Tides of Destiny DTL Adventure 5e Final 1.2
Tides of Destiny DTL Adventure 5e Final 1.2
Tides of Destiny DTL Adventure 5e Final 1.2
TIDES OF DESTINY
A D r a g o n T r a p p e r s L o d g e
A d v e n t u r e
3
Table Of Contents
Tides of Destiny
Credits 3
Contents 4
Preface 5
The Dragon Trappers Lodge 6
Welcome to Okinja 7
Adventure Introduction 8
Chapter 1 9
Running Chapter 1 10
Map A 12
Map B 14
Chapter 2 15
Running Chapter 2 16
Map C 18
Chapter 3 19
Running Chapter 3 20
Map D 21
Delving Deeper 22
Elemental Conflict 23
Darkness from Beyond 23
Appendix A: Archivum Draconis 24
Cr 2 - Terra Cota Soldier 25
Cr 4 - Fong-Hai Watchers 26
Cr 6 - Wind Spirit 27
Cr 8 - Jetsun, the Cleanser 28
Cr 8 - Kofu, the Vengeful 29
Cr 8 - Kutsu, the Spiteful 30
Cr 8 - Quen Shi, the River Witch 31
Cr 10 - Fong Hai 33
Cr 12 - Yukiro 35
Cr 20 - Kahnu 37
Appendix B: Adveture Resources 39
Artifact - Mark of the Elements 40
4
Preface
elcome to The Dragon Trappers Lodge
W
adventure setting, set in our own fictional,
high fantasy world, where players will take
on the most dangerous and deadly contracts
in exchange of riches and rewards beyond
your wildest dreams. Meet the many Lodges
throughout the world! These legendary
gathering places are meant for brave adventurers who
face the world’s deadliest creatures, where members
seek eternal glory and a chance to prove their worth
among the greatest warriors.
Running the Adventure
This adventure has been designed to be quickly
prepared, with length time of one long session of around
4-6 hours. But if you’d like to delve further into this
story, look at our Delving Deeper section and Appx A.
Archivum Draconis, a guide to our Monsters and NPCs.
In these section, you may find inspiration to extend the
experience provided in this module.
Difficulty. This adventure has been designed for party
sizes of 4 to 5 players of levels 8-10. Players on level 8
will have a much more challenging time in this
adventure, while players at level 9 will have a moderate
challenge, and level 10 players will have a more
lighthearted experience. You can also always adjust
monster health and damage if the encounters are too
hard or easy for your particular party. Prior to starting
the adventure, determine with your players what kind of
experience they are expecting from this adventure.
Narrative Scripts. Some passages are meant to be read
aloud or paraphrased to build an atmosphere or reveal
key information to the adventuring party.
Narrative Scripts are written in this format.
5
The Dragon Trappers Lodge
ello, Trappers! And welcome to The Dragon
H
Trappers & Lorekeepers
Trappers Lodge fantastical world of
perilous adventures. These lands of As a Trapper of the Lodge, you will have access to many
mystical creatures, unsolved mysteries, resources, including powerful weapons and potions, as
strange locations, and forgotten sites are well as the support of your fellow Trappers, who can
filled with countless treasures and long-lost offer valuable advice and assistance in your adventures.
magical artifacts, begging to be explored However, regardless of their aid, you must always be
and discovered by fine adventurers like you. For the vigilant, as the creatures you face will be dangerous and
sake of brevity, let’s just say that, above all else, we have unpredictable.
a keen fascination with getting up close and studying During your travels, you’ll come across various
the amazing – and sometimes unpredictable – creatures monstrosities and foul abominations, many of which are
that roam this vast world, which is why we brought you not your ordinary beasts. Dragons, griffins, and
to one of our Lodges as the new Trapper! Good luck out powerful fiends will test your limits and push you to the
there, and be sure not to lose a finger… or two. brink of your abilities. Your adventures will take you to
strange and fascinating locations, from the depths of
The Lodge ancient ruins to the enchanted forests that teem with
magical creatures. With each assignment, you’ll gain
The Dragon Trappers Lodge is a legendary organization new knowledge and treasures that will aid you on your
of adventurers known for their bravery and expertise in future journeys.
dealing with dangerous creatures, particularly dragons, Archivum Draconis
and daring quests. The members of the Lodge, called Within this vast library is contained the accumulated
Trappers, take on dangerous contracts in exchange for knowledge of all beasts, monsters, and fiends that the
vast riches and eye tearing rewards. The Lodge has a Lodge’s members have faced over its long and storied
deep fascination with studying and understanding the history. Shelves upon shelves of ancient tomes and
world’s mystical creatures, while also exploring various scrolls hold detailed accounts of every encounter the
locations in search of treasures and magical artifacts. Lodge has had. Each volume is meticulously crafted by
There are many Lodges spread throughout the world, the Lorekeepers, with pages filled with hand-drawn
from the swamps of Letona to the ancient lands of illustrations, descriptions of creatures’ behavior,
Okinja, the rolling fields of Stoica to the vast deserts of
Alegis. Throughout the centuries, these Lodges have
abilities, and reports of battles fought against them. The
come into contact with many of the creatures from archive serves as a vital resource for current and future
which it takes its name, some of which have been members of the Lodge. Consult these archives to learn
deadly foes, while others have become trusted allies. A how to engage the creatures you’ll face, learn about
select few from among the encountered dragons who their habits and behavior, identify new species, and
have chosen to aid the Lodge in their efforts have track any changes in their habitat. As you discover new
chosen to affiliate themselves so closely with the group creatures, it’s your job as a Trapper to inform the
to the point that they are considered full-time members. Keepers so that they may document it in the Archivum
Some of these dragons are well-known and respected Draconis, ensuring that its contents are always up-to-
by Lodges’ members, while others have lived among date. The Lodge takes great pride in its vast library; you
people for so long in their humanoid forms that few, if are now part of it.
any, are aware that they are dragons at all. This So, what are you waiting for? The world of The
cooperation between dragons and humanoids alike has Dragon Trappers Lodge awaits you. Step forth and let
yielded incredible results and is one of the primary your adventure begin!
reasons the Lodge has survived and gained its
reputation to this day – even if it wasn’t always like this.
6
Welcome to Okinja
n the vast and mystical land of Okinja, where the
I
spring mountains reach for the heavens and Spirituality and the
stepped rice paddies blanket the landscape, a Void
foreign beauty unravels before your eyes. Bamboo But Okinja is more than just a material realm. It is
forests sway with an ancient grace, whispering intertwined with a parallel existence known as the spirit
secrets carried by the wind. It is a realm steeped world, a manifestation of the land’s history and
in tradition, where honor and magic dance in emotional scars. Here, the river that once flowed for
delicate harmony, and its people strive for perfection millennia in the material world still meanders through
and beauty in all they do. time, preserving the echoes of forgotten eras. Time itself
loses its grip, and those who venture into the spirit
Mystical Regions world may emerge to find weeks, years, or even decades
As you journey through Okinja, you will encounter its have vanished like fleeting moments.
diverse lands, each a tapestry of wonders and secrets: Yet, the spirit world is not a tranquil sanctuary. It
The Shendo Empire, a colossal superpower ruled by teems with spirits, both wondrous and unsettling,
an enigmatic Emperor. Its legions of loyal warriors casting an otherworldly glow upon the land. They are
stand ready to defend its borders, while bustling sky ethereal beings, their forms both familiar and alien,
ports and majestic sky whales adorn the open expanses. embodying the collective soul of Okinja. Among them,
The United Shogunates, a confederation of seven you may find creatures of grace and compassion,
island realms, where the sea reigns supreme. Amidst offering solace amidst the eerie unknown.
fishing villages, Samurai nobility guard their territories, But balance must be upheld, for where there is light,
their swords poised to defend against both external there is also darkness. The Void, a desolate expanse
threats and simmering rivalries. devoid of purpose and meaning, looms on the edge of
A land of serenity unfolds in the Seshihito Kingdoms. Okinja’s consciousness. Within its murky depths,
A symphony of grace and tranquility, ruled by twelve shadows dance with malevolence, lurking, waiting. It is
Spirit Folk bloodlines, who stand as the guardians of a realm where light retreats, and where time adheres to
both realm and spirit. Amidst these ethereal cities, life its normal flow, but space bends and distorts, ensnaring
thrives in harmony, and the boundary between the those who dare to venture without guidance.
material and spirit world blurs. The Voidkin nation stands as the guardian between
The Kanatsu Provinces, an enchanting realm where realms, shielding Okinja from the ravenous hunger of
magical forests conceal the cunning Kitsune. These the Void. They navigate its treacherous paths, ensuring
shape-shifting foxfolk have formed a nation, that evil remains contained within its boundaries. It is a
safeguarding their kind and the hengoyokai who dwell perilous task, for the uninitiated may lose themselves in
within. Age-old wisdom and the artistry of woodworking the twisted corridors, forever trapped in its web of
permeate their cities, hidden amidst the verdant foliage. distorted reality.
The Vanaran Holy Lands, where scattered villages
and cities find solace in their temple libraries. The Welcome, traveler, to Okinja. Let its
Vanarans, masters of knowledge and forgotten lore, beauty and mysteries envelope you, for
seek sanctuary within their sacred texts. Ignored in the within these lands, heroes are forged,
machinations of continental powers, they rely on the legends are born, and destiny awaits
protection of allies amidst treacherous jungles and those who dare to tread its hallowed
crumbling ruins. paths.
