:
stands. A panel of wood a few feet away from the stage
has been decorated with the faces of common Fanonians, Whiffs of tar and ale fade to wet stone and thick sum-

providing a captive audience. Stepping out from behind a mer air as plank walkways are replaced by cobblestone

row of crates, the tall and terrible Maggie Moon appears, paths. The paths dim to alleys, and the alleys stretch to

carrying a large trident. narrow shadows that lead to uncharted dwellings of torn
canvased awnings and leaky gutters. Along the road, win-

All thieves who make it safely to the warehouse before dows shine with an orange glow while a restless energy
the characters arrive will be ready for battle, joining stirs throughout the neighborhood of Tetha.
Maggie Moon (see appendix A). Any of the enemies
who drop below 5 hit points will lay down their arms, Leveling Milestone
surrender, and beg for mercy. The characters receive the benefits of a Long Rest and
reach their first leveling milestone, advancing to level 2.
Maggie Moon Tactics
• Maggie has one net and will use it to make a
ranged attack against her nearest target.
• Maggie will attack with her trident using two hands.

FAW N ' S D I A RY THE CLOAKED INDOSIAN 31


Waterleaf Book Shoppe
TETHA, DISTRICT OF ESCHA
III
H aving recovered Fawn Lee's stolen diary
from a gang of petty thieves, the party en-
ters the neighborhood of Tetha in search of
the Waterleaf Book Shoppe. Several other
business establishments operate in the area, including
The pained look in Fawn's eyes makes it clear that this
isn't the first time she has experienced Spiran aggres-
sion.
The Spirans accuse Fawn Lee of possessing a copy
of The Bells of Lament, a crime punishable by death.
a beauty shop and a fletcher. The streets themselves The book contains secrets about the Monarchy that have
teem with the violent and strange, as Spiran guards been forcibly repressed, with a particular focus on the
harass whoever they please while members of the In- madness of Prince Airon. Fawn reflexively protects her
dosian Council of Nine meander through the streets on diary, and the soldiers assume that she possesses the
horseback, jotting down notes in leatherback tomes and contraband literature. They also notice that the party
striking fear into hearts of the residents. has been seen associating with Fawn, and they attack.
Once inside the Waterleaf Book Shoppe, Fawn re- These brutal Spirans, dedicated to their selfish ideals,
joices that the characters managed to retrieve her sto- fight to the death. After they are defeated, Fawn asks
len book and offers them a small reward as a token of the party to help her bring the bodies to the basement.
her gratitude. The characters have a moment to explore After hiding the corpses, Fawn brings the party into
the shop as Fawn and Meyfyre speak in private. Fawn a small storage room and shows them that she, in fact,
returns to talk to the party a few minutes later, but she does possess a copy of the forbidden book. She then
is interrupted as Spiran soldiers burst into the building. speaks briefly about her father, whom she believes was

34 L O R E O FA E T H E R R A . C O M / W AT E R L E A F
MAXWELL SCHILLER
murdered for the knowledge he collected in his diary. ABSTRACT
His main goal was to find a mysterious druid named
Gilgazo, who, as the last Alliander, possessed the po- Welcome to Tetha. The party ventures through the
tential to restore Fano to glory. She offers the party a neighborhood of Tetha on their way to Fawn’s store.
large sum of gold to take up her quest, with the promise
of a greater reward when they return. Before saying The Waterleaf Book Shoppe. A grateful Fawn Lee
goodbye to the party and her acolyte Meyfyre, Fawn rewards the party for returning her book.
suggests that if they were going to find a captain fool-
hardy enough to risk the dangers of the bay, it would Spiran Aggression. A small group of Spirans accuses
be at the Bluefin, a lively tavern on the docks. It would Fawn of possessing a forbidden book and prepare to
be there if any watering hole would entertain the sort administer an impromptu death sentence.
of reckless and needlessly brave souls that would risk
certain death for nothing more than a good time. A Tearful Request. Fawn asks the party to retrieve an
ancient druid hidden in a grotto within the treacherous
Will the characters accept Fawn Lee’s desperate plea to Broken Top Bay.
find the lost druid and save the city of Fano?

W AT E R L E A F B O O K S H O P P E WAT E R L E A F B O O K S H O P P E 35
WELCOME TO TETHA T E T H A D I F F I C U LT I E S
As the party enters the neighborhood of Tetha, read:

D6 DIFFICULTY
After leaving behind the musty waterfront, the Lakeport
Docks open up to narrow avenues of wet cobble and
1 Word is out about the party’s association with
white stone. Weather-stained terrace windows have been
an Indosian, and all merchants in the area
boarded up, and strings of tattered pennants stretch from charge 50% more for all goods and services.
loft to balcony. The sad echo of what once was resonates
amid the desolate shriek of steam hissing from stonework 2 Spiran patrols in the neighborhood have
crevices and droplets of water plinking from the clogged grown larger, adding an additional Spiran
gutters. The buildings grow taller and antiquated, the fa- Inquisitor (see appendix A) to the upcoming
fight in the Waterleaf.
cades of which hang in shadows and secrets. Thorough-
fares arch overhead with ivy and ferns draping down from
3 All eyes are on the party as they walk through
their haunches.
the neighborhood. Characters make Dexteri-
Without warning, a black horse swathed in crimson ca- ty (Stealth) checks with disadvantage.
parison and ruby tack creeps out of an alleyway entrance.
On its back sits an old, frail lady. Scraggy arms poke out 4 Rumors that the characters are merciless
from underneath a dark mantle, and her bony fingers tyrants ensure that everyone gives the party
tremble as they grip the reins. Her face, wrinkled and dis- leeway, and all Intelligence (Investigation)
checks involving citizens of the area are made
colored, obscures her features but exposes a dead and
with disadvantage.
vacant gaze. A flickering torch catches her eyes, revealing
inky black orbs sunk deep in her decrepit face. Then the
5 A trio of youngsters trails behind the party,
horse slowly steps backward and retreats into the dark- awestruck by their rumored heroics. They
ened backstreet. follow the characters throughout the neigh-
borhood and loudly speak of their exploits,
Depending on how quickly the thieves were apprehend- causing the characters to make Wisdom
ed in the previous scene, the party may have to deal (Perception) checks in the neighborhood with
with an unforeseen difficulty as word about the inci- disadvantage.
dent is beginning to spread. If the characters captured
the book-bearing thief before they made it back to their
6 An unknown assailant on a rooftop throws a
hideout, the party will not encounter any difficulties in
vial of chunky green liquid in the midst of the
Tetha. However, if the thief made it back to the ware-
group. The vial breaks, releasing a horren-
house, roll 1d6, then consult the difficulties table.
dous fog. The smell is awful and lingers with
As the characters stroll down the street on their
the party.
way to the Waterleaf, they can visit a few different es-
tablishments: Verny Miss Bow and Arrow, Flippin’ Wick-
ie’s Beauty Parlor, and Salty Rose Apothecary. If a char-
acter wants to know more about the strange woman on VERNY MISS BOW AND ARROW
horseback, have them make a DC 10 Intelligence (His- If a character enters the archery shop, read:
tory) or Intelligence (Investigation) check. If successful,
they know the rider to be one of the Nine, the esoteric Built next door to a former factory, the shop has a steam
leaders of the Order of Indos. They are known to ride
vent that flows through one side. Half the shop contains
around and silently observe the hustle and bustle of the
a wondrous array of hand-carved bows and razor-sharp
Fano streets, but their reasoning has never been made
clear. arrows, and the other half is a windy corridor perfect for
testing range, aim, or skill. Because of this, many prize
Verny’s weapons and ammunition, and they are coveted
throughout the region.

Verny Miss Fellows (human commoner) sells ra-


zor-sharp arrows for 5 gp per arrow. These arrows deal
an additional 1 point of piercing damage. She doesn’t

36 L O R E O FA E T H E R R A . C O M / W AT E R L E A F
sell crossbow bolts, and if asked, she will point to a sign with a picture
of a crossbow in a circle with a line crossed through it. She also sells +1
VERNY MISS FELLOWS
arrows for 75 gp per arrow, but only to those with a note of authorization HUMAN COMMONER, BOWCRAFTER

from Spiran command. The shop offers customized handcrafted bows.


The current waiting list is about three months out, but it’s never too early Personality Wistful, deceptive,
to get on the list — no deposit required! and ingenious.
Verny also has a shooting game set up in her wind tunnel. A character
Physical Smirky, long nose, and
can buy three shots for 5 gp and attempt to hit one of three targets: A large
stringy hair.
target worth 10 gp (AC 13), a medium target worth 20 gp (AC 17), and a
minuscule target worth 50 gp (AC 21). The shop provides the bow and the Longings To merge her business
arrows, and the character must choose a target and make an attack roll. with an apothecary and craft poi-
If they hit the AC of the target they were aiming for, they win. A character sonous arrows.
can win on all three shots if they are good enough.
“We’re untrusting folks in an un-
F L I P P I N ’ W I C K I E ’ S B E A U T Y PA R L O R
certain world, never forget that.”

If a character enters the beauty parlor, read:


W I C K I E C R E S T FA L L
Wickie Crestfall, a talented barber and stylist, has a knack for giving adven- GNOME COMMONER, BARBER

ture-ready haircuts. His gaudy shop glimmers with exquisite lighting and
well-placed mirrors that accentuate beauty in a way that can’t be replicated Personality Talkative, whimsical,
elsewhere. zealous, and positive to a fault.
Physical Short, smiley, with gold
Wickie Crestfall (gnome commoner) has an open chair and eagerly and silver colored hair.
wants to give the characters a new look. For 1 gp, he will give a character Longings To find a very rare
any cut they want, wash included. For an additional 1 gp, he will style the trembe shell. An extremely sharp
character’s hair as well, allowing them to make all Charisma checks in the
shell, native to Chrysal Lake, that
next hour with advantage.
can be used to give an incredibly

S A LT Y R O S E A P O T H E C A R Y close shave.

If a character enters the apothecary, read: “Anyone can make themselves


beautiful, all it takes is a little or
A set of stairs leads below the street before opening into a spacious boutique
a lot.”
shop, housed in the bones of an old general store. Pink fluorescent light illumi-
nates shelves of ointments and herbs as the rest of the shop lies in darkness.
ENDIA SMITHNESS
The corridors in the back of the shop stock potions and balms and stretch
ELF COMMONER, APOTHECARY
farther than the eye can see.

Personality Kind, discreet, and


The Salty Rose Apothecary has simply the best selection of fiddleleaf and
inquisitive.
fiddleleaf accessories in the district of Escha, in addition to stocking po-
Physical Soft features, sparkling
tions of healing for 50 gp per potion (limit 3 per customer). If a character
asks the shop’s proprietor, Endia Smithness (elf commoner), if she has eyes, approachable and gentle
anything else for sale, have them make a DC 14 Charisma (Persuasion) demeanor.
check. If they succeed, she offers to sell that character a potion of greater Longings To create a true,
healing for 250 gp, as long as they don’t reveal where it was purchased if non-magical ointment that can
they are seen with it. She explains that the Spirans have reserved all of
fully resurrect the dead.
the more potent potions for themselves, and to be caught selling them
wouldn’t end well for her.
“If we live a life of wonder, we
won’t wonder why we live.”

E M B L E M O F T H E W AT E R L E A F WAT E R L E A F B O O K S H O P P E 37
T H E W AT E R L E A F B O O K S H O P P E TBL for 80 gp. The Twenty Seven sits between two musty
When the party arrives at the entrance to Fawn’s book- tomes on a nearby shelf, but no amount of searching
shop, read: turns up a book called TBL.
A stack of newspapers from a week ago occupies a
A wooden sign sways gently, hanging from two chains small stand near the counter. The headline reads, “Mer-
above a lighted storefront. The image of an oak tree set qua Scourge Draining Coffers, Minds,” while later pages
within an inverted triangle marks the weathered placard, contain bits of local gossip interspersed with coupons
for the gambling halls over in the Indos District. The
and the faded black lettering below reads, “WATERLEAF.”
books and scrolls on the shelves mainly consist of dense
Through the soft glow of the shop windows, you see the
historical treatises, fictional works of varying quality,
remains of a once-thriving business. Cluttered rows of and biographies of people who died hundreds of years
bookshelves line the shop, always appearing organized ago. None of the books are particularly rare, and char-
despite being buried in stacks of books. Fawn Lee sits acters attempting an Intelligence (Investigation) check
behind a desk constructed from roughly hewn wood. Piles do not find any books of greater interest. A shelf under-
neath the counter has an unlocked lockbox — 3 cp and
of paper surround her as she writes in a ledger.
a trace of dust are its only contents. Fawn returns after
a few minutes, but she is interrupted by a loud crash as
Characters with a passive Perception score of 13 or she begins to speak.
more notice a scuffle far down the street as a small
cadre of Spiran guards arrests a trio of ruffians. The
ghoulish figure on horseback disappears from view, SPIRAN AGGRESSION
heading back in the direction of Indos. Three members of the Spiran detachment break
through the front door and begin pulling books off of
When the characters enter the shop, read: shelves, looking for something specific. The largest of
them approaches Fawn Lee (see appendix A) and ac-
The storefront’s old wooden door creaks open and a small cuses her of possessing a copy of The Bells of Lament
bell attached to its frame gently chimes. The pungent and (see appendix B), a crime punishable by death.
distinctive odor of mildew and musty paper permeates
“We caught wind that you keep a certain book in
this humble establishment. The overflowing bookshelves
your collection. A particularly blasphemous pamphlet
create a refuge from the troubled world outside. The
spreading lies about our beloved prince. Do you value
cramped aisles afford just enough space for someone to
your life less than some concocted fable? You do realize
walk through, and books cover every spare inch. Lanterns
if I find it, that’s treason against the Monarchy? Pun-
hang from the vaulted rafters, casting flickers of orange
ishable by death! And I’ll personally see to the job of
light throughout the shop. Wooden floorboards groan
running the king’s blade across your throat, right here
underfoot with every step taken. Engravings of detailed
at your bleedin’ desk.”
runes and alien symbols decorate the walls, and intricate
ornamentation adorning all four corners imbues the shop
with an air of ancient mystery.

Fawn expresses deep gratitude to the party for return-


ing with her book and offers them a small sack contain-
ing 50 gp in exchange. Meyfyre walks in from a store-
room in the back and also thanks the party profusely.
Meyfyre asks for a word with Fawn privately, and Fawn
tells the characters to explore the shop and that she’ll
be right back.
A ledger on the counter reveals the last several
months of transactions. The displayed pages detail the
previous month’s sales. Only one book had been sold
in that time, A Case for Modern Folk Shredding by An-
ders Brightwood, for a loss of 4 gp. Several months ago,
Fawn purchased two books for the shop, The Twenty
Seven by Leed S. Finas (see appendix B) for 14 gp and

38 L O R E O FA E T H E R R A . C O M / W AT E R L E A F THE TWENTY SEVEN


Fawn moves instinctively to protect her father’s diary, and the Spirans grab
her and begin to take the diary by force. A Spiran Templar (see appen-
dix A) holding a wicked-looking shield tells two Spiran Inquisitors
(see appendix A) that he saw the party talking with Fawn at the docks and
draws his sword. A QUEST OFFERED

Spiran Inquisitor Tactics The call to adventure. The hero’s journey.


• Spiran Inquisitor will attack who it perceives to be the weakest or The quest. The first pivotal scene in any
frailest foe. story is when the protagonist accepts a
burden: receiving a ring to destroy in a
Spiran Templar Tactics mountain, leaving your home to rescue a
• Spiran Templar will attack the strongest or most armored opponent. princess with an old space wizard, or in this
story, being asked to find and bring back
The Spirans, narcissistic and brimming with hubris, will not retreat or a mysterious druid who can save Fano and
accept mercy, thinking all opponents beneath them. In addition to their give Fawn the answers she seeks. Because
weapons and armor, Searching their bodies yields an Aegis of the Watcher, this is such a pivotal moment, this section
three pouches of coin totaling 52 gp, 13 sp, 22 cp, a carved wooden pipe, has detailed notes if you wish to para-
and a note of authorization to purchase and carry magic ammunition from phrase or craft your own interpretation of
Spiran command. Fawn’s request, and we have included our
vision of Fawn’s request if you prefer that
Aegis of the Watcher method.
Armor (shield), uncommon (requires attunement)

While holding this shield, you are immune to blindness and deafness. The
shield has three charges. If you fail a Wisdom (Perception) check, you
may instead choose to succeed on it instead by expending one charge. The
shield regains 1d2 charges daily at dawn. If you expend the last charge,
roll a d20. On a 1, the shield turns to dust and is destroyed.

After the battle’s end, Fawn looks at the wreckage of her shop and apolo-
gizes for dragging the party into her mess. She begins to cry, and Meyfyre
consoles her. After Fawn regains her composure, she says she wants to
show the characters something and asks them to follow her into a back
room. She also asks the characters to help bring the corpses downstairs
and tells Meyfyre to clean up the blood.

A TEARFUL REQUEST
Once inside the storeroom, read:

Fawn pushes aside a few crates filled with dusty books and rolls up a ratty old
rug, uncovering an iron latch on the floor. She pulls on the latch, and a trap
door opens, revealing a flight of stairs that descend into darkness. Fawn lights
a nearby lantern and clutches it tightly as she heads downstairs, motioning for
you to follow her.

The stairs end at a small hallway with two doors, one on each side. Fawn
opens a door on the left side, asks the characters if they would place the
bodies in that room, and says that she will dispose of them later. She then
invites the party into a small storeroom on the right side of the hallway.
Fawn’s lantern illuminates the entirety of the cozy chamber. A sturdy
desk with stationery strewn about its surface dominates the center of the
room. Two modest cots rest against the far wall while bookcases stuffed
with hefty leather-bound tomes line the remaining walls. The books look

A E G I S O F T H E W AT C H E R WAT E R L E A F B O O K S H O P P E 39
remarkably well-preserved despite their advanced age, Fawn begins anxiously pacing around the room.
in stark contrast to the drab merchandise upstairs. Fawn
walks over to a shelf and takes a small leather-bound “My father had been searching for a mythical and an-
book with no title. She tells the party that this book, cient druid, named Gilgazo, who had a strong bond
The Bells of Lament (see appendix B), was what the Spi- with one of the Chrysalean patriarchs. According to his
ran soldiers were after when they thrashed the shop writings, my father believed that Gilgazo held all the
and assaulted Fawn and the party. She explains that it’s answers. The return of this druid could mean the resto-
a memoir revealing the well-hidden truth that Prince ration of Fano.”
Airon is lost to madness. Mere possession of the book
was an automatic death sentence — no judge, no trial. She abruptly stops pacing and spins around.
She offers the characters an opportunity to peruse the
forbidden book if they would like. “It might look like the foolish scribblings of an old man,
She then reaches for her diary, and tears begin to but I assure you, my father was terribly wise, a ground-
flow down her cheeks. She tells the party that this was ed man, and at his core, a seeker of knowledge. I have
her father’s diary. He kept a record of his personal re- two reasons I know he didn’t base his query on some
search into the upper echelons of the Indosian leader- wild abstraction. First, this book is inked in riddles,
ship and their relationship with the Chrysaleans. These written in languages and metaphors well beyond my
mythical elves inhabited an underwater city that has learning. It contains sensitive information about pow-
been sealed away for a thousand years. Her father, Irem erful people and profound revelations concerning long
Lee, was searching for a legendary and ancient druid forgotten mysteries. My father had to shroud every
named Gilgazo (see appendix A), who had a connec- word he penned. The second reason, has, well, it has
tion to one of the Chrysalean patriarchs. Then, one day, broken me.”
Irem was gone. Fawn said that she always suspected
that the Indosian leadership had him murdered because The tears now streak down her freckled cheeks as she
he had learned too much. continues, “I suspect my father dug too deep. In his re-
Gilgazo, she discovered after deciphering a portion lentless quest I believe he uncovered too many danger-
of the diary, was hidden deep in a grotto accessible only ous truths, and drawn the ire of those sitting atop the
by traveling through the perilous Broken Top Bay. Few Indosian order. I curse myself for uttering these words,
would willingly brave the horrors of the bay, and cer- but I can no longer bear to hold this vile truth in the pit
tainly, none would do it for an Indosian. Most of those of my stomach — they murdered him!” her voice catches
in her order are viewed as fanatics by the general pop- in her throat.
ulace. She says that if there is any hope of her finding
out what happened to her father, it would be by finding “That’s why I’m in possession of his book,” she barely
the person he was so desperate to locate. According to
gets out with a whisper. She bows her head to look at the
the diary, Irem believed that if anybody had a chance
to fix what this broken city has become, it would be the book cradled in her hands, and for a moment, she’s as still
enigmatic druid, the last of the Allianders: as the grave. Fawn then lifts her head, this time with a fire
in her eyes.
Fawn clutches her diary, and her eyes swell with tears.
“This is another book I should not have in my posses- “I exhausted myself, nearly to the point of death, trying
sion,” she says with sorrow. to decipher his mysteries. In fact, I must be on my way
soon. I have a heavy price to pay for the help I received.
“This diary belonged to my father, Irem Lee. Its pages So much knowledge came from a mere three pages,
contain his personal research into the upper echelons of and within those pages held the most crucial detail of
the Order of Indos and their relationship with a mythical all — the location of Gilgazo! The druid can be found
people — Chrysaleans, inhabitants of a lost city below deep in a dreadful grotto across the treacherous Broken
the lake. The way there has been sealed for a millenni- Top Bay, places few brave souls would dare endure. Will
um.” you help me? Could you find the druid and bring him
back to me? It is with him, I believe, just as my father
Fawn looks up from the book, “It was about a thousand
did, that the hope of Fano arises. And if anyone knows
years ago that Fano began to fall into disarray. That can-
not be a coincidence.” the truth about my father’s fate, it is him!”

WAT E R L E A F B O O K S H O P P E 41
Fawn Lee then offers the party 500 gp up front to find a
captain willing to brave the bay, find Gilgazo, and bring
him back to Fano. She praises the characters' strength
and resourcefulness and promises that she will spend
the time they are gone trying to find a better way to
repay them. She also points out that it may be best to
get out of town for a while, as the missing Spirans are
sure to arouse some suspicion.
If the party agrees to take up her offer, Fawn will
thank them exuberantly, take off her nocturne bracelet,
and offer it to the party, saying it has always brought
good luck to her family, and says that it glows around
onyx. She then mentions that she would like her ap-
prentice, Meyfyre, to accompany the party, as her accu-
mulated knowledge will prove useful. She then asks the
party to follow her back upstairs and lets them know
that finding someone with the nerve, talent, and brag-
gadocio to brave the bay will be difficult, but if such a
captain can be found, they will be found at the Bluefin.

Nocturne Bracelet
Wondrous item, rare (requires attunement)

Each of the four larger beads on this simple string,


when squeezed, plays a particular note. You also make
all ability checks relating to music with advantage.

TRANSITION
The characters have reached a leveling milestone and
may advance to level 2. When the party is ready to visit
the Bluefin, read:

The bookshop’s bell clamors above the door as it’s opened


for departure. Torrential rain has soaked the streets, leav-
ing smooth black puddles that reflect the moonlight. The
Waterleaf’s windows glow orange in the fog, and behind
the glass, the silhouettes of Fawn Lee and Meyfyre say
their goodbyes. Meyfyre takes Fawn by the shoulders and
gives her a firm but loving shake. Fawn nods her head and
wipes a tear off her cheek. Grasping the side of Fawn’s
curly hair and running her fingers through, Meyfyre gives
her a nod, turns away, and exits the shop. She winces at
the rainfall and quickly pulls her hood over her head. The
walk leads back in the direction where the curve of the
street descends toward the waters. The subtle smell of
fish and wood oil carries along with the draft. The distant
flap of a sail and a belly laugh reverberates in the stillness
— the sounds of a place beginning to grow familiar, the
Lakeport Docks.

FAW N ' S N O C T U R N E B R A C E L E T WAT E R L E A F B O O K S H O P P E 43


The Bluefin Tavern
LAKEPORT DOCKS, DISTRICT OF ESCHA
IV
W elcome to the storied Bluefin Tavern,
Fano's premier destination for neglecting
your troubles and picking up a few new ones.
As the de facto headquarters of the angling
community of Chrysal Lake, the Bluefin is the ideal
will point them toward Captain Gattlish Redfall
(see appendix A), the only skipper on record to have
navigated a ship through the Crooked Fingers into the
bay's turbulent waters and return to tell the tale. A busy
man, Redfall refuses to take on the job without first
place to enlist an experienced captain and commandeer being convinced that the party is worthy of his time and
a stout vessel. However, its proximity to the docks and company. As a renowned captain who wants for little,
the wide variety of entertainment makes it a popular Redfall places more value in chasing a good adventure
watering hole for strangers, visitors, and vagabonds with interesting companions than earning a paltry es-
alike. The makeshift establishment rises from the bones cort fee. The characters will have several opportunities
of an old performing arts theater, the roof of which has to impress the legendary captain and prove that they
been missing since a capricious wizard named Splink are worth their salt.
blew it off years ago after accidentally discharging an With business settled and transportation secured,
especially unstable fireball. the party can take the time to enjoy everything the
Accompanied by Fawn's acolyte, Meyfyre Hetheria, Bluefin has to offer. Either Maggie and the Bandits or
the party makes their way to the tavern seeking trans- Bogsy Pearls captivate the crowd with their soaring
port to Broken Top Bay. After speaking to one of the melodies. One character might demonstrate their accu-
twin tiefling tavern owners, either Parable or Paradigm racy with a projectile in a game of Skellin Shoot, while

46 L O R E O FA E T H E R R A . C O M / B L U E F I N
MAXWELL SCHILLER
another may test their physical prowess in a show of Will the party find a worthy captain at the Bluefin Tavern
brute strength during a match of Kin Scrap. Those with or will they have to find another way to Broken Top Bay?
steely resolve and an iron gut might place a wager on
how much swill they can chug in a contest of Sea Hag. ABSTRACT
Less competitive characters might enjoy convers-
ing with the Bluefin's diverse cast of regular patrons. It's Always a Tavern. The party arrives at the storied
Explore the details of a character's background while Bluefin looking for a captain.
talking with Rip & Arlo Featherlin, learn more about the
lore of Chrysal Lake during a game of Fact or Folk with The Main Floor. A variety of games, entertainment,
the shipwright apprentices, and even put an alchemical and conversation await the party.
spin on the night with none other than Splink — the
gnome wizard (allegedly) responsible for devastating The Lower Floor. The bottom floor contains the tav-
the building's roof years ago. ern's kitchen, as well as two makeshift bedrooms
After a memorable night in the tavern, Meyfyre
will lead the party to the adjoining inn, where they can The Inn. The party finds rest and relaxation at the ad-
recuperate before meeting with Redfall to embark the joining inn, but an old foe may try to start some trouble.
following morning. However, one final indignity awaits
the party.

B L U E F I N TAV E R N T H E B L U E F I N TAV E R N 47
I T ' S A LW AY S A TA V E R N RUNNING THIS SCENE

To describe the Bluefin's exterior, read: The Bluefin Tavern introduces the adven-
ture's first omniscene — a portion of the
A veil of heavy mist clings to the lake's dark waters, and waves gently break world designed explicitly for open-ended
against the wooden dock. Down a planked pathway, murmuring voices of gameplay. Use this scene as an opportu-
nearby merchants can be heard through the din of bloated moored vessels nity for your players to wander the tav-
ern, explore their character's backstory in
bumping against the pilings and the strained groans of tightening rope.
greater detail, and learn more about the
Between the Tetha Cathedral and Twin Lofts, littered with broken chimneys
curious folks who frequent the Bluefin.
and weathered stone ramparts, stands a peculiar sight — the remains of a Although only a small portion of the main
once-grand theater, the casualty of a bungled blast. The structure's roof is storyline occurs at the Bluefin, much of the
canopied by large cuts of canvas stretching from the sturdier pieces of de- content here is evergreen. Use it to inspire
bris to the theater's pinnacle. Glowing lanterns hang atop rusty poles poking your own creative segues and extend
the party's adventure within the world of
through the tatters, illuminating the hazy gloom.
Aetherra. You'll find that many of the tav-
Muffled voices from within the tavern grow clearer. In the distance, a fid-
ern's notable patrons will request the as-
dler scratches a rousing melody as the sound of a flagon tumbling to the sistance of the characters, offering risk and
floor evokes belly laughs from the rowdy patrons. The doorless entrance is reward alike. These mini-adventures can
wide and breezy. A wooden sign poorly slung above the opening reads, "THE be accepted now or during the next scene.
BLUEFIN."

M 1 . TA V E R N E N T R A N C E

To describe the foyer, read:

Upon entering, a gust of thick sticky air generates a warm welcome. The sal-
vaged mast from a retired galleon dominates the center of the old theater.
Hundreds of large vertebra coil up the tall beam, fastened to the ribcage of
a massive aquatic beast suspended high in the air by ribbons and rope. The
monstrous skull of the great beast rests just above the barkeep's counter.
Inside its hollow sockets, piles of coin, jewelry, and shiny baubles spill out in
front of two flickering candles, imbuing the shrine to this long-dead behemoth
with an eerie sense of being.
The Bluefin tavern buzzes with chaotic energy, cluttered and bustling,
charm intertwined with the disorder. Crates form makeshift tables to seat
large groups, while a private booth, accessible by a rope ladder, is nestled
inside the skeletal rib cage of the hanging beast. Lanterns sway with the lake's
gentle breeze and cast flickers of orange light to the floor.
Two energetic tieflings, surrounded by casks of ale and bottled spirits, op-
erate the main bar at the far end of the old auditorium. Onlookers perched
in second-story galleries gawk at the follies of the drunkards below. On one
deck, an amused elf leans against the railing, chuckling as two drunkards
stumble over each other while attempting to dance. On another, two young
women clink their rapiers together, each holding up a frothy tankard as they
both shout, "To steady hands!"

M2. THE BAR

The Bluefin Tavern's central bar nearly stretches the length of the entire
auditorium, welcoming a multitude of thirsty patrons in need of food
or drink. The tieflings who own the tavern, an industrious pair of twins

M A P O F T H E B L U E F I N TAV E R N T H E B L U E F I N TAV E R N 49
named Parable (tiefling commoner) and Paradigm (tiefling common-
PARABLE er), sling drinks from behind the bar, accompanied by a single waitperson
TIEFLING COMMONER, BARKEEP who runs food orders from the downstairs kitchen.
More submissive and charitable than his sister, Parable manages the
Personality Submissive, gentle, day shift where the Bluefin's patrons are less likely to take advantage of
quiet, and steady. his gregariousness. Tavern regulars often take pity on him and demand
payment when duplicitous customers try to dodge their tabs. Parable's
Physical Lean, soft features, and
gentle disposition and genuine attentiveness make him the prime audi-
adorned in jewelry.
ence for the fanciful tales sailors and anglers like to tell.
Longings To be the star in a the- At night, the rowdy crowd teems with unruly strangers, but Paradigm
ater production. commands the bar with an iron fist. Unlike her brother, she only accepts
coin for payment, seldom allowing patrons to start a tab. Stern, assertive,
"To avoid confrontation is to avoid the and confident, she quickly teaches the clientele not to provoke her lest
they earn the wrath of the tavern's hired security. However, when quarrels
world, but I guess that isn't so bad."
ensue, she takes her time breaking up the brawl, as it attracts business and
makes for thirsty guests.
PA R A D I G M
TIEFLING COMMONER, BARKEEP T H E TA L E O F T H E B L U E F I N

Personality Stony, confrontational, One of the siblings will recount the story of the night Captain Redfall
presented them with the head of the fabled lake creature known as "Blue-
efficient, and frugal.
fin." If asked about the massive skull mounted above the bar, read the
Physical Broad-shouldered, sharp
following from the perspective of the tiefling tavern owner of your choice:
features, wears practical clothing.
Longings To land an exclusive "Ah yes, the Bluefin monster of Chrysal Lake. Can you believe this terrifying
deal with Tricksy Tree Cider Co., thing was swimming out there once? That's why I stay clear of the water!
the best cider in all of Fano. I'll never forget the night he dragged the blasted thing in. I overheard a
couple of anglers recounting their miseries at the far end of the bar. Redfall
"Confidence is key. But if you're heard 'em too. They said that some monster had destroyed their nets, and
a close-talker, you're asking for a the night before, it had stolen bait right off of their ship.
punch in the throat." "Red downed the flagon in his hand — his eighth, I believe — stumbled
to his feet and started walking. When he got to the door, he turned around
BOGSY PEARLS and shouted, to nobody in particular, 'That was the last time!' before dis-
DWARF COMMONER, RESIDENT BARD appearing into the night. A few hours later, he staggered in, dragging this
beast behind him! I'd never seen anything so massive. Its jaws looked big
Personality Endearing, confident, enough to swallow a ship, and its body stretched out the door. I had seen
stubborn, and shameless. the captain do some incredible things but never anything like this. He stum-
Physical Small and portly, has a bled toward the two put-upon fishermen and told them, 'Like I said, that
long beard and a beautiful head was the last time,' before grabbing a flagon of cider off of their table and
of hair. downing it in a single go.
Longings To sing as handsomely "He insisted that we honor the beast and hoist him above the bar as
as he fiddles. a guardian. I was worried about the stench, but Redfall wrapped his arm
around my shoulder and said, 'Nonsense! It'll only stink for a few days,
"You can hear music in the sway of but old Bluefin here will bring the customers in for years. 'I don't think he
the trees, in the life of the young, noticed, but later that night, I heard him crying. Still drunk, he spoke to the
and in the death of the old. The dead creature in broken sobs. He told it, 'I guess that was the last time, old
last of which hold the creepiest of friend,' before leaving for the inn.
melodies." "He wasn't, and still isn't that kind of person. Redfall lost himself in the
cider that night, and he knows he has a debt to pay to old Bluefin and re-
minds himself of it every day. There he is right now. He's looking right at it."

50 L O R E O FA E T H E R R A . C O M / B L U E F I N
If the party hasn't yet met Captain Redfall (see ap- The tavern walls are plastered with posters promoting
pendix A), Paradigm or Parable will point him out sit- the band Maggie and the Bandits, a local sensation
ting alone on the tavern's main floor. and favorite of the dock crowd. Along with the titu-
lar Maggie, the band consists of goons affiliated with
Dalnus and the thieves who accosted the party during
THE MAIN FLOOR the previous altercation. They exhibit no ill will when
Where all the magical, and not so magical things, hap- interacting with the party, saying that what happened
pen at the Bluefin. The main floor is expansive and was "just business."
lively with a cast of notable patrons for the party to
interact with. Bogsy Pearls
Security is handled in-house by a team of hired If Bogsy is performing, read:
mercenaries (dragonborn guards), with two guards
on staff during the day and four at night. Although the A strapping bearded dwarf sits upon a stool, fiddle in
establishment draws a rough crowd, it seldom proves hand, playing with a master's touch. After a few bars, he
deadly, and tavern brawls occur regularly. If a simple cranes his neck toward the crowd and sings along with his
fistfight begins to take an especially violent turn, some
instrument, but his voice is shaky and flat and draws the
seasoned patrons might step in to de-escalate the sit-
crowd's ire. He quickly ceases singing and falls back on
uation. Most times, petty quarrels are solved by chal-
lenging an opponent to a match of Kin Scrap, a battle his superb fiddling.
of strength and skill in which two opponents attempt to
pin each other's arms to the table. Bogsy, a portly dwarf with a floor-brushing beard, is the
daytime musical resident at the Bluefin. Having moved
M 3 . T H E S TA G E recently from Henda to Fano, he is trying to make it
in the big city on his parents' coin. Bogsy is a polished
The bar's backdrop rests against the old theater's stage. musician capable of holding the attention of even the
The base of the stage, inlaid with gold and hand-carved tipsiest listener. While he is proud of his voice, he strug-
in astounding detail, depicts the timeline of Fanonian gles to sing in tune, and his lyrics are corny and non-
theater history. While the stage itself is smooth and sensical. Everyone who hears Bogsy play agrees that he
waxy, it wears the marks of the many performers who would be the greatest fiddler in all Aetherra if he could
have graced it over the centuries. Long velvet curtains, simply keep his mouth shut. Even so, nobody would
torn and stained, hang from the sides. The back wall ever actually say those things to the sweet and sensitive
curtains have been drawn, and years of previous set kid—nobody except for Paradigm.
pieces are displayed in disarray — room backdrops, an Bogsy will also offer the characters a side quest to
artificial forest, and flights of stairs that ascend into the procure a device to help improve his singing (see ap-
shadows. A mock sailboat on the stage seats an elven pendix D).
couple drinking ales. A dazzling bejeweled chandelier
hangs from the center of the stage, its dents and scrapes M 4 . B A C K S TA G E
the result of one too many drunkards swinging across
the room. The room opens up into another small seating area
If Maggie Moon (see appendix A) is still alive,
through the set pieces. Several tables and chairs are set
her band will be providing musical entertainment from
up among an overstock of casks and rum barrels. The
the stage. If she was killed during scene two, the Blue-
fin's bard in residence, Bogsy Pearls (dwarf common- backstage is reserved for performers, although Para-
er), will take their place. digm occasionally uses the space to discipline employees
in private. Painted landscapes cover the walls, and one
Maggie and the Bandits painting has cutouts where lit torches make the depicted
If Maggie and the Bandits are performing, read:
arching bridge appear three-dimensional.

Behind two gnomes performing a bizarrely violent in-


terpretive dance, a small band performs, fronted by the
massive Maggie Moon. Wearing her signature red dress
and dented golden crown, Maggie belts out a chorus, her
voice filling the room with perfect pitch. Spectators hum
the melody while diehard fans sing along with every word.

T H E B L U E F I N TAV E R N 51
SKELLIN SHOOT M5. SKELLIN SHOOT ALLEY
TAV E R N G A M E

While many games involve tossing darts at a specialized game board, pa-
Each participant begins a game of Skellin trons at the Bluefin prefer Skellin Shoot. The design of the skellin board is
with 205 points, and the first player to re- inspired by the carnivorous fish called the skellin, universally despised by
duce their score to exactly zero wins. Each the anglers of Chrysal Lake.
turn, a player picks a target worth either 5,
10, 15, or 20 points, and specifies if they In the northwest corner of the tavern, amidst barrels of aging spiced wine
will aim for a single (1x) or a double (2x). stacked high, a corridor glimmers with soft violet light, wide enough to con-
A player might also choose to aim for the tain several skellin game boards. Most of the boards are occupied by patrons
Skellin, which is worth 50 points. A ranged
playing for fun, but the last two are reserved for the more competitive play-
weapon attack with a dart is made against
ers. The corridor appears luminous due to the phosphorescent skellin boards
the chosen area's DC. A character throws
three consecutive darts before their oppo- and exotic light-emitting plant life growing on the wine barrels.
nent takes their turn.
Characters can challenge Tripp 5643-YR (construct commoner) for a 10
DC AIM gp purse, Erikkin Cane (elf acoylte) for a 25 gp purse, and if someone
manages to beat Pinchy (human commoner), they will earn 75 gp. In
12 Number
addition, he seriously contemplates retirement and bequeaths the charac-
ter a magical +1 dart, making them promise never to use it to cheat in a
real dart game. A total of 200 gp worth of prizes can be had, courtesy of
14 Double
Mudraker's Spell Empire, and must be picked up the next day at the shop.

16 Skellin When a match of Skellin Shoot begins, read:

Success The player subtracts the targeted The corridor hushes, and the lights dim as the competitors take their place.
point value from their total. Despite their excitement, the crowd remains quiet, honoring the silence need-
ed for the competitors to maintain focus as they begin their match.
Fail Roll 1d4. The dart then lands on an ad-
jacent point value one space in a random SKELLIN SHOOT CHALLENGERS
direction, determined by the die roll result.
Pinchy. Although Pinchy (human commoner) appears to be nothing
1D4 RESULT more than an unsteady old drunk, his appearance hides his mastery of the
game. His form is awful, and every throw he makes looks like a complete
1 Up
mistake, yet his dart rarely misses its mark. Rumor holds that he plays
terribly while sober, explaining why he never plays without a pint at his
side. He says that every game is his last, and he is going to retire this time,
2 Right
but his closest friends say that he has been repeating that line for decades.
Pinchy also offers the party a side quest to retrieve a goblet stolen by
3 Down a noble (see appendix D).
Pinchy carries a small case holding a dozen different darts, ensuring
4 Left he has the proper dart needed for each throw.

Critical Fail Has a 50 percent chance of ei- Erikkin Cane. A young wizard elf who ran away from the pressures of
ther hitting the Skellin or being thrown off her family's sorcerous expectations, Erikkin discovered Skellin Shoot after
the board. Rolling a modified 6 or less au- seeing her older brother playing in a tavern one night. Later that evening,
tomatically fails, and the dart is thrown off when the patrons were too drunk to notice, Erikkin threw her first dart,
the board, resulting in no points. Hitting and the obsession took hold. She appreciates the game's absence of magic
a target that would reduce a score below or spellcraft — only aim, talent, and patience are required. She departed
zero also awards no points. for Fano so she could go unnoticed among its crowds and further her
career. As she plays, her familiar, a black raven, can be found resting on
Tripp's shoulder.
Errikin's love for the game is reflected in her choice of darts — simple
and clean. Made from the core of an ironwood tree, they are stronger than
steel and almost as heavy. She keeps the black feather fletching pristine.
PINCHY
HUMAN COMMONER, SKELLIN PLAYER

Personality Offbeat, humorous,


and hot-tempered.
Physical Very thin, wobbly, and has
a knee-length beard.
Longings To find out if he's any
good at Skellin Shoot while sober.

"I have no good excuse for my


drinking habits, but I do have a lot
of bad ones."

ERIKKIN CANE
ELF ACOLYTE, SKELLIN PLAYER

Personality Headstrong, feisty,


and abrasive.
Physical Youthful, has short hair
and narrow eyes with dark sleep
circles.
Longings To prove the greatest of
things can be done without magic.

Tripp 5643-YR. This clockwork construct resembles a goblin, their body


a patchwork of metal sheets, gears, and illuminated wiring. The only arti- "I'd rather be great at one thing,
cle of clothing they wear is a brown pork pie hat. Referred to as Tripp by than mediocre at many."
the patrons of the Bluefin, they remain near the skellin boards, humming
and adding a soft yellow glow to the surrounding violet light. TRIPP 5643-YR
Tripp spends most nights holding patrons' drinks while they play,
CONSTRUCT COMMONER, SKELLIN
waiting for novice dart throwers to challenge them to a match. If a charac-
PLAYER
ter chooses Tripp as an opponent, they activate a deep-rooted personality
routine, providing some goblin-flavored insults and inappropriately timed
cheers. Personality Considerate, comical,
Tripp's right hand converts into a dart launcher, holding three finely cute, and lovable.
crafted mechanical darts with no fletching. After firing all three darts, they Physical Makeshift mechanical
unlatch themselves and return to his arm like tiny mechanical spiders.
goblin with exposed wires, has big
glowing yellow eyes.
M 6 . C A P TA I N R E D F A L L’ S TA B L E
Longings To be a part of a family.
Many captains frequent the Bluefin Tavern, but every last one recognizes
Captain Gattlish "Red" Redfall (see appendix A) as the finest skipper of "When you're small, it's easy to
them all. A party follows him wherever he goes, and he constantly drinks, look up to most everyone. It's
laughing and recounting tales of his exploits to an eager crowd.
also easy to get stepped on by
The party will need to persuade Redfall to traverse Chrysal Lake and
accident."
help them navigate the treacherous Broken Top Bay. Rumors persist that
the captain has made the journey several times. Redfall will initially re-
quest payment of 100 gp, which he intends to leave to Parable and Para-
digm. He says any trip through Broken Top could be the last and wants to
leave the tavern well-funded before departing.

SKELLIN SHOOT BOARD T H E B L U E F I N TAV E R N 55


SEA HAG Next, he challenges the party to prove their worth, whether by brawn,
TAV E R N G A M E endurance, or charm. If successful, Redfall will lower his fee to 50 gp and
steels himself one last time for the challenges awaiting in Broken Top Bay.
The game begins with competitors taking If the party fails the challenge, he sees their motivation is pure and will
a shot, after which they must make a DC take them through the bay at his original price.
6 Constitution saving throw. If they fail Methods a character may use to persuade Captain Redfall to escort
the save, they are unable to maintain their them include:
composure and lose the contest. The DC
increases by 3 at the start of each addition- • Besting him in a match of Kin Scrap. Redfall respects physical strength
al round as the competitors become more and can be impressed by those who possess it. Reference the rules for
inebriated. Kin Scrap on page 63.
• Challenging him to a drinking contest. Whoever quits, passes out, or
ROUND DC vomits loses.
• Weaving a grand tale full of intrigue and adventure. A character can
1 6
make a successful DC 15 Charisma (Performance) check and describe
their tale to inspire Redfall to make the voyage.

2 9
After the last flagon has been emptied and Captain Redfall has agreed
to the journey, he will tell the party to meet him at his ship, the Moxi
3 12 VII, tomorrow afternoon. Meyfyre will recommend they stay the night at
the inn adjacent to the Bluefin after they've finished enjoying the tavern's
Additional +3 amenities.

Hearty Stomach During each round, a SEA HAG


competitor may re-roll their Constitution
saving throw a number of times equal to There isn't an angler in Fano worth their weight who hasn't fought to stay
their Constitution modifier. For example, if upright in a game of Sea Hag. A quick and dirty test of vitality, the objec-
a character's modifier is +2, they can roll tive of this game is simply to outdrink your opponent without losing your
up to 2 additional times. lunch or consciousness. While there are no prizes for winning Sea Hag,
characters have no problem finding people willing to bet up to 50 gp (plus
the other's bar tab).

FACT OR FOLK
TAV E R N G A M E

A match lasts three rounds, with each


round consisting of a statement being
read to the competitor, who then must
determine if it's fact (true) or folk (false).

Using the tables on pages 58 and 59, first
choose whether you would like this round
to be fact or folk. Then roll 1d10 and read
the bolded statement from the appropri-
ate table and allow the character to guess
whether they think the statement is fact
or folk. After they guess, disclose the an-
swer, then read the portion of text in ital-
ics which reveals why the statement is, or
isn't, fact. If the character wins at least two
of the three rounds, they win the match.

SEA HAG FLAGON


M7. THE TRIVIAL SHIPWRIGHTS
POLI
Three young apprentice shipwrights sit around a table; two humans HUMAN COMMONER, SHIPWRIGHT

named Poli and Alybow and an elf named Mnomen. When the characters APPRENTICE

walk near the trio, read the following:


Personality Witty, comical, street-
In a nearby booth, three young people, drinks in hand, focus on the peculiar,
wise, and resourceful.
oversized tome dominating the table between them. Seemingly stitched and
Physical Youthful, has long frizzy
restitched innumerable times, this hodgepodge of countless books, scrolls,
hair and arm tattoos.
journals, and more, has been pieced together to create this cumbersome
Longings To start a shipbuild-
volume. From a distance, the monotonous title on the cover, An Exhaustive
ing company with her two best
Account of Infinity, can barely be made out. Next to the book lies a simple
friends, Alybow and Mnomen.
wooden ten-sided die.

"I'll be a fire starter until I die,


Equally brilliant and spirited, Poli (human commoner), Alybow (human
commoner), and Mnomen (elf commoner) have recently secured ap- which will likely be by fire."
prenticeships with the Gwyther family, the most renowned shipwrights
in Fano. Despite their prestigious appointment, they are, at their core, a A LY B O W
group of know-it-all kids. They enjoy flexing their intellect in ale-soaked HUMAN COMMONER, SHIPWRIGHT
conversation, sharing compelling and outlandish theories about the lake's
APPRENTICE
strange currents.
If the party interacts with the apprentices, they will challenge them
to a game of Fact or Folk. Poli, Alybow, and Mnomen take turns reading to Personality Bubbly, talkative,
the players. A prize of 50 gp, courtesy of Papa Gigi's Blue Bakery, awaits savant, and hot-headed.
the victor of each match for up to five matches. All winnings must be Physical Short and youthful, has a
picked up the following day at the Blue Bakery. shaved head, and wears beaded
While all three possess natural genius, the tome they carry with
adornments.
them, a powerful magic item that increases intelligence, augments their
Longings To build the greatest
knowledge. Spells such as detect magic will reveal an enhancement aura
surrounding the book. ship Chrysal Lake has ever seen.

An Exhaustive Account of Infinity "I'll do anything to protect my


Wondrous item, very rare (requires attunement) brain, but drinking less is not
going to happen."
This bulky tome holds the collective knowledge of each of its many own-
ers. When you become attuned to the book, your knowledge transfers to
its enchanted vellum pages. The information on the pages rearranges on MNOMEN
its own in response to your questions, providing the most appropriate ELF COMMONER, SHIPWRIGHT

knowledge it possesses. After spending an hour studying this book, your APPRENTICE
Intelligence score increases by 2, to a maximum of 20, until your next
Long Rest. Additionally, you may search the tome for knowledge as an
Personality Quiet, thoughtful,
action, revealing information according to the gamemaster's discretion.
tedious, and tidy.
Physical Fresh-faced and slim with
FA C T O R F O L K a toothy grin.
Longings To sail around Chrysal
Any city over a thousand years old has its fair share of quirks and oddities, Lake with his two best friends.
and Fano is no exception. This game tests the characters' ability to sort
through strange and interesting tidbits of knowledge about this once-great
"I want to build things so they are
city and determine which of them are true.
Use the table of facts and falsities on pages 58 and 59 if the characters new. New things are unquestion-
choose to play. ably clean."

T H E B L U E F I N TAV E R N 57
fact
D10 FACT D10 FACT

1 On a half-moon night, you can drink directly 2 In Gelden, there is more city underground
from Chrysal Lake without getting ill. than there is on street level.

Half-moon light has a subduing effect on oth- Since Gelden sits below the Monarchy castle,
erwise dangerous bacteria. The drinking water rows of walls and tunnels were built as a
in Fano is filtered through an ancient high-tech defense system. Since Fano hasn't seen a war
process. in ages, residents of Gelden began occupying
the tunnels.

3 There are many large gemstones laying 4 Two enormous underwater chains tether the
around the city, some as large as houses. Lakeport Docks island to Fano Island.

Legend has it that the gemstones were once Lakeport Docks is a manufactured island. Made
generators for long-dormant Chrysalean of stone and wood, it rests on monstrous floats
technology. underneath the water that have been tethered
to Fano with two great chains.

5 There's an exclusive club whose members 6 There are parts of the island still unexplored.
claim to have been born in Fano and have
never been off the island. Yes. The cliffs behind the Monarchy and a
"lost" shore along the northeastern coast that
The group is called the Grey Cardinals. They has a spell over it.
convene at Fountainhead, a tavern in the very
center point of the main Fano island.

7 The most accurate map of Fano was created 8 Witches have been known to develop severe
by a blind person. allergies in Fano.

Her name is Nolana Rae Een, and she The culprit is believed to be either the pollens
traversed the perimeter of the entire island from Aunaranda Pines, native to the island, or
barefoot, save the vexed coastline and the lost the radiation fallout from the obsolete Chry-
cliffs behind the Monarchy. salean tech littering the city.

9 The details of the construction of many of 10 The city relies more on practical wonders
the large buildings in Fano are a mystery. than magic.

Although the construction of Fano was a Although magic is heavily used by many in
collaboration between master builders from Fano, the premise of the invention that the city
the humans, dwarves, and elves, the sheer was founded on still remains a dogma among
magnitude and short amount of time it took the people to this day.
for some of the constructs is believed to be
impossible, even with the use of magic.

58 L O R E O FA E T H E R R A . C O M / B L U E F I N
folk
D10 FOLK D10 FOLK

1 Not many crops grow on the island due to 2 The treasury amount in Gold Row is almost
the lack of farmland space and its rocky completely depleted.
surface.
In recent years the treasury has surged as the
The island has some of the most nutrient-rich Eschans made an unsanctioned lift on mer-
soil in the region, and although space is chant tax restrictions.
limited, many of the crop gardens yield large
harvests.

3 The fish market is the largest industry on the 4 Fano Island is free-floating.
island.
Indeed, the depths of the lake are below Fano,
Textiles and foreign trade dominate com- but a rocky shelf arcs off the coast like a half-
merce. bridge and stations the Island in place on the
western side. Along the docks of Point Vires, it
is a shallower twenty meters deep.

5 The Monarchy is revered by most of the 6 It is common speech for the anglers and
residents in Fano. people of Lakeport Docks to refer to the lake
as a "sea."
Between the disappearance of the King and
Queen, the isolation of the Mad Prince, and Many believe calling Chrysal Lake a "sea" is
the severe decline in leadership or care for the disrespectful and cursed. It is almost always
people in recent ages, Fanonians have devel- called The Lake, Chrysal, or The Swim.
oped much disdain for the Monarchy.

7 The king is a cruel ruler. 8 Fruit is sparse on the island because it's not
considered a staple in Fanonian meals.
The king never established his rule nor made
many, if any, public appearances. He has been The island's soil is rich in nutrients, especially
missing for years. for growing fruits and berries. The sweet red
maren fruit, native only to Fano, is world-re-
nowned and one of the biggest exports.

9 Fano holds the most Wakenring Champion- 10 The city honors many seasonal festivals and
ships in the whole region. citywide celebrations.

Fano is home to the biggest stadium, but play- In ancient times, yes, but there hasn't been
ers from Foxin Ara are, on average, far better a community-wide celebration or festival for
at the sport and hold the most championships. ages.

T H E B L U E F I N TAV E R N 59
M 8 . R I P & A R L O F E AT H E R L I N "There ya go, little Zi," Rip says, avoiding Arlo's stare.
Arlo grumbles, "Now Rip, you've gone and named him!
Known by all as the elders of the Bluefin, Rip and I tell ya you shouldn't get attached. You know I get to
Arlo are mainstays of the tavern. Once the most tal-
sneezing with a tabby cat 'round!"
ented anglers in Lakeport Docks, the two now spend
their retirement tippling and weaving tall tales. These
kind and cheerful men offer great wisdom to anyone in "Oh stop fussin' and just plug yer nose!" replies Rip.
need. After a couple of flagons of ale and few stories,
innocent listeners might find themselves drawn into the C O N V E R S AT I O N P R O M P T S
middle of their petty arguments, fueled by fifty years of
marriage and what many call "bantering love." Rip and Arlo enjoy talking with new adventurers and
Rip and Arlo have a side quest to offer the char- hearing what stories they have to tell. If you want to
acters, as they can’t remember if they locked up their provide characters with an opportunity to explore their
house before coming to the Bluefin (see appendix D). personal stories, roll a die and consult the table below
to let the tavern's friendliest duo ask them a question.
Arlo takes a swig of ale from his flagon and glares at Rip,
who had found a stray cat not an hour ago and is sneaking
him bits of cheese.

D10 CONVERSATION PROMPT

1 Rip: "When the world was younger, Arlo and I would travel all around the land, experiencing new ways of
life. Now our bones be tired, and we pretty much stay put in old Fano. Tell me about yer homeland!"

2 Arlo: "Ya know, Rip here really knows how to push my buttons, but he's the love of my life. Tell me about
the person you love the most in this world."

3 Rip: "I love a good evening stroll through old Cobblehob Cemetery, but Arlo here stays at home cause he
gets a bit spooked! What scares you the most?"

4 Arlo: "Me old mum raised me to believe that if yer nice to the candleflies, only good things will come yer
way. That's why Rip and I have all kinds of tunnels and tiny compartments in our house for them to live.
Do you have any beliefs?"

5 Rip: "Every Festivale night Arlo and I share a few pints down here at the Bluefin. Well, actually, every
night, come to think of it! What traditions do ya have?"

6 Arlo: "I'm not big on weaponry, but I do have a gem coated dagger that I used to gut every fish I ever
caught. Always razor sharp and never grimy or rusted. Do you have a trusted weapon?"

7 Rip: "I came from a town way south of here called Covven. I was a young angler looking to breach the
belly of the beast for a catch. So what brings ye out here to Fano?"

8 Arlo: "Life is like the tiny tunnels where our candleflies travel — you end up in the same place eventually,
but you must choose which tunnel to take to get there. Why did you choose the path you're on?"

9 Rip: "I have a soft spot for stray animals, but our home can only house so many of them. What is one of
your greatest weaknesses?"

10 Arlo: "Rip and I love telling stories. Sometimes we forget what's real and what's not, what actually hap-
pened, and what we just simply made up! Tell me a crazy story from your past!"

60 L O R E O FA E T H E R R A . C O M / B L U E F I N
M9. SPLINK
RIP FEATHERLIN
In the back of the tavern, a plump gnome named Splink broods alone. HUMAN COMMONER, RETIRED

While he is generally an exceptional spellcaster, his talent for magic be-


comes erratic after a few drinks. The regulars know to leave Splink alone Personality Lively, comical, and
in his designated corner, as his paranoia kicks in sometime after the third adventurous.
or fourth pint. Splink spends much of his time in his corner peeking over
Physical Old, thin, and frail with
an overturned table, muttering something about "The Situation," and cast-
long silver hair.
ing spells at his flagon. His familiar, a brown lizard, blends in and is always
nearby. Townsfolk often joke that it was Splink who blew the top off of the Longings To make a tunnel from
theater ages ago. his house to the Bluefin Tavern.
Every evening, after downing few ales, Splink seeks out newcom-
ers and tries to convince them to imbibe one of his magic concoctions. "Let your heart be the guide for
The newcomer usually succumbs to some outlandish hallucination while
what type of drink you decide."
Splink rolls on the floor in wild laughter.
After the characters have interacted with Splink, either Parable (tief-
ling commoner) or Paradigm (tiefling commoner) will offer them a ARLO FEATHERLIN
side quest to find Splink's wayward therapist (see appendix D). HUMAN COMMONER, RETIRED

Splink's Drinks Personality Level-headed, clever,


The party can partake in the "fun" and drink one of Splink's various con-
and curious.
coctions. If a character is brave or curious enough to drink one (or more),
Physical Old but fit, and has long
choose or roll off of the following table.
white hair and beard.

D4 CONCOCTION Longings To write a guide book


on the various fish of Chrysal Lake.
1 Purple Parody (potion of ethereal mimic)
"The sharpest sword, the most
2 Skylight Jazz (potion of rhythm) bitter winter, neither are as brutal
as the silent treatment."
3 Blushing Dragon (potion of laughter)

SPLINK
4 Tiko Tangle (potion of tiko)
GNOME MAGE, ENCHANTED DRUNKARD

Personality Erratic, eccentric, and


Purple Parody (Potion of Ethereal Mimic)
Potion, rare cranky.
Physical Short, round, has a long
When you drink this potion, you gain a spirit companion for 1 hour. It white beard and wears a purple
appears to you as an amorphous glowing being, although it is invisible robe.
to everyone else. It mimics your voice and remains by your side. While
Longings To find Trinkets, his long-
hilarious, your companion might antagonize strangers who may think its
lost sister.
snide comments are coming from you. While the potion is in effect, you
have a disadvantage on all Charisma checks against creatures.
"Mystery is the echo of magic.
Splink presents a long crystal cylinder filled with a deep purple, nearly Magic is the echo of the soul."
black liquid. It smells like the still air before a storm.

The drink refreshes you as you taste faint floral notes. You feel a tingling
buzz as it hits your belly, and you begin to feel like you are separating from
your body.

T H E B L U E F I N TAV E R N 61
Skylight Jazz (Potion of Rhythm) cubes in, and the drink settles. It smells saccharine.
Potion, very rare
The drink wallops you with the taste of pure sugar, so
When you drink this potion, you will elocute every cloying you can hardly stand the taste. Too hot to chug,
word you speak as if reciting a rhymed poem, paying you are forced to take small sips. Upon finishing it, you
no mind if the words make sense or not. Despite this
begin to comment on how awful it was but find yourself
limitation, you understand the literal meaning of every
giggling instead.
spoken language you hear. The potion's effects last until
your next Long Rest.

Splink sets two identical pint glasses on the table; each Tiko Tangle (Potion of Tiko)
filled a quarter of the way with light blue liquid. Potion, very rare

At Splink's suggestion, you drink the first glass in one After you drink this potion, an adorable pocket-sized
gulp and the second in two. They taste sweeter than goblin named Tiko (HP 1, AC 1) appears, perched
any mountain berry you've ever eaten. A wave of nau- atop your shoulder. Although Tiko calls you momma
and acts affectionate toward you, it can be an absolute
sea washes over you for a moment before fading, leaving
terror. The creature will make huge messes and then
euphoria in its place. When the sensation levels out, you
gesture for you to clean it up. Tiko remains corporeal
are captive to the impulse to say everything in rhyme or for 1d4 hours before returning to their home plane.
rhythm.
Splink sets a stone mug full of thick grey slosh upon the
table. It reeks of mold and mud, and you think you see
Blushing Dragon (Potion of Laughter) something slithering around in there. Splink cautions
Potion, rare not to get carried away and drink too much.

After you drink this potion, you must succeed on a DC You bravely set the mug to your lips and drink. The taste
14 Wisdom saving throw. If you fail, you begin to giggle surprises you — notes of vanilla and spice and a sublime
uncontrollably and find everything around you hilari- texture. As you drink, you notice something brush across
ous. You fall prone, becoming incapacitated and unable
your tongue, but you do not care and eagerly drink the
to stand up for the next minute, after which the effects
slithering creature down. As you reach the last drop, you
end.
feel a touch of sadness. A moment later, you feel a weight
Splink pops the cork from a glass bottle and pours a on your shoulder and are surprised to see a creature man-
frothy pink liquid into a stemmed flute. It steams as ifesting out of thin air.
it hits the air and nearly boils. Splink throws a few ice

62 L O R E O FA E T H E R R A . C O M / B L U E F I N SPLINK'S CONCOCTIONS
M10. KIN SCRAP TENT KIN SCRAP
TAV E R N G A M E

In the northeast corner of the Bluefin, several brightly colored sections of can-
A contest of strength and determination,
vas cordon off a small area separate from the rest of the tavern. Lanterns hung
the arm wrestling game of Kin Scrap in-
along the inside of this "room" cast flickering light along walls draped with
volves two wrestlers locking hands in battle
banners, colors, and flags representing the towns surrounding Chrysal Lake. until they pin their opponent's arm to the
Every night a large crowd gathers in the Kin Scrap room to enjoy the spec- table. Throughout multiple rounds, each
tacle. Several unusual red woven rugs cover a short wooden riser in the center wrestler will make a contested Strength
of the room, and on that riser sits a large wooden table where two competi- check. Victory is awarded to the first wres-
tler with three consecutive successes.
tors face off.
Underneath the table, a gnome named Loriphina is lying down with her
Momentum The victor of the current
pointy shoes sticking out. Her job is to watch for disqualifying table grabs, round's Strength check has momentum
magical tomfoolery, or any untoward behavior. A bearded orc named Pen- and gains a bonus +2 to the next round's
nigan referees the match, standing next to the table holding a cone shell he check. This bonus increases by +2 with
blows into to signal the start of the game. each additional victory but is removed
when the oppenent wins.

If the party enters the Kin Scrap room, they find Priven the Riveter and Over the Top Once per game, a wrestler
Emanchi Drift duking it out in front of a crowd of cheering spectators. can choose to take one point of exhaustion
After a winner is declared, a character can challenge either contestant to a to give +6 to their current Strength check.
match. Beating Priven earns the character 100 gp while defeating Eman- If possible, this should be communicated
chi only awards the winner 50 gp. These prizes are only awarded once and to the GM in secret before the roll, and the
are provided courtesy of Madam Empra's Forge. Winnings can be picked contested check is resolved.
up the following day at the shop.
If the party challenges Captain Redfall to a match of Kin Scrap, or if
an impromptu match breaks out, read:

Patrons flock to the Kin Scrap room, hoping for a spot in the front row to
witness the action. Pennigan, the referee, blows the cone shell, and a low
blast vibrates the whole tavern. Knowing an intense match is about to begin,
the tavern lifts a collective voice, singing the Kin Scrap shanty at the top of
their lungs:

"I have never had a bed to call my own or take a nap.


And I've never had an argument without getting slapped.
And I've never found a pile of gold with a treasure map.
But at least I never lost a match of old Kin Scrap!"

