Banners of Breland
Banners of Breland
Banners of Breland
Table of Contents......................................................... 2
Designer: Peter Lapp
Introduction ................................................................. 2
Adventure at a Glance ......................................................... 3 Editor: Lydia Hodgins
Adventure Music .................................................................. 3 Art Director: Lydia Hodgins
Maps ....................................................................................... 3 Graphic Designer: Lydia Hodgins
Adventure Summary ........................................................... 3 Template: Simple Microsoft Word Template by
Setting .................................................................................... 3 Laura Hirsbrunner
Background ........................................................................... 3 Cover Illustrator: Jack Holliday
Part One: Mission to the Mournland ......................... 5 Interior Illustrators: Jack Holliday, Corey
First Contact ......................................................................... 5 Johnston, Rick Hershey, Dean Spencer,
Into the Mournland ............................................................ 6 Robert Hemminger, Dungeon Scribe, Paper
Agents of the Lord of Blades ............................................ 6 Mage. All other art either part of the public
Bulwark, the Living Mage Armor .................................... 6 domain, the DMsGuild Creator Content
Cyran Survivors .................................................................. 6
library, or created by Peter Lapp and Ferret
Kythri Manifest Zone......................................................... 6
Mirror Travelers .................................................................. 7 Foundry.
Rail of the Damned .............................................................. 7 Special Thanks: To Lydia Hodgins for putting
Reverse Storm ...................................................................... 7 up with late nights and my own incessant
Valley of Needles.................................................................. 7 crankiness.
Part Two: The Battlefield ............................................ 8
A. The Brelish Trenches .................................................... 8
D. Widow’s Hill .................................................................. 10
F. The Rail Line ...................................................................11
G. Karrnathi trenches ........................................................11
Finishing the Job ................................................................11
Part Three: Leaving the Battlefield ........................... 12
The Mournland Fights Back ............................................ 12
Elliott’s Fate ....................................................................... 12
Conclusion .......................................................................... 13
The Banners ........................................................................ 13
Elliott’s Tags ...................................................................... 13
Further Adventures ........................................................... 14
Appendix A: Supernatural Region - Time Distorted
Battelfield .................................................................... 15
Appendix B: Bestiary ..................................................18
Appendix C: Magic Items ........................................... 31
Appendix D: The Six Platoons .................................. 35
29th Aerial Division – “The Sky Horns” .......................35
17th Arcane Division – “The Bloody 17” .......................35
64th Cavalry Division – “Thunderhead Division” .....35
33rd Infantry Division – “The 3 and 3” .........................35
82nd Infantry Division – “The Young Pups” ...............35
112th Infantry Division – “Khyber’s Finest” ...............35
Contributors............................................................... 36
Publisher’s Choice Quality Stock Art © Rick Hershey / Fat Goblin Games
Some artwork copyrighted by Avalon Games, used with permission
Some content reproduced from Tome of Beasts, © Kobold Games 2016. Reproduced here as Open Game Content as defined under the Open Game License (OGL)
1.0a, Section 1(d)
DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon ampersand, Ra vnica and all other Wizards of the Coast
product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries.
This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the Community Content
Agreement for Dungeon Masters Guild.
All other original material in this work is copyright 2021 by Peter Lapp and published under the Community Content Agreement for Dungeon Masters Guild.
INTRODUCTION strange challenges that arise during their
expedition, the players successfully collect all 6
banners, only to have the battlefield itself rise up to
try and stop them. The players, upon returning with
ADVENTURE AT A GLANCE the banners, are then faced with the choice of what
to do with the great weight of responsibility thrust
• Level 8 [Tier 2] upon them by the job.
• 4-6 hours
• Focused on search a specific Mournland
battlefield. Exploration and combat SETTING
make up the bulk of this adventure, with Nearly all of the adventure takes place directly on
a handful of moments included the battlefield where the soldiers fell on the Day of
throughout for role-playing. Mourning. The battlefield is located on the
• The purpose of this adventure is to give Southern tip of the Glowing Chasm, West of Metrol.
players a taste of the dangers of the The Mournland is a strange, dangerous place,
Mournland, while providing hooks for seemingly haunted by the century of war that
further adventures relating to the preceded the Mourning.
politics of Breland, the mysteries of the
Glowing Chasm, or the relics of the BACKGROUND
Mournland. The Day of Mourning was the horrendous final
battle that ended the Last War, a conflict so terrible
ADVENTURE MUSIC it was agreed that it must be the final war between
nations. During this battle fighting was so intense it
Click here to re-download the music designed to
accompany this adventure. opened up a rift in the land itself which came to be
called the Glowing Chasm. The nature of the chasm
was so strange it was not even known whether
MAPS creatures could get near it safely, leaving the
Click here to re-download the battlefield map. Mournland much abandoned for a great while.
