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Alejandro Maroto (Order #44375443)

CREDITS

Based on the universe created by Daniel Servitje. Many thanks to Anne Heemskerk, Megan Pisarik
Lead Designers: Sarah Madsen, Brian Suskind and all members from our Dragonbond community!
Writing: Sadie Lowry, Anne Gregersen, Jeffrey Lee, Ben Special thanks to the Loot Tavern team!
McFarland
Disclaimer: This is a book of fiction. The publisher respects
Additional worldbuilding: JC Alvarez, Tom Babbey, all cultures, beliefs and religions. No dragons were harmed.
Rubén Bañuelos, Daniel Ehrli, Alastor Guzmán, George
Mann, Mark A. Latham PDF Version 1

Game Design: Sarah Madsen, Brian Suskind, JC Alvarez © 2024 Draco Gaming Inc. DRAGONBOND and
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Alejandro Maroto (Order #44375443)


CONTENT
INTRODUCTION 3 Part 3: The Door Left open. . . . . . . . . . . . . . . . . . . ...........66
Vision Valley. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ..........66
Asterismal Ruins. . . . . . . . . . . . . . . . . . . . . . . . ...........67
CHAPTER 1: ESCAPE FROM
THE CITY OF CRIMSON SPIRES 10 Corim has fallen. . . . . . . . . . . . . . . . . . . . . . . . . ...........75

Adventure Background. . . . . . . . . . . . . . . . . . . . . . . . . .. . . . . . . . . 10 CHAPTER 4: UNDER SIEGE 76


Part 1: Towers of trouble. . . . . . . . . . . . . . . . . . . . . . . .. . . . . . . . . 13
Part 1: The catacombs of Corim. . . . . . . . . . . . . . ...........78
Ambush, Interrupted. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13
Entering the city. . . . . . . . . . . . . . . . . . . . . . . . ...........78
Scuffle in the square. . . . . . . . . . . . . . . . . . . . . . .. . . . . . . . . 14
Two paths ahead. . . . . . . . . . . . . . . . . . . . . . . . ...........79
Ascending danger. . . . . . . . . . . . . . . . . . . . . . . . .. . . . . . . . . 15
A noble’s final rest. . . . . . . . . . . . . . . . . . . . . . . ...........81
Ambush aftermath. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16
Grave of the Aunai Warrior. . . . . . . . . . . . . ...........83
Street to Skyrock to Rapscallion. . . . .. . . . . . . . . . .........16
Part 2: Draavian occupied Corim........... .............84
Part 2: Den of thieves. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18
Joining the resistance. . . . . . . . . . . . . . . . . . . . ...........84
Retrieving the map. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18
Working for the resistance . . . . . . . . . . . . . . . ..........86
The hives. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18
Resistance missions. . . . . . . . . . . . . . . . . . . . . . ..........87
The Dart & Dagger. . . . . . . . . . . . . . . . . . . . . . .. . . . . . . . . 18
Mission 1: Szando’s personal defenses........88
Dealing with Sangra. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20
Mission 2: Alliance with the Crimson hawks..90
Returning to the Rapscallion. . . . . .. .. . . . . .........25
Mission 3: Sinking the violet caper.... ......92
Conclusion. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25
Mission 4: The personal guard..... ..........93
CHAPTER 2: THE SHRINE OF THE DRAGON KING 26 Mission 5: Sabotaging supplies..... .... ......94
Mission 6: Assassination attempt........ .....95
Part 1: A delve into the past. . . . . . . . . . . . . . . . . . . . . .. . . . . . . . . 26 Part 3: Facing the vampyr general......... .... ..........96
The Dragon Shrine. . . . . . . . . . . . . . . . . . . . . . .. . . . . . . . . 27 Approaching the heron hold. . . . . . . . . . . . ...........97
Part 2: Spies and thieves. . . . . . . . . . . . . . . . . . . . . . . . . .. . . . . . . . . 37 Entering the Castle. . . . . . . . . . . . . . . . . . . . . ...........97
The City of Corim. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 37 Saving the King. . . . . . . . . . . . . . . . . . . . . . . . . .........100
At the Palace. . . . . . . . . . . . . . . . . . . . . . . . . . . . . .. . . . . . . . . 39 Confronting Szando. . . . . . . . . . . . . . . . . . . . .........102
Running the chase. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 43 In the wake of the invasion. . . . . . . . . . . . . . .........103
The Rendezvous. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 44
APPENDIX A: NEW STAT BLOCKS 104
Resolution. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 45