Note. The Kin Scrap shanty is included with this scene's


audio collection on the Lore of Aetherra Universe.

KIN SCRAP
Kin Scrap Challengers
PRIVEN THE RIVETER
HUMAN COMMONER, KIN SCRAP
Priven the Riveter. With a piercing gaze and an intimidating demeanor,
CHALLENGER Priven the Riveter (human commoner) moves precisely, with immac-
ulate purpose. She wears all-black garb and a fitted hood that she only
Personality Tenacious, steadfast, uncovers when competing, revealing auburn locks pulled tightly back. She
speaks almost in a whisper but remains sharp and direct. She maintains
calm, and quick.
eye contact during a match no matter what and will often win by gazing
Physical Tall, has a tight ponytail,
so intensely at her opponents they lose confidence.
wears a black hood. Priven also offers the characters a side quest to bring her brother to
Longings To make enough gold the Bluefin to watch her match (see appendix D).
with Kin Scrap to buy a house on
Qwinn Island. Emanchi Drift. While this fashionable elf from Merryweather may be
slight of build, Emanchi Drift (elf commoner) has already cemented
himself as a legend in his local tavern, remaining undefeated against
"Winning is temporary freedom,
some of the strongest competitors in Merryweather. He recently moved to
but freedom is eternal winning." Fano, hoping to earn the same reputation at the Bluefin. He wears a bright
orange robe and styles his jet black hair in a new and unique style every
EMANCHI DRIFT night, famous for making sure every strand is in place before every match.
ELF COMMONER, KIN SCRAP

CHALLENGER
THE LOWER FLOOR
Personality Bashful, generous, M 1 1 . S TA I R S T O T H E L O W E R F L O O R
and driven.
Physical Skinny, has zany-styled A corridor extends behind a round door hidden within the stage. While a
black hair, wears an orange robe. lantern lights the passage, the curved staircase it leads to descends into dark-
Longings To find a new hairstylist ness. Framed posters hang on the walls and advertise vintage playbills for
in Fano that will fit his tastes. wonderful productions that graced the theater's stage long ago. One poster
illustrates two figures walking towards a large house in the woods. One holds
"Speak only the words you mean a strange handheld device, and the title reads: The Inventor and the Apoth-
to say and you will never be misun- ecary. Another poster titled Gian Belladia Presents the Romantic Tragedy:
derstood." Outer Rim depicts two dwarf lovers holding each other inside a large crater
in the ground. The last poster showcases an elf standing in front of an artistic
OROGEN rendering of a house within a house within a house. It's titled The Dollhouse
ORC COMMONER, INNKEEPER Maker.

Personality Talkative, knowledge- Near the bar, a steep set of stairs descend below the tavern's main floor,
able, and helpful. leading to the theater dressing rooms and storage closets.
Physical Medium build, always
M12. KITCHEN
dressed for winter, wears a big fur
jacket.
You enter through a narrow doorway into a kitchen that once was a storage
Longings To host an adventure
closet. Two wood fire ovens and a long butcher block along the wall allow
and survivalist conference at the
plenty of room for food preparation. Since Paradigm makes the largest profit
inn.
from drinks sales, the Bluefin doesn't serve dishes that require fresh ingredi-
ents — mostly salted meats and preserved foods. Cabinets along the oppo-
"You can get water from almost
site wall contain old costumes from the theater days — outlandish feather
anything. Except merqua, don't
headpieces, dead-eyed face masks, and even a purple full-body "creature of
suck on that stuff."
the swamp" costume.

64 L O R E O FA E T H E R R A . C O M / B L U E F I N
After acquiring the Bluefin Tavern, Paradigm and Par- refinery and converted it into an inn. The inn consists
able built a makeshift kitchen by knocking down two of fourteen rooms of differing sizes, including three VIP
dressing room walls and a portion of the storage area. suites with a view overlooking the Bluefin proper.
The kitchen is stocked lightly and used to prepare a
simple (and salty) menu, ensuring guests buy drinks M15. THE INN
more than anything else.
The entrance to the repurposed refinery is made visible
M 1 3 . PA R A B L E ’ S R O O M
by lanterns, aflame and casting unsteady light against
monstrous, decommissioned machinery. Footsteps echo
A repurposed dressing room now serves as a living area
across the wet surface, and out from the gears and pul-
for Parable. Two vanity mirrors hang on opposite walls,
ley wheels grow glistening violet moss. Familiar faint blue
all brightly lit by lanterns bordering the room's perime-
fretwork outlines the periphery of the machine.
ter. Parable's bed sits between the mirrored walls amid a
A wooden desk stands in front of several large pipes
dizzying, never-ending reflection of a room within a room.
that disappear into the floor beneath it. An innkeeper sits
The room also stores barrels and casks of recent ale on
on the other side of the desk, an orc taking a long puff
tap rotation.
from a smoking pipe and reading a book. Two rows of
silver keys hang on rusted hooks on the back wall.
Characters who enter this room must make a DC 11 Above, two balconies lead to sleeping chambers. Two
Wisdom saving throw. Those who fail are overcome drunk souls, laughing carelessly, stumble into a room on
by vertigo, and for the next 5 minutes, make all ability
one balcony and slam the door behind them.
checks and rolls with disadvantage. Those who suc-
ceed manage to keep their wits about them. Charac-
ters searching through Parable's personal effects find a OROGEN THE INNKEEPER
handwritten script for a play called The Tame and the
Twisted, whose tagline reads, "Silence will lead you Orogen (orc commoner), a former adventurer, settled
to the suspect," as well as calligrapher's supplies and down in Fano after a lifetime exploring the world. Stu-
a stack of parchments. A picture of Wakenring star dious yet laid-back, he works at the inn to keep himself
Kanarok sits atop a barrel of cider. busy and provide opportunities to meet new and inter-
esting people. Fluent in eleven different languages, he
M 1 4 . PA R A D I G M ’ S R O O M is always eager to discuss linguistics with fellow poly-
glots.
Paradigm's bedroom formerly served as a dressing room.
M 1 6 . S TA N D A R D R O O M S
The vanity mirrors have been removed, but Paradigm
kept a wall full of wigs intact; although a few are missing
The standard rooms are simple and accommodating, each
from their hooks. She uses one side of the room as a stor-
providing a comfortable single bed and chest of draw-
age compartment for old instruments from the theater
ers. Bizarre-looking technology from the building's days
days, along with a back stock of casks and barrels.
as a refinery is found throughout the inn. The shared wall
Characters searching through Paradigm's personal ef- on each room is made of glass and encases an intricate
fects find a black leather tunic, manacles, 50 feet of system of small wooden gears and waterwheels. Merqua,
silk rope, a whip, a flask of oil, and a club. The storage faded and nearly dead, covers the strange mechanisms
compartment holds a triple-necked lute and a large
behind the cloudy glass.
wooden leather-skinned drum. Some of the wigs on the
wall have been dyed garish colors and come in various
hairstyles. Meyfyre (see appendix A) will want to secure lodging
for the party after they have successfully convinced a
captain to escort them through Broken Top Bay. The inn
THE INN has both single-bed and double-bed rooms to choose
The building adjacent to the Bluefin was once an from, and each room costs 10 gp for the night, which
old aquatic liver oil refinery, formerly powered by Meyfyre is willing to cover.
Chrysalean technology. When the tiefling siblings took
over the remains of the old theater, they acquired the

T H E B L U E F I N TAV E R N 65
M17. VIP ROOMS TRANSITION
After a riotous night at the tavern, the party finds rest at
Spacious and beautifully designed, the suites each have the adjoining inn. Read:
their own balcony with a view of the Bluefin Tavern's main
The creaking of floorboards and clanging of old pipes re-
floor and all its untamed energy. Inside the suites, plush
place the raucous sounds of the Bluefin Tavern and ushers
beds and washrooms with running water greet the weary
in a hushed calm. The heavy canvas over the tavern floor
traveler. Hanging floral baskets decorate the rooms,
sways in the gentle wind. The sound of rushing water
grapevines wrap around the crown molding, and phlox
whispers in the walls as a stream of water pours down
spills over the balconies. A conch shell sits on the bedside
within the glass exhibit. The water drops down and slowly
table and, when spoken into, can be used to have drinks
turns a waterwheel, then forms a puddle under a bit of
sent directly to the room. The side walls are made of glass
mushy merqua. The blue balm of night washes over the
and display oddly-shaped antiquated technology.
room, and an overhead lantern gently swings, sending a
moonbeam into the rafter's shadows. The blankets are
INN SECURITY
warm, and the air is crisp. A damp grey closes in from

The main bedrooms can be locked, and each occupant all around. With the swell of a numbing wave, the world
is given a key. Opening a locked door without the room plummets into the depths of peaceful oblivion, where
key requires a successful DC 12 Dexterity check using flickers of sails, trees, tomes, and forgotten mysteries
thieves' tools or equivalent magic. Rooms on the second beckon the dark drift into silvery slumber.
and third floors aren't locked but call for a climb of 20
feet to reach the second floor and 35 feet for the third. Leveling Milestone
After waking up, the characters receive the benefits of
A THIEF IN THE NIGHT a Long Rest and reach their next leveling milestone,
advancing to level 3. Afterward, they will be ready to
If Dalnus Magdro (see appendix A) escaped his pre- meet with their patron and prepare for their journey.
vious encounter with his life, he catches up with the
party after they have settled down for the night, look-
ing to enact a little payback. If Dalnus was killed, you
may replace him with his brother Devva Magdro (see
appendix A). Roll 1d6 and consult the 'Night Time En-
counters' table on the following page to see if and how
he interacts with the party.

66 L O R E O FA E T H E R R A . C O M / B L U E F I N
NIGHT TIME ENCOUNTERS

D6 RESULT

1 Dalnus attempts to break into a character's room through the window. Dalnus makes a DC 15 Strength
(Athletics) check. On a success, Dalnus climbs inside, punches a character in the face while they sleep or
meditate, then escapes out the window. On failure, Dalnus falls, taking 3d6 bludgeoning damage — if this
kills him, his corpse will be found in the morning.

2 An aggressive Dalnus breaks down a character's door with 1d4 + 1 bandits alongside him, looking to maim
someone.

3 Dalnus attempts to sneak into a character's room to lighten their coin purse. Dalnus makes a Dexterity
(Stealth) check contested by the character's passive Perception score. If the character succeeds, Dalnus is
caught in their room. If Dalnus succeeds, he pilfers 4d6 gp from the character.

4 Dalnus breaks into a character's room and attempts to take a character's armor and clothing. Dalnus makes
a Dexterity (Stealth) check contested by the character's passive Perception score. If the character is success-
ful, Dalnus is caught in their room. If Dalnus is successful, he takes any accessible armor and clothing.

5 Dalnus attempts to steal from Meyfyre, and she, unbeknownst to the party, murdered him in the process. His
corpse will be found in the morning by passing citizens.

6 Dalnus is drinking at the Bluefin tavern when he has a change of heart, deciding not to pursue the party, pre-
ferring to play Skellin instead. If the party finds him passed out inside the tavern in the morning and woken,
he will attempt to apologize and befriend the party.

T H E B L U E F I N TAV E R N 67
Wayfaring
LAKEPORT DOCKS, DISTRICT OF ESCHA
V
T he diverse assortment of shops that line
the pier at Lakeport Docks deftly mirrors the
cultural aesthetic showcased in this shadowy
district. Whether in the service of Fano's crim-
inal underbelly or hustling to earn an honest wage,
ing final preparations before meeting up with Captain
Redfall and embarking on what is sure to be a perilous
voyage to Broken Top Bay to find the lost druid.
As they explore the dockside shops, the party
learns more about the criminal organizations that op-
shopkeepers enthusiastically embrace their patrons, erate here. Cunning characters may find their way to
and their shops are open and ready for business. All the Starless Fair, a massive black market watercraft
manner of goods can be found on the docks, from the that also serves as home to a group of shadowy trad-
mundane to the magical, the lawful or contraband. ers. While aboard, they may find rare magical items for
However, before they can commence shopping, the sale at Scimo's Fence and Pawn, or they may be able to
party has an assignment with their employer that they convince the ship's resident woodworker to share her
are expected to keep. work. Insightful characters may find themselves at an
Having chosen an employer beforehand from unassuming family bakery called Papa Gigi's Blue Bak-
among Madam Empra's Forge, the Starless Fair, and the ery, a front for the criminal syndicate Eight Arms and
Merchant's Consortium of Escha, the party will receive distributor of products infused with an illicit narcotic,
an assignment, all of which focus on a laboratory in aether rice. While not fond of dealing with strangers,
a nearby warehouse. After completing their task, the there are ways of earning their trust.
party can go about their business along the docks, mak- Still, not every business at Lakeport Docks aligns

70 L O R E O FA E T H E R R A . C O M / W AY FA R I N G
STU HARRINGTON
with a criminal organization. Some simply hustle to ABSTRACT
earn a substantial living out of their humble storefronts.
No one disputes that the best-hammered steel in Fano Notice Board. The party learns more about the com-
comes from Madam Empra's Forge. Her metalcraft has merce available at the Lakeport Docks.
protected thousands of soldiers and mercenaries alike.
Likewise, any adventurer serious about perfecting their Earning Your Keep. The party’s obligation to their
craft has heard rumors of the herbalist Essi and the un- employer leads them to an abandoned laboratory.
orthodox methods she uses to concoct the alchemical
masterpieces available at Dark Muune Potions. The Starless Fair. The party explores the floating
After the party has acquired the proper provisions criminal paradise sitting in the harbor.
and is ready to set sail, they can find Redfall's ship, The
Moxi VII, moored at the platform just outside the Blue- Along the Docks. Some of the best shopping in Fano
fin, where the legendary captain eagerly waits to tempt can be had at the shops lining the pier.
fate once again on the waters of Chrysal Lake.

Will the party complete their task for their employer and
find the goods they need for their voyage, or will they get
lost in the hustle and bustle of the docks?

LAKEPORT DOCKS WA Y FA R I N G 71
NOTICE BOARD • A barbershop, with a symbol denoting that a doctor
Outside of the Bluefin Tavern, hundreds of notes and is available.
fliers nailed to a large notice board flap in the breeze. • The location of three nearby safe houses.
The ancient redwood frame hints at its age, and it bears • The Starless Fair dinghy and a list of magic items
the marks of forgotten languages and arcane runes. that can be acquired inside its black market.
While most of the notes make sappy declarations of • Papa Gigi’s Blue Bakery and its ties to the criminal
love or tell a bawdy joke, some promote various points syndicate known as Eight Arms.
of interest around town. Describe the notice board: • A reliable pawnbroker and a list of in-demand
items.
You hear paper fluttering in the wind and see a wide,
wooden board mounted to the side of the Bluefin. Upon EARNING YOUR KEEP
it, a jumble of hand-drawn notes, maps, and prints over- Depending on who the party chose as their employer
at the beginning of the adventure, they will have a job
lap each other, filling every inch of space.
to perform, with a reward at the end. The quests from
all three employers will revolve around the same loca-
Use the following items from the notice board to guide tion — a warehouse in the Llief district, although each
the party toward the shops lining the pier at Lakeport group has their own agenda. If the characters do not
Docks. meet with their employer within a reasonable amount
of time, their assignment giver seeks them out and
Lighthouse of Escha. This official notice from the sec- scolds them for their tardiness. If the characters con-
retary of Fano’s treasury details a proposed tax increase tinue to refuse to go about their duties, their employer
on several fish species caught in Chrysal Lake, signed will refuse to do all business with them. (Jintara’s Pro-
by Lord Winfried Rudyard with the seal of the Order of visions and Dark Muune’s Potions are associated with
Escha. Below it hangs a lined piece of paper half-filled the Merchant’s Consortium of Escha.)
with signatures and labeled, “IN OPPOSITION.”
MERCHANTS CONSORTIUM OF ESCHA
Jintana’s Provisions. A simple handcrafted flier
welcoming people to Jintana’s Provisions holds a Hestine Martie, the liaison for the consortium, waits
prominent position on the board. Bold letters scrawled for the party near its headquarters at the Lighthouse of
across the top say that all rope, hemp, or silk, are 50% Escha. She is flanked by a young dwarf named Jonny
off, and shovels are “Buy One Get One Free.” Behind it, Brownbeard (dwarf guard). She greets the characters
several variations of the flier detail the store’s bargains and explains that their assignment is to patrol the Llief
in years past. district and investigate anything out of the ordinary.
She then introduces Jonny, who will be the characters'
Dark Munne Potions. The bottom left corner of the guide.
board’s frame holds a small drawing of the moon. Upon
closer inspection, a character can find an address inlaid
in the moon’s craters, leading the party to an apothe-
cary. Strips of paper attached to the bottom offer a 10%
discount on the purchase of one potion.

Thieves’ Map. Those who understand thieves’ cant


can easily decipher a code on an otherwise unassuming
note saying that a secret hides behind the flier. Char-
acters with a passive Perception score of 13 or more
who look at the bulletin board can discover the hidden
mechanism by making a successful DC 13 Intelligence
(Investigation) check.
After pushing on the mechanism, a square sec-
tion of the notice board springs forward, allowing the
small wooden tile to be removed. A crudely drawn map
nailed to the back of the tile gives the coded location of
several clandestine establishments.

72 L O R E O FA E T H E R R A . C O M / W AY FA R I N G THIEVES' MAP
Jonny escorts the characters throughout the neighborhood, and apart
from some vandalism and a few petty thefts, the area is relatively calm.
JONNY BROWNBEARD
After spending an hour on patrol, a blood-curdling scream pierces the air, DWARF GUARD, SECURITY

not too far away. If the characters want to investigate immediately, have
them make a DC 13 Strength (Athletics) check. If successful, they make Personality Timid, thoughtful, and
it to the scene in time to see a Spiran soldier running in the distance and smart.
turning a corner. On the ground, the body of an elf bleeds out from a deep
Physical Stumpy, muscular, and
wound on his torso. A successful DC 15 Wisdom (Medicine) check will
doe-eyed.
stabilize him. After a few minutes, he recovers enough to tell you that the
Spiran stole a key to the lab where he works. If the elf isn’t stabilized, he Longings To make enough gold to
dies. He carries a small leather satchel, and it holds a few vague schemat- care for his ill sister.
ics and a reference to the “red building.”
If the elf lives, he tells the party the location of the lab. If he died, the “If you really look into people’s
characters will need to make a DC 13 Intelligence (Investigation) check or
eyes, you won’t be surprised by
spend 1 hour checking all red buildings in order to find the lab. When they
the compass of their hearts.”
arrive, the door is unlocked and ajar. To continue, skip to the Laboratory
section.
FRANKIE THE MOP
S TA R L E S S F A I R HUMAN COMMONER, JANITOR

A half-orc hanging out near the bulletin board at the Bluefin holds a sign
Personality Eager, wily, and
with one of the character’s names written on it. When asked about it,
straight-faced.
she will say that Captain Len Grecon (human bandit captain) needs to
speak to them aboard the Starless Fair and leads them to a dinghy that es- Physical Shaved head, small but
corts them across the harbor to the massive floating barge. Len greets the strong, and has a neck tattoo.
characters and introduces a young man next to him as Frankie the Mop Longings To open the first art
(human commoner). Frankie is moving up the ranks in the family, and shop on the Starless Fair. Prefera-
this is his first mission that doesn’t involve swabbing down the deck. Len
bly with art by the renowned mural
explains that Frankie, who grew up in the Llief neighborhood, will help
painter Medias En Ferria.
the characters find a warehouse where a mysterious piece of technology is
being developed. He will also be their lookout as the characters break in
and retrieve it for the family. “Everybody is one handshake away
Once in the neighborhood, Frankie confesses to the party that he’s from something life-changing.”
never actually been to Llief before, but he lied so he could have a chance
to prove himself. Characters who succeed on a DC 13 Intelligence (Investi- YOGSA
gation) check to look for clues or information find a person who says that
ELF COMMONER, APPRENTICE
she hears what sounds like an explosion coming from a warehouse near
the waterfront several times a day. If the characters enter within earshot
of the warehouse, a loud popping sound makes clear which building they Personality Quiet, mysterious,
should target. The lock on the door requires a DC 13 Dexterity (Sleight of calculating, and studious.
Hand) check to pick. If the characters are unable to pick the lock, Frankie Physical Well kept hair adorned
volunteers to try (roll 1d20 + 5). If they can’t pick the lock, the characters with ribbons and has tired eyes.
must secure their own entrance. Once the characters have breached the
Longings To be accepted into the
door, skip to The Warehouse section to continue.
Render’s Guild.
M A D A M E M P R A’ S F O R G E
“You’d be surprised how many
Forgemaster Ines (human commoner) watches as a quintet of kobolds astounding things you uncover in
hammer sheets of steel and greets the characters when they enter the the dead of night.”
forge. She introduces her apprentice, Yogsa (elf commoner), and asks
that the characters escort Yogsa and a locked chest to a clandestine ware-
house in a nearby neighborhood. A local engineer has a new weapon pro-
totype that intrigues Ines, so she’s sending Yogsa to evaluate the weapon
and offer to purchase it if it meets her approval. Yogsa thanks the party for
escorting her, asks that they stay close, as the chest she carries contains

WA Y FA R I N G 73
a large sum of money. Shortly after entering the Llief ing throw. Upon failure, the creature loses control of
neighborhood, a gang of children bombards the charac- its temper and attacks the closest person to them. The
ters with smoke bombs, creating an impenetrable haze. creature may attempt a new saving throw each round.
The children, accompanied by a monkey, run into the The effect ends after 1 minute.
haze and attempt to take the chest. Yogsa cries out, and Characters who want to search the room must
the chest hits the ground and bursts open, spilling gold succeed on a DC 14 Intelligence (Investigation) check.
everywhere. If successful, they find a bag of holding, 41 pp 34 gp,
The children race into the smoke and collect as and some detailed blueprints. A successful DC 17 In-
many coins as they can. Each of the ten children (and telligence check reveals them to be the first draft of a
the monkey) grabs 10 (1d10 + 5) gp before trying schematic for a rudimentary firearm.
to escape. Unless the characters manage to disperse A door on the back wall is unlocked but trapped.
the cloud of smoke, they make all checks with disad- Characters with a passive Perception score of at least
vantage. If a character acts too violently towards the 14 or those actively searching the door who succeed on
would-be thieves, Yogsa will implore them to stop. a DC 14 Wisdom (Perception) check notice a pressure
When the smoke clears, all of the children have van- plate in front of the door. When stepped on, it activates
ished, and what remains of the chest and gold lie on an extremely powerful magnet positioned overhead. All
the road. If any of the children have been captured, metal items within 10 feet of the door (including char-
they will drop the gold they’ve stolen and beg to be let acters in metal armor) are pulled to the roof. The mag-
go. Yogsa will begin to pick up the remaining gold and net deactivates after 10 seconds, sending everything to
place it in a small pouch. If the characters try and go the floor and dealing 7 (2d6) bludgeoning damage to
after the children, she says not to bother, as they are any creatures who fall.
just poor, hungry kids. Characters with a passive Insight On the other side of the door, a muscular man
of 13 or higher can tell by Yogsa's body language that covered in bloody scratches, wearing little more than
she intended to let the children take some of the gold. underclothes and a Spiran cape, lies on the floor amidst
The rest of the journey continues without incident, al- a dozen empty vials of the yellow bile. Upon seeing the
though the party finds the door has been broken when party, the spiran berserker (see appendix A) lets out
they arrive at the warehouse. Skip to The Warehouse a bestial scream, claws at his face, and attacks the party.
section to continue.
Spiran Berserker Tactics
THE WAREHOUSE • The berserker will use unfettered rage if it is
available, and it can hit multiple targets.
When the characters enter the warehouse, read: • The berserker will use its multiattack, targeting
two different creatures if able.
Loose planks patched together form a roof over a dark
and spacious warehouse. A nesting bird flutters into the Characters searching the room find a small metal tube
exposed rafters, but not another soul is present. The red- attached to a piece of wood, matching the invention
sketched on the blueprints in the other room, although
olence of hot oil lingers in the air, mixing with a smolder-
it isn’t operational. Nothing else of use can be found in
ing smell. Dingy grey vapor seeps through the gaps in the
this room, as the berserker had torn nearly everything
building’s structure. Inside, the warehouse lies in sham- to shreds.
bles. Tables have been overturned and spilled crates pep-
per the floor with loose nails and bolts. Threadbare can- JOBS DONE
vases hang in front of a row of shelves. A door in the far
When the characters are ready, they may report back to
corner is closed shut. Several glittering cylindrical lights
their employer for further instruction.
cut through the center of the ceiling and shine down onto
the floorboards. Merchants Consortium of Escha. Jonny explains
the details of their patrol and how they took a dan-
When the characters enter the warehouse, have them gerous Spiran off the street. Jonny gives the prototype
make a DC 13 Wisdom (Perception) check. Those weapon and blueprints to Hestine (or asks the charac-
who are successful notice among the wreckage a rack ters to do so if they possess them) and tells her that
missing all but one vial. The liquid inside, the bile of a he worries about Spiran aggression. Hestine thanks the
translucent glowdevil, has no smell, tastes acrid, and party, pays them 100 gp apiece, and lets them know
looks like bright yellow slime. If a creature consumes that they are a friend of the consortium and can take
one of the vials, it must make a DC 13 Constitution sav- 10% off at Jintara’s Provisions and Dark Muune Potions.

74 L O R E O FA E T H E R R A . C O M / W AY FA R I N G
The Starless Fair. Frankie the Mop asks the party if M A K I N G P R E PA R AT I O N S
he can take more credit than he deserves for the job.
Back at the Starless Fair, Len Grecon (human bandit) After the characters have fulfilled their obligation to
asks what the technology was. If the party relinquishes their employer, they may take a short rest and gather
the device and the blueprint, Len will reward the char- supplies for the journey to Broken Top Bay before meet-
acters with 100 gp per character and send Frankie to ing Captain Redfall (see appendix A) at his ship.
deliver the prototype and blueprints to Olive, hoping Adventurers of every stripe visit the dockside shops
it will be useful to her. Additionally, the party may pur- that line the pier, searching for all manner of supplies,
chase one magic item from Scimo at half price. from mundane to magical.

Madam Empra’s Forge, Yogsa tells the party that Roll a d10 and consult the random encounter table
she doesn’t plan to tell Ines that the children stole some below to add flavor to the scene between locations.
of the gold and admits to planning the whole trip with
the intent of allowing it to happen. She offers the rest
of the gold from the chest (200 gp) to the party in ex-
change for their silence. She says that the blueprints
and the prototype are more than enough. Back at the
forge, Ines is thrilled with the job Yogsa and the party
have done, and pays the characters 100 gp each.

D10 RANDOM ENCOUNTERS

1 A dragonborn bard rants frantically about the “third moon” and how the Moon Cult is trying to capture him
for allegedly worshiping the sun.

2 One of the Nine from the Order of Indos slowly rides by on his horse and scribbles in an ancient tome.

3 A cagey half-orc approaches the party and motions toward a massive wooden ship in the distance, and for 5
gp will offer information on how to gain access to the Starless Fair (see more on pages 81 and 80).

4 A tipsy gray-bearded angler offers to sell the party a map of "the best" fishing hole on the lake for 10 sp. If
purchased, the map is nothing more than a circle with a small x in the middle.

5 Two gnomes gab loudly while playing a game of liars dice on the walkway outside their shops. When the
party passes by, brothers Olaf and Guesta insist that they visit their respective shops. (See Papa Gigi’s Blue
Bakery and Mudraker’s Spell Empire on pages 81 and 82.)

6 A unit of Spiran guards violently arrest a merchant for peddling his goods outside without a permit.

7 A long line of excited fans stretches for several blocks and ends at a local training facility. Inside, the reigning
Wakenring champions, the Corillian Crestflames, and their star player, Kanarok, sign autographs for 5 gp.

8 A peculiar wizard uses the control water cantrip to provide shelter to an octopus suspended above her head.
The two carry on a heated conversation about wheels of cheese.

9 Three kids incessantly run circles around the party. Each kid plays the role of a leader of an Order of Fano
(Spira, Escha, and Indos) and attempts to involve the party in their political machinations.

10 A balloon barge soars overhead, flying the flag of the Eswindas, the Novarian elves of the sky. It travels
towards the District of Indos.

WA Y FA R I N G 75
T H E S TA R L E S S FA I R
AZALEA GRECON The harbor teems with a legion of dinghies, but one stands out from the
HUMAN COMMONER, ENVOY FOR THE rest, painted entirely black and flying a small ebony flag bearing the mark
STARLESS FAIR of a single drop of blood. This vessel belongs to the black market ship
known as the Starless Fair and provides a passage to the barge for those
Personality Motivated, energetic, who know to ask. If the characters haven’t yet discovered a way over, a
cagey half-orc, loitering nearby, will offer to help the party get to the giant
aspiring, and charismatic.
wooden ship for 5 gp, and if paid, will point out Azalea Grecon (human
Physical Long black hair, imposing
commoner) and tell them the password to give her. As the envoy, Azalea
presence, has facial piercings. ferries patrons to the Starless Fair for 1 gp a person, provided they either
Longings To discover the most know the family’s words (Blood Before Breed) or speak thieves’ cant.
ancient relic of Fanonian history
and cement herself as a curator EXTERIOR DESCRIPTION
legend.
If the party leaves to visit the Starless Fair, read the following as they
approach:
”It’s not your folly in gullibility, as
much as it’s my talent in wit.” The choppy waters turn glassy as the boat drifts further from the docks. A
shadow looms over the dinghy, cast by the enormous vessel towering in the
LEN GRECON distance. Numerous Hendan ships have been grafted together to construct
HUMAN BANDIT CAPTAIN, CAPTAIN OF this massive aquatic fortress. An ingenious system of rope pullies powered by
THE STARLESS FAIR waterwheels facilitates movement up and down the vessel. Aboard the ship,
both person and beast scurry about, adding to the clamor of banging tools
Personality Cunning, command- and ticking mechanisms saturating the air. The heart of the Starless Fair beats
ing, and tedious. with chaotic life.
Physical Tall, trim, tough, has facial
The massive three-decked Starless Fair was built from the remains of sev-
scars.
eral large ships that sailed before it. Each of the hundreds of passengers
Longings To establish the Starless
living onboard bears the honor of being considered a blood member of
Fair as its own domain. the Starless Fair family. The ship’s upper level houses several residences
and shops. Windmills surround acres of artificially constructed farmland
“True talent is commanding a ship stretching across the deck. The levels below hold a twisting network of
without ever touching water.” corridors that lead to private chambers and spaces used to facilitate the
Starless Fair's clandestine operations. Visitors to the ship are prohibited
from entering the lower levels for any reason.
The ship makes ports of call seemingly at random, moving between
Lakeport, Henda, and other smaller port towns around Chrysal Lake. At
least once a week, the Starless Fair anchors outside of Fano to resupply
and deploy an envoy to represent the family’s interests at Lakeport Docks.
Apart from selling aquaculture, the most lucrative business on the ship
comes from bartering black-market contraband. Skirting both maritime
and common law, the Starless Fair and its family fill a void (and their
pocketbooks) by providing the criminal underbelly of Lakeport Docks with
the majority of their magical weapons and devices.

UPPER DECK DESCRIPTION

As the party boards the Starless Fair, read:

You climb onto a platform attached to a complex rope pulley system. The
wooden planks beneath your feet groan as the contraption jerks to life with
a chorus of squeaks, hoisting the platform and everything on it to the ship’s
gunwales. The Starless Fair consists of four sizeable Hendan vessels fastened

76 L O R E O FA E T H E R R A . C O M / W AY FA R I N G
together to create a sprawling top-side deck. A row of shops and markets
line the ship’s perimeter, while a slow-turning windmill located midship stands SCIMO REDS
watch over several communal gardens and two tracts of farmland. Fences ELF COMMONER, PAWN SHOP

block any stairs descending to the lower decks. Customers mill about, flit- OPERATOR

ting between lush gardens and finely appointed market stalls, marveling at
mechanical complexities working together to form the beating heart of this Personality Peculiar, moody, and
vessel. intuitive.
Physical Gangly, very long,
straight hair, wears high-water
trousers.
S C I M O ' S F E N C E & PA W N
Longings To procure the rarest

AFFLUENCE and most ancient Chrysalean


items.
PRICES
”You can obtain any rare and valu-
SECURITY able item in this world for a hefty
price, it’s just not always gold.”
WARES Magic weapons, and black-market contraband

PROPRIETOR Scimo Reds


SCIMO’S GOODS
ALIGNMENT The Starless Fair

D10 RESULT

If a character enters Scimo’s Fence and Pawn, read:


1 Bracers of Archery
This cramped but beautifully designed store looks more like a cathedral than
a pawn shop, adorned with cast-iron columns and rose-colored stained glass 2 Necklace of Adaptation

windows. The decor appears to be stained a deep crimson and sparkling with
3 Wind Fan
glittering dust. Oak shelves hold the inventory and wrap around the entire
room, and a spiral staircase leads up to another floor. Each compartment is
4 Ring of Warmth
lit with either blue, gold, or green, depending on the type of item on display.

5 Immovable Rod
Scimo’s display shelves carry quality items, but nothing especially good.
Characters who ask Scimo Reds (elf commoner) whether or not he car-
6 +1 Wand of the Warmage
ries any magic items and can speak Thieves’ Cant, know the family words,
or succeed on a DC 12 Charisma (Persuasion) check will be shown a list
of the items available for purchase. Roll 5d10 (duplicates allowed) and 7 Gloves of Missile Snaring
consult the items table on this page.
Scimo sells each of these items for 600 gp (500 gp with a successful 8 Luckstone
DC 13 Charisma (Persuasion) check. He will also buy contraband or stolen
items, no questions asked. 9 Pearl of Power

10 Eyes of Minute Seeing

WA Y FA R I N G 77
THE WOODWORKER'S SHOP OLIVE
THE WOODWORKER
AFFLUENCE
HUMAN COMMONER, INVENTOR

PRICES
Personality Clever, imaginative,
observant, and skillful.
SECURITY
Physical Middle-aged but active,

WARES Custom armor, magic items, and construct familiars. By has rosy cheeks and white hair.
commission only. Longings Build a sentient, com-
pletely wooden person.
PROPRIETOR Olive the Woodworker
“Buried beneath the trees, they
ALIGNMENT The Starless Fair drink from your bones, you take
from their branches, and build up
your homes.”

If the characters enter Olive’s shop, read:

The interior of Olive’s woodshop bears an uncanny resemblance to the inner


workings of a grandfather clock. Gears in constant motion connect to spools
of rope, bringing all manner of gadgets and gizmos to life. Nearly everything
in her shop has been constructed from fine timber. Ivy grows wild in all the
crevices, providing food to the yellow finches darting in and out of the open
birdcages above. Olive’s living quarters, built into the rafters, can only be ac-
cessed using a rope and pulley system. In the center of the shop, floorboards
have been cut away to allow another pulley system to collect frothy water
from the lake below and transport it throughout the woodshop.

A venerable and wise artisan, Olive (human commoner) is known


throughout the Starless Fair as “the Woodworker.” Before the portals be-
tween Fano and Chrysalea were sealed, she honed her woodcrafting skills
in the underwater city. There, she mastered the art of fusing organic and
biological elements. She also played a vital role in constructing the Novar-
ian Neural Network, a transportation system linking far-flung enchanted
trees infused with aether. Olive was told to return to the surface before
the portals were sealed. Given aether’s scarcity, most of Olive’s projects
for the family entail modifying Chrysalean technology to operate without
it. Understanding the rarity of her talent, Len asks very little of Olive,
giving her free rein on her chosen projects. She has imbued several of
her small wooden creations with a semblance of sentience. These curious
wooden creatures, infused with magical energy, can be found throughout
the Starless Fair.
Over a thousand years old, Olive the Woodworker sustains her life by
wearing a highly customized coat of mechwood, her magnum opus. She
has the original prototype of her mechwood armor in her shop, although it
is not nearly as developed as the one she wears. If a character signs a waiv-
er of responsibility and pays 300 gp, Olive will attempt to fuse the armor
to their body. Olive makes the Intelligence (Medicine) check required by
rolling 1d20 + 17.

78 L O R E O FA E T H E R R A . C O M / W AY FA R I N G
Coat of Mechwood
Armor (light), legendary (requires attunement)

• 12+ Dex modifier


• You gain a +1 bonus to AC and saving throws while wearing this armor.
• Your Dexterity score is 19. This does not affect you if your Dexterity is 19 or higher without it.
• Magic or abilities can neither reduce your speed nor cause you to be paralyzed.
• The Coat of Mechwood has 3 charges, and regains 1d2 - 1 charges at dawn. When you fail a Dexterity saving
throw, you can use your reaction to expend 1 charge to succeed on that saving throw instead. If you expend
the last charge, roll a d20. On a 1, the armor turns to dust and is destroyed, dealing you 10 (3d6) bludgeoning
damage.

This Coat of Mechwood is permanently affixed to you and is attached to your central nervous system. Only trained
individuals that can perform major surgery can remove or affix the armor without causing permanent damage or
death.

A character with the knowledge of medical procedures


can fuse the coat of mechwood in a proper environment
and six hours of downtime with a successful DC 23 In-
telligence (Medicine) check. If unsuccessful, roll 2d4
and consult the outcome table below:

MECHWOOD SURGERY OUTCOMES

2D4 OUTCOME

2 The character dies due to trauma sustained


during surgery.

3 The character loses 3 hp.

4 The character takes 22 (4d10) bludgeoning


damage.

5 The character takes 11 (2d10) bludgeoning


damage.

6 The character takes 22 (4d10) bludgeoning


damage.

7 The character loses 2 (1d4) fingers or toes.

8 Character manages to escape the botched


surgery unscathed.

C O AT O F M E C H W O O D WA Y FA R I N G 79
ALONG THE DOCKS
J I N TA N A K E L L E R As the characters explore the dockside shops, read:
DRAGONBORN COMMONER,

SHOPKEEPER A cobblestone boardwalk winds its way along the misty dockside, passing by
a row of extraordinary shops. Elaborate stained glass decorates the space
Personality Friendly, talkative, and below the ornate roof cresting of Jintana’s Provision, and its lunette win-
obsessively organized. dowed entrance casts an orange glow onto the street. The aroma of freshly
Physical Emerald scale armor, thin baked goods wafts from a bakery tucked into a nook, hidden between can-
build, and kind eyes. vas awnings and an ivy-covered pavilion. An abundance of moss hangs over
Longings For a day off, but can’t the truss of Mudraker’s Spell Empire, contrasting with its red cedar arcade.
stand the thought of the shop not Further down, the elven constructed gables stand atop the charred oak and
being under her order. brass-framed threshold of Dark Muune Potions. A smokestack in the far dis-
tance billows steam from the Madam Empra’s Forge.
“Keeping things organized gives
me something to control in this
unpredictable world.” J I N TA N A’ S P R O V I S I O N S

G U E S TA AFFLUENCE
GNOME COMMONER, EIGHT ARMS LT.
PRICES

Personality Polite, Quick-witted,


SECURITY
and a fast talker.
Physical Curly hair, wide eyes, and
WARES General goods
wears a viridian kaftan.
Longings To expand his bakeshop
PROPRIETOR Jintana Kellar
into a full-service restaurant.

ALIGNMENT Order of Escha


”Since I was thrust into this world
without a choice, I’ll make sure to
have one upon leaving.” If the characters enter Jintana’s Provisions, read:

You squeeze through a narrow doorway, intentionally crafted to hamper


thieves, and step inside an expansive shop. The ground floor stocks an im-
mense selection of goods, and a stairway in the center ascends to a loft hold-
ing even more provisions. Golden ivy and emerald scales, symbols of the Jin-
tana family, decorate the walls with a style unique to his heritage.

This two-story shop, owned by the Jintana clan, has supplied the citizens
of Fano for generations. Multiple renovations over the years have resulted
in the modern storefront that currently stands dockside. This particular
iteration of the shop, owned by Jintana Kellar (dragonborn commoner),
boasts twice the amount of windows as it had previously, allowing natural
light to flood the shop while also making it quite cold, often to her cus-
tomer’s displeasure.
Jintana Kellar, a dragonborn of silver ancestry, bears the heavy bur-
den of being the last living member of the Jintana clan. She continues to
operate her clan’s shop to continue the legacy of her family name. The
store carries all manner of adventuring gear, and all dragonborn receive a
20% discount on their purchase.

80 L O R E O FA E T H E R R A . C O M / W AY FA R I N G AETHER RICE
PA PA G I G I ’ S B L U E B A K E R Y
ERI HEKEN
ELF GUARD, SECURITY
AFFLUENCE

PRICES Personality Aspirant, sweet, and


precise.
SECURITY Physical Deep-set eyes, petite,
with auburn hair.
WARES Baked Goods. Secret: aether rice ring operated by the Longings To make enough gold to
Eight Arms criminal syndicate attend business school.

PROPRIETOR Guesta ”With swift enough movements,


even folly can seem correct.”
ALIGNMENT Eight Arms Criminal Syndicate

BADEN
If a character enters Papa Gigi’s Blue Bakery, read: HUMAN SCOUT, SECURITY

You walk through a stained glass doorway and step into an elongated bakery Personality Stealthy, steady, and
built from carved stones. Orb-shaped paper lanterns glow from their ceiling graceful.
fixture, forming a faux night sky. Rope barriers stretch across the entire length Physical Lean, youthful, and sleek.
of the room, marking a path for customers to form a line. Several patrons sit Longings To sneak into the Monar-
at tables and booths throughout the bakery. At one table, two elf children chy and find out what’s happening
eat donuts with their father, and at another, a small party celebrates with a behind those walls.
garishly decorated cake. As you approach the counter, you gaze at a glass
case, brightly lit by spell-cast fluorescence. Inside, dozens of beautifully craft- ”The first tail you must lose is
ed baked goods tempt the eyes and nose alike. yourself, after that you can escape

The ancient and venerable Papa Gigi’s Blue Bakery has provided Fano with anything.”
delicious baked goods for centuries, in addition to being a hub for the
notorious criminal organization Eight Arms. Those in the know (and in
syndicate’s good graces) can purchase the narcotic aether-infused chrysal
cakes they keep in a locked and warded box in the back.
Guesta (gnome commoner), a lieutenant for Eight Arms, runs the
day-to-day for the bakery and oversees its more nefarious dealings. His BLUE BAKERY LORE
associates, Eri Heken (elf guard) and Baden (human scout), occasion-
ally run errands for the shop, but they primarily provide security for its More information regarding the bakery’s
valuable inventory. Characters in the shop with a passive Perception score history and its early involvement with Eight
of 12 or higher overhear customers talking about Guesta’s “special” cakes. Arms can be found within Papa Gigi’s Blue
Like most members of Eight Arms, Guesta exhibits exceptional loyalty Bakery lore book, found later within The
to the syndicate and has spent many of his 300 years toiling to reach Hidden Grotto.
his current position within the organization. Over the years, Guesta has
grown comfortable running the bakery and no longer involves himself in
the minutia of the syndicate. Instead, he focuses on baking and spending
time with his brother Aellin, who owns the magic shop next door.
If a character asks Guesta to purchase their illicit products, he will
feign ignorance, but if pressed, he will say that she needs to know if the
character can be trusted. He will offer to send the characters on a mission
to prove that they are trustworthy (see appendix D). If they complete
Guesta's task, he will allow them to purchase the aether-infused chrysal
cakes for 25 gp apiece. He will also be willing to provide more information
about Eight Arms and the bakery's past.
The shop’s storied history begins with the legendary Papa Giggio,

WA Y FA R I N G 81
who built the bakery to serve a delicious assortment of one-of-a-kind
AELLIN baked goods after pioneering a unique method of baking with exotic in-
GNOME MAGE, SHOPKEEPER gredients. Papa Giggio’s grandson, however, became involved with Eight
Arms, and the bakery has operated as a front for the organization for
Personality Benevolent, daring, the last thousand years. The Eight Arms crime syndicate has been moving
and focused. aether-infused chrysal cakes through Papa Gigi’s, contributing a consistent
source of revenue for the organization.
Physical Feminine and suave, and
wears esthetic clothing.
Aether-Infused Chrysal Cake
Longings To teach magic at Moss- Wonderous item, uncommon
rock University.
When you eat this delicious and beautifully decorated pastry, you are
"Casting spells is one thing, overcome with a sense of euphoria and gain 5 temporary hit points and,
for the next hour, make all Dexterity checks and saves with advantage. You
becoming spells is a whole other
must immediately make a DC 12 Constitution saving throw. If you fail, you
animal."
become incapacitated for 1 minute.

MUDRAKER'S SPELL EMPIRE

AFFLUENCE

PRICES

SECURITY

WARES Magical Emporium

PROPRIETOR Aellin

ALIGNMENT Eight Arms Crime Syndicate

If the characters enter Mudraker's Spell Empire, read:

You step through the door, and for a moment, it's as if entering a lush forest
and not some commonplace shop. Vines and ferns adorn every available sur-
face. Wooden moss-covered shelves along the walls host a library of scrolls,
books, and tomes. A bubbling brook flowing underneath the shop, visible
through a gap in the timbered floor, nourishes the flora found throughout the
shop. Lanterns hanging from the branches of a full-grown tree illuminate the
store.

This imposing two-story building belongs to Aellin (gnome mage), the


older brother of Guesta, proprietor of Papa Gigi's Blue Bakery next door.
The two brothers live on the second floor, while the first floor contains
Aellin's magic shop, Mudraker's Spell Empire.
Mudraker's sells a wide variety of scrolls and has an impressive library
of magic tomes, from which wizards are permitted to copy spells into their
own spellbooks for 50 gp per spell level. All cantrip and first-level spells
for all classes are available for purchase for 100g per spell.
In his late 350s, Aellin possesses a bit more wisdom than his younger
brother Guesta and holds the rank of lieutenant within Eight Arms. He has
studied magic for most of his life and, while he doesn't consider himself
MADAM EMPRA
a better caster than Splink, he is undoubtedly more lucid. Aellin uses his HUMAN NOBLE, SPEAKER OF ESCHA

skill in magic to assist the organization and often finds himself on arcane
security detail. While Aellin operates Mudraker's Spell Empire as a legit- Personality Leader, honorable,
imate business, that doesn't stop the syndicate from dipping their hands hearty, and assertive.
into the shop's profits.
Physical Hardy, clad in golden
armor and a white robe.

MADAM EMPRA'S FORGE Longings To restore Fano to its


former glory, under Eschan lead-
ership.
AFFLUENCE
"Fall on your world like a fire, light up
PRICES your land with a flash, fly to the sky
higher and higher, then bring your
SECURITY
fist down with a crash."

WARES Weapons and Armor


FORGEMASTER INES
HUMAN COMMONER, BLACKSMITH
PROPRIETOR Madam Empra

Personality Rambunctious, coura-


ALIGNMENT Order of Escha
geous, and passionate.
Physical Broad shoulders, wheel-
If the characters enter Madam Empra's Forge, read: chair mobile, has short red hair.
Longings To be able to wield
Madam Empra's Forge appears unremarkable from the outside — a modest
the weapons she crafts in an epic
cobblestone building with a signboard swinging from two chains overhead.
battle one day.
The opulence inside tells a different story. The polished steel flooring gleams
when struck by the morning sun. Mannequins clad in sparkling armor wield
"My eyes are down here."
needle-sharp blades and double-sided axes encrusted with gems. A large dis-
play showcases several notable and extraordinary weapons: a bow made of
S IPS , ZO O BO Y,
silk and gold, a diamond-handled spear with a silver-coated elm shaft, and
O M BI, PO O B, & HIS S
polished daggers capable of blinding those caught in its glint. Workers pound
KOBOLD COMMONERS, FORGE CREW
on anvils and pull dripping molten steel out of the ovens behind a chainmail
curtain at the back of the store. In the far corner, tucked behind the display
Personality Curious, reckless, fun,
cases, a container full of scrap metals and tools labeled "BARGIN BIN" tempts
and unpredictable.
those looking for a deal.
Physical Wears bejeweled pink
robes, gold necklaces, and glitter
Of the many blacksmiths in Fano, few maintain shops in Lakeport Docks.
Most of the city's forges are located in Fano proper, near the armory for the make-up.
Order of Spira, to fill the demand for arms and other steelwork to outfit Longings To get wildly drunk
their guards. The smiths in the dockside district can either take low-pay- together at the Bluefin Tavern.
ing, honest work from anglers and sailors or supply criminal organiza-
tions with the tools of their trade. Madam Empra's Forge proudly chooses
"We'll try anything once…twice, we'll
the latter. Characters can purchase all commonly available weapons and
try anything twice."
armor here. Madam Empra (human noble) leaves most of the day-to-day
operations to Forgemaster Ines (human commoner), although she occa-
sionally will visit the store. Rarely seen by the shop's customers, five ko-
bolds, Sips, Zooboy, Ombi, Poob, and Hiss (kobold commoners), work
the back storeroom and assist Ines around the forge. Seemingly working

WA Y FA R I N G 83
as together as a hive mind, they handle the forge quietly and efficiently.
ESSI MUUNE Madam Empra, one of the wealthiest individuals in Fano, serves as
HUMAN COMMONER, ALCHEMIST the highest-ranking member of the Order of Escha. She sits on the council
of The Twenty Seven and has represented Escha longer than anyone can
Personality Warm, knowledge- remember. Few dare to question her. The human persona of a polymor-
able, and adventurous. phed brass dragon, she took up residence in Fano during the height of its
cooperation with Chrysalea. Intrigued by the social enlightenment during
Physical Shapely, beautiful, and
this Age of Prosperity, she chose to make Fano her home. When the portals
wears her hair in braids.
to Chrysalea were sealed, Empra chose to stay in Fano, hoping to restore
Longings To climb up the Merqua the city to prosperity. Frustrated with the utter lack of action by the Mon-
Glow Tower under the light of a archy, she now employs her forge to supply the criminal organizations of
full moon to make a potion out of Fano with weapons and armor, stirring an uprising that will eventually
moon-drenched merqua. overthrow the Mad Prince and the corrupt Spirans.

"A man can be a witch, a woman can


DARK MUUNE POTIONS
be a wizard, and both can be a ghost
if they drink from the wrong cup."
AFFLUENCE

PRICES

SECURITY

WARES Potions

PROPRIETOR Essi Muune

ALIGNMENT Order of Escha

If the characters enter Dark Muune Potions, read:

You push open an oval wooden door and saunter into a dimly lit, cramped
laboratory. The smell of must assaults your nose, and steam rising from a noisy
boiler in the corner keeps the room quite humid. A carpet made of black wool
cushions the floor as you walk across the shop. Both the walls and ceiling have
been painted black. A heavy velvet curtain hangs across the shop's left wall.
When pulled back, it reveals shelves of colorful liquids in glass tubes backlit
by the ultraviolet glow of merqua. Essi Munne cautions that both candlelight
and natural light can disturb and even ruin her potions.

Dark Muune Potions draws the fewest customers of the dockside shops,
with most people knowing nothing about them. This aura of mystery is by
design, as the shop's proprietor, Essi (human commoner), believes her
potions are for a special breed of adventurer. She seeks those who wish to
push the limits of herbalism and alchemy and leave no stone unturned in
the pursuit of excellence.
Essi's method of gathering herbs for her potions strays from com-
monly accepted approaches to herbalism. On nights when the moon is
full during the flood season, she explores submerged fields, searching for
suitable plants. Flora harvested from floodwaters exposed to moonlight
provides the extracts needed to produce her extraordinary potions.

84 L O R E O FA E T H E R R A . C O M / W AY FA R I N G
Celestio (Potion of the Siren's Voice) 50 gp TRANSITION
Potion, rare When the party is ready to meet Captain Redfall at the
Moxi VII, read:
This bottled potion consists of swirling azure and crim-
son liquids that never seem to mix. When consumed, As you approach the dock, you notice water lapping
this potion increases your natural allure, granting y against the broad frame of an extraordinary ship. Its hull,
advantage on all charisma checks against creatures for sanded smooth and constructed from flawless black oak,
1 minute.
sways gently in rhythm with the waves. The trim bears
the curves of traditional Hendan design — ivy and twisted

Emerals (Potion of the Dreamers) 100 gp branches. Beautifully inscribed letters that spell Moxi VII
Potion, rare are burnt into the front of the helm. A crew readies the
ship for departure and the mainsail booms as it rises in
A hazy green liquid fills two vials. Sold only in pairs, the morning wind.
these potions, when consumed with another creature,
will cause both to fall asleep instantly and enter a
shared dream. The two dreamers make a contested In-
telligence check, and the winner gains control over the
dream, bounded by the discretion of the GM.

Hexin (Potion of Sentience) 100 gp


Potion, rare

The opaque vial containing this potion hides its con-


tents from view. When uncorked, the bright gold liquid
found within the bottle escapes, coalesces into a solid
glowing orb and hovers above your shoulders. This
creature, called a hexin, forms a remarkable bond with
you and is fiercely loyal.
You can communicate telepathically with the hexin
and command it to invade any creature. That creature
must make a successful DC 13 Wisdom saving throw or
be stunned for 1 round. After this attempt, the hexin
disappears.

Drenche (Potion of the Shadows) 125 gp


Potion, very rare

An unnatural black sludge coats this potion bottle. For


1 hour after drinking this potion, you have advantage
on all Stealth checks made while touching a shadow.
Additionally, as a bonus action, you can enter a shadow
to teleport up to 90 feet into an unoccupied space con-
taining another shadow visible to you — however, the
effects of the potion end after reappearing.

SIGIL OF EIGHT ARMS WA Y FA R I N G 85


Across the Deep
CHRYSAL LAKE, MOUNT TESETERRA
VI
T he party leaves Fano behind and begins the
fifty-mile journey across the azure waters of
Chrysal Lake as they make their way to the
rocky entrance to Broken Top Bay. Sailing
in the Moxi VII, they will encounter (mostly) smooth
those hallowed woods, so most of the stories told are
rumors or hearsay.
Throughout the voyage, the party can ask the crew
about their quest or any of the sights they see. The sail-
ors aboard the Moxi VII have seen more than their fair
sailing, allowing them the chance to take in the sights share of the lake's oddities and can offer a few stories
along the way. They first pass by the Merqua Glow or bits of advice. Redfall waits for the opportunity to
Tower and marvel at the unusual crystal placed at its tell one of his wild stories and has spent enough time
pinnacle. Rumors about the tower run rampant in Fano, around the lake that he has experiences with all of the
with some claiming that an old man lives at the very major landmarks and speaks of them willingly. Meyfyre
top and others saying that the fishes near it are poison- has plenty of information as well, although it may be
ous. Beyond that, the Fringe of Orrien, a massive wall difficult to pry it from her lips. She may reveal softness
built into the Broken Top Mountains, extends along and vulnerability by sharing an intimate song whose
the shoreline. No one is quite sure what the Fringe is lyrics are deeper than they seem.
supposed to keep in — or keep out. The ever-autumnal While a bit small for a ship, the Moxi VII has sev-
forest known as the Dimlight peeks out from behind eral areas to explore, including a well-stocked annex
the shorter sections, revealing a blanket of orange and of Redfall's favorite bar. The crew, thrilled to interact
red leaves that fades into the horizon. Few venture into with new people, have a variety of things to teach the

88 L O R E O FA E T H E R R A . C O M / D E E P
LEON TUKKER
characters. Wix, tasked with catching dinner, asks the ABSTRACT
characters to help him fish off the main deck and take
advantage of the lake's abundance. The deep waters Traversing the Lake. The party boards the Moxi VII
can be unpredictable, so the party should be ready for and begin their journey to Broken Top Bay.
any unforeseen circumstances that they may find them-
selves in. As the ship approaches the bay, the characters Taking in the Sights. During the voyage, the char-
will need to develop a plan to help the crew make it acters learn more about the landmarks in and around
through the rough waters ahead. Chrysal Lake.

Will the party reach the treacherous Broken Top Bay in Travel Talk. Redfall, Meyfyre, and the crew of the
one piece, or will the perils of Chrysal Lake seal their Moxi VII pass the time by sharing stories and providing
doom? more information about the mission to find Gilgazo.

The Seventh Ship. The party has the chance to ex-


plore the nooks and crannies of Redfall's faithful vessel.

CHRYSAL LAKE ACROSS THE DEEP 89


RUNNING THIS SCENE T R AV E R S I N G T H E L A K E
The party departs Fano, sailing through calm blue waters broken only by
While the descriptions for sightseeing, the the speeding bow of the Moxi VII. This fine Hendan vessel can reach speeds
crew, and the ship are grouped together as fast as five mph, making the fifty-mile journey to Broken Top Bay about
in the text, the party doesn't need to ex- ten hours long. A crew of three assists Redfall on the voyage across the
perience them in that order. For example, lake. To set the scene, read:
after marveling at the Merqua Glow Tower,
the party may want to explore the lower The placid waters idle peacefully, a calm fractured only as the Moxi VII cuts
decks and speak with Wix, the quarter- a path through the fathomless blue. Your eyes strain to make out vestiges of
master. Periodically roll from the random land at the edge of your vision — Chrysal Lake's enormity dwarfs some seas.
encounter table to provide the party with
An imposing tower looms in the distance. Beyond that, a massive wall juts out
new challenges to overcome. This scene
from the mountain range and stretches the length of the shore. The ship sere-
contains a lot to do and learn, so mixing
things up helps keep the experience well- nades you with a chorus of creaks and groans, but it's as hearty as any vessel
paced and fresh. on the lake. The rich scent of Hendan oil mixes with the crisp mountain air and
permeates the deck as you make your way toward the unknown.

RANDOM ENCOUNTERS

Traversing Chrysal Lake can challenge even the most experienced captain. Use the following table to introduce
random encounters periodically throughout the party's journey:

D10 RANDOM ENCOUNTERS

1 1d4 + 1 sahuagins scale the sides of the ship and attack the party and crew.

2 A large wave crashes over the boat. All characters on the deck must succeed on a DC 14 Dexterity saving
throw or be thrown overboard.

3 The party spots a crate floating in the water. Inside, they find two wrapped and sealed aether-infused chrysal
cakes from Papa Gigi's Blue Bakery.

4 The party witnesses a small fishing boat succumb to a squall. Its lone occupant, an angler named Jin, calls out
for help.

5 A grotesque sea hag boards the ship and frightens first mate Yisha with her Horrific Appearance.

6 You spot a ghostly figure hovering over the surface of the water, moaning the word, "deceiver.”

7 A skellin flops aboard the ship. Then another. And another. The wriggling fish continue to flood the deck,
threatening to capsize the vessel.

8 You come across a derelict ship. Inside, 1d4 + 2 skeletons guard a box of aether rice (10 charges).

9 You spot a cork-sealed bottle floating in the water. A coupon for a free drink at the Bluefin Tavern has been
placed inside.

10 A plesiosaurus surges toward the ship, looking for its next meal.

90 L O R E O FA E T H E R R A . C O M / D E E P
TA K I N G I N T H E S I G H T S all times. Orrien, the Chrysalean patriarch who led the
As the Moxi VII sails toward Broken Top Bay, the party, construction, aimed to keep wanderers from encoun-
when not contending with waves and monsters, can ob- tering the mysteries that lie in the forest beyond the
serve several places of interest. While structures such as looming barrier. Not built for defense, rumors persist
the Merqua Glow Tower and the Fringe of Orrien arose that the Fringe serves some unspoken purpose.
from the genius of elves and men, nature provides
its own share of mysteries, such as the Dimlight and THE DIMLIGHT
Chrysal Lake itself. As they take in the sights, Redfall or
Meyfyre will also be able to give the party more infor- In the distance, as the Fringe begins to taper off, you spy
mation on these landmarks.
trees with leaves bearing the colors of an eternal autumn.
Deep shades of emerald, gold, and red paint the old-
MERQUA GLOW TOWER
growth of the Dimlight, unchanging despite the season.
The ocean of leaves trembles under an unrelenting on-
A shadow slowly inches its way across the ship's deck.
slaught of wind. Above you, the topsail billows gently, a
Your attention shifts to the port side as the monstrous
testament to the efficacy of the Fringe.
tower rises from a remote islet. You arch your neck to take
in its magnitude, but the sun dazzles your eyes as you
catch a glimpse of its pinnacle. The expansive forest known as the Dimlight stretches
Glowing violet moss grows unrestrained, wrapping from the Exa River to the far-off Kingdom of Mescillian.
around the tower's foundation like spreading ivy. A crys- Long ago, gusts of wind rushing through the woods
would create fierce gales on Chrysal Lake, wreaking
tal placed at the very top glints in the sun. A purple light
havoc on the fledgling fishing industry. Once complet-
dances with frenetic energy inside the crystal, as if the
ed, the Fringe of Orrien tamed the blustering wildwood,
crystal cages some wild, glimmering madness waiting to transforming it into a serene paradise. Nature adjusted
burst free. to the shift in winds, and despite mysterious anomalies
and perilous quagmires, the spirit of the forest thrives
The Merqua Glow Tower occupies a small rocky island anew with the aura of magic.
at the northern end of Chrysal Lake, and anglers often
use it as a navigational beacon. Nobody knows why the
tower is covered in the violet merqua, although some T R A V E L TA L K
believe it is an exhaust port for aether experimentation During the first leg of the journey, the party will have
in Chrysalea. time to learn more from the NPCs aboard the Moxi.
In addition to Captain Redfall and Meyfyre, they may
THE FRINGE OF ORRIEN speak to first mate Yisha, quartermaster Wix, or the
ship's cook, Sune Liza, as well as four deckhands. If a
In the distance, beyond the glow tower, the Broken Top character interacts with one of the deckhands, they will
find that while they are kind, they don't know much
range rises beyond the shore, but these are no mere
and prefer to keep to themselves. The rest of the crew
mountains. Fused with the peaks and built between them,
can share their thoughts on the mission, the lake's land-
an enormous wall stretches in both directions as far as marks, or might even drop a salacious rumor or two.
your eyes can see. The sheer magnitude of this blockade Redfall actively searches for an opportunity to tell one
overclouds the glowing tower, despite the monolith's of his wildest stories from the lake. The party's traveling
prodigious height. This colossal barrier, the Fringe of Or- companion, Meyfyre, may also have information, and
a lucky character might hear her sing a sorrowful song
rien, eclipses your view as you near it. What reason could
with her pristine voice.
possibly justify the need to build a wall this massive into
the mountains?