Within the bamboo forests of the Vyaaghr Dynasty,
the proud Vyaaghr Felis reign. An honor-driven society,
disciplined and strong, their cities rise with utilitarian
grace. Their artisans’ hands weave simplicity into the
fabric of their lives, while their renowned mercenary
armies stand as a testament to their martial prowess.
Lastly, the Dragonkin Nations beckon with an
enigmatic allure. Here, the dragons are revered, their
ancient presence shaping the culture and religion of this
realm. With their mastery over magic and their fierce
might, the Dragonkin hold a delicate balance within
their capital city of Wuhai, where the elements mingle
and high magistrates convene.
7
Adventure Introduction
midst the turbulent land of Okinja, a tale
A
Roleplaying In Okinja
of elemental power and treacherous
ambition unfolds. The winds of destiny howl In Okinja, immerse your players in a world deeply rooted in
culture. Embrace the idea of alternate names for classes,
across an isolated island, where an ancient such as Shinobi for Rogues and Sages for Druids, to capture
dragon, Kahnu, the Master of the Elements, the essence of the setting. Honor and respect are
calls upon a chosen party of adventurers to paramount, where even enemies should be treated with
aid him in a perilous quest. courtesy, as disrespect can have radical consequences.
Explore customs like bowing and rituals, infusing the game
with etiquette and formality. Encourage characters to engage
Adventure Summary in spiritual practices, such as meditation and shrine visits, to
deepen their connection to the world. Emphasize the
From Shizuka Isle‘s lofty mountain summit, Kahnu elegance, discipline, and philosophy of self-improvement in
watches powerless with wise and ancient eyes as chaos combat. Through these elements, transport your players into
engulfs the land, orchestrated by four dojo leaders who the captivating world of Okinja, where honor, tradition, and
have dared to steal the very essence of his elemental adventure await.
might.
As the party stands before the mighty dragon,
Kahnu’s voice rises and falls like the ebb and flow of a Adventure Hook
distant tide, painting a vivid portrait of the perilous The Dragon’s Abode, a select few from among the
quest that lies ahead. Quen Shi, the river witch, whose dragon kind who have chosen to aid the lodge in their
insidious machinations threaten to unravel the very efforts, has been requested to send aid to Kahnu in his
fabric of existence, has stolen a scroll containing time of need, and the party of Trappers has been sent to
forbidden knowledge of the element of water. With help. The Dojo leaders have stolen Kahnu’s scrolls of
utmost urgency, the party is tasked to end her reign of elemental mastery, causing chaos on a secluded island
terror. near the coast. The adventuring party departs to
Their journey will lead through a desolate fishing Shizuka Isle, making their way to Kahnu’s temple atop
village where their footsteps, past remnants of lives the mountain summit overwatching the island.
once lived, discovering fragments of a chilling puzzle, as
though a malevolent hand had swept away the faces of Further Options
the fallen, leaving behind a haunting void.
Driven by an unyielding determination, the party will If you are running this adventure as part of your own
follow the trail to a foreboding cave system, where the homebrew campaign and feel like the official adventure
damp air clings to their skin as they step into the abyss. hook does not fit your needs, consider one of the
Torchlight flickers on the uneven walls, casting eerie following options or use them as inspiration to make
shadows that dance in rhythm with the unknown. The your own. The underlying premise for the adventure can
ethereal glow of one-eyed fox spirits illuminates the be changed to serve your needs.
path, their haunting presence juxtaposed against the The Stolen Tide
grotesque visage of bloated undead horrors. Yet, in this The party receives a distress call from a remote coastal
labyrinthine underworld, another presence lurks. village that has fallen into a perpetual drought, its
Yukiro, a centuries-old spirit, slithers through the
darkness, an embodiment of dread in its relentless people suffering without water. Investigating the matter,
pursuit to reap the faces of both living and dead. The they uncover that Quen Shi, an infamous river witch,
party must tread cautiously in a delicate line between has stolen the forbidden elemental scroll of water from
stealth and confrontation, mindful of the looming threat Kahnu, leaving devastation in her wake. The party
that could seize them with unfathomable horror before embarks on a quest to retrieve the stolen scroll and
finally emerging from the treacherous depths of the restore balance to the land.
cave, and finding themselves ensnared within the The Sinking Island
ephemeral beauty of Quen Shi’s malevolence, as her The once-prosperous Shizuka Isle and its villages are
mastery over water weaves a tapestry of illusion and slowly sinking into the depths of the sea. Desperate
danger. In a symphony of elemental fury, the party pleas for help lead the party to discover that Quen Shi, a
clashes with her legion of undead minions and spectral malevolent river witch, has stolen the forbidden
companions. elemental scroll of water, using its power to unleash
devastating floods upon the island. As the clock ticks,
the party must find Quen Shi and retrieve the stolen
scroll before the island is completely submerged.
8
Starting the Adventure
Chapter 1: The Dragon’s Call
his chapter is roleplay-focused. The party
T
begins their adventure at the island’s Running Chapter 1
mountain top as they enter Kahnu’s temple. During this chapter, the party has the opportunity to
The means to which they got here are up to learn more about Quen Shi, and the four indivuals who
you to determine, based on what the party stole the forbidden scrolls. Kahnu will explain that the
were doing prior to this adventure. path the party will embrace is grim and dangerous, as
Here, the party engages in conversation they must track down Quen Shi, the wicked and
with Kahnu,the Master of the Elements, who reveals the malevolent river witch that has stolen the elemental
dire situation of Shizuka Isle. Four forbidden elemental scroll of water, and is causing havoc all over the island.
scrolls have been stolen by four indivuals, Kutsu, Jetsun, Roleplaying the Encounter
Kofu, and Quen Shi, plunging the island into turmoil.
Among the four, Quen Shi is causing the most The following sections are meant to give you some
immediate and threatening damage, as a dark entity details, tips, and tricks on how to roleplay this
lurks behind her path of destruction. Read the following interaction, as well as answer some of the possible
script to begin the adventure. questions the party may have about the Kahnu, the
island, and its individuals who stole the scrolls.
Arriving at the isle of Shizuka, step by step you
ascended the massive stone stairway that led up to the Kahnu, the Master of Elements
towering mountain in its center. The climb was Kahnu, the Master of the Elements, is a being of
arduous, but determination fueled your every step, and profound wisdom and immense power. Chosen by
finally, you reached the summit. As you caught your Tsujin Korokai, the dragon god and one of the first
breath, you were greeted by an awe-inspiring sight. Element Shapers of ancient times, he was entrusted
The view from the mountain summit was with the responsibility of becoming the Keeper of
breathtaking. Below you, the isle spread out like a Elements due to his noble and humble nature. His
patchwork of vibrant colors, with lush forests, sparkling journey to mastery was not one of arrogance or
rivers, and serene villages nestled among the landscape. dominance but rather a path of enlightenment and
The endless expanse of the shimmering sea stretched understanding. Yet, this path and honor bestowed upon
out to the horizon, its azure waters blending seamlessly him also came at the cost of a sacred and everlasting
with the clear sky above. vow of peace, thus, sundering him unable to pursue the
But your attention was quickly drawn to the elemental thieves.
magnificent structure that stands before you now. As
you step into the temple atop the mountain, the
Shizuka Isle
grandeur of the place envelopes you. The temple, Shizuka Isle is land shrouded in mystery and ancient
adorned with intricate carvings and shimmering legends. It is a small island located near the coast of
banners, radiates an aura of ancient wisdom and mystic Okinja. It stands as a testament to the raw power of
power. nature, with its jagged cliffs, dense forests, and serene
And there, in the heart of the temple, stands a valleys. The island’s name, “Shizuka,” meaning
creature of immense size and majestic presence. His “tranquil” in the ancient Okinjan language, belies the
sinuous body is adorned with scales of radiant blue, turbulent events unfolding upon its soil.
glistening in the ethereal light that fills the chamber. At the heart of Shizuka stands Kahnu’s mountain
Fiery fur adorn his head, shimmering with hints of gold temple, a majestic peak that reaches for the heavens, its
and crimson. His eyes filled with infinite wisdom and summit perpetually kissed by wisps of clouds. From this
untamed power. vantage point, Kahnu, the Master of the Elements,
As you approach, a profound silence seems to fall keeps a watchful eye over the land he holds sacred.
upon the temple, broken only by the gentle rustling of Many villages of different cultures inhabit the island,
the wind. The creature’s voice, like a distant thunder, each with their own unique traits and elemental affinity.
resonates in your ears as he addresses you. His words These people have a long and storied history, shaped by
carrie the weight of ages, and his tone holds a mixture their connection to the elements and their interactions
of ancient knowledge and unyielding with Kahnu.
strength:”Welcome, brave souls.”
10 PART 1 | Chapter 1
Elemental Thieves Quen Shi, the River Witch
The individuals who stole the elements are all Quen Shi, known as the River Witch, is a Dragonkin
inhabitants of Shizuka. Each has its own affinity for an hailing from the ancient lineage of the Riverkin. While
element, representing a tapestry of conflicting motives, her kin is typically known for their merciful nature,
deep-seated resentments, and a thirst for power. Quen Shi is a cruel exception. She possesses the ability
Although all four bear ill sentments toward each other, to shape the element of water, but instead of using it for
they set their differences and hatred aside for a benevolent purposes, she has embraced the path of
common goal. Having been denied acess to the darkness, becoming a waternemancer.
forbidden scrolls, the four shapers ploted together to Quen Shi has perverted her watershaping abilities to
infiltrate the temple and steal the secrets held so dear to manipulate the very essence of life and death. She takes
Kahnu. Once the deed was done, each went their pleasure in drowning her victims, using her power over
separate ways to complete their own devious goals. water to control their bloated corpses, turning them into
lifeless puppets under her devious command.