Recently, an Aundairian expedition bravely set out
ADVENTURE SUMMARY into the Mournland, getting near the Glowing
The players begin on the edge of the Mournland, Chasm and returning seemingly unharmed. This
and are soon contacted by a person who needs their space in the Mournland is the current resting place
help. This is either a representative of the Brelish of the 6 Brelish Divisions that died in the fighting,
Crown or an anti-monarchist Chartist depending along with their leaders and banners.
on the feelings of the party. They are tasked with On the home front tensions are building. A faction
retrieving the banners of 6 fallen Brelish platoons has begun to call for the dismantling of the Brelish
who were killed during The Mourning. The Crown Government to be replaced with a
Mourning ripped open a weird chasm which altered democracy and calls themselves the Chartists. The
the surrounding area, and has just recently been movement has begun to take serious hold in
deemed safe to go near. After overcoming the Eastern Breland, spearheaded by a woman named
Amber d’Lyrandar. This has caused the monarchist
government to look for a way to boost patriotism
and crush these new ideas without the need for
violence. Both the Monarchy and the Chartists want
the six banners resting in the Mournland. The
Monarchists want them as a reminder that the war
was fought to uphold Brelish values, the Chartists
want them as a symbol of the suffering caused by
the current form of Government. Upon this setting
the adventure plays out.
PART ONE: MISSION TO THE Droaam and Thrane to attack Breland and destroy
the freedoms the country has created. Either that,
REVERSE STORM
A thunderstorm begins to form where the players
are, but with the rain falling upward from the
ground and into the sky. After a moment, lightning
bolts begin shooting upward from the ground, as
well. Each round that they remain in the storm,
there’s a 50% chance a random player is hit by
lightning: DC 14 Dexterity saving throw, 17 (5d6)
lightning damage on a failed save, half damage on
success. The players need to find cover from the
storm to protect them. However, instead of needing
to be under something, they need to climb on top of
something to block the rain.
VALLEY OF NEEDLES
A glade of grass that looks fairly normal (and even
healthy) from a distance but a DC 12 Survival check
reveals that the blades are as hard and sharp as
glass skewers and they angle themselves toward
body heat.
PART TWO: THE BATTLEFIELD
Once the players have arrived at the battlefield, Depending on where the players entered the
read the following: Mournland from, they are likely to arrive on the
battlefield starting at either the western trenches
(Area A) or the eastern trenches (Area G).
The entire area near the Glowing Chasm is a
time-displacement zone, including the entire
battlefield. See “Appendix A: Time Displacement
Zone” for the possible effects this can have
throughout the adventure.
C. THE BRIDGE
As the players approach the train lines to collect the FINISHING THE JOB
banner, the dead of the Mournland rise up to meet When all 6 banners are successfully collected, the
them. Two soldiers, two Brelish and two Karnaathi, players may attempt the leave the battlefield with
rise up as undead, mist leaking out of their mouths them. When they do, move on to Part Three:
and eyes. These are Mournland Forsaken. One of the Leaving the Battlefield
Brelish forsaken has Robine’s scabbard, granting it
+1 to attacks and damage with its sword, as well as
the effect of the bless spell for 2 minutes after it first
draws its sword from the scabbard.
Throughout the battle, time displaces and reverts
to previous periods, causing a lightning rail to
appear barreling along the tracks. It appears in a
flash, moving at breakneck speed, and disappears
even faster. The train can hit whoever is on the lines
as it passes and those immediately next to the line
(5 ft nearby). Any creatures on the tracks make a DC
16 Dexterity saving throw, taking 5d6 force damage
and being knocked prone on a failure. On a success,
they take half damage and remain standing.
PART THREE: LEAVING THE The Mournland Elemental seeks to stop the
players from taking the banners. They are too
ELLIOTT’S FATE
As the arcane magic explodes outwards,
lifting the strange hold on the land, a
terrible scream erupts from the Brelish
trenches. The voice of a single man, a man
trapped here for too long, being torn into
by the unjust magic. Jumping down into the pit
you can see Elliott writhing in the mud,
innumerable wounds racing each other across
his face and body. Every injury he obtained
while wandering this broken land happening
all over again as the Mournland’s time field
collapses on itself.
Action DC Description
20 The character gains a better understanding of the nature of the strange magic, and
Arcana
better predict the patterns that it follows in wounding Elliott, thus making
preventing them easier.