Designed to obstruct severe westerly winds, the Fringe


of Orrien spans most of the northwestern border of the
lake, beginning at the base of the Broken Top Moun-
tains and tapering off at the Dimlight Divide. A series
of towers, engraved with ancient Novarian text, line the
top of the wall, serving as host to fires kept blazing at

ACROSS THE DEEP 91


C A P TA I N R E D F A L L Additionally, Redfall may be convinced to share a story
with the characters if they make a DC 12 Charisma
Regarding the Mission (Persuasion) check. If successful, read:
If the characters ask Captain Redfall about the mission,
he will freely share the following: "Many times, when we're sailin' by, I'd catch a bunch of
young hooligans drinkin' out there on the rocks below
• Redfall typically doesn't concern himself with the the tower. Spiran guards have told me before if I see
ways of the three Orders. But in the past, many
'em out there to take 'em aboard and bring 'em home.
Indosians have tried (and failed) to acquire his
But I ain't givin' out free rides, so if the young hooligans
services. When an Indosian hires you, you likely
belong to those crones on horseback, and Redfall wanna drink, then so be it. Anyway, one night, I saw
knows that things usually go poorly for those who someone out there alone sittin' on a rock. I didn't know
do so. if one of the kids got left behind, so I took the dinghy
• After Redfall spoke with the Fringe guard, Juniper out there to find out.
Flox, he went back to the Bluefin and asked if
"When I got there, I saw it were no kid but a tall
anyone knows about the strange things merqua
man with pale skin and hair black as soot. I asked him
can do to creatures. Some told him that animals
would ingest it and grow to monstrous sizes and what his business be, and he said his business be his
become violent. A few others mentioned some kind own. That's a code you live by, so I began to row back
of legendary entity seeking the source of all aether. when he called out askin' if I had any rum on the ship. I
• Redfall and Splink have spent many drunken nights brought 'em aboard and took 'em down to the Bluefin
together at the Bluefin. Once, while they were
Annex. The crew were a havin' a quiet night and were
partying together in Splink's blockaded corner,
tanked from the day's work, so we were the only ones
a shrouded figure, bald and shifty, approached
Splink and invited him to The Reverie Fantastica. talkin' down there. I asked him where he came from,
Splink zapped the stranger with a quick electric and he told me, 'All around, but mostly below.'
cantrip and burst into laughter. The person hurled "The man said he were out there on the rocks, won-
colorful insults back at him and fled the bar. derin' if he were doin' the right thing anymore, second
guessin' everything he'd ever done. He weren't makin'
Regarding the Merqua Glow Tower
much sense, and I were drunk, so I were havin' a hard
If the characters ask Captain Redfall about the Merqua
Glow Tower, he will freely share the following: time followin' what he were sayin'. I do remember
something he said, though. He told me it didn't matter
• Redfall says that a man calling himself Lord Miden whether he did the right thing or not; that didn't stop
lives in the tower and that he will occasionally what were comin' to Fano. Somethin' altogether evil.
remove a stone block and peek his head through
And a curse upon myself, the rum had caught me, and I
an opening to exchange jokes with the captain.
had to use the privy. When I came back, he were gone.
However, any time Redfall asks why the man is up
there, he ducks his head back in and replaces the I ran up to ask him more, but he were already sinkin'
stone. down into the water."
• Redfall and his crew have fished every corner of
Chrysal Lake, but at the Merqua Glow Tower, one Regarding the Fringe of Orrien
time was more than enough. Something about If the characters ask Redfall about the Fringe of Orrien,
the water poisons the fish's meat, as he and the he will freely share the following:
crew found out the hard way. After speaking with a
visiting witch-king at the Bluefin, who offered him • While the Fringe blocks most of the Dimlight's
a good price for the fish, Redfall has considered fierce wind, some escape where the wall begins to
fishing the area again, despite the risks. taper near the base of the Broken Top Mountains.
• Once, after a debaucherous night of drinking aboard As a result, tempestuous storms form and strike
the ship, Redfall took the dinghy to the tower and fear into sailors across the lake.
scaled the back wall. When he reached the top, he • As the sun dips down past the rim of the wall, it
cut a handful of merqua, which he would later use casts a shadow over the lake known as the Blue
to decorate the mirror in his quarters. While he Shade. Fish flock to the dark area and anglers
was up there, he put his ear to the tower and could swarm, looking for big catches.
hear the sound of rushing wind.

92 L O R E O FA E T H E R R A . C O M / D E E P
Additionally, Redfall may be convinced to share a story Additionally, Redfall may be convinced to share a story
with the characters if they make a DC 12 Charisma with the characters if they make a DC 12 Charisma
(Persuasion) check. If successful, read: (Persuasion) check. If successful, read:

"Aye, I had a job not long ago to bring a catch to the "Juniper Flox, that sweet guard sharin' a pipe with me
guards up on the Fringe. Most of the time, old Dee on the Fringe, had told me that the wall were construct-
Nimbly runs my goods, but he were swamped that ed to keep the wind in. That confused me, and the fid-
week, and I'd always wanted to climb up there and see dleleaf began to make my head float, so I didn't ques-
what the fuss were with that big damn wall, so I decided tion her any further. But as I stared out at that endless
to do it myself. stretch of green and gold treetops, my curiosity finally
"Down there at the bottom of the behemoth, the got the best of me. I asked her why they wanted to
crew and I stared up, laughin' at its sheer enormity. keep the wind in. Juniper stood up, took my hand, and
Sure, it looks tall from here, but it's unendin' when said, 'Visit me again, and I'll tell you all about it.' Then
you're at the bottom lookin' straight up. The order she ushered me down the short flight of stairs to the
were quite large, but the guards had a lift, so my crew nearest lift.
had an easy trip to the top. But for me? No, I were ada-
mant about takin' the stairs. If Redfall had to do his own "'So there's no danger out there in the Dimlight headin'
damned merchantin', then he'll make sure it's done the our way?' I said, takin' in as many moments as I could
right way — hand-delivered with a broken tooth smile. have with her. But this time, she grew serious.
"As I climbed the twistin' steps cut into the side of
the stone, I couldn't help but stop and gaze at the lake "'Oh, I didn't say that. There's plenty of dangerous
— I'd never seen such beauty. But I tell you this, friend. things, but this wall couldn't stop 'em.'
I climbed the steps for what felt like ages. I'd left at the
break of dawn, and by the time I reached the top, that "'Well then,' I said, 'I were thinkin' of takin' the stairs
old orange ball were droppin' down into the horizon again but maybe I should use the lift.'
like a dyin' ember.
"Juniper Flox met me at the top, and as the guards "'Do you have any aether on you?' She asked.
here weren't Spiran, they'd treat you nicely. She led me
to her keep, and there we smoked a pipe and gazed "I'd heard the name but didn't know much about it. I
out at the Dimlight. I asked her what the wall were re- shook my head no.
ally there for? As far as I knew, the Fringe were built to
block the wind from hittin' Fano, but after scalin' the "'Then you don't have to worry.' She smiled, 'There
thing, that seemed like an awfully lot of material just to might be a rogue goblin here and there, but I think
stop a bit of breeze. She cracked a smile and puffed out you'll be just fine.'
a billow of smoke, then said,
"'It's not so much about blockin' the wind out, it's "She flashed another smile and melted my heart. It
about keepin' the wind in.'" were the hardest thing I ever had to do, climbin' down
that stairway. I hope sometime soon I can go back there
Regarding the Dimlight
and share a pipe of fiddleleaf with sweet Juniper Flox.”
If the characters ask Redfall about the Dimlight, he will
freely share the following:

• While fishing in the Blue Shade, Redfall has seen


birds flying upside down as they come over the
Fringe. Most right themselves, but occasionally
one will lose its sense and crash into the lake.
• Redfall has a few friends at the Bluefin with a
license to hunt the Dimlight, but they are under
a strict oath and won't share details with anyone.

ACROSS THE DEEP 93


T H E C A P TA I N ' S TA L E down. He closed his eyes. The maelstrom had caught
him. Down, down, down, he spun.
Captain Redfall has voyaged to Broken Top Bay many "He could still breathe, but every once in a while, his
times and takes every opportunity to recount the tales
head would be pushed into the water swirlin' around
of his adventures to those willing to listen. If the party
would like to hear one of Redfall's stories, read the fol- him, and he'd see into the deep. They say Chrysal Lake
lowing or play the included audio: has no bottom, and they be right. There's deep shad-
ows down there, he said, loomin' and horrible. Terrifyin'
"It were wild that night down in the galley. The crew things so big you couldn't fathom 'em. Fish larger than
were celebratin' the day's catch from Ol' Gnome Crack any of the tall tales down at the Bluefin. These things
Cove. Aye, that's where the luck be. Wish we were were monsters, their tails rumblin' the dark with their
heading that way now instead. You see where the tree sheer enormity. For years, the poor soul swirled in that
line comes down from yonder mountains? There be tempest.
a small island, then a crooked inlet shootin' right up "I was confounded by his tale and asked, 'How did ye
into the forest. You know, wide and crooked, just like a survive?'
gnome's arse crack. "He told me he'd plucked fish from the wall of water
"Anyway, the crew loud and rowdy, and Dragis were around him, and when it rained in Broken Top, he drank
down there nursing the rum barrel, about to sing some from the drops. He'd sleep and wake and eat and drink
high-pitched song about a blasted bird or something, and loathe and sleep again, swirlin' down the mael-
and I just had to come up to the deck for some fresh air. strom and descendin' into the madness. He eventually
It were one of them glassy black nights. The sorta night, closed his eyes, ready to give up the ghost, and that's
you could hear gull dung splashing on the other side of when he found himself floatin' on a plank out here.
the lake, but you couldn't see the pipe ye be smoking 'So it be a dream?' I said, questionin' how much rum I
in front of yer mouth. So it weren't crazy that I hear had given him since he climbed aboard.
splashin' down in the water right below the ship. "'Nay!' he said through a thick beard, 'It be real! I
"I look down, and a man was clingin' to a plank, were clean-shaven when I set out to brave Broken Top
lookin' like he'd been lost in the waves for weeks on Bay!'"
end. He called out for me to lower the ropes and let 'em
climb aboard. But I say, 'Nay, first ye tell me what yer
MEYFYRE HETHERIA
doin', and where ye hail from?'
"He said that he were fishin' on the lake for weeks
Regarding the Mission
and had no luck. He'd heard from some fool that he'd If the characters ask Meyfyre about the mission, she will
find some catch in Broken Top. He took a rowboat freely share the following:
through the old Crooked Fingers. It's the only way to
be gettin' through that narrow passageway. Larger • Meyfyre says that Fawn Lee has become like a
second mother to her and cherishes the time that
ships get dashed against the rocks. He got through with
Fawn has spent mentoring her.
some luck, but that luck soon gave out. A storm surged,
• Fawn taught Meyfyre that the Allianders, a sect lost
and the waves capsized his boat! to the annals of time, once mastered the ability
"By then, I were believin' the man was telling the to harness aether to enhance their strength and
truth. He were cold and shiverin' and had no reason to power. One by one, they began to disappear, and
lie. I let the rope down, and he was barely able to climb now you can't find even a mention of them in any
of the books at the Waterleaf.
aboard. He was sickly thin, and his beard had grown
• If Fawn is correct, when Gilgazo returns, the an-
longer than a late summer shadow. I wrapped him in
cient technology built into the very walls of the city
one of my furs and gave 'em a swig of my rum. could come alive. Meyfyre has spent years walking
"He said he'd felt the water pullin' his legs under like the streets of Fano, making careful notes about all
something were stirring out in the pitch-black night. the deactivated ancient tech lying around.
Soon he was in the center of the chaos, and waves
swelled around him, and the vortex began to suck 'em

94 L O R E O FA E T H E R R A . C O M / D E E P
Regarding the Merqua Glow Tower tact at the Order and explained what had happened.
If the characters ask Meyfyre about the Merqua Glow Shortly after, I was placed on assignment with Fawn
Tower, she will freely share the following: Lee."

• Meyfyre says she was swimming around the tower


once and found that the water felt like a warm Regarding the Fringe of Orrien
bath. She has heard that young kids use the rocky If the characters ask Meyfyre about the Fringe of Orrien,
outcropping around the tower as a hot spring she will freely share the following:
during chilly nights.
• Meyfyre says that even on the clearest day, she • Lately, Meyfyre has spent mornings walking along
could still faintly see the tower and the dim glow the borders of the Fringe and travels to a distant
of the crystal pinnacle from her childhood home in silver elm tree to practice her shooting skills. She
Henda. Every time she sees the merqua at the top, watches an expert archer try to shoot an arrow
it makes her long for home. over the wall but fail — even someone with their
skill has no chance of reaching the top.
Additionally, Meyfyre may be convinced to share a story • Meyfyre has copied several of the Novarian sym-
with the characters if they make a DC 15 Charisma bols engraved into the stones of the wall. She
(Persuasion) check. If successful, read: translated them back at the Waterleaf and found
that they mean, "Where everything is quick."
"One of my first assignments as a recruit for the Order
of Indos involved traveling out to the tower. I was with Additionally, Meyfyre may be convinced to share a story
Thio Brers, a young recruit eager to work his way up the with the characters if they make a DC 15 Charisma
(Persuasion) check. If successful, read:
ranks. It was simple. All we had to do was row out and
make sure the tower was secure and its doors locked. "I found a book at the Waterleaf containing the histo-
"We went at night, veiled under the starless sky. ry of the Fringe's construction. I skimmed most of it,
While we were rowing, I questioned why the Order but something did catch my eye. While sturdy, the wall
would be concerned about the tower's security. From has a hollow core. A vent just below the rim extends
what I knew, the tower was just an ancient abandoned the entire length of the wall. I've talked to many peo-
column, overtaken by merqua and used as a dim bea- ple about the Fringe, and no one mentioned anything
con. But I also knew that an Indosian never did anything about it being hollow. I asked Fawn if we could trust
without a reason. Everything was a secret. Everything is the book's author and showed her the passages I had
shrouded in riddles. But as I pondered, Thio grew angry found. She was intrigued and said she would look into
and tried to silence me, saying I shouldn't question the it more. A few weeks later, I asked if she had learned
Order. anything about the passages or the author. Fawn said
"I wanted to smack the kid into the water, but I she hadn't had any time to do so and quickly changed
thought better of it and kept rowing. And I was glad I the subject. She was acting a bit suspicious, but I didn't
didn't react like that, for if I had, I likely wouldn't have press her about it."
seen what happened next. We arrived at the tower to
find that each of the hundred locks on the door had Regarding the Dimlight
been broken! Thio stood there frozen, holding the key- If the characters ask Meyfyre about the Dimlight, she
will freely share the following:
ring he had been entrusted with, and began shaking
violently. The sound of keys jangling in the midnight air
• One of the famous Gwyther family shipwrights
still sends a shiver down my spine. built a ship of lumber harvested from the Dimlight.
"His eyes grew wide, then he dropped the keyring, He went mad and disappeared. Rumors say the
ran to the boat, and fled. I ran after him, but it was ship sunk in Chrysal Lake, near Audowhenda.
too late; he was already frantically paddling toward the • While on a morning walk, Meyfyre noticed a thin
gap in the wall and peered through. Nothing
mountains. I called out for him to stop, but he was so
seemed out of the ordinary, but the woods were
spooked he didn't respond. I retrieved the keys then
unnaturally calm. Her spying was put to an end
swam back to Lakeport Docks — I'm a decent swimmer, when a Fringe guard on the other side frantically
and I don't mind the cold. I returned the keys to my con- filled the gap.

ACROSS THE DEEP 95


Additionally, Meyfyre may be convinced to share a story And so into the caves, they made blue into blurry
with the characters if they make a DC 15 Charisma And the seasons they slowed like the depths of the
(Persuasion) check. If successful, read: lake
And the ones that all love him, they started to worry
"One night, Fawn Lee went to a secret meeting at the
Order — recruits like me don't get invited to any im-
But he does not tremble, and he does not shake
portant meetings. Later on, a ranking member gives
us our assignments. I was alone in the shop, so I sifted
Y I S H A , T H E F I R S T M AT E
through her desk to find the book on the Fringe's con-
struction. I didn't have much time, as I didn't want to Originally from the mainland, Yisha shaves her head
get caught rifling through Fawn's personal items. bald and maintains order with her strict demeanor. Not
"I opened the bottom drawer of her desk and found known for her courage, she will hide at the first sign of
a small bundle of books. They were bound by twine, real danger.
with a note attached that read,"TO BE BURNED."
Regarding the Mission
"Just then, I heard the shop's front door being un-
If the characters ask Yisha about the mission, she will
locked. I managed to get the bundle back in place and freely share the following:
close the drawer, but not before glancing at the second
book from the top. It was titled Secrets of the Dim- • During the crew's leave, Yisha works as an aspiring
light." burglar. She spends most of her spare time sneak-
ing around and breaking into empty buildings.
She recalls a time when a friend told her where a
MEYFYRE'S POEM druid named Gilgazo once lived. She broke into his
abode but didn't find much more than some furni-
Playing to her disguise, Meyfyre will attempt to reveal ture covered with a thick layer of dust.
as little as possible of what she knows about Gilgazo. • Yisha once kicked a big "aether" addiction and
However, if the characters press her for information, claims that a magic powder shop called Sneaz-
she will share an enigmatic refrain with them about the er's Magic Dust, located in Fano, initially got her
lost druid. Play the included audio, or read: hooked on the stuff. She says it's green-colored and
causes intense drowsiness. Redfall made her seek
In the place where the windows fall over the treatment before coming back aboard the ship.
floorboards • Yisha believes that the deactivated ancient tech
In the house of Azure, trails blood to the lake lying around Fano will one day come together to
form an enormous mechanical beast and destroy
There's a woman who's fallen that the old man can't
the city.
feel warmth

But he does not tremble, and he does not shake

So he follows the artery up to the orchard


Where the blaze under earth makes its glory expel
And the particles all lining up for its torture

But he does not falter; no, he does not fail

To the walls of great moss and the gardens of glow


light
Where the frames of great archers such power to wield
And he whispers in bellows with sparks in his sight

But he loses his footing cause he doesn't yield

96 L O R E O FA E T H E R R A . C O M / D E E P
WIX, THE QUARTERMASTER YISHA
HUMAN SCOUT, FIRST MATE
A spritely gnome from Lakeport, Wix serves as both the ship's quarter-
master and bosun. Additionally, his shenanigans serve as the crew's comic
relief, especially during dangerous or high-pressure situations. Personality Dodgy, athletic, sharp,
and strict.
Regarding the Mission Physical Has a shaved head and
If the characters ask Wix about the mission, he will freely share the piercing eyes, strapped with packs
following:
and satchels.

• On his days off, Wix spends a lot of time at the Library of Indos. Once, Longings To be an infamous
he managed to sneak around a few guards and saw a beautiful chan- burglar.
delier on the second floor.
• Wix has heard that Gilgazo is a stage actor on a binge, and the theater "Don't respect authority if they
needs him cleaned up to perform in this season's upcoming musical don't respect you."
rendition of the classic The Echo of the Gods.
• Wix overheard a tavern patron mention something called The Reverie
Fantastica. That it's either an infinity party or has an infinity pool. WIX
GNOME BANDIT, QUARTERMASTER

SUNE LIZA, THE SHIP'S COOK Personality Funny, faithful, and


reliable.
A rail-thin witch from north Fano, Sune Liza once worked as Prince Ai-
Physical Has big eyes and feath-
ron's apothecary and currently serves as the ship's cook. Although she
never tastes her own food and rarely eats anything, the crew trusts her to ered hair, always smirking.
cook delicious and hearty dishes. Sune's soft-spoken words bring motherly Longings To be a tour guide for
comfort to those around her. She also wears a small chest around her neck the Flickering Fingers district.
everywhere she goes. Inside are various insects she calls "my bugs.”
"It's okay to laugh at a funeral, un-
Regarding the Mission
less you're the corpse, then that's
If the characters ask Sune Liza about the mission, she will freely share the
following: really not okay."

• Wherever you find merqua, you're going to see some weird anomalies SUNE LIZA
in nature. Sune fed a few particles of merqua to one of her bugs, and HUMAN ACOLYTE, COOK
the following day it had grown to the size of a flagon. She set it free
east of the lake, over by Henda, to munch on wood.
Personality Friendly, mellow, and
• Sune doesn't believe that Gilgazo is real and thinks this whole mission
is a ploy to get rid of her because her magic has grown in power. She quirky.
assumes Meyfyre will throw her into the maelstrom. Physical Very thin, wobbly, has
• Sune claims she has a copy of the Aundi Chronicle, the ancient text ex- pretty blonde hair.
plaining how the Allianders wield the power of aether. She just needs Longings To grow in power so that
the original document to see if they match up. she can use her powers to mother
the world.

"To be a powerful witch or to be


invited into any home to cook a
warm meal, I suppose in this world
I must choose one or the other."

ACROSS THE DEEP 97


THE SEVENTH SHIP M1. QUARTER DECK
Redfall skippers the Moxi VII, the latest in a series of
finely crafted Hendan vessels that have met their doom A short flight of stairs behind the mainsail leads up to a
under the captain's hand. The oak planked hull wears
square platform holding the helm. A small dinghy hangs
several scars from collisions with rocks, and the lake's
behind the platform next to a wooden sign bearing the
harsh weather has discolored its canvas sails. Nonethe-
less, the stout Moxi sails true. Ornately crafted golden words, in carved red, "HAVE NOT FEAR.”
hardware embellishes the quarterdeck's railing, running
to the ship's stern, a signature feature of Hendan ships. Redfall will allow a character proficient in vehicles
(water) to work the helm, allowing him to retreat to the
S H I P F E AT U R E S Bluefin Annex for a drink. Before departing, he will give
the character 3 gp. Lowering the dinghy to the water by
Size. The Moxi VII is a gargantuan vehicle (60 feet by rope requires two people, who must both succeed on a
20 feet). The hull has 300 hit points. The ship has a DC 13 Dexterity check. Upon failure, the dinghy crashes
main deck, a lower deck, a quarterdeck. to the water with a 50 percent chance of survival. Char-
acters with a passive Perception score of 13 or higher
Lights. Several lanterns around the ship provide a 30- notice the outline of a trap door near the dinghy, but it
foot radius of bright light and dim light for an addition- will not open from this side.
al 30 feet. A larger lantern hangs from the bowsprit and
casts bright light in a 60-foot cone and dim light for an M2. THE BLUEFIN ANNEX
additional 60 feet.
A sign above the door reads, "BLUEFIN ANNEX." Inside,
Rigging. Those wearing medium or light armor can
brightly colored canvases and banners hang from the
climb the rigging of the ship without any issue. Anyone
ceiling, harkening back to the look of the Bluefin Tavern
wearing heavy armor must pass a DC 12 Strength (Ath-
letics) check to climb the rigging. in Fano. Black caged lanterns illuminate several small ta-
bles and chairs, and a pipe extends out of the floor and is
Crew. The ship's crew of eight consists of the captain, topped with a large shell. The starboard side of the room
the first mate, quartermaster, cook, and four deckhands. hosts a full bar with latticework caging on the shelves; no
spilled rum on this ship. A strange-looking weapon remi-
Harpoons. Prepared for any eventuality, Redfall has
niscent of a harpoon hangs above the bar. Constructed of
equipped the Moxi VII with a harpoon launcher (range
150/300) on each side of the main deck. These bulky wood grafted through the iron, the gaps of which pulse
machines require a passive Strength score of 12 or with a dim blue glow. Rumor has it that this was the weap-
higher to aim properly. The harpoons themselves deal on used to kill the monstrous Bluefin hanging back at the
9 (1d12 + 3) piercing damage and take a full round to docks. A Skellin Shoot board hangs between the barrels
reload. A rope can be attached to the harpoon, allowing
on the wall opposite the bar.
a character (or group of characters) to drag their target
back to the ship if they succeed on an opposed Strength
check (and the rope doesn't break). The ship carries This private minibar brings a taste of the Bluefin ever
only ten harpoons, so make each shot count. where Captain Redfall goes. A character may chal-
lenge an NPC or another party member to a match
THE MAIN DECK of Skellin Shoot, using the rules outlined on page
54. If asked, Redfall can be persuaded to let a char-
While on the main deck, a character can access the acter fire the glowcannon (see page 100) if they
lower decks from a hatch midship on the starboard side succeed on a DC 16 Charisma (Persuasion) check.
or enter the Bluefin Annex from twin doors at the rear When fired, the weapon emits a blinding flash of
of the ship. light as it fires a metal bolt at incredible speed, dealing
In addition to the sightseeing opportunities it pro- 2d8 piercing damage. If someone tries removing the
vides, the main deck gives the characters a chance to harpoon from the wall, an alarm will sound (DC 16
wield a rod and catch some fish with Wix (see the fol- Dexterity (Sleight of Hand) check to disarm), summon-
lowing pages for more information). ing Redfall, who will rip it from the character's hands
and attempt to smack them upside the head (+5 to hit),
dealing 1 bludgeoning damage. Ammunition is rare,
and Redfall keeps his limited supply on his person.

FLOORPLAN OF THE MOXI VII ACROSS THE DEEP 99


fishing with wix
Chrysal Lake holds more than its fair share of exotic "The most important thing to remember when fishing
underwater life, and Wix wants to help the party pull is to think like a fish — slimy and scared out of your
in a mighty catch of their own. After directing potential mind! It’s a good idea to check your surroundings, make
anglers to the cargo hold for a pole and tackle, Wix en-
sure you’re somewhere near water, not in a desert or a
courages the characters to cast their line into the deep.
stranger’s cupboard. But if you find yourself in a privy,
Roll 1d20 and consult the tables below. Results
1-10 are considered fails while 11-20 are considered go ahead and drop a line down there and see what hap-
successes. Characters proficient in Wisdom (Survival) pens. Final piece of advice: never let your anger get the
or Intelligence (Nature) make their roll with advantage. best of you. Okay, who's ready to fish?!"
When the characters are ready to begin, Wix clears
his throat and begins his awkward lesson, read:
Wix gingerly hands you a rusty fishing rod and nods to-
ward the open water.

FA I L S

D20 RESULT D20 RESULT

1 A monstrous sea beast snags your lines 2 Your big catch turns out to be a skellin with a mean
and threatens to drag you off of the boat streak who jumps off of the line and bites you on the
unless you succeed on a DC 12 Dexterity nose before flopping off the deck. Take a -2 penalty
saving throw. on all Charisma checks for the rest of the day.

3 You cast your line, not noticing it caught 4 Your pole breaks, and Wix gives you a stern lesson
on the mainsail behind you. You must suc- on the importance of keeping costs down before
ceed on a DC 12 Dexterity saving throw lending you another one.
in order to shake it loose without tearing
the sail. Redfall won't be happy if you tear
his sail.

5 You reel up what appears to be a bulging 6 Somehow, you manage to dredge up a small doll
coin purse. Once opened, hundreds of that inexplicably looks exactly like you, down to the
baby lake roaches pour out and swarm clothing you are wearing. Only you can hear the
the deck. gibberish it whispers.

7 You caught the ancient, one-of-a-kind 8 A tiny magic portal opens in the path of your cast.
crested owlbass! Unfortunately, the slip- Splink peeks out and giggles while he grabs your
pery varmint flopped back into the lake to bait, and the magic portal shuts.
live another day.

9 Your catch just breaks the surface of the 10 Looks like it got away. Better luck next time. Wix
water when a massive falcon dives and gives you a special piece of bait that gives you
steals it from your line. Adding injury to advantage on your next cast.
insult, it showers the deck with its drop-
pings as it flies overhead.

100 L O R E O FA E T H E R R A . C O M / D E E P
SUCCESSES

D20 RESULT D20 RESULT

11 Congratulations! You've caught a miniature 12 You begin reeling in the line, and it's heavy,
toothed copperfish. These feisty cuties make but you don't see anything on your hook. Sune
great pets. Watch your fingers! disappears to the galley and comes back with
flour, and throws it at your line. You see the
outline of a chameleon lobster appear. "Deli-
cious," Sune says, "If you can find them.”

13 You catch a whistling charscale! Prized by 14 You pull up a coin purse with 69 gp inside.
singers and bards, eating the fish grants a +2 Nice.
bonus to Charisma checks for 5 minutes —
Just long enough to sing a song.

15 A thorned eeliathan wraps around your line 16 You pull in the Gargatua! Everyone feasts
and climbs up your pole. The corpses of these tonight! Those who partake of its meat gain +2
spiky monsters can be used as an improvised strength for 3 hours.
whip.

17 You manage to catch a translucent glowdevil. 18 You land a beastly fish called a merquatica
This extremely rare fish has clear skin and piscea. Sune mentions that, when eaten raw,
a glowing skeleton. Sailors have used their the character sprouts gills for 1 hour and can
bones in lieu of a lantern or torch. breathe underwater.

19 You've managed to catch a hearty-looking 20 You've caught a Hendan gold-toothed piranha!


steakfish! These delicious creatures, when Jewelers in Fano will pay 100 gp per fish, as
eaten, grant a character 10 temporary hit necklaces fashioned from their teeth are quite
points. popular among Fano's elite.

TRANSLUCENT GLOWDEVIL ACROSS THE DEEP 101


Glowcannon If a character wants the cargo doors to open automat-
Weapon (harpoon gun), very rare ically, they must activate a small lever near the door.
Succeeding on a DC 12 Strength (Athletics) check al-
This unique weapon fires specialized metal bolts at an lows a character to manually open the doors, although
extremely fast rate, dealing 2d8 piercing damage, range this isn't generally needed.
40/160. This weapon can be fired in three bolt bursts.
M5. DOOR TO LOWER DECK

M 3 . C A P TA I N ' S Q U A R T E R S You descend to the lower deck through a broad stairway


lined with beautiful hand-carved railings crafted in the
You enter Redfall's living area through a door at the back Hendan fashion. Lanterns dangling from short chains il-
of the Bluefin Annex. The wooden planks forming the luminate your path. Ancient-looking maps in glass frames
walls of his room have been painted coral green. Decora- hang along both walls. Most are too weathered to see the
tive ropes and aqua-colored glass orbs hang from the ceil- details, but the words "Mescillian" and "Audowhenda"
ing, plush navy blue wool carpets the floor, and sketches can be read on two of the maps.
of former incarnations of the Moxi decorate the walls. An
armoire and a merqua-draped vanity decorated with sea-
Characters succeeding on a DC 12 Intelligence (Histo-
shells crowd the left half of the room, and a modest bed
ry) check knows that Mescillian was a kingdom that was
stands directly in front of you beneath a large window.
destroyed in ages past and that Audowhenda is a town
Several trinkets sit atop the window sill — a hand-carved to the northeast of Broken Top Bay renowned for the
flagon, a small heart-shaped box, and a bejeweled crown. fine quality of its wool.
Dirty footprints cover the surface of a sturdy desk built
into the wall, and atop sits a locked jewelry box. Above LOWER DECK
you, to the right, a section of wood has been painted with
The entrance to the lower deck leads to the cargo hold.
glowing, merqua-infused red paint with the lettering, "TO
The door on the right leads to the crew quarters, the
THE BRIDGE.” two doors at the far end lead to the officer's quarters
and guest quarters, and the door on the right leads to
The captain's quarters hold an armoire, a vanity, a bed, the galley.
and a desk. The captain keeps the armoire holding his
personal belongings unlocked, and several changes of M6. CARGO HOLD
clothing can be found inside. An iron lockbox at the
back of the armoire contains 4 pp 7 gp and can be While the Moxi VII, like most Hendan ships, can store a
opened with a successful DC 21 Dexterity (Sleight of
large amount of merchandise, its cargo hold contains rela-
Hand) check. The heart-shaped box on the window sill
tively little. A few barrels of gunpowder and a selection of
holds a small piece of ivory carved into the shape of a
fish, with its fins painted blue. A character with a pas- fishing poles and tackle occupy one corner. Sacks of rice
sive Perception score of 14 or higher notices that none and flour rest on a raised platform against the wall, and
of the current crew members are mentioned on any several racks of salted meats and sausages hang above
sketches of the earlier Moxi incarnations. A character them. A crate wrapped in chains, secured by multiple
trying to reach the quarterdeck via the secret passage
locks, lies in the far corner.
must succeed on a DC 14 Strength (Athletics) check to
pull themselves up.
If a character tries a sausage or some cured meat,
M4. CARGO DOOR have them roll a DC 14 Wisdom (Insight) check.
If they pass, they intuit that the heavy hand used in
The cargo door, located in the center of the main deck, seasoning the food likely obscures the meat's du-
bious origins. If they fail, they enjoy their snack
consists of two great cedar boards fastened with golden
but notice an odd aftertaste. Characters may use
fixtures. On the side, a device made of wood, ivy, and
the poles and tackle to fish off of the main deck.
light can be switched on to open the cargo door auto- If a character wants to open the crate in the corner,
matically. they must first succeed on two separate DC 14 Dexter-
ity (Sleight of Hand) checks. After removing the locks,

102 L O R E O FA E T H E R R A . C O M / D E E P
they must then succeed on a DC 12 Wisdom (Insight) blue depths of the lake unfurl below, providing ample en-
check to unravel the chains. In the crate, the character tertainment to those sitting on the latrine. Ivy and ferns
finds a short glowing blade engraved with runes. cascade down from shelves attached to the ceiling. The
lanterns, tinted coral green, drench the room in the color
Cauterblade
Weapon (shortsword), uncommon (requires attunement) of an enchanted undersea garden.

You gain a +1 bonus to attack and damage rolls made If a character needs to use the latrine, roll 1d6 and con-
with this magic weapon. Crafted from cold-forged steel sult the table below:
and infused merqua, this sword becomes nearly molten
when you say the command word and deals an addi- RANDOM EVENTS
tional 1d6 fire damage to creatures. You can also use
this weapon to seal bleeding wounds with a successful
D6 RANDOM EVENT
DC 10 Wisdom (Medicine) check.

1 No incident.
M7. CREW QUARTERS
2 A school of fish mesmerizes you, and you
lose track of time until Wix pounds on the
Each of the several bunks built into the walls of the crew
door and asks you to hurry up.
quarters has its own red velvet curtain that can be closed
for darkness or privacy. Lockers for the crew's personal
3 You see Redfall smirk as he leaves the latrine
effects stand against the opposite wall. A carved sign and motions to the door saying, "After you,
hanging above the doorway reads, "FOR THE ONES WE friend."
LEFT BEHIND."
4 Yisha whimpers in the privy, saying she
If a character wants to rummage through the crew's swears she saw a group of sea trolls in the
belongings, they must succeed on a DC 17 Dexterity distance.
(Sleight of Hand) check to unlock their footlockers.
Wix's locker contains a few sets of clothing, a small
5 You find a dog-eared journal titled "The
pipe, a bag of fiddleleaf, and a small sketch of some
Things I Saw Down There." The pages inside
strange flying contraption. Sune's locker holds nothing
contain random, incoherent text written by
but a small statue of an eyeball. Every few moments,
someone under obvious mental duress.
the eyeball blinks.

6 A shark rushes toward you from the deep


M8. PRIVY
below, and you must succeed on a DC 13
Wisdom saving throw or scream out of fear.
This unusual room consists of a wooden ceiling and sides
and a floor made from glass with iron latticework. The

CAUTERBLADE ACROSS THE DEEP 103


M9. OFFICER’S QUARTER Fishgut Poultice

You walk through the door into a room slightly smaller Made from fish entrails, rosemary, and a dash of merqua,
the poultice, when ingested, relieves nausea and allows
than the crew quarters, although it contains only one
a creature to make Constitution saving throws with
large bed in place of multiple bunks. A large window
advantage for 24 hours
framed in iron lattice dominates the area above the bed,
and a large chest lies against the far wall. You catch glanc-
es at the ominous depths of Chrysal Lake through each
diamond-shaped gap. TRANSITION
The time has come at last. The Moxi VII approaches its
destination — Broken Top Bay. There's no turning back
Characters interested in rummaging through the chest now as the party is pulled toward the unknown.
must succeed on a DC 16 Dexterity (Sleight of Hand)
check. Inside they find several changes of clothing, a In the distance, the sky shifts to a moody grey. A massive
signed drawing of Maggie and the Bandits, and a book cloud swirls, rapidly expanding beyond the jagged rocks
titled: Courage for Cowards. at the mouth of the bay. A thundering boom grows louder
as the ship approaches. The deck shakes, and the fixtures
M10. GUEST QUARTER
rattle from a subsonic pulse. The hull groans as a deep un-
dercurrent pulls the vessel toward the inevitable. Redfall,
While the same size as the officer's quarters next door,
perched at the helm, steadies the ship and cracks a half-
the guest quarters do not have a window. Several ham-
smile as he sets his eyes on the fabled Broken Top Bay.
mocks woven from Hendan silk rope hang from the ceil-
ing. Along the wall, a shell at the end of a wooden pipe
and a rope hang from the low ceiling and disappear into
a hole. A sign above the shell reads, "DRINK ORDERS."

If a character speaks into the shell, there is a 50 per-


cent chance that a crewmember will hear and bring the
requested drink. Otherwise, there is little to do in this
sparse room other than relax.

M11. GALLEY

The enormous galley contains several tables with chairs


and place settings for a dozen people. Black caged lan-
terns sway gently from the ceiling, and strings of glass
fireball lights make the room sparkle. Two racks of salt-
ed meats hang in the corner next to a row of casks. Two
smoky coal stoves line the back wall of the cooking area,
and the whole room smells of fresh-baked bread. A long
cutting board, covered in the remnants of chopped vege-
tables, extends from the stoves to the corner of the room.

While the crew of the Moxi VII raves about Sune's cook-
ing, her talent for folk medicine impresses just as quick-
ly. She will share the secrets of her fishgut poultice with
any character who is proficient in Wisdom (Medicine)
or those who succeed on a DC 15 Intelligence check.

104 L O R E O FA E T H E R R A . C O M / D E E P
S U N E L I Z A ' S F I S H G U T P O U LT I C E ACROSS THE DEEP 105
Broken Top Bay
CHRYSAL LAKE, MOUNT TESETERRA
VII
A fter a long journey across the lake, the
party arrives at the entrance to the fabled and
deadly Broken Top Bay. Apart from Captain
Redfall, the only travelers to have successfully
navigated the bay were either found in the annals of
the treacherous maelstrom without destroying the ship,
killing their shipmates, or losing their own lives.
Their first challenge will be to maneuver the ship
into the bay through the Crooked Fingers — a tight
squeeze of razor-sharp rocks and turbulent waters
myth and legend or were merely the idle boasts from that has been the bane of many a boat. After making it
drunkards stumbling about the tavern. As the Moxi VII through, the party will find that nature itself has turned
approaches, a looming storm cloud hangs heavy atop a against them. It isn't known if the maelstrom creates
seething tempest of rushing water, crashing rocks, and monstrosities or merely attracts them, but seagulls
vicious weather, beckoning the ship into the heart of transformed by merqua into homicidal dive-bombing
darkness. menaces pester the crew while massive clumps of sea-
The characters and the crew must work together weed infused with the violet substance threaten to pull
to overcome the nautical challenges of navigating the the Moxi VII to the bottom of the lake. Once past the
bay. Captain Redfall will remain at the helm, while the threats from above and below, the party must contend
other crew members will scurry about and ensure the with the intense swirling disaster of the maelstrom.
boat is seaworthy, leaving the characters to deal with This massive vortex at the center of the bay thrashes
any unexpected difficulties that may arise. Only with about with malice and pulls anything it can to swallow
great skill and a dash of luck can they hope to brave up into the unfathomable depths.

108 L O R E O FA E T H E R R A . C O M / B AY
HELEN ILNYTSKA / STU HARRINGTON
Depending on how the ship fares during the voyage, the ABSTRACT
characters will be subject to a different fate and path. If
the characters make it through Crooked Fingers and the Into the Belly of the Beast. The party arrives at Bro-
maelstrom, they will find themselves at the opening of ken Top Bay aboard the Moxi VII.
Gilgazo's hidden grotto, ready to dive deeper into their
journey to find the lost druid. If they fail, they will have Crooked Fingers. Working together, the characters
to contend with the hideous unknown beneath the wa- and crew navigate the ship through the narrow en-
ters as the maelstrom destroys the Moxi VII and leaves trance of the bay.
the party sinking into the depths of obilivion.
From Above and Below. Once inside the bay, the
Can the party help Redfall and the crew navigate the party must deal with the merqua-tainted foes that at-
Moxi VII through the writhing maelstrom and arrive at tack the ship.
Gilgazo's hidden grotto, or will the beast of Broken Top
strike again? Around the Maelstrom. Along with Redfall and the
crew, the party attempts to navigate the ship around the
bay's swirling maelstrom.

CROOKED FINGERS B R O K E N T O P B AY 109


I N T O T H E B E L LY O F T H E B E A S T A sudden crack of lightning sends a flash across the dark-
Few vessels match the durability of the Moxi VII, and ness, illuminating glimpses of waves like mountains, terri-
while the captain and crew have prepared for the dan- ble and angry, crashing beneath a funneling black cloud,
gerous waters they are about to enter, Captain Redfall
an omen of impending doom. At its epicenter, a twisting
will need all hands on deck to help safely guide the
ship. As the Moxi VII approaches Broken Top Bay, read: spiral of water swirls into a raging maelstrom. The wind
grows cold and violent. Sea mist stings as it whips across
Captain Redfall hollers from the helm, your face. The clouds above you churn, trapped and
swirling in a rumbling void. Up ahead, you see a narrow
"Look, there be the calamity. There be Broken Top Bay!" gap between the encircling rocks. Two points, sharp and

C R O O K E D F I N G E R S D I F F I C U LT I E S

D12 RESULT D12 RESULT

1 Having never seen a storm of this magnitude, 2 The ship pulls hard to starboard, and Redfall
one of the crew members cowers behind a struggles to right the ship, despite his strength
barrel on the main deck. (A character can give and skill. (A character can use their muscle to
a convincing pep talk to inspire the crew by help Redfall maintain the helm by succeeding
succeeding on a DC 12 Charisma (Persuasion) on a DC 12 Strength (Athletics) check.)
check.)

3 The wind knocks a lantern over, and a fire 4 There seems to be a pattern to the way the
spreads across the main deck. (A character waves hit the Fingers. Perhaps it could be ex-
can sprint over and put the fire out before it ploited. (A character can use their knowledge
grows out of control by succeeding on a DC 13 of tides and currents to find the safest path
Dexterity (Acrobatics) check.) through the Fingers by succeeding on a DC 13
Intelligence (Nature) check.)

5 Redfall calls out for help, as it is too dark to 6 Morale is low, and the crew begins to grumble
see the jagged Fingers up ahead. (A character and despair. (A character can inspire the crew
that successfully casts a fire-related spell or by singing a rousing song if they succeed on a
uses a light source can illuminate the darkness, DC 12 Charisma (Performance) check.)
subject to GM discretion.)

7 An enormous yet docile octopus wraps itself 8 A knot on the mast comes loose, and the
around the harpoon launcher, threatening to mainsail begins to flap wildly and is in danger
tear it off the ship. (A character might know of blowing away. (A character can retie the knot
just where to press to get the octopus to let and secure the sail by succeeding on a DC 13
go of the harpoon by succeeding on a DC 13 Dexterity check.)
Wisdom (Animal Handling) check.)

9 A wave crashes over the deck, and Meyfyre is 10 The capstan breaks loose, and the anchor
knocked unconscious. (A character can success- begins to sink towards the depths. (A character
fully revive Meyfyre by succeeding on a DC 15 can haul the anchor back up by succeeding on
Wisdom (Medicine) check.) a DC 12 Strength (Athletics) check.)

11 A ghostly apparition hovers in the air between 12 A piece of railing breaks loose, and a crewmate
the Fingers, admonishing those on the ship to starts to tumble off of the ship. (A charac-
go back. (A character intuits that this illusion is ter can get to the crew member in time by
harmless and reassures the crew by succeeding succeeding on a DC 14 Dexterity or DC 14
on a DC 13 Wisdom (Insight) check.) Strength (Athletics) check.)

110 L O R E O FA E T H E R R A . C O M / B AY
jagged, protrude from the water like the bony fingers of success or failure, reference the appropriate success or
a monster grasping from the depths of the lake. Waters fail result to determine the outcome.
churn and crash against the passageway. Lining the rocky
T O TA L S U C C E S S
perimeter leading into the bay are the skeletal remains
of the ill-fated vessels that have failed at this seemingly
All problems were resolved successfully.
impossible nautical feat. Captain Redfall yells out once
more, The ship navigates through the Crooked Fingers with
no significant damage, bolstering the characters' spirits
"Aye, steel your heart! We head forth to our fate be- and giving them inspiration for the challenges ahead. If
a character already has inspiration, give them 5 tempo-
tween the Crooked Fingers!"
rary hit points instead.

The Moxi barely squeezes through the narrow passage-


CROOKED FINGERS way, emitting a loud shriek as jagged rocks claw against
The crew and the party will need to work together to the ship's hull. Redfall exhorts the crew,
navigate the narrow passage through Crooked Fingers
and safely reach Gilgazo's hidden grotto. This leg of the
"These pointy claws of death didn't take us this time!"
journey will require the party to make a group check, in
which the outcome of individual ability checks made
by each character will determine the party's collective The crew shouts in uproarious joy and triumph. Few can
success or failure. tell a tale of braving the gap of Crooked Fingers and mak-
First, generate the difficulties that the characters ing it out unscathed!
must overcome by consulting the Crooked Fingers Dif-
ficulties table on the previous page, rolling once for SUCCESS
each character. The characters will then need to decide
who will attempt to solve each problem. Every entry in At least half of the problems were resolved successfully.
the table includes a problem and a possible solution.
Only inform the players of the problem and let them The ship navigates through the Crooked Fingers, but its
find their own solution, using the solution listed as a hull is superficially damaged and takes 1d10 bludgeon-
fallback option for players struggling to find their char- ing damage. Additionally, determine 1 complication by
acter's own solution. rolling 1d8 and consulting the table on the following
page.
WORKING TOGETHER
The dreadful sound of wood scraping against rock floods
Encourage the characters to use any items, skills, or the air, but the Fingers aren't enough to tear through the
spells they have to solve the crisis at hand. Resolve Moxi's hull. The ship survives the gap, but not without a
spell effects normally, and have characters make ability
few new battle scars. This old ship has seen much worse.
checks at DC 13 if a DC is not already listed. If a spell
The crew exhales and eases their white-knuckled grip,
successfully and appropriately (subject to the game-
master's discretion) resolves a task, count that attempt ready to weather whatever comes next. A close one, to
as a success. In addition to the party's checks, make two be sure, but you made it out alive!
additional ability checks that add to the group check;
one for Captain Redfall (1d20 + 5) and one for the FA I L U R E
ship's crew (1d20 + 3).
At least half of the problems must be successfully Fewer than half of the problems were resolved successfully.
overcome for the round to be considered a success. If
every ability check in the round is successful, the group The ship navigates through the Crooked Fingers, but
check is considered a total success. If every ability check its hull is moderately damaged and takes 5d10 piercing
is unsuccessful, the group check is considered a total damage. Each character must make a DC 14 Dexterity
failure. saving throw, taking 1d4 piercing damage on a failed
The Moxi VII starts with 300 hit points. When a save and half damage on a successful one. Additionally,
group check fails, the hull of the ship will take damage. determine two complications by rolling 2d8 and con-
Keep track of the ship's hit points as it takes damage. sulting the complications table on the following page.
This information will be relevant later. After calculating

B R O K E N T O P B AY 111
The harsh whine of rocks piercing wood echoes across piercing damage on a failed save and half damage on
the deck as planks upend in an explosion of splinters. The a successful one, as well as a DC 10 Strength saving
Crooked Fingers stab through the hull of the Moxi VII,
throw, taking one level of exhaustion on a failed save.
Additionally, determine three complications by rolling
and the ship begins to take on water! A crew member
3d8 and consulting the complications table.
shouts,
The sharp stone fingers tear through the side of the ship
"We need to head below deck and patch the planks!" in an explosion of splinters, and the vessel tilts to one
side, nearly capsizing. The crew grips the railing and
Others contend with the sails and steady themselves hangs on for dear life as one tumbles across the deck and
along the railing. The ship passes through the Crooked smashes into the guardrail. His comrade reaches for him,
Fingers, but not without enduring severe damage. The but a wave knocks him overboard, and he disappears into
crew struggles below deck with the water as it gushes a flurry of white water.
through the ship's open wounds. The ship rolls upright and passes through the breakers,
but the aftermath looks grim. A crew member sobs for
T O TA L F A I L U R E
her fallen comrade while she clings to the railing. The oth-
ers dash about, attempting to mend the gaping wounds
None of the problems were resolved successfully.
in the ship's hull. The wind and rain whip across the deck,
The ship navigates through the Crooked Fingers, but spreading both bitter cold and heavy sorrow. The Crook-
the hull suffers massive damage, taking 8d10 piercing ed Fingers have had their way with the ship, ravaging it as
damage, and one crew member dies. Each character it has ravaged so many others.
must make a DC 14 Dexterity saving throw, taking 1d4

C R O O K E D F I N G E R S C O M P L I C AT I O N S

D8 COMPLICATION

1 A crew member cries out in pain as they are pinned beneath a heavy barrel of lard in the cargo hold. Lingering
Effect. A character must make a successful DC 12 Strength check to remove the barrel from their chest.

2 Players take 2d6 damage as broken rocks catch the wind and pelt everyone on the deck (DC 13 Dexterity
saving throw for half damage).

3 A large wooden stake impales Captain Redfall. Lingering Effect. A successful DC 12 Wisdom (Medicine) check,
a healing spell, or similar effect is needed to stabilize him.

4 A massive wave nearly capsizes the boat, and characters must succeed on a DC 12 Dexterity saving throw or
begin the following phase prone.

5 The narrow rocky passage breaches the hull, and water begins pouring into the galley. Lingering Effect. A
character must succeed on a DC 13 Intelligence (Investigation) check to find the materials to repair the ship. (A
character who successfully finds the materials can use an action to board up the leak.)

6 The rope that connects the ship's wheel and rudder snaps. Lingering Effect. A character must succeed on a DC
12 Wisdom (Survival) check to jury-rig the steering mechanism.

7 One of the harpoon launchers breaks loose and falls into the churning deep.

8 A fire breaks out in the cargo hold. The cargo hold contains gunpowder. Lingering Effect. A character must
either succeed on a DC 13 Strength check to move the gunpowder barrel away from the fire or succeed on a
DC 12 Dexterity check to put out the flames.

112 L O R E O FA E T H E R R A . C O M / B AY
C O M P L I C AT I O N S T H AT W A S A R O U G H O N E

For each complication that occurs, roll a d8 and refer- If the party suffered complications that included a Lin-
ence the table on the previous page to determine its gering Effect, they must take action to nullify those ef-
effects on the ship and the crew. Most complications fects, as left unchecked, they could spell doom for the
have lingering effects that will have to be dealt with Moxi VII. Each Lingering Effect has a linked difficulty
during the next leg of the journey. Each complication that must be successfully resolved. If any lingering
should be unique. Re-roll if you roll the same one twice. effects remain at the end of 5 rounds, each roll made
during the second group check, around the maelstrom,
will be made with disadvantage.
FROM ABOVE AND BELOW
Having braved the perils of the Crooked Fingers, the T H E W AT E R I S A L I V E
Moxi VII and its passengers set their eyes on the mael-
strom. However, crossing even this short stretch of A giant mass of merqua-tainted seaweed (see ap-
water proves difficult, as the party must contend with pendix A), moving as if it possesses both will and mo-
problems from the water and the sky alike. This phase tive, begins to attach itself to the ship. A number of sea-
of the journey takes place over 5 rounds and will find weed clumps equal to the number of characters times
the characters acting in initiative order as they attempt two start to drag the vessel towards the maelstrom.
to free the ship from the encroaching seaweed, all while Any character within melee range of the seaweed at the
being attacked by merqua-tainted gulls. end of their turn must succeed on a DC 10 Constitution
save or become incapacitated for 1 round. The seaweed
The waters swirl with grey fury, but something else clumps must be dealt 10 points of damage to detach
broods beneath. Seaweed, consumed by merqua, crawls them from the ship. After 5 rounds, each clump left at-
up the sides of the hull and wraps around the bow like tached to the ship will add one to the DC of all checks
made during the upcoming group check.
slimy tentacles, angry and alive. Gulls fixated on the sea-
weed circle above the boat, shrieking and squawking in
Merqua-Tainted Seaweed Tactics
a frenzy. Some dive into the frothy madness and start to • The seaweed will attach itself to the ship's hull.
peck at the purple tendrils stuck to the ship's surface. The • The seaweed will remain attached, until destroyed,
crew hurries to fasten the ropes and ward off the creeping relying on Alluring Aura to incapacitate its foes.
seaweed. Captain Redfall white-knuckles the helm, grits
his teeth, and braces his vessel as it nears the rim of the
maelstrom.

M E R Q U A - TA I N T E D S E A W E E D B R O K E N T O P B AY 113
MOVEMENT

This scene is intended to play as a race against time,


and as such, the rules regarding movement have the
potential to hinder what is meant to be a fast-paced
and exciting scene. It is recommended that the fol-
lowing rule be used for this phase of the scene: A
character standing on the main deck can reach any
portion of the ship or return to the main deck from
any portion of the ship during their move action.

The ship groans with exhaustion. While the rugged Hen-


dan craftsmanship held up under duress, the ship has
taken quite a beating. The fixtures rattle and splintered
planks creak underfoot. However, the real test of the
Moxi's enduring strength comes as the bow shifts down-
ward with a sickening lurch. Ahead, towering waves roll
in from all sides of the bay, converging in the middle to
form one massive spiral. Sea spray whips across the deck,
making vision difficult. The wind grows violent and clam-
ors against the ship, lashing at the sails with fury. Ahead,
D E AT H F R O M A B O V E water spills over the maelstrom's rim and descends into
the unknown, the color of the water shifting between
Above the ship, a flock of hungry merqua-tainted green, blue, and black as it spins into the center.
gulls (see appendix A) circles in the sky, looking for
a meal. The birds will dive and attempt to feast on the
merqua-laced seaweed attached to the vessel and fight
any characters trying to detach it. A new bird enters AROUND THE MAELSTROM
the fray every round and will continue to attack until After surviving the narrow gap at Crooked Fingers and
dead or all of the seaweed has been dispatched. At the fighting through the merqua-tainted flora and fauna,
end of 5 rounds, if two or more gulls are still alive, the the final challenge finds the party and crew navigating
crew will have to deal with them during the next leg of around the writhing vortex at the center of the bay and
the journey and automatically fail their portion of the attempting to make it to the grotto in one piece.
group check.
The whole world shifts sideways as the Moxi rises over
Merqua-Tainted Gull Tactics one last giant wave. The ship crests at the pinnacle and
• One new gull will enter the battle during each of pauses for a moment before the bow turns downward
the 5 rounds.
and begins to plunge. The crew begins to panic and
• The gull will attack creatures trying to remove the
screams of terror echo throughout the deck. Lying before
seaweed.
you is the great and terrible maelstrom. Water sprays and
A PERFECT STORM froths at the rim, spilling over and forming a massive ring
of water falling into the cursed depths. A hush falls over
At the end of 5 rounds, determine what consequences, the crew. The wind calms, and the fixtures and sails cease
if any, will be applied to the all-or-nothing final leg of
their clamor. All the world goes silent as if holding its
this journey. If any Lingering Effects remain unresolved,
breath, bracing for the plummet into the abyss.
all checks made during the following group check will
be made with disadvantage. Take note of how many
clumps of seaweed remain attached to the ship, and In this final portion of the journey, the characters will
add 1 to the DC for all checks made during the group again need to work together to overcome various chal-
check. If more than two merqua-tainted gulls are still lenges. To generate the ordeals that the characters must
alive, the crew must deal with them and automatically face, consult the 'Maelstrom Difficulties' table on the
fail their roll during the group check. following page, rolling once for each character.

114 L O R E O FA E T H E R R A . C O M / B AY M E R Q U A - TA I N T E D G U L L
M A E L S T R O M D I F F I C U LT I E S

D12 RESULT D12 RESULT

1 A clump of seaweed attached to Redfall's face 2 A hard crash knocks loose the spindle holding
has rendered him unconscious. (A character can the ship's wheel. (A successful DC 13 Intelli-
pull the seaweed off by succeeding on a DC gence (Investigation) check allows a character
13 Strength check.) Note: If this difficulty isn't to find the spindle and replace it.)
successfully resolved, Redfall automatically fails
his portion of the group check.

3 A thorned eeliathan, ejected from the churning 4 A dislodged net wraps two crewmates togeth-
water, wraps around Yisha's leg and embeds its er. (A character succeeding on a DC 12 Dexteri-
spikes into her flesh. (A character succeeding ty check can untangle the two crewmates.)
on a DC 13 Wisdom (Survival) check can safely
remove the eeliathan.)

5 The mast for the mainsail cracks, leaving its 6 Viscera from the dead gulls coat the deck,
immediate future in jeopardy. (A character can making it very slippery and very disgusting. (A
temporarily brace the cracked mast by wrap- character succeeding on a DC 13 Constitution
ping their body around it and succeeding on a check can stomach the horrible smells long
DC 12 Strength check.) enough to clean up the mess.)

7 A lightning bolt strikes a jumping skellin, and 8 A shark is flung from the swirling cloud vortex
Sune Liza was staring right at it when it hap- above the maelstrom, lands on the deck, and
pened, and now she stumbles across the deck, begins to thrash about. (A character succeed-
unable to hear or see. (A character succeeding ing on a DC 13 Wisdom (Animal Handling)
on a DC 13 Wisdom (Medicine) can help Sune check can safely return the shark to the ocean.)
through the shock before she stumbles over
the railing.)

9 A waterspout knocks Wix over the railing on 10 The harpoon launcher accidentally discharges,
the far side of the ship, and he hangs on for leaving the ship tethered to an impossibly big
dear life. (A character succeeding on a DC 12 gargantua as it swirls in the maelstrom. (A char-
Dexterity check can make it to Wix and pull acter using an edged weapon and succeeding
him over the railing.) on a DC 12 Strength check can cut through the
rope attached to the harpoon.)

11 A crew member, overcome with terror, begins 12 After taking a few hard hits, a barrel of ale on
to climb over the railing so they can leap to the deck begins to swell and hiss, and some-
their doom. (A Character succeeding on a DC thing appears to be caught in its bunghole.
14 Charisma (Persuasion) check can convince (A character succeeding on a DC 14 Strength
the crewmate that everything will be alright.) check can heave the barrel overboard before it
explodes.)

B R O K E N T O P B AY 115
After learning what difficulties they will have to over- The ship rounds the periphery of the maelstrom and
come, the characters must decide who will attempt breaks over the wake just in time. The waters begin to
each task. The characters may use all the tools at their calm as the current pulls the ship away from the orbit of
disposal to overcome their dilemma. Resolve spell ef-
the vortex. The crew cheers in unison! You see a deckhand
fects normally, and have characters make ability checks
at DC 13 if a DC is not already listed. If a spell suc- uncork a bottle of rum and pass it around to his relieved
cessfully and appropriately (subject to the gamemas- comrades. Glimmering sunlight darts through the clouds
ter's discretion) resolves a task, count that attempt as above and spills onto the wooden deck in a glorious
a success. In addition to the party's checks, make two beam. A crew member hands the bottle to the Captain,
additional ability checks that add to the group check; and he takes a swig then yells out,
one for Captain Redfall (1d20 + 5) and one for the
ship's crew (1d20 + 3), if they are available.
If any lingering effects remain unresolved, char- "Aye! We rode the towering waves, and we shot out of
acters make all rolls during the group check with dis- the top with mist and fury. We weathered the hell that
advantage. If complication eight has been selected but is Broken Top Bay. Now I can tell milady I looked the old
not successfully resolved, read the text below as an ex- maelstrom in the eye and spat in it."
plosion splinters the deck. Each clump of seaweed still The crew member yanks the bottle back, "Aye, first you
attached to the ship increases the DC of all checks by
must find a lady that'll have ya, ye old sea scum!"
one during the group check. If two or more of the birds
are still alive, the crew must spend time dealing with
them and automatically fail their check. "Ah, how about your mother? Back into the maelstrom
with you, but leave the rum!" the Captain replies as the
A menacing hiss and a flicker of bright light fill the dark crew roars at the retort.
cargo bay as a hungry fire eats at loose gunpowder, dis-
appearing a moment later under a stack of barrels. For a SUCCESS
second, all is calm as the hissing ceases. The calm is shat-
At least half of the problems were resolved successfully.
tered as the whole deck vibrates, and the barrels erupt
into a brilliant explosion. Wooden shards splinter out in all The ship navigates through the turbulent waters of the
directions in a flurry, sticking into the sides of the ship like maelstrom, but its hull takes superficial damage and
darts, while cinders burn holes through the lower sails. dealt 5 (1d10) bludgeoning damage.
After the smoke and flames clear, the deck is more hole
The ship dips over the edge of the maelstrom, waves on
than wood.
both sides relentlessly pushing to send the ship toppling
over the horizon into the depths. However, the sail turns
If at least half of the ability checks are successful, the
at just the right moment, and the Moxi crests the wake
group check is considered a success. If every ability
with a strong pull from the wind.
check in the round is successful, the group check is
considered a total success. Furthermore, if every ability The ship crashes down into the water, and a few planks
check is unsuccessful, the group check is considered a splinter off from the bow with a loud crack. Now past the
total failure. After calculating success or failure, refer- dangers of Broken Top Bay, the crew lets out a collective
ence the relevant result to determine the outcome. breath, and the relieved Captain takes a swig from his
bottle of rum.
T O TA L S U C C E S S

All problems were resolved successfully. FA I L U R E

The ship navigates the maelstrom's turbulent waters Fewer than half of the problems were resolved successfully.
with relative ease, bolstering the party's spirit and giv-
ing each character inspiration for the challenges ahead. The ship tumbles into the maelstrom's center but even-
If a character already has inspiration, grant them 5 tem- tually navigates its way through the turbulent waters,
porary hit points instead. taking 44 (8d10) bludgeoning damage to its hull. The
characters must make a DC 16 Dexterity saving throw,
taking 1d4 bludgeoning damage on a failed save or half
damage on a successful one.

116 L O R E O FA E T H E R R A . C O M / B AY
The waves drive the ship deep into the belly of the mael- TRANSITION
strom. The world turns sideways, tilted down towards the If the ship successfully makes its way to the entrance of
blue infinity. The crew attempts to brace themselves, but
the grotto, read:

the railing is slick from the rain, and some of them slip and
The wind dies down, and the waves no longer wreak vio-
fall overboard. Their bodies plummet into the center of
lence. A gentle current thrusts the boat toward the gap-
the vortex, disappearing into the cold beyond.
ing mouth of a rocky cave. The ship creaks toward the
Then, the ship upturns; it trembles as it climbs, trying
darkness, and the air grows still and cold. A smell wafts
desperately to claw its way out of the maelstrom's grasp.
from the inside, damp and moldy. For a moment, the
The tremendous pressure snaps planks like toothpicks
world rests in quiet serenity.
as wood fragments fly into the air, mingling with the sea
spray. Alas, the ship breaches the wake and avoids sinking If disaster strikes and the ship is swallowed by the
into the doomed epicenter. maelstrom, read:
The waters grow calm now, and the wind settles. The
Moxi narrowly escaped a terrifying fate, though suffering The frenzy of froth and bubbles fizz out to an eerie si-

numerous scars and the loss of a few lives. lence. Direction no longer means anything; eternal deep
surrounds you on all sides. You float helplessly, all senses
T O TA L F A I L U R E
subdued by the water, as you sink into the icy depths of
the lake. But then, a popping sound can be heard some-
None of the problems were resolved successfully
where ahead. In the distance, a sparkling purple mass
The ship tumbles into the maelstrom's center, and blooms from the blue, offering a glimpse of light and a
though it struggles valiantly, it is unable to overcome glimmer of hope.
the pull of the vortex.
Leveling Milestone
The anger of the water swarms and froths, and it begins At the end of this scene, whether the party went through
to spill over onto the deck. The ship lurches over the rim the maelstrom or down it, they can take a Long Rest
of the maelstrom, caught in its inescapable current. Then, and have reached their next leveling milestone, advanc-
ing to level 4.
for a moment, the water smooths out like glass. Water no
longer breaches the ship's sides. In fact, no water can be
seen to the left or the right. Seconds later, water begins
to drip down, and above you, a thick wall of water surges
in the opposite direction. The gravity of the situation then
sinks in: the ship is entirely sideways.
The sound of rushing water ceases, and only a quiet
rustle of wind can be heard. The speed you travel grows
so quickly it seems as though you are stuck in time. You
hang in the air as the ship crumples in silence beneath
your feet. It folds into itself like a dying star, imploding
under the pressure and sheer speed of the vortex. A deep
blue infinity spreads out before you, suspended in space
and time. You have but a moment to take a misty breath
of air as you await the inevitable.