CHAPTER 3: THE FELL OF VISION VALLEY 46 APPENDIX B: NEW MAGIC ITEMS 137

Part 1: Departing for Dalenda. . . . . . . . . . . . . . . . . . .. . . . . . . . . 47


Maandro’s request. . . . . . . . . . . . . . . . . . . . . . . . .. . . . . . . . . 48 APPENDIX C: NEW MECHANICS 138
Leaving for Dalenda. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 48
Part 2: Dalenda, the Valley Spire. . . . . . . . . . . . . . . . . . . . . . . . 58
Dalenda Gazetteer. . . . . . . . . . . . . . . . . . . . . . . . .. . . . . . . . . 58 OPEN GAME LICENSE 145
Seeking an Alliance. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 63

Alejandro Maroto (Order #44375443)


2

Alejandro Maroto (Order #44375443)


INTRODUCTION

INTRODUCTION
O n the craggy shores of the Dreamsea, within the
shadowed streets beneath the red spires of Kara Tibor,
Crimson Hawk agents move silently, transporting their
quarry with quiet efficiency. If anyone sees them, their WARNING:
disguises present nothing more than weary porters stoically
managing their latest delivery. A chest of dragon eggs, bound
Spoilers Ahead!
for Draavia, fetches a high price in this den of villainy, and This book is intended for the GM
many have paid with their lives. only! This section contains major
In Corim, a king holds court with his son, unaware of spoilers for the plot of the Tyrant
the spies that slink through his illustrious halls. Not all are of the Cursed Coast campaign!
who they seem, and loyalty in this land is hard to come by Players, turn back now!
as a jealous neighbor plots an invasion.
In the skies above, a flying nwoda shard-ship charts
a course to the City of Crimson Spires. On the deck, a
young woman looks out over the night-dark landscape, a
determined set to her jaw. Within his quarters, an ellari
wizard studies his scrolls and tomes, searching for the clues
he’s missing. Essential Plot Elements
Somewhere beyond, a group of adventurers await their call.
Welcome to the Cursed Coast. This adventure and the rest of the Tyrant of the Cursed
Coast campaign assumes the survival of Aeryn, Maandros,
and Prince Isandor. Maandros himself cannot die, as
Running the Adventure he is kept alive by his lingering Dragonbond and his
connection to the shattered Tear of Kadmos. Do your best
Tyrant of the Cursed Coast is a campaign spanning levels 1 to otherwise keep these main NPCs alive over the course of
through 20. This book includes the first portion of these the adventure.
adventures, which covers 1st through 5th level. It is important to remember that Maandros knows
Tyrant of the Cursed Coast: Year One begins with characters nothing of who he once was, and most of the history
of 1st level. Each chapter presents a portion of the adventure, involving Mordavian and his dragon has been relegated to
optimized for 4 to 6 characters of the associated level. The dusty history and muddled by time and retelling.
characters gain a level at the conclusion of each chapter. They
should reach 5th level by the conclusion of this book.
This adventure can be run with characters built from
any source, but we recommend using the player options
Forgotten History
found in other Dragonbond books, such as Itza’s Guide Before the Dreambleed and the time of the Dragonbonded
to Dragonbonding, for the most immersive and balanced Covenant, an ellari by the name of Mordavian was one
experience. of the most powerful of the Dragonbonded in Valerna.
This book is intended for you, the Game Master, His dragon, Izxerxes, was a creature of immense power
and contains spoilers for the Tyrant of the Cursed Coast and strength, and he harbored a deep desire to become an
campaign. It is recommended that you read the entire
azhurma in his own right. Together, they fought against
adventure before you run it. It assumes you have access to
the core rules, such as the fifth edition System Reference the Protogons, against Kadmos, and both for and against
Document 5.1 rules set. the Altanesi Empire. They conquered a great kingdom
All creature stat blocks for monsters and NPCs used in west of the Primalians, and Mordavian became the most
this adventure can be found in appendix A at the end of powerful of the Valernian Dragon Conquerors.
this book. When a creature’s name appears in bold type, When Mordavian joined the Dragonbonded Covenant,
that’s a visual cue pointing you to the creature’s stat block he refused to give up his titles. Influenced by the ambitious
with the same name in appendix A. Izxerxes, he argued that the world was in such turmoil
Any new magic items found in this adventure are listed that the Dragonbonded Covenant had a duty to use their
in appendix B, and you will be directed there by the text powers to bring peace and stability. That they should
each time a new magic item is introduced. not be simple champions of petty mortal realms but
Any additional rules new to this adventure or setting, enforcers, peacekeepers, kings! His arguments divided
such as new spells or rules for Dragonbonding, can be the Covenant, but most Dragonbonded determined
found in appendix C. 3