Jetsun, the Cleanser
Jetsun, a human hailing from the Shendo Empire, was The legends surrounding her name are steeped in
once regarded as a prodigious monk within the horror, with villagers viewing her as a vengeful spirit or
esteemed monastery where he honed his skills. even a demonic entity. Quen Shi derives a sick
However, his insatiable ambition and overwhelming ego satisfaction from her gruesome acts, going so far as to
eventually caused his downfall. Consumed by a lust for collect the prayers and pleas of her victims as macabre
power and dominance, Jetsun sought to cleanse the land trophies attached to her kimono. These mementos serve
of what he deemed weak-willed individuals. as a chilling reminder of the lives she has extinguished
Banished from the monastery for his treacherous and the terror she has inflicted upon the innocent.
deeds, Jetsun embarked on a path shrouded in darkness Traces of Darkness
and deceit. In an audacious act of rebellion, he stole a Behind Quen Shi’s trail of destruction, a sinister force
coveted, and forbidden, wind scroll, a sacred artifact lurks about. It is just a suspicion. An unsettling
that held the key to harnessing the elemental forces of presence, a whispered name that flits through Kahnu’s
wind. With this stolen power at his disposal, Jetsun set thoughts that hides deep within the shadows of Quen
out to reshape the world according to his own twisted Shi’s malevolence. A primordial force whose essence
desires. defies comprehension. Yukiro, the Face Stealer. An
entity shrouded in ominous tales, its true nature eludes
Kofu, the Vengeful
Kofu is a member of the Korobokuru, an ancient race even the mighty dragon’s grasp.
among the first inhabitants of Okinja, deeply oppressed Known only as Yukiro, this enigmatic spirit slithers
by the Shendo Empire. He embodies relentless revenge, through the darkness, its many-legged form undulating
consumed by a seething hatred for the empire. with sinister grace. Tales speak of its insatiable hunger
Witnessing the tragic demise of his parents and for the very essence of identity, the stealing of faces
enduring enslavement, his heart burns with a singular leaving behind an unsettling void. Legends entwine
purpose—to annihilate those he deems guilty. Yukiro with the darkest depths of forgotten folklore,
Augmented by stolen scroll of forbidden earth elemental shrouding its true nature in mystery and fear. None can
powers, he is unleashing all his devastating earth- fathom its purpose or the extent of its power, for Yukiro
shattering might upon the island. Blinded by vengeance, exists beyond the boundaries of mortal understanding.
Kofu’s cause falters, blurring liberation and destruction, Kahnu senses its lurking force, an insidious energy
thus risking innocent lives. As his campaign rages, that feeds on the essence of identity, but the extent of
Shizuka teeters on the precipice of darkness. Yukiro’s power remains uncertain. Perhaps it is but a
whisper in the shadows, a specter of dread that may or
Kutsu, the Spiteful
may not reveal its true form.
Kutsu is a cunning and sadistic Kitsune, a wicked
foxfolk known for her trickery and shape-shifting
abilities. She has stolen the element of fire from Kahnu
and mastered the forbidden Shape Ki technique, a dark
art that drains the fire of life from her enemies. With
this technique, Kutsu can instigate a frenzied rage
within her adversaries, manipulating their bodies and
exploiting their vulnerabilities.
Kutsu’s motivations stem from a twisted delight in
causing suffering. She revels in chaos and seeks to sow
discord wherever she goes.
PART 1 | Chapter 1 11
Map A: Shizuka Isle
12 PART 1 | Chapter 1
Ending the Encounter B2) Collapsed Docks
Once the party’s questions have been answered, end the Once a bustling hub of activity, the docks now stand in a
interaction with Kahnu by reading the following script. state of disrepair. Splintered boards jut out from the
water, remnants of a structure that could no longer
“Brave souls,” Kahnu’s voice resounds with power and withstand the ravages of Quen Shi’s assault.
Clue. With a successful DC 14 Wisdom (Perception)
solemnity. “You shall follow in the steps of darkness,
where shadows conceal both treachery and redemption.
The echoes of innocent screams pierce the night, their check, or a passive Perception of the same value, a PC
haunting cries carried on the wind, reaching our ears as may notice a half-submerged scroll in the wreckage. Its
whispers of despair. In the shore below, a village in cryptic symbols and waterlogged ink hold a hidden
distress teeters on the edge of oblivion, its history, and
lives consumed by the tides of hatred. He pauses, his message, alluding to something that has been concealed
gaze shifting towards the path leading to the distant near the shoreline.
beach beneath the mountain, his voice filled with
sorrow. “But it is the restless spirits, borne by the B3) Bloody Shore
relentless flowing waters, that wage a cruel crusade Crimson stains mar the sandy shore, evidence of a
against the living. Their wrath knows no bounds, as they
seek to drown all hope and kindness. It is upon you, violent clash between the undead that prowl area and
champions of the dark, to confront these malevolent the desperate villagers that lie magled over the sand.
forces, to quell the raging tempest that threatens to 5x Zombies are prowling the shore. You may place
erase the history of Shizuka from existence. Embrace them where you see fit within B3.
Clue. A trail of wet footprints lead alogside the shore,
the shadows that dance within your souls, for within
darkness lies the potential for great strength. Prepare
yourselves. May your hearts remain resolute as you face toward a patch of bushes that conceal area B4.
the wrath of Quen Shi, reclaiming the stolen element
and bringing an end to this dark chapter.” With those B4) Cave Entrance
final words, Kahnu’s presence seems to fade as he The cave entrance is nestled amidst a rocky outcrop,
vanishes in a cloud of mist, leaving you to contemplate
the weight of your mission and the sacrifices that lay partially concealed by overgrown vines and hanging
ahead. The echoes of the innocent calls you forth, your moss. The air around the entrance feels damp and
destiny entwined with whatever horrors await in the heavy, carrying a faint scent of decay and mildew. With
village below.
a successful DC 16 Wisdom (Perception) check, or a
The village Kahnu mentioned is Map B: Fishing Village. passive Perception of the same value, a PC may find the
It is nestled on the island’s edge, gazing upon the vast cave entrance.
expanse of the sea. Its humble structures, weathered by Clue. More wet footprints lead deeper into the cave.
time and toil, formed a tight-knit community of River At the entrance, a lifeless body lies facedown,
Kin that thrived on the bounties of the ocean. However, motionless. By turning the body, it is revealed that it is
Quen Shi‘s path of destruction has already ravaged the devoid of any facial features, yet, somehow, the villager
place. Huts have been set drowned to their crippled is still alive, trapped in a state of perpetual suffering.
foundations, and bloated undead prowl the shore. The Though unable to speak, see, or breathe, the faintest
party must investigate the village and track down Quen signs of life flicker within its feeble movements.
Shi.
When the party decides to descend to the village, Ending Chapter 1
proceed to Map B. When the party enters the cave in B4, proceed to
Chapter 2.
Map B: Fishing Village.
The following areas correspond to Map B: Fishing
Village. When the party descends from the mountain
summit, they may start anywhere around B1.
B1) Abandoned Fish Market
The fish market, usually bustling with villagers trading
their fresh catches, now stands eerily deserted. Tables
and stalls lie overturned, fish left to rot in the chaos.
3x Zombies are prowling the market. You may place
them where you see fit within B1.
Clue. With a successful DC 14 Wisdom (Perception)
check, or a passive Perception of the same value, a PC
may notice a shreded journal in the rubble. The last
entry describing the haunting sound of wailing and
crying near the water’s edge in the previous night.
PART 1 | Chapter 1 13
Map B: Fishing Village
[Giovani C. Fiorini]
14 PART 1 | Chapter 1
Chapter 2: Path of Darkness
n this chapter, the party faces a treacherous
I
Entering the Cave
task as they navigate the labyrinthine cave system Once the party enters the cave, read the following script.
infested with bloated undead. Their objective is
twofold: to find a way across the perilous caverns As you step into the mouth of the cave, a chilling gust of
following Quen Shi‘s trail, all while evading the damp air brushes against your skin. The narrow
relentless presence of Yukiro, a sinister spirit that entrance tunnel stretches before you, its rough walls
glistening with moisture. Dim light filters in from cracks
haunts the depths. With each step, the party must above, casting a faint glow on the uneven ground
tread carefully, balancing stealth and strategy to outwit beneath your feet. The rhythmic drip of water echoes
the face-stealing entity that prowls the shadows, where through the cavern, like a haunting melody played by
even the slightest misstep could lead to an encounter unseen hands.
Walking deeper into the cave, your footsteps muffled
with the unspeakable horror. Survival hinges on their by the rocky terrain, you catch sight of a lone figure
ability to forge a path through the relentless terrors that stumbling aimlessly ahead. The ghastly form of a
lurk within the cave. zombie, its pallid skin stretched taut over decaying
flesh, turns to face you with a low growl escaping its
decaying lips. Stumbling toward you, the zombie steps
Running Chapter 2 upon a small water puddle, its dull splash echoing
During this chapter, the party must follow Quen Shi’s ominously through the cavernous space. In an instant, a
wave of tremors ripples through the cave, growing
trail while avoiding Yukiro. In this adventure, Yukiro’s stronger and more intense with each passing moment,
lair is the entirety of Map C: The Cave. as if in response to the echoing noise. Then, without
warning, a monstrous shadow, resembling a colossal
Preparing the Cave Encounter insectoid creature, bursts forth from a nearby side
The following rules are meant to be used only in this tunnel. It hurtles towards the hapless zombie, tearing
through its decaying form with terrifying swiftness,
Chapter of the adventure. before vanishing back into the murky depths of the cave.