B R O K E N T O P B AY 117
The Hidden Grotto
B R O K E N T O P M O U N TA I N S , M O U N T T E S E T E R R A
VIII
F or better or worse, the party has faced the
horrors of Broken Top Bay, dealt with crises and
the near-certain prospect of death, and survived
against all odds. Depending on how the charac-
ters fared during the excursion through the bay's dark
nid who rules the area, and the party will have to defeat
her or become dinner.
If the party survived the bay, they sail triumphant-
ly into the grotto. The boat drifts down the cavern in
eerie silence, broken only by the occasional echo in the
waters, the party will start the scene in one of two dif- distance. However, they barely have time to rest before
ferent ways. Maytria (see appendix A) and her minions drop from
Those swallowed by the maelstrom wash up on the above, intent on feasting on all present. The party must
shore of a tunnel lined with merqua and webs. The ship dispatch her before she sinks the Moxi VII, whose tim-
they sailed in on washes up in pieces, devastated by bers creak under the weight of the beast and her unholy
the maelstrom. As the characters explore the tunnel, kin.
a skeletal merqua abomination (see appendix A) No matter how they managed to get there, the
bursts out of a web sac and attacks with shortswords party explores the violet shore, a neon-tinted refuge,
wielded by its many spindly arms. After vanquishing after fighting the monstrous spider. Examining the two
their foe, they make their way down a channel of water wrecked ships could prove rewarding for intrepid char-
leading to a waterfall overlooking the grotto. Only the acters who are willing to get their hands dirty and their
quick and vigilant can avoid the spiderweb slung across feet wet. Those among the party with a bent towards
the waterfall, the work of Maytria, an enormous arach- creating their own goods can fashion Maytria's cara-

120 L O R E O FA E T H E R R A . C O M / G R O T T O
JORDAN KERBOW
pace into mighty armor or use her innards to make a ABSTRACT
powerful potion.
A large onyx obelisk rises from the sand of the vio- Is This the End? The characters, lost in the mael-
let shore below an elevated cave shaft that extends up strom, wash up in a merqua tunnel.
into the cavern wall. When brought near the obelisk, A Sticky Situation. The party meets Maytria.
Fawn's nocturne bracelet, given to the party at the Wa-
terleaf Book Shoppe, begins to glow and interact with OR
each other in strange ways involving music. Once they
uncover the secret behind the two objects, a powerful Into the Neon Darkness. The Moxi made it through
reverse gravity spell activates, causing anything in the Broken Top and now enters the grotto.
immediate area to tumble up into the mouth of the tun- Arachnophobia. Death from above as Maytria dis-
nel above. As the party travels up the tunnel, they be- rupts the quiet journey.
come one step closer to their goal of finding the elusive
druid. THEN

Can the party, and what's left of the crew of the Moxi VII, The Violet Shoreline. The party explores the myste-
defeat the ancient monster of the grotto, and if they do, rious violet shore.
will they have the wits to find their way out? The Onyx Obelisk. Could this mysterious pillar be the
key to continuing the quest?

THE HIDDEN GROTTO THE HIDDEN GROTTO 121


HOW DID WE GET HERE? Skeletal Merqua Abomination Tactics
• The abomination will use its Grasping Claw on the
Depending on how the previous scene ended, the nearest enemy.
characters have two potential starting places during • The abomination will use the rest of its attacks to
this adventure. If they succumbed to the perils of the attack the grappled foe with shattered shortsword.
maelstrom, they begin their journey at the section titled
"Is this the End?" Alternatively, if the party managed to The skeletal merqua abomination, an amalgamation of
overcome the challenges of Broken Top Bay, they start strange magic and the bones of multiple victims, breaks
off in the section titled "Into the Neon Darkness." out of its webbing and attacks the party. It will attempt
to grab those near it and stab them out of their misery.
If no targets are in range, it will move towards the near-
IS THIS THE END? est target and attack with its shortswords.
If the Moxi VII fell victim to the maelstrom, read: After vanquishing the foul creature, allow the party
to take a Short Rest. The chest the creature was hold-
At last, you regain consciousness. A few feet away, Mey- ing is locked and requires a successful DC 13 Dexterity
fyre coughs out a sputter of water. The maelstrom has (Sleight of Hand) check to open. A ring of the skellin
deposited you and your traveling companions onto the and a bag containing 30 sp can be found inside.
sticky-soft sand blanketing the shoreline of a cavern that
Ring of the Skellin
glows in darkened purple. Thick air, humid and sickly
Ring, rare (requires attunement)
sweet, clings to your skin. Ahead of you, the rocky wall
opens into a passage, like an enormous gaping mouth While wearing this ring, you can breathe underwater
coated with merqua. Vines of the shimmering purple and gain a swim speed of 15 feet. In addition, you make
moss hang down from the sharp rocks like blood dripping all Charisma checks with disadvantage.
from stone teeth.
As the characters travel down the tunnel, they will pass
by 7 (2d6) egg sacs. Those wielding a bladed weapon
In addition to the characters, Meyfyre and Redfall wash who succeed on a DC 15 Strength check are able to cut
up on the shore as well. None of the deckhands survive, through the webbing. Roll a d12 and consult the table
but if Wix, Sune, or Yisha are still alive, they will be above to see what they find, re-rolling any duplicates.
there as well. The merqua tunnels are 25 feet across The tunnel extends for a quarter-mile before end-
and 25 feet tall. A channel of slow-moving water flows ing. The water channel to the right flows for another
to the right. Merqua and webbing cover the walls, and 500 feet before dropping off into a magnificent water-
the whole passage glows with dim purple light. fall. The water is 5 feet deep and travels at a medium
pace, picking up speed as it nears the edge. Characters
A narrow, slow-moving river flows down one side of the wishing to swim against the current must successfully
cave. The walls are layered in white silk, gauzy and thick. make a DC 14 Strength (Athletics) check.
Underneath, violet pockets of light pulse slowly. Ahead,
an enormous throbbing mass of web quivers and pulses.
A S T I C K Y S I T U AT I O N
Blades pierce from within the silken webbing sides, and
When the party reaches the edge of the waterfall, read:
the entire sac rips away from the wall. A horrible skele-
tal creature emerges, an amalgam of the skeletal remains Once humid and sickly sweet, the air clears to a refreshing
of wandering adventurers who met some tragic end mist as you arrive at a cavernous room. The channel flows
clumped into a grotesque conglomerate and fastened over the edge, and you stand near the top of a waterfall
together with merqua, resin dripping from its sinews. that thunders down into the blackened misty depths of
Several of its limbs grip short swords. Near its back, two deep blue oblivion. But this place is calm, almost peaceful,
protruding arms tightly grip a small treasure chest. with the rushing water and echoing drips lulling the mind.

The skeletal merqua abomination (see appendix


A) attacks the party. Roll initiative.

122 L O R E O FA E T H E R R A . C O M / G R O T T O
EGG SAC LOOT

D12 RESULT D12 RESULT

1 A puff of foul-smelling dust hits you in the face. 2 You find the skeleton of a dwarf, complete ex-
You must succeed on a DC 13 Constitution cept for the skull, which is nowhere to be seen.
saving throw or become poisoned.

3 You find 1 pp and 4 cp in a pair of deteriorating 4 You find a potion of gaseous form in the hands
pants. of a gnome skeleton.

5 You find a skeleton with a note clutched in its 6 You find an exquisite golden crown worth 300
hand. It reads, "If you find this, tell Nisla that gp if you can find a buyer. With a crown this
I'm sorry and I love her. I never should have nice, someone is probably looking for it.
came here."

7 You find a rusty trident. Despite its age and 8 You pop open this small sac to find the perfect-
neglect, the teeth are needle-sharp. ly preserved severed head of a stout-looking
dwarf. His eyes are open, and his face reveals
his dying panic.

9 A swarm of merqua spiders (see appendix A) 10 You find not a web sac but a colony of 5 (2d4
spews out of the sac and attacks. + 1) assorted mushrooms. If a character eats
one, roll d4. On a 1, they must make a DC 12
Constitution saving throw or become poi-
soned. On a 2, you become incapacitated for
1 minute and ponder life's mysteries. On a 3,
nothing happens, but they taste delicious. On a
4, regain 4 (1d8) hit points.

11 You find a small blood-soaked crate that has 12 You find a skeleton holding a merqua glow-
been nailed shut. A successful DC 14 Strength blade, a dagger glowing with dim purple light.
check opens it to reveal several copies of The
Bells of Lament.

Merqua Glowblade
Weapon (dagger), uncommon (required attunement)

You gain a +1 bonus to attack and damage rolls made with this magic weapon. This ra-
zor-sharp dagger glows with the purplest purple light, providing a 20 feet. radius of dim
light. Upon reciting the activation word "Yanak," the blade becomes impossibly black and
allows the wielder to make all Dexterity (Stealth) checks with advantage. This bonus is
not in effect when the blade provides light.

MERQUA GLOWBLADE
Then read:
M 1 . W AT E R F A L L
The webbing trembles in silence, hushed by the roar of
At the end of the channel, a massive waterfall spills into the waterfall. Long dark appendages emerge from behind
the deep pond below. The waterfall is 120 feet. tall. A the waterfall, creeping across the web with speed defy-
giant spider web hangs in front of the waterfall, 60 feet.
ing its size. Then you see it — long and monstrous, shim-
down, catching everything that tumbles from the cliff.
mering and violet, a hideous beast dripping with merqua.
Characters with a passive Perception score of 13 notice
the web before they go over the edge, and can, with a While possessing the shadow of a spider, the monstrosity
successful DC 15 Dexterity save, jump far enough that that emerges, with sharp spiky scales and a demonic pres-
they won't fall victim to the web. All others fall head- ence, is something far worse.
long into a very sticky situation. Of the NPCs traveling
with the party, only Meyfyre notices the web and makes Maytria (see appendix A), the enormous arachnid that
her check with +1. If any character notices the web, rules the grotto, will engage the characters in combat
read: as soon as she senses one of them touching her web or
when she hears one of them splash down into the wa-
You see something glimmer in the dark. A shock of light ters below. Roll a Dexterity (Stealth) check for Maytria
travels from one end of the cavern to the other along a (1d20 + 3). If the result is higher than a character's (or
thin line. Your eyes strain to follow the light, but then you an NPC's) passive Perception score, they are surprised
during the first round.
see it. It's just barely detectible, some sly devilish trick-
Characters caught in the web will have to contend
ery — a long, intricately woven web stretched across the
with three swarms of merqua spiders (see appen-
waterfall, midway down. dix A), who crawl out from tiny holes in the rocky cliff.
If a character bursts from their bonds, they fall into the
pool below, while if a character destroys the web, either
by fire or an edged weapon, everyone trapped falls. If

124 L O R E O FA E T H E R R A . C O M / G R O T T O MAP OF THE VIOLET SHORELINE


no conscious characters remain in the web, or upon the floating in the water with a merqua glowblade (see page
web's destruction, any remaining swarms descend the 121) in its hands.
cliff and assist Maytria. When the characters have had some time to take a
Short Rest, read:
Maytria Tactics (Violet Shoreline)
• If its web attack is available, Maytria will use it on For several miles, the Moxi VII has quietly drifted through
the nearest foe. the cavern's long dark passage. The ship creaks and
• Maytria will attack with chelicerae, targeting the groans reverberate off the walls and into the still cold
nearest foe, and if successful, will attack with bite.
darkness. Drips from stalactites join in the chorus of echos
• If all foes are caught in the web strung across the
that resound throughout the cavern as they slap the sur-
waterfall, Maytria will ascend the wall and attack
with chelicerae the following turn. face of the water.
• Maytria will fight to the death.
If at least one character has a passive Perception score
Skip to "The Violet Shoreline" to continue. of 16 or higher, read:

The soft glow of the plant life on the walls shifts with con-
DEALING WITH THE WEBS stant movement in your periphery yet lay still in lumines-
cent beauty when you turn your head to stare at them
Throughout this scene, the party may encounter webs
directly.
in several ways, and a character may need to escape
As you gaze at the warm violet light, you nearly miss
or destroy them. A target restrained by webbing who
succeeds on a DC 12 Strength check bursts the web- the quiet tapping joining the echoes. It shuffles about,
bing. The webbing can also be attacked and destroyed moving in all directions of the three-dimensional space
(AC 10; hp 5; vulnerability to fire damage; immunity to surrounding you. Then, the noise suddenly stops directly
bludgeoning, poison, and psychic damage). These rules above the ship.
apply to all webs in this scene, whether weaponized or
environmental. Otherwise, if no character passes the passive check,
read:

Near the ship, something begins to fizz up from deep be-


INTO THE NEON DARKNESS neath the still blue water. The bubbles rise and pop at the
If the characters successfully navigated Broken Top Bay, surface, adding their voice to the cavern's ominous song.
read the following as they drift into the grotto:
Dark shadowy forms begin to stir, leaving behind rippled
wakes as they race just beneath the surface of the water.
This cavern would be pitch-black if it weren't for the mossy
growths covering the walls and ceiling — their glow illumi-
nates this watery darkness with soft violet light. The tapping reverberations and the shifting shadows
emanate from a massive brood of hundreds of spiders.
What cannot be seen can certainly be smelled as a
The mob swarms around Maytria (see appendix A),
flurry of odors waft across the deck. The cavern reeks of
an enormous arachnid covered in glowing merqua.
damp mustiness, like the forest floor after a flood, with When you are ready to begin the encounter, read:
pockets of sweet and stale air scattered throughout.
All is calm. The Moxi VII drifts into the cavern in silence, A hush falls over the cavern. A large shadow spreads

aside from the distant sound of the raging maelstrom out- across the rock ceiling and creeps down the central mast

side. as a monstrous form emerges through the veil of the


ship's sail.
The creature's black legs hang in the air like thick
The grotto is calm, and the ship will drift slowly through
the cave with the captain at the helm. Merqua provides spears. Its long prickly abdomen slopes haphazardly to
10 feet of dim violet light to the cave walls and ceilings. one side, dragging most of its weight behind it. Its seven
The cavern is roughly 220 feet high and 160 feet wide. pink eyes shine, vile and hateful, and purple merqua
Drifting at its current speed, the ship will arrive at the seeps out from gaps in its exoskeleton as it readies to
end of the grotto in an hour. Characters with a passive
pounce from the height of the mast.
Perception score of ten or more notice a skeleton is

THE HIDDEN GROTTO 125


ARACHNOPHOBIA "I never doubted ye, my timbered queen. But after such
Maytria (see appendix A), the massive arachnid that a brave fight, I give ya my blessing again, and name
rules the grotto, rarely has visitors and eagerly engages thee anew. May Moxi Skyfire forever sail!"
the characters in combat. Three swarms of merqua
spiders (see appendix A) accompany the Maytria and
will drop on random targets and attack. Characters who If the Moxi VII has 99 or fewer hull hit points, the cap-
failed their passive Wisdom (Perception) check are sur- tain cannot steer the ship properly due to the extensive
prised during the first round. Captain Redfall and the damage. Read the following as the vessel drifts to its
crew will be busy sailing the ship and won't be able to doom:
assist in battle.
The shore curves around the far rim of the cavern, and the
Maytria Tactics (Moxi VII) ship ends its journey at an underground harbor. The roar
• Maytria starts on the ceiling and will drop down of a waterfall echoes off of the walls. Glowing moss blan-
on round 2.
kets the shore in violet illumination, a neon beach both
• If Maytria is at half her hit point total, she will
alien and familiar.
retreat the ceiling for 2 rounds (one time only),
and when she drops back down causes 27 (5d10) The once robust Moxi VII, now mortally wounded, am-
damage to the boat, and all characters must make a bles towards its fate. It slides up against the sand bar, and
DC 14 Dexterity saving throw or be knocked prone. the pressure splits the hull in twain as it comes to rest next
• Maytria will use her web if available. to the timeworn dock. Water bubbles out of its belly, and
• Maytria will attack with chelicerae, targeting the
the boat falls to its side in the cold, purple darkness.
nearest foe, and if successful, will attack with bite.
The remaining crew, bloody and bruised, stumbles out,
• Maytria will fight to the death.
climbing down shreds of ropes. Captain Redfall remains
Swarm of Merqua Spiders Tactics sitting atop what's left of the deck, refusing to believe
• The swarm will attack with flurry of bites, prefer- that his faithful ship is now gone.
ring unarmored opponents.

Hull Damage
The more damage that Moxi has suffered, the harder it THE VIOLET SHORELINE
becomes to manage. Consult the table on the following Once the characters have discovered the fate of the
page to determine the current effects. If the Moxi enters Moxi and are standing on the shore, read:
the grotto with the ship at or below level four hull dam-
age, the effects occur on turn two. All effects occur at The shimmering violet shore stretches long, then disap-
the end of the turn. pears behind a towering waterfall. The sheer enormity of
the cavern defies logic. Tiny crystal shards set high in the
M2. END OF THE LINE
darkness glitter like stars in the midnight sky. Stalactites
hang down from the gloom, wrapped in merqua like giant
Shortly after the battle with Maytria, the Moxi VII ar-
rives at the end of the grotto. Read one of the following, dripping chandeliers. A wrecked ship covered in webs
depending on how many hull hit points the ship still rests in a cove, ever threatened by the small waves lap-
has. ping drearily against its broken timbers. The whole place
smells damp and sweet, a scent both strangely beautiful
If the Moxi VII has 100 or more hull hit points remain-
and deeply unsettling. Something in a far corner glows
ing, reward the characters with inspiration and read:
with dark energy and emits a peculiar hum that reverber-

The shore curves around the far rim of the cavern, and the ates throughout the cavern.

ship ends its journey at an underground harbor. The roar


of a waterfall echoes off of the walls. Glowing moss blan- The party can make camp on the shoreline and perform
a Short Rest. They should not be interrupted and have
kets the shore in violet illumination, a neon beach both
ample time to explore afterward.
alien and familiar. The crew drops anchor, and the ship
softly slides into the sand bar. Captain Redfall, perched
atop the bow, shouts joyously,

126 L O R E O FA E T H E R R A . C O M / G R O T T O
MOXI VII HULL DAMAGE

LEVEL HULL DAMAGE STATUS

5 300 - 201 No significant changes.

4 200 - 151 The main mast breaks loose and falls. Roll a d6. On a 1, 2, 3, or 4, the mast hits a
random character on the deck. On a 5, it falls on an empty portion of the deck, while
on a 6, it hits Maytria.

Players must make a DC 12 Dexterity saving throw, taking 5 (1d10) bludgeoning


damage on a failed save or half damage on a successful one. Maytria cannot avoid
the mast and takes 5 (1d10) damage. The ship hull takes 27(5d10) bludgeoning dam-
age, regardless of who it hits.

3 150 - 51 The ship nearly capsizes. Roll a 1d4; on a 1 or 2, the ship's hull takes 22 (4d10) blud-
geoning damage from tumbling cargo.

When this occurs, characters must make a DC 14 Dexterity saving throw to maintain
stability as the ship rolls. If they fail, they are thrown into the water and will need to
climb back up.

If characters need to climb back onto the ship's hull from the water, they must make
a DC 12 Strength (Athletics) check. Characters swimming in the water will need to
keep up with the ship and must make a successful DC 12 Strength (Athletics) check
or take one level of exhaustion.

2 100 - 51 Hundreds of tiny pieces of wood fly across the deck, and all creatures on the deck
take 7 (2d6) piercing damage, or half as much on a successful DC 13 Dexterity saving
throw.

1 50 - 1 The ship becomes more challenging to steer. A successful DC 16 Strength check can
keep the helm steady. If Captain Redfall is at the helm, he makes the ability check
with a 1d20 + 5. If he is dead or otherwise incapacitated, a character can make the
check, and with the assistance of an additional character can make the check with
advantage.

If unsuccessful, the ship takes 28 (5d10) bludgeoning damage as it crashes into the
side of the cavern. Characters must make a DC 16 Dexterity saving throw, taking 4
(1d8) bludgeoning damage and be knocked prone on a failed save.

0 0 The ship is inoperable and begins to sink as it nears the violet shore.
128 L O R E O FA E T H E R R A . C O M / G R O T T O I N V I TAT I O N T O T H E R E V E R I E F A N TA S T I C A
M 3 . D I L A P I D AT E D D O C K • The merqua-infused scales can be fashioned into
fine carapace armor by a Leatherworker or a
The remains of an unusable and decaying wooden dock character with leatherworker's tools and takes two
stretch into the water from the shoreline. One large days to craft.
sailing ship remains half sunk and covered in spider • An alchemist or a character with alchemist's
webs. Characters can take one hour to search the boat supplies can use portions of the legs and some
and find the following in the portion above water: internal organs to create 1d4 + 1 potions of spider
climbing. The potions require a Short Rest to craft.
• 6 gp, 11 ep, 14 sp, 8 cp.
• A 6-foot tall marble statue of Gilgazo. Worth about
1,100 gp, if intact, and a seller can be found. It Hungerbane
weighs around 900 lbs. Wondrous item, rare
• A crate of ancient wine. The faded labels say,
"STONEDWELLER" and are decorated with a As you use this fishing pole, you find that its line never
drawing of a brown horse. A character who drinks breaks, its hook never rusts, and its rod never snaps.
one must make a DC 12 Constitution saving throw Casting hungerbane causes the bait to magically ap-
or become poisoned. Those who succeed on their pears on the hook, and if any edible fish are swimming
save find that the wine's flavor has aged well. within 100 feet of the bait, they will seek it out.
• Two potions of healing.
• A book entitled: Papa Gigi's Blue Bakery (see
appendix C). Maytria’s Carapace
Armor (medium), rare (requires attunement)
A character making a successful DC 15 Intelligence
(Investigation) check finds an invitation to The Reverie AC 13 + Dexterity bonus. You gain a +1 bonus to AC
Fantastica, which has fallen between some floorboards while you wear this armor. You are considered profi-
and has been kept mostly intact by the cold and dark cient with this armor even if you lack proficiency with
conditions. Additionally, the magical properties of medium armor. While wearing this armor, you gain 2
the invitation can be found with spells such as detect temporary hit points at the start of your turn. Addition-
magic, revealing a transmutation aura around it. ally, the armor provides 10 feet of dim glowing violet
light.
Characters who want to search the ship's water-
logged parts must succeed on a DC 14 Intelligence
(Investigation) check to search underwater with Potion of Spider Climbing
the limited time their breath allows. If the charac- Wondrous item, rare
ter can breathe underwater, they only need to suc-
ceed on a DC 10 Intelligence (Investigation) check. When you drink this potion, you grow thousands of mi-
They find a carved ivory dice set worth 150 gp hid- croscopic hairs on your hands and feet, allowing you
den in the captain's quarters on the first success. On the to climb difficult surfaces, including upside down on
second, they find a rapier made from fine silver. The ceilings, without needing to make an ability check. This
third attempt yields hungerbane, an exquisitely crafted effect lasts for 1 hour.
fishing pole. Any subsequent attempts fail to reveal
anything. Characters can attempt this check as many A character must make a successful DC 15 Wisdom
times as they wish; however, if they fail by 5 or more, (Medicine or Survival) or Intelligence (Nature) check
then a swarm of skellin tries to bite them, dealing 2 to harvest the various components from the remains
(1d4) damage unless the character makes a DC 13 Dex- of the spider. A failed check ruins the parts they are
terity saving throw. attempting to collect. Characters proficient in two or
more of the above skills make their check with advan-
Maytria's Remains tage. Searching nearby cocoons on the shore reveals the
Any character proficient in Wisdom (Medicine or Sur- bones of several dwarves and gnomes, and the charac-
vival) or Intelligence (Nature) know that some of Ma- ters can acquire 17 gp, 9 sp, 3 cp. Characters have time
ytria's parts are quite valuable. These characters have to take a Short Rest.
the knowledge of which parts of the spider are needed
to craft the following items:

THE HIDDEN GROTTO 129


M4. ONYX OBELISK You are weightless, rising with a gentle lifting breeze.
Then your momentum picks up, and you soon fly un-
An obelisk made of onyx thrusts out from the ground controllably toward the jagged stalactites hanging high
near the center of the shoreline; Novarian text deco-
above. You are in free fall, reaching terminal velocity; the
rating its surface. Spells such as detect magic reveal a
transmutation aura surrounding the obelisk. wind is rushing all around you. Moments before you are
about to be dashed against the sharp rocks, a bright light
M5. CEILING EXIT flashes, and you slow down. You carefully float toward a
rock protrusion near the ceiling and are placed softly at
A hole directly above the obelisk extends 300 feet and an entrance to a large tunnel, and gravity begins to act
leads deeper into caverns inside the Broken Top Moun-
normally again.
tains. This mysterious passage appears to be an exit
from the grotto. Merqua hangs down from the edges of
the giant hole, making it is easy to spot. If any characters were out of range or otherwise not
affected by the spell, the spell will remain in effect for
five minutes. Otherwise, they will need to perform the
THE ONYX OBELISK puzzle solution again or find their own means of es-
Any character who speaks Elvish can decipher the No- cape. If still alive, Captain Redfall and his crew say they
varian language; however, a successful DC 13 Intelli- will stay back and see if they can make one of the old
gence (History) check is needed to prevent translation wrecks seaworthy, or if the Moxi is still afloat, they will
errors. Meyfyre can also translate the text as a last re- wait there.
sort. If successful, read:

A phantom forever stares, TRANSITION


Straight to the ground. Once the characters proceed up through the hole,
But sing sweetly of starlight, whether utilizing the obelisk or alternative means, read:
She'll look to the sound.
A dark and narrow tunnel lies in front of you, but a dis-
tant blue glow emanates from an immense cavern beyond
Fawn's nocturne bracelet begins to glow if it comes with- that. You take in a breath of freshwater mist — it revital-
in 30 feet of the obelisk. In order to successfully acti-
izes your senses, a desperately needed change from the
vate the obelisk and ascend the tunnel, a character will
suffocating sticky sweet essence of merqua. The sounds
have to play the correct sequence of notes by applying
pressure to the beads on the bracelet in the right order, of rushing water and muffled voices echo far in the dis-
2132. The proper order can be determined by counting tance — they have a cheerful tone. Could it be the sounds
the number of times the letter "s" occurs in each line of of hope?
the poem. Each consecutive correct note will cause the
obelisk to glow brighter. If the characters need assis-
tance, Meyfyre can mention the bracelet and suggest
playing the beads.
Once the four notes have been played in the proper
order, the obelisk shoots a beam of light into the tun-
nel above, and a powerful version of the reverse-gravity
spell affects the area in a 50-foot radius. Characters re-
main under its effect until they reach the ceiling exit,
causing everyone to fall to the exit above. If any charac-
ters are affected by the spell, read:

The melody of the nocturne bracelet resounds as


the four simple notes ring soft and delicate, akin to
a lullaby. With each reverberation throughout the
chamber, the volume of the melody builds, com-
posing a monstrous and angelic sound — beautiful
and terrible. Suddenly, your feet leave the ground.

130 L O R E O FA E T H E R R A . C O M / G R O T T O
ONYX OBELISK THE HIDDEN GROTTO 131
The Eternal Eden
B R O K E N T O P M O U N TA I N S , M O U N T T E S E T E R R A
IX
A fter defeating Maytria and the foul beasts
she commanded, the party ascends through
the tunnel above the Onyx Obelisk. There they
find the entrance to a sprawling cave com-
plex carved from the stony core of the mountain itself.
from all corners of Aetherra for a chance to revel in
the eternal festivities. Those who haven't found a Rev-
erie Fantastica invitation must secure their entry to the
party with flattery, coin, or violence, as the ornately-ar-
mored guards at the entrance will dissuade unautho-
From within, jubilant sounds of celebration faintly echo rized access with swift brutality. Inside they find a rau-
from a distance. Once inside the labyrinth's maw, the cous party, filled with celebrants basking under a mist
party must crawl their way through the great maze's that keeps them docile and happy. A bartender sits in
twisting passages and perilous mysteries to continue the center of the room, wearing a strange wooden glove
with their mission. There, they will fight vicious fiends, that seems to direct the actions of a few partygoers.
find a wealth of treasure, and attempt to stay alive as All attention is centered around an old yet ageless man
they come face to face with terrors hidden away in the telling stories — the mythical Gilgazo (see appendix
depths of the lonely mountain. The characters' journey A). Upon hearing of the dangers facing Fano, Gilgazo
will continue until they find the massive doors and agrees to go with the party on one condition; they must
giant floating crystals that mark the entrance to the stop by his former residence, Ceriad Keep.
Eternal Eden. Lieutenant Myano (see appendix A), a proud
Inside, a wine-soaked party has been raging for a member of the Chrysalean Guard and trusted confidant
thousand years, drawing curious and eager celebrants to Orrien, refuses to let Gilgazo out of his sight. He is

134 L O R E O FA E T H E R R A . C O M / E D E N
STU HARRINGTON
under strict orders from the patriarch to make sure the ABSTRACT
druid remains in the Eternal Eden as he convalesces
from his brush with addiction and despair. He can be The Great Maze. The party arrives at a tunnel leading
convinced to let Gilgazo leave, but he will respond with to an enormous maze.
his blade if the characters can't persuade him. A key
around the Lieutenant's neck opens a locked door at Welcome to the Party. Gilgazo and company revel
the back of the giant room, leading to a strange device, in a gilded cage.
the Novarian Neural Network. Gilgazo says that this
machine, Chrysalean in origin, can transport the group The Reverie Fantastica. An eternal party awaits, but
to Ceriad Keep, where Gilgazo can retrieve the source what secrets does it hide?
of his power, as well as his greatest weakness — aether.
Jailbreak. Can the characters spring Gilgazo and es-
Can the party escape the eternal Eden with Gilgazo and cape the eternal party?
use this strange amalgamation of nature and technology
to propel themselves to Ceriad Keep deep inside the Dim- The Novarian Neural Network. Could this strange
light? contraption be the key to escaping?

ENTRANCE TO THE ETERNAL EDEN THE ETERNAL EDEN 135


acter to attempt a DC 12 Wisdom (Survival) check. If
T H E G R E AT M A Z E the character succeeds, they notice traces of an interest-
After the characters arrive at the top of the passage ing plant life down a specific tunnel and lead the party
above the obelisk, they stand atop a landing with a to the Rainbow-Hued Hot Spring, where they will have
single tunnel leading forward. After traveling one-half an opportunity to rest and recuperate. If the character
mile, the party reaches the entrance of a mineshaft. fails, they hear mechanical sounds and lead the way to
the ancient mining equipment, where they will encoun-
Inside the mineshaft, strange hybrid plants in brilliant ter a vengeful aether echo (see appendix A).
hues illuminate an endless array of passageways and tun- The tunnels branching off of both of these loca-
nels. Faint echoes of music and laughter can be overheard tions will take the party to the Looping Corridor. After
they navigate those treacherous passages, the party
somewhere in the distance.
once again comes to a fork in the road.
Have the party choose a character to make a DC
Several tunnels branch off in different directions, and 12 Intelligence (History) check. If the character suc-
each one leads to even more side tunnels and branches. ceeds, they notice a small etched symbol that long ago
The sound of music and the distant echo of revelry can indicated a place where gambling took place and lead
be heard reverberating throughout this complex cave the party to the Battle Pits to explore for treasure. If
system, making it difficult to distinguish its source. the character fails, they notice brightly colored merqua
in the distance and head toward Maytria's Nest, where
M1. CAVE ENTRANCE several lesser spiders have claimed her former resting
place.
The party begins at the entrance to the mine to the west The tunnels leading from both the Battle Pits and
and has two viable paths to travel down. To determine Maytria's Nest will lead the party to the entrance of the
which path the party travels, have them choose a char- Eternal Eden.

136 L O R E O FA E T H E R R A . C O M / E D E N M A P O F T H E M O U N TA I N M A Z E
M O U N TA I N M A Z E E N C O U N T E R S Bag of Floral Delights
Wondrous item, rare

D6 RANDOM ENCOUNTER
This small leather bag contains seeds
from all manner of flowers and never
1 The party comes across an ornate chest tucked into a small runs empty. Seeds from this pouch
alcove. Any character who has a passive Perception score of 16 grow fast and hardy, but the flow-
or more or succeeds on a DC 15 Intelligence (Investigation) check ers they produce immediately wilt if
notices that the chest is trapped. A successful DC 14 Dexterity they are ever sold.
(Sleight of Hand) check is required to disable the trap safely. If a
character tries to open the chest without disabling the trap or fails
a check to disable the trap by 5 or more, it sets off a small blast Ring of the Bat
of fire. The chest is filled with black powder, and buried within is Ring, rare (required attunement)
a Reverie Fantastica invitation. If the trap is triggered, the black
powder will ignite, dealing 7 (2d6) damage (DC 15 Dexterity sav- When putting on the ring of the bat,
ing throw for half damage) and destroying the invitation. a creature takes 1d6 damage as barbs
lacerate its flesh. The ring allows the
2 The party comes across a crystal-clear spring flowing from a wearer to make a bite attack (Bite.
crack in the rock wall. Those who taste the water find it cold and Melee Weapon Attack: reach 5 feet,
refreshing and gain 5 temporary hit points. one target, dealing 1d6 + STR mod-
ifier piercing damage, regain 2 (1d4)
3 A cantankerous old gnome surrounded by exotic plant life offers hit points when the wearer success-
to sell the party a bag of floral delights for 100 gp. fully deals damage with its bite.) In
addition, the wearer must consume
4 The party sees a shed snakeskin, purple-tinged and 30 feet long, the blood of another living creature
and a hole with a two-foot diameter carved into the rock that every 24 hours or take 3 (1d6) ne-
extends back beyond sight. The snake is not present, but if the crotic damage.
party chooses to wait, they are attacked by a purpleback cave
viper.

5 The party notices a nondescript longsword embedded into


the ceiling of the tunnel. A successful DC 17 Strength check is
required to pull the sword out. If removed, a pink mist begins to
waft into the tunnel, and all creatures within 20 feet must make
a DC 14 Constitution saving throw or fall prone with debilitating
cramps. A player may repeat this check at the end of each of their
turns. In addition, a swarm of merqua spiders stream out of the
hole and attacks the party. A successful DC 14 Strength check is
required to stand, and replacing the longsword will cause the mist
to stop and end its effect.

6 The party finds a corpse on the ground with a stake driven


through its chest. Those who search the body find 14 cp. and a
ring of the bat.

Purpleback Cave Viper Tactics


• The viper will use venom spray if available and try to
hit as many foes as possible.
• The viper will use its bite attack.

BAG OF FLORAL DELIGHTS THE ETERNAL EDEN 137


As the party explores the tunnels, they may encounter M3. LOOPING CORRIDOR
untold dangers and mysteries. Every time the party
moves between locations, generate a random encoun- The party spends the next 1d4 hours looping in circles,
ter from the table on the previous page. Re-roll any repeatedly passing by the same landmarks. Read the
repeat encounters. following:

M2. ANCIENT MINING EQUIPMENT You walk along in the dim light of a long corridor made of
slick black walls. Moonlight beams through a hole in the
The echoes of Chrysaleans long past haunt this room ceiling, painting the pathway a dull silver.
full of ancient but functional mining equipment. As
A crevice in the side of the rock wall bears a novel
soon as the party enters the area, read:
shape, resembling a soldier holding a spear. Several hun-

You enter an enormous cavern with a sizable hole in its dred feet later, the wall bears the same crevice, down to

center. Towering cranes loom from above while gears and the smallest detail.

pulleys extend into the high reaches of the darkness. A After walking several hundred more feet, you pass by

cloud of dust stirs as if the machinery had just stopped it again. Not only is the crevice familiar, but so is the path

operating, and one of the pulley systems near the top itself and the hole in the ceiling with the silver moonlight

squeaks to a halt. — this is the same area you keep passing by! Is this some
kind of maddening continuum?
If a character looks into the hole in the center of the
room, read the following: For each hour spent in the looping corridor, roll a d6
and consult the 'Looping Encounters' table on the fol-
From the depths of the hole, something glows in the lowing page. After the players have completed all of
darkness, oscillating between blue and gold. The cloud their random encounters, read:
of dust stirring at the bottom obscures any other details.
The dizzying tunnels, looping on top of one another into
The hole in the center of the room descends 100 feet the depths of madness, suddenly cease. An arched door-
and stretches 20 feet across. If a character searches the way opens into a cavernous room. A misty breeze whips
bottom of the pit, they can find the following:
across your face, a stark contrast to the musty air in the
looping corridor.
• Two skeletons, the bones of which shimmer blue
and gold, crumpled in heaps.
• A leather pouch containing 12 gp. M4. RAINBOW-HUED HOT SPRING
• A mining pick, the handle of which has mostly
rotted away. A steamy pool that provides healing can be found in
this room. When the party enters this area, read:
All characters with a passive Perception score of 15 or
higher and within 5 feet of the skeletons notice two You come upon a room with a great pool in its center,
incorporeal humanoid shapes have appeared partially and the water shifts between all different hues of color.
revealed about 50 feet up out of the northern wall. Bizarre and colorful plants grace every surface. The leaves
The aether echos (see appendix A) are not hos-
of some are massive and spiky, while others display glim-
tile as long as they aren't engaged or their bones aren't
mering flowers in full bloom.
disturbed. If a character touches either of the skeletons,
they are immediately attacked by the echoes. If the Neither torch nor candle illuminates this room. Rather,
characters didn't notice the echoes before they attack, the neon brilliance of the water itself provides light. A pe-
they begin the first round surprised. culiar hum resonates from the pool as if it were singing a
quiet melody.
Aether Echo Tactics
• The echo will not attack unless its bones are If a character consumes the water from the pool, they
disturbed or if it is attacked. will feel the comfort and radiant healing energy it pro-
• If the echo is driven to attack, it will use its vides and regain 7 (2d6) hit points, feel wholly satiat-
multiattack. ed, and recover one level of exhaustion. This effect can
only happen once per day. Spells such as detect magic
will reveal that the pool radiates with evocation magic.

138 L O R E O FA E T H E R R A . C O M / E D E N
LOOPING ENCOUNTERS Characters searching the bar will find 7 (2d6) unopened
bottles of ale. If a character wants to search further, a
successful DC 16 Intelligence (Investigation) check al-
D6 ENCOUNTER
lows them to find a cord of incapacitation.

1 The crevice contains 3 gold coins stamped Cord of Incapacitation


with the mark of an unknown kingdom. Wondrous item, rare

2 A small stone plummets through the hole Once used to keep gladiators subdued between fights,
in the ceiling. The character with the lowest this cord, when tied around a creature's wrist, forces
Dexterity score must make a DC 15 Dexterity that creature to make a DC 14 Wisdom saving throw
saving throw or take 7 (2d6) bludgeoning or become incapacitated. If a creature becomes inca-
damage from the stone streaking from the pacitated, it may attempt another save every minute.
sky. The effect ends after 1 hour, and once a creature has
successfully saved against the cord, it is immune from
3 The party stumbles across the exit. its effect for 24 hours.

4 3 ghouls scrape the black walls as they sham-


ble toward the party, then attack. M 6 . M AY T R I A ' S N E S T

This cave hosts the sleeping area for Maytria. When


5 Sun breaks through the hole in the ceiling,
players enter the area, read:
replacing the moonlight. Birds can be heard
chirping outside.
In the corner of a large corridor, two tall marble pillars
hold up a stone archway. Merqua winds up their sides and
6 A thick acrid gas pours out of the crevice and
fills the tunnel. All characters within 30 feet of drapes over the entrance like a dripping mouth. Amidst
the crevice must make a DC 13 Constitution the violet tendrils, a massive shimmering silken web cush-
saving throw or become poisoned. ions the floor of the dark cave. The marshy floor of the
nest bubbles with merqua. Tiny spiders crawl up and
down the walls, and larger eyes leer from the darkness.
M 5 . T H E B AT T L E P I T S
The bubbling merqua fills the room with a strong scent,
This large room contains three circular pits, 8 feet deep forcing all creatures within 30 feet of the merqua pool
and 10 feet across. When the party enters, read: to make DC 12 Constitution saving throw or vomit.
Characters who successfully make their save gain 5
You enter a cavernous room. Stalactites hang from the temporary hit points as the concentrated merqua invig-
blurry nothingness above, and the walls surrounding you orates them. Moments after the party enters the area,
curve up into a great dome. The floor is packed with sand they are flanked by two swarms of merqua spiders
(see appendix A), and a giant merqua spider (see
and riddled with large circular holes. Each of the deep
appendix A) crawls from the bubbling pool.
holes has been reinforced with wooden planks, bordering
Characters who want to search the area must have
the walls like support beams. Humanoid skeletons and a bladed weapon to cut through the webs and succeed
creatures clad in armor, some still gripping swords and on a DC 12 Intelligence (Investigation) check to find
spears, litter the pits. A few empty bottles sit on a shelf a glass eye, a pouch with 8 pieces of silver, and a clo-
behind a crude bar, and a leaderboard declares Luvesta of ver-shaped locket engraved with the initials M.E. on the
back.
Henda to be undefeated.

Swarm of Merqua Spiders Tactics


If the characters search the pits, they will find that each • The swarm will attack with flurry of bites, prefer-
pit contains the following: ring unarmored opponents.

• 2 (1d4) spears. Giant Merqua Spider Tactics


• 3 (1d4 + 1) rusty shortswords. • The spider attacks with sticky bite.
• 2 (1d4) suits of banded armor. • The spider prefers attacking unarmored foes.

THE ETERNAL EDEN 139


W E L C O M E T O T H E PA R T Y Flattered or Frightened. A character can sweet-
At last, the party has made it to fabled Reverie Fantasti- talk their way into the Eden by succeeding on a DC 15
ca, purported residence of Gilgazo. First, they will have Charisma (Persuasion) check. Characters with a more
gain entry to the eternal party, and then they will have sour disposition may strongarm their way through the
to figure out how to escape with the captive druid. doors by succeeding on a DC 15 Charisma (Intimida-
tion) check. If the character making the attempt had
M7. EDEN ENTRANCE previously tried to bribe the guard, they make their roll
with disadvantage.
Eventually, the party finds the entrance to the Eden.
Roaring cheers and jubilant voices can be heard in the Old-Fashioned Murder. If all else fails, the party can
distance, far past the partially open iron doors. Two slay the guards and make their way into the Eden un-
Eden Guards (see appendix A) patrol the area near impeded.
the main entrance, occasionally disappearing into near-
by side corridors. Read:
CHRYSALEAN GUARDS
The expansive cavern opens to a spectacle beyond won-
der. Waterfalls cascade down the face of the rock walls As the party approaches the entrance to the Eternal
and pour endlessly into cold cosmic pools. Merqua glows Eden, they will catch their first glimpse of a Chrysalean
(although they won't know it at the time). Their pale
everywhere, hanging from the heights in shimmering
blue skin and white hair set them apart from other
beauty. The path leads to a stone staircase that curves
elves, as does the ornate aquatic armor and weapon-
over the glowing pools up to a rocky plateau. In the cen- ry they carry. They hail from Chrysalea, the fabled city
ter of the room, suspended in space, huge boulders hang beneath the lake. These soldiers, along with Lieutenant
as if held by some powerful field of weightlessness. Myano inside, are loyal to the Chrysalean patriarch Or-
On the plateau stand two armored guards, both hold- rien. His two siblings, Lillius and Taos, seek Gilgazo for
their nefarious purposes, while Orrien, Gilgazo's long-
ing longswords. They stand on either side of the focal
time friend, seeks to protect him.
point of the room: two profoundly massive iron doors.
Both rest on long tracks and, on the sides, stone gears
connect drags of ropes that disappear into the heights Eden Guards Tactics
above. Four alchemical symbols adorn each corner of the • The guards will try to prevent anyone from
doors; and in the center of both doors, a circular pendant entering through the gates.
• The guards will attack with their longswords,
of a figure riding a steed is on one side, and a cloaked
targeting the same foe if possible.
figure holding a staff on the other. The doors are half-
• The guards will fight to the death.
opened, revealing an eternal expanse of green light and
mist through the gap.
T H E R E V E R I E FA N TA S T I C A
The Eden Guards (see appendix A) are not hostile to When characters make their way into the Eden, read:
the characters and, if noticed, will immediately ask for
their Reverie Fantastica invitation, assuming they are You step through the fissure in the rock wall and enter
here for the eternal party. If no invitation is provided, a sea of eternal green. Glinting crystal chandeliers hang
they will forbid entry, and the characters must find a from the heights along with black and orange lanterns.
different way in. Some possibilities include:
Waterfalls spill from above and pool in glass-bottomed
overhangs, hosting several people bathing and relaxing in
Sneaky Sneaky. The characters can try to sneak past
the guards. They will need to make a distraction or di- the bubbling froth. This paradise abounds with lush ferns
version and then make a successful Dexterity (Stealth) and moss, with flora bursting out from every crevice in
check opposed by the guard's Perception. the walls. Everywhere, folks are gathered in small groups,
some sitting at tables, others lounging on sprawling beds.
A Decent Bribe. A character can bribe the two guards
The bar in the center of the room surrounds a geodesic
on duty to allow them to enter the Eden. Their asking
sphere made from translucent crystal, and at its center,
price is a firm 100 gp. The guards will raise their price
to 200 gp if the characters attempt to negotiate a better a wooden ball covered in roots and merqua. Shelves line
deal. the sphere's circumference and are stocked to the brim

140 L O R E O FA E T H E R R A . C O M / E D E N
with colorful spirits, flasks of potions, and vats of smoke. Next to the bar, a
gargantuan rock, suspended in mid-air, plays host to a band performing for ZAN REDADO
those relaxing on blankets on the lawn. An archway and a small iron door, HUMAN COMMONER, BARKEEP
barred and locked, provide the only exit from this room, apart from the front
gates. Personality Sociable, people
Next to the lagoon, an old man sitting atop a mound of pillows speaks to pleaser, secretive, and forgetful.
folks gathered around the bottom. Although distant, the old man's booming Physical Short and stout with frizzy
voice tells a tale, his animated voice echoing across the cavern. Moments hair, wears colorful velvet robes.
later, a ticking rings out for a moment, followed by a booming thud reverber- Longings To say "no" to requests
ating throughout the hall. The band stops playing, and everyone goes silent. without feeling guilty or like he has
A loud hissing sound heralds green and sparkling gold mist seeping out to please everyone.
from vents dug in the sides of the rock walls. The mist flutters down and fills
the entire room. Everyone is still and motionless for a frozen moment before "I'm wondering if I left the water
the band shatters the silence, and the crowd continues partying as if nothing running before I left for work."
happened.

MIST FROM ABOVE


Glove of the Puppetmaster
Every hour, a tinted mist rains down from above. Those exposed to the Wondrous item, rare
mist must make a Constitution saving throw, the DC of which is 12 plus
the number of saves from the mist made in the previous 24 hours. Those This wooden glove, crafted from
who aren't successful are overcome by forgetfulness and lascivious feel- Gelden Elderwood fused with aether
ings for 1 day. and Novarian crystals, allows you to
Several constructs masquerade as partygoers, generally indistinguish- control, by making specific gestures,
able from the creature they are imitating. Called faequins (see appendix any faequins within a 1 mile radius.
A), these Chrysalean creations are the result of experiments with microbial
lifeforms and aether, and can mimic any creature they have touched. A
creature wearing the glove of the puppetmaster can control the faequins by
performing specific hand gestures.

Faequin Tactics
• The faequin obeys commands by a creature wearing the glove of the
puppetmaster.
• When ordered to attack, it will attack with a shortsword.

GLOVE OF THE PUPPETMASTER THE ETERNAL EDEN 141


KATSIE, THE BRAZEN AMENITIES

HUMAN SPY, PRIVATE AVENGER


While at The Reverie Fantastica, the characters can feast at a buffet loaded
with delicious cuts of meat and delicately roasted vegetables. Cider and
Personality Opinionated, straight- ale flow from the bar, and spirits of all flavors and proofs are available.
forward, and passionate.
Physical Older but active, beauti- THE GUEST LIST
ful grey curly hair, and rugged.
In addition to Gilgazo (see appendix A) and the guests below, 100 at-
Longings To assist the defenseless
tendees, including two dozen faequins (see appendix A) masquerading
in overcoming their abusers, no as partygoers, circulate throughout the room. The characters are not
matter the cost. aware that the faequins are anything but regular people.

"Make careful not to lose yourself Bartender Zan Redado. Zan (human commoner), a short and stout
in the fight, it's usually how the
young man with big, frizzy hair, tends bar for the Eden and always dons
a velvety robe; many of his patrons claim he's never worn the same one
one you're fighting got to their
twice. While friendly and loud, he is known for his terrible short-term
position." memory. Compounded by the effects of the mist, he continually forgets
drink orders, as well as other, more important things. He wears the glove
KENSINGTON LOCKS of the puppetmaster on his left hand, allowing control of the faequins.
HALFLING COMMONER, STORYTELLER
Katsie, the Brazen. Katsie (human spy), a fiery older woman in her
seventies, ties up her grey curly hair with a length of frayed rope. She car-
Personality Intriguing, entertain-
ries with her a bow and arrow. While her voice may be soft and gentle, she
ing, wise, and neutral. never backs down from a fight. She's very passionate about her opinions;
Physical Has long hair tied in col- most of them revolve around her disdain for monarchies.
orful ribbons, braided beard, and
draped with jewelry. Kensington Locks. Kensington, a middle-aged male halfling, speaks
Longings To perform a dramatic
only of his past adventures in taverns and pubs and is a comprehensive
source of tavern lore. Those who hear his stories of drinking and carousing
monologue featuring war afterpar-
can't believe that he's still alive. While he's never fought in any wars, he
ties at the Porridge Bowl theater. was present for many of their victory parties.

"Liars are merely poor storytellers." The Tired Princess. Aylia Bree (half-elf noble), a young female half-elf,
descends from a royal family in the southern regions of Aetherra. She had
AYLIA BREE been pressured since childhood to fulfill her family's lofty expectations.
Once she came of age, she fled, joined a group of nomads, traveled with
HALF-ELF NOBLE, PRINCESS
them through the woods, living freely and uninhibited. She learned to
be self-sufficient, becoming a skilled hunter and fighter. Despite this, she
Personality Intelligent, resource- never outgrew her habit of sleeping until late in the morning, earning the
ful, lovable, and persuasive. moniker of The Tired Princess.
Physical Has mesmerizing green
eyes, messy hair, wears comfy
Lieutenant Myano. A Chrysalean soldier loyal to Orrien, Lieutenant
Myano (see appendix A) ensures that Gilgazo remains captive and safe.
clothes.
While friendly, he places duty above all and will do whatever he can to
Longings To be a part of every ensure that Gilgazo remains safe in the Eden.
story, no matter how small of a
detail.

"Starting this week, I'd like to try to


wake up earlier."

142 L O R E O FA E T H E R R A . C O M / E D E N
GILGAZO AND THE RABBIT KINGDOM ing ceremony. I stood on a precipice looking out into
Gilgazo sits atop a mound of pillows, telling a story to an enormous cavern; stalactites hung in the darkness,
a group of people lounging below. As the characters ap- and a flaming torch lit up the entire area. I marveled
proach, play the included audio, or read:
at the sprawling underground city below me and won-

“I awoke from a nap on the southern end of Acian dered what beings could inhabit such a mystical empire.

Green — a deep woodland between Fours Mountain Could it be dwarves? A new form of goblins? A people

and Twimble River. I couldn't remember how I got that genuinely care for their community and things that

there, but I woke with misery in the head, and I only grow?

feel this way after I pass out drinking strawberry wine. "I muttered a quick vision spell, and through it, I

Oh, how I do love that wine, though. glimpsed a nearby pond where a boat was about to

"I hiked a short distance through the tangled wood set sail. And upon that boat, I saw a small bushy tail

and thicket and came upon a clearing in the forest. on the rear of a nut-brown body. And as I scanned the

The morning mist blanketed a grass hill poking out of landscape, I saw that the town was occupied by rab-

the ground. I felt drawn to the knoll for no particular bits! I stood there in utter astonishment and watched

reason. Perhaps, I thought, I had been here before. As the place bustle around me. Buildings had been built

I staggered closer, my feet still feeling the strawber- along the outer walls, some massive, towering like the

ry wine, I began to whistle a melody, and a song was lookout at Ceriad, with warrens filling in the spaces be-

drawn from my lips, beyond my control. I spotted a tween them. I gazed upon entire neighborhoods com-

shadowy hole dug into the side of the hill, and when plete with parks, community gardens, lakes, and even a

I got to the hole's edge, I heard the same melody stir school where small bunnies would read books and play

again from deep within. I whistled down into the hollow games.

and felt a breeze rush up from the dark nothing, and "I assumed the melody had called me to this city, and

then, with the faintest echo, the melody called back to I expected it to end there. To my surprise, I heard it re-

me. I then admonished the candleflies inside the cage sound in the distance beyond the city. I found a narrow

atop my staff, where they come and go as they please, stairway and made my way across the town, through

mind you, to light the way. Then I crawled into the hole the alleys, and passing by communities and shops. Rab-

to follow the sweet siren call. bits were shopping, working, arguing, and embracing,

"For hours I squeezed through the cramped tunnel. while the young ones ran about, playing and making

Occasionally the packed dirt would give way to a slick trouble. It was such a sight! It took me a moment to re-

mudslide, and it turns out sliding is a lot faster than alize they weren't concerned by my presence. It wasn't

squeezing. Eventually, the tunnel opened up to a path like I was wearing my invisibility cloak. I save that for

that I could walk along. It snaked and split into different times I'm in public and my jokes flop. Anyway, several

directions. When I'd reach a fork in the path, I'd whistle of the rabbits acknowledged me, nodding politely and

the melody, and when I heard a response, I'd follow the continuing on their way. I simply had no effect upon

sound. With each intersection, the tune grew louder. their daily lives, and that felt odd and beautiful.

"But let me tell you, I could have grown a field of "Finally, I reached the fringe of their city. The melody

pumpkins in the time it took me to find the source of ceased, and I came upon an immense castle sitting atop

the melody! I would stop to sleep in the burrowed-out a hill, perched high above its domain. Of course, being

cubbyholes along the way, eat potcha root, which grew as tall as I am, I could see over the moat's wall as rabbit

aplenty down there, and drink from regenerative water guards assembled behind its gates, bracing for my ar-

pouches of lindemen bugs. It kept me alive, but is it rival.

ever slimy going down! "Then I heard a different sound, a whistle that

"I traveled through the labyrinth, following the sound dropped from high to low in a cascading octave. The

as it grew louder. Eventually, the tunnel widened, and whole city fell silent. I wanted to speak, but I knew my

I came to a ledge. My eyes glistened with tears, and words would not suffice, so I repeated the whistle. The

my heart fluttered in my chest, which usually only hap- melody returned just as it did when it called me down

pens when I discover there's an open bar at a betroth- the tunnel, and then a rabbit's voice called out: [...]

THE ETERNAL EDEN 143


"‘What druid are you, one who heard the Windsong, The bartender, Zan Redado (human commoner),
and called to us down in our domain?’ she asked. has long been in charge of maintaining control of the
faequins (see appendix A). Unfortunately, he is un-
able to recall the gestures and hand motions required to
"‘I am called Gilgazo,’ I answered.
control the faequins. Zan has been catching dirty looks
from the lieutenant, and he knows that the party realiz-
"You must know that this rabbit was not speaking in es something is amiss, so he willingly allows a character
our common tongue, and for me to answer by using my to try to fix the situation.
voice was indeed good enough reason for her to open A character can make a Wisdom (Intuition) check
the gate. I saw before me a beautiful black rabbit with
and compare their result to the 'Puppetmaster Results'
table to attempt a hand motion gleaned from what they
deep auburn eyes and a crown of silver atop her head.
can manage to learn from Zan. Characters proficient
She stood up on her hind legs and stepped toward me in Charisma (performance) make their check with ad-
with grace and authority. vantage. Once a player has learned a command, they
"‘Well, Gilgazo, welcome to Wildbriar, the rabbit can repeat it at will. A character who knows the final
kingdom of Aetherra.’ She invited me in through her command can tell the faequins to focus their combat on
castle doors, and together we supped.”
specific targets.
If a character rolls an 8 or less on their check
at any point, they draw the attention of Lieutenant
Gilgazo (see appendix A) is calm, free-spirited, and Myano, who will begin to investigate why the faequins
friendly with the party. He will attempt to make them are glitching. If he sees one of the characters wearing
feel at ease and will ask the characters why they are the glove of the puppetmaster, he will demand that they
there. If a character mentions: aether, Allianders, Aundi, relinquish it or take it by force if necessary.
Indos, or the Osia Phon, Gilgazo will agree to go with
the party, on one condition — they must first stop at his P U P P E T M A S T E R R E S U LT S
former residence, Ceriad Keep, deep in the Dimlight.
Gilgazo explains that the only way he knows how to es-
DC RESULT
cape lies behind the locked door at the end of the room.
Beyond the door and down a tunnel sits a contraption
called the Novarian Neural Network, the key to leaving <8 The faequins begin to glitch, cycling through
this place and arriving at Ceriad Keep. multiple forms, including those of the char-
acters, catching the attention of Lieutenant
Myano. The non-faequin partygoers are
JAILBREAK shocked to find that people they considered
While Gilgazo appears to be having a wonderful time, friends were constructs all along.
he is very much a captive. Lieutenant Myano (see
appendix A) has been charged to keep Gilgazo here as 10 The faequins enter cleaning mode and begin
a way to allow him to recuperate from his aether addic- to pick up the mess around them.
tion while also keeping him safe from Chrysalean sects
who seek to capture him. After the party speaks with 12 The faequins mingle with and act like, party-
Gilgazo, read: goers.

You hear the ticking again, accompanied by the booming 14 The faequins party enthusiastically and en-
subsonic thud, then followed by a hiss as a shower of gold courage everyone to do the same.
glittering material floats down and blankets the room. As
this happens, Zan, the barkeep, makes peculiar hand sig- 16 The faequins stand down and await further
nals at random partygoers throughout the cavern. The orders.

crowd goes still again, and all is quiet, spare a few creaks
18 The faequins will protect the creature wearing
from the swinging lanterns above. The party resumes, but
the glove at all costs.
several moments later, a few partygoers flicker as if they
disappeared for a moment then came back. Zan notices
and panics. He fiddles with the glove on his hand and
casts a few more hand signals as inconspicuously as pos-
sible. Then it happens again. Something isn't right here.

144 L O R E O FA E T H E R R A . C O M / E D E N
Myano, a proud and loyal soul, isn't easily intimidated ACCESSING THE TRELLIS
(DC 21 Charisma (Intimidate) check). However, as he
knows of the danger of the Osia Phon, the characters Characters that touch the stone will project their men-
have a better chance of persuading him to allow Gil- tal image inside a pocket dimension, called the Grove,
gazo to accompany them (DC 18 Charisma (Persua- which acts as a lobby. When any characters enter the
sion) check). If either check is attempted and failed, Grove, read the following:
Myano becomes hostile and yells for Zan to command
the faequins to attack. Many of the faequins are inoper- The moment you touch the green glow of the stone, the
able, but 6 still respond to the glove. world turns bleak. Soon you can only see an infinite gray,
Aside from the main entrance, the only exit from like being lost in the murk of a gloomy forest. Yet, the
the room is a locked iron door. Characters attempting
void is also translucent. You appear to be on the inside
to pick the lock on the door must succeed on a DC 14
of the stone. Above you are the shimmering mix of moss
Dexterity (Stealth) check to make the attempt with-
out being seen. A successful DC 14 Dexterity (Sleight and wires; below is the floor you just left before touching
of Hand) check will allow a character to pick the lock. the stone.
The only key is around Lieutenant Myano's neck, and a
player must win an opposed check, pitting their Dexter- From the Grove, a creature can travel to any active
ity (Sleight of Hand) check against Myano's Perception. location within the network. The power levels for this
If Myano is not distracted in some way, the character particular Nova Stone are low, and currently, only two
makes their roll with disadvantage. A character can locations can be reached: the Dimlight and Fano. Gil-
attempt to break the door down with a bludgeoning gazo leads the party to the Dimlight, to the long-aban-
weapon (AC 15, 15 hp), but the noise caused ensures doned Ceriad Keep.
that the character will be noticed.

TRANSITION
N O VA R I A N N E U R A L N E T W O R K After the party has exited the Grove and arrived at the
The tunnel behind the door eventually opens up into Dimlight, read:
a large chamber overgrown with plant life and vines.
In the center of the room, a Nova Stone floats beneath The grey-muted nothingness that surrounds you begins
a large mass of cables and tree roots coming from the to clear. The smell of old wood and damp moss fills the air,
ceiling above. Built long ago by the Chrysaleans, the and you find yourself in a dark recess of a hollowed-out
Nova Stone interfaces with the cables above, which in
tree. Green and gold light streaks outside. You exit the
turn are connected to the greater Chrysalean network
tree into a towering forest. Lush undergrowth painted
known as the Trellis. The vines and plant life on the
ground are a natural byproduct of the growth around emerald, lime, and crimson blanket the forest floor. The
the Nova Stone; however, the cables and the stone are place is hushed and still, almost motionless. A sound rush-
manufactured from Chrysalean technology. When char- es above your head, reminiscent of a raging waterfall.
acters enter the chamber, read: The sound spreads from west to east, reaching the ut-
most heights of the impossibly high canopy. The forest
The narrow tunnel widens before opening into an enor-
trees stretch out, varying between the orange, red, and
mous cavern. A glowing green stone hangs in the center
yellow of autumn foliage. The whole canopy swirls and
of the room, and a low vibrating hum resonates through-
shivers from a mighty wind, but the woodland remains
out the chamber. Spreading out over the floor, a tangle of
calm and sleepy below the trembling ceiling.
roots and vines stretch into the far recesses of this grand
room. Above the stone hangs a mass of shimmering ca-
bles; some are mossy and plantlike, while others appear
to be engineered from glass and wood.

If Myano hasn't been dealt with, either by violence or


persuasion, he will chase the party as far as the Nova
Stone and attempt to keep Gilgazo from accessing the
Trellis. He will not follow them into the Trellis, how-
ever.

THE ETERNAL EDEN 145


Ceriad Keep
T H E D I M L I G H T, M O U N T T E S E T E R R A
X
A fter escaping the Eternal Eden, the party,
with Gilgazo in tow, arrives at Ceriad Keep.
Once a training facility and home for the
Allianders after the fall of the House of Azure,
it has only been occupied sporadically for the last
catch Gilgazo's attention, and he heads out to the back.
In a greenhouse, a vined nightmare (see appendix
A) has Haithe in its grasp. After subduing the beast, the
party backtracks and heads to the training wing of the
keep.
thousand years, as drifters and nomads would catch Gilgazo leads the party through the armory and
a moment's respite inside the ruins. A few wanderers the bell tower, where he will tell the characters how the
would squat in the keep occasionally, but most lost Osia Phon came to find the Allianders at the keep. Then
their lives to the bizarre creatures that prowl the halls. the party enters the elemental training room, where a
Haithe (awakened tree), a sentient golden elm tree, corrupted elementron (see appendix A) comes to
has been the only constant resident, but even she has life at the sight of Gilgazo and attacks the party. After
come under attack in recent decades. defeating the construct, the characters can explore the
The party enters the keep through the decimated library, delve into its secrets, and take in the view from
entrance and make their way through a garden vesti- the watchtower before proceeding toward the living
bule crowded with rubble. An intricate fountain rises areas.
from the pond in the center of the room. A pile of debris In the mess hall, Verminswarm (see appendix
along the wall on the left cuts off access to that wing A), a swirling tempest of rats, roaches, millipedes, and
of the keep. Noises from the northern outdoor garden worse, attacks everything that moves as it searches for a

148 L O R E O FA E T H E R R A . C O M / C E R I A D
JORDAN KERBOW
meal. Afterwards, the party follows Gilgazo to his living ABSTRACT
quarters, where he comes face to face with a reminder,
the mangled corpse of an Osia Phon who had once been Arriving at the Dimlight. The party arrives at Ceri-
his friend, to to admonish him to never give himself ad Keep, deep inside the Dimlight.
over to aether's darker side. The characters also have
a chance to explore the other bedrooms, the barracks, Meeting Haithe. Haithe, a sentient golden elm tree,
and the dovecote before the party heads downstairs. cries out for help from the greenhouse.
The party explores a wine cellar in the basement,
and in the larder, a gelatinous cube waits silently for an Girded for War. The party explores the armory.
unwary wanderer to enter its grasp. In the laboratory,
Gilgazo reveals the hidden entrance to his private sanc- Practice Makes Perfect. The party does battle in the
tum. Once inside, he retrieves his aether stash from its elemental training room and enters the library.
hiding place within a model of the city of Fano. With
that, Gilgazo is ready to make the trek back to the city Room and Board. The party is attacked in the mess
on the lake. hall, and Gilgazo heads to his living quarters.

Can the party help Gilgazo restore his strength and make Underground We Go. The party finds Gilgazo's hid-
it to Fano before it’s too late? den basement.

CERIAD KEEP CERIAD KEEP 149


EXPLORING THE DIMLIGHT

While the focus of this scene is exploring the keep, some parties will undoubtedly want to explore the surrounding
area before continuing inside. If you find that your party wants to see what's out there, roll a d12 and consult the
following table:

D12 RANDOM ENCOUNTER D12 RANDOM ENCOUNTER

1 A traveling merchant has set up camp and 2 A dire wolf lurks in the shadows, waiting to
offers to sell rations and ammunition for 150% pounce. Characters with a passive Perception
of their normal cost. score of 13 or less begin combat surprised.