Alejandro Maroto (Order #44375443)


that Mordavian must set aside his plans or be destroyed. is known only as the ever-burning flame that serves as a
Mordavian, believing himself to be amongst the most beacon to the Aunai States, promising the return of the
powerful of the Dragonbonded, decreed that those who one that will lead their people back into greatness.
would not help him would die. He sought and found a
powerful gemstone—one of the Tears of Kadmos shed at Draavia’s Ambitions
the creation of the Eye of Kadmos. With the gem under
his control, he and Izxerxes were almost invincible. What House Draavia, within their vassal state east of Corim,
followed was a vicious battle in which they slew many wishes to become a power to rival Tyveria. They believe
Dragonbonded. one method to such strength is to force Dragonbonds
When finally he was brought to bear, the remaining between stolen dragons and the leaders of their house.
leaders of the Covenant decreed that their crimes To this end, they’ve hired the Crimson Hawks to bring
were unprecedented, and so they were sentenced to a them as many dragon eggs or live dragons as they can get
punishment far worse than death. Using the Tear of their hands on, in the hopes of triggering multiple bonds
Kadmos, Mordavian was cut off from Izxerxes, and the and empowering their house and conquering the Cursed
Tear was shattered into nine gleaming shards and scattered Coast….and Corim is about to be their first target.
across the land. The dragon’s memories were trapped and
fragmented within these shards so that the great Izxerxes
would not remember his time with Mordavian. The
dragon himself, now half mad, was contained within an
ancient device called the Omnium, where he slumbers Story Overview
still. Mordavian himself was cast out, forced to wander Year One of Tyrant of the Cursed Coast takes the
the world alone. His lingering Dragonbond made him characters from the streets of Kara Tibor to the throne
immortal, but with his connection to the dragon severed, room of Corim and beyond.
he was now an empty shell, his mind slowly failing him,
until time took its toll and Mordavian simply forgot all he
had been…
Chapter 1: Escape from the
Present Day City of Crimson Spires
After decades of wandering and forgetting, Mordavian now (1st Level)
goes by the name Maandros Vir. He built a reputation as
a powerful and wise—though somewhat scatterbrained— In “Towers of Trouble,” the first part of this adventure, a
wizard. After some time, he forged a relationship with promise of employment brings the party into the streets
the ruling family of the city of Corim, the heart of one of of Kara Tibor, the City of Crimson Spires. A sage named
the Aunai States in the Cursed Coast, and earned himself Maandros needs some skilled blades and keen eyes to
a position as an advisor to the king. Over the years, he provide protection for his agent and protégée, Aeryn,
has offered much wise counsel, though he often spent while she negotiates the price for a particular item with
large amounts of time journeying in other lands as he lost the infamous Crimson Hawks. The locals all know this
himself in the fog of forgetting once more. Remembering criminal organization is the true ruler of the city, and it has
nothing of his past, not even his true name, Maandros still its long-fingered reach in every shady deal, black-market
feels a deep connection to the region that he can’t explain. exchange, and illicit agreement.
He occasionally explores the city and its surrounding When the characters arrive at the agreed upon meeting
lands, spending time among the citizens, constantly place, however, they find the situation has already become
searching for something he cannot name. worse. Aeryn fights for her life against the Hawks while
Just under two decades ago, Maandros had a dream- two of them prepare to flee with the “package,” a dragon
vision of a child being born. He knew nothing about why hatchling. Faced with a choice, the characters can either
the vision came to him, but he knew he must find the leap in to help Aeryn, or they can chase after the rogues
child, for she was of great importance to his future and escaping with the hatchling into a nearby tower.
that of the Cursed Coast, eventually discovering her in a After the battle, the party guards Aeryn as they travel
small village along the coast. When he gazed upon her, he to the docks. Along the way, she tells them that the sect
felt that same connection again and, seeing her as blessed of Hawks she was meeting with has been smuggling rare
by the spirits of the ancient Aunai, took her as his ward. creatures, and rumors say they even know of a hidden
He’s since acted as both her grandfather and mentor, clutch of dragon eggs.
and she has blossomed into a formidable young woman, At the dock, they board a fabulous shard-ship to meet
though she remembers little of her life before her time Maandros himself. Though Aeryn’s mission to negotiate
with Maandros. with the Hawks went poorly, there is still a chance to win
The Omnium, Izxerxes’s prison, now resides in the the day. Maandros hires the adventurers to infiltrate the
throne room in Corim’s Gleaming Citadel. Its true history, secret lair of this sect of the Hawks and acquire a map
purpose, and even name have been forgotten; instead, it leading to their newly discovered dragon egg cache.