The zombie, now lifeless and now seemingly faceless,
crumples to the ground.
Encounter Rules
16 PART 1 | Chapter 2
C3) Whispering Passages Roleplay Suggestion
Various winding tunnel where the slightest blunt As players make their way through the cave, they may decide
movement echoes and reverberates, creating an eerie to attempt communication with Yukiro.
chorus of whispers that seems to emanate from the very Yukiro is no mindless spirit, but a sentient evil driven by
walls themselves. his own motivations. He has struck a sinister alliance with
3x Zombies are roaming through the tunnels. You Quen Shi, enabling him to harvest countless faces through
may place them where you see fit. her destructive actions. Should the players attempt to
Clue. The footprints seem to walk out of the river
communicate with Yukiro, his voice should echo from all
here and into the winding tunnels, navigating through directions, as if coming from the very darkness itself.
Yukiro may not withhold crucial information from them.
them and heading toward C5. He may divulge the existence of his agreement with Quen
Shi, revealing how her actions have unwittingly provided him
C4) Obsidian Cove with a constant supply of faces to collect. However, players
A chamber adorned with strange black shimmering should remain cautious, as Yukiro’s ultimate goal is to kill
stalactites and stalagmites. The air is cool and moist. In and torment, and he will not hesitate to attack them unless
the middle of the chamber stands a large open space presented with a more enticing offer than the one he has
where a deep chasm plunges into darkness. From the with Quen Shi. Remember to maintain his relentless pursuit
stalactites, water drips into various puddles spread of the party, stalking their every move even as they attempt to
throughout the room. At the otherside of the room, a communicate.
passage leads to C5.
2x Fong-Hai Watchers are prowling inbetween the
crystals. A few faceless zombies are laying through the
room. The Watchers are go from one corpse to the
other, seemingly sucking out their souls as they spread
their gaping maws toward the faceless, motionless
corpses.
C5) Abyssal Gallery
An otherworldly chamber shrouded in an eerie, dark
blue hue, hidden deep within the cave. The air is heavy
with a sense of unease as the light and shadows play
tricks on the eyes. Strange masks of various shapes and
sizes adorn the walls and ceiling, their presence both
haunting and macabre. Some masks hang motionless,
while others seem to hover in mid-air, their grotesque
expressions frozen in eternal torment.
Clue. Various water puddles are spread throughout
the room, where many of the footprints pass through.
The footprints seem to lead to a gap on an elevated
section of the cave, leading toward C6.
C6) Cave Exit
A narrow gap on the wall that leads out of the cavernous
system.
Clue. The set of footprints end here, leading outside
of the cave. Through the gap, it is possible to make out
the shape of tall tress shrouded by a hazy mist.
Ending Chapter 1
When the party leave the cave through the gap in C6,
proceed to Chapter 3.
PART 1 | Chapter 2 17
Map C: The Cave
[Giovani C. Fiorini]
18 PART 1 | Chapter 2
Chapter 3: Symphony of Death
n the final chapter of their perilous journey, the
I
Entering the Woods
party emerges from the haunting depths of Once the party steps into the woods, read the following
Yukiro’s lair, finding themselves enveloped by the script.
ethereal mist of the Whimpering Woods. Within
this valley of towering trees cloaked in an eternal As you step out of the cave and into the dense woods,
mist, Quen Shi lies in wait. Sensing their pursuit, the atmosphere grows thick with an otherworldly mist,
she unleashes her wrath upon the party, swirling and twisting like ethereal tendrils. The trees,
gnarled and ancient, loom above, their branches
orchestrating a deadly dance of illusions and attacks. reaching out like skeletal fingers, their leaves
Through the veil of the swirling fog, Quen Shi’s whispering secrets long forgotten.
maddening whispers and eerie laughter echo, Amidst the suffocating fog, a haunting voice carries on
disorienting the party as they struggle to navigate the the wind, dripping with malice and seeping into the very
core of your being. Growls and moans of Quen Shi’s
treacherous terrain. undead minions reverberate through the woods, their
twisted forms shuffling through the shadows, always
Running Chapter 3 just out of view.
With every step, her presence grows stronger, her
During this chapter, the party’s pursuit comes to an end, voice growing louder and more deranged.
as they finally confront Quen Shi.
As Quen Shi deftly traverses the humid atmosphere,
her form flickering between water puddles, her undead Roleplay Suggestion
minions close in, encircling the party with relentless Before the encounter, have the party engage in a
intent. The battle that ensues will be a test of courage, conversation with Quen Shi. This will build more of her
wits, and sheer survival as the party fights to reclaim the character, and give more depth to the encounter. There are
stolen element of water and bring an end to Quen Shi’s several key elements you can emphasize to bring Quen Shi’s
sociopathic nature to life. Here are some tips and tricks for
reign of terror. roleplaying her:
Unpredictable Behavior. Quen Shi’s sociopathic tendencies
Preparing the Woods Encounter can make her unpredictable. Incorporate sudden mood
The following rules are meant to be used only in this swings and impulsive actions into her roleplaying. This adds
Chapter of the adventure. an element of chaos to the encounter and reflects her
fractured psyche.
Taunting and Manipulation. Quen Shi delights in
Encounter Rules psychological torment. At the start of the encounter, have her
mock the party, belittle their abilities, and exploit their
Mist. The mist obscuring the woods shortens visibility outdoors weaknesses. She uses cunning words to undermine their
to 20 ft. It does not hold any magical properties, and can be
confidence and provoke emotional responses.
dispelled by any magical or non-magical effects. Yet, the mist is Shifting Tactics. As the fight progresses and the party starts
a natural element of the Whimpering Woods. If dispelled, it
gaining an upper hand, Quen Shi should become frustrated
stays that way for 2 combat rounds, or 12 seconds. After that and desperate, as her grip on the situation begins to slip.
period of time, the mist reforms and must be dispelled again.
She becomes more reckless, making impulsive decisions and
Water Puddles. Various water puddles are spread throughout the taking unnecessary risks, showing signs of her deteriorating
map, marked with a black circled W. Quen Shi is able to mental state. Increase the intensity of her attacks and
teleport between this puddles according to her statblock ability. describe her escalating anger and fury. She becomes
Also spread throughout the map are various medium-sized rocks relentless and ferocious, seeking to inflict as much harm as
marked with a black circled R. With a DC 14 Strength possible, disregarding her own safety. And when her defeat
(Athletics) check, a PC may pick up a rock and place it where becomes imminent, reveal her vulnerability. Show her fear
they see fit. If placed on top of a water puddle, the water puddle and desperation as her plans unravel.
becomes unusable, and Quen Shi is unable to teleport to it Starting Combat. Once you feel ready to start combat, read
anymore. the following script to set the mood:
Quen Shi’s Lair. In this adventure, the Whimpering Woods will As you ready yourselves for the impending confrontation, a
represent Quen Shi’s lair. Her lair has one lair action, that chilling voice fills the air. “How delightful it is to have you here,”
should be applied on initiative count 20 (losing initiative ties) to Quen Shi hisses. “I can already envision your lifeless bodies
cause the following effect: (Recharge 3-6) Spawn 1d4 Zombies adorning my collection. I shall relish every moment as I fill your
within 60 ft. of Quen Shi. lungs with the suffocating embrace of your tears, watching you
drown within yourselves. And dear Yukiro, how ashamed he shall
be when he witnesses your faces among my puppets, knowing
that I have triumphed where he faltered.”
20 PART 1 | Chapter 3
Map D: Whimpering Woods Ending the Adventure
The following areas correspond to Map C: Mountain Once the party lands the final blow, Quen Shi’s
Cave. The party starts anywhere in D1. malevolent presence dissipates into the ether, her body
crumbling and withering before their eyes. With her
D1) Whimpering Woods demise, the souls she had claimed are finally released
Within the depths of the Whimpering Woods, a from their long captivity, ascending to the after life with
haunting stillness blankets the air, broken only by a shimmering light. On her lifeless stands the forbidden
distant whispers that seem to emanate from the ancient, scroll, pulsating with faint radiant blue energy: The
towering trees. Shadows dance with ethereal grace Forbidden Scroll of Water.
around strange hovering lanters that glow with gastly The party, now in possession of the precious element
green light, as if concealing unseen spirits lurking they sought, must return to the mountain summit,
among the dense foliage. The undergrowth is a where Kahnu awaits them. The dragon’s should praise
labyrinth of twisted roots and tangled vines, where rays thei party’s valor and resolve. In recognition of their
of sunlight struggle to penetrate the heavy canopy triumph, Kahnu bestows upon the party
overhead, casting an eerie twilight upon the forest floor. 1x Mark of the Elements — an enchanted talisman that
The atmosphere is suffused with a palpable sense of bolsters inner strength and grants them insight into the
melancholy, as if the very essence of the woods secrets of the elements, as well as 1000 Gold reward.
resonates with the sorrowful whispers that fill the air. More information on the talisman can be found in
1x Quen Shi can be placed anywhere you see fit in Appx.B: Adventure Resources.
D1, as well as 3x Zombies prowling the area.