3 The party comes across a magnificent tree, 4 After passing through a section of forest where
whose leaves shift between all colors of the compasses wouldn't work, a character must
rainbow. A character with an herbalism kit make a DC 13 Wisdom (Survival) check to find
who succeeds on a DC 14 Intelligence (Nature) their way back to a landmark they recognize.
check can harvest the leaves and reduce them If the check is a failure, the party suffers one
to a pigment that retains their color-shifting level of exhaustion as travel through extremely
property. rough terrain trying to find their way back to
the keep.

5 As the party passes by a quaint brook, a man- 6 A wooden chest floats in the air, 15 feet off of
ticore swoops down from a nearby tree and the ground. If a character manages to open
attacks. Characters with a passive Perception the chest, destroy it in mid-air, or access its
score of 12 or less do not notice and begin the contents in some other way, they will find 3
first round surprised. (1d6) ounces of sovereign glue and 1 ounce of
universal solvent.

7 The party comes across a grove and finds a 8 The party finds an enormous hive. A successful
druid deep in meditation. The grove swirls with DC 13 Intelligence (Nature) or Wisdom (Surviv-
yellow pollen. Those who meditate 15 minutes al) check reveals that this hive belongs to giant
in the pollen regain 7 (2d6) hit points. This wasps. If a character chooses to disturb the
effect can only occur once per day. hive, two of the insects fly out and attack. If the
party investigates the hive afterward, they find
3 (1d6) servings of honey (although it tastes a
little gamey).

A R R I V I N G AT T H E D I M L I G H T Formerly a shining gem in the Dimlight, this keep has


Upon arriving at the Dimlight, read: fallen into disrepair over the last thousand years. The
entrance appears to have been caved in by some mas-
Gilgazo exits the hollow and motions to you. On the sive force, and weeds and vines cover most surfaces.
other side of the tree, a stunning castle rises beneath the The sounds of a struggle can be heard faintly in the
canopy of the Dimlight. A path leads under the archway distance.
of a low cobblestone wall that borders a lush garden of
MEETING HAITHE
strange and beautiful plant life. And before you looms
Haithe (awakened tree), the sentient golden elm
the magnificent, yet desolate, Ceriad Keep. The castle tree entrusted with watching over Ceriad Keep, is in
consists of several towering conical peaks whose wooden distress. Gilgazo recognizes the sound of his old friend,
frames, sharp at their precipice, curve all the way down and asks the party to follow. The entrance to the keep
and touch the ground in curling finishes. The entrance to is broken, providing no resistance for the party to enter.
Haithe is a keeper of knowledge, and if she can be freed
the keep lies in ruins, and the once manicured paths now
from the monstrous creation assailing her, she may be
grow thick with weeds.
able to provide valuable information.

MAP OF CERIAD KEEP CERIAD KEEP 151


HAITHE M1. GARDEN VESTIBULE

AWAKENED TREE
After the party enters Ceriad Keep, read the following:

Personality Gentle, servile, wise, Once the barriers of the keep, two heavy iron and wood doors have become
and forlorn. nothing more than a gaping mess of beams and chains. Inside, birds flutter
Physical Tangly golden bark tree overhead and flit across the main hall. An intricate black chandelier hangs
with small shimmering leaves and above, its blue candles long since extinguished. Below it, a statue of a woman
two knots in the shape of eyes. holding a pitcher that pours water into the surrounding pool. A doorway on
Longings When it finally falls from the left side of the room is blocked by piles of debris, though a door on the
old age, to be used in a Hendan right remains accessible. And ahead of you, past the spray and prisms of the
built ship. fountain, one wall is made entirely of glass and iron fretwork with a solitary
door. Beyond, you can hear the muffled sounds of distress.
"Wood, beautiful to use. It must be
Players with a passive Perception score of 14 or higher, or those looking
used for good."
for traps who succeed on a DC 15 Intelligence (Investigation) check, no-
tice a thin strand of silk stretched across the keep, low to the ground and
10 feet from the entrance. The silk strand, when broken, will cause several
netfuls of boulders to crash down on those within 40 feet of the entrance.
Characters hit by the falling rocks take 11 (2d10) bludgeoning damage
and may make a DC 14 Dexterity saving throw for half damage.
If a character wants to search the room, they will need to specify
which area they are searching. If a character exploring the south half of
the room succeeds on a DC 13 Intelligence (Investigation) check, they will
find the following:

• 6 gp, 6 sp, 5 cp.


• A large horn instrument made of worked brass.

If a character searching the north half of the room succeeds on a DC 14


Intelligence (Investigation) check, they will find the following:

• 1 pp, 4 gp, 11 cp.


• Be'ehfaych

Be'ehfaych
Weapon (warhammer), uncommon

This enormous warhammer requires the creature wielding it to have a


minimum of 14 strength. This magic weapon grants +1 to hit and +1 to
damage rolls. Be'ehfaych uses a d10 to determine damage instead of the
usual d8 or a d12 when used with two hands. A creature wielding the
warhammer makes intimidation checks with advantage.

A character searching the fountain finds the surface overgrown with algae.
Characters who succeed on a DC 14 Intelligence (Nature) or DC 14 Wis-
dom (Survival) check recognize that these algae, when consumed, cleans-
es the body of poison. The fountain contains enough algae for 2 doses.
When the characters are ready to move on, they can exit to the out-
door garden to the north, or exit to the east into the armory. The sounds
of a struggle can still be heard from the outdoor garden.

152 L O R E O FA E T H E R R A . C O M / C E R I A D B E ' E H FAY C H


M2. OUTDOOR GARDEN FLOWERBED EFFECTS

After the party exits the keep to the outdoor garden, read:
D6 RESULT

Vines and ferns spider up the glass and iron fretwork of the keep's wall and
1 Smells like a corpse in the
sprawl over the top and down the sides. Several pathways snake under bridg-
desert sun. The character
es of white and gold hanging bulb flowers. Two marble gazebos stand at op-
must make a DC 13 Con-
posite ends of the yard, full of large petal flowers, vibrant and sticky with stitution saving throw or
pollen. You hear more of the same struggling sounds as before, and they are vomit uncontrollably for 1
growing louder and more disturbing. minute.

A flowerbed across from the greenhouse holds many vividly colored flow- 2 Smells like OUCH! A bee
ers emitting a pollen-laced haze. Any creature within 5 feet of the flow- flies out of a flower and
erbeds experience a random effect. Roll 1d6 and consult the 'Flowerbed stings the character, deal-
Effects' table. ing 1 piercing damage.
A couple of rakes, hand shovels, and watering cans are scattered
across the lawn. The body of a young man in a moderate state of decom- 3 Smells like a flower. No
position lies against the far wall. A character succeeding on a DC 13 Wis- particular effect, but it
dom (Medicine) check can tell that the person has been dead for about a sure smells nice.
month. If a character wants to search the body, they find a shell necklace,
33 cp., and a flint and steel. 4 Smells strange. The char-
The party can either enter the greenhouse or go back to the garden acter must succeed on a
vestibule from the outdoor garden. DC 12 Constitution saving
throw or grow a small
M3. GREENHOUSE vestigial tail.
When the party enters the greenhouse, read:
5 Smells like victory. The
You enter the vaulted greenhouse to find Haithe, the great golden elm tree
character gains inspira-
pinned down to the ground by a wretched creature. The abomination consists tion.
of wriggling vines, thorned and dripping with sticky resin, and several barbed
bulbs, sharp as teeth. A fan of ferns forms its base, and in its center, a bright 6 Smells pure. The character
cardinal twilindia flower whips around, aflame and haloed. Pollen oozes from gains 5 temporary hit
the holes in its core like a drooling beast. It shakes and trembles as its tangle points.

of tendrils wrap around Haithe with a vicious choke. Haithe lets out a windy
groan of pain.

Gilgazo, distraught by his friend's condition, rushes over to disentangle


Haithe from the vined nightmare (see appendix A), who then turns its
attention on any characters who entered the greenhouse and prepares to
attack.

Vined Nightmare Tactics


• The vined nightmare will use barbed vine, if available.
• Vined nightmare will use its multiattack.

Once the creature has been defeated, and Haithe is safe, read:

Gilgazo places his hand on the side of Haithe's trunk and closes his eyes. Sud-
denly he speaks out; his voice sounds different as Haithe's thoughts manifest
through Gilgazo's voice. His words echo throughout the room [...]

CERIAD KEEP 153


"My friend, I missed you. He took you away. We were mains of a broken rack. You also see a few wooden train-
happy here together tending the gardens and walking ing dummies on stands. The dummies look disturbing and
beneath the high arms. But he took you away. The seek- odd — their faces are covered with emotionless masks,
ers came looking for you. They searched and destroyed while their bodies bulge in strange places. In the room's
with fury. Then they left. It was quiet and still once more far corner, you see a narrow spiral staircase twisting up to
under the high arms. I wandered, searching for you. But the heights.
I could not find you and you did not return. I conserved
the keep for a time. But the vines and ferns eventually The characters find a rack with 11 wooden staves on
began to take over. Sick things grew. Weeds. The winds
the south wall in the armory, five training dummies in
the center of the room, and a stack of 5 (2d4) leather
changed over the high arms. The birds spoke of signs.
jerkins bearing the Alliander sigil. They also find 10
Kind animals turned unkind. The seekers returned, (4d4) dulled shortswords.
searching for you. They didn't flee. They moved past Characters with a passive Perception score of 13 or
the keep. Still searching." higher notice something odd about the middle stave.
Those attempting to remove it from the wall find that
The whispering voice grows anxious and trembling and
it is attached to the rack. A character succeeding on a
DC 13 Wisdom (Perception) check notices tiny wood
continues, "The twilinda, I tried to tame it. It sought
shavings on the ground where the stave attaches to the
pain. It touched pain." stand, indicating that the stave can be rotated. Char-
acters who rotate the stave or rip it off the wall with
Gilgazo breaks his connection with Haithe, consoles the a successful DC 16 strength check trigger a drawer to
wounded tree with a gentle pat, and replies, "There, eject out of the wall. Inside the drawer, the character
there, Haithe. I do not expect you to relive that. Well
will find the blowgun of brutal efficacy, 10 darts, and a
vial of fevered asp poison, containing enough poison to
done. Rest now. I'll find you in the north garden and we
coat 10 units of ammunition.
will walk beneath the high arms once again."
Blowgun of Brutal Efficacy
Characters searching the greenhouse find 2 (1d4) jars Weapon (blowgun), uncommon
of poison-cleansing algae, 7 (2d6) immature fiddleleaf
plants, and 14 (4d6) tomato plants, each of which bears A favored weapon of those operating quietly in the
10 (3d6) tomatoes. Characters succeeding on a DC 13 shadows, this blowgun adds 2 the DC of any poisons
Intelligence (Investigation) check find a beaded leather coating a dart it fires. Constructed of polished black
satchel containing dried fiddleleaf, as well as a bedroll bamboo, this weapon can be hidden without difficulty
and a few sets of clothing. and you make all Dexterity (Stealth) checks to conceal
When the characters are ready to leave, they can the weapon with advantage.
exit the greenhouse into the outdoor garden.
Fevered Asp Poison (injury). Used by those who
must bring back alive their quarry, this poison, when
GIRDED FOR WAR applied to a weapon or ammunition that strikes a tar-
While the Allianders attempt to follow the path of get, forces that target to make a DC 10 Constitution
peace, they realize the folly in not being prepared to
fight. Many acolytes have passed through this keep,
training in the arts of war in hopes that they will never
have to use them.

M4. ARMORY

When the party enters the armory, read:

You enter a darkened room. Orange light streaking


through high-set windows casts shadows along racks of
staves and swords. Several blades are strewn about the
room. A number of dulled swords lie in a stack on the re-

154 L O R E O FA E T H E R R A . C O M / C E R I A D B L O W G U N O F B R U TA L E F F I C A C Y
saving throw or become incapacitated. Those incapac- sion caused weakness in the ranks, and when we were
itated in this manner may attempt another save once attacked, we lacked discipline, and our training with
every minute. aether failed us. And we fell.
If a character hits any of the training dummies with a
"Those of us who survived parted ways; the Osia Phon
weapon or an unarmed attack, the dummy splits open.
A swarm of flashroaches (see appendix A) emerges went their own direction, while the remaining Allianders
and attacks the character that hit the training dummy, and I forged a different path. Without Aundi, the Chron-
and two other swarms come out of the other dummies icle, and in the absence of community, the Osia Phon
to join the fray. indulged their cravings for aether and gave themselves
over to it entirely. It changed them, and they became
Swarm of Flashroaches Tactics
these tragic lost souls, who today lash out at the world.
• The swarm will attempt to move into a square
containing a foe. "We all had heavy hearts, all of us together. That's
• If available, the swarm will use self-detonate as a what we shared despite our differences. The tragedy
bonus action. at the House of Azure should've ruined the remaining
• The swarm uses its bites action. Allianders. We traveled the Dimlight, surviving insur-
mountable odds until finally arriving at Ceriad Keep.
When the party is ready, they can either return to the
And here, we kept the way of the Alliander alive. We
garden vestibule, climb the spiral staircase leading to
the bell tower, or take the north door into the elemental trained harder, we broke new ground, yet we upheld
training room. the truths and the traditions that Aundi set before us.
We kept her spirit alive! We grew strong again. But so
M5. BELL TOWER did the Osia Phon. They gorged their thirst for aether
in darkness, plumbing the depths of the dreadful un-
If the party ascends the spiral staircase leading to the
known. Their senses grew keener than any bird or wild
bell tower, read:
beast, and behind their masks, their dilated eyes turned
After reaching the top of the damp spiral staircase, you to the Ceriad Keep. They found us.”
are greeted by a breeze rushing past your face as you
emerge into a circular room with a massive bell hanging at If a character rings the bell, all creatures on the landing
must make a DC 12 Constitution saving throw or be-
the center of the low stone ceiling. Five large gaps in the
come deafened for 1 minute. When the bell is rung, an
stone tower show a panoramic view of the keep and the
object fastened to the inside drops to the bottom of the
surrounding forest. A skeleton, hunched over with a hood staircase. A character retrieving it finds a ring of kinetic
shrouding its face, sits against the rim of the lookout. isolation.

The stairs ascend for 60 feet before ending at a small Ring of Kinetic Isolation
landing. A large copper bell hangs overhead, with rope Ring, rare (requires attunement)
hanging from the belfry allowing the bell to be rung.
The skeleton of a human lies in a crumpled heap. A This ring, made from dozens of intertwined silver wires,
small pin bearing the Alliander sigil lay amidst the hides the vibrations you produce, rendering them unde-
bones. Gilgazo, recognizing the pin and knowing to tectable by tremorsense. Additionally, you gain a +2
whom it belonged, tells the party a story. Read: bonus on Dexterity (Stealth) checks.

"We were at our peak. The art of using aether for a


force of good was within our grasp. We were grateful PRACTICE MAKES PERFECT
for Aundi's discernment and guidance. But the ideals In addition to honing their skills in martial combat, the
Allianders emphasize training their minds and their ele-
of the Allianders began to diverge. Every group has its
mental powers. The runed wards and rare materials on
radicals, and as you know, history repeats itself. The
the training room walls ensure that the Allianders can
Osia Phon were just those of us who read the second practice their skills without risking a catastrophic fire.
half of the Chronicle before they were ready. Not much In the library, they stretched their minds, filling them
more difference between an Alliander and an Osia Phon with knowledge in hopes of bettering themselves and
than between an angler and a crabber. But the dissen- the world.

CERIAD KEEP 155


M 6 . E L E M E N TA L T R A I N I N G R O O M Tall ladders on railings make higher levels easily accessi-
When entering the elemental training room, read: ble. The bookshelves are overgrown with vines and ivy.
Long draping plants with white bulbed flowers hang from
You enter a cavernous room whose curving roof twists up
the glass ceiling. A locked glass case contains a smoking
into the far reaches. Gold and cardinal stringed banners
pipe, hand-carved with incredible detail, and a strange-
hang from the ceiling. The springy floor is made from
ly-shaped rod.
compressed straw, and on the surface, a grid pattern has
been marked off with chalk. The void black walls are made
Gilgazo begins to hunt through the bookshelves before
from firestone to repel heat and have been covered in finding the object of his search — The Aundi Chronicle.
runes and wards to repel different energies. Ahead, an Read the following:
open door leads to a library, and a small closed-door is
"After the fall of the House of Azure, we fled to the
tucked into the corner on the left. A thin channel of water
forest. Many of us were still hotly pursued by the enemy
30 feet from the walls circles the room's perimeter, while
that had attacked Mescillian. We all carried aether, as
a platform above a circular pool in the center of the train-
much as we could empty from the vault, but I also took
ing space hosts a huge wooden construct made of gears
with me The Aundi Chronicle. Once we settled in the
and rope. It displays the visage of a massive bear, and
keep and revitalized our training, I was grateful that I
while immobile, it can rotate. Large shields made of thick
had brought it with us. This scroll contains the details
iron attached to the structure's extremities protect the
on how to use aether as a force for good. It's not just
core of the machine.
about inhaling the powder and throwing down a brawl
in a tavern, although don't get me wrong, that is a lot
The large construct in the center of the room, initially
of fun. One must practice meditation, perform rituals,
used for training purposes, crackles with dark energy.
As soon as Gilgazo enters the room, this construct, the and maintain a lifestyle that brings peace — Aundi's
corrupted elementron, springs to life and engages the words teach a person how to harness aether's wild er-
party in combat. ratic energy. Aundi Circlewind wrote the book long ago,
Characters who search the remains of the cor- but her teachings were dangerous without mindfulness.
rupted elementron (see appendix A) and succeed
Her death, tragic and meaningless, was followed by the
on a DC 15 Intelligence (Investigation) check find 3
death of discipline. You see, even as we practiced the
(1d4 + 1) scrolls of protection from energy in a hidden
cache near the construct's head. ways of the Alliander here in Ceriad Keep, I found my-
self referencing the Chronicle less and less.
Corrupted Elementron Tactics "In the keep, we decided that the dark words at the
• The corrupted elementron begins combat with end of the Chronicle were never to be read again —
both special elemental attacks uncharged, and
those were the pages that led the Osia Phon down their
they will only be available if they recharge.
wicked path. I had tucked the scroll away in the library
• If they are both active, its elemental fusion
activates, and it attacks with its smash. like an unread novel, high on a bookshelf. I was no bet-
• If either is available on its turn, the construct will ter than the Osia Phon. They followed the Chronicle,
attack with them. even if they read shadowed pages as well, while still
• If neither is available, it attacks with its smash. at the House of Azure. It wasn't until they abandoned
the Chronicle and acquired a large supply of aether
When leaving this room, characters can exit back
that they became their wretched selves. And so near
into the armory, enter the door to the library, or leave
through the door tucked into the corner of the room. the end of my days in the keep, it's no wonder Orrien
intervened. I had stashed away The Aundi Chronicle for
M7. LIBRARY good, and he knew that would be a fatal mistake."

When the party enters the library, read: A small lead-coated cabinet on the wall contains a rod
of serpendipity, as well as a finely carved wooden pipe.
You enter a domed library holding an immense collection However, the cabinet is protected not only by physical
of books stacked on shelves that stretch to the ceiling. means but also by a glyph of warding, storing a casting
of conjure animals. The DC for detecting the trap is 13,

156 L O R E O FA E T H E R R A . C O M / C E R I A D
revealing a small gap between the doors where a small Characters who search the ground from the top of the
portion of the glyph is visible. A successful casting of 160-foot tall lookout tower notice, upon a successful
dispel magic (DC 14) will safely nullify the glyph. If the DC 14 Wisdom (Perception) check (or having a passive
glyph is triggered, a swarm of poisonous snakes is Perception score of 14 or higher), bushes planted in the
conjured and attacks the party. Opening the mechanical shape of two arrows, outside of the keep. If a player
lock requires thieves' tools and a successful DC 14 Dex- later goes and digs in the area where the two lines in-
terity (Sleight of Hand) check. tersect, they will find a small chest buried 5 feet deep.
The library contains many spellbooks and enough The chest contains 48 gp., a potion of greater healing,
supplies for a wizard to copy any two spells (second and a fine silver flask.
level or below) from the Evocation school into their
own spellbooks. Characters who scour the bookshelves
for anything of interest find, with a successful DC 16 In- ROOM AND BOARD
telligence (Investigation) check, a Manual of the Whis- The living facilities at Ceriad Keep were designed to
pering Weeds, masquerading as a non-descript leather house about two dozen recruits, in addition to three
journal. private living spaces for important members, including
Gilgazo. The kitchen and mess hall is large enough to
Rod of Serpendipity feed hundreds, and in centuries past, recruits would
Rod, rare (requires attunement) sleep in tents outside of the keep. A central hallway
connects all of the living quarters, with the barracks on
Carved from maple and fashioned to look like an asp, either side of the entrance and private quarters along
this rod produces, 1d4 - 1 flying snakes, who obey the back wall. The staircase to the dovecote can be
you for up to 24 hours before disappearing. Additional- found in Gilgazo's room.
ly, when you hold this rod, you can speak with snakes.
This ability can be used once per Long Rest. M9. KITCHEN AND MESS HALL
When entering the area, read:

Manual of the Whispering Weeds The large mess hall contains several long tables with
Wondrous item, very rare benches. Bright light glitters down in dusty beams from
the square grid windows above. The kitchen built into
This tome contains information on plant life, and if
the side of one of the walls contains several large cutting
you spend 48 hours over a period of 6 days or fewer
boards and four ovens for cooking in great quantities. An
studying, you gain the innate ability to cast speak with
plants once per day. Once used, the tome loses power open pantry lies across the hall, and in the far corner, a
but regains it in a century. wide staircase drops down into the floor. On the southern
wall, a large door opens up to sleeping quarters.

M8. LOOKOUT TOWER Characters with a passive Perception score of 13 or


higher notice that the floor seems to move. As the char-
When the party enters the door in the corner of the ele- acters step into the room, a swirling mass of spiders,
mental training room, they see a small hallway leading rats, ants, millipedes, and all manner of vermin collect
to another door. A spiral staircase in the center between
the two doors leads up. If the party chooses to ascend
the spiral staircase, when they reach the top, read:

Looking out from the tower, you see the expanse of the
Dimlight spreading out in all directions. Colossal trees
cover the entirety of the woods and seem to all be the
same height. Below, the ground dips and rises like a valley
and a hill, covered in smaller trees gathering in gulches
following creeks and ravines. Valleys of golden wheat lay
cradled between plateaus and canyons, all under a dense
canopy of glittering autumn foliage.

MANUAL OF THE WHISPERING WEEDS CERIAD KEEP 157


into a verminswarm (see appendix A) and begin to M12. GILGAZO’S ROOM
advance on the party. Those who didn't notice the floor
moving start the first round surprised. If the characters follow Gilgazo to his room, read:

Verminswarm Tactics Inside, Gilgazo speaks a word, and two torches in the
• Verminswarm will move to share a space with as distance light up, illuminating a large vaulted room filled
many foes as possible. with bookshelves and arched pathways spanning up and
• Verminswarm will use its multiattack.
across several levels. An indoor garden surrounds a pond
and moss-covered boulders on the ground floor, while
M 1 0 . PA N T RY
When a character enters the pantry, read: trails cut along the wooden plank floorboards and spread
out in all directions. A hole in the ground encircled with
The tall pantry has been outfitted with shelves that spiral rocks lies between the two blazing torches along a path
up into the heights. A step stool hooked on a rail is se- on the left.
cured to a rope pulley system in the middle. Most of the
Once inside, Gilgazo gives the characters a moment to
provisions are gone, and the pantry lies in shambles. All
take in the room before he starts speaking. Read:
that remains is a glass jar of what seems to be bloated
feet crammed into a blue brine and a spilled burlap sack "You're probably wondering where I sleep, eh?" Gil-
of black powder that says SPARKFLOWER on the label. gazo says as he moves toward a wooden wheel and be-
gins spinning it, causing an echoing shriek.
If a character opens the jar containing the blue liquid,
everyone in the pantry must make a DC 13 Constitu-
"I'll rest on any patch of moss that'll hold me, huffing
tion saving throw or become poisoned. Creatures poi-
soned this way are vulnerable to cold until the poison the emmiguaze pollen and usually passing out next to
is cleansed. When eaten, the preserved feet taste like the trickling stream."
liquid fire and provide resistance to fire for 1 hour. The
jar holds enough feet for 5 (2d4) servings. Suddenly Gilgazo stops spinning the wheel and looks over
to the hole in the ground between the blazing torches.
Sparkflour. A rare cooking ingredient milled from
He whistles a familiar melody, pauses for a moment, and
plants native to the Dimlight, sparkflour must be baked
at low temperatures for long periods, lest it ignites and nods his head before he resumes. He points and contin-
explodes. Once fully baked, the flour becomes stable, ues, "That pathway there leads to Wildbriar; The Great
and the goods made with it will reduce the consumer's Rabbit City. Of course, the city is far away, and only I
exhaustion level by one, once every 24 hours. In its raw know how to navigate the twists and turns to find it,
form, it functions like gunpowder. A sealed jar of spark-
but I had to make sure they knew I had returned safely.
flour with a fuse makes for a quick explosive weapon,
I closed the vault door to the junction, just in case some-
dealing 14 (4d6) fire damage to all creatures in a 10-
foot radius of the blast. The bag contains enough flour thing should happen to me. I want them to be safe."
to make 7 (2d6) explosive jars or servings of bread.
Suddenly, a platform hanging from the ceiling drops, at-
M 1 1 . P R I V AT E B E D R O O M S tached to a pulley system powered by the wheel Gilgazo
had been turning. A tall figure on the platform comes into
When the party enters the hallway, read:
view, and a somber smile creeps up the druid's face.

The small hallway in the back of the barracks opens to two


private bedrooms. The rooms are in disarray — books and "Oh don't worry, friend. This one won't getcha," he

parchments have been strewn about the floors, bedding says with a flicker in his eyes. "Before Orrien took mat-

turned over, and drawers opened and emptied. Gilgazo ters into his own hands, I set this up as a reminder to

heads straight to the end of the hallway, where a third myself of what would become of me if I continued to

door is closed and locked. He sets his hand lightly against abuse aether."

it and whispers in an unknown language. Then he pushes


down the handle, and the door opens. The platform comes to rest on the floor, revealing a life-

158 L O R E O FA E T H E R R A . C O M / C E R I A D
less elven figure, tall and dreadfully gaunt. The frozen find a pressure plate that reveals a secret compartment
body, blue with the cold, hangs lifelessly. Its arms, too when pushed. Inside lays the dagger called Ashifindi the
long for its body, dangle from its sunken shoulders, and
Bloodletter.

its neck, bent at a strange angle, is far too skinny. A mask


Ashifindi the Bloodletter
covers its face, hidings its facial features as well as any Weapon (dagger), rare (required attunement by a rogue)
vestige of emotion.
"She was once my friend, an Alliander just like me, but Crafted from flaked obsidian and carved bone, this dag-
she lost herself to the aether. After we fled the House ger has tasted the blood of thousands throughout its
of Azure, she ran off in the woods, alone. She must have
life. The dagger grants +1 to hit and +1 damage while
using this magic weapon. Any creature dealt damage by
found an untapped aether vein. With no accountability,
this blade must succeed on a DC 14 Constitution saving
she became consumed by aether and transformed into throw, or else the wound festers, dealing 2 (1d4) ne-
an Osia Phon shortly after that. We had just arrived at crotic damage at the beginning of the target’s turn until
the keep when she came blazing through the garden it is healed by a magical source or successfully makes a
toward us. She couldn’t make it to us before falling to DC 14 Constitution saving throw. Additionally, rogues
the ground. She had consumed more aether than even
add an additional 1d6 to their sneak attacks.

the Osia Phon and simply stiffened and died. I placed a


mask on her face, as an Osia Phon does to conceal both M13. BARRACKS
their madness and those emotions that still bring them
shame. I couldn't handle seeing her face in that state, When a character enters the barracks, read:
but I needed a reminder of what I would become if I did
Rows upon rows of sleeping units have been built into the
not maintain discipline. I know that her true self would
walls in the barracks. The place is in disarray, with most
have been proud to serve one final purpose..."
personal effects thrown onto the floor. A skeleton lies on
its back on one of the bunks as if its previous owner died
Gilgazo's voice trails off, and he slowly approaches the
while sleeping, ferns and moss spill out of its rib cage and
platform. He reaches out and gently touches her hand.
skull. Indeed, the whole bunk is covered in strikingly bril-
He looks up at the masked face, his face wet with tears.
liant and obscure flowers.
Then he nods, turns back toward you, and says, "Alright,
I'm done here."
A character who succeeds on a DC 14 Intelligence (Na-
ture) check knows that a particular flower growing
After telling his story, Gilgazo escorts the characters out out of the skeleton, known as deathleaf, can be used
of the room, whispers another unknown word, and the to make a very effective poison. A character can gath-
door shimmers for a moment. Any creature attempting er enough deathleaf to make 7 (3d4) doses of poison,
to open the door without repeating the secret phrase which requires the use of alchemist's supplies and 1
is hit by a wave of force. Creatures struck by the wave hour per potion to make.
must make a DC 19 Strength check or be knocked back
into the wall, dealing 10 (3d6) bludgeoning damage. Deathleaf Poison (ingested). When consumed by
Additionally, the creature becomes stunned for 16 a humanoid target, this poison begins to eat away at
(3d10) minutes. their insides as new flora attempt to grow within them.
If the characters search the other private bed- The target must succeed on a DC 12 Constitution saving
rooms, they find the following: throw or take 10 (3d6) piercing damage every hour.
The target can attempt another save after they suffer
• 43 sp, 63 cp. damage from the poison's effects. If the target dies
• A small canister of incense. while poisoned, their corpse will begin to bloom.
• A longbow.
• A quiver holding 12 arrows. The barracks on the east side of the hall contain several
• 7 (2d6) sets of clothing, half of which are stained bunks, as well as some footlockers. The footlockers con-
and torn. tain rotting training tunics and torn books. A character
who succeeds on a DC 14 Intelligence (Investigation)
Additionally, any characters searching the rooms that check finds a set of 4 elemental gems, one of each color,
succeed on a DC 16 Intelligence (Investigation) check hidden in a moldy pair of leather shoes.

CERIAD KEEP 159


Dovecote lined along one side of the wall — and shelves upon
If the party chooses to ascend the stairs to the dovecote, shelves of wine along the other. All the bottles are unla-
read the following: beled, unmarked. A few are shattered and strewn along
the ground.
Inside the tower, you hear chirping and fluttering above.
Tree branches grow out from crevices in the cobble, and
exotic birds nest on the branches and in the nooks. A Characters who take stock of supply find that all of the
liquid in casks and kegs have long since evaporated,
wet clicking sound echoes above, and a large blush pink
and most of the bottles are also empty. However, 10
conch shell, with spider-like legs stretched across a thick
(4d4) bottles still contain liquid. If a character con-
web, blocks the pathway up the stairs. The creature in the sumes one of these bottles, roll a d6 and consult the
shell looks like a spider but has two large round eyes with table to determine the effects of the liquid inside.
dilated pupils. It sputters and foams aggressively and is
quickly joined by several more. OLD WINE EFFECTS

These bizarre creatures, known as vervillia (see ap-


D6 RESULT
pendix A), look like spiders with the eyes of a human
and live in stolen shells. 5 of them will attack as soon as
a character enters their territory. 1 Ack! Poison! The creature drinking the wine
must make a DC 13 Constitution saving throw
Vervillia Tactics or become poisoned.
• The spiders work together, trying to ensure that
their pack tactics bonus is always active if possible. 2 The contents of this bottle have long since
• The spider will use its multiattack. turned to vinegar.

At the highest reaches of the tower, a marvelous bird 3 While this vessel contains wine, it has begun
replete with magnificent purple and blue feathers sits to sour and tastes awful.
on a perch, with a ring on a chain around its neck. A
character making a successful DC 14 Wisdom (Animal 4 A fine vintage, this delicious wine could fetch
Handling) check can approach the bird and remove the a steep price (100 gp) in Fano.
chain without scaring it off. A successful DC 15 dexter-
ity check allows a character to grab the bird before it
5 This ice-cold bottle of water refreshes the
can fly off but takes 3 (1d4 + 1) slashing damage as the
body, removing one level of exhaustion (once
bird claws at the character removing the chain. Finally,
per day).
a character dealing enough damage to kill the bird (10
hp, 12 ac) in one hit can retrieve the chain off of its
6 This bottle contains a potion of greater
corpse. If the blow doesn't kill the bird, it flies off, never
healing.
to be seen again.
The gamemaster should use their discretion if
characters have a plan of their own. If a character man-
ages to retrieve the chain, they will find a ring of feather When finished in the wine cellar, characters can exit
falling attached. back into the hallway.

M15. LARDER
UNDERGROUND WE GO When the characters enter the larder, read:
A staircase in the mess hall descends to a basement
level, and the bottom landing opens into a hallway. The A cleaver rests on the edge of a long butcher table cov-
first door leads to a wine cellar, the second the larder, ered in dried blood. Marble grid shelving lines the op-
and the final room contains a laboratory. posing wall.

M14. WINE CELLAR Characters with a passive Perception score of 15 or


higher, or those examining the room before entering
If the party enters the wine cellar, read: and successfully make a DC 15 Wisdom (Perception)
check, notice a gelatinous cube standing 5 feet from
You enter a small darkened room with casks and kegs the door. If it goes unnoticed, and the players enter the
room, they enter combat surprised.

160 L O R E O FA E T H E R R A . C O M / C E R I A D
After the cube is defeated, characters searching its re- M17. SECRET SUB-BASEMENT
mains find 35 sp, 44 cp, a shortsword, and a suit of
chain mail for a medium-sized creature. Once the party has arrived at the bottom landing, read:
The only other item in this room is a dull and rusty
butcher knife. When the party is ready to leave, they The basement opens up into a large chamber draped in
can exit back into the hallway. shadows, untouched for a thousand years. Gilgazo utters
a command, and torches hanging all across the room flare
M 1 6 . L A B O R AT O R Y
up with light. Stairways carved in the Hendan style ascend
to multiple levels. A wardrobe contains rows of Gilgazo's
When the party enters the laboratory, read:
typical cut and color of robes. A shelf full of spices holds
You enter a large stone room. Several long tables along samples from all regions of Aetherra; cinnda from Chrysal
one wall contain shelves of books and cabinets. Parch- Lake, skellin salt, marsh of Archis, and radish pepper.
ment scattered in disarray litter the tables and spills onto Some spices come from areas much further away: Seshoa,
the floor. Broken flasks crackle underfoot. Complex equa- Mirra, Aspean, Ecwa Land, and the Dark Periphery.
tions written in foreign symbols decorate a stretched-out Further along the garden path, a solitary lantern hangs
piece of canvas. on a long chain from the ceiling. Gilgazo lights the lantern,
and it illuminates a large table with an incredibly detailed
Characters attempting to read the formulas written on model of the city of Fano, complete with a surrounding
the canvas must succeed on a DC 15 Intelligence (Ar- pool to represent Chrysal Lake.
cana) check. If they do, they discover the spell detect
aether. Enough supplies can be found to copy it to a Gilgazo offers each character a small biscuit wrapped in
spellbook or onto a scroll, up to 3 times, in any com- leaves and tied neatly with twine. Though ancient, they
bination. are perfectly preserved. When consumed, the character
regains 7 (2d4 + 2) hit points, is cleansed of poison,
Detect Aether and reduces their exhaustion level by up to two levels.
1st level Divination, ritual The biscuits taste like honey and oats.
Wizard, Sorcerer, Cleric, Bard

Casting Time 1 Action


Range Self
Components S
Duration 1 Minute

Once cast, this spell allows the caster to detect all aether
within 500 ft. and knows the approximate distance and
direction, but not the exact location. When cast using a
spell slot of 2nd level or higher, the range increases by
500 ft. per spell slot level above 1st.

Gilgazo moves one of the tables away from the wall,


whispers a few quiet syllables, and a small trap door
appears where only the floor existed before. He opens
the door, beckons the party to follow him, and descends
the narrow passage.

SCROLL OF DETECT AETHER CERIAD KEEP 161


After Gilgazo and the party have had a moment to share TRANSITION
a bite to eat, read: After Gilgazo has found his aether stash and reminded
himself of his purpose, the party can explore the re-
Gilgazo points to the Lakeport docks and says, "You maining areas of Ceriad Keep or make their way back to
docked here. Then sailed across the lake to the bay." Fano. When they are ready to leave, read:
He points to the far end of the model, where only a small
Out in the courtyard, Gilgazo whispers instructions to
section of the Broken Top mountains are replicated. Then
Haithe, and you see him move to a nearby aqueduct. It
he points to the opposite end, also beyond the model's
flips a switch with one of its branches, and you see the
boundaries, and continues, "Found me, then we trav-
aqueduct split and the water pour into another spout.
elled to the keep."
The water collects into a pool then runs down a waterfall,
turning a waterwheel. Near one of the fruit cellars, ropes
He falls into silence for a moment. Shadows shift across
slide off a canvas bulge tucked on the side of the wall.
the model from the barely swinging lantern. He asks,
Soon something peculiar takes form and rises a few feet
"And now you want me back to Fano, to the Library,
off the ground: a balloon ship.
you say?"
The vessel is held aloft by three large canvas balloons
tied together with rope. Underneath, a sturdy woven
He proudly watches as you stand before the model, "Ah
basket contains enough space for a full complement of
yes, the city of Fano is pretty wondrous. In fact through-
passengers. Four wooden fans are fixed to the back, and
out all my travels across Aetherra, few have eclipsed
two large, framed leather wings span off the sides. Haithe
the glory of this great island city."
scoops coal from a nearby scuttle and drops it in a stove
compartment. The ropes and wheels begin to spin, and
A mischievous flicker flashes across his eyes, "But don't
the whole contraption whirs and rattles to life. Gilgazo
you know that you only see that which is above. The
motions for you to climb aboard and set sail for the trip
real dazzler is what lies beneath!"
back to Fano.

Gilgazo turns a small wheel on the table. The section of


Leveling Milestone
flooring you occupy descends lower than the table sur- Before they return to Fano, the party has time to take
face, allowing access to what is underneath. A long tube a Long Rest. Additionally, they have reached their next
runs from the center of the table to an enormous glass leveling milestone, advancing to level 5.
sphere with a tree growing in it. Several other glass orbs
are connected to the main sphere, representing infra-
structures, trees, and hills. The whole thing sparkles in
blue and gold. Gilgazo smiles at you as the platform stops
in a jolt.

"Chrysalea!" He mystically exclaims, "And beneath this


spectacular elven city, deep underwater, there is an un-
tamed source glowing like an ember."

He bends down and reaches underneath the glass orb. He


pulls out a small chest, waves his hand over, and whispers
a riddle. Then he opens the chest to reveal a sparkling
blue powder, more brilliant than anything you've ever
seen.

THE DIMLIGHT CERIAD KEEP 163


The Lunar Road
FLICKERING FINGERS, DISTRICT OF INDOS
XI
T he party arrives back at Fano in style, as
Gilgazo lands their balloon barge on the roof
of Eveas, the swankiest gambling house on
BerryBraun Lane (and the only one with a
landing pad). Gilgazo takes advantage of their hospi-
fering a chance to interact with the otherworldly. After
Gilgazo suffers the disappointment of his old watering
hole at the end of the strip becoming a Spiran estab-
lishment, he hears a melody with strange lyrics, which
leads him to a stunning revelation — his best friend,
tality and enjoys the first bit of the high life he's had Orrien, was dead. He then strides in the direction of the
in a thousand years as the party winds a path through Glass Moondome, home to a memorial for the departed
gaming tables, bars, and fashionably dressed patrons. patriarch.
After the party exits Eveas, Gilgazo mentions that At the Moondome, Gilgazo grieves the death of his
he would like to visit a tavern at the end of the strip and dearest friend. However, his mourning is cut short as an
explore the many additions made to the neighborhood Osia Phon (see appenix A), accompanied by a mas-
over the last millennium. Several more gambling halls sive vile crow, shatters the glass overhead. Its wretched
await, including the magnificent Skyward and the cut- body falls to the ground and lays in a tangled mass of
rate Gem Bugs. Numerous taverns await to slake even limbs and torn cloth, motionless for several moments
the heaviest thirst, inns allow for a touch of pampered before rising and engages the party in a violent fight
relaxation, and theaters put on shows that touch both to the death. Gilgazo, overcome by a flurry of differ-
heart and soul. The lucky or observant might be able to ent emotions, consumes his aether and unleashes the
find a way into the Render's Guild, a secret society of- totality of his strength, as the very elements that bind

166 L O R E O FA E T H E R R A . C O M / L U N A R
LEON TUKKER
this world bend to his whim. The last of the Allianders, ABSTRACT
his powers in full display, leads the party to victory.
The battle takes a mighty toll on the venerable druid, The Jet Set Life. The party lands on top of a fancy
who desperately needs a place to recuperate from using gambling house in Escha.
aether for the first time in centuries. Before leaving to
retrieve Fawn, Meyfyre suggests that the characters take Party on the Strip. Gilgazo enjoys the sights and
Gilgazo to the refuge of the Library of Indos to allow sounds after a millennium away.
the druid to recover. As the mighty Alliander marches
down the street, once-dormant technology (built into Rumble at the Dome. A shrine to Orrien, now dead,
the very walls and foundations of the city) springs to plays host to a bitter battle.
life.

Will, the party lose their resolve while living the high life,
or will they face evil and overcome it?

F L O O D W H E E L W AY THE LUNAR ROAD 167


the games of chance ON BERRYBRAUN LANE

As the characters work their way through the gambling house, they will encounter several different games of chance. These games will
also be available at any other gambling houses the characters may wish to visit. If you have additional games you would like to offer your
players, they can easily be integrated within the scene.

NOTCHI CON CHARM RINGER MAD CAST

Several rows of wooden boxes fill the A long felt-covered table holds a large Most gambling houses on BerryBraun
room. Each box has a hole cut out with a spinning wheel fashioned to look like Lane have several rows of small square
spinning cylinder inside, displaying sever- Chrysal Lake, complete with mountains tables with a recessed vault for dice roll-
al different images of fish from the lake. and the Fringe of Orrien. The outer rim ing. While many variations of dice games
An interesting assortment of people sit in contains twenty evenly-spaced numbered can be found throughout Aetherra, the
front of these boxes, place a coin into a divots. The table has individual squares most popular, by far, is Mad Cast. In this
slot on the side and pull a large lever, caus- numbered for all numbers between 1 and high stakes game of dice, two participants
ing the wheels to come to a stop. Every 20 and sections labeled 1-5, 6-10, 11-15, wager to see how close they can get to the
once in a while, three symbols will align on 16-20 (called 5 spots), even, and odd. edge without going over.
the cylinder, and the machine will begin to
flash and make noise while spewing coins To play, players may make a wager (mini- If a character wishes to play Mad Cast, do
onto the floor in front of it. mum 1 gp) by placing their stake on any of the following:
the squares. A ball is dropped on the spin-
Characters who want to play can choose ning wheel (roll 1d20), and the ball lands in
between 1 gp, 5 gp, 10 gp, 25 gp, and 50 one of the numbered divots indicated by
gp machines. If a character wishes to play the die result. If a character places a bet on
Notchi Con, do the following: the Charm Ringer table, pay out as follows:

ONE ONE ONE

Roll 1d2, 1d4, and 1d6. For 1d2, flip a coin Those placing a winning single-number bet The house rolls 5d6, adding the total to set
or roll 1d4 (odds = 1, evens = 2). win 20x their wager. the ceiling (target number to roll under).

TWO TWO TWO

111 or 222 win fifteen times the cost to Those placing a winning 5-spot bet win 4x Two competitors bet how many dice they
play, also called a "Golden Skellin." their wager. can roll and still be beneath the ceiling.

THREE THREE THREE

33 or 44 wins double money, also called a Those placing a winning even/odd bet win The highest bidder rolls the number of
"Glowdevil Double." 2x their wager. dice they bid.

FOUR FOUR FOUR

11 or 22 wins a free spin, also called a Those who fail to pick a winner lose their If they roll under the ceiling, then win. If
"Copper Skellin." stake. they roll over, their opponent wins. If they
roll the same number, also known as “hit-
FIVE ting the roof,” the house wins.
Every other combination results in a loss,
also called "Fish Bait.”
vants from Eveas, the most prestigious gambling house
THE JET SET LIFE in Flickering Fingers. This welcoming committee will
As the party approaches Fano, read: offer them a drink and a hot towel and ask if there is
any way that they can be of service. Gilgazo wastes no
Gilgazo turns a small wheel attached by rope to the gear time and grabs a drink for each hand. Having spent the
of a fin, and the balloon barge begins to descend. Gold- last thousand years in a cave, Gilgazo wants to take his
en light breaks through the clouds and dances across the time and enjoy himself before meeting Fawn.
rippling waves of the lake. Sprawling docks crowded with
houses balanced precariously on stilts rise up ahead at
M1. EVEAS
the island's southwest corner. The balloon barge slows
and descends even further, and soon you are flying over As the characters make their way through the labyrin-
the top of a lively street. Lanterns hang above, dangling thine corridors of the gambling house, they have ample
down from ropes that stretch across the forest; giant ev- opportunity to risk their coin in many ways. Bar stations
can be found around every corner, and a giant buffet
ergreens blanket the neighborhood in dim shadows. The
occupies an entire floor, serving every food imaginable,
barge hovers near the river cutting through Fano before
and a few beyond imagination.
landing in the center of a circle of lanterns. As the fans and Near the entrance, a dapper-looking gentleman
windwheels flutter to a stop, several beautifully cloaked behind a carved oak counter offers to check any excess
servants make haste toward the ship and welcome you to weaponry or baggage for 5 gp and assures guests that
Eveas, the premier gambling house in all of Fano. all goods are securely placed in an extraplanar dimen-
sion, under guard. If any character store goods, they
Balloon barges, while not terribly rare, usually bring receive a claim ticket required to retrieve their items.
with them VIPs. As soon as the characters disembark When the characters are ready to explore this raucous
the flying vessel, they will be greeted by a host of ser- section of town, they can exit out of the front doors.

MAP OF FLICKERING FINGERS THE LUNAR ROAD 169


HAMMOND MAI PA R T Y O N T H E S T R I P
After exiting Eveas, the characters will emerge onto BerryBraun Lane, the
HUMAN COMMONER, TOUR GUIDE
heart of this district of vice and vivacity. Read:

Personality Cynical and irritable, BerryBraun Lane teems with vibrant and spirited folks of all kinds, celebrat-
but hard-working. ing under the glittering luminescence with wild showmanship and inebriated
Physical Gangly human male, fun. Golden-spired gambling houses, themed taverns, and exotic theaters line
haggard and unapproachable. both sides of this fabled road. Further on, an inn advertises steaming hot
Longings To find the best vegeta- spring waterfalls pouring into pools where guests can lounge and drink. A
ble stew recipe in all the land. huge glass dome looms in the distance, complete with indoor gardens where
multi-colored fireflies put on a dazzling show. Bouncers guard secure doors
"The only thing I love more than tucked away in dimly lit alleys while a ferryboat in the river hosts a dancing
soup is stew. If you don't know the party so wild that the ship risks capsizing. However, behind the façade of
difference, then I don't want to opulence, the realities of poverty, lawlessness, and weathered infrastructure
know you." fester under the backdrop of the big lights.

MARRIPIE DIAMOND Gilgazo (see appendix A) hasn't had a night out on the town in a thou-
HALF-ORC COMMONER, KIN SCRAP sand years and relishes the opportunity to take in the sights and sounds
TOURNAMENT MANAGER of the strip. He mentions that he'd like to visit a bar he remembers from
his days in Fano: the Lost Lantern. It's at the end of the strip, but he has
no objection to indulging in the vices he may encounter along the way. An
Personality Animated, witty, and
unkempt man named Hammond Mai (human commoner), upon hear-
motherly, particularly toward the ing Gilgazo mention the Lost Lantern, points in the direction of the tavern,
underdog. and gruffly barks out directions. He then sticks his hand out as if expecting
Physical Squab, cheery, and has a tip. Gilgazo pats his pockets and realizes he has nothing, so he looks to
short hair. the characters. If the characters tip Hammond, his attitude will improve
Longings To write a children's
somewhat, and he will offer to point the characters to anything in the area
they may want to find.
book about a gnome princess who
saves a bug kingdom.

M2. THE SLOG


“Your flaws do not define you, but
your strengths define your flaws." If a character enters The Slog, read:

Inside the tall wooden tavern, planked walkways and stairs form maze-like
paths as they ascend to landings at many different levels. Each level has bal-
conies with tables big enough for large groups. Every table has a Kin Scrap
cloth across it, and each floor hosts one stage of a tournament — contestants
start at the top, and the winners move down the levels. At the ground floor,
the epicenter of the action, a wooden table stands on a huge square rug and
becomes the battlefield for the ultimate Kin Scrap showdown. Champions
throughout Aetherra dream of competing at The Slog.

The Slog is hosting a Kin Scrap tournament (rules on page 63), and they
are looking for contestants. Priven the Riveter (human commoner) and
Emanchi Drift (elf commoner) from the Bluefin Tavern are competing,
but there's room for two more competitors. The entry fee is 50 gp, winner
takes all. Marripie Diamond (half-orc commoner) runs the tournament,
and characters should seek her out if they want to compete. If only one
character wants to compete, Norm the Barfly will compete as well. Priven
makes her Strength checks with +2, Emanchi makes his checks with +1,
and if Norm participates, he makes his checks with -1.

170 L O R E O FA E T H E R R A . C O M / L U N A R
M3. STRAW COBBLERS KENDERSON MARDO
HALFLING COMMONER, PROPRIETOR
If a character enters Straw Cobblers, read:
OF STRAW COBBLERS

For better or worse, the owner decided to implement a straw hut theme for
this establishment. The inn consists of individual grass huts that, while charm- Personality Dodgy, quick talker,
ing, become dangerous amidst the open-faced lanterns swinging by thin rust- business savvy, and deceitful.
ed links. In spite of this, the low prices at the bar make it a popular drinking Physical Muscular male with a
destination. perma-smirk.
Longings To have a surprise birth-

While Straw Cobblers might not be much to look at, it can be counted on day party.
for two things: being cheap and having an available bed. 5 sp will get a
person a spot on the ground in the hostel dormitory. Two private rooms "If I could simply not die in blood-
are available to rent for 5 gp. Each contains a straw mattress, an empty shed, that would be preferred."
chest of drawers, and a locking door. Anyone sleeping in the dormito-
ry must roll a 1d6; those rolling a 1 are robbed during the night by an
ethereal disembodied hand, losing 100 gp or half their gold, whichever
is less (passive Perception score of 15 or more to notice the hand and
stop it if asleep, 10 or more if awake). The room's price does not include
any meals, but Kenderson Mardo (halfling commoner), the proprietor
of Straw Cobblers, stands near the entrance and sells meat pies and ale
for 3 sp each.

M4.RENDER'S GUILD

This fraternal organization operates out of a plain-looking building. Two


men stand guard on either side of a secure door. A hooded man walks up
to the door, grasps a guard's hand, and after a complicated series of hand
gestures, he is admitted into the building. A moment later, another person
tries to get in, but they are denied entrance no matter how much money
they offer or who they say they know.
Characters with a passive Perception score of 15 or more notice the
gestures in the handshake and can attempt to replicate them. Any other
characters who want to learn them must wait 20 (1d4x10) minutes for an-
other person to shake hands with the guards. Once learned, the characters
will have to succeed on a DC 12 Charisma (Performance) check to pull off
the proper gestures to gain access to this mysterious building.

If a character makes it into the Render's Guild, read:

You enter a darkened hall made of moss green stone walls and black mar-
ble. Pillars encircled with candles line the room's perimeter, painting the wall
with the shadows of people reveling with uninhibited glee. A painting of the
founding architects constructing Fano decorates the backlit domed ceiling. In
the center of the room, a young woman kneels before five figures dressed in
golden hooded cloaks; of the five, an old woman shuts a thick book, touches
the top of the young woman's head, and asks her to rise. A nearby waiter ap-
proaches and hands the young woman a pipe and a golden cloak of her own.

Once inside, the characters have access to a wide selection of aged wines
and spirits, as well as a fiddleleaf lounge and full-service kitchen. In the
center of the room, a young woman kneels before a group of elder mem-

THE LUNAR ROAD 171


KANORAK bers. If the party chose Madam Empra's forge as their employer, they know
the young woman, Yogsa (elf commoner), from their time spent with her
ELF COMMONER, WAKENRING PLAYER
during her apprenticeship. After receiving their blessing, Yogsa stands and
joins hands with the others, forming a circle. Yogsa begins to read a pas-
Personality Motivated, unflinch- sage from the dusty tome her superior had read from, but her words come
ing, and tender at heart. out garbled. In their midst, a hideous beast with three arms with feet-like
Physical Lean, precision build, and appendages instead of hands, four long and heavy tails, and five bulging
flickering eyes.
eyes appears, contorting as if struggling against some unseen bonds. Mo-
ments later, the invisible shackles binding the Ekvas (see appendix A),
Longings To find a designer to
an abomination from some alien plane, shatter with a concussive blast
create a custom logo he can wear that knocks the ritual participants off their feet. Characters in the building
for the next Wakenring match. must make a DC 12 Dexterity saving throw or be knocked prone. The
aberration then eyes the nearest standing creature, ready to attack.
“With a heart conflicted you play
the game, with a heart decided you
Ekvas Tactics
• Ekvas will use its reaction to counterspell the first spell being cast.
win it.”
• Ekvas will use its vile tongue ability on round one and any round it
is available.
TWEEDY PICKLES • Ekvas will multiattack, striking random targets.
HALFLING COMMONER, "COMEDIAN"
If Yogsa knows the characters, she will thank them for defeating the horror
Personality Crassly off-putting,
and apologize for her role in the botched summoning. They had intended
to summon a sprite to bless and inspire the society's members, but they
broken, and vulnerable soul.
couldn't control the dark magic that was released instead. The guild mem-
Physical Portly male, always bers, trembling in horrified gratitude, offer them the book on the ground
sweating. they had been using to conduct their ritual. The cover of this timeworn
Longings To perform stand-up leather tome bears the name Treatise on the Consequence of Chance.
on stage and make the audience
laugh.
Treatise on the Consequence of Chance
Wondrous item, very rare (requires attunement by a spellcaster)
"The key to comedy is that there's
no difference between a joke and To use the book, you must succeed on a DC 15 Intelligence (Arcana) check.
just a regular old statement." If you fail, you take 14 (4d6) psychic damage and must wait 1 hour be-
fore attempting to use the book again. If you are successful, you read the
words off of the page, and they take the form of a random effect, selected
by rolling 1d6. If you are successful by 5 or more, you may select which
option you would like. Note: spells are cast as if from a scroll, regardless
of whether they are on your class list. After the random effect occurs, the
book can’t be used again until you’ve taken a short rest.

On a 1, you summon an Ekvas, with a 50 percent chance of it being hostile.


On a 2, you cast mass healing word.
On a 3, you cast thunderwave (emanating from you).
On a 4, you cast flaming sphere.
On a 5, you cast mirror image.
On a 6, you summon a sprite that grants inspiration to you and up to five
willing targets of your choice before disappearing.

172 L O R E O FA E T H E R R A . C O M / L U N A R
M5. TWEEDY PICKLES KON SWEET
HALF-ELF COMMONER, TOURIST
If a character enters Tweedy Pickles, read:

You enter a vaulted room made entirely of stained glass walls and ceilings. Personality Timid, reserved and
Light juts through the window panes, illuminating the dust and casting spar- loves birds.
kling prisms in all directions. The hall consists of one massive room filled with Physical Birdlike male with feath-
gambling tables. The building was once a Tethan cathedral that the church has ery blonde hair.
long since abandoned. Like a bad joke, it was transformed into a gambling Longings Wishes to be a bird and
hall by self-proclaimed comedian Mr. Tweedy Pickles himself. Even though hopes to find someone in Fano
big-time gamblers believe this hall has the best luck and pays out higher than who could help him achieve that
other establishments, those gambling here risk getting cornered by Pickles dream.
and assaulted with his flat jokes and cringe-worthy comedy.
“To be a bird means to be free.
Wakenring MVP Kanarok (elf commoner) looks for somebody to join
And to eat bugs."
him at a high-stakes coward's dice table. He will only play for a minimum
of 100 gp a game. Kanarok has a total of 500 gp on him, and if he runs out,
he will take the gem-studded championship ring off of his finger and use
it as stakes in one final match, all or nothing. The titular Tweedy Pickles
(halfling commoner) referees all matches, and often drops crude jokes
and bad puns during the usual fight banter. Chained Coin
Wondrous item, uncommon
Kanarok's Championship Ring
Ring, rare (requires attunement) This simple coin attached to a thin
but strong chain allows you to play
This stunning ring, when worn, grants you the ability to breathe water, as Notchi Con (or any similar coin-op-
well as a swim speed of 30 ft. erated machine) by inserting the
coin and pulling it by the chain to
retrieve it. In addition, you make all
Dexterity (Sleight of Hand) checks
M6.GEM BUGS to keep your cheating secret with
advantage.
If a character enters Gem Bugs, read:

Gaudy decorations and glamorous furnishings embellish the entrance to Gem


Bugs. A delicate chandelier made from rare gems and crystals hangs from the
vaulted ceiling between two golden pillars in the vestibule. But once through
the main doors, you enter a wide room with a low ceiling. The hall is cluttered
and full of smoke, and upon closer inspection, the fancy gold pillars around
the room seem to be peeling and oxidized. The betting tables and slots are
greasy, and a thin layer of dust blankets everything.

The staff is very attentive and friendly, but the craftsmanship and décor
of the building leave much to be desired. A large sign advertises a meal
called "The Chef's Cornucopia" for 20 gp. The picture on the sign shows a
table full of fruits and vegetables and plates of meats and cheeses. Charac-
ters who order this meal wait for half an hour before finally being served
a tin tray with a cup of mashed apples, a slice of coarse brown bread, and
a slab of grey protein that might be meat.
Those who venture into the back to complain will find that seven
monkeys operate the kitchen in place of a cook. Kon Sweet (half-elf com-
moner), the embarrassed gambling house manager will offer a chained
coin to the character who discovered their dirty little secret, as long as

CHAINED COIN THE LUNAR ROAD 173


DEME CIRCLEWIND they keep their mouth shut. The chained coin can be used to play Notchi
Con without first paying. The manager advises not to get caught and espe-
HUMAN COMMONER, PROPRIETOR OF
cially not to cheat at Gem Bugs.
CIRCLEWINDS

Personality Family first, rule fol- M7. CIRCLEWINDS


lower, and constantly stressed.
Physical Tall, commanding pres- If a character enters Circlewinds, read:

ence, has tired eyes.


A statue commemorating the prestigious Circlewind family adorns the en-
Longings To make amends with
trance to the gambling house that bears its name. The main room is large and
her estranged sister.
square, and each of its five floors has a walkway, allowing observers to view
the open space in the middle. Long, colorful banners hang from the ceiling,
"Without family, you have nothing.
gently swaying in an artificial breeze. The banners represent many different
Without nothing, you have every-
regions and kingdoms of Aetherra. The waiters and staff all sport flamboyant
thing."
outfits. To the left, a woman stands next to a colorful sign advertising "MIR-
ACLE BERRIES."
PASSTER BORGEMAN
DWARF COMMONER, MANAGER AT In addition to the usual gambling house amenities, Circlewinds has sev-
MERQUIN'S eral large rooms that they rent out. Most of these rooms are reserved for
private parties, but one near the front is open. Next to the door, a woman
named Deme Circlewind (human commoner) stands next to a sign that
Personality Talks with a whisper,
reads, "MIRACLE BERRIES FOR SUCCESS!" and asks the characters if they
imaginative, embellisher. would like a free drink. If they agree, she will lead them into the rented
Physical Glowing-eyed male room.
dwarf, wears oversized concealing Deme gives the characters a flagon of warm ale and extols the ben-
clothing. efits of the miracle berries she is hawking, as well as the advantages of
Longings To find something truly
going into business for oneself. She gives the characters a sample of the
delicious berries, which causes them to gain 2 (1d4) temporary hit points.
magical and mystical because
She then offers to sell a package of 10 berries for 200 gp. or a box of 50 for
his adventures usually lead to 750 gp. Alternatively, she offers to give the characters 40 berries for free
mundane ends with useless infor- if they sign a weighty contract. Characters who want to read the contract
mation. must succeed on a DC 14 Intelligence (Investigation) check to learn what
the document really means. On a success, the character understands that
“Confused? You should be."
the contract is legally binding and requires the signee to purchase 500
gp. worth of berries a month, ad infinitum, with enforcement provided
courtesy of Eight Arms. Those who fail their check can't see anything past
"free berries."

M8. MERQUIN'S CABARET

If a character enters Merquin's Cabaret, read:

Teal lanterns made from glass spheres hang throughout the dark theater, pro-
viding the illusion that the room is full of bubbles. The maze of pathways
and tables lead down from the entrance, all focused on the circular stage in
the center of the building. A large troupe dressed as merpeople dance on
a sparsely decorated stage. A tall, gangly-looking fellow barks loudly at the
patrons, trying to convince them that the dancing show they are seeing is a
reenactment of his experience with fabled merpeople he claims to have visit-
ed below the lake.

174 L O R E O FA E T H E R R A . C O M / L U N A R
Welcome to open mic night at the cabaret! If the characters want to take
part of the act, they must speak with Passter Borgeman (dwarf common-
ONU FRANDELLI
er) and choose a song, act of prestidigitation, or any other talent they HUMAN COMMONER, ENTREPRENEUR

may want to perform. Any character who rolls a 15 or higher on a Cha-


risma (Performance) check (and describe their performance) receives the Personality Responsible for the
crowd's adoration and a free drink. If a character manages to roll a 20 or strip's success, fiercely indepen-
higher, they receive a jackpot of 100 gp kept behind the bar in a locked jar.
dent.
Physical Older human woman.

M9. MELLE FERES Feeble and walks with a cane.


Longings She's saved a massive
If a character enters Melle Feres, read: fortune her entire life and hopes to
blow it all in one night sometime
The whole interior of the hall is made from the wood of pitch wickeny trees,
before she dies.
which are richly dark and supremely flexible, though the difficulty harvesting
them makes them rare. The smell of steamed timber and oil lingers in the air.
“If everyone's your friend, you're in
Gambling and drinking aren't the only draws; people come to Melle Feres to
the wrong business. If everyone's
marvel at the intricately carved walls and ceiling. Despite the beauty of the
your enemy, you're in the wrong
building's design, the place maintains a scrappy atmosphere. Many folks from
world."
the Starless Fair tarry here, and shady business deals regularly go down.

If the party chose the Starless Fair as their employer, they recognize junior
associate Frankie the Mop (human commoner) from their time on the
job. If Frankie knows the characters, he recognizes them and asks for help. Spitfire Shortbow
If he doesn't know the characters, he will look very uncomfortable and Weapon (shortbow), rare
scared, but with a successful DC 10 Charisma (Persuasion) check, he will
tell the characters what is going on. You have +1 to attack and damage
Frankie was recently promoted from janitor to gambling house guard, rolls made with this magic weapon.
but his new position is in jeopardy. He has been charged specifically with Any arrows you shoot using this
ensuring that the premises are secure, but an unknown creature has taken weapon deal an additional 1d6 fire
up residence in the storage shed behind the building. He heard a little damage when striking a creature.
noise a few days earlier but thought nothing of it. The next day, the sounds Additionally, once per day, when you
were louder, and every so often, something would pound the inside walls, are firing this bow, you can choose
shaking the whole shed. Frankie says that he is scared, but if the charac- for gouts of flame to shoot out in a
ters could take care of the beast, he would look the other way if they took ten-foot line, dealing 3d6 fire dam-
the odd weapon stored there. He points the party to a small storage shed age to all creatures in its path (DC
100 feet away. 13 Dexterity saving throw for half
If the characters approach the storage unit, they hear elongated high- damage).
pitched squeals and loud popping noises. The building shakes as some-
thing on the inside slams against the walls. If a character opens the door,
they must immediately make a DC 13 Dexterity save or be hit in the face Fuzzhorde Tactics
by a fuzzhorde (see appendix A), a swarm of fuzzy winged creatures • The fuzzhorde will not attack
roughly the size of an apple, taking 2 (1d4) bludgeoning damage. Inside, but deals damage to all creatures
scores of these creatures flit about, occasionally splitting in two with a with whom it shares space.
loud pop. • The fuzzhorde will use their
Divide and Multiply ability as
In addition, failure means that Frankie's boss, Onu Frandelli (human often as possible.
commoner), will demote Frankie and send him back to the Fair to man • If the hit point total of the
the mop yet again. However, Frankie will look the other way if the party fuzzhorde ever exceeds 300, it
successfully controls the infestation, and lets them take a spitfire shortbow. bursts out of the storage shed
and disperses throughout the
neighborhood.