Alejandro Maroto (Order #44375443)


INTRODUCTION

In “Den of Thieves,” the second part of this adventure, The characters escort the duke and his guards to
the party must discover the location of the map and Dalenda, encountering Draavian scouts, refugees, and
find a way inside one of the Crimson Hawks’ hives, monsters along the way. Once they reach Dalenda, they
compartmentalized tunnel networks beneath the city itself. find the great city stretched thin—monsters have been
Whether they decide to barter or deal with the Crimson attacking from Vision Valley, a place where the faari reign.
Hawks, or attempt to use stealth, subterfuge, or pure brute If the characters can secure Dalenda’s safety, the elven city
force, the characters make their way into the hive. can offer its aid against the Draavians. But more than monsters
The characters contend with poison gas, traps, locks, and lie in Vision Valley, and the Draavian invasion looms…
unexpected foes before they finally reach their destination:
a smuggler’s cache in the depths of the tunnels. Only once
they retrieve the map and escape the hive can they return to
Maandros and Aeryn and set off to the adventures that await
Chapter 4: Under Siege
in the Cursed Coast—and beyond! (4th Level)
Chapter 2: Shrine of the In this conclusion to Tyrant of the Cursed Coast: Year One,
the characters return to Corim (with or without any

Dragon King (2nd Level)


gathered troops from Dalenda) to discover the other allied
Aunai armies assembled outside the walls and the city
itself under Draavaian occupation. They must enter the
Having successfully gained the map Maandros was seeking city covertly to reconvene with Aeryn, Maandros, and
in the City of Crimson Spires, the characters join him and Prince Isandor. While within the city, they can undertake
Aeryn on their chartered shard-ship, the Rapscallion, to missions to support the resistance, weaken the Draavian
seek out the site detailed on the map. Maandros extends presence in Corim, and prepare to take down General
his employ of the adventurers, requesting they delve into Szando himself and save the king.
the shrine they find there.
If the characters are successful, they discover three
preserved dragon eggs and a stargem, a magical crystal tied
to Maandros’s forgotten past. Setting Overview
The shard-ship takes the party and their patrons The Tyrant of the Cursed Coast: Year One takes place
to Corim. There, in the presence of the Omnium, the entirely within the borders of the Cursed Coast, along the
stargem’s magical powers are awakened, causing one of the eastern edge of Valerna’s Dreamsea, though the influences
eggs to hatch and forging a Dragonbond between Aeryn of Tyveria to the east can be felt through Draavia’s
and the wyrmling. Maandros has the remaining eggs
ambitions and those of the Fai Woods to the south
and the stargem secured, and King Yvandran organizes a
through Dalenda’s struggles with the feydh.
feast to celebrate this wondrous event and to thank the
characters for bringing a Dragonbond to his great city.
The rival city-state of Draavia has had its agents
embedded in the palace staff in Corim for some time. Peoples of Valerna
Seeing an important opportunity for a strategic advantage,
the spies move to steal the eggs and the stargem while The continent of Valerna has many unique and fascinating
the castle residents, staff, and guests are occupied with peoples, from the hulking ogerron to the quick and
the feast. They signal for an immediate extraction at a stealthy shev, and humans of all types. A few, encountered
prearranged location and flee the palace. in this adventure, are listed here.
As the alarm is sounded, the characters are sent in Allai. Allaria, the Dragon Kingdom to the southwest,
pursuit, chasing the spies down and defeating them is ruled by the allai, a faction of half-elves claiming to be
and their air support to recover the dragon eggs and the more honorable than their human and ellari ancestors,
stargem before they are spirited away to Draavia. going so far as to call themselves honor elves.
Aunai. Humans of the Aunai States on the Cursed
Coast are known for their claim of descending from an
Chapter 3: The Fell of alleged great human empire: the auna people. They mostly
share a mix of heritages, including distant ellari ancestors,
Vision Valley (3rd Level) and many hold their Altanesi roots in high esteem.
Ellari. Also known as silver elves, ellari typically have
Two weeks have passed since the feast held in the white hair and pupil-less eyes, and they excel at Fai magic.
characters’ honor. In the wake of the theft at the palace, They were the first elves and once ruled much of Valerna,
the characters have learned of an imminent Draavian but they have diminished greatly in number and power
invasion led by General Szando id Draavia. The king over the centuries.
of Corim requests the characters escort a duke as an Ogerron. Massive humanoids hailing from the Blood
ambassador to the city of Dalenda to secure an alliance. Empire of Tyveria, ogerron are one of several lineages of the orc
Maandros has located another stargem near Dalenda, and peoples. They are empowered by eating the flesh of their fallen
requests that they search for it while they’re in the region. enemies and are terrifying foes to face in battle.
5