PART 1 | Chapter 3 21
Delving Deeper
his adventure has been designed to be easy
T
Fires of Hatred
to run and quick to prepare, with an
estimated length of one long session of The malevolent presence of Kutsu, the Spiteful, casts a
around 4-6 hours. This Delving Deeper shadow of fear and despair upon the island of Shizuka.
section is designed to inspire you further This cunning and sadistic Kitsune, with her deceptive
deepen your party in the events of this nature and mastery of shape-shifting, has stolen the
adventure and build upon its core structure element of fire.
so that your party’s journey becomes as longer, with Motivated by a malevolent glee in sowing discord and
your own turns and twists. The following suggestions chaos, Kutsu has set ablaze numerous villages across
can be used to craft the world and build the narrative the land, leaving trails of terror and horror in her wake.
further. The destructive fires she conjures threaten to consume
not only the innocent lives and homes they engulf but
Elemental Conflict also the very fabric of Shizuka itself. In her quest for
Though Quen Shi’s reign of terror has come to an end, power and dominance, Kutsu risks unleashing an
the lingering threat of the other thieves who stole the inferno that could consume the entire island, turning it
elemental powers looms heavily over the land. The into a desolate wasteland of charred ruins.
party’s victory against the river witch is but a small step The party could confront the wrathful presence of
towards restoring balance, for the stolen elements hold Kutsu, navigating the treacherous path she has carved
immense power that, if wielded by the wrong hands, with her fiery malevolence. Their resolve will be tested
could unleash untold chaos and devastation. The as they face the challenge of quelling Kutsu’s flames
following section are meant to give you some ideas on and restoring harmony to Shizuka before the island
how to expand upon the other elemental thieves, and succumbs to the very fires she has unleashed.
create your own adventure with them. Darkness From Beyond
Winds of Politics As the party witnessed firsthand, dark powers from
In a realm torn by political strife, the clash between beyond the veil seize the opportunity amidst the chaos,
Kofu, the vengeful Earth master, and Jetsun, the capitalizing on the destruction caused by the stolen
relentless Wind wielder, leaves no room for mercy or elements. These malevolent entities, drawn to the
consideration for innocent lives. Their confrontation turmoil and despair, seek to exploit the shattered state
stems from deep-seated slavery, resentment, and of the world for their own nefarious purposes. Their
conflicting beliefs. presence poses a grave danger, lurking in the shadows
Kofu, driven by an unyielding thirst for revenge, as they manipulate events from behind the scenes.
ravages the villages of the Shendo Empire. Fueled by a Yukiro, the Face Stealer
history of oppression and abuse inflicted upon his
Korobukoru kin, he unleashes the destructive might of Yukiro , the malevolent spirit, thrives on the suffering
the earth element, heedless of the countless innocents and chaos of the island. By stealing faces and reaping
caught in the crossfire. souls, he leaves a scar on the spiritual realm,
In opposition, Jetsun fiercely defends the villages with condemning the souls to eternal torment. As death and
the ferocity of the wind. However, his methods grow despair spread, Yukiro grows stronger, feeding on fear.
increasingly ruthless as he strives to repel Kofu’s Only by defeating him can the stolen faces find peace
relentless onslaught. The winds under his command and the island begin to heal.
sow chaos and violence, creating a battlefield where Fong-Hai, the Collector of Lies
destruction reigns and the cost of innocent lives
becomes increasingly apparent. Fong-Hai , the enigmatic collector of lies, capitalizes on
Both Kofu and Jetsun embody diverging ideologies, the abundance of death and deceit that plagues the land.
their approaches clashing amidst the chaos. Caught in He preys upon the souls of the departed, sending his
the midst of their tumultuous conflict, the party must watchers to collect the souls so he may feed on the lies
navigate treacherous terrain, confront moral dilemmas, they spoke in life. With each soul he collects, Fong-Hai
and strive to restore balance to a realm torn apart by grows more powerful, weaving a web of deception and
warring elemental forces and irreconcilable beliefs. manipulation. His insatiable hunger for falsehoods
drives him to seek out those who wield power and
secrets, extracting their darkest lies for his own
malevolent purposes. Only by unraveling his web of
deceit can the truth prevail and the souls find release
from his clutches.
PART 2 | Delving Deeper 23
APPENDIX A: ARCHIVUM
DRACONIS
This appendix details the monsters and NPCs of this month’s The Dragon Trappers Lodge release that you can use as
inspiration for your own adventures! Monsters are organized by Challenge Rating (CR), from weakest to strongest, and
then alphabetically.
T
erra Cota Soldiers are formidable earth
elemental constructs. These towering Terra Cota Soldier
figures are brought to life through the Medium construct (Korobokuru), Lawful neutral
mastery of earth-shaping techniques. With
stony bodies that exude an air of Armor Class 15 (natural armor)
unwavering obedience, they stand as living Hit Points 60 (8d8 + 24)
monuments to the power and precision of Speed 30 ft.
their makers’ craftsmanship.
These sentinels of stone possess no will of their own, STR DEX CON INT WIS CHA
existing solely to carry out the commands of their 16 (+3) 12 (+1) 16 (+3) 10 (+0) 13 (+1) 10 (+0)
creators. Obedient and lawful in nature, they tirelessly
fulfill their assigned tasks with unwavering devotion. Skills Athletics +5
Senses passive Perception 11
Their lack of independent thought grants them a Languages Common
singular focus on their purpose, making them incredibly Challenge 2 (450 XP)
efficient and effective guardians.
Tactics. Terra Cota Soldiers utilize their strength to
their advantage. They begin combat by creating minor Earth Manipulation. The Terra Cota Soldier has the ability to
earthquakes to disrupt their enemies, throwing them manipulate the earth, creating minor earthquakes within a 10-
foot radius of itself. At the start every combat round, all
off-balance. While their foes are disoriented, the Terra creatures within the area must make a DC 13 Dexterity saving
Cota Soldiers swiftly move in to engage in melee throw or be knocked prone. On a successful save, the creature
combat. They the strike with all their force, aiming to is unaffected.
quickly overpower and finish off their prey. Actions
Multiattack. The Terra Cota Soldier makes two Stone Gautlet
attacks.
F
ong-Hai Watchers are ethereal yokai that
take the form of spectral foxes that hover in Fong-Hai Watcher
the darkness, their haunting, single eye Medium celestial, Lawful evil
reflecting the echoes of lies spoken by the
living. Drawn to the souls burdened with Armor Class 14 (natural armor)
deceit, they silently traverse the realms, Hit Points 65 (10d8 + 40)
seeking the deceased to feed upon the lies Speed 0 ft., fly 40 ft. It can hover.
trapped within their essence. With a mastery over the
veil between worlds, they effortlessly phase through STR DEX CON INT WIS CHA
objects, walls, and the living themselves, moving with a 12 (+1) 18 (+4) 14 (+2) 10 (+0) 16 (+3) 14 (+2)
supernatural grace. These otherworldly creatures are
the harbingers of truth and deceit, unraveling the webs Saving Throws Dex +6, Wis +5
Skills Perception +5, Stealth +6
of deception and delivering swift retribution to those Damage Resistances bludgeoning, piercing, and slashing from
who dare to stand against them. nonmagical attacks
Tactics. The Watchers rely on their spectral nature Condition Immunities exhaustion, poisoned
and teleportation abilities to confound and strike down Senses truesight 60 ft., passive Perception 15
their foes. When engaged in combat, they use their Languages All
power over the ethereal plane to traverse objects and Challenge 4 (1,100 XP)
walls, making them elusive targets. They employ their
teleportation to move rapidly and unpredictably, Ethereal Sight. The Fong-Hai Watcher can see 60 ft. into the
disappearing and reappearing at will, delivering Spiritual Plane when it is on the Material Plane, and vice versa.
devastating attacks from unexpected angles. Their
strikes are precise and swift, seeking to exploit any Incorporeal Movement. The Fong-Hai Watcher can move
vulnerabilities of their enemies. While they prefer to through other creatures and objects as if they were difficult
avoid direct confrontation, if provoked, they will unleash terrain. It takes 5 (1d10) force damage if it ends its turn inside
Actions
Multiattack. The Fong-Hai Watcher makes two Spectral Bite
attacks or one Spectral Bite and one Spectral Claw attack.
W
ind Spirits are enormous and magnificent
beings resembling a fusion of a bison and a Wind Spirit
manatee. Their thick fur is lustrous and Huge elemental, Lawful neutral
white, complemented by large, gentle eyes
that emanate wisdom and tranquility. Their Armor Class 16 (natural armor)
unnatural existence allows them to soar Hit Points 130 (13d12 + 52)
through the skies with grace and ease. Wind Speed 60 ft., fly 80 ft.
Spirits embody the harmonious connection between the
air and the earth, serving as spiritual guides to the air- STR DEX CON INT WIS CHA
shaping monks of the Shendo Empire. While inherently 20 (+5) 14 (+2) 18 (+4) 5 (-3) 16 (+3) 12 (+1)
peaceful, these benevolent creatures possess immense
strength, capable of unleashing powerful gusts of wind Skills Perception +6
Damage Immunities Lightining
with a mere flick of their tails. Condition Immunities Frightened
Tactics. In combat, the Wind Spirits utilize their Senses darkvision 60 ft., passive Perception 16
formidable aerial agility and their mastery over the Languages Understands Common, but can’t speak
element of air. They can create intense gusts of wind to Challenge 6 (2,300 XP)
disorient their opponents, hindering their movements
and disrupting ranged attacks. Their swift maneuvers Actions
allow them to quickly close the distance, striking with
powerful tail swipes or unleashing focused bursts of air Multiattack. The Wind Spirit makes two attacks: one with its
to knock foes off balance. Despite their peaceful nature, Ram and one with its Tail Wind.
they fiercely protect themselves and their allies, using
their size and strength to ward off threats. It is rare for Ram. Melee Weapon Attack: +9 to hit, reach 10 ft., one target.