THE LUNAR ROAD 175


SERA ZIN VOLIA M10. ORE
HALF-ELF COMMONER, EVENT
If a character goes inside Ore, read:
PLANNER AT ORE

Ore, a tavern themed after a diamond mine, is run by a family of dwarves


Personality Organized and over- new to Fano. Tunnels trail off in every direction, heading to the kitchen, guest
prepared, lively, keen, brilliant. rooms, and private nooks. Sparkling stalactites hang from the ceiling. Tracks
Physical A chic half-orc. Wears run everywhere throughout the main floor, and minecarts transport both
bold, colorful patterns. those getting a drink and those heading to the privy. A bar at the center of
Longings To plan a big event for the tavern features an ale fountain that entertains many; but the main attrac-
the royal family in the castle. tion of Ore is Lord Barford, a mechanical boar with a stool attached to its
back. Patrons watch and cheer as those riding Lord Barford try to hold on in
"Make time your friend, never your drunken desperation.
enemy."
The favorite watering hole on the strip for the working-class stiff looking
to relax, Ore's patrons give the cold shoulder to those in fancy clothing or
SIGGY THE WOG flashy jewelry. Sera Zin Volia (half-elf commoner) stands at the front
HUMAN COMMONER, door and advertises the bar's main attraction, located on the far side of
BOUNCER AT MINA'S the room — Lord Barford's Throne. This enormous mechanical oddity in
the shape of a wild boar with a stool mounted on its back holds one brave
Personality Sociable, considerate,
soul, who will sit on the chair and hold on as the machine begins to rock
back and forth, rotate, and shake violently. If a contestant can hold on
resourceful, rugged, but feminine.
long enough, they can win big.
Physical Brawny, adorned in beau- A character must pay 5 gp to ride the boar, and anyone breaking the
tiful jewelry and hairpins. record of 40 seconds wins 100 gp and sets the new mark to beat. The bar
Longings To go shopping in the has enough prize money to pay five people before all games are played for
lavish and expensive Crescent free drinks. The rider will make a Strength (Athletics) check contested by
Cape shops.
the mechanical boar's Strength (+1 for the first check, increasing by one
each additional check).

"If you don't have anything nice to • Win check by 5 or more - Contestant adds 10 seconds to their time
say, then there's something wrong total.
with you." • Win check by less than 5 - Contestant adds 5 seconds to their time
total.
• Fail check by less than 5 - Contestant must make a DC 13 Dexterity
saving throw to hang on and makes their next check with disadvantage.
No time added to their time total.
• Fail check by more than 5 - Contestant is thrown clear of Lord Barford,
and their game is over.

M11. MINA'S DANCERS

If a character goes inside, read:

The home of an experimental dance troupe, this colorful theatre features ex-
otic décor from across the world. Indoor trees and flora line the outer edges,
providing a home to chirping birds and other squawking small creatures.
The scents of mist, moss, and sweet flowers mingle and fill the air. Mina's
dancers are renowned for a specific act: wielding blue flame and showcasing
mind-bending skills and stunts along with it.

Characters may buy a ticket for 5 gp, or rent a VIP table for 100 gp, which

176 L O R E O FA E T H E R R A . C O M / L U N A R
includes unlimited drinks for the table. Characters who stay throughout SQIM ENGILLS
the show gain inspiration as the rousing melodies and intricate choreog-
ELF COMMONER,
raphy stir the emotions. Siggy the Wog (human commoner) sits in the
ESTHETICIAN AT LAKANO
back looking out for unruly customers and won't hesitate to eject them
from the theater. She cares deeply for the dancers and will protect them
at all costs. Personality Obsessed with slimy
potions, ignores everything else.
Physical Lanky, green satin skin,
M12. LAKANO
watery voice.
Longings To find the slimiest hole
If a character goes in Lakano, read:
to climb into and take a nap.
A chill permeates the air inside Lakano. Inside, a great cathedral room con-
structed from huge wooden beams climbs into the heights. Hot spring water "Cleanse your face with the serum
pours out from aqueducts and collects in pools draining into steamy lagoons. of a Gooey Pocket Plant and your
Several pathways have been cut through hills of pine trees, covered in mag- skin will be horribly smooth."
ically-created snow. Lakano offers a health treatment where patrons bathe
in hot springs and then lay in the snow, ridding themselves of toxins while JUDON NEXI
balancing inner peace. Large docile snakes slither throughout the room to HUMAN COMMONER,

provide guests with the ultimate scale exfoliation experience. BERRY AMBASSADOR AT SKYWARD

Those with the means (or the luck) stay at fabulous Lakano, the ultimate
Personality Spritely, despite his
relaxation experience. The 100 gp per-person fee covers a private room,
unlimited food and drink, as well as a spa experience by none other than age, risk-taking entrepreneur.
Sqim Engills (elf commoner), esthetician extraordinaire. Characters Physical Frail but active human
who stay here wake up quite refreshed the following morning, having man, wears spectacles.
gained 10 temporary hit points. Longings Thinks that since the city
is oppressed, that now would be a
perfect opportunity to transform it
M13. SKYWARD
into an epic theme park.

If a character enters Skyward, read:


"The stars are so beautiful they
Skyward specializes in frozen drinks, utilizing the excess ice from the neigh- spank my eyes just like a spanked
boring building's cold spells and a few captive elementals to make treats for bottom every time I gaze upon
thirsty gamblers. The white marble floors of the main room and wispy cotton them."
sheets strung from the rafters make the building appear as if it were in the
clouds. Not only a decorative item, patrons can also climb up rope ladders
and lounge in these sky-high hammocks and hope they don't tumble to the Iceshard Elemental Tactics
ground. • Iceshard elementals will attack
with its frostbite attack on
Skyward specializes in frozen alcoholic beverages and makes use of sev- turn one and every turn it is
eral elementals in the kitchen. Every drink, food dish, and dessert in the available.
establishment also incorporates so-called Miracle Berries, allowing the • Iceshard elementals will attack
consumer to gain 2 (1d4) temporary hit points. Several of the patrons and with its slam attack otherwise.
staff of Skyward are known members of Eight Arms. If the characters order
a drink, gamble, or otherwise spend time at Skyward, three iceshard el-
ementals (see appendix A) break out of the kitchen and start terrorizing
patrons. If the characters help defeat the elementals, berry ambassador
Judon Nexi (human commoner) will give them 20 Miracle Berries and
the gratitude of Eight Arms in the form of a minor favor owed. If the char-
acters do not attempt to control the elementals, they will earn the cold
shoulder of Eight Arms. Additionally, several patrons and two employees
die before the errant elementals can be vanquished.

THE LUNAR ROAD 177


ZARDI OFFENFREE M14. THE LOST LANTERN
HUMAN VETERAN, BARTENDER
If a character enters the Lost Lantern, read:

Personality Wild, bold, overcon- You enter a small, smoke-filled tavern. The place is rowdy and loud and mostly
fident, boisterous, and command- filled with off-duty Spiran Guards. A long rack near the entrance holds several
ing. hanging suits of polished armor, and next to it, a cauldron overflows with
Physical Feisty, strong, has long swords and spears. Some of the drinks on the menu are served in guard hel-
flowing hair. mets and can be shared with multiple people.
Longings To find someone who
will fashion weapons in her hair This tavern at the south end of the strip, the original drinking establish-
that she can use in an attack. ment in the area, is now the strip's de facto Spiran bar. Even the bartender
sports Spiran regalia. Gilgazo (see appendix A), seeing what his old wa-
"It's okay to not have one good
tering hole has become, refuses to go inside.
If the party chose the Merchant's Consortium of Escha as their em-
reason to brawl."
ployer, they recognize Jonny Brownbeard (dwarf commoner), the
young dwarf they met on the docks. Jonny and three of his friends march
through the front doors of the Lost Lantern, swords in hand. Whether or
not the characters have met Jonny before, his violent intentions are obvi-
ous.
If a character wants to speak to Jonny and hasn't previously met him,
they must succeed on a DC 12 Charisma (Persuasion) check to stop him
before he can reach his quarry. If asked why he is attacking, Jonny will
relate a recent bit of news — a group of Spiran soldiers attacked a group
of people at a poetry reading simply because they believed the poem to be
revolutionary in nature. Several people died, including Jonny's sister, and
now he is going to settle the score.
If a character wants to dissuade Jonny, either by kind words or harsh
ones, they must succeed at a DC 14 Charisma (Persuasion or Intimidation)
check. Otherwise, Jonny and his friends attack the Spirans in the bar. If
the characters do not intercede, Jonny and his comrades fight admirably,
taking out a few Spirans before succumbing to their trained blades. Bar-
tender Zardi Offenfree (human veteran) and the tavern's patrons will
look warily at the characters but will not engage them in combat unless
provoked. If the characters choose to fight alongside Jonny, they will face
twelve spiran barflies (see appendix A). Jonny and his friends are not
great fighters, but they will distract the guards, allowing the characters to
make their checks during the first 3 rounds of combat with advantage. The
Spiran guards, not viewing the young dwarf and his friends as a threat,
focus on the characters instead.

Spiran Barfly Tactics


• A Spiran barfly will use its bottle throw ability every round it is
available (and on the first round).
• A Spiran barfly will attack with its shortsword otherwise.
• After the first round, all ground in the tavern is considered difficult
terrain, and those without footwear suffer 2 (1d4) slashing damage
each time they move.

Too proud to run, the barflies will fight to the death, while Zardi will try
to flee the bar unscathed. Characters searching the bodies afterward find
a total of 147 gp, 124 sp, 12 chain shirts and 12 short swords, 12 capes
with Spiran insignia, and a small diary. Although most of the diary's pages
are torn, stained, or unreadable, one passage, a poem, can still be read.

178 L O R E O FA E T H E R R A . C O M / L U N A R
If the character reads the remnants of the diary, read the following: GOLD BOPS
ELF COMMONER, TICKET
"We walk the streets when they all sleep, to keep them safe and sound,
COLLECTOR AT THE PORRIDGE BOWL
But when they wake the morning, they sneer at us and frown,
They think we have no soul inside, that we don't feel a thing,
Personality Bubbly, passionate,
But if they only knew our struggle — removing armor for the latrine."
and sappy, easily impressed.
Physical Unkempt female elf,
inelegant but confident.
If Jonny is still alive, he will then take the diary, thank the party for their
help, and leave. Characters who want to search further and successful- Longings To kiss someone under-
ly make a DC 14 Intelligence (Investigation) check find a large maul in- water.
scribed with the words "Pay Up" in a cabinet beneath the bar.
"Never date a poet, they tell the
Pay Up most beautiful lies."
Weapon (maul), uncommon

This magical weapon grants +1 to hit and to damage rolls. This sinis-
ter-looking maul deals an additional 1d6 of thunder damage, and any
creature struck by the maul must make a DC 13 Constitution saving throw
or become deafened.

M 1 5 . P O R R I D G E B O W L T H E AT E R

As Gilgazo and the party walk past the Porridge Bowl, an excited elf named
Gold Bops (elf commoner) tells the characters that she can get them a
deal on tomorrow's show, but they had better hurry, as it's becoming quite
popular. Read:

Upon passing the Porridge Bowl Theater — a round cobblestone building


surrounded by tall arborvitae — the faint voice of a performer reciting the
lyrics of a play seeps through the cracked-open door. At first, the words are
mumbled and indecipherable, but a final push of the last stanza rings out:

"He walked among us, not looked down on us, he offered us his hands,
A high elf with the highest selfless mark unto this land,
Oh, when that twilight form came to him, seething for its teal,
Of loyalty, till death, sustained, no words he gave to steal,
What trembles and what gloom to grow so dizzy and opaque,
Unto his breath, the last, the labored, never did he break."

Gilgazo pulls a playbill off the theatre's attractions board and trembles. The
playbill has the title of their current performance, The Echo of the Gods. It
proceeds to state that all proceeds will benefit the upkeep of Orrien's memo-
rial, the Glass Moondome. Gilgazo looks up with misty eyes, lost in thought.

"We must go," he says as he points to a huge glass dome down the street.

Gilgazo heads in the direction of the Glass Moondome at a quickened


pace. A short walk, Gilgazo and the characters can arrive in 5 minutes.

PAY U P THE LUNAR ROAD 179


MINDWA OF RENETH R U M B L E AT T H E D O M E
When the characters enter the Glass Moondome, read:
ELF COMMONER, PROPRIETOR

OF THE GLASS MOONDOME


You walk into a massive glass dome. The entire structure consists of geo-
desic panes of teal glass that arc towards the sky. A lush garden, full of rare
Personality Likable sweetheart, and exotic flora, flutters with the sound of birds. The smell of mist and crisp
loves animals and nature. leaves hangs heavy in the air. The colors of the foliage fall across a spectrum
Physical Novarian elf, deadpan, of crimson, orange, and amber — autumn-like, honoring the nature and hues
assertive, warm disposition. of the Dimlight. Wisps of cotton float throughout the space in slow and gauzy
Longings To study the exotic motion. Pathways curve through garden displays, and a crystal blue stream
animals of the Dimlight. braids across the pavilion. Small white marble bridges lit with blue-flamed
torches arch over the bubbling waters. At the heart of the Glass Moondome,
"Float across the land, dream a centerpiece of beautiful and rare verdure looms over the whole memorial.
across the water." Breaking through the gold and emerald leaves stands a white stone statue
of a tall elf, mighty in appearance, with one hand covering his mouth and the
other outstretched as if keeping evil at bay.
Gilgazo, fixated on the statue, nearly floats across the room. He kneels be-
fore the Great Sleep of Orrien, the cenotaph of this mysterious and chronicled
figure. With a trembling hand, Gilgazo reaches into his cloak. He slowly pulls
something out and gently places it upon the rim of the fountain. When his
hand retreats back to his chest, you see the object: a wooden, hand-carved
spoon.

As Gilgazo grieves the loss of his friend, a shadow crawls up the side of
the dome. Any character with a passive Perception score of 14 or higher
notices the shadowy creature before it shatters the glass. All creatures
within 40 feet of Gilgazo (see appendix A) must make a DC 13 Dexterity
saving throw or take 10 (3d6) piercing damage as shards of razor-sharp
glass rain down (half damage on a successful save).

High above, atop the shattered glass opening of the dome, a hellish figure
slumps over the jagged rim and plummets downward. Time stands still, and
the only sound is the rippling of tattered robes whipping in the wind. It falls in
a lifeless tumble, like a rag doll thrown over a bridge. Below, the stone floor
breaks its fall with a sickening thud, and the pile of mangled clothing lays still.
Immediately after, it is joined by a massive black bird, large as an orc,
descending from the fractured hole in the dome. The dreadful span of its
shredded wings flutter desperately, and its feathers are alit in blue flame and
shudder in the wind like thundering sails. Its round, glossy eyes sit above a
mangled beak, crusted with dried blood. The crow stares ahead with a dead
gaze as it hovers over the Osia Phon, poised at his every command.
The silence is broken by sniffling and hushed weeping as the deformed
mound begins to tremble. Its bones crack as its contorted fingers extend from
beneath the robe's filthy sleeves and claw at the cold ground. In an instant,
the hideous being springs to life and erupts in anguished sobs. The sound
evolves into a high-pitched guttural shrieking. Lacerated limbs protrude out
from the tatters, and the gashes ooze with blue pus. Two soulless eyes dimly
peer from under the darkness of its hood, and its awful wailing finally ceases.
A deafening silence fills the dome for a moment before the thing lets out a
wicked screech, its eyes set on Gilgazo.

180 L O R E O FA E T H E R R A . C O M / L U N A R
Gilgazo, overcome with rage and grief, retrieves his Tortured Crow Tactics
aether stash and uses all he has in one go. The runes • The crow will use bile eruption if available,
etched into his skin glow blue, illuminating the whole positioning itself to hit as many foes as it can.
Moondome. He begins to levitate, and he pulls power • If the crow is flying 90 feet in the air, it uses its dive
from the surrounding air. Read: bomb attack.
• If the crow is below 90 feet, it will fly until it
Gilgazo moves with strident purpose and unparalleled reaches 90 feet.
precision. He pulls out the leather satchel that he recov- • If the Osia Phon dies, the crow will attempt to fly
ered from Ceriad Keep and quickly opens it. The Osia away.
Phon recoils as if knocked back by a wave of heat. It trem-
After the Osia Phon has been vanquished, an exhausted
bles uncontrollably with hunger as it readies its feverish
Gilgazo tells the party that he needs to get out of the
body. open and somewhere secure to recuperate. Mindwa of
Quick as a fox, Gilgazo lowers his face to the satchel Reneth (elf commoner), the Moondome’s proprietor,
and inhales deeply. A hot crackling sound sizzles out into saw the entire battle unfold and says that the Library of
the air like glass in a furnace. Golden powder disperses Indos isn’t too far away. Meyfyre says that the library
could have answers about Orrien, and she leaves to get
over Gilgazo's head as he deeply inhales as if it's his very
Fawn and says they’ll meet them there.
last breath. His lips turn purple, and his face goes pale. A
blue rush instantly spreads throughout his bloodstream,
glowing beneath his skin. His eyes burn with an indigo TRANSITION
flame. The markings etched into his arms, shoulders, and After the party arrives at the Library of Indos, read:
neck blaze electric blue. Gilgazo levitates off the floor,
As you pass beneath the circular façade that connects the
and his entire body, infused with aether, shimmers with
alleyway to the nearby road, two giant aquamarine crys-
iridescence. He shines brighter than the stars — the one
tals on either side —fixed in golden brackets — begin to
true Alliander, a celestial vessel, the sacred Azure incar-
flicker and spark as Gilgazo moves past them. Some near-
nate.
by folks notice the flashing glow, and most scream out in

Gilgazo, now demonstrating the fullness of his power, panic. After passing beneath the arch and turning a sharp
leads the characters against the Osia Phon (see ap- corner, you see a clearing in the city, and an epic sight lies
pendix A) and its twisted pet, the Tortured Crow (see before you: the Library of Indos.
appendix A). The majestic Library dwarfs all other buildings in the
area. A grass and stone courtyard with rows of pyramid
Gilgazo Tactics
pines leads to white stairs that weave paths up a rocky,
• Gilgazo will use Soul of the Lake if he can target 2
or more opponents without hitting an ally, and it ivy-covered hill. A large tower made of Fano's signature
is available. sparkling white stone looms over the surrounding area.
• Gilgazo will use Soul of the Earth if available. Archways and high walkways link surrounding rooms and
• Gilgazo will use Soul of Flame on his primary spires. Ivy, fern, and moss tangle over the walls and wrap
target.
around the towers. As Gilgazo ascends the stairs, rows
of lampposts on both sides begin lighting up a fiery blue.
Osia Phon Tactics
• If the Osia Phon drops below half of its maximum The cracks and crevices between the white sparkling
hit points, it uses misty step to teleport 30 feet stone of ramparts leading up to the entrance begin to
away and casts haste on itself (one time only). also glow with blue illumination. All the glowing blue lines
• The Osia Phon will use Hideous Visage if available form brilliant symbols sparking across the face of the Li-
(and on turn 1).
brary, symbols matching those etched across Gilgazo's
• The Osia Phon will use Shadowcraft if available
skin, and they burn with the fury of Azure.
(and on turn 2).
• The Osia Phon will cast fog cloud if it isn't in a
heavily obscured area and has uses available.
• The Osia Phon will use its multiattack.

THE LUNAR ROAD 181


The Library of Indos
TOMES, DISTRICT OF INDOS
XII
T he party arrives at the magnificent
Library of Indos. Gilgazo, exhausted from
his encounter with the Osia Phon, collapses
on the floor for a few moments before
reading the words on a mural dedicated to his late
learns that her father is still alive, trapped in the Eternal
Eden. Around the room, several tanks contain the
corpses of Chrysaleans. Along the far wall, tucked behind
a bookcase, a tank contains the remains of Orrien, the
Patriarch of Chrysalea. His heart, augmented by strange
friend, Orrien. Soon, a bruised and bloodied Fawn Lee technology to allow him to remain on the surface for
stumbles through the library doors. She says Spirans extended periods of time, has been removed and lies
attacked her and Meyfyre as they walked back from in a separate jar. When Gilgazo stumbles across this
the book shoppe, and Meyfyre threw herself in harm's morbid scene, he collapses and begins to weep on the
way and told Fawn to run. Moments later, a detachment floor in front of Orrien's final resting place. The party
of Spiran soldiers, authorized to inflict lethal force on finds a strange device called a haleon and must figure
those responsible for the destruction of the Moondome, out how to charge it and use it to find the entrance to
break through the door and assault the characters. Fawn the next floor before the Spirans return in force.
manages to break the mystical lock guarding access to Once on the third floor, Fawn is shocked to see that
the second floor. Gilgazo heads upstairs, desperate for Meyfyre is still alive and runs to meet her. Meyfyre turns
more information on his friend's passing. to face her and removes the hood of her cloak, revealing
On the second floor, Fawn recommends that they the pale blue skin of a Chrysalean. She apprehends
barricade the door and take a well-earned rest. Fawn Fawn and holds her at knifepoint as she demands that

184 L O R E O FA E T H E R R A . C O M / L I B R A R Y
LEON TUKKER
Gilgazo returns with her to Chrysalea or Fawn will die. ABSTRACT
The Council of Nine, the leaders of the Order of Indos,
emerge from the shadows and try to stop the party from Archáreum. Gilgazo learns more about his friend’s
following Meyfyre and Gilgazo through the open portal demise, a wounded Fawn returns, and the Spirans at-
in the center of the chamber. With a flood of Spirans tack.
entering the melee from below and the portal closing
quickly, the party must decide if they will make a futile Athéneum. The party learns the truth about Orrien’s
last stand against the unending stream of soldiers or death and must figure out how to ascend to the next
pursue the traitor and the kidnapped druid as they floor.
disappear into the unknown depths.
Akróseum. Meyfyre returns and demands Gilgazo. The
Will the party find the answers they are looking for, or Council of Nine and the Spirans attack, and the party
will they succumb to the chaos that befalls the Library must escape through the portal or be overwhelmed.
of Indos?

AKRÓSEUM T H E L I B R A RY O F I N D O S 185
ARCHÁREUM LIBRARY LOOT
When the party enters the library, read:

DC RESULT
Walls made of black polished marble decorate the foyer,
and a waterfall cascading from an opening in the center
5 A stack of pamphlets advertising a youth
of the high ceiling rushes into a narrow hole in the floor.
summer camp in Henda.
Glowing blue lanterns hanging in the misty spray of water
begin to flicker brightly in Gilgazo’s presence. Long crim- 10 A ring of protection
son banners adorning the rafters rustle from a draft. A
staircase rises from the far corner and spirals around the 15 217 platinum pieces
room’s periphery before disappearing beyond the ceiling.
A red-lit walkway lined with pillars stretches around the 20 A map of Fano outlining acts of Spiran
room’s circumference, allowing enough space to walk hostility.

along rows of ancient tomes. In between the shelves,


25 A robe of the ascendant
softly lit glass cases display a selection of curiosities. One
case holds a pair of goggles with dark stained lenses and
30 3 potions of greater healing
wooden frames encrusted with green gems. Another
features a white horn from some massive animal, embel-
lished with a golden spiral and attached to two leather
Robe of the Ascendant
shoulder straps. The biggest display isn’t bound to a case,
Wondrous item, rare (requires attunement)
though. A breathtaking mural painted across the back
wall shows a forest and the great Fringe of Orrien. On it, This robe is adorned with a pattern resembling ocean
an elf plunges to his death off the face of the wall, back waves. When wearing the robe, you gain the following
arched against the wild blue sky with an auburn canopy benefits:
beneath.
You are resistant to psychic damage.
If you aren’t wearing armor, your base Armor Class is
This floor of the library is empty, and Gilgazo imme- 13 + your Dexterity modifier.
diately collapses from exhaustion. After taking a few While wearing this robe, you may cast flame blade once
moments to rest, he begins searching for anything that per day.
will give him answers about his late friend’s passing. While wearing this robe, your thoughts can’t be read,
He walks towards a large mural painted on the far wall. nor can anyone speak telepathically with you unless
The colorful painting pays tribute to Orrien and laments you choose to allow it.
his passing. If a character examines the inscription on
the wall, read the following:
The characters don’t have long to search before Fawn
The rim of looming fringe was caught, stumbles through the library doors. Her clothes are
An ignorant, no, he was not, torn, her hair is matted with blood, and her face sports
Arching back against the sky, fresh bruises. She tells the party, between sobs, that she
and Meyfyre were attacked by Spirans, and Meyfyre
Our dear Orrien, from fall, hath died.
didn’t make it.
The reunion with Fawn is interrupted by a loud
If the characters search the rest of the library, have crash as the front door to the library bursts open and
them roll an Intelligence (Investigation) check, and three Spiran soldiers in heavy armor barge into the ves-
consult the following table. tibule. Their leader, wearing a blue cape with detailed
gold-stitched embroidery and wielding a wicked serrat-
ed blade, demands that the party and Gilgazo surrender
and engages the characters in combat. A weary Gilgazo
slumps onto the floor, and Fawn ascends the dizzying
spiral staircase and begins to open the mystical lock
guarding the higher floors.

MAP OF THE LIBRARY OF INDOS T H E L I B R A RY O F I N D O S 187


Spiran Major Tactics for Gilgazo to follow her up. The Spirans are relentless
• Spiran Major will attempt to be within 10 feet of and will fight to the death. If the characters attempt to
an ally, if possible. retreat with Gilgazo, the Spirans will chase them up
• Spiran Major will use its multiattack, attacking as the spiral staircase. Searching the Spirans' bodies yields
many different targets as possible. 1 fleshsaw, 2 hand crossbows with 3 (1d4 + 1) bolts
each, 2 long swords, 1 suit of half-plate armor, and 2
Spiran Lackey Tactics chain shirts. Additionally, the major’s pocket contains a
• A lackey will remain within 10 feet of the Spiran note that reads as follows:
Major if able.
• A lackey will stay out of the opponent's melee “Major Fenimay, requisition the support of a few enlisted
range, if able. men and search for those responsible for the devastation
• If out of an opponent's melee range, a lackey will at the Moondome. Suspects have been spotted walking
fire its hand crossbow.
in the direction of that damned Indosian library. Report
• If within melee range of an opponent, a lackey will
back within two hours. Lethal force is authorized.”
use its multiattack.

After 10 rounds of combat have passed (or shortly after


combat, if the fight is fewer than 10 rounds), Fawn man- Fleshsaw
ages to break the magical seal leading upstairs and calls Weapon (longsword), rare

This serrated blade has shards of obsidian fused to its


teeth. When you deal damage with the fleshsaw, your
target must make a DC 14 Constitution saving throw.
Upon failure, until magical healing has been received,
they make all ability and attack rolls with disadvantage
as the blade leaves loose tendrils of skin clinging to a
deep wound, inflicting unbearable pain. A target affect-
ed this way may attempt another Constitution saving
throw at the end of each of its turns.

AT H É N E U M
When the characters enter the Athéneum, read:

Darkness fills the second floor, a circular room slightly


smaller than the one below. The only visible light, a faint
blue glow, emanates from the center of the room, be-
hind the silhouette of a stone cylinder reaching from the
marble floor to the top of the vaulted ceiling. A towering
white stone statue looms over each side of the entrance
— one elf holding a book, another with its hands cupped
around an orb.

Once the characters have arrived at the second floor,


Fawn suggests barricading the door, as the Spirans will
likely be back, and in greater numbers. Two large stat-
ues of Chrysaleans stand next to either side of the door
from the Archáreum. A character succeeding on a DC
14 Strength check can knock the statues over in front of
the door, creating rubble that will delay the Spirans for
a moderate amount of time, allowing time for the party
to take a Short Rest.

188 L O R E O FA E T H E R R A . C O M / L I B R A R Y FLESHSAW
T H E F AT E O F I R E M L E E Gilgazo walks around a thin channel of water that follows
the curve of the room. In his presence, rows of wooden
Once the room is secure, Fawn speaks with Gilgazo. turbines along the walls come alive and spark in brilliant
shades of teal. Water spews from an outlet in the ceil-
Fawn turns to Gilgazo, breathing heavily, and wipes blood
ing and covers the entire wall like a blanket, spinning the
from her brow, “I need to know the truth about my fa-
turbine’s blades before falling back into the channel. The
ther’s death. You are an Alliander, friend of Orrien, you
sparks of teal light intensify, sending an electric arc streak-
must’ve crossed paths with my father!”
ing across the room. Every turbine begins to turn, undu-
Gilgazo studies her eyes for several seconds.
lating into humming oblivion as the entire room glows
“His name is — ” begins Fawn.
blue. Somewhere in the distance, a low sub-booming thud
Gilgazo finishes her sentence, “Irem Lee.”
begins to pulse. The blue light illuminates shelves stacked
Fawn’s eyes grow wide and tearful, “You once knew
with parchments and tables near the stone cylinder in the
him?” she asks.
center of the room. The chairs are empty, but the tables
Gilgazo answers, “A man wearing torn clothes and grip-
contain quills and stacks of papers with ink splattered
ping a bloody dagger crossed the threshold of the Eden
pages. The tangled beauty of a chandelier adorns the
one day and asked me to return with him. But the rains
heights, made with gold and silver and encrusted with
fell and a gloss came over his eyes. And over mine too.
thousands of cyan gems, uncut and glimmering against
And we drank unceasingly.”
the black background. A strange device on a display case
Lost in remembrance, Gilgazo pauses for a moment be-
sparks in response to the druid's presence.
fore continuing, “Most everyone in the Eden could recall
some stubborn memory from their past, a thought so
If a character wishes to search this main room, have
powerful even the rains couldn’t wash it away. For me, them make a DC 14 Intelligence (Investigation) check.
it was my time in the rabbit kingdom. But your father, If successful, they find pipes of haunting, 2 spell scrolls
he spoke only of a little girl with ringlet locks, her twin- of heroism, and 42 gp. Rows of beads made from cyan
kling eyes quick to devour a book. But most of all, he crystals hang down from an entrance to a small cham-
ber at the far side of the room.
spoke about her smile.”
Gilgazo’s tone grows solemn, “But the answer is no. Irem
Lee isn’t someone I once knew. Your father is someone I
still know. He remains in the Eden, unless some terrible
danger befell him.”
Fawn, face flushed, leaps toward the barricaded door, “I
cannot believe it! I must go to him!”
Gilgazo takes her gently by the shoulder, “Not through
that door, Fawn Lee. That path is long lost.”
With burning eyes and gritted teeth, Fawn’s head dips,
acknowledging the sad truth.

Fawn thanks the party for helping her discover Irem


Lee’s fate and gives them her father’s diary. She wishes
she could do more, but this is the most valuable item
in her possession. This book, the life’s work of Fawn’s
father, contains all the notes taken as he researched the
Chrysaleans, the Order of Indos, and the shadowy re-
lationship between the two. Much of the book proves
impossible to decipher, containing references to objects
and persons unknown.

T H E F AT E O F O R R I E N

Gilgazo searches the room for more information.

THE HEART OF ORRIEN T H E L I B R A RY O F I N D O S 189


If a character enters the chamber, read: A W AY O U T

A dim outline of two cylindrical tanks at the back of the Fawn (see appendix A) says that while she has never
room can be seen amidst the blue light. Inside, elves, long been on the third floor, her father’s diary mentions some
dead but well preserved, float in water, gaunt and infinite- form of escape lies up there. To discover how to reach
the next floor, the party will have to find, charge, and
ly still. One’s face is frozen in a painful wince, and the
use a haleon to direct a beam of light into a beautiful
other’s eyes have sunken into dreadful black nothingness.
chandelier made from carved blue stones hanging from
Further on, two more tanks contain similar preserved the ceiling. When the light reflects across the room, it
bodies, and beyond them, a tank stands alone. Scrolls and reveals the outlines of five doors along the stone walls.
flowers lay in a generous heap atop bolts of colorful fabric Four of these, when interacted with, will cause a harm-
strewn across the floor. Candles aflame casts golden light ful reaction. When the stone wall within the correct
outline is touched, the stone will disappear, revealing a
upon the creature inside — a broadly built elf wrapped in
small room with a raising platform, activated by a lever,
an elegant robe, wearing necklaces fashioned from rare
leading up.
and precious jewels. A crown of waterlilies rests on his While the characters explore and try and figure out
head, their green vines creeping down his jawline, feed- how to reach the next floor, the Spirans threaten to re-
ing off the corpse. His eyes are round and glossy, and he turn at any moment. Each time a character completes a
has a gaping cavity in his chest. His heart, augmented by puzzle step (casting a spell into the haleon, interacting
with a door, etc.), roll 1d10 + (number of rolls made).
Chrysalean technology, rests in its own jar nearby. Gilgazo
If the roll total is 15 or higher, the Spirans return and
collapses near the tank, overcome with inconsolable grief.
attempt to break down the door. While the barricade
will hold for a while, characters may also try to rein-
force the door to buy the party more time. Each time a
character completes a step of the puzzle, roll 1d6. On
a 6, all characters near the door can attempt a DC 14
Strength check. If they succeed, they manage to keep
the soldiers from busting through the door. If they fail,
the Spirans breach the Athéneum and continue to pour
in, with three spiran lackeys (see appendix A) enter-
ing every 5 rounds.
The strange object that sparked in Gilgazo’s (see
appendix A) presence, the haleon, is a small device
consisting of a brass cage holding a green gemstone
marked with five carved runes. If a character makes a
successful DC 13 Intelligence (Arcana) check, they rec-
ognize that the device is similar to a ring of spell storing.
If a character casts a spell into the haleon, consult the
table on the following page to determine the effects.
Most schools of magic will cause one of the runes
to glow. A character will have to cast a spell from a
different school into the device to activate another. If
the characters don’t have all the proper spell schools
available, Gilgazo will (despite his weakness and grief)
cast spells from any missing schools into the haleon as a
last resort. Spells from the Schools of Necromancy, Evo-
cation, and Abjuration have a negative effect when cast
into the haleon and will not light up a rune. Once all
five runes begin to glow, the haleon will emit a bright
beam of light for 1 hour.

190 L O R E O FA E T H E R R A . C O M / L I B R A R Y THE HALEON


SPELL EFFECTS SCHOOLS OF MAGIC

SCHOOL EFFECT
Each of the eight schools of magic is
represented by a rune. A character who
makes a successful DC 16 Intelligence
Abjuration The spell’s abjuratory energy pours back into the
(Arcana) check knows which symbols
caster, remaining dormant until the next time they
correspond to each school.
attempt to cast a spell. When they do, their spell is
countered, as per counterspell.

Conjuration A rune on the haleon lights up and summons an


unseen servant, as per the spell. A B J U R AT I O N

Divination A rune on the haleon lights up, and the caster can
comprehend languages, as per the spell.

Enchantment A rune on the haleon lights up, and a tiny bird


perched at a barred window becomes an animal C O N J U R AT I O N
messenger, as per the spell. If no character wants
to send a message, Fawn will request that she send
the bird to tell her father that she will come for him.

Evocation The spell’s evocative energy spills out of the haleon


in a hail of magma. Everyone within 30 feet of the D I V I N AT I O N
haleon must make a DC 14 Dexterity saving throw.
They take 7 (2d6) fire damage on a failed save or
half as much damage on a successful one.

Illusion A rune on the haleon lights up, and the caster is


made invisible, as per the spell invisibility.
ENCHANTMENT

Necromancy The necromantic energy of the spell can’t find a


home within the haleon, and the caster must make
a DC 14 Constitution saving throw. They take 10
(3d6) necrotic damage on a failed save, or half as
E V O C AT I O N
much damage on a successful one as the spell’s
power surges back into the caster. In addition, the
hand touching the haleon withers until they receive
magical healing, causing them to make any checks
involving that hand with disadvantage.

ILLUSION
Transmutation A rune on the haleon lights up, and 20 berries spill
onto the ground, as per the spell goodberry.

The light won’t affect anything until a character directs the beam towards
the chandelier, at which point the light will diffuse and cast cyan beams NECROMANCY
onto the wall. When the light hits the chandelier from different angles,
the position of the beams change, and with a little bit of experimentation
a character can position the haleon in such a manner that the outlines of
five doors with runes matching those on the haleon appear on the wall.
Adorning the arches of the luminescent doors are lines of Novarian script,
which Gilgazo offers to translate. T R A N S M U TAT I O N
The script translates as follows: Once the lift to the third floor has been discovered,
Fawn and Gilgazo lead the way up.
A place to invent beyond wildest happenings,
This voice of the matriarch shows you the path,
The way to find growth from a seed to a sapling, AKRÓSEUM
After the party arrives on the third floor, read:
And in fantasy dreams, you’ll feel darkness and wrath,
Oh, to close your eyes deeply on beams that you stand. Three enormous statues casting long shadows greet
those entering the highest stratum of the library — the
Each line of Novarian text links a school of magic with Akróseum. Three statues depicting beautiful yet haunt-
one of five different locations found in Chrysalea.
ing elves stand around a pool on the floor. One holds a
mighty sword, and the second carries a satchel and a disc,
• The first links Origin with Conjuration
• The second links the Mother Tree with Divination and the last one cradles a tome. An endless expanse of
• The third links Sustenance with Transmutation books and scrolls stretches out around them. Candle-lit
• The fourth links Balance with Enchantment corridors lead to cathedrals of knowledge and disappear
• The fifth links Gloom with Illusion into mysterious recesses.
A cloaked figure in a crimson hood stands on a small plat-
Characters can interact with the doors by touching
form in the distance, facing away. A familiar voice echoes
them. Consult the table below to determine the effects:
through the halls, “Well done to all. Only the bravest

DOOR EFFECT and most powerful manage to enter the Akróseum.


The fount of all knowledge, the zenith of the Indosian
Conjuration Upon touching the stone wall, dominance. You’ve accomplished an improbable, nearly
the character must make a DC 15 impossible mission.”
Dexterity saving throw. If they are Fawn ascends the short staircase and approaches the fig-
successful, they manage to pull their
ure just as it turns around. Through the shadow of the
hand back. However, if they fail they
hood, the figure becomes visible — it’s Meyfyre Hethe-
are pulled through the stone and
fall to the floor of the room from ria. Fawn’s eyes grow wide, and her hand moves to her
a connected portal on the ceiling, mouth, agape in disbelief.
taking 10 (3d6) bludgeoning damage “My dearest Fawn,” says Meyfyre, “Your relentless
from the fall. search for answers regarding your father was the cata-
lyst for finding what we sought. You inspired this rabble
Divination The stone wall fades away, revealing
to bring the druid right to our doorstep. Now Gilgazo
a small lift to the third floor.
is ours.”
Fawn shakes her head. Her voice trembles, “I don’t un-
Enchantment When touched, the stone wall spews
a pale blue fog. All creatures in the derstand.”
room must make a DC 14 Constitu- A curious look washes over Meyfyre’s face, “For all the
tion saving throw. Those who fail fall books you’ve read, Fawn Lee, you’ve learned little of
into a deep sleep and won’t wake the world around you. Life is not always inked on pages.
up for 5 minutes, even if attacked or
Did you think the city would be saved? You cannot be
shaken.
that naive! Fano is lost. The orders are broken. The only
true city worth saving is the one below our feet. My
Transmutation The character touching the wall be-
gins to turn to stone, as per the spell home.” Meyfyre removes her hood to unveil her luminous
flesh to stone. blue skin, “Chrysalea!”
A hush falls over the chamber as the blue portal in the
Illusion Upon touching the wall, a supernat- center of the room roars to life. Electric blue lines trav-
ural silence overtakes the room. No el across the floor to spidering channels etched into the
noise of any kind can be made in the
marble, forming ancient cryptic symbols. Hooded figures
room for 5 minutes.
clad in crimson robes appear from vaulted archways and

192 L O R E O FA E T H E R R A . C O M / L I B R A R Y
slowly walk toward the center of the room and circle the TRANSITION
edge of the portal. There are nine of them, their faces If the characters enter the portal, read:
concealed by shadow.
The ring around the portal glows blue upon entering, but
Meyfyre, now brandishing a dagger, apprehends Fawn
the water inside is black, and it feels warm and syrupy.
and holds it gently to her neck.
The calm waters turn turbulent; tiny crackling bubbles
She solicits Gilgazo, “Druid! I offer you a trade. One life
pop off the surface and sting like a misty ocean breeze.
for another!”
For a brief moment, the ring pulses blue. And then, the

Gilgazo (see appendix A) tells the party that he will go water transforms from viscous to thinner than mountain
and that Fawn (see appendix A) doesn’t have to die. If air. Everything begins to sink, and just before everyone
the characters turn over Gilgazo, Meyfyre (see appen- goes under, the blue ring around the portal fades to
dix A) will throw Fawn to the ground, seize Gilgazo, black. A booming subsonic vibration blankets all sound,
and force him into the portal. If the characters refuse,
and a maniacal swarm of fizz and bubbles engulfs every-
Meyfyre slits Fawn’s throat and attempts to apprehend
thing inside. The sensation of sinking is replaced by that
the last of the Allianders. In either instance, the Coun-
cil of the Nine (see appendix A), enigmatic rulers of of falling, falling, falling.
the Order of Indos, attack the party to appease their
Chrysalean masters. At the same time, spiran lack-
eys (see appendix A) begin to pour in from behind the
party. Four Spirans come through initially, and every 5
rounds, four more will enter. The Spirans and the In-
dosians will engage both each other and the party in
combat. If Meyfyre hasn’t yet captured Gilgazo, she will
focus on doing so.

Council of Nine Tactics


• The Council of Nine does not begin with their Link
Power ability charged.
• The councilors will attempt to stay out of the melee
range of hostile creatures, if able.
• If enough councilors have their Link Power
ability charged, they will perform their Council of
Inquisition attack.
• The councilor will use its Profane Whispers ability
if ready, and a valid target is available.
• The councilor will attack with Mortiferous
Discharge.

The portal will begin to close once Gilgazo has entered


it, and after 20 rounds, the portal will be too small
for any of the characters to enter. The Council of Nine
will press the attack, trying to prevent the party from
chasing after Meyfyre. After 15 rounds, or if all of the
Nine are dead, Spiran lackeys will flood into the room,
three per round. If Fawn is alive, she will surrender to
the Spirans and beg the party to go after Meyfyre and
Gilgazo. If the characters choose not to go through the
portal, Spirans will continue to pour in, increasing to
five per round after the portal is closed. They will not
accept surrender.

B E N E AT H T H E C I T Y T H E L I B R A RY O F I N D O S 193
Descent to Chrysalea
CHRYSAL LAKE, MOUNT TESETERRA
XII
M uch has happened since the Lake Sprite
brought the characters to Fano. After Fawn
Lee solicited the party’s help, their journey
has led them through the city and across the
lake, finding adventure in every place they looked and
est friend’s passing and the resurgence of an old foe, the
Osia Phon.
A confrontation with the Spiran army and a friend’s
betrayal leads to one of two paths — death at the hands
of an endless barrage of Spiran soldiers and Indosian
making the world of Aetherra their own. mystics or an escape down a portal to the unknown to
Few have come face to face with the harrowing chase after the abducted druid.
perils of Broken Top Bay and survived, and those that
have, ride a fine line between brave and foolhardy. The What happens next? Why did Meyfyre seize Gilgazo?
druid, trapped in the Reverie Fantastica, waited in his What lies at the other end of the portal? These questions
gilded cage at the end of a dizzying maze and required, can only be answered below the depths of Chrysal Lake, in
after escaping, a trip to his old home to acquire aether, the underwater city of Chrysalea.
the source of his power and pain. Gilgazo’s triumphant
return to Fano is cut short, both by learning of his clos-

196 L O R E O FA E T H E R R A . C O M / D E S C E N T
MAXWELL SCHILLER / STU HARRINGTON

CODA
scurries out of sight, down a crevice. The pulling sensa-
As the characters sink deep beneath the waters, read:
tion remains, though the water thins to a mist, making
For a few moments, the bubbles vanish, and all is peace- it breathable. Winds begin to whip, converging with the
fully calm. Then, a forceful current sucks everything deep- pinging of a cold drizzle, evoking the scent of a damp
er underwater, revealing the true magnitude of the ex- morning on the shore of a foggy coast. Beneath, the dark-
pansive deep. Aquamarine waters extend out of sight, ened blue fades to achromatic light. Warmth radiates as if
injecting life into a myriad of dark shadows and infinite an invisible fire raged nearby. The mist has disappeared,
gulches. A sunken cliffside descends so deep it could and your velocity increases more by the moment as a
overshadow any mountain on Aetherra. Out of the dark- blinding white light encapsulates everything around, a
ness, a massive creature, unaware of its sheer enormity, bright neon nothingness.

D E S C E N T T O C H RY S A L E A 197
III
E P I L O G U E
Epilogue
T H E G R E AT W A R O F F A N O

T he portal ring darkens, and the water


turns black as the glowing fretwork of
Chrysalean technology laced throughout the
room returns to its lifeless and muted state.
Only an echo remains of the great stirring that occurred
room. Moments later, the library’s dome bursts open,
sending debris crashing to the floor. Madam Empra, in
her true and terrible draconic form, descends upon the
room, the seed of a flame stirring deep within her smol-
ders in anticipation. The Spirans strike, the few Indo-
moments before, and it soon fades to a rolling hush that sians that remain unleash their foul magic, and Empra’s
falls over the library hall. breast swells with burning fury and untethers hell. In
The grave silence shatters as a legion of Spiran this fiery bedlam, the three orders wreak utter wrath
guards pour in from the broken doors at the back of and destruction upon each other.
the room. They brandish their weapons with trembling War breaks out across Fano, and no neighborhood
arms and uncontrolled rage. An Indosian warlock, hid- or district is spared the incivility of battle. Bloodshed
den away from the earlier violence, turns toward the and chaos rule the day in a way this city has never seen.
guards with cupped hands and mutters a few arcane The devastation caused during the War of the Orders
words, and a sphere of necrotic power materializes in stains the soil with spilled blood, leaving a black mark
front of the robed conjurer. Tensions ignite, but the re- on the already vicious history of Aetherra. Brother turns
maining members of the Indosian Council keep their against brother, sister against sister. Among the charred
eyes fixed upon the dead waters in the portal. and crumbled remains of the city, an account, scrawled
An uneasy dread settles across the room, and for a on the wall of the Bluefin, written by some unknown
moment, time all but pauses. These final few moments bard who, setting aside his prose, wrote plainly in
of calm mark the last time civility would reign between hopes his words will live longer than his flesh. He soon
the orders. Rupturing the eerie stillness, a cacophony succumbed to his injuries on the floor of the Bluefin
of Spiran warcries shakes the foundations of the room. Tavern.
The spell in the warlock’s palms quivers, waiting to
be flung at the growing crowd of soldiers entering the The scrawled account reads as follows:

"I heard a throaty and harsh roar, so I rushed out to the docks. There I felt a gust of wind and a thunderous
flutter, and my stomach dropped as I looked above my head — a dragon wearing the symbol and colors
of Madam Empra thrust its wings across the bay and soared toward the city. In the distance, smoke and
flame enveloped the library, and it appeared to be lost. Then, a mob of humans, dwarves, elves, and gnomes
marched through the streets and alleyways. They wore golden armor bearing the dragon wing symbol of the
Eschans and made their way toward the library to answer their captain’s call, attacking every Spiran guard
along the way. This was the Flaring — the beginning of the end for the Fano."

204
I
Day 1. Flame and smoke rise from the desecration of the library. Spiran guards,
heeding their captain’s call, make haste from the Lost Lantern and are attacked
by the Eschan Militia in an alleyway. This battle signals the beginning of open
warfare in the streets.

II
Day 2. Bodies of Spiran guards riddle the docks, many of them floating in the
merqua-infested waters of Chrysal Lake. Eschan militants occupy the island of
Lakeport Docks. In Tetha, Llief, and Aunaranda, they gather in condemned build-
ings and fortified hideouts, planning their assault on the District of Indos.

IV
Day 4. Madam Empra, in draconic glory, destroys the bridge between Lakeport
Docks and the main island of Fano. Smaller ships full of Eschan fighters set out
from the docks and begin their siege in the neighborhood of Cloverres.

VII
Day 7. The Eschans overtake Cloverres, Olean, and Archis West. All the land
north of the Novarian River in the district of Indos is occupied by the Eschans. In
Tomes and Flickering Fingers, the Indosians hold the Spirans off with their dark
magic.

XV
Day 15. War wages on fronts at both the Novarian and Archis rivers. The Indosian
grasp on their namesake district weakens, and they now hold only Tomes and
Flickering Fingers. The Spirans have moved over the Archis River and are begin-
ning to fortify the district of Spira.

XXI V
Day 24. The Eschans, equipped with mechwood armor suits, overpower the In-
dosian warlocks and claim the last two neighborhoods — the Eschan militants
now occupy the districts of Escha and Indos.

XXX
Day 30. Mad Prince Airon and his alchemist reveal strange and diabolical weap-
ons reinforcing the Monarchy for the coming Eschan assault. The Eschans draw
up plans to attack around the north coast of the district with Hendan ships.

XXXI
Day 31. The most terrible and vile of the warlocks among the Indosian Nine
emerges from the rubble of Flickering Fingers. Her power is unmatched as she
sets her eyes toward Spira. The Spiran guards left to rot in the merqua-soaked
waters off the docks begin to crawl out of the water. Their eyes are no more than
black orbs, and their bloated skin takes on a violet hue. More monster than man,
these foul beings indiscriminately attack every living thing unfortunate enough to
cross their path. Fano has fallen, and few remain to mourn her ashes.

EPILOGUE 205
IV
A P P E N D I X
208
STU HARRINGTON
Fawn Lee LORE
MEDIUM HUMANOID (HUMAN), NEUTRAL GOOD Fawn Lee owns and operates the
Waterleaf Book Shoppe in the Es-
Armor Class 10 (13 with mage armor)
chan neighborhood of Tetha. She
Hit Points 90 (20d8)
inherited the store and its contents
Speed 30 ft.
from her father, presumed dead. The
most precious of those items is the
STR DE X C ON I NT WIS CH A diary where Irem Lee recorded his
10 (+0) 10 (+0) 11 (+0) 16 (+3) 12 (+1) 13 (+1) research into the three Orders of
Fano, the storied city of Chrysalea,
Saving Throws Int +5 and Gilgazo, a mythical druid from
Skills Arcana +5, History +5, Insight +3 an ancient sect called the Allianders.
Senses passive Perception 11 Fawn believes that her father's in-
Languages Common, Elvish sistence on delving into forbidden
Challenge 1 (200 XP) knowledge led to his disappearance
and demise. Even so, she follows her
Spellcasting. Fawn is a 3rd-level spellcaster. Her spellcasting ability is Intelligence father's path into wilds of dangerous
(spell save DC 13, +5 to hit with spell attacks). Fawn has the following wizard esoteric knowledge.
spells prepared: More fond of books than people,
Fawn nonetheless has developed a
Cantrips (at will): mage hand, mending, message, prestidigitation great affection for her acolyte, Mey-
1st level (4 slots): identify, mage armor, illusory script fyre. Together, they have delved into
2nd level (3 slots): arcane lock, gentle repose the diary's mysteries and learned the
location of Gilgazo, deep within the
ACTIONS Broken Top Mountains. Fawn, born
Shortsword. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) in Fano, has never been off of the is-
piercing damage. land and, if she can find adventurers
up to the task, plans on sending Mey-
fyre to escort them to Gilgazo's hid-
den location. Her father wrote that
Gilgazo, a mythical being not seen
for a thousand years, could restore
the broken city of Fano to whole-
ness. Fawn believes that if anyone
could provide her answers about her
father's death, it would be the last
Alliander.
Fawn wears two articles of
clothing wherever she goes — the
crimson cloaks typical of those in
her Order and an azurite pendant
fashioned into the shape of her fam-
ily crest. She has learned a few ru-
dimentary spells during her studies.
Fawn is kind and generous, although
her general aloofness means deep
relationships take years to form. Her
knowledge outpaces her experience,
often blinding her to the far-reaching
consequences of her actions.

APPENDIX A: NPCS 209


210
STU HARRINGTON
Gilgazo LORE
MEDIUM HUMANOID (HUMAN), CHAOTIC GOOD History books spanning cultures and
millennia mention a tall spry man
Armor Class 15 (protection runes)
who would befriend both animal
Hit Points 137 (25d8 + 25)
and person alike, who would empty
Speed 30 ft.
his pockets to prevent a single child
from going hungry — the ageless and
STR DE X C ON I NT WIS CH A wise Gilgazo. His piercing azure eyes
11 (+0) 12 (+1) 12 (+1) 14 (+2) 17 (+3) 17 (+3) have seen nations rise and fall, and
his kind smile has warmed the hearts
Saving Throws Wis +6, Cha +6 of both prince and peasant alike. A
Skills Animal Handling +6, Arcana +5, History +5, Medicine +6, Nature +5, crowd would form every time he
Perception +6, Persuasion +6, Survival +6 would tell one of his astounding
Damage Immunities poison tales, but he would also take the time
Condition Immunities poisoned to listen to a stranger on the side of
Senses truesight 60 ft., passive Perception 16 the road.
Languages Chrysalean, Common, Dwarvish, Elvish, Novarian The blue symbols etched into
Challenge 5 (1,800 XP) Gilgazo's flesh identify him as an Alli-
ander, a sect that trains to use aether
Aether Focus. While under the influence of aether, Gilgazo can neither use his to better the world. These traits
change shape ability or cast any druid spells. appealed to both his benevolent na-
ture and his propensity for abusing
Timeless Body. Gilgazo does not age and cannot die from old age. mind-altering substances. No matter
intoxicated he might be, however,
Soul of the Wind. When under the influence of aether, Gilgazo can control the Gilgazo delights in the presence of
winds, allowing him to levitate 5 ft. from the ground and double his standing long a crowd and blends effortlessly into
and high jump. every culture he visits.

Spellcasting. Gilgazo is a 7th-level spellcaster. His spellcasting ability is Wisdom


Braided Hair Beads
(spell save DC 14, +6 to hit with spell attacks). Gilgazo has the following druid
Wondrous item, rare
spells prepared:

While wearing at least one bead,


Cantrips (at will): druidcraft, guidance, mending, produce flame
Gilgazo is immune to scrying and
1st level (4 slots): cure wounds, detect magic, purify food and drink
any magical effect that would sense
2nd level (3 slots): animal messenger, gust of wind, lesser restoration
his emotions, read his thoughts, or
3rd level (3 slots): conjure animals, speak with plants, water walk
detect his location. Creatures can
4th level (1 slot): hallucinatory terrain
telepathically communicate with Gil-
ACTIONS gazo only if he allows it.

Soul of the Flame. Ranged Spell Attack: +6 to hit, range 30/120 ft., one target.
Hit: 24 (6d6 + 3) fire damage. While under the influence of aether, Gilgazo can
Wildbriar Necklace and Key
summon a small ball of intense heat and project it at a target.
Wondrous item, uncommon (requires
attunement)
Soul of the Earth (Recharge 5-6). While under the influence of aether, Gilgazo
can cause the earth beneath an opponent's feet to shake, causing the target to
While wearing this necklace, Gil-
become prone (DC 14 Dexterity saving throw to stay standing).
gazo is permanently affected by the
speak with animals spell, and all lag-
Soul of the Lake (recharge 6). While under the influence of aether, Gilgazo can
omorphs will treat him as a friend.
project a 60 ft. cone of water, dealing 17 (5d6) damage to all targets in the area
(DC 14 Dexterity saving throw for half damage).

Change Shape (2/Day). Gilgazo magically polymorphs into a beast (octopus,


wolf, giant elk, owl, fox, hare) or back into his humanoid form. Any equipment
Gilgazo is wearing or carrying is worn by the beast form. Gilgazo reverts to his
humanoid form when he dies in beast form.

APPENDIX A: NPCS 211


Maytria LORE
HUGE BEAST, UNALIGNED Maytria, a massive arachnid with
seven glassy eyes, rules the fathom-
Armor Class 15 (natural armor)
less darkness of the grotto. Sticky
Hit Points 90 (12d12 + 12)
black resin coats the myriad of
Speed 30 ft., climb 30 ft.
thorns protruding from her spindly
legs, and her mandibles habitually
STR DE X C ON I NT WIS CH A snap at the air in hopes of snaring
14 (+2) 16 (+3) 12 (+1) 4 (-3) 8 (-1) 5 (-3) a tasty snack, her hunger insatiable.
Years of exposure to merqua has in-
Saving Throws Str +4, Dex +5 fused the beast with a sickly purple
Skills Acrobatics +5 glow, and it stains the venom drip-
Condition Immunities charmed, frightened, petrified, prone, restrained, stunned ping from its maw. Her gnarled body
Senses blindsight 10 ft., darkvision 60 ft., passive Perception 9 carries the scars of a violent life, and
Languages — her thunderous steps as she strides
Challenge 2 (450 XP) towards her prey ensure that its final
moments will be spent in abject hor-
Spider Climb. Maytria can climb difficult surfaces, including upside down on ror.
ceilings, without needing to make an ability check. More than a solitary hunter,
Maytria leads a teeming horde of
Web Sense. While in contact with a web, Maytria knows the exact location of any spiders that devours all life manag-
other creature in contact with the same web. ing to enter the dank cavern they
call home. She never lets any of her
Web Walker. Maytria ignores movement restrictions caused by webbing. underlings get too big — if any be-
come large enough to threaten her
Merqua Glow. Maytria emits 10 ft. of glowing dim violet light. dominance, she will slaughter them
and feast on their corpses. A pool of
Arachnid Mouthparts. If Maytria successfully attacks with its chelicerae attack, merqua in her lair nourishes her and
she can make a bite as a bonus action. facilitates her prodigious growth and
propensity for rage.
ACTIONS Maytria began life as a common
Chelicerae. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 spider, but decades surrounded by
+ 3) piercing damage. merqua have transformed her into
the monster she is today. Few have

STU HARRINGTON
Bite. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 7 (1d10 + 2) come across her and lived to tell the
piercing damage, and the target must make a DC 10 Constitution saving throw, tale. Still, one brave soul managed
taking 4 (1d8) poison damage on a failed save or half as much damage on a to escape her claws and wandered
successful one. If the poison damage reduces the target to 0 hit points, the target back into civilization after months of
is stable but poisoned for 1 hour even after regaining hit points and is paralyzed meandering through the tunnels in
while poisoned in this way. Additionally, merqua is infused in the attack, causing the mountain. He named the beast
the target to receive 2 temporary hit points. Maytria in honor of an overbearing
schoolmistress he had as a child.
Web. Ranged Weapon Attack: +5 to hit, range 15/60 ft., one target. Hit: The
target is restrained by webbing. As an action, the restrained target can make a
DC 12 Strength saving throw, bursting the webbing on a success. The webbing
can also be attacked and destroyed (AC 10, HP 5, vulnerability to fire damage,
immunity to bludgeoning, poison, and psychic damage.)

APPENDIX A: NPCS 213


214
STU HARRINGTON
Meyfyre Hetheria LORE
MEDIUM HUMANOID (ELF), CHAOTIC NEUTRAL Meyfyre Hetheria claims to be a
humble wood elf from the town-
Armor Class 13 (studded leather)
ship of Henda, but in reality, she is
Hit Points 82 (15d8 + 15)
a Chrysalean, a resident of the city
Speed 30 ft.
beneath the lake. Sent to the surface
by Queen Lillius to retrieve the druid
STR DEX C ON I NT WIS CH A Gilgazo, Meyfyre conspired with the
8 (-1) 12 (+1) 12 (+1) 12 (+1) 15 (+2) 12 (+1) Indosian Council of Nine to become
Fawn Lee’s acolyte, as she believes
Saving Throws Int +3 that Fawn has determined the loca-
Skills Deception +3, History +3, Perception +4, Religion +3 tion of the wayward druid. While not
Senses darkvision 60 ft., passive Perception 14 physically powerful, her cunning and
Languages Chrysalean, Common, Elvish, Novarian, Thieves' Cant quick-thinking allow her to influence
Challenge 2 (450 XP) events with nothing more than her
words.
Fey Ancestry. Meyfyre has advantage on saving throws against being charmed, While Meyfyre holds no ill will
and magic can't put her to sleep. towards Fawn Lee, her loyalties be-
long to her Chrysalea and her queen,
Spellcasting. Meyfyre is a 2nd-level spellcaster. Her spellcasting ability is Wisdom and she requires Gilgazo, the last
(spell save DC 12, +4 to hit with spell attacks). Meyfyre has the following cleric of the Allianders, to save their city
spells prepared: from destruction. Unable to make
the journey herself, she has helped
Cantrips (at will): mending, spare the dying, sacred flame convince Fawn to seek adventurers
1st level (3 slots): cure wounds, inflict wounds, healing word to find the druid. While Fawn wants
answers about her father’s death and
the restoration of the fallen city of
ACTIONS Fano, Meyfyre’s plans for Gilgazo fol-
Shortsword. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 low a more sinister path.
+ 1) piercing damage. Meyfyre wears a ring of mind
shielding that she keeps invisible
Hand Crossbow. Ranged Weapon Attack: +3 to hit, range 30/120 ft., one target. and a girdle of the infiltrator that she
Hit: 4 (1d6 + 1) piercing damage. wears to disguise her Chrysalean ap-
pearance. She carries weaponry but
rarely uses it, preferring to stay out
of combat if she can avoid it.

Girdle of the Infiltrator


Wondrous item, rare (requires attune-
ment)

While wearing this simple cloth gir-


dle, you may cast disguise self at will.
Additionally you make all Charisma
(Deception) checks with advantage.

APPENDIX A: NPCS 215


216
STU HARRINGTON
Captain Gattlish Redfall LORE
MEDIUM HUMANOID (HUMAN), NEUTRAL Countless legendary captains have
sailed the storied waters of Chrysal
Armor Class 12
Lake, but none have the reputation
Hit Points 90 (12d8 + 36)
that Gattlish "Red" Redfall has earned
Speed 30 ft.
throughout his career. The captain
secured his place in folk tales when
STR DE X C ON I NT WIS CH A he slew the mighty beast of Bluefin,
16 (+3) 15 (+2) 16 (+3) 10 (+0) 7 (-2) 12 (+1) the namesake and decoration of the
tavern he frequents along the docks.
Saving Throws Dex +4, Con +5 When Red braved the terrors of Bro-
Skills Athletics +5 ken Top Bay twice and lived, he ce-
Senses passive Perception 8 mented his place in the pantheon of
Languages Common, Orc Aetherran folk heroes.
Challenge 2 (450 XP) Nowadays, Red idles away his
time at the Bluefin, downing flagon
Brave. Redfall has advantage on saving throws against being frightened. after flagon of cider and recalling
tales that, if told by any other, would
Grappler. Redfall has advantage on attack rolls against any creature grappled seem exaggerated, if not completely
by him. fabricated. A natural storyteller, his
charisma draws the crowd in, and
ACTIONS the attention fuels his theatrical ten-
Multiattack. Redfall makes two dagger attacks. dencies as he stirs the crowd's emo-
tions with his tales of derring-do. A
Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 beast of a man at nearly seven-foot-
ft., one target. Hit: 5 (1d4 + 3) piercing damage. tall, Red excels at contests of physi-
cal strength and won't turn down a
Captain's Exhortation (Recharge 6). All friendly willing targets within 60 ft. of kin scrap challenge, and those that
Redfall make their next attack roll with advantage. think they might best the captain in
a drinking game are soon disabused
of that notion.
Red cares deeply for those who
make it to his inner circle. While
the world knows only of his fearless
exploits and reckless courage, he re-
veals his vulnerabilities to those he
has learned to trust. His tales often
reference a person he only calls
"the love of my life." However, no
one knows if they actually exist or
are merely a figment of Red's imag-
ination, invented to give his stories
extra weight.
The captain's latest vessel, the
Moxi VII, is the latest in a series of
Hendan vessels that have faithfully
served Red in his journeys. Each of
the previous six has met a grisly fate,
as even the finest ship has trouble
meeting the captain's exacting de-
mands.