Alejandro Maroto (Order #44375443)


Púka. Also known as bright halflings, púka, or are the positions within Corim’s hierarchy. These wise old sages
most common type of halflings found in Valerna. Affable are tasked with honoring the past to give meaning to
lovers of quality and comfort, púka are the best cooks, the present and, it is believed, to prophesize the future.
blacksmiths, and bakers on the continent, and their inns, Separated into multiple schools, the ankorae rarely agree
smithies, and taverns are renowned in every realm. on the exact form of these prophecies, usually claiming
Shev. Stealthy and nimble with a knack for alchemy, that their interpretations were correct after the fact. More
the shev are found in the highest numbers in Tyveria. details about Corim can be found in chapter 2, “Shrine of
Also known as shadow halflings, they often find work as the Dragon Conqueror.”
apothecaries, spies, couriers, and assassins.
Vampyr. Humans with an affinity for blood magic,
vampyri have superhuman traits and must drink blood to Dalenda
maintain their power and vitality. Most vampyri originate
The smallest of the Aunai States, and perhaps the most
in Tyveria to the east, under the rule of the noble maghyr
houses there. beautiful, Dalenda is a city of ellari, rebuilt after the
Dreambleed. In the Cursed Coast, the ellari were not fully
blamed for the disaster as they were in Allaria (although
The Cursed Coast most were expelled from Eugara and sought refuge in
Dalenda as a result). What began as a rubble-strewn shanty
Stretching from the City of Crimson Spires in the north, town was rebuilt through the power of Dream into a
to the mysterious Vision Valley in the south, the area small city of gleaming white towers and shaded gardens.
known as the Cursed Coast has earned its name many The ellari who dwell here are peaceful and philosophical,
times over. Once called the Dreaming Coast by the first ever vigilant against the hubris that brought about the
elves, it has been the site of so many wars, disasters, and world’s greatest disaster. Some wonder how such a people
cataclysmic events that it has garnered a fell reputation. can survive in the harsh lands of the Cursed Coast—but
An ancient land, in which great civilizations have risen any who have seen the Dreamshapers of Dalenda practice
and fallen, it is said to resonate with a primordial power that their reality-bending arts would know that even the most
lies buried beneath its mist-haunted valleys and great walled powerful army could not besiege this city. More details
cities, power that the greedy and ambitious would stop at about Dalenda can be found in chapter 3, “The Fell of
nothing to possess… Vision Valley.”