Wind Spirits to engage in combat, but when pushed to Hit: 18 (3d8 + 5) bludgeoning damage.
defend, their mastery of the air becomes a force to be Tail Swing. Ranged Weapon Attack: +9 to hit, range 60 ft., one
reckoned with. target. Hit: 15 (3d6 + 5) bludgeoning damage and the target
must succeed on a DC 15 Strength saving throw or be pushed
up to 15 feet away and knocked prone.
Reactions
Gust of Wind. In response to any Ranged Weapon Attack that
would hit the Wind Spirit, it unleashes a powerful gust of wind
in a 60-foot line that is 10 feet wide in the direction of its
attacker. Each creature in that line must make a DC 15 Strength
saving throw or be pushed up to 15 feet away and knocked
prone. Additionally, the ranged weapon attack made against
the Wind Spirit is considered a failed attack.
J
etsun, the Cleanser
lineage of revered monks, was once hailed Jetsun, the Cleanser
as a prodigious talent within the sacred walls Medium humanoid (Human), Lawful neutral
of his mountain monastery in Okinja.
However, his thirst for power and insatiable Armor Class 17 (unarmored defense)
ambition drove him to embrace darker Hit Points 135 (18d8 + 54)
forces. Blinded by his own ego, Jetsun delved Speed 30 ft.
into forbidden knowledge, forsaking the teachings of his
mentors. STR DEX CON INT WIS CHA
As Jetsun’s power grew, so did his tyranny. The once 12 (+1) 18 (+4) 16 (+3) 14 (+2) 20 (+5) 16 (+3)
peaceful lands of Shizuka quaked under his oppressive
rule. The winds themselves became his servants, Saving Throws Dex +8, Wis +10
Skills Perception +10, Insight +10, Acrobatics +8, Stealth +8
sweeping away all resistance in their path. Jetsun’s Senses passive Perception 20
ambition knew no bounds as he sought to bend the very Languages Common
fabric of reality to his will, reshaping the world Challenge 8 (3,900 XP)
according to his dark design.
Tactics. In combat, Jetsun harnesses the power of the Elemental Attunement. Jetsun has advantage on saving throws
air element, utilizing swift and precise movements to against effects that deal lightning or thunder damage.
strike his opponents. He is accompanied by his faithful
Wind Spirit companion, Apphul, a spiritual creature Unarmored Defense. While not wearing armor, Jetsun’s AC
that has been by his side since his early training in the includes his Wisdom modifier.
monastery. Apphul acts as both a guardian and a Actions
partner, harmonizing its abilities with Jetsun’s own.
Jetsun can channel the winds to enhance his agility, Multiattack. Jetsun makes two unarmed strikes.
evading attacks and creating cyclones to disorient his
foes. He then strikes with masterful precision, utilizing Unarmed Strike. Melee Weapon Attack: +8 to hit, reach 5 ft., one
powerful gusts of wind to unleash devastating attacks target. Hit: 7 (1d6 + 4) bludgeoning damage.
imbued with the force of the storm. The Wind Spirit, in Wind Fury (Recharge 3-6). Jetsun taps into the raw power of
turn, supports Jetsun with its own formidable abilities, wind and electricity, infusing his attacks with a swirling
providing protective tail swings, unleashing whirlwinds tempest of energy. As an action, Jetsun unleashes a series of
to knock opponents off balance. lightning-charged strikes. He makes four unarmed strikes
against one target with advantage. On a hit, the target takes
normal weapon damage, and additional lightning damage
equal to 10 (3d6). If all four attacks hit, the target must
succeed on a DC 16 Dexterity saving throw or be stunned until
the end of its next turn.
Reactions
Wind Shield. As a reaction, Jetsun creates a shield of swirling
wind, granting him a +5 bonus to AC against one melee attack
that would hit him.
K
ofu, the Vengeful
embodiment of revenge, his heart Kofu, the Vengeful
consumed by a seething hatred for the Medium humnoid (Korobokuru), Chaotic neutral
Shendo Empire. From a young age, his life
was marred by tragedy and suffering, as he Armor Class 18 (natural armor)
witnessed the brutal demise of his parents Hit Points 120 (16d8 + 48)
and endured the torment of being enslaved Speed 30 ft.
by the empire. These agonizing experiences forged an
unbreakable bond of malice within his soul. STR DEX CON INT WIS CHA
Driven by an all-consuming thirst for vengeance, Kofu 18 (+4) 12 (+1) 16 (+3) 10 (+0) 14 (+2) 14 (+2)
turned to forbidden arts, stealing the element of earth
from Kahnu himself, augmenting the deep connection Saving Throws Str +7, Con +6
Skills Athletics +7, Intimidation +4
his race held with the soil. With this newfound power, Damage Resistances Bludgeoning, piercing, and slashing
he harnessed the strength of the earth to mold his loyal Senses passive Perception 16
band of Terra Cota soldiers into ruthless instruments of Languages Common
destruction, their sole purpose being the annihilation of Challenge 8 (3,900 XP)
all those associated with the Shendo Empire.
Kofu’s once noble cause, rooted in liberation and Earthshaker. Whenever Kofu hits a creature with a melee attack,
justice, has since become a distorted reflection of his the ground shakes beneath them. The target and all creatures
festering anger. His actions have taken on a brutal and within 10 feet of the target must succeed on a DC 15 Dexterity
merciless nature, blurring the line between liberation saving throw or be knocked prone. The ground in a 10-foot
and utter devastation. As he unleashes the raw power of radius around Kofu becomes difficult terrain until the end of
the earth, innocent lives find themselves caught in the his next turn.
crossfire, their fates cruelly sealed by his unwavering Actions
pursuit of retribution.
Tactics. In combat, Kofu utilizes his mastery of the Multiattack. Kofu makes two attacks with his Stone Gauntlet.
earth element to devastating effect. He can cause the
ground to shake, disrupting his enemies’ balance and Stone Gauntlet. Melee Weapon Attack: +7 to hit, reach 5 ft., one
creating opportunities for his allies. With each strike, target. Hit: 13 (2d8 + 4) bludgeoning damage.
Kofu channels the raw power of the earth, delivering Earthquake Slam (Recharge 4-6). Kofu slams his fists into the
crushing blows and inflicting massive damage upon his ground, causing a violent earthquake. All creatures within a 20-
foes. foot radius centered on Kofu must make a DC 15 Dexterity
saving throw or take be 13 (2d8 + 4) bludgeoning damage and
be knocked prone. The area becomes difficult terrain until the
end of Kofu’s next turn.
Reactions
Shield Block. As a reaction, When Kofu can cover himself in a
thich layer of stone armor, granting him a +5 bonus to AC
against one melee attack that would hit him.
K
utsu, the Spiteful
with a dark and cunning demeanor. With Kutsu, the Spiteful
fiery red fur and piercing amber eyes, she Medium monstrosity (Shapechanger), Chaotic Evil
possesses an air of wickedness that is
enhanced by her shape-shifting abilities. Armor Class 16 (natural armor)
Kutsu can seamlessly transition between Hit Points 138 (21d8 + 42)
her fox form and an alluring humanoid Speed 40 ft.
guise, using her deceptive appearance to lure
unsuspecting victims into her trap. A sinister grin often STR DEX CON INT WIS CHA
plays on her lips as she revels in the suffering and chaos 12 (+1) 18 (+4) 14 (+2) 16 (+3) 12 (+1) 20 (+5)
she creates.
Kutsu’s path towards darkness began when she Saving Throws Dex +8, Int +7, Cha +10
Skills Deception +10, Insight +5, Perception +5, Stealth +8
delved into the forbidden arts of Shape Ki. Drawn to its Damage Resistances Fire
power, she mastered the dark technique of draining the Condition Immunities paralyzed
fire of life from her enemies. This twisted ability allowed Senses darkvision 120 ft., passive Perception 15
her to manipulate the bodies of her adversaries, Languages Common
instilling them with a frenzied rage and exploiting their Challenge 8 (3,900 XP)
vulnerabilities. Fuelled by her sadistic delight in causing
suffering, Kutsu seeks to sow discord and chaos Shapechanger. Kutsu can use its action to polymorph into a
wherever she goes. Small fox or back into its true form. Its statistics are the same
Tactics. In combat, Kutsu employs her forbidden in each form. Any equipment it is wearing or carrying isn’t
Shape Ki abilities to weaken her enemies. She can transformed.
channel her energy to afflict her foes with debilitations, Actions
making them feeble and vulnerable. Using this ability,
she weakens their physical prowess, imposes Multiattack. Kutsu makes two attacks: one with her Bite and
disadvantages on their attacks, and temporarily reduces one with her Fire Bolt or Fireball.
their maximum health.
Once her enemies are weakened, Kutsu unleashes Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit:
her fiery powers. She conjures scorching flames to burn 9 (1d8 + 5) piercing damage.
her foes to cinders, dealing devastating fire damage. Fire Bolt. Ranged Spell Attack: +8 to hit, range 120 ft., one
Alternatively, she can draw upon the stolen vitality of target. Hit: 24 (7d6) fire damage.
her victims to buff herself, gaining temporary
enhancements to her own physical attributes and Fireball (Recharge 5-6). Kutsu hurls a fireball at a point she can
combat abilities. see within 150 feet. Each creature in a 20-foot radius sphere
centered on that point must make a DC 16 Dexterity saving
throw, taking 31 (9d6) fire damage on a failed save, or half as
much damage on a successful one.