APPENDIX A: NPCS 217


218
STU HARRINGTON
Lieutenant Myano LORE
MEDIUM HUMANOID (ELF), LAWFUL NEUTRAL Lieutenant Myano has served his
people for centuries as a soldier and
Armor Class 15 (chain shirt)
leader of the Chrysalean Guard. His
Hit Points 88 (16d8 + 16)
level-headed leadership and sharp
Speed 30 ft.
analytical mind drew the attention of
Orrien, patriarch of Chrysalea, and
STR DE X C ON I NT WIS CH A the two developed a deep friendship
13 (+1) 14 (+2) 12 (+1) 10 (+0) 12 (+1) 13 (+1) sealed with the bond of mutual re-
spect. Myano was assigned to guard
Saving Throws Dex +4 the entrance of Gloom, a habitat in
Skills Athletics +3, Medicine +3 Chrysalea built to house those over-
Senses darkvision 120 ft., passive Perception 11 taken by their lust for aether, before
Languages Chrysalean, Common, Elvish Orrien asked him to go on a special
Challenge 2 (450 XP) assignment, off the record.
Orrien's dear friend, Gilgazo
Fey Ancestry. Myano has advantage on saving throws against being charmed, the Alliander, had not only begun
and magic can't put Myano to sleep. to succumb to his crippling need for
aether — he was being hunted by
Lucky. When Myano rolls a 1 on the d20 for an attack roll, ability check, or saving Orrien's sister, Lillius, who needed
throw, he can re-roll the die and must use the new roll. the druid for her twisted plans. Or-
rien prepared a place to hide Gilgazo
Martial Advantage. Once per turn, Myano can deal an extra 2 (1d4) damage to away while he recuperated from his
a creature it hits with a weapon attack if that creature is within 5 ft. of an ally of brush with degeneracy, deep within
Myano that isn't incapacitated. the Broken Top Mountains. To allow
his friend a modicum of comfort in
ACTIONS his cage, an eternal party, the Reverie
Multiattack. Myano makes two longsword attacks. Fantastica, was set in motion, draw-
ing the curious and crazy brave to
Longsword. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 enjoy an endless supply of food and
+ 1) slashing damage, or 6 (1d10 + 1) slashing damage if used with two hands. drink as they keep Gilgazo's compa-
ny. Myano, the only member of the
Light Crossbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Chrysalean guard Orrien could trust,
Hit: 6 (1d8 + 2) piercing damage. was asked to choose men he could
rely on and guard Gilgazo as he con-
valesced in the Eternal Eden.
The life of a soldier has hard-
ened Myano's exterior, although
those who know him don't attribute
his gruffness to hostility. Loyal to a
fault, he would give his life for his
friends, thinking nothing of sacrific-
ing everything in service of others.
Once primed for duty, however,
Myano will do whatever it takes to
ensure that his mission is success-
ful and will level lethal force as he
deems necessary.

APPENDIX A: NPCS 219


220
STU HARRINGTON
Osia Phon LORE
MEDIUM HUMANOID (HUMAN), CHAOTIC EVIL An Osia Phon looks like a nightmare
become flesh, a vile and twisted ren-
Armor Class 16 (natural armor)
dition of the honest and good per-
Hit Points 137 (25d8 + 25)
son they, in another life, once were.
Speed 30 ft.
Before their transformation, these
ghoulish creatures were once Allian-
STR DE X C ON I NT WIS CH A ders, a sect of warriors and protec-
14 (+2) 15 (+2) 12 (+1) 8 (-1) 12 (+1) 4 (-3) tors that sought to use aether, a dan-
gerous and powerful substance, as a
Saving Throws Str +5, Dex +5 force for good in the world. Desiring
Skills Acrobatics +5, Athletics +5, Intimidation +0, Perception +4 greater power than their current dos-
Damage Resistances bludgeoning, piercing, and slashing from nonmagical age of aether offered, some of the Al-
attacks lianders gave in to their cravings and
Condition Immunities charmed, frightened, incapacitated, paralyzed, petrified, began their trek down a path that
poisoned, unconscious would leave them as husks of their
Senses darkvision 120 ft., passive Perception 14 former selves.
Languages Common, Elvish These tortured souls spend
Challenge 6 (2,300 XP) every moment scouring the world for
aether, desperate to the point of vio-
Aggressive. As a bonus action, the Osia Phon can move up to its speed toward lence. If they detect it, they will stop
a hostile creature that it can see. at nothing to obtain it, taking a life
with no more care than snuffing out
Innate Spellcasting. The Osia Phon's innate spellcasting ability is Wisdom (spell a candle. History books tell of Osia
save DC 12, +4 to hit with spell attacks). It can innately cast the following spells, Phon singlehandedly devastating en-
requiring no material components: tire armies, laying waste to villages,
and leaving entire nations quaking in
At will: misty step, detect aether fear.
3/day each: spider climb (self only), fog cloud The proliferation of merqua in
1/day each: haste (self only) Chrysal Lake has recently attracted
Osia Phon to the region. The purple
Thirst for Aether. The Osia Phon always has its detect aether ability active, and algae's similarity to aether can take
if it senses aether, it will stop at nothing to acquire it. the edge off of the addiction that en-
slaves them. As aether becomes rarer,
ACTIONS these ghoulish fiends have begun to
Multiattack. The Osia Phon makes two barbed claws attacks. descend upon the lake, putting its
inhabitants at risk of a merciless end.
Barbed Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 Most Osia Phon wear a mask to
(2d6 + 2) piercing damage. hide their ghastly visage. Beneath,
flayed skin reveals muscle and bone,
Shadowcraft (Recharge 5-6). Osia Phon summons 3 (1d4 + 1) shadowlings, who red seeping eyes that twitch uncon-
appear next to and resemble shadowy versions of randomly selected hostile trollably, and a hideous mouth that
targets. (see Osia Phon Shadowling on page 228). gapes with broken black teeth. The
sight of an unmasked Osia Phon has
Hideous Visage (Recharge 6). The Osia Phon tears their mask off, revealing a driven more than a few brave souls
twisted, grotesque face underneath. All creatures looking at the Osia Phon must past the brink of madness.
make a DC 15 Wisdom saving throw or become frightened until the Osia Phon's
next turn. If a creature's saving throw is successful, the creature is immune to the
Osia Phon's hideous visage for the next 24 hours.

REACTIONS
Frenzy. If the Osia Phon drops below half of its maximum hit points, it will cast
haste on itself.

APPENDIX A: NPCS 221


Creatures & Monsters Corrupted Elementron
LARGE CONSTRUCT, CHAOTIC EVIL

Armor Class 14 (natural armor)


Hit Points 78 (12d10 + 12)
Aether Echo Speed 30 ft.
MEDIUM ELEMENTAL, CHAOTIC EVIL

STR D EX CO N INT WIS CHA


Armor Class 11
14 (+2) 6 (-2) 12 (+1) 7 (-2) 12 (+1) 6 (-2)
Hit Points 65 (10d8 + 20)
Speed 50ft, flying 50ft
Saving Throws Str +4, Con +3
Skills Perception +3
STR DE X C ON I NT WIS CH A Damage Vulnerabilities bludgeoning
6 (-2) 14 (+2) 14 (+2) 12 (+1) 10 (+0) 8 (-1) Damage Resistances cold, fire, lightning
Damage Immunities poison
Skills Perception +6, Stealth +6 Condition Immunities charmed, deafened, exhaustion,
Damage Resistance bludgeoning, piercing, and slashing frightened, paralyzed, poisoned
from nonmagical attacks Senses passive Perception 13
Damage Immunities poison Challenge 2 (450 XP)
Condition Immunities exhaustion, grappled, paralyzed,
petrified, poisoned, prone, restrained, unconscious Safety Mode. The construct begins combat with its firespray
Senses darkvision 60 ft., passive Perception 16 and electrical discharge abilities uncharged.
Languages understands all languages it spoke in life but
can't speak Elemental Fusion. If both firespray and electrical discharge
Challenge 1 (200 XP) recharge on the same turn, the construct consumes both
charges and, in place of their regular effects, regains 10 (3d6)
Aether Memory. If an echo is ever outside a 100-foot range hit points and makes all attacks during this round and the
of its bones, the echo takes 1d10 force damage at the start next with advantage.
of its turn.
ACTIONS
Invisibility. The echo is invisible. However, creatures within 5 Smash. Melee Weapon attack: +4 to hit, 10 ft. reach, one
ft. of the echo or its bones are able to see it. target. Hit: 13 (2d10 + 2), and the target must succeed on a
DC 13 Dexterity saving throw or become prone.
Incorporeal. The echo can move through other creatures
and objects as if they were difficult terrain. It takes 1d6 force Firespray (Recharge 6). The construct launches fire in a 30
damage if it ends its turn inside an object. ft. line, dealing 21 (6d6) damage to all creatures in the line's
path (DC 13 Dexterity saving throw for half damage).
ACTIONS
Multiattack. The echo makes two Life Drain attacks. Electrical Discharge (recharge 6). The construct emits a bolt
of electricity dealing 14 (4d6) damage to its primary target,
Life Drain. Melee Weapon Attack: +4 to hit, reach 5ft., one 7 (2d6) to a second target, and 3 (1d6) to a third target. All
target. Hit: 5 (1d6 + 2) necrotic damage. The echo heals itself targets succeeding at a DC 13 Dexterity saving throw take
with equivalent hit points to the damage it causes with this half damage. All targets are randomly chosen, and the same
attack. creature can't be targeted twice. The first target must be
within 30 ft. of the construct, and each subsequent target
LORE
must be within 30 ft. of the previous target.
Only the most strong-willed individuals that consume aether
turn into Osia Phon. However, those that consume it and
die become a shade, almost a memory of their past. The
aether that killed them binds to the dead creature's bones,
rendering them gold and blue. An Aether Echo will attack
any who touch their bones. However, some have retained a
measure of their humanity.

222
Council of the Nine Eden Guards
MEDIUM HUMANOID (HUMAN), CHAOTIC EVIL MEDIUM HUMANOID (ELF), LAWFUL GOOD

Armor Class 14 (Blessing of the Mother) Armor Class 14 (studded leather)


Hit Points 66 (12d8 + 12) Hit Points 78 (12d8 + 18)
Speed 30 ft. Speed 30 ft.

STR DEX C ON I NT WIS C HA STR D EX CO N INT WIS CH A


9 (-1) 10 (+0) 12 (+1) 14 (+2) 12 (+1) 13 (+1) 12 (+1) 14 (+2) 14 (+2) 10 (+0) 12 (+1) 12 (+1)

Saving Throws Int +4, Wis +3 Saving Throws Str +3, Dex +4
Skills Arcana +4, Religion +4 Skills Athletics +3
Damage Resistances bludgeoning, piercing, and slashing Languages Common, Chrysalean, Elvish
from nonmagical attacks Challenge 1 (200 XP)
Senses passive Perception 11
Languages Common, Elvish, telepathy 100 ft. Martial Advantage. Once per turn, the guard can deal an
Challenge 1/2 (100 XP) extra 4 (1d8) damage to a creature it hits with a weapon
attack if that creature is within 5 ft. of an ally of the guard
Link Power (Recharge 6). The councilor is ready to perform that isn't incapacitated.
the Council of Inquisition ability. If, at the beginning of
the turn, at least four of the Nine are also ready, all living ACTIONS
members of the Nine will use that special attack in lieu of Longsword. Melee Weapon Attack: +3 to hit, reach 5 ft.,
their other actions. one target. Hit: 5 (1d8 + 1) slashing damage, or 6 (1d10 + 1)
slashing damage if used with two hands.
ACTIONS
Mortiferous Discharge. Ranged Spell Attack: +4 to hit,
range 30/120 ft., one target. Hit: 9 (2d6 + 2) necrotic
damage. A ball of filth materializes in front of the councilor
and flies at a target within range.

Profane Whispers (recharge 5-6). The councilor attempts


to invade one target's mind, who must make a DC 14
Wisdom saving throw. If successful, nothing happens. If
the saving throw is unsuccessful, foul whispers in unknown
alien tongues telepathically flood its mind, and it becomes
frightened of the councilor. The target may make a new save
at the beginning of its turn. Once a creature has made a
successful saving throw against Profane Whispers, they can't
be affected by it for 24 hours.

Council of Inquisition. Violet energy arcs between the Nine


before lashing out at the Nine's foes. All enemies within 60
ft. must make a DC 15 Wisdom saving throw. Those who fail
take 15 (3d6 + 5) psychic damage or half as much damage
with a successful one. If at least six of the Nine are ready, the
damage increases to 20 (4d6 + 7) psychic damage.

APPENDIX A: NPCS 223


Ekvas Faequin
LARGE ABERRATION, CHAOTIC EVIL MEDIUM CONSTRUCT, UNALIGNED

Armor Class 15 (natural armor) Armor Class 12 (natural armor)


Hit Points 123 (19d10 + 19) Hit Points 4 (1d8)
Speed 30 ft. Speed 30 ft.

STR DEX C ON I NT WIS CH A STR D EX CO N INT WIS CHA


14 (+2) 10 (+0) 12 (+1) 7 (-2) 13 (+1) 5 (-3) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Saving Throws Str +4, Wis +3 Skills Performance +4


Skills Intimidation -1 Senses Passive Perception 12
Damage Vulnerabilities radiant Languages Common, Elvish
Damage Immunities necrotic, poison, psychic Challenge 1/8 (25 XP)
Condition Immunities poisoned
Senses passive Perception 11 Thrall. A faequin remains dormant unless a creature wearing
Languages — the glove of the puppetmaster is within 1 mile of the faequin,
Challenge 5 (1,800 XP) in which case it is under that creature's control.

Innate Spellcasting (1/Day). The Ekvas can innately cast Ultimate Mimicry. A faequin can mimic any Small or Medium
counterspell, requiring no material components. Its innate humanoid it has touched with perfect accuracy.
spellcasting ability is Wisdom.
ACTIONS
ACTIONS Shortsword. Melee Weapon Attack: +2 to hit, reach 5 ft.,
Multiattack. The Ekvas makes one Tail Whip and three one target. Hit: 3 (1d6) piercing damage.
Kickpunch attacks.
LORE
Kickpunch. Melee Weapon Attack: +4 to hit, reach 5 ft., one These constructs arose from Chrysalean experimentation
target. Hit: 6 (1d8 + 2) bludgeoning damage. with aether and microbial lifeforms, and they possess the
uncanny ability to mimic the appearance and mannerisms
Tail Whip. Melee Weapon Attack: +4 to hit, reach 10 ft., one of any creature they have touched. A faequin activates
target. Hit: 12 (3d6 + 2) slashing damage. when within 1 mile of a creature wearing the glove of the
puppetmaster. If ordered to attack, the faequins will brandish
Vile Tongues (Recharge 5-6). As a bonus action Ekvas begins a shortsword.
uttering guttural syllables from a bizarre alien language. All
creatures able to hear within 60 ft. of the Ekvas must succeed
on a DC 13 Wisdom saving throw or become incapacitated
until the Ekvas's next round, as they collapse screaming,
trying to drown out the profane noises.

REACTIONS
Instinctual Protection. Ekvas will attempt counterspell the
first spell it sees being cast each day.

224
Flybane Goblin Friendly Facsimile
SMALL HUMANOID (GOBLINOID), NEUTRAL EVIL SMALL CONSTRUCT, LAWFUL NEUTRAL

Armor Class 13 (leather armor) Armor Class 12 (natural armor)


Hit Points 31 (6d8) Hit Points 13 (3d6 + 3)
Speed 30 ft. Speed 30 ft.

STR DEX C ON I NT WIS C HA STR D EX CO N INT WIS CH A


14 (+2) 14 (+2) 10 (+0) 8 (-1) 8 (-1) 6 (-2) 12 (+1) 14 (+2) 12 (+1) 3 (-4) 10 (+0) 6 (-2)

Saving Throws Str +2, Dex +2, Wis +0 Skills Stealth +4


Skills Stealth +6 Senses darkvision 60 ft., passive Perception 10
Senses darkvision 60 ft, passive Perception 9 Languages understands Common but doesn’t speak
Languages Goblin Challenge 1/4 (50 XP)
Challenge 1/2 (100 XP)
False Appearance. While the facsimile remains motionless,
Nimble Escape. The goblin can take the Disengage or Hide it is indistinguishable from an ordinary piece of furniture.
action as a bonus action on each of its turns.
Pack Tactics. The facsimile has advantage on an attack roll
Bugsumption. Once per combat, after a flybane goblin against a creature if at least one of the facsimile's allies is
consumes a Tiny creature, it gains +2 to Strength for the within 5 ft. of the creature and the ally isn't incapacitated.
remainder of the encounter.
ACTIONS
ACTIONS Unexpected Shove. Melee Weapon Attack: +3 to hit, reach
Down the Hatch. A flybane goblin can grab a Tiny insect 5 ft., one target. Hit: 3 (1d4 + 1) bludgeoning damage. If this
and attempt to eat it as an action. attack hits while an opponent is surprised, the target must
succeed on a DC 11 Strength saving throw or be knocked
Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one prone.
target. Hit: (1d6 + 2) slashing damage.
Stub. Melee Weapon Attack: +3 to hit, reach 5 ft., one
target. Hit: 4 (1d6 + 1) bludgeoning damage.

LORE
Friendly facsimiles are arcane constructs created from small
pieces of furniture to serve as pets and caretakers and
were born from the unfortunate combination of drinking,
magic, and good intentions. The facsimiles move with
surprising speed on their tiny makeshift limbs. Their arcane
transformation has made them more flexible, rubbery
versions of their original selves, allowing them to move in
unnatural ways.

APPENDIX A: NPCS 225


Fuzzhorde Giant Merqua Spider
LARGE SWARM OF TINY BEASTS, UNALIGNED MEDIUM BEAST, UNALIGNED

Armor Class 14 (natural armor) Armor Class 12 (natural armor)


Hit Points 85 (10d10 + 30) Hit Points 36 (8d8)
Speed 30 ft., fly 30 ft. Speed 30 ft., climb 30 ft.

STR DE X C ON I NT WIS CH A STR D EX CO N INT WIS CHA


8 (-1) 14 (+2) 16 (+3) 3 (-4) 8 (-1) 12 (+1) 12 (+1) 14 (+2) 11 (+0) 4 (-3) 8 (-1) 6 (-2)

Damage Resistances bludgeoning, piercing, slashing Skills Stealth +4


Condition Immunities charmed, frightened, grappled, Senses darkvision 120 ft., passive Perception 9
paralyzed, petrified, prone, restrained, stunned Languages —
Senses blindsight 30 ft., passive Perception 9 Challenge 1/4 (50 XP)
Languages —
Challenge 4 (1,100 XP) Spider Climb. The spider can climb difficult surfaces,
including upside down on ceilings, without needing to make
Swarm. The swarm can occupy another creature's space and an ability check.
vice versa, and the swarm can move through any opening
large enough for a rat. Web Walker. The spider ignores movement restrictions
caused by webbing.
Fuzzball. All creatures sharing a space with fuzz take 10
(3d6) bludgeoning damage at the start of their turn (DC 14 Web Sense. While in contact with a web, the spider knows
Dexterity saving throw for half damage). the exact location of any other creature in contact with the
same web.
ACTIONS
ACTIONS
Divide and Multiply (Recharge 5-6). The frantic mass
of creatures begins to pop, each one splitting into two Sticky bite. Melee Weapon Attack: +3 to hit, reach 5 ft.,
creatures. Double the current hit points of the swarm. There one target. Hit: 4 (1d6 + 1) piercing damage. If the attack
is no limit to the fuzzhorde's hit point total. is successful, strands of sticky silk adhere to the target and
stretch back to the spider, causing the target to make attack
LORE rolls made with bludgeoning or piercing weapons with
While the fuzzhorde aren't malicious creatures, they have the disadvantage. Fire or an attack made with a slashing weapon
unfortunate tendency to reproduce quickly and take over will destroy the webbing, as well as spending an action to
an ecosystem. Many regretful parents have bought their remove the residue.
children a pet fuzz that multiplied so many times it destroyed
their house. Cute and fuzzy, all they do is fly around at high
speeds, eat, and reproduce. They prefer darkness and will
scatter in the light, eventually forming dozens of new hordes.

226
Iceshard Elemental Maggie Moon
ELEMENTAL (MEDIUM), UNALIGNED MEDIUM HUMANOID (HUMAN), CHAOTIC NEUTRAL

Armor Class 14 (natural armor) Armor Class 13 (chain shirt)


Hit Points 55 (10d8 + 10) Hit Points 65 (10d8 + 20)
Speed 30 ft. Speed 30 ft.

STR DEX C ON I NT WIS C HA STR D EX CO N INT WIS CH A


14 (+2) 14 (+2) 12 (+1) 5 (-3) 10 (+0) 8 (-1) 16 (+3) 10 (+0) 14 (+2) 10 (+0) 8 (-1) 13 (+1)

Damage Vulnerabilities fire Saving Throws Str +5


Damage Resistances acid Skills Performance +3
Damage Immunities cold, poison Senses passive Perception 9
Condition Immunities exhaustion, grappled, paralyzed, Languages Common
petrified, poisoned, prone, restrained, unconscious Challenge 1/2 (100 XP)
Senses darkvision 60 ft., passive Perception 10
Languages — Aggressive. As a bonus action, Maggie can move up to her
Challenge 1 (200 XP) speed toward a hostile creature that she can see.

Iceshard Form. The elemental can enter a hostile creature's ACTIONS


space and stop there. It can move through a space as narrow Trident. Melee or Ranged Weapon Attack: +5 to hit, reach
as 1 inch wide without squeezing. 5 ft. or range 20/60 ft., one target. Hit: 6 (1d6 + 3) piercing
damage, or 7 (1d8 + 3) piercing damage if used with two
ACTIONS hands to make a melee attack.
Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 6 (1d8 + 2) bludgeoning damage. Net. Ranged Weapon Attack: +2 to hit, range 5/15 ft., one
Large or smaller creature. Hit: The target is restrained. A
Frostbite (Recharge 5-6). All creatures within 30 ft. of the creature can use its action to make a DC 10 Strength saving
elemental take 7 (2d6) cold damage, or half as much with throw to free itself or another creature in a net, ending the
a successful DC 14 Constitution saving throw. Creatures effect on a success. Dealing 5 slashing damage to the net
occupying the same space as the elemental take 14 (4d6), (AC 10) frees the target without harming it and destroys the
or half as much with a successful DC 14 Constitution saving net.
throw.
LORE
At a towering eight feet tall and built like a stone quarry,
Maggie Moon considers herself the de facto leader of
Lakeport Docks and works hard to cultivate an air of
notoriety. Atop her head of long, black hair sits a dented
golden crown. Her arms and face are scarred and weathered
from the rigors of a hard life. Maggie cares deeply about
her appearance and adorns herself in a red dress that is
always clean and freshly pressed. She will engage in criminal
activities and rough up a few marks yet remains careful not
to stain her outfit. Spearheading a petty crime ring down by
the docks and throughout the dark corridors of Fano isn't
Maggie Moon's only pursuit. Her real passion is music —
she is the singer and leader of her band, Maggie and the
Bandits. The band often performs at the Bluefin, and her
reputation grows with each passing performance. Her voice
matches her disposition — loud, boomy, and energetic, but
she always sings on key. She utilizes her brawn and bold
personality to grift The Strays, a secluded and mysterious
region of the Dimlight Divide — a place people say melodies
take form and float through the mist.

APPENDIX A: NPCS 227


Maytria Merqua-tainted Gull
HUGE BEAST, UNALIGNED SMALL BEAST, NEUTRAL EVIL

Located with core NPCs on page 222. Armor Class 11


Hit Points 9 (2d6 + 2)
Speed 10 ft., fly 60 ft.
Merqua Ragecat
MEDIUM BEAST, UNALIGNED STR D EX CO N INT WIS CHA
8 (-1) 13 (+1) 12 (+1) 2 (-4) 10 (+0) 3 (-4)
Armor Class 13 (natural armor)
Hit Points 26 (4d8 + 4)
Skills Perception +4
Speed 40 ft.
Senses darkvision 60 ft., passive Perception 14
Languages —
STR DEX C ON I NT WIS CH A
Challenge 1/2 (25 XP)
10 (+0) 14 (+2) 12 (+1) 4 (-3) 7 (-2) 3 (-4)
Keen Sight. The merqua-tainted gull has advantage on
Saving Throws Dex +4 Wisdom (Perception) checks that rely on sight.
Skills Stealth +4
Senses darkvision 60 ft., passive Perception 8 ACTIONS
Languages — Talons. Melee Weapon Attack: +3 to hit, reach 5 ft., one
Challenge 1/4 (50 XP) target. Hit: 3 (1d4 + 1) slashing damage.

Keen Hearing and Smell. The cat has advantage on Wisdom


(Perception) checks that rely on hearing or smell. Merqua-tainted Seaweed
MEDIUM PLANT, NEUTRAL EVIL
Pack Tactics. The cat has advantage on an attack roll against
a creature if at least one of the cat's allies is within 5 ft. of the Armor Class 11
creature and the ally isn't incapacitated. Hit Points 10
Speed —
ACTIONS
Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. STR D EX CO N INT WIS CHA
Hit: 4 (1d6) piercing damage.
8 (-1) 12 (+1) 12 (+1) 4 (-3) 8 (-1) 3 (-4)

Rage slash (recharge 6). Melee Weapon Attack: +4 to hit,


Skills —
reach 5 ft., all targets within 5 ft. Hit: 5 (1d6 + 2) slashing
Senses passive blindsight 60 ft.
damage.
Languages —
Challenge 0 (0 XP)

Alluring Aura. At the end of their turn, creatures within 5


ft. of merqua-tainted seaweed must succeed on a DC 10
Constitution saving throw or become incapacitated for 1
round.

ACTIONS
Get On. Merqua-tainted seaweed can attach itself to any
organic substance.

Stay On. If merqua-tainted seaweed is attached to an


organic substance, it will remain attached until destroyed.

228
Osia Phon Purpleback Cave Viper
MEDIUM HUMANOID (HUMAN), CHAOTIC EVIL LARGE BEAST, UNALIGNED

Located with core NPCs on page 220. Armor Class 14 (natural armor)
Hit Points 68 (8d10 + 24)
Speed 30 ft., climb 10 ft., swim 30 ft.
Osia Phon Shadowling
MEDIUM ELEMENTAL, CHAOTIC EVIL STR D EX CO N INT WIS CH A
12 (+1) 12 (+1) 16 (+3) 2 (-4) 13 (+1) 2 (-4)
Armor Class 13 (natural armor)
Hit Points 11 (2d8 + 2)
Skills Stealth +4
Speed 30 ft.
Senses Darkvision 60 ft., passive Perception 11
Challenge 2 (450 XP)
STR DEX C ON I NT WIS C HA
10 (+0) 12 (+1) 12 (+1) 3 (-4) 6 (-2) 4 (-3)
ACTIONS
Saving Throws Con +3 Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Skills Deception -1 Hit: 10 (2d8 + 1) piercing damage, and the target must make
Damage Vulnerabilities radiant a successful DC 12 Constitution saving throw or become
Condition Immunities blinded, charmed, deafened, poisoned. While poisoned this way, the target takes 3 (1d6)
exhaustion, frightened, incapacitated, paralyzed, petrified, poison damage at the start of each of its turns. The target
poisoned, stunned, unconscious can repeat the saving throw at the end of each of its turns,
Senses passive Perception 8 ending the effect on itself with a successful saving throw.
Languages —
Challenge 1/2 (100 XP) Venom Spray (recharge 6). Ranged Attack: The purpleback
cave viper spits poison in a 30 ft. cone. Any creatures in the
Corrupted Mimicry. When the shadowling appears, it takes area take 7 (2d6) damage or half damage on a successful DC
on a shadowy corrupted form of a random hostile target and 14 Dexterity saving throw.
appears next to them.

Shadow Form. The shadowling can enter a hostile creature's


space and stop there. It can move through a space as narrow
as 1 inch wide without squeezing.

ACTIONS
Howl of Agony. The shadowling screams out, causing all
creatures within 10 ft. to take 7 (2d6) psychic damage or half
damage on a successful DC 13 Wisdom saving throw. Osia
Phon and other shadowlings are immune to this effect.

APPENDIX A: NPCS 229


Skeletal Merqua Abomination Spiran Barfly
LARGE UNDEAD, LAWFUL EVIL MEDIUM HUMANOID (HUMAN), LAWFUL EVIL

Armor Class 13 (natural armor) Armor Class 13 (chain shirt)


Hit Points 75 (10d10 + 20) Hit Points 38 (7d8 + 7)
Speed 30 ft. Speed 30 ft.

STR DEX C ON I NT WIS CH A STR D EX CO N INT WIS CHA


12 (+1) 12 (+1) 14 (+2) 6 (-2) 8 (-1) 5 (-3) 12 (+1) 11 (+0) 13 (+1) 12 (+1) 9 (-1) 10 (+0)

Senses darkvision 60 ft., passive Perception 9 Saving Throws Str +3, Con +3
Damage vulnerabilities bludgeoning Skills Intimidation +2, Investigation +3
Damage Immunities poison Senses passive Perception 9
Condition Immunities exhaustion, poisoned Languages Common
Challenge 2 (450 XP) Challenge 1/4 (50 XP)

Spare Parts. The creature shifts and reforms, adapting and


shifting to the environment. At the beginning its turn, it ACTIONS
forms 2 new arms. Shortsword. Melee Weapon Attack: +3 to hit, reach 5 ft.,
one target. Hit: 4 (1d6 + 1) piercing damage.
• The Skeletal Merqua Abomination begins combat with
3 arms. Bottle Throw (Recharge 6). Ranged Weapon Attack: +3 to
• The arms can be targeted and destroyed. Each arm has hit, range 10/40 ft., one target. Hit: 3 (1d4 + 1) bludgeoning
5 (1d6 + 2) HP and AC 12. damage. Roll a d6. On a 1-4, the bottle remains whole, and
on a 5-6, the bottle breaks, causing another 1d4 of slashing
Multiple Arms. The Skeletal Merqua Abomination has the damage.
same amount of reactions as it has arms.

Grappler. The Skeletal Merqua Abomination has advantage


on attack rolls against any creature grappled by it.

Merqua Glow. The Skeletal Merqua Abomination emits dim


light in a 10 ft. radius.

ACTIONS
Multiattack. The Skeletal Merqua Abomination can take
a number of actions equal to the number of limbs (begins
combat with 3).

Shattered Shortsword. Melee Weapon Attack: +3 to hit,


reach 5 ft., one target. Hit: 3 (1d4 + 1) piercing damage.

Grasping Claw. Melee Weapon Attack: +3 to hit, reach 5 ft.,


one target. Hit: 4 (1d6 + 1) If the target is Medium or smaller,
it is grappled (escape DC 13).

230
Spiran Berserker Spiran Inquisitor
MEDIUM HUMANOID (HUMAN), CHAOTIC EVIL MEDIUM HUMANOID (HUMAN), LAWFUL EVIL

Armor Class 13 Armor Class 13 (chain shirt)


Hit Points 97 (15d8 + 30) Hit Points 36 (8d8)
Speed 30 ft. Speed 30 ft.

STR DEX C ON I NT WIS C HA STR D EX CO N INT WIS CH A


14 (+2) 16 (+3) 15 (+2) 8 (-1) 8 (-1) 11 (+0) 12 (+1) 10 (+0) 11 (+0) 10 (+0) 10 (+0) 12 (+1)

Saving Throws Str +4 Saving Throws Str +3


Skills Athletics +4 Skills Intimidation +3
Condition Immunities frightened Senses passive Perception 10
Senses passive Perception 9 Languages Common, Elvish
Languages Common Challenge 1/4 (50 XP)
Challenge 2 (450 XP)

ACTIONS
ACTIONS Mace. Melee Weapon Attack: +3 to hit, reach 5 ft., one
Multiattack. The berserker makes two dirty scratches target. Hit: 4 (1d6 + 1) bludgeoning damage.
attacks.

Dirty Scratches. Melee Weapon Attack: +4 to hit, reach 5 Spiran Lackey


ft., one target. Hit: 9 (2d6 + 2) slashing damage. The target MEDIUM HUMANOID (HUMAN), LAWFUL NEUTRAL
must make a DC 14 Constitution saving throw. If they fail,
they become poisoned. Creatures poisoned this way take 7 Armor Class 14 (chain shirt)
(2d6) poison damage at the end of each of their turns. They Hit Points 66 (12d8 + 12)
may attempt a new save at the beginning of every round. Speed 30 ft.

Unfettered Rage (recharge 6). Melee Weapon Attack: +4 STR D EX CO N INT WIS CH A
to hit, reach 5 ft., all targets within range. Hit: 7 (1d10 + 2) 13 (+1) 12 (+1) 12 (+1) 8 (-1) 12 (+1) 10 (+0)
slashing damage.
Saving Throws Con +3
Skills Athletics +3
Senses passive Perception 11
Languages Common
Challenge 1 (200 XP)

ACTIONS
Multiattack. The lackey makes two longsword attacks.

Hand Crossbow. Ranged Weapon Attack: +3 to hit, range


30/120 ft., one target. Hit: 4 (1d6 + 1) piercing damage.

Longsword. Melee Weapon Attack: +3 to hit, reach 5 ft.,


one target. Hit: 5 (1d8 + 1) slashing damage, or 6 (1d10 + 1)
slashing damage if used with two hands.

APPENDIX A: NPCS 231


Spiran Major Spiran Templar
MEDIUM HUMANOID (HUMAN), LAWFUL NEUTRAL MEDIUM HUMANOID (HUMAN), LAWFUL EVIL

Armor Class 15 (half plate) Armor Class 15 (chain shirt, shield)


Hit Points 117 (18d8 + 36) Hit Points 36 (8d8)
Speed 30 ft. Speed 30 ft.

STR DEX C ON I NT WIS CH A STR D EX CO N INT WIS CHA


14 (+2) 11 (+0) 15 (+2) 10 (+0) 13 (+1) 11 (+0) 12 (+1) 10 (+0) 11 (+0) 10 (+0) 10 (+0) 12 (+1)

Saving Throws Str +4, Con +4 Saving Throws Str +3


Skills Athletics +4 Skills Intimidation +3
Senses passive Perception 11 Condition Immunities blinded, deafened
Languages Common, Elvish Senses passive Perception 10
Challenge 4 (1,100 XP) Languages Common, Elvish
Challenge 1/4 (50 XP)
Spiran Battle Advantage. The major has advantage
on all attack rolls against a creature if at least one of the
major's allies is within 10 ft. of the creature and the ally isn't ACTIONS
incapacitated. Shortsword. Melee Weapon Attack: +3 to hit, reach 5 ft.,
one target. Hit: 4 (1d6 + 1) piercing damage.
ACTIONS
Multiattack. The major makes 3 attacks with its fleshsaw.

Fleshsaw. Melee Weapon Attack: +4 to hit, reach 5 ft., one


target. Hit: 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2)
slashing damage if used with two hands. The target must
make a DC 14 Constitution saving throw. If they fail, until
magical healing has been received, they make all ability
and attack rolls with disadvantage as the blade leaves
loose tendrils of skin clinging to a deep wound, inflicting
unbearable pain. A target affected this way may attempt
another Constitution saving throw at the end of each of its
turns.

232
Swarm of Flashroaches Swarm of Merqua Spiders
MEDIUM SWARM OF TINY BEASTS, UNALIGNED MEDIUM SWARM OF TINY BEASTS, UNALIGNED

Armor Class 12 Armor Class 12


Hit Points 33 (6d8 + 6) Hit Points 66 (12d8 + 12)
Speed 20 ft., burrow 20 ft. Speed 30 ft., climb 30 ft.

STR DEX C ON I NT WIS C HA STR D EX CO N INT WIS CH A


8 (-1) 14 (+2) 12 (+1) 1 (-5) 8 (-1) 1 (-5) 5 (-3) 14 (+2) 12 (+1) 3 (-4) 4 (-3) 5 (-3)

Saving Throws Dex +4, Con, +3 Skills Acrobatics +4


Damage Resistances bludgeoning, piercing, slashing Condition Immunities charmed, frightened, petrified,
Condition Immunities blinded, charmed, frightened, prone, restrained, stunned
grappled, paralyzed, petrified, prone, restrained, stunned Senses blindsight 10 ft., darkvision 60 ft., passive Perception 7
Senses blindsight 10 ft., passive Perception 9 Languages —
Languages — Challenge 1/2 (100 XP)
Challenge 1 (200 XP)
Swarm. The swarm can occupy another creature's space and
Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening
vice versa, and the swarm can move through any opening large enough for a tiny insect. The swarm can't regain hit
large enough for a Tiny insect. The swarm can't regain hit points or gain temporary hit points.
points or gain temporary hit points.
Spider Climb. The swarm can climb difficult surfaces,
ACTIONS including upside down on ceilings, without needing to make
Bites. Melee Weapon Attack: +4 to hit, reach 0 ft., one an ability check.
target in the swarm's space. Hit: 10 (4d4) piercing damage,
or 5 (2d4) piercing damage if the swarm has half of its hit Web Walker. The swarm ignores movement restrictions
points or fewer. caused by webbing.

Self-Detonate (recharge 5-6). As a bonus action, several of Merqua Glow. The swarm emits 10 ft. of glowing dim violet
the insects in the swarm detonate, creating a bright flash of light. While among merqua, the swarm has advantage on
light, dealing 2 (1d4) damage to the swarm and any creature Dexterity (Stealth) checks.
occupying the same space, as well as forcing all creatures
ACTIONS
within 30 ft. to succeed on a DC 13 Dexterity saving throw
to avert their eyes or become blinded. Blinded creatures can Flurry of Bites. Melee Weapon Attack: +4 to hit, reach 0
attempt a DC 13 Constitution saving throw at the start of ft., one target in the swarm's space. Hit: 9 (2d6 + 2) piercing
their turn to recover. damage, or 5 (1d6 + 2) piercing damage if the swarm has half
of its hit points or fewer.

APPENDIX A: NPCS 233


Tortured Crow Verminswarm
MEDIUM BEAST, CHAOTIC EVIL LARGE SWARM OF TINY BEASTS, UNALIGNED

Armor Class 14 (natural armor) Armor Class 14 (natural armor)


Hit Points 117 (18d8 + 36) Hit Points 58 (9d10 + 9)
Speed 30 ft., fly 30 ft. Speed 30 ft., climb 30 ft.

STR DEX C ON I NT WIS CH A STR D EX CO N INT WIS CHA


10 (+0) 14 (+2) 14 (+2) 10 (+0) 13 (+1) 8 (-1) 10 (+0) 14 (+2) 13 (+1) 2 (-4) 9 (-1) 1 (-5)

Senses darkvision 60 ft., passive Perception 11 Saving Throws Str +2, Dex +4
Languages understands Common but can't speak Damage Vulnerabilities fire
Challenge 4 (1,100 XP) Damage Resistances bludgeoning, piercing, slashing
Condition Immunities charmed, frightened, grappled,
Putrid Stench. If a creature is within 5 ft. of the crow, it must paralyzed, petrified, prone, restrained, stunned
make a DC 13 Constitution saving throw. If they fail, the foul Senses tremorsense 60 ft., blind otherwise, passive
smell sickens the creature, knocking them prone as they Perception 9
choke on the rotten air. Challenge 2 (450 XP)

ACTIONS Swarm. The swarm can occupy another creature's space and
Dive Bomb. Melee Weapon Attack: +4 to hit, reach 5 ft., one vice versa, and the swarm can move through any opening
target. Hit: 15 (3d8 + 2) piercing damage. The crow must be large enough for a Tiny rat. The swarm can't regain hit points
at least 90 ft. in the air to use this attack. or gain temporary hit points.

Bile Eruption (Recharge 5-6). The crow expels a torrent of Envelop. Prone creatures in a space occupied by the swarm
bile from its mouth. All creatures within 15 ft. of the crow as it take an addition 7 (2d6) damage when attacked.
flies overhead take 10 (4d4) poison damage, or half as much
ACTIONS
with a successful DC 14 Dexterity saving throw.
Multiattack. The swarm makes a bite attack against all
creatures occupying the same space as it.

Biting Frenzy. Melee Weapon Attack: +4 to hit, reach 0 ft.,


all targets occupying the same space as the swarm. Hit: 11
(2d8 + 2) piercing damage. Each creature bit by the swarm
must roll a d6. No additional effect on a 1 or a 2. On a 3 or a
4, the target must make a DC 13 Constitution saving throw
or become poisoned. On a 5 or 6, the target must make a DC
13 Dexterity saving throw or be knocked prone.

234
Vervillia Vined Nightmare
SMALL BEAST, UNALIGNED LARGE PLANT, UNALIGNED

Armor Class 14 (natural armor) Armor Class 15 (natural armor)


Hit Points 39 (6d6 + 18) Hit Points 90 (12d10 + 24)
Speed 20 ft., climb 20 ft. Speed 40 ft.

STR DEX C ON I NT WIS C HA STR D EX CO N INT WIS CH A


12 (+1) 8 (-1) 16 (+3) 4 (-3) 10 (+0) 4 (-3) 14 (+2) 13 (+1) 14 (+2) 4 (-3) 8 (-1) 2 (-4)

Saving Throws Str +3, Con +5 Saving Throws Dex +4, Con +4
Skills Perception +2 Skills Athletics +4
Damage Resistances piercing, slashing Senses blindsight 60 ft., passive Perception 9
Senses darkvision 30 ft., tremorsense 30 ft., passive Languages —
Perception 12 Challenge 2 (450 XP)
Challenge 1/2 (100 XP)

Web Walker. The spider ignores movement restrictions ACTIONS


caused by webbing. Multiattack. The vined nightmare makes two vine slash
attacks and a bite attack.
Web Sense. While in contact with a web, the spider knows
the exact location of any other creature in contact with the Vine Slash. Melee Weapon Attack: +3 to hit, reach 10 ft.,
same web. one creature. Hit: 5 (1d6 + 1) piercing damage.

Pack Tactics. The spider has advantage on an attack roll Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one
against a creature if at least one of the spider's allies is within creature. Hit: 5 (1d6 + 2) piercing damage, and the target
5 ft. of the creature and the ally isn't incapacitated. must succeed on a DC 13 Constitution saving throw or
become poisoned.
ACTIONS
Multiattack. The spider makes two bite attacks. Barbed Vine (Recharge 6). Melee Weapon Attack: +3 to
hit, reach 10 ft., up to two creatures. Hit: 4 (1d4 + 1) piercing
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. damage, and targets hit by barbed vine must succeed at a
Hit: 4 (1d6 + 1) piercing damage. DC 13 Constitution saving throw or become incapacitated.
Creatures incapacitated this way can attempt a new saving
REACTIONS throw at the beginning of each of their turns.
Websplosion. After the spider drops to 0 hit points, its shell
begins to hiss and explodes, coating the area with webbing.
All creatures within 10 ft. of the blast must succeed on a DC
12 Dexterity saving throw or become restrained. Creatures
restrained in this manner may use one action to remove the
webbing and their restrained status.

APPENDIX A: NPCS 235


Appendix B: Lore Books

The Bells of Lament


A MEMOIR BY GLETHIA STONEDWELLER

O ver the eastern hills of Fano, a small island


floats on the sparkling blue waters. The islet is
rich in agriculture and has three green woodland
hills along with grey pebble beaches. This place
is home to several hundred proud residents, who prefer
elven siblings stood with the noble Fa'an Dri and would
discuss how to better the kingdom for the people's sake.
My feelings of sentiment quickly faded when the
first knight to the prince approached me to discuss my
assignment's details — to cure the prince of his mad-
the more secluded homelife. ness. The first knight encapsulated his speech in such a
During these cloudy nights holed up in my stone close-minded and ignorant way that at once, I should
corner chamber of the Monarchy's Rivea Quarter, I find have made my way back across the sound. Back to my
myself deeply aching to be back there. I wish to be sweet husband, just in time to help him gather apples.
home, nestled under the southern hill's shadow in my Instead, I followed the knight to my sleeping quarters,
cottage warmed by the low orange light and my hus- where I have resided for the last two years.
band's embrace. I needed to make certain my memories were intact
On the eve of my departure, I sat up in bed and before engaging in my next account. Thus I have writ-
observed from my bedroom window, through the twisty ten down a brief history of my home and how I came
apple orchards, the far stone walls of the Monarchy's to be here. It is necessary to cast the torch across the
borders peeking over the top of the forest. My husband room, ensuring everything is in its place, before dous-
stirred, and I turned to watch him sleep. He had pre- ing it out and succumbing to the gloom.
pared a boat for me the day prior. Although he was
apprehensive, he could not row me across the sound I now douse the torch.
come morning, for it was harvest and picking season in
the orchard. I worried if I was making the right decision My first encounter with Prince Airon was on the cold
by accepting the royal request to tend to Prince Airon as cobblestone steps of the throne room. We sat in the
his therapist and cure him of his madness. However, my glow of lanterns strung in the hundreds across the
husband insisted that I had come to the correct conclu- arching heights. The prince said nothing and instead
sion. upturned his forearm to show me a wooden cylinder
He always believed in my abilities as a therapist, a device implanted into his skin. It appeared that blood
career my mining family ridiculed me for pursuing. My was entering the tube at one end, passing through a
husband was a black sheep too. His family was also leg- small golden sphere and then returning into his veins
endary in the mining business, specializing in ruby and in a bright blue color on the other end. Purple liquid
opal. They scoffed at his dream to work in cultivation, frothed in small amounts out of the top of a small venti-
such as tending an apple orchard. The two of us made lation hole. I looked into his eyes and caught a sly smile
a life out of both Fano and our families' fray. Latterly, I spreading across his face. I also noticed dried blood
was faced with a quandary, often found when straying under his fingernails.
far from the well-trodden path.
The next morning I rowed to Fano's rocky basin, "What happened to your fingers?" I inquired. I watched
through the grey mist hovering over the lake that sepa- his eyes twitch. He was confused about why I hadn't
rated the two islands. asked about the contraption in his arm.
I was met by Spiran guards on the lakeshore. They
stood tall and regal with their shining armor, but the "It's beet flower. I was helping Thandia, our cook, in
lack of dents on their chest plates betrayed their life- the kitchen this morning," he replied, examining my
long lack of combat experience. They escorted me up presence closer.
the high marble steps and into the courtyard of the
Monarchy. I stood in the afternoon sun, now blazing as "Do you help her often?" I asked.
it cast golden beams through the canopy of vines in the
king's garden. A feeling of long-lived nostalgia washed He nodded.
over me. At one time, this garden was where the brazen

236
"And you like to be helpful?" submerged under the water, lifeless, still, with a fiery
red hue to his skin. The next thing was a reflex. I
He half-smiled and nodded again. reached into the water to pull him above the surface,
but when I did, I jumped back — the water was scald-
Then the prince stood up and wandered into the center ing hot. I glanced around the room and found a fire iron
of the throne room. I noticed that there were several in the corner next to the hearth. I plunged it into the
guards within the shadows behind the marble columns. water and pried it against his back, leveraging him out
They all stood braced and ready, watching the prince of the water. His body was steaming and unresponsive.
intensely. He began to twirl with his arms stretched out, I propped him up, took his face, and yelled into it. He
eyes looking up at the rafters, prancing about and danc- didn't flinch nor open his eyes. He was lifeless. I was
ing gracefully to some inaudible music. He even chuck- about to call out to the guards, but first, I took his wrist
led a few times, bowing to imaginary guests. Then he and felt for a pulse. There was no sign of life. After a
stopped. long moment, I let go, and his body slid slowly back
into the water. I sat down down and leaned against
"I'm feeling tired now," the prince said softly. He began the tub, the metal hot against my neck. I called to the
to saunter off toward the far end. guards not long after, and they accompanied me back to
my quarters.
I called out to him, "We haven't begun our session!" The declining sun gently rolled a golden hue over
the stone banister. I watched from my balcony as two
He didn't respond but disappeared into the shadows, birds fluttered from the grapevine to a swinging lan-
followed by the guards. I was left sitting alone on the tern. When twilight surrounded, I heard the eerie toll
cold cobblestone steps. ring out from the Bells of Lament — the prince was
The next day I was summoned, not to the great dead.
throne room but instead to a remote tower called Ivy The next morning I placed my manuscript atop the
Gable. I crossed a courtyard, and upon spotting the tow- clothes in my traveling bag and shook my head with
er's contorted pinnacle, thought to myself, How could a pity. There were only a few notes within the first page
person even get up there? As I was squeezing my way up that recollected my encounter with the prince two days
the spiral staircase, I found my question wasn't too far prior. I noted that he was child-like and sweet, maybe a
gone. About halfway up, I almost slipped on the now little fearful. I hadn't even the chance to give an analy-
wet stairs. Water was trickling down from somewhere sis, and I cursed myself for not asking about the device
up above. When I finally reached the top, I came to embedded into his skin. I was playing the long game,
a closed door with candlelight flickering from the gap thinking that I would reserve the curiosity. But maybe
underneath. I heard water sloshing around, and more that question would have saved his life. I failed.
surged out from under the crack, soaking my shoes. I On my way down the stairs from my chambers, I
knocked lightly upon the chamber door. I quietly an- had a sudden thought. It was about the Bells of Lament
nounced that I had arrived for our session and asked if I heard last night in the blue hour. When I once lived
the prince was in there. There was no response, and it in Fano proper, I remember hearing the bells from the
was completely silent. Even the sloshing of water had Monarchy often. They were always jubilant and came
ceased. in progressions of three or four. The Bells of Lament
I carefully considered my next move. On the one last night were low and single. They shook the walls
hand, there were no guard escorts, and I would be en- and reverberated in sorrow and dread. I realized that I
tering a room without permission. I could walk in on had been hearing those bells for months, echoing across
his majesty in an indecent nature. On the other hand, the waters, since the bell tower faced our island. It was
I was his therapist — his doctor, and it was my duty to never the jubilant bells, but always the single, solitary
ensure his safety. So I pushed down on the heavy latch, toll. My husband and I had been hearing the Bells of
and the wooden door creaked open. Lament quite often.
I saw a bathtub in the center of the room over- Now I was preparing to travel back across the
flowing with steaming water. A cauldron lay toppled sound to return to him.
over on the floor, in-between the flicker of the fireplace Just before I entered the courtyard on my way out of
and the tub. I stepped toward it, carefully approaching the king's garden, the first knight took me gently by the
the bathtub. The inch of water that flowed along the shoulder.
stone floor soaked through my shoes, and I could feel
the warmth. "You've been summoned to the throne room," he said.
When I moved close enough to see inside the tub,
two things happened at once. I came upon the prince, When the doors of the great hall opened up for me,

APPENDIX B: LORE BOOKS 237


I assumed some distant family member of the prince lescent game, I am summoned toward him in the dark
wished to speak to me regarding my encounter with corners of the castle grounds, to find him a victim of
him on his fateful night. To my shock and horror, the some ghastly death. The Bells of Lament toll through-
prince stood in the middle of the throne room. Alive out my corridor, and by morning the prince is alive
and well. I approached him with my hand to my face, again, utterly absent in mind about the experience.
bewildered beyond measure. He raised his hands to me I shall not uncover the details of these deaths in my
— once again, I could see red underneath his finger- journal, for most of them are too gruesome and horrible
nails. to whisper, let alone record with ink — it would be a
curse upon humanity to have the words forever etched
"I helped Thandia this morning," he said as his eyes in stone.
flickered. He spoke with such delight. It sent a shiv- I peer out into the murkiness, knowing I may never
er down my spine. He continued, "I wanted to make a return to my beloved husband and the warm glow of
cake to thank you for helping me. I want to get better, our cottage among the twisty apple orchards. Though,
and I do hope we can be friends." I must remember him and the life we had, as not to go
mad myself. Being that on a few most recent occasions,
Two years have passed since then, and this nightmarish I've been staring at the heights of my bedchambers,
reoccurrence has become my reality. No breakthroughs wondering if a plummet would truly be a quick and
have I made regarding a key to the prince's behavior painless death.
nor his internal struggles. My meetings with him are Confessedly, what prevents me is the fear that I'll
short-lived. He remains child-like and easily startled. hear those dreadful Bells of Lament and wake up the
After a day or so of him dancing or playing some ado- next morning unscathed.

238
The Twenty Seven
BY LEED S. FINAS, INDOSIAN SCHOLAR

T he three Orders of Fano are older than


the land itself. The city is considered young
compared to the ancient elven kingdoms
across Aetherra. Even within the Chrysal Lake
region, the village of Henda was established by a wan-
trades from fishing the waters. Fa'an Dri aptly named
the city above, Fano, a nickname his grandfather gave
him when he was once a young boy in the far north
kingdom.
Fa'an Dri and the elven siblings grew close with
dering group of Novarians two hundred years prior to one another, and a tight bond formed. Together the
the foundations of the first fishing villages. four leaders established a near-perfect system of gov-
The Orders' construct, which governs Fano in a ernance. The siblings adopted three qualities from No-
wondrous display of matchless economy and prosper- varian traditions to form their new city and tie them to
ity, is a concept passed down hundreds of thousands of their strengths. Lillius, the eldest, was keen on skill and
years by elven kind. Truly not specific enough to imple- trade, Orrien favored knowledge, and Taos, the young-
ment any significant change in a struggling society in its est, was a man of strength and action.
basic outline form. Instead, the Orders' success in Fano Rather than adopting an order himself, Fa'an's
is due to the honing and sharpening of the ideal by the contribution was to mediate between the other three
three elven siblings. They advised the ruling monarch and establish a system. That system became known as
of Fano and infused their rich culture of invention and the orders of Escha, Indos, and Spira. Together they ap-
production with the aether element to bring the city to pointed nine rulers to govern each Order. The hierarchy
its beacon of glory. of which became known as The Twenty Seven.
One representative from each had a seat at Fa'an's
Counsel. However, this Monarchy was only established
H O U S E FA ' A N D R I as a physical manifestation of the Orders' power, rather
A young wandering prince named Fa'an Dri, flushed out than a force of governance. The district on the same hill
of his kingdom when the tyrant Noro Kensings usurped where Fa'an's living quarters resided had no real power
the throne, came to age in the wild woods north of within the twin cities' reign and propriety. The three Or-
the Broken Tops. He developed a reputation for tam- ders, ran by the Twenty Seven, counseled by the three
ing wild animals and employing his diplomacy skills elven siblings, and managed by Fa'an, were responsible
to settle disputes between small trade villages. By the for Fano's prestige and prosperity.
time he traveled over the mountains and came upon the
breathtaking sight of Chrysal Lake, his reputation had
spread as a leader throughout the land. THE ORDER OF ESCHA
At that time, the modest island in the lake's center The eldest elven sibling, Lillius, took a saying her moth-
was in its early development as a budding port town. er repeated to her when she was a child and developed
With his prior experience in establishing trade routes her Order—Escha Novaria, which roughly translated
and his gift for uniting people around a common pur- to, "Give more than you earn." This adage inspired the
pose, Fa'an Dri naturally became recognized as a chief- constructs of trade and merchant dealings between
tain among the anglers and merchants alike. Fano and Chrysalea. This ideal of abundance birthed a
Word traveled fast of the flourishing city's develop- prosperous circle of trade between the two—one sup-
ment, gaining the attention of three elven siblings from porting the other.
the nearby village of Henda, Orrien, Lillius, and Taos.
The elves were intrigued by what they heard of Fa'an "My catch would be threefold for the second night in a
Dri and the rock island, and they mobilized a group of row if I anchored my ship out near Lakeport's southern
elves to journey there to meet him. rice fields, I told my second mate. But I must hire another
The elven siblings and their community were great collector to take the five percent. How will I find one along
inventors but had very little interest in food and farm- the docks? All wish to be a captain like I!"
ing. By integrating each of their strengths, an agree-
ment was formed between Fa'an Dri and the siblings — Letter excerpt from a dwarf angler to her husband.
to create twin cities; one city above the water and one
below. Though best recognized for regulating trade, the Order
Chrysalea, the city below, would share their of Escha was also responsible for designing and im-
technology as they harvested and experimented with plementing the city's layout and infrastructure. They
aether, and the anglers would share their bounties and worked with the Chrysaleans, who infused their tech-

APPENDIX B: LORE BOOKS 239


nology and efficiency into the process, making it one of throughout the surrounding region of Chrysal Lake. Be-
the most beautiful and wondrous cities in all of Aether- yond gathering knowledge and secrets to maintain bal-
ra, sparkling on the blue waters like a heavenly splen- ance and ensure safety, they created strong friendships.
dor. They also oversaw Fano's treasury, which, after the This bond between Orrien and the earlier recruits trans-
debts to infrastructure, there was never a surplus. The ferred into family lineages where secrets were passed
treasury's success was that they always broke even and through and hidden within. He believed that the best
took pride in distributing wealth to make that possible. ways to protect secrets were within the loyalties of fam-
The Eschan district occupied the shores of Fano. ily. The symbol of the Order was an ever-watchful eye.
There they built a massive framework for trading Fa'an Dri was known to be more heavily involved
known as Lakeport Docks. The Order's symbol is a cir- in the inner dealings of the Indosians since he favored
cle, which brandishes the door of their order house, the Orrien and loved him deeply.
great Lighthouse of Lakeport, which also holds one of 3
portals to Chrysalea.
THE ORDER OF SPIRA
The youngest elven sibling, Taos, created the Order of
THE ORDER OF INDOS Spira. It was the Order of strength and law. Like Indos,
"The anglers were aware the three siblings had a sub- the Order contained a larger group of individuals:
merged city at the bottom of the lake. The youngest and guards, military, and judges, lead by the nine. It wasn't
eldest both seemed preoccupied with the place they ideal, but it was an occupation that brought the group
spoke of called Chrysalea, but the middle child, Orrien, together. Taos counseled the nine hierarchies, whose
took an interest in the growth of a dual community, one primary role was to create laws and ordain recruit-
which Chrysalean and anglers could benefit from." — a ers to employ guards, defense personnel, and judges.
passage from the March of Moonlight, an account of the Their adage stemmed from Spira Novarian, "Separate
Chrysaleans by Rivea Knellis. and together." A cathedral in the Monarchy's courtyard
The middle sibling, Orrien, established the Order of served as the order house for the nine hierarchies. In-
Indos. Taken from the adage Indos Novaria, "To further side the cathedral, there was a portal to Chrysalea and
knowledge, further questions." The Order maintained Fa'an Dri's counsel table. Here, one representative from
and preserved ancient secrets and history. The Order each of the nine hierarchies would brief the council on
of Escha built a magnificent library to serve as its order the Orders' standings. Like the two portals found in the
house. The library's outward wings were open to the other order houses, this one was frequented mostly by
public and full of books of various kinds for research the elven siblings and sometimes by The Twenty Seven
and education. However, the secret inner sanctums of with only selective guests.
the library were reserved for the nine only. The library The people of Fano held the law accountable; they
was the amalgamation of the three orders and became selected the judges, not chosen by the nine hierarchies.
a common gathering place for the elven siblings and The basic laws in place during the Age of Prosperity
Fa'an Dri. The largest of the portals to Chrysalea was were more relaxed than the regulations that the Orders
situated in the center of the library's Dark Quarter. had to follow. It was a system designed to be complicat-
There stood three magnificent statues, each a model of ed only at the top and become simpler as it reached the
the three siblings: Lillius, Orrien, and Taos. problems and disagreements on the streets.
Apart from the Order's outward definition — to Taos kept a significant role in the program for the
make knowledge available to the people of Fano — the guards and military. Rather than imploring such height-
secret dealings of Indos were shrouded. Orrien upheld ened detail on physical strength, as with most king-
the importance of truth and knowledge to everyone doms, the defense personnel maintained a well-rounded
who desired but believed in keeping secret the lengths training program emphasizing innovative mind tactics.
to which the Order would go to acquire that knowl- The guards of the districts were clever individuals, and
edge. Most of which put low-level recruits in dangerous in the Age of Prosperity, it wasn't uncommon to find
positions. many of them on shift without armor. Physical strength
The Indosians were a proud and loyal organiza- was more prevalent within the defense line, but they
tion. All different family types: gnomes, elves, humans, were also highly trained in magic. Only wizards and
and dwarves passed on membership as a tradition and sorcerers could train the military. This idea was formed
way of life. Therefore the Order of Indos became, in a between Taos and Fa'an Dri to create a branch of law
lot of ways, a religion. that would be unmatched in all of Aetherra.
In earlier years during the Age of Prosperity, Orrien It is important to note that with all three orders,
would travel with the recruits. He was known to favor the city of Chrysalea was set apart from Fano. Chry-
the lowly of society. They would embark on journeys salean's culture and practices were different. They all

240
assembled under one premise — to invent, create, and power. They shared this knowledge willingly with the
experiment with aether. The Chrysaleans were preoccu- hierarchies to use at their discretion. Thus establishing
pied but kept peace with Fano and upheld the ancient a bond not from their proximity or friendship, since the
agreement; the people of Fano would share trade and two groups seldom had any form of contact, but from
the Chrysaleans, technology. This agreement resulted the governing power of Fa'an Dri and the elven siblings
from the governing bond between the siblings and the known as the orders of Escha, Indos, and Spira.
integration of the terms. Regarding the Order of Spira, Ultimately Fano's Age of Prosperity befell to cir-
this agreement is most clearly defined and proven to be cumstances I will cover in greater detail in my next
effective. account. In light of the splendor that was once the
The wizards and sorcerers knew that aether affect- most magnificent and flourishing city in all the land,
ed their powers. In my youth, studying Fano's Age of I leave you with a short story followed by a passage
Prosperity, I heard for the first time the term "Allian- that became the timeless mantra still revered by many
der" among my colleagues and whispered throughout throughout Aetherra.
the halls of Mossrock Gables. I won't go into too much When Orrien returned from his work on the Fringe,
detail on the subject, but it is necessary as an example they threw a party in Fa'an Dri's courtyard. Fa'an Dri
of the fusion between the twin cities. was so happy to have Orrien, whom he loved, returned,
Allianders have a rich history in the land of aethera. and became drunk on ale in celebration. He looked to
They are a group of individuals who use aether by way Taos, who had been lovingly teasing him all afternoon,
of ingesting it to become a force for good. Many schol- to refill his flagon, and then to Lillius and smiled. She
ars believe the term and class, Alliander, originated was happily eating with her friends, and she was with
from the Order of Spira when the Chrysaleans intro- child. It was a platonic agreement that she would carry
duced powdered aether to the nine to improve their the child he and Orrien would raise. These elven three
army's defense. It was a radically new idea at the time were the family he never had. He stood upon the table
and, for countless seasons, a heated debate across Fa'an and read a poem from his heart:
Dri's table between the elven siblings and the represen-
tatives from The Twenty Seven. Ultimately, the prem- "Routes in a circle, above and below,
ise was pure; the Chrysaleans discovered that aether The eyes of the city, the new and the old,
in powdered form, once ingested, could accentuate Refined in the fire, of blue and of gold!"