The Aunai States Eugara


The largest and most powerful faction in the Cursed Coast is Ruled by a family of allai descended from the Allarian
not really a single realm at all but rather a collection of states governors who once occupied the city, Eugara is akin to
united by common cause. Named for the ancient human a puppet state of Allaria. Modeling their culture on (an
kingdom of the auna people that is believed to have been outmoded form of ) Allarian culture and even bearing the
the first real power in the Cursed Coast, the Aunai States Fai Hydra upon its banners, it is a city once bathed in
are dominated by four cities, each ruled by a different noble glory but now in decline. Though Allarian interference in
family who has, at one point or another, claimed to be the the Aunai States often originates here, Eugara has neither
rightful ruler of the entire coast. the power, nor the support of its patrons to the south, to
For now, the rulers of Corim are in ascendancy—though fully exert the old rule. Instead, the allai dream jealously of
not everyone is happy with the arrangement. The four states past glories and plot their return to power.
often rally to the call to arms for the greater good but only
when it suits them, and only for a price.
Aulara
Populated almost entirely by humans, Aulara is a fortress city,
Corim
whose people look to a cherry-picked vision of their ancient
The largest and most important of the Aunai States, Corim past to inform their present. Styling themselves after the
is thought of by outsiders as the capital city. In reality, Altanesi, the Aularans hold to a military tradition, demanding
through wealth and power alone, it fights a daily struggle every citizen take up arms for mandatory service.
to keep the other member-states on its side. They are a
seafaring nation, bringing in trade via the Dreamsea and
building a powerful navy to cement their position. Though Draavia
predominantly human, Corim is a melting pot of peoples
and cultures, with little sense of identity. This is typified by House Draavia of Tyveria were much opposed to Adrael’s
the ankorae—a sect of philosophers who occupy revered reforms, refusing to adopt the new ways. Clinging to power
in the far-flung border city of Kara Matula, they dreamt of
independence in the Cursed Coast, and sent expeditionary
parties to conquer a new territory. However, this proved

Alejandro Maroto (Order #44375443)


INTRODUCTION

much more difficult than expected, and the new realm of however, was that the temple-city was built over the ruins of
Draavia is instead more of a vassal state, paying Tyveria a much older city, possibly built by the Altanesi and toppled
handsomely for the privilege of being left to their own during the Dreambleed, and the xibac have now largely
devices. Draavia is heavily industrialised, with huge mining moved underground into a fortified, subterranean realm of
operations scarring the landscape and tall chimneys belching unknown size. It is whispered that the first necromancers
smoke day and night, blackening the sky. once dwelt in that dark necropolis, and that the xibac are
House Draavia clings to the old ways, making them now privy to ancient lore that bolsters their powers.
especially hated by Ysvalians, who remember only too well The Náhuinn are besieged from all sides: Their territory
the horrors of the Blood Geas. Until very recently, the to the west, nearest the coast, is much coveted as a route
Draavians forced the orcs of the Cursed Coast to work their between Allaria and the Aunai States, and the ocelinn fight
mines, but now the orcs have rebelled, organizing together as tooth and nail to keep their neighbours at bay. To the south
the Orcannad and carving out their own territories, proving lies the Vision Valley, and thus the southern border is lined
to be a constant thorn in the side of Draavian ambitions. with thrumming obelisks of Source slabs, designed to repel
the mysterious feydh from Náhuinn lands.

The City of Crimson Spires


Kara Tibor, better known as the City of Crimson Spires,
Vision Valley
is an independent city-state acting as the gateway to the This beautiful, forested valley was once a scenic passage
north of the Cursed Coast. The true power in the city are between the Cursed Coast and Nahuac, but few dare travel
the Crimson Hawks—an organised group of assassins and its ancient trails today. Since the Dreambleed, Vision Valley
criminals, masterminded from the shadows by Adrael’s sister, has become a place redolent with Fai energy, and it contains
Varanna. The Hawks run operations in every city across the many hidden crossings through which the unwary traveler
Cursed Coast and are feared throughout the land. might find themselves spirited away to the court of Bele, a
powerful Fell crown.

The Bjarda of Griffon’s


The Exile Kingdoms
Beak These large areas of no-man’s-lands have never been
The Bjarda is an independent Ysvalian force that settled the conquered and are made up of vast, windswept plains
territory north of the City of Crimson Spires, in an area populated by fearsome beasts and roving monsters. It is even
they call Griffon’s Beak, when Ysval withdrew from the city’s said that Null entities, cut off from the controlling influence
occupation. They are a self-appointed order of enforcers, of their long-banished horde, haunt ancient ruins here and
whose sworn duty is to keep an eye on the City of Crimson prey on unwary travelers.
Spires, ensuring it never again falls under Tyverian rule. Into these inhospitable lands come the Exiled Lords.
The spire-lords see the Bjarda as little more than From dispossessed princes to robber barons, these outcasts
squatters—but evicting them would almost certainly bring and their retainers hope to stake their claim and make a
the wrath of Ysval, and that would be a war neither party kingdom in their own name in these cursed lands. Some are
can afford. more successful than others—there are a few walled towns
and fortresses that have stood the test of time. But for the
most part, settlements rise and fall along with an endless
Tuzaqu and Ahukala succession of warlords.

Territories The Fell Courts


The Náhuinn territory of the Cursed Coast was once the Deep in the enchanted forests and magical regions created by
northernmost tip of the Coalition, before they were cut off the Dreambleed, where the Fai is strongest in Valerna, there
from their kin by the Dreambleed. They have developed in a are realms that are not realms and a people that is not quite a
microcosm ever since, forming their own small facsimile of people. These are the Fell Courts, the fey realm of the faari, or
the Coalition with their own councils and armies, though on dream elves. The elven archmages that caused the Dreambleed
a much smaller scale. The two primary factions are the Tuzaq were consumed by the devastation; all that remained of these
(primarily ocelinn) and the Ahukal (xibac necromancers). great elves was their memory, which the Fai shaped into
The ocelinn warbands of the Tuzaqu Territory mostly dream-like entities—alive, but not truly, and composed of
comprised of white jaguars—incredibly rare in Nahuac but pure Dream magic. These elves are now known as the fell.
commonplace in the Cursed Coast. The white jaguar ocelinn No sooner were the Fell born than they set up an imaginary
have long held a rivalry with the xibac necromancers, realm in the depths of the forest, a mockery of the great elven
culminating in the destruction of the xibac temple-city and nations of yore. Myriad sylvan creatures flocked to this new
an annexation of their lands. What the ocelinn didn’t know, haven of Fai magic—goblins, giants, forest spirits, and beast-

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kin—along with foolhardy humans who find themselves lost in commoners in everyday life. From the wise woman who
the dream-like woods, wandering for an eternity in this shifting twists a bit of K’aab to cleanse a wound, to the powerful
realm until they become one with the Fell Courts. Few mortals wizard who harnesses vast amounts of Fai to achieve nigh
believe the Fell Courts exist, but for those ill-fated travelers who impossible feats, Vaala is part and parcel to life in Valerna.
stray too close to the dark forests, the sinister sound of hunting
horns on the wind and the cold, musical laughter of the elves
heralds a danger all too real… Vaala
Vaala is often referred to by its aspects. Most creatures
on Rhaava cannot comprehend the workings of Vaala as
Trappings of a whole and instead divide it into three distinct parts in
order to access, manipulate, and utilize its power.
Dragonbond Fai. Also known as Dream, Fai is the aspect of
imagination, of the unpredictable and unrealized. It
There are certain elements of the Dragonbond setting that manifests in budding ideas, unconscious thoughts, and
differ from other common fantasy settings. Making sure nightmares. It is the magic of concept, of abstract forces
you and your players are aware of these elements prior to such as beauty, order, and chaos.
playing will help everyone understand the world and better Id. Also known as Will, Id is the aspect of decision,
prepare them to play in it. power, and influence. Of all aspects, it is the closest to
Vaala’s raw, true nature—the ability to affect the universe
through action and assertion. It is the magic of forces and
Magic in Valerna energy, of cause and effect.
K’aab. Also known as Source, K’aab is the aspect
The world of Dragonbond is filled with magic, the essence of growth, creation, and transformation. It manifests
of which is known to those in Valerna as Vaala. Vaala can in birth, learning, and development, in life and
be used to produce potent spells but is also used by many reproduction but also in decay and death. It is the magic
of cycles, of processes and experience.

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INTRODUCTION

The Cosmology of Rhaava dragons would consider such a tie to a mortal to be


anathema, few would shirk the limitless supply of Vaala
they receive through their bond.
The world of Rhaava has three moons, one of which is Dragons in Valerna are typically, and rightly, viewed
Drakha, also known as the Red Moon. In distant history, with fear by the common masses, as the creatures often
the dragons were exiled to Drakha and could only access only appear when they are attempting to devour or
Valerna through a portal known as the Eye of Kadmos, kidnap mortals. However, some scholars have dedicated
which opened once every 27 years. Now, however, the Eye their lives to studying dragons, intent on understanding
remains partly open, allowing dragons to slip through to them, and some warriors regard them with a sense of awe
Rhaava more frequently. and reverence. A few others worship them and consider
The closest thing Rhaava has to another plane of them to be the pinnacle of creation.
existence is the Dreamspace, where the feydh courts
reside. It is a world that exists purely within—and spun
of—the dreams and imaginations of mortals. It exists
alongside, and yet also within, Rhaava. Places where the
Death in Dragonbond
barriers between these two worlds are thin are called Resurrection is extremely rare in the world of
Crossings; such places allow the feydh of the Dreamspace Dragonbond. Part of what makes the Dragonbonded so
to slip into Valerna and allow mortals to cross over into awe-inspiring is their ability to gain nigh-immortality and
the Dreamspace. shrug off death. Character death in Valerna is a constant
threat and often permanent.
Dragons and the
Dragonbond
Long ago, dragons were cursed, severed from Vaala, and
exiled to the red moon of Drakha. Now the only way a
dragon can access Vaala is by consuming mortals from
Rhaava—or through the Dragonbond. While most