Q
uen Shi, the River Witch
Dragonkin hailing from the ancient Quen Shi, the River Witch
lineage of the Riverkin. While her kin Medium humanoid (Dragonkin), Chaotic evil
are typically known for their merciful
nature, Quen Shi is a cruel exception. Armor Class 15 (natural armor)
She possesses the ability to shape and Hit Points 120 (16d8 + 48)
control the element of water, but Speed 30 ft., swim 60 ft.
instead of using it for benevolent purposes, she has
embraced the path of darkness, becoming a STR DEX CON INT WIS CHA
waternemancer. Quen Shi has perverted her 14 (+2) 16 (+3) 16 (+3) 18 (+4) 12 (+1) 20 (+5)
watershaping abilities to manipulate the very essence of
life and death. Saving Throws Dex +7, Con +7, Wis +4, Cha +9
Skills Arcana +8, Deception +9, Perception +4, Stealth +7
Legends and tales of Quen Shi have spread far and Damage Resistances cold
wide, painting her as a vengeful spirit or even a demonic Damage Vulnerabilities lightning
entity. Her kimono adorned with the prayers and pleas Senses truesight 60 ft., passive Perception 16
of her victims serves as a chilling testament to the terror Languages Common
she has inflicted upon the innocent. Quen Shi derives a Challenge 8 (3,900 XP)
perverse satisfaction from the horror she spreads,
moving silently through bodies of water, teleporting Undead Puppets. As a bonus action, Quen Shi can animate and
between them to evade harm while her undead puppets control up to three undead creatures within 60 feet of her.
carry out her sinister bidding. These undead puppets act on her turn and obey her
Tactics. In combat, Quen Shi utilizes her mastery over commands. They have the same statistics as a Zombie, except
water to devastating effect. She can summon and they gain a +2 bonus to their AC and are considered Medium
control water with ease, manipulating it to drown her Constructs instead of Undead.
victims’ lungs with the bodies own fluids. Her twisted Evasive Teleportation. Twice per round, as a reaction when
abilities extend beyond mere water manipulation; she targeted by an attack, Quen Shi can teleport up to 60 feet to a
can command the bloated corpses of her victims, body of water she can see, leaving behind an illusory duplicate
turning them into lifeless puppets under her devious that takes the attack instead.
control. These undead marionettes act as extensions of Actions
her will, providing her with additional combat prowess.
Quen Shi employs a strategic approach, using her Multiattack. Quen Shi makes two attacks: one with her Dagger
puppets as a shield while she remains hidden and and one with her Water Whip.
elusive. She seamlessly moves between bodies of water
within her line of sight, using her teleportation abilities Dagger. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
to surprise her foes and evade danger. As she Hit: 6 (1d4 + 3) piercing damage plus 14 (4d6) necrotic
maneuvers through the battlefield, she orchestrates her damage.
waterlogged minions to attack with uncanny precision, Water Whip. Quen Shi makes a melee spell attack with a whip-
their movements guided by her dark influence. like tendril of water. The whip has a reach of 20 feet and targets
When directly engaged, Quen Shi unleashes her full one creature. On a hit, the target takes 14 (4d6) bludgeoning
power, drowning her enemies in their bodily fluids, damage and must make a DC 17 Strength saving throw or be
filling their lungs with water to manipulate their bodies, knocked prone.
causing excruciating pain and debilitating them, until Legendary Actions
essentially turning them into zombies.
Quen Shi is a formidable opponent, combining her Drowning Grasp (Recharge 6). Quen Shi makes a Water Whip
mastery of water manipulation, puppetry, and melee spell attack. The target must make a DC 17 Constitution
teleportation to sow chaos and instill fear in those who saving throw. On a failed save, the target begins to suffocate in
oppose her. Her combat tactics are ruthless and its own blood, falling unconscious and must start making
calculated, reflecting her twisted pleasure in inflicting death saving throws. The target may attempt the saving throw
suffering upon her adversaries. at the start of each of its turns. The suffocation effect lasts until
the target succeeds on the saving throw, dies, or is revived. If
the target dies, it is immediately reanimated as a Zombie under
Quen Shi’s command.
F
ong-Hai, the Collector of Lies Regional Effects
malevolent yokai who thrives on deception
and manipulation. In ancient folklore, he is The region containing Fong-Hai’s lair is warped by its
believed to be a manifestation of the magic, creating one or more of the following effects:
darkness that resides in the hearts of • Mist of Deception. The lair is enveloped in an
humans. Fong-Hai takes the form of a large oppressive darkness, casting dim light in a 60-foot
humanoid owl, with piercing black eyes that radius. A dense fog blankets the area. All creatures have
seem to penetrate one’s very soul. He is adorned in a disadvantage on Wisdom (Perception) checks that rely
flowing green kimono, which blends seamlessly with the on sight.
shadows that surround him.
According to legends, Fong-Hai was once a mortal • Whispering Echoes. The lies spoken in life by the
who delved into forbidden arts and sought forbidden souls Fong-Hai has collected reverberate through the
knowledge. Through his insatiable desire for power, he lair. Faint whispers can be heard in all corners, causing
made a pact with dark spirits, granting him immortality unease and making it difficult for creatures to
in exchange for his eternal servitude in collecting and concentrate. Creatures have disadvantage on Wisdom
consuming the lies of the living. Since then, he has (Perception) and Intelligence (Investigation) checks that
haunted the spiritual realm, feeding on the falsehoods rely on hearing.
spoken by the living and the deceased.
Father of Lies. Fong-Hai’s true power lies in his • Whispered Doubt. The air carries the subtle whispers
ability to manipulate and control lies. He weaves of doubt and suspicion, causing tension among
intricate webs of deceit, ensnaring unsuspecting victims creatures. Any Charisma (Persuasion) or Charisma
in his schemes. By exploiting their deepest secrets and (Deception) checks made by creatures in the area are
hidden truths, he gains dominion over their minds and made with disadvantage.
souls. Those who encounter Fong-Hai often find
themselves caught in a maze of illusions and half-truths, Lair Actions
unable to discern reality from fiction. On initiative count 20 (losing initiative ties), Fong-Hai
Immortal. It is said that Fong-Hai cannot be
permanently killed, for he is bound to the spiritual realm takes a lair action to cause the one of the following
by ancient magic. However, brave adventurers can effects.
banish him back to the depths of the ethereal plane by • Whispering Shadows. Fong-Hai summons shadowy
unraveling his web of lies and revealing the truth. Only forms that whisper false promises and twisted secrets.
by facing their own fears, confronting their own Shadows swirl around a target within 60 feet, forcing
deceptions, and embracing the power of truth can they them to make a DC 15 Wisdom saving throw or suffer
hope to free the souls trapped within Fong-Hai’s 10 (3d6) psychic damage and be stunned until the end
clutches and restore balance to the spiritual realm. of their next turn.
Beware the whispers of Fong-Hai, for his presence
heralds a realm consumed by falsehoods and illusions. • Illusory Maze (Recharge 3-6). Fong-Hai creates
Only those who possess unwavering resolve and illusory walls and barriers, causing the area to shift and
unyielding faith in the power of truth can hope to disorient creatures. Each creature within the lair must
overcome the Collector of Lies and banish him back to make a DC 15 Intelligence saving throw or become
the void from which he emerged. disoriented for 1 minute, treating all spaces as difficult
Fong-Hai’s Lair terrain and suffering disadvantage on attack rolls and
ability checks. A creature may repeat the saving throw
Fong-Hai’s lair is an ever-shifting pocket dimension that at the end of each of its turns.
twists and warps to reflect his malevolent nature. It is • Echoing Deception (Recharge 4-6). Fong-Hai amplifies
an ethereal realm shrouded in perpetual darkness and the echoes of lies within his lair, creating illusory
fog, where whispers of the lies spoken in life echo duplicates of himself. He gains the benefits of the Mirror
endlessly. Within this twisted domain, the walls appear Image spell for 1 minute.
as shifting illusions, and the ground is an undulating sea
of mist. The air is thick with the scent of decay and the • Watchful Eye (Recharge 5-6). Summon
faint sound of muffled cries. 1x Fong-Hai Wacther within 60 ft. of Fong-Hai.
Saving Throw Dex +10, Con +11, Wis +8, Cha +11 Reactions
Skills Deception +11, Insight +8, Perception +8, Stealth +10
Damage Immunities necrotic, poison Reactive Deception. When a creature makes an attack against
Condition Immunities poisoned Fong-Hai, he can use his reaction to impose disadvantage on
Senses truesight 120 ft., passive Perception 18 the attack roll by distorting the perception of truth around him.
Languages All, telepathy 120 ft. Additionally, if the attack misses, Fong-Hai can make a claw
Challenge 10 (5,900 XP) attack against the attacker as part of the same reaction, if the
attacker is within range.
Magic Resistance. Fong-Hai has advantage on saving throws Deceptive Vanish. Fong-Hai magically becomes invisible until
against spells and other magical effects. the end of his next turn or until he attacks or casts a spell.
Lair Resilience. While within Fong-Hai’s lair, he has advantage Illusory Mirror (1/day). Fong-Hai creates an illusory duplicate of
on saving throws and resistance to damage. himself within 60 feet. The duplicate lasts until the start of
Fong-Hai’s next turn or until it is destroyed. The duplicate has
Legendary Resistance (1/Day). If Fong-Hai fails a saving throw, the same statistics as Fong-Hai and shares his actions, but it
he can choose to succeed instead. cannot use legendary actions.