Deception or 15 The player soothes Elliott, either by telling him the wounds aren’t very serious or
Persuasion encouraging him to hang in there. In doing so, his heart rate lowers and he staves off
shock for a moment longer.
History 15 The player has excellent knowledge of battlefield wounds and dressings, which
allows them to recognize and apply healing quicker. Anyone with a military
background has advantage on this check.
Medicine 10 + 5/ This character understands the way of healing and is able to keep pace with the
previous failure wounds as they open, hands moving at lightning speed with a lifetime of experience.
in the skill
challenge
Survival 20 This character understands the supplies necessary to maintain life, and can salvage
most of what they need to help Elliott from the many items littered about the
trenches
Healing Magic - Any healing spells spent on behalf of saving Elliot automatically succeed toward
this skill challenge at the rate of one success per level of the spell.
23-28
The battlefield fills with the loud roar of battle,
even if none can be seen. For the next 10
minutes, any creature attempting to cast a spell
or maintain a concentration spell must succeed
on a DC 10 Concentration check.
T IME D ISTORTED B ATTLEFIELD — C ONTINUED …
d100 Result d100 Result
A Staff of Swarming Insects (DMG pg, 203) 54-59 The battlefield reverts to its state before the
29-32
spears on the ground. It has 10 charges. It war: a peaceful apple orchard near an old rail
shunted forward in time from the war. Players station. A vibrant sunset filters through the
can use the staff without needing to attune to orchard leaves and a trio of children (siblings)
it. After 1 hour, the staff returns to its proper play hide and seek between the trees. If they
place in time. spot the players, they are confused, slightly
scared, and have many questions. After 1
minute, the battlefield returns to normal.
A wyvern and its rider fall from the sky. 60-63 A Warforged Titan (RftLW pg. 315). Its
33-38
Declare a 5 foot radius area. Any creatures in weapons are heavily damaged and only
that area have 1 round to leave it before the attacks with a +4. It attacks any creatures
pair land on the ground. Any creature caught wearing the colors or insignias of Breland, as
in the area when they land must make a DC well as any creatures that attack it. It
13 Dexterity saving throw or take 21 (6d6) disappears after 3 rounds.
damage, taking half on success.
For the next 10 minutes, healing spells are less 64-68 Every creature rolls a d20 with the following
39-41
effective. Whenever a creature casts a spell results.
for healing, subtract 1d4 from the result. 1-5: Starting in the next round, the creature acts
at an initiative count 10 less than before.
6-15: Nothing happens.
16-20: Starting the next round, the creature
acts at an initiative count 10 higher than before.
1d6 random creatures are affected by either 69-73 A random creature must make a DC 17
42-47
the haste spell (if the amount of creatures Constitution save or be aged forward (if the
affected is even) or the slow spell (if the d100 result was even) of backward (if the d100
amount of creatures is odd. This effect lasts for result was odd) by 2d6 years. They gradually
1 minute. return to their proper age at a rate of 1
year/round. Until they return to normal, they
have a penalty to attack rolls and saving
throws equal to the amount of years off from
their proper age they are.
A random character shunts forward in time. 74-79 A character sees 3 rounds into potential
48-53
Remove them from the place they are in. Each futures. Every creature (including those run by
round, the player can roll 1d20. On an even the DM) secretly writes down what they want
roll, they return to where they were. On an they want to do over the next 3 rounds and
odd roll, they do not. At the end of 1 minute (10 passes it to the player. The player can do with
rounds), they automatically return. To the that information what they wish.
character, it will feel instantaneous, as if
everything else suddenly moved forward in
time. If there is an obstruction in the same
space when the character returns, both it and
the character take 5 (1d10) damage and the
character returns to the nearest unoccupied
space.
T IME D ISTORTED B ATTLEFIELD — C ONTINUED …
d100 Result
6 Roll Twice
APPENDIX C: MAGIC ITEMS
APPENDIX D: THE SIX
PLATOONS
29TH AERIAL DIVISION – “THE 33RD INFANTRY DIVISION –
SKY HORNS” “THE 3 AND 3”
“3 go up 3 come down”
Cocky and fond of risks, the
was the motto of the jolly
29th earned their Horns in the
and optimistic 33rd
defense of Breland during the
division. Unendingly
early stages of the war.
positive in the face of the
Experienced and decisive, the
trenches, you’d always
29th stayed on the forefront of
want a soldier of the 33rd
warfare tactics with the
beside you cracking jokes
guidance of Air Chief
at the drop of a hat (or fireball). The 33 rd left no
Marshall Douglas.
enemy unfinished and no man behind.