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CHAPTER 1:

ESCAPE FROM THE CITY OF


CRIMSON SPIRES
“E scape from the City of Crimson Spires” takes
place in the so-called Cursed Coast, a crossroads
region of Valerna set between three of its larger empires.
The City of Crimson Spires
The explorers, freedom seekers, and refugees who Kara Tibor, better known as the City of Crimson Spires,
settled these lands imparted a shared set of traits unto is an independent city-state acting as the gateway to the
their descendants: stubborn determination, practical north of the Cursed Coast. The true power in the city is
resourcefulness, and fierce independence. This is a land of the Crimson Hawks—an organized group of assassins and
adventure, where foul beasts roam, ancient secrets linger, criminals. The Hawks run operations in every city across
and dark plots prepare to shake the world. the Cursed Coast and are feared throughout the land.
Once under the rule of Tyveria, several factions attempted
Welcome to the Cursed Coast.
to liberate the city, and instead the City of Crimson
Spires became a no man’s land, a lawless region outside
Tyveria’s control. For a while, citizens survived by looting
Adventure Background or establishing small turfs within the city, which eventually
grew into powerful gangs. In time, these gangs formed strong
The time of the Dragonbonded comes once again to militias and smuggling consortiums, which fought each other
Valerna. Ancient powers, long sleeping, stir in their dusty until they decided to merge into a single force, one that would
vaults. That which was lost can now be found again. It is a bring order to what had become a city of crime.
time of change for the world, a time of conflict, a time for The Crimson Spires has become the touchstone of all
mighty heroes to rise up and earn a place in song and story. criminals and cutthroats across Valerna, and its masters,
In the wild lands of the Cursed Coast, a sage and while not a unified faction by any means, maintain a
wizard named Maandros has been seeking magical artifacts semblance of rule in the city through the law of terror.
with the help of his protégée, Aeryn. Now, tantalizing Tyveria lets them be, in exchange for a cut of the action, in
rumors have drawn the pair to the City of Crimson Spires.
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CHAPTER 1: ESCAPE FROM THE CITY OF CRIMSON SPIRES

turn providing the Hawks with a legal front through which


to smuggle their illegal goods.
Dragonbonding

The Crimson Hawks The biggest new addition to the game is the concept
of dragonbonding, a process by which a mortal and a
dragon form an intimate, indelible link between their
An organization of thieves and assassins, the Crimson souls and life forces. This grants both the dragon and
Hawks are more than just a gang of cutthroats. Hired by the mortal immeasurable power, but it also comes
rich collectors, career smugglers, and aspiring kingmakers, with its own risks—if either the mortal or the dragon
the Crimson Hawks have a reputation for efficiency and, dies, so does the other.
more importantly, leaving no trail behind them. They You can read more about the process of
don’t come easy, and they don’t come cheap. Any who go dragonbonding in appendix C.
looking for them better be worth their time, or they may
end up on the Hawks’ very long list of victims.
The City of Crimson Spires is a primary stronghold for
the Crimson Hawks, and they have multiple safehouses,
hideouts, and tunnel networks known as hives scattered Running this Adventure
throughout the city. Though they are able to operate Escape from the City of Crimson Spires introduces players
mostly out in the open, old habits die hard, and privacy to Rhaava, the world of Dragonbond: Endless Sagas, a
and secrecy is the bread and butter of any organized crime. setting rich with history, conflict, adventure, and dragons!
You should feel free to modify or adjust any part of the
adventure to better fit your table.
The characters reach 2nd level at the conclusion of this
adventure.

Adventure Hooks
This adventure presents several hooks described below
to get the characters involved in the story. All hooks lead
Crimson Hawks to receiving an offer of employment from Maandros in
Symbol “Message from a Wizard,” which begins the adventure.

Newly Arrived
The characters are new to the City of Crimson Spires and
Mark of Membership have