Y
ukiro, the Face Stealer Regional Effects
darkness and malevolence. With his insatiable
appetite for chaos and suffering, he roams the The region containing Yukiro’s lair is warped by its
land, haunting the nightmares of both the magic, creating one or more of the following effects:
living and the dead. A creature of pure • Aura of Dread. The air in the lair becomes thick with
malevolence and wickedness. an oppressive aura of fear and despair. Any creature
Yukiro’s true form is a grotesque sight to that starts its turn within 30 feet of Yukiro must make a
behold. His body is a twisted amalgamation of DC 15 Wisdom saving throw or be frightened for 1
elongated limbs, giving him an otherworldly and minute. The creature can repeat the saving throw at the
unsettling appearance like a massive centipede. He end of each of its turns, ending the effect on a success. If
moves with an unnatural grace, his every motion a creature succeeds the save, they are immune to the
exuding an eerie aura. aura’s effect for the next 24 hours.
Dark Presence. Within his lair, whether it resides in
the material realm or the spiritual realm, the cave • Whispers of Torment. Strange, haunting whispers fill
becomes a manifestation of his dark essence. The air is the minds of creatures within Yukiro’s lair. Whenever a
heavy with an unsettling presence, and the very walls creature makes an ability check, attack roll, or saving
seem to whisper secrets and lamentations. The eerie, throw, it must roll a d4 and subtract the number rolled
dark blue hue that permeates the cave casts a spectral from the roll’s result.
glow, making the masks adorning the walls and ceiling
appear all the more haunting. Each mask represents a • Terrifying Visage. Illusory images of twisted,
face stolen by Yukiro, frozen forever in expressions of tormented faces flicker in the shadows, causing a sense
anguish and torment. Some masks appear suspended in of dread. When a creature enters Yukiro’s lair for the
mid-air, their ethereal presence evoking a sense of the first time on a turn or starts its turn there, it must
trapped souls’ eternal suffering. succeed on a DC 15 Wisdom saving throw or become
The masks themselves possess an otherworldly aura. frightened until the start of its next turn.
They seem to have a life of their own, swaying ever so
slightly as if moved by an invisible breath. The masks • Veil of Shadows. Yukiro shrouds the lair in an
vary in shape and size, each one a testament to the impenetrable darkness. Magical light sources are
diverse identities that Yukiro has stolen. Some masks extinguished, and non-magical light sources are
bear expressions of fear and despair, while others reduced to dim light. Creatures within the lair have
contort into grotesque, contorted grimaces. Their disadvantage on attack rolls and Wisdom (Perception)
presence serves as a constant reminder of the depths of checks that rely on sight until the start of Yukiro’s next
agony and pain Yukiro inflicts upon his victims. turn.
Nightmare. To banish Yukiro from the mortal realm
is a monumental task, for he cannot be killed by Lair Actions
conventional means. Only by unraveling his unnatural On initiative count 20 (losing initiative ties), Yukiro
existence and invoking ancient rites of exorcism can he takes a lair action to cause the following effect.
be banished back to the spiritual realm from whence he
came. To confront Yukiro is to confront the depths of • Masked Shadows. The masks hanging in Yukiro’s lair
darkness and the most sinister aspects of a spirituality, become animated and attack. Each creature within the
for he preys upon the deepest fears, leaving behind a lair must succeed on a DC 15 Dexterity saving throw or
scar on the spiritual realm that can only be healed by take 10 (3d6) piercing damage from the bitting masks.
the triumph of light over darkness.
Yukiro’s Lair
Yukiro’s lair is a cave turned into a gateway between the
material realm and the spiritual realm. The cave is
engulfed in an eerie, dark blue hue, casting a chilling
aura upon all who enter. Strange masks, representing
the stolen faces of Yukiro’s victims, adorn the walls and
ceiling.
K
ahnu, Master of the Elements
profound wisdom and immense power. He time and generations.
is a dragon of celestial lineage, adorned in Kahnu’s Lair
shimmering scales that reflect the vibrant
hues of the elements he commands. From Kahnu’s lair, known as the Elemental Sanctum, rests
his noble visage, eyes of ancient wisdom atop the lofty mountain summit of Shizuka Isle. This
glow with a serene radiance, emanating an sacred place serves as a conduit between the mortal
aura of tranquility and reverence. realm and the elemental planes. As one ascends the
Older Than Time. Chosen by the dragon god Tsujin mountain, they encounter mystical phenomena and
Korokai, one among the first Element Shapers awe-inspiring vistas that signify their approach to the
themselves, Kahnu was bestowed with the sacred duty sanctum.
of becoming the Keeper of the Elements. This honor
came not through ambition or personal desire but Regional Effects
through his unwavering dedication to the harmony and The region containing Kahnu’s lair is warped by its
balance of the natural world. The Element Shapers magic, creating one or more of the following effects:
recognized in him the rare qualities required to
safeguard the delicate equilibrium between the • Ambient Light of the Elements. The lair is bathed in a
elemental forces. kaleidoscope of luminous hues, shifting and merging to
Embracing his role with humility and reverence, mirror the elemental forces at play. Fiery reds, serene
Kahnu embarked on a lifelong journey of self-discovery, blues, verdant greens, and earthen browns suffuse the
enlightenment, and an unwavering, eternal vow of surroundings, casting an ethereal glow upon all who
everlasting peace. He ventured deep into the elemental enter.
planes, delving into the essence of each element to
comprehend their true nature and forge an unbreakable • Harmonious Aura. Within the sanctum, an aura of
bond with their energies. Through years of rigorous balance and serenity prevails, imbuing all creatures with
study and introspection, he unlocked the secrets of a sense of calm. This aura grants advantage on saving
elemental mastery and transcended the limitations of throws against being charmed or frightened while in the
mortal understanding. lair.
Elemental Convergence. As the centuries passed,
Kahnu’s presence became intertwined with the fabric of • Elemental Resonance. The very fabric of the lair
Shizuka Isle, a place of mystic power and profound resonates with elemental energy. Creatures attuned to
significance. Atop the mountain summit, he established the elements gain 10 temporary hit points at the start of
his temple, the Elemental Sanctum, which became a their turn while in the lair, as they draw strength from
sanctuary for seekers of enlightenment and a bastion of the harmonious convergence.
elemental equilibrium. Lair Actions
In his role as the Keeper of the Elements, Kahnu
embraced his responsibility to ensure the preservation On initiative count 20 (losing initiative ties), Kahnu
of the delicate balance between the elemental forces. He takes a lair action to cause the following effect.
became a beacon of guidance, offering counsel and
solace to those in need. • Elemental Surge. Kahnu conjures a burst of elemental
Within his temple, Kahnu is surrounded by the energy from his lair, releasing a wave of energy that
manifestations of the four elements he has sworn to grants 1 combat round of temporary resistance to the
protect. Water cascades through crystalline channels, corresponding element to himself and his allies, or
harmonizing with the earth that pulses with vibrant life. inflicts 10 (3d6) elemental damage to all of his enemies
Flames dance in perpetual serenity, while the wind within the lair.
whispers ancient secrets.
Through the ages, legends of Kahnu, the Master of
the Elements, have spread far and wide. He is revered
as a guardian of wisdom, an embodiment of harmony,
and a symbol of the intrinsic connection between
mortals and the natural world. His teachings continue
to shape the lives of those who seek enlightenment, and
Legendary Resistance (3/Day). If Kahnu fails a saving throw, he Tail Attack. Kahnu makes a tail attack.
can choose to succeed instead.
Elemental Burst (Recharge 3-6). Kahnu emits a powerful blast of
Magic Resistance. Kahnu has advantage on saving throws elemental force in a 90-foot cone or a 120-foot line, depending
against spells and other magical effects. on the element chosen. Each creature in that area must make a
DC 22 Dexterity saving throw, taking 77 (22d6) damage of the
Actions chosen elemental type on a failed save, or half as much
damage on a successful one.
RESOURCES
Many powerful items, artifacts, letters, texts, and other writings can be found throughout The Dragon Trappers
Lodge’s adventures. The party can acquire the following items and writings in this adventure.
T
talisman that radiates a faint, pulsating Mark of the Elements
light, symbolizing the harmony between the Wondrous Item (Talisman), Legendary (Requires atunement)
elemental forces. When attuned to this
talisman, the bearer gains a deep The Mark of the Elements carries the essence of Kahnu’s
connection to the elements and a teachings, promoting harmony and balance within the bearer.
bolstering of inner strength. As a result, the talisman cannot be used by those who have a
of Kahnu’s wisdom and power. As such, it is tied to his purposes. If an unworthy or malevolent individual attempts to
attune to the Mark of the Elements, the talisman will reject
essence and the balance of the elements. Should the them, causing searing pain and rendering it inert until a worthy
bearer use the talisman to perpetrate great acts of evil bearer claims it.
or upset the equilibrium of the elemental forces, the
Mark may lose its enchantment, becoming a mundane Properties
trinket until the balance is restored. The Mark of the Elements requires attunement by a creature
The Mark of the Elements serves as a symbol of the capable of harnessing elemental powers. While attuned to the
bearer’s connection to the elemental realms and the talisman, the bearer gains resistance to all damage types for 1
responsibility that comes with wielding such power. It is minute. This resistance can be activated as a bonus action, and
a cherished artifact, sought after by those who seek once activated, it cannot be used again until the next dawn.
direct.me/dragontrapperslodge