APPENDIX B: LORE BOOKS 241


Papa Gigi's Blue Bakery
B Y G I G I M I S T R I D E R , T R A N S L AT E D B Y L E N D E T W E E D

Author's Note
My father and I weathered a turbulent relationship,
constantly at odds between my passion for writing and
the expectation for me to continue in the family's gem-
stone enchanting business. On the contrary, my grand-
father never ceased to champion me. He was a kind and
M y great grandfather Giggio pioneered the
family cakery empire, having founded the
bakeshop famously known as Papa Giggio's
Chryrsal Cakes on the corner of BerryBraun
Lane in Flickering Fingers. Most people referred to him
gentle soul, the patriarch of a family that embodied all as Papo (akin to Papa, but he had no biological children
things genial despite our bootstraps reputation. of his own), howbeit our family called him Sweetie Boy.
I was in the process of finishing up my thesis (a As for me, he was my Grandest Giggio, and he
study on the Circlewind family) at Mossrock that was taught me everything I know about baked goods. But,
but a mere half-season until completion when a close most importantly, he instilled in me a fascination for
friend of mine, McNari Petres, gifted me a journal that hiding everything away. You see, Grandest Giggio mas-
had washed ashore from the deep blue of Chrysal Lake. tered the art of hiding things in secret nooks and hol-
It was charred and tattered but contained records from lows.
a lost part of Fanonian history on the original Papa My earliest memory of Sweetie was the time he
Giggio's Chrysal Cakes. McNari figured I was the best gave me the tiniest of silver spoons. It was elaborately
choice for interpreting such a complicated dialect con- hidden, starting with placing the spoon in a chiseled
sidering I was one of the few at Mossrock (and most slot within a small wooden drawer that pulled out from
likely in all of the Chrysal Lake region) who knew a miniature dining piece. Then it was set on silk cloth
the Drom tongue. Initially irresolute, given the near inside a box and wrapped with twined threads. This
completion of my thesis, I began piecing together the box was then tucked into a small pillowed blanket and
excerpts that I could and translating them from their was stuffed inside an even bigger parcel. Finally, it was
original Drom language. I chuckled to myself, knowing covered in cloth, tied off with ribbon, and stored in the
how worried McNari remained granted my reputation furthest nook of the cramped loft that I slept in as a boy.
for losing papers inside my infamous Pen Hollow — a Discovering this foreign, red ribboned ensemble, I was
burrowed-out gully deep within the shadowed path of sure it wasn't meant for me to find, seeing how it was
Mossrock, where I keep my stacks of books and manu- considerably stowed away.
scripts. Sweetie Boy was obsessed with concealment. So
I immediately became enamored with the story naturally, he dubbed himself the original and coined
that was beginning to take form, and I particularly felt the term "Stash Fairy" — one who specializes in the art
drawn to the relationship between the grandson and of hiding items in the uttermost tucked-away corners of
grandfather therein. Insomuch that I put aside my the world. And his Stash Fairy disposition bled into all
frustration over the missing pages and the translation, parts of his life.
which had me bending the rules just to make sense of Even the bakeshop's location seemed to be sequestered,
parts, to tell a unique story that held a personal tie to situated in a building at the innermost corner of Berry-
my life. This story is still incomplete, but I did my best Bruan Lane. The bakeshop was in the heart of the city's
to patch it together. Whether or not it was worth it to center, albeit the smallest district, known for its narrow
delay my thesis an entire season and a half later is up passageways and cobblestone. If my Grandest had it his
to the reader to decide. I feel as if though it was worth way, the bakery would have been placed in the most
it, and now we have a small flickering light cast upon peculiar hidey-hole within a maze of corridors, making
the Chrysal Cakes bakery legend. At the very least, I've it nearly impossible for customers to find. Mama Meina
managed to prolong my stay in my beloved Pen Hollow. Giggio suggested the storefront for the sake of the fami-
I'm dreading the day I must vacate from the sounds of ly business, although it pained Sweetie to sign the deed.
the damp wooded drip outside my ivy-covered knot- I was the only one in the family who had Sweet-
holes, the faint orange glow from the fire, and the tea- ie Boy's talent for baked goods and the only one
pot steaming on the kettle. entranced, nay consumed, by Stash Fairyism. My
Grandests' fairyism is, of course, what made Papa Gig-
gio's Chrysal Cakes the most popular bakeshop in all of
Fano despite its remote location. Every delightful bite
of Sweetie Boy's baked goods led the tastebuds into a
room after room of flavor. Certainly, these weren't just

242
any old cakes. Within a golden, flaky pastry would be a he channeled the spell. We locked eyes fleetingly, and
thin layer of tayoca cocoa shell, followed by a ribbon of in the briefest of flashes, I saw a familiar look of total
honey summer sauce, and within that, a darkened rum disappointment on his face. It was the same look I had
truffle filled with lemon milk and bits of candied spice. seen in my Grandest's eyes when I was a child and had
Using an ultra-fine baking tool, he would careful- lied about lifting two gold pieces off a customer. Then
ly infuse the candied zest with cinnda extract — the Splink let go of the spell, and I fell to the floor with a
most delicious flavor in all of Aetherra. Resembling a thud. Shortly after, I found myself sitting on a dock,
baster but not much bigger in diameter than a strand despising my reflection in the night's black waters. At
of hair, this tool was invented just for Sweetie by a dear that moment, I decided to set forth on a quest to find
old friend. Unfortunately, I never did learn the name of my Grandest Giggio's casket.
this mysterious elven inventor who'd appear at family When morning broke over Chrysal Lake, and the
gatherings. He kept to himself until consuming sever- purple sky rolled back to greenish-blue, I untied the
al cakes and bottled spirits; only then would he speak lines of a small wooden boat I purchased with the last
in hushed tones about his place of origin, something of my coin, boarded and rowed out. I cruised into a day
about a lost city below the lake. that would bring a great storm, likened to one of Fano's
Sweetie Boy needed this delicate basting tool to most treacherous in many years. The wind, rain, and
ensure the amount of cinnda added to his baked goods, tempestuous forces blinded my path quite severely; re-
given that cinnda can only be used in tiny amounts, or gardless, I mustn't document my journey to the location
the taste is not only repugnant; it is straight poison. of Sweetie Boy's casket, for that would be blasphemous
When a smidgen of the extract is added, the flavor is to the Stash Fairy way.
downright otherworldly. But any more than that, and it I thought about the time I had finally found my
can kill a horse. Possessing both the small basting tool tiny spoon hidden within an array of coverture. I ex-
and Stash Fairy skills, Sweetie Boy's Chrysal Cakes were citedly made my way to my brother (who didn't care
world-renowned. much for stashing) to explain to him the magical jour-
My Grandest Giggio's end season fell upon him ney I went on to uncover it. Papa Giggio stopped me
like a grey mist over a coastal morning. He left behind in the hallway and said, "Tenny. Follow the pathways,
written instructions to my mother for the hiding of his never trace them."
casket. It was to be his final masterpiece in Stash Fairy- For this reason, I shall not disclose the steps of my
ism, and note that it was to be the answer to his legacy. journey. However, it took me across wakes and water,
It was with a heavy heart that I followed in his footsteps through shadows and caves, over mountains, and into
and kept the bakeshop alive. Except it wasn't at all what deep gulches, when I finally reached the secret location
I expected, his shoes were too big to fill. So year after of the casket. Engraved upon its cedar surface was the
year, I struggled with the business. Even when I tried insignia of an octopus. When I opened the lid, I found
using the small basting tool with his guidance echoing it void of a body. Instead, a tiny stone box lay inside the
in my head, I could not inject the cinnda into the can- darkened bed, resting in the silk. Although I was mysti-
died spice. fied and disappointed, the journey to find my Grandest
In no time at all, the Chrysal Cakes bakeshop, once was far from over. But before I could take for myself
a must-visit for tourists and a city legend for the locals, the next riddle from the contents of the stone box, a
locked its doors and doused its lanterns. And the failure wild fox, enlarged from feasting on merqua, attacked
of a grandson, myself Tenny Giggio, was the sole reason me. Although I suffered deep bites from its poisonous
it was over. jaw, I was able to get loose and flee for my life.
After a year-long drinking spree that had turned It was a drab morning as I rowed my boat back
my beard yellow and had me sleeping on the floor of toward the island of Fano. The mist stung my face and
the dockside taverns, it all came to a breaking point at fresh wounds, and I pondered the ways of the Stash
the Bluefin one night. I climbed the rattling old verte- Fairy. I came to the startling conclusion that I had found
brae of the beast hanging from the mainmast to drink the riddle without opening up the stone box, for that
my eighth flagon in the heights. In my drunken state, I was most likely a decoy. The actual clue was the crypto-
surmised this to be an act that a Stash Fairy would do — gram on the face of the casket — the octopus.
I climbed up to the utmost corner of the tavern. Just as It was that morning, renewed with confidence
I reached the top and tipped my head back for a toast, that I was, in fact, worthy of following in Sweetie Boy's
I lost my footing and plummeted. Shouts rang out, and footsteps. In honor of the paradigm shift that led me
someone screamed in horror. on this unique adventure, I changed my name to Gigi
Suddenly I found myself floating mere inches above MistRider: a student of Stash Fairyism. I was to be an
the floorboards, suspended by indigo magic. A gnome adventurer who would brave complex tasks to find an-
wizard named Splink held his hand in my direction as swers, and most of all, hold the belief of a calling, nay, a

APPENDIX B: LORE BOOKS 243


summoning to emulate my Grandest Giggio and reopen this was all hidden in plain sight! After all, one's eyes
the bakeshop. don't often look to a small symbol when dealing with
From that time on, I followed the pathway of the oc- incredible, competing visuals. Fine details like that go
topus insignia. I found no connection on the streets of unnoticed in the hustle and bustle of life against the
Fano. I wandered the seedy tenderloins of the docks, in- backdrop of the vast sparkling blue of Chrysal Lake
quiring about the symbol to any washed-up merchant I buoying such great water vessels.
could approach without getting knifed. I tarried around Still, I set forth to walk the entire length of the
the exits in the golden districts of the city center where docks to see if I could spy another ship bearing the
the Indosians held devious meetings, hoping to inter- octopus emblem but returned to the blackened ship to
cept a member on their way from an appointment to find it was the only one! After which, with brave spir-
the shadows from whence they came. Maybe it was my it, I walked up the ramp to the entrance of the ship. I
abrasive arm-grabbing or the desperate look in my eye wasn't surprised to discover not a single soul on the
(I still hadn't groomed my yellow beard at this point), deck. It was ghostly empty aboard. I approached the
but they all just shook their heads and quickly vanished galley door and raised my fist to pound against the
from my presence without the slightest hint of informa- wood when I halted. I remembered; Never knock, not
tion toward the sign of the octopus. Not a single one three times, only enter.
had the answers I searched for, nor did they bear a look I turned the doorknob and opened her up with a
in their eyes like they had something to hide. Maybe I loud creak. Inside, lit by flickering candlelight, was a
should've taken this as a good omen. After all, Sweetie short, round lady sitting at a desk and frenziedly pen-
Boy would never contrive such an effortless pathway to ning something. She didn't look up nor acknowledge
a secret spot, but I was beginning to tire. my presence with any social cue. She uttered, "You're
Soon the balmy season transitioned to a cloudy looking for rice. At dawn we make for our port, there
one, and I grew even more anxious with the absence you will find the octopus. You cannot board my ship,
of a sign. Until one afternoon, a dwarf shrouded in a you will follow. And bring gold." I suddenly noticed a
hood took my arm near a decrepit alleyway and said guard behind the door, and with a wave of her hand, he
in a scratchy voice, "Word is yer lookin' for the octo- forcibly pushed the door shut. And there I stood on the
pus. Follow the sign, never knock, not three times, only deck once more, baffled and disoriented.
enter." He then vanished into the crumbling backdrop I departed and quickly returned to my small row-
of the city. I had a rush of excitement surge through boat, which wasn't too far away along the docks, and
my veins — finally, a step forward. However, my ex- from there, I could see the ship down the line. I waited
citement fizzled out when I repeated the message in and watched for hours on end until dawn broke and
my head. There was a sure sign that the octopus meant a muffled seashell horn blew. That old blackened ship
something and that someone knew I was searching creaked out from its berth like a groaning old lady wak-
for it, but the contents of the clue weren't much of an ing up to sore bones.
answer. I had no location, no hint pointing to where I She might've been old, but surprisingly she was
could find the octopus insignia connection, only some fast. I struggled to keep up my rowing and almost lost
vague instructions when I do. I sought high and low for sight of her. For a time, she was a speck on the horizon
the dwarf with no luck. I spent weeks roaming the city as I dipped over the choppy waters that morning, and I
with his voice echoing in my head; Word is yer lookin' hoped I hadn't swapped out my view of her for another.
for the octopus. Follow the sign, never knock, not three I arrived at Lakeport and was relieved to see the charred
times, only enter. black ship resting at the docks.
One night I stood at the end of the docks watching I entered the galley again without knocking. I
the golden lit entrance of the Bluefin in the distance. found not the short, round woman or the guard, but a
I made up my mind to go back to its sweet, syrupy tiny folded note had replaced them. The note contained
siren call. Just as I was about to enter the tavern and a message on it: Follow the octopus. aether rice. Burn
drown myself in cider, I saw it. I caught sight of an old after reading.
blackened ship moored to the docks, with an octopus I knew what I was supposed to do right then and
insignia carved into its side right below the last port- there. A note like this would seem vague to an average
hole. Of course, this was a common thing to see — a person, but the writing style and all the clues leading
pressed stamp below the last porthole marking a water up to this moment struck me like a flash of lightning
vessel's construction location. Most of the ships around — this was Stash Fairy mastery at its finest. The use
Fano have the stamp of a leaf, which means it's Hendan of language and the pacing of how this whole ordeal
made. Conversely, this was the very first time I noticed played out epitomized my Grandest. The message was
an octopus. clear as day; here was my answer to keeping the bakery
Maybe, I thought, in the typical Stash Fairy way, alive.

244
The grey fog hanging over the docks stretched flavor, for it mattered not the look nor the delectability
throughout the damp, wood-planked town of Lakeport of the dessert just as long as it was sweet, flaky, and
proper. The deafening silence was palpable, no children made with a bump of blue. I was in business! Maybe I
playing, no folks going about their business. It had the had abandoned the ways of a Stash Fairy in that regard,
aura of a town asleep under the early morning hours, but I did take on the art of hiding away my business
but in reality, it was almost the height of the day. dealings with the Lakeport crew. I rarely left the bakery
I finally discovered the door made clear in the mes- except to retrieve rice shipments, and when I would
sage, the one with the octopus insignia. I stood before traverse the city, I'd find myself dodging from shadow
a deep alley and faced a long, dimly lit hallway that to shadow like the merchant folk down by the docks.
smelled of wet cedar, and instinctively, I walked down Although the bakeshop never reached the same
it. Almost as soon as I stepped foot into the alley, I found level of greatness that it once had, I didn't need the
myself lost in a labyrinth. Turn after turn, it was the bakeshop to be as it once was. I was consistent and
same wooden hallway. The floorboards squeaked under wealthy. Deep down, I knew that the secrecy was pri-
my feet, and I could see lights jutting out through the marily due to the pressure from dealers with connec-
cracks. Occasionally, shadowy figures passed by below tions to both Lakeport and Fano's sordid underbelly.
as they walked about, but it was eerily silent, save Regardless, I felt good about a name change — Papa
the creaking of their footsteps. At one point, I peeked Gigi's Blue Bakery. I was never allowed a storefront sign
through a crack to see another wooden hallway. It was nor any advertisement. Still, my Grandest would've
an exact copy of mine with a small gap in its floorboard been proud that I had to relocate within the serpentine
where another figure's shadow passed underneath. corners of the darkest alley in all Fano, a place that not
How many levels and hallways were there? even Spiran guards dared to enter.
Eventually, I came to the end of the hallway and Years later, after returning from Lakeport with
stood at another door. I opened it merely because it was another crate of rice, something genuinely astonishing
the only one, and it had the same octopus emblem af- dawned on me about the pathways that led to my sup-
fixed to it. plier: the building with all of the hallways and corners
I crept into a dark, glowing tavern and sat down and rooms within rooms felt a lot like a place that a
at the first table. Sitting across the table from me was a Stash Fairy would reside. My mind when straight to
middle-aged woman, wearing a modest dress, with its the casket in the murky woodlands at the edge of the
collar up to her neck and a bonnet over her head. She lake; there was nobody inside, only the octopus insignia
was naturally stunning, yet her eyes didn't sparkle — on the casket lid and a strange box that I never had
they were glassy and lifeless. She moved precisely and the chance to open since that rabid fox caused me to
with purpose but painfully slow. When she handed me a retreat. Could it be that I misunderstood? Had I not
note containing the price I was to pay for my first crate solved the riddle?
of rice, I was taken aback and skeptical — it was cheap! Without notice, I locked up the bakery and has-
As expected, I took the deal in a heartbeat. She gave tened toward the casket's location. This time I arrived
me no reaction, not even a twitch of a muscle. When to find the fox, still guarding the ruins but fast asleep in
really, a smile should've spread across her face like the a fevered dream. I stealthily retrieved the box, and only
cracking of Aetherra because little did I know that's after rowing far enough away from the shore did I open
how "they" get clients to bend to their bidding. The next it. I unfolded the sole object within the box: a letter.
time I needed to replenish my rice supply, not only was
the price tremendously higher but in the corner among "To Tenny, my brother. You were ignorant to assume that
the suppliers was a beast, snarling and licking its chops, you were the only aspiring Stash Fairy in the family. Did
ensuring I paid up. I always paid, no matter the price. you think Great Grandfather loved me less? If you wish to
When I returned home with my first crate of locate me, I'm behind the glassy-eyed one."
aether-infused rice, I ground it up and used it in the
pastry dough, a substitution for Mr. Tulmie's Rice Flour I sat there in my rowboat with my head to the wind.
(a common starch used in most Fanonian recipes). I Once more, the lake's mist stung my face, my yellow,
needed not the cinnda extract nor the steady-handed overgrown beard now down to my ankles.
talent of infusing it into the granules using the hair-thin
basting tool to regain the bakery's success. This passage is where the excerpt ends.
All it took was for me to convince the first few (jus-
tifiably) hesitant customers to bite into a pastry and (See attached Spiran guard report...)
have their eyes opened to the bakery's magic anew. The
customers were few but loyal. I no longer needed to
craft each pastry layer by layer, room after room with

APPENDIX B: LORE BOOKS 245


SPIRAN GUARD REPORT

REPORTING GUARD Harper Innes


LOCATION District of Escha, Aunaranda Neighborhood
INCIDENT Fano resident death, possible ties to criminal
organization Eight Arms.

Details of Event: Shortly before sunset, on my twi-


light rounds of Aunaranda District, I caught wind of
a putrid smell coming through the gaps in the Wine
Canal Bridge. I followed the stench and climbed under-
neath to discover what appeared to be a body wrapped
in leather canvas and appearing as if it had washed
ashore. Unwrapping the canvas revealed a male human
with a long yellow beard. I estimated that he'd been
dead a week. After returning to the Aunaranda guard
post, I identified the body as Tenny Giggio, Papa Gigi's
Blue Bakery owner.
The following day I visited the bakery, located
on BerryBraun Lane in the Flickering Fingers District,
and found it boarded up and out of commission. I in-
terviewed a few locals, but none of them had been to
the bakery in ages, citing it had been closed up since
the original owner passed away long ago. Two days
later, I returned to the bakery and forcibly pried open
the planks that nailed the door shut, and I entered the
shop. It had been ransacked and destroyed, and it did
appear that the place had been abandoned for some
time. Upon exiting, I noticed a small engraving of an
octopus on the bottom of the door frame; the symbol
was so small it could have been easily overlooked in
the low light. After a long investigation detailed in the
Tulmie Report, I matched it to the Eight Arms criminal
organization symbol.

Actions Taken: I ordered a full audit of the bakery


from the Indosian archive of both the Aunaranda and
Flickering Fingers districts. I appealed to my superior,
Hayra Shemlock, for an investigation into Lakeport
proper. I attempted to notify the surviving family of the
deceased.

Summary: The Indosian archive declined my request-


ed audits citing limited access given my lower rank. My
superior denied my appeal, noting they didn't have the
budget to send me there. I had no success in tracking
down any of the surviving Giggio family members. But
the bakery did reopen down on Lakeport Docks under
new management. I pressed Shemlock for an investi-
gation into the bakery, but she was dismissive and said
they would be monitoring the situation concerning any
ties to Eight Arms. I've been relieved of the case.

246
Alderman Abel HOMELAND
MEDIUM HUMANOID (HUMAN), FIGHTER, CHAOTIC GOOD Redroc. Self-proclaimed protectors
of the West, the residents of this for-
Armor Class 16 (chain mail)
tified city display a rough exterior,
Hit Points: 12 (1d10 + 2)
but in truth, they are goodhearted.
Speed: 30 ft.
They value family, community, and
discipline. From a young age, both
STR DE X C ON I NT WIS CH A boys and girls are taught combat
16 (+3) 11 (+0) 14 (+2) 9 (-1) 15 (+2) 13 (+3) skills and meditation. In the impen-
etrable city of Redroc, warriors are
Saving Throws Str +5, Con +4 held in the highest esteem, but war
Skills Animal Handling +4, Athletics +5, Intimidation +3, Perception +4 is far from glorified. Fighters tend
Senses passive Perception 14 not to engage in battle for territorial
Languages Common, Elvish expansion or personal defense. In-
stead, they fight to protect cities and
Second Wind. You have a limited well of stamina that you can draw on to protect towns that can't defend themselves.
yourself from harm. On your turn, you can use a bonus action to regain hit points In the streets of Redroc, folks may
equal to 1d10 + your fighter level. Once you use this feature, you must finish a scoff at Fano for its lack of defense.
Short or Long Rest before using it again. And in recent seasons, unrest has
begun to plague the neighboring city
ACTIONS of Indaracia — a wealthy city known
Greatsword. Melee Weapon Attack: +5 to hit, 2d6 + 3 slashing damage. for hiring wayward Redroc fighters
Handaxe. Melee Weapon Attack: +5 to hit, 1d6 + 3 slashing damage. to fight their corrupt wars.
Handaxe (thrown). Ranged Weapon Attack: Range: 20/60 ft., +5 to hit, 1d6 + 3
slashing damage.
H O M E L A N D F E AT U R E S
Unarmed Strike. Melee Attack: +5 to hit, 4 bludgeoning damage. Steely Resolve. From adolescence,
you've faced your fears head-on and
DESCRIPTION have learned to fight back. Whenev-
Personality Trait. You believe everyone has great strength, they simply need er you fail a saving throw against a
help finding it. fear effect, your next saving throw
Ideal. Fight the body, not the heart. is made with an additional +2. This
Bond. You can't stand back and watch a person struggle. can only be applied once per saving
Flaw. You have begun to doubt the sincerity of others. throw.

BACKSTORY
Bonus Proficiencies
You were raised in a wealthy and prominent family in Redroc. You de- • Athletics (Strength)
fied family expectations by declining the role of commander — a posi- • Animal Handling (Wisdom)
tion that every generation before you has accepted (except for your late • Land Vehicles
grandmother, who believed the role must be earned). Your childhood best • Smith's Tools
friend, who trained alongside you and bravely fought at your side during
several wars, ultimately betrayed you by revealing your unit's location to CHARACTERISTICS
the enemy for gold. You survived the attack, but most of your squad did Gender Male
not. Subsequently, you left behind the life of a soldier and turned to the Eyes Amber
solitary lifestyle of a fighter. Size Medium
Height 6’ 2”
Hair Dark Brown
Skin Brown
Age 30
Weight 230 lbs.

APPENDIX C: PRE-MADE CHARACTERS 249


Dierah HOMELAND
MEDIUM HUMANOID (WOOD ELF), ROGUE, NEUTRAL Foxin Ara. A small town on the
docks, Foxin Ara, is known for its
Armor Class 14 (leather)
fascination with the aquatic sport
Hit Points: 8 (1d8)
Wakenring. While the residents ap-
Speed: 35 ft.
pear to be easygoing, the culture is
fiercely individualistic — here, fam-
STR DEX C ON I NT WIS CH A ily doesn't always come first. Crab-
8 (-1) 16 (+3) 10 (+0) 12 (+1) 16 (+3) 13 (+1) bing and hunting fuel Foxin Ara's
commerce, given that the northern
Saving Throws Dex +5, Int +3 region of Chrysal Lake abounds with
Skills Acrobatics +5, Athletics +1, Deception +3, Investigation +3, Perception wild game. Foxin Ara was originally
+5, Sleight of Hand +7, Stealth +5 a tent city for the people who built
Senses Darkvision: 60 ft., passive Perception 15 the Fringe of Orrien, and over the
Languages Common, Elvish, Thieves' Cant years, its residents have woven their
histories into a unique community.
Sneak Attack. Beginning at 1st level, you know how to strike subtly and exploit The town isn't considerably wealthy,
a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one and most of the abodes are small
creature you hit with an attack if you have advantage on the attack roll. The attack and simple. However, the commu-
must use a finesse or a ranged weapon. nity prides itself on maintaining the
town's pristine beauty. Due to its iso-
ACTIONS lated location, the nights are longer
Dagger. Melee Weapon Attack: +5 to hit, 1d4 + 3 piercing damage. than normal and immensely dark.
Dagger (Thrown). Ranged Weapon Attack: +5 to hit, 1d4 + 3 piercing damage.
Shortsword. Melee Weapon Attack: +5 to hit, 1d6 + 3 piercing damage.
H O M E L A N D F E AT U R E S
Shortbow. Ranged Weapon Attack: +5 to hit, 1d6 + 3 piercing damage. Of The Water. Due to your up-
Unarmed Strike. Melee Weapon Attack: +1 to hit, 0 bludgeoning damage. bringing on the water, you’re a nat-
ural swimmer. When swimming, if
DESCRIPTION you roll a 7 or less on your Athletics
Personality Trait. You won't pass up the opportunity to be alone. check, it counts as an 8.
Ideal. The only true religion is the belief in your own spirit.
Bond. Trust is returned in the same manner as those who trust you. Bonus Proficiencies
Flaw. Your curiosity eclipses logic. • Acrobatics (Dexterity)
BACKSTORY • Athletics (Strength)
• Water Vehicles
Orphaned as a young child, you were raised in a cathedral whose oblates • Navigator's Tools
were dedicated to the Tethan creed – the worship of tonal deities. Your
heart is conflicted – although the Tethans kept you healthy and safe, they CHARACTERISTICS
were stern and dismissive of your emotional needs. You learned to be re- Gender Non-binary
sourceful from an elven gardener name En Dwaga (one of the only people Eyes Green
you truly love and trust). For several years you survived alone in the forest Size Medium
north of Broken Top Mountains. En Dwaga advised you to return from Height 5’ 4”
isolation, warning that you could grow detached from the world, just like Hair Chestnut
the oblates you promised you would never become. Skin Tan
Age 84
Weight 120 lbs.

APPENDIX C: PRE-MADE CHARACTERS 251


Doravar Redbraid HOMELAND
MEDIUM HUMANOID (HILL DWARF), CLERIC, CHAOTIC GOOD Tomla. The expansive yet sparsely
populated backwoods farming com-
Armor Class 18 (chain mail, shield)
munity of Tomla is home to a diverse
Hit Points: 11 (1d8 + 3)
group of inhabitants united by their
Speed: 25 ft.
love of community and distrust of
government. The town provides
STR DE X C ON I NT WIS CH A most of the region's food supply.
14 (+2) 12 (+1) 15 (+2) 10 (+0) 16 (+3) 8 (-1) Other smaller independent villages
lie within Tomla's borders due to
Saving Throws Wis +5, Cha +1 complicated zoning decrees from the
Skills Medicine +5, Nature +2, Persuasion +1, Survival +5 bureaucrats within its town hall. The
Senses darkvision: 60 ft., passive Perception 13 Tomla government collects a hefty
Languages Common, Dwarvish, Celestial tax to hire protection for the town,
otherwise keeping them entirely au-
Disciple of Life. Whenever you use a spell of 1st level or higher to restore hp, the tonomous. This agreement creates a
creature regains additional hp equal to 2 + the spell’s level. unique community of cultures within
Spellcasting. You are a spellcaster (cleric feature) who uses Wisdom as your cultures. The farmland owners don't
spellcasting ability (spell save DC 13; +5 to hit with spell attacks). You have the seek power or control over their in-
following spells prepared: habitants, and in some cases, they
even fight alongside the small villag-
Cantrips (at will): resistance, spare the dying, thaumaturgy es in battle.
1st level (2 slots): bane, bless, cure wounds, detect poison and disease, guiding
bolt, sanctuary H O M E L A N D F E AT U R E S
Anarcho-bond. Tomla natives stick
ACTIONS
together and will join each other in
Warhammer. Melee Weapon Attack: +4 to hit, 1d8 + 2 bludgeoning damage. defying authority. They will provide
Handaxe. Melee Weapon Attack: +4 to hit, 1d6 + 2 slashing damage. food, shelter, information and will
Handaxe (thrown). Ranged Weapon Attack: Range: 20/60 ft., +4 to hit, 1d6 + 2 hide your whereabouts for a day.
slashing damage.
Unarmed Strike. Melee Weapon Attack: +4 to hit, 3 bludgeoning damage.
Bonus Proficiencies
DESCRIPTION • Nature (Intelligence)
• Persuasion (Charisma)
Personality Trait. Your emotion fuels your power, and your reactions are all • Woodcarver’s Tools
emotional. • Additional language: Celestial
Ideal. Silence is surrender.
Bond. You believe you are the Green Guru to the people, and you believe that CHARACTERISTICS
the oppressed should rise against their oppressors.
Gender Male
Flaw. You can't help to add insult to injury; your tongue is your bane.
Eyes Blue
BACKSTORY Size Medium
Height 4’ 1”
You were raised by a single mother in the hills outside of Tomla. Your Hair Red
mother was spiritual, kind, and loving. She taught you to revere commu- Skin Beige
nity and fairness, instilling a strong moral compass within you. The two Age 43
of you were extremely poor and struggled to survive. As you matured, Weight 140 lbs.
you saw that others often mistreated your mother. The hills you lived in
fell under Tomla's tax obligation, yet you didn't have a property to farm,
and you were caught in a cycle of oppression that led to your mother's
death. This experience inspired you to travel around the region and find
ways to oppose governmental rule. You quickly became well-known as a
healer of body, spirit, and pocketbook. People began to refer to you as the
Green Guru — a servant of the lowly, taking on the system. Your reputa-
tion spread throughout Tomla and among high officials, and they saw you
as a threat to their power. Consequently, you improved your defense skills.

APPENDIX C: PRE-MADE CHARACTERS 253


Norlen HOMELAND
MEDIUM HUMANOID (HALF-ELF), WIZARD, CHAOTIC NEUTRAL Indaracia. The affluent city of In-
daracia is tucked against the moun-
Armor Class 12
tainside near the eastern shore of
Hit Points: 8 (1d6 + 2)
Chrysal Lake. The inhabitants have
Speed: 30 ft.
a reputation for being prideful and
pompous. Monuments devoted to
STR DE X C ON I NT WIS CH A their reigning king and queen (who
10 (+0) 14 (+2) 14 (+2) 16 (+3) 8 (-1) 14 (+2) are worshipped and feared) adorn
every neighborhood in the city. Inda-
Saving Throws Int +5, Wis +2 racians are forbidden from possess-
Skills Arcana +5, Deception +4, History +5, Insight +1, Investigation +5, Nature +5 ing anything from different cultures.
Senses darkvision 60 ft., passive Perception 9 Items from distant lands can't even
Languages Common, Draconic, Elvish, Sylvan be spoken about — those holding
outlawed materials must keep them
Spellcasting. You can cast prepared wizard spells using Intelligence as your hidden away. Survival and combat
spellcasting modifier (Spell DC 13, Spell Attack +5) and wizard spells in your skills are considered unnecessary
spellbook as rituals if they have the ritual tag. You can use an arcane focus as a and inferior to intellectual pursuits.
spellcasting focus. You have the following spells prepared: Many of Indaracia's residents study
the arcane arts.
Cantrips (at will): fire bolt, mage hand, minor illusion
1st level (2 slots): charm person, detect magic, mage armor, magic missile, shield, H O M E L A N D F E AT U R E S
sleep Claim to Fame. You are known for
a great skill or talent (which is com-
ACTIONS
pletely false). Whenever using this
Quarterstaff. Melee Weapon Attack: +2 to hit, 1d6 bludgeoning damage, or “fact” to perform a Charisma check,
1d8 bludgeoning damage if used with two hands. you may use your Deception instead.

DESCRIPTION
Bonus Proficiencies
Personality Trait. You are adamant about keeping your clothes immaculate. • Insight (Wisdom)
Ideal. Lives end. Tales endure forever. • Deception (Charisma)
Bond. One day the world will read about your adventure. Be the hero. • Additional language: Sylvan
Flaw. You are easily persuaded by those who appear wise. • Forgery Kit
BACKSTORY CHARACTERISTICS
You came from a noble family of traders. The custom in your family is for Gender Male
those reaching adulthood to set out on a tour of trade routes throughout Eyes Blue
Aetherra. However, you were left at home in charge of the bookwork due Size Medium
to your interest in reading. You enjoy long periods of solitude, sometimes Height 5’ 11”
spending days without speaking a word. You have read more books in Hair White
your youth than most have in their entire life and have used that knowl- Skin Light
edge to hone your magic skills. You spent a lot of time rummaging through Age 90
your family's chests, finding outfits from around the world — encouraging Weight 194 lbs.
your love for fine fashion and unique clothing. After a spell nearly burned
your entire collection of books, you had a moment of clarity and decided
to find your own way in the world. It was time to experience life outside
of your room.

APPENDIX C: PRE-MADE CHARACTERS 255


Yaphi HOMELAND
MEDIUM HUMANOID (TIEFLING), WARLOCK, NEUTRAL Whindon Town. Whindon is a large
woodland town a few miles from
Armor Class 13 (leather armor)
the Dimlight. The residents value
Hit Points: 10 (1d8)
self-sufficiency and strong family
Speed: 30 ft.
values. Many townsfolk are excellent
hunters and trackers, while others
STR DE X C ON I NT WIS CH A are blessed with a talent for inge-
10 (+0) 15 (+2) 12 (+1) 14 (+2) 8 (-1) 16 (+3) nuity. Once a year, the town hosts
a world-renowned harvest festival,
Saving Throws Wis +1, Cha +5 drawing visitors from all corners of
Skills Arcana +4, Intimidation +5, Medicine +1, Survival +1 Aetherra. Most homes and shops in
Senses darkvision 60 ft., passive Perception 9 Whindon hang from the treetops
Languages Common, Abyssal and sway in high winds that sweep
through the area. The howling wind
Dark One’s Blessing. Starting at 1st level, when you reduce a hostile creature has made many of the residents hard
to 0 hit points, you gain temporary hit points equal to your Charisma modifier + of hearing, making family dinners
your warlock level (minimum of 1). and get-togethers loud and chaotic
Spellcasting. You can cast known warlock spells using CHA as your spellcasting — just the way they like it.
modifier (Spell DC 13, Spell Attack +5). You can use an arcane focus as a
spellcasting focus. You have the following spells prepared: H O M E L A N D F E AT U R E S
Extended Family. You have a
Cantrips (at will): eldritch blast, mage hand, prestidigitation large, devoted family that you can
1st level (1 slot): burning hands, command rely on. You and your party can stay
with your relatives, sometimes for
ACTIONS
free and other times in exchange for
Light Crossbow. Ranged Weapon Attack: Range 80/320 ft., +4 to hit, 1d8 + 2 a favor or something of value.
piercing damage.
Dagger. Melee Weapon Attack: +4 to hit, 1d4 + 2 piercing damage.
Bonus Proficiencies
Dagger (thrown). Ranged Weapon Attack: Range 20/60 ft., +4 to hit, 1d4 + 2
• Medicine (Wisdom)
piercing damage.
• Survival (Wisdom)
Unarmed Strike. Melee Attack: +2 to hit, 1 bludgeoning damage.
• Herbalism Kit
DESCRIPTION • Pan flute

Personality Trait. You can't back down from competition, no matter how long CHARACTERISTICS
the odds.
Gender Female
Ideal. Untethered spirits fly the highest.
Eyes Gold
Bond. No one in the world can rival your brother; you hold him in the absolute
Size Medium
highest regard.
Height 5'
Flaw. You have no sense of personal accountability, and your reactive nature
Hair Crimson
often goes unchecked.
Skin Red
BACKSTORY Age 38
Weight 120 lbs.
You are from a big family with eleven siblings. Life has always been a com-
petition. Whether gaming, hunting, or fighting for your parent's approval,
every facet of life involved winning. Your brother Tol, who was closest to
you in age and relationship, was your idol. Together you sharpened your
craft and honed your skills, working side by side better than anyone else in
your family. You were young when he died, and as you grew distant from
the rest of your family, you were freed from your need for their approval.
His death also caused a profound rift in your spirituality, and recently
you've been seeking any sign that might rekindle it.

APPENDIX C: PRE-MADE CHARACTERS 257


Appendix D: Side Quests

Neighborhood Watch
R I P & A R L O F E AT H E R L I N E ( B L U E F I N TAV E R N )

Rip and Arlo can't remember if they locked up their house before leaving
for the Bluefin and decide to find someone to verify it for them. They Candlefly Jar
would check themselves, but they've had one too many drinks. Rip hands Wondrous item, uncommon
a key to the party and asks if they will check on their house guests — can-
dleflies that live in small tunnels winding through the walls of the house. When opened, this jar will attract
Reports of flybane goblins have circulated the neighborhood, and Rip and a large number of tiny creatures
Arlo are concerned about their safety. If the party returns after locking up known as candleflies. These Tiny in-
and ensuring the candleflies' safety, the kind gentlemen will reward them sects emit bright light in a radius of
with gold. 15 ft. and dim light for another 30 ft.
and can remain sealed in the jar for
• The party ventures to a part of town nestled deep in the Aunaranda 60 minutes before they must be re-
neighborhood. Despite the tiny houses and narrow streets, the leased. After being used, the jar will
community seems peaceful, homey, and well kept. need to recharge for an hour before
• The party finds Rip and Arlo's house per their description — a wood it can lure more candleflies.
carving of a fish hook hangs above the door. While the door is closed,
it is not locked.
• Orange lanterns, rope, and small glass ships decorate their place,
an homage to the lives they lived out on the lake. The party notices
intricately carved pathways and tiny scorch marks throughout the
walls — candleflies have made a home within their house.
• While initially calm and quiet, the party hears rustling in the other
room.
• The party finds two small, nasty-looking flybane goblins (see
appendix A) reaching into a tunnel near the kitchen.
• The party stops the goblins from eating the candleflies.
• Having assured the safety of the candleflies, the party locks all the
house's windows and doors.
• After the party returns to the Bluefin to inform Rip and Arlo that they
saved their glowing friends, the old men reward the party with 50 gp
and a candlefly jar.

Hard Cider Heirloom


P I N C H Y ( B L U E F I N TAV E R N )

Pinchy will not stop talking about a goblet that's been in his family for
years. He says that long ago, his grandfather worked in the prince's kitch- Pinchy's Old Mug
en. One evening, the staff couldn't find a cup for the princess's nightcap, as Wondrous item, uncommon (requires
the prince broke every single dish, cup, and bowl in the kitchen during one attunement)
of his fits. Naturally, the princess wouldn't take that as an excuse to miss
her nightly wine, so Pinchy's grandfather took his goblet, engraved with Any beverage consumed from this
his family's sigil, and sent it upstairs filled to the brim with a fine vintage. vessel by an attuned user will be safe
The princess, entranced by the goblet's kitschy appeal, decided it was hers to drink. Additionally, they may hoist
and placed it on the mantel of her dining room. Pinchy wants his family the mug aloft once per day and say
heirloom back and hopes to find some brave adventurers willing to sneak "cheers" to magically fill the mug
into the castle and retrieve it. with fine ale.

258
• The party ventures across Fano to the District of Spira, looking for the
castle sitting on the hill.
• The party fights or sneaks past the four Spiran Guards who monitor
the borders (DC 12 Dexterity (Stealth) check).
• The party scales a 40-foot castle wall (DC 10 Strength (Athletics)
with rope, DC 17 without).
• The party finds the dining hall and sees two guards loitering. The
party must fight or sneak past them (DC 14 Dexterity (Stealth) check).
• Scratch marks cover the chairs and tables, while blood coats the
walls and floor. The bizarre paintings decorating the hall hang
crookedly on the wall. One painting features a lanky, contorted figure
floating above an oddly familiar dining table, while another depicts
a wide-eyed man on a stretcher being shoved into a cramped space
underneath a house.
• The party finds the engraved goblet and escapes without further
incident.
• The party returns the goblet to Pinchy, who in turn rewards them with
Pinchy's old mug. Pinchy immediately pours a pint into his reclaimed
vessel and chugs it before turning back to his Skellin Shoot game.

Clubbing
P R I V E N T H E R I V E T E R ( B L U E F I N TAV E R N )

A big Kin Scrap match is coming up, and Priven wants her brother Furcrest
to come and support her. He tends the bar at Espiria in central Fano, a hot Potion of the Raging Bear
spot for Fano's elite. The club's owner, Brandi Redloc, underpays her staff Potion, uncommon
and insults them in an attempt to impress the nobles around her. Since
Furcrest is under contract, if he wants a day off, he has to pay for it. Priven When consumed, this potion grants
has the money, but she has strong-armed Brandi in the past, so she isn't you +6 strength for 1 minute, allow-
allowed to set foot in the club. Priven wants someone to gain access to the ing you to go above its normal limit.
club and convince Brandi to let Furcrest take the day off and then bring After the effects fade, you must make
him back to the Bluefin. a DC 15 Constitution saving throw.
If you fail, you become incapacitated
• The party travels into the heart of Fano Proper, all the way to the for 3 rounds.
Espiria Neighborhood.
• The party gains access to the exclusive club Espiria (DC 14 Charisma
(Intimidation), Charisma (Persuasion), or Dexterity (Stealth) check).
• The club, built over the Archis River, features black marble walls, a
complex system of waterwheels and waterfalls, and ferns and flora
draped from every free spot on the ceiling. The glass floor allows
viewers to see the river flowing beneath their feet.
• The party finds Brandi Redloc and negotiates with her to give Priven's
brother the day off (DC 10 Charisma (Persuasion) if the party
gives Brandi the coin purse (containing 5 gp), or DC 16 Charisma
(Intimidation) if they do not).
• The party travels back and reunites Furcrest and Priven.
• Priven, grateful for the party's help, rewards them with a potion of
the raging bear.

APPENDIX D: SIDE QUESTS 259


Autotune
B O G S Y P E A R L S ( B L U E F I N TAV E R N )

Recently Bogsy Pearls noticed that some of the patrons of the Bluefin
have grown bored with his violin playing. While a masterful fiddler, he Singshell
understands that hearing just one instrument can become monotonous. Wondrous item, uncommon
Bogsy once saw another performer singing into a seashell that gave him
pitch-perfect vocals. An artificer named Kyra Frost enchanted the shell When a creature sings into the sing-
and operates an instrument shop over in the Indos District. Since Bogsy is shell, its voice becomes smooth and
about to go on stage, he hopes someone could get the instrument for him. pleasant-sounding. In addition, if a
He expects a big crowd and would like to try singing through the shell to character singing into the shell suc-
impress them with his vocals. He promises an unknown reward and rushes ceeds on a DC 14 Charisma (Perfor-
on stage. mance) check, they can imitate the
voice of any creature whom they are
• The party travels to the western end of the Indos District, arriving at physically capable of emulating.
the Olean neighborhood.
• They find a building with a sign reading Kyra Frost's Music Shop.
• The party finds that Kyra has stepped out, and MintyFish, an
enchanted amalgam of cat and violin, runs the shop in her stead.
• MintyFish is quite bored and wants to see a spectacle. He will
relinquish with the shell if a character succeeds on a DC 13 Charisma
check or casts a visually impressive spell.
• The party brings the shell to Bogsy.
• He sings through the shell, and while it does smooth out his pitchy
vocals, the crowd doesn't like it and tells him to go back to playing just
the fiddle. Bogsy gets very little tip money, so he offers the singshell
as a reward.

Splink's Shrink
PA R A B L E & PA R A D I G M ( B L U E F I N TAV E R N )

Lately, the twin tiefling owners of the Bluefin have been monitoring
Splink's increasingly odd behavior. The malarkey regarding "the situation" Splink's Marvelous Marbles
has grown louder and even more troubling, and his pranks are encroach- Wondrous item, unique
ing on lethal. It's been quite some time since either of them have actually
seen Splink leave the tavern to visit his therapist, Raz, which might ex- This royal blue velvet pouch feels
plain some of his recent shenanigans. heavier than it should. You hear the
Parable asks the party to find out why Splink hasn't been seeing his clinks of the glass beads rattling,
therapist. Paradigm will suggest they begin their inquiry in the Tomes even if the bag is empty. Once per
neighborhood of Indos, knowing that Splink's therapist resides there. The day, you draw a marble from the bag
twins encourage the party to hurry, as they don't have the funds to pay for as an action by rolling 1d6 and con-
another roof should Splink get carried away and blow it up again. sulting the 'Marvelous Marbles' table
on the following page. Marbles can
• The party ventures to the Tomes neighborhood of Indos, eventually only be used once per long rest.
arriving at a home with a sign hanging above a brightly colored door.
The sign reads, "RAZ PONDRI," and features the outline of a brain.
• Upon opening the door, the party is immediately attacked by a
friendly facsimile (see appendix A), furniture that Splink has
animated in an attempt to alleviate Raz's perceived loneliness. Raz
breaks free from the preoccupied construct and runs up the stairs.
• The party encounters three more facsimiles in the hallway pretending
to be inanimate furniture. They remain motionless until the party
moves past them and attempt to make a surprise attack from behind.
• As the party enters the upstairs bedroom, two facsimiles try to pull

260
Raz from atop a dresser while two hidden facsimiles attempt to sneak
up on the party.
• The party rescues Raz and helps him evacuate his home. Raz tells the
party that the creatures fed him and took good care of him, although
they would not allow him to leave the house or be left alone.
• Raz is neither upset nor angry, just tired. He has grown accustomed to
Splink's eccentricities and will gladly follow the party back to further
evaluate Splink's mental state.
• Parable and Paradigm are relieved when the party returns with Raz
and will offer them Splink's marvelous lost marbles. Splink had
misplaced the marbles a while ago, but in his recent state, the tavern
owners didn't want to equip him with more implements of chaos.
• The party can either keep the marbles or return them to Splink.
Splink offers to let the party have them under the auspices of "finders
keepers," although if the party insists he takes them back, he will give
each member 75 gp.

MARVELOUS MARBLES

D6 EFFECT

1 Bubbly Marble. Retrieving this bulbous green marble from the


bag causes you to giggle uncontrollably for 1 minute. You can still
take action, cast spells, and make yourself understood.

2 Misty Marble. This glassy marble swirls with mist within, and
when thrown, casts the spell fog cloud.

3 Bouncy Marble. Squishy to the touch. Make a ranged weapon at-


tack with proficiency. If the target is hit, they are launched 30 feet
into the air, taking 3d6 damage when they land and are knocked
prone. Targeting a willing creature hits automatically.

4 Spooky Marble. A high-pitched whine emits from this marble


when you hold it in your hand. When thrown, the marble issues a
banshee-like scream centered on a location that lasts for 1 round.
This is not loud enough to cause damage or trigger a concentra-
tion check.

5 Sparkly Marble. This marble brilliantly twinkles when removed


from the bag. When thrown, it creates a bright flash of light and
deals 3d4 + 4 force damage to its target, and all creatures within
30 feet must make a DC 13 Constitution saving throw. All crea-
tures who fail are blinded for 3 (1d4 + 1) rounds. It never misses.

6 Buzzing Marble. When removed from the bag, this marble


vibrates violently, emitting a high-pitched buzzing sound and will
bump, knock, and distract a chosen target. The target must make
a DC 10 Wisdom saving throw or make all weapon attacks and
skill checks with disadvantage for the next 3 rounds.

APPENDIX D: SIDE QUESTS 261


Initiation
G U E S TA ( W AY F A R I N G )

Guesta, proprietor of Papa Gigi's Blue Bakery and lieutenant for the crimi-
nal organization known as Eight Arms, will only do business with someone Eight Arms Insignia (rank 1)
he trusts. His trust, however, can be earned. Len Grecon, captain of the Wondrous item, uncommon (requires
Starless Fair, a rival to Eight Arms, keeps a very special hat in his personal attunement by a non-good creature)
quarters, and Guesta wants that hat. He says it's made from black crushed
velvet and sports an oversized iridescent feather. If the characters manage This simply decorated insignia enti-
to retrieve it, Guesta will do business with them. tles you to the benefits afforded to
your rank within the Eight Arms or-
• The party heads dockside and must find a way to get to the Starless ganization. In addition, once per day,
Fair. Azalea will ferry the party across if they know the family's words. you may make a Dexterity (Sleight of
They may swim across (DC 12 Strength (Athletics) check) or use any Hand) check with advantage.
methods at their disposal.
• Once aboard, the party will have to locate Len Grecon's personal
quarters (DC 13 Intelligence (Investigation) check) or follow him
when he goes there (DC 13 Dexterity (Stealth) check).
• Once the coast is clear, the party will have to break into the door (DC
12 Dexterity (Sleight of Hand) check) or break the door down (DC
10 Strength check).
• Len maintains an austere lifestyle and has a room to match. His only
extravagance is the carved oak armoire, where he keeps his trademark
suits. The armoire is trapped (DC 13 Wisdom (Perception) check to
notice, DC 12 Dexterity (Sleight of Hand) check to disable the trap, 7
(2d6) fire damage, and a blaring alarm if set off). Inside, the prized
hat awaits.
• If the trap was disabled and the hat can be hidden, the party can
take the dinghy back to the docks. If the alarm goes go off, they can
try to find an unattended lifeboat (DC 13 Intelligence (Investigation)
check), or they can swim back to shore (DC 12 Strength (Athletics)
check). If they want to keep the hat dry during the process, they must
succeed on a DC 10 Dexterity check.
• Upon returning, if the hat is dry, Guesta will take it, place it on his
head, and look very satisfied with himself. If it is wet, he will accept it
with a disappointed look on his face. Either way, the party members
are now allies with Eight Arms, can access their shops, and may later
be called upon for further adventures. If the hat is returned dry, each
party member will also receive an Eight Arms Insignia (rank 1).

262
Index

A dark muune potions 84


Deathleaf Poison 159
Aegis of the Watcher 39 deme circlewind 174
Aellin 82 Detect Aether 161
aether 12, 181, 211 Devva Magdro 66
Aether Echo 136, 222 Dierah 251
Aether-Infused Chrysal Cake 82 Doravar Redbraid 253
Alderman Abel 249 Drenche (Potion of the Shadows) 85
Allianders 41, 241
Alybow 57 E
An Exhaustive Account of Infinity 57
Eden Guards 140, 223
arlo featherlin 61
Eight Arms 12, 81, 174, 262
Ashifindi the Bloodletter 159
Ekvas 172, 224
Audowhenda 95
Emanchi Drift 64, 170
Aundi Chronicle 97
Emerals (Potion of the Dreamers) 85
Aylia Bree 142
Endia Smithness 37
azalea grecon 76
Eri Heken 81
B Erikkin Cane 55
Essi Muune 84
baden 81 Eswindas 75
Bag of Floral Delights 137 Eveas 169
Be'ehfaych 152
Blowgun of Brutal Efficacy 154 F
Bluefin 50
Fa'an Dri 239
Bluefin Tavern 46
fact or folk 56
Blushing Dragon (Potion of Laughter) 62
Faequin 141, 224
bogsy pearls 50
Fano 18
Braided Hair Beads 211
Fawn Lee 26, 209
Broken Top Bay 108
Fevered Asp Poison 154
Broken Top Mountains 18
Fishgut Poultice 104
C fishing 100
Fleshsaw 188
Captain Redfall 51, 217 Flippin’ Wickie’s Beauty Parlor 37
Cauterblade 103 Flybane Goblin 225, 258
Celestio (Potion of the Siren's Voice) 85 Fog of Suffocation 29
Ceriad Keep 148 forgemaster ines 83
chameleon lobster 101 Foxin Ara 10
charm Ringer 168 Frankie the Mop 73, 175
Chrysalea 196 Friendly Facsimile 225
Chrysaleans 41 Fringe of Orrien 91
Chrysal Lake 18 Fuzzhorde 175, 226
Circlewinds 174
Coat of Mechwood 78 G
Cord of Incapacitation 139
Gargatua 101
Corrupted Elementron 156, 222
Gelden 58
Council of the Nine 193, 223
Gem Bugs 173
crested owlbass 100
Gilgazo 41, 142, 211
Crooked Fingers 111
Girdle of the Infiltrator 215
D Glass Moondome 180
Glove of the Puppetmaster 141
Dalnus Magdro 27, 66 Glowcannon 102
Gold Bops 179 Merqua Glowblade 123
Gold Row 59 Merqua Glow Tower 91
Guesta 80 Merqua Ragecat 26, 227
Gwyther family 57 Merqua-tainted Gull 114, 228
Merqua-tainted Seaweed 113, 228
H merquatica piscea 101
haithe 152 Merquin's Cabaret 174
Hammond Mai 170 Mescillian 102
Henda 239 Meyfyre Hetheria 26, 215
Hendan gold-toothed piranha 101 Mina's Dancers 176
Hexin (Potion of Sentience) 85 Mindwa of Reneth 180
Hungerbane 129 miniature toothed copperfish 101
Mnomen 57
I Mount Teseterra 18
Moxi VII 99
Iceshard Elemental 177, 226
Mudraker's Spell Empire 82
Indaracia 10

J N
Norlen 255
jintana Keller 80
notchi con 168
jintana’s Provisions 80
Novarian 192, 239
Jonny Brownbeard 73, 178
Novarian Neural Network 78, 145
Judon Nexi 177

K O
Olive the Woodworker 78
Kanarok's Championship Ring 173
Ombi 83
Kanorak 172
Onu Frandelli 175
Katsie 142
Onyx Obelisk 130
Kenderson Mardo 171
Order of Escha 12, 239
Kensington locks 142
Order of Indos 12, 240
Kin Scrap 63, 170, 259
Order of Spira 12, 240
Kint 27
ore 176
kon sweet 173
orogen 64
L Orrien 189
Osia Phon 181, 221
Lakano 177
Osia Phon Shadowling 228
lakeport docks 28
Oudrey 27
Lake Sprite 18, 20
len grecon 76 P
Lieutenant Myano 144, 219
Papa Gigi's Blue Bakery 81, 129, 242
M Parable 50
Paradigm 50
Madam Empra 18, 83
Passter Borgeman 174
Madam Empra's Forge 13, 73, 83
Pay Up 179
mad cast 168
Pinchy 55
Maggie and the Bandits 51
Pinchy's Old Mug 258
Maggie Moon 31, 51, 227
Poli 57
Manual of the Whispering Weeds 157
Poob 83
marripie Diamond 170
Porridge bowl theater 179
Maytria 124, 213
Potion of Spider Climbing 129
Maytria’s Carapace 129
Potion of the Raging Bear 259
mechwood 78
Priven the Riveter 64, 170
Melle Feres 175
Purpleback Cave Viper 137, 229
Merchant's Consortium of Escha 13, 72
Purple Parody (Potion of Ethereal Mimic) 61
merqua 18

264
R translucent glowdevil 101
Treatise on the Consequence of Chance 172
Redroc 10 Tripp 5643-yr 55
Render's Guild 171 Tweedy Pickles 172, 173
Ring of Kinetic Isolation 155
Ring of the Bat 137 V
Ring of the Skellin 122
Verminswarm 158, 234
Rip featherlin 61
Verny Miss Bow and Arrow 36
Robe of the Ascendant 187
Verny Miss Fellows 36
Rod of Serpendipity 157
Vervillia 160, 234
S Vined Nightmare 235

Salty Rose Apothecary 37 W


scimo reds 77
Wakenring 59, 173
scimo's fence & pawn 77
Waterleaf Book Shoppe 34, 38
sea hag 56
Whindon 11
Sera Zin Volia 176
whistling charscale 101
Siggy the Wog 176
Wickie Crestfall 37
Singshell 260
Wildbriar Necklace and Key 211
Sips 83
Wix 97
Skeletal Merqua Abomination 122, 229
Skellin shoot 54 Y
Skylight Jazz (Potion of Rhythm) 61
Yaphi 257
Skyward 177
yisha 97
Sparkflour 158
Yogsa 73, 172
Spiran Barfly 178, 230
Spiran Berserker 74, 230 Z
Spiran Inquisitor 39, 231
Spiran Lackey 188, 231 zan redado 141
Spiran Major 188, 231 Zardi Offenfree 178
Spiran Templar 39, 232 Zooboy 83
splink 61
Splink's Marvelous Marbles 260
Sqim Engills 177
Starless Fair 12, 18, 73, 76
steakfish 101
straw cobblers 171
sune liza 97
Swarm of Flashroaches 155, 232
Swarm of Merqua Spiders 123, 137, 139, 233

T
Tetha 36
The Aundi Chronicle 156
The Bells of Lament 38, 236
the Brazen 142
The Dimlight 91, 151
The lost lantern 178
The Reverie Fantastica 129
The Slog 170
The Twenty Seven 38, 239
thorned eeliathan 101
Tiko Tangle (Potion of Tiko) 62
Tomla 11
Tortured Crow 181, 233

INDEX 265
License identify itself or its products or the associated products contributed to
the Open Game License by the Contributor (g) "Use", "Used" or "Using"
means to use, Distribute, copy, edit, format, modify, translate and oth-
This book is published under the Open Game License (“OGL”) Version erwise create Derivative Material of Open Game Content. (h) "You" or
1.0a by permission of Wizards of the Coast, LLC. The Open Game "Your" means the licensee in terms of this agreement.
Content appearing in this book is derived from the System Reference 2. The License: This License applies to any Open Game Content that
Document 5.1 (“SRD5”), copyright 2016 Wizards of the Coast, LLC. All contains a notice indicating that the Open Game Content may only be
contents, excluding the OGL and Open Game Content, is property of Used under and in terms of this License. You must affix such a notice
and copyright 2021 Arboreal, LLC. All Rights Reserved. to any Open Game Content that you Use. No terms may be added to or
subtracted from this License except as described by the License itself.
No other terms or conditions may be applied to any Open Game Con-
DESIGNATION OF OPEN GAME CONTENT
tent distributed using this License.
The following items are hereby designated as Open Game Content as
3. Offer and Acceptance: By Using the Open Game Content You indi-
defined in the Open Game License version 1.0a, Section 1(d):
cate Your acceptance of the terms of this License.
4. Grant and Consideration: In consideration for agreeing to use this
Charm Ringer, Kin Scrap, Mad Cast, Notchi Con, Sea Hag, Skellin
License, the Contributors grant You a perpetual, worldwide, royalty-­
Shoot. No other portion of this work may be reproduced in any form
free, non-­exclusive license with the exact terms of this License to Use,
without permission.
the Open Game Content.
5. Representation of Authority to Contribute: If You are contributing
DESIGNATION OF PRODUCT IDENTITY original material as Open Game Content, You represent that Your Con-
The following items are hereby identified as Product Identity, as defined tributions are Your original creation and/or You have sufficient rights
in the Open Game License version 1.0a, Section 1(e), and not Open to grant the rights conveyed by this License.
Game Content: 6. Notice of License Copyright: You must update the COPYRIGHT
NOTICE portion of this License to include the exact text of the COPY-
Aether, Aether Echo, Aetherra, Alliander, Aundi Chronicle, BerryBraun RIGHT NOTICE of any Open Game Content You are copying, modifying
Lane, Bluefin Tavern, Bogsy Pearls, Broken Top Bay, Captain Gattlish or distributing, and You must add the title, the copyright date, and the
Redfall, Ceriad Keep, Chrysal Lake, Corillian Crestflames, Council of copyright holder's name to the COPYRIGHT NOTICE of any original
Nine, Dalnus Magdro, Ekvas, Eswindas, Eternal Eden, Faequin, Fano, Open Game Content you Distribute.
Fawn Lee, Fringe of Orrien, Fuzzhorde, Gilgazo, Glass Moondome, 7. Use of Product Identity: You agree not to Use any Product Identi-
Glove of the Puppetmaster, Henda, Kingdom of Mescillian, Lake Sprite, ty, including as an indication as to compatibility, except as expressly
Library of Indos, Lillius, Lore of Aetherra, Madam Empra, Maggie licensed in another, independent Agreement with the owner of each
Moon, Maytria, Mechwood, Merqua, Merqua Glow Tower, Meyfyre Het- element of that Product Identity. You agree not to indicate compati-
heria, Moxi VII, Nova Stone, Novarian Neural Network, Order of Escha, bility or co-adaptability with any Trademark or Registered Trademark
Order of Indos, Order of Spira, Osia Phon, Reverie Fantastica, Splink, in conjunction with a work containing Open Game Content except as
Starless Fair, Stash Fairy, Taos, The Bells of Lament, The Dimlight, expressly licensed in another, independent Agreement with the owner
The Twenty Seven, Vervillia, Wakenring, Waterleaf Book Shoppe, all of such Trademark or Registered Trademark. The use of any Product
Trademarks, Registered Trademarks, proper names (characters, place Identity in Open Game Content does not constitute a challenge to the
names, monsters, organizations, etc.), dialogue, plots, story elements, ownership of that Product Identity. The owner of any Product Identity
locations, characters, artwork, graphics, sidebars, and trade dress. (Ele- used in Open Game Content shall retain all rights, title and interest in
ments that have been previously designated as Open Game Content are and to that Product Identity.
not included in this declaration.) 8. Identification: If you distribute Open Game Content You must clearly
indicate which portions of the work that you are distributing are Open
OPEN GAME LICENSE Version 1.0a Game Content.
The following text is the property of Wizards of the Coast, Inc. and is 9. Updating the License: Wizards or its designated Agents may publish
Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Re- updated versions of this License. You may use any authorized version
served. of this License to copy, modify and distribute any Open Game Content
1. Definitions: (a) "Contributors" means the copyright and/or trade- originally distributed under any version of this License.
mark owners who have contributed Open Game Content; (b) "Deriv- 10. Copy of this License: You MUST include a copy of this License with
ative Material" means copyrighted material including derivative works every copy of the Open Game Content You Distribute.
and translations (including into other computer languages), potation, 11. Use of Contributor Credits: You may not market or advertise the
modification, correction, addition, extension, upgrade, improvement, Open Game Content using the name of any Contributor unless You
compilation, abridgment or other form in which an existing work may have written permission from the Contributor to do so.
be recast, transformed or adapted; (c) "Distribute" means to reproduce, 12. Inability to Comply: If it is impossible for You to comply with any of
license, rent, lease, sell, broadcast, publicly display, transmit or other- the terms of this License with respect to some or all of the Open Game
wise distribute; (d) "Open Game Content" means the game mechanic Content due to statute, judicial order, or governmental regulation then
and includes the methods, procedures, processes and routines to the You may not Use any Open Game Material so affected.
extent such content does not embody the Product Identity and is an 13. Termination: This License will terminate automatically if You fail
enhancement over the prior art and any additional content clearly to comply with all terms herein and fail to cure such breach within 30
identified as Open Game Content by the Contributor, and means any days of becoming aware of the breach. All sublicenses shall survive the
work covered by this License, including translations and derivative termination of this License.
works under copyright law, but specifically excludes Product Identity. 14. Reformation: If any provision of this License is held to be unen-
(e) "Product Identity" means product and product line names, logos forceable, such provision shall be reformed only to the extent necessary
and identifying marks including trade dress; artifacts; creatures char- to make it enforceable.
acters; stories, storylines, plots, thematic elements, dialogue, incidents, 15. COPYRIGHT NOTICE
language, artwork, symbols, designs, depictions, likenesses, formats,
poses, concepts, themes and graphic, photographic and other visual or Open Game License v 1.0a Copyright 2000, Wizards of the Coast, LLC.
audio representations; names and descriptions of characters, spells, en-
chantments, personalities, teams, personas, likenesses and special abil- System Reference Document 5.1 Copyright 2016, Wizards of the Coast,
ities; places, locations, environments, creatures, equipment, magical or Inc.; Authors Mike Mearls, Jeremy Crawford, Chris Perkins, Rodney
supernatural abilities or effects, logos, symbols, or graphic designs; and Thompson, Peter Lee, James Wyatt, Robert J. Schwalb, Bruce R. Cord-
any other trademark or registered trademark clearly identified as Prod- ell, Chris Sims, and Steve Townshend, based on original material by E.
uct identity by the owner of the Product Identity, and which specifically Gary Gygax and Dave Arneson.
excludes the Open Game Content; (f) "Trademark" means the logos,
names, mark, sign, motto, designs that are used by a Contributor to Lore of Aetherra: The Lost Druid Copyright 2021, Arboreal, LLC.

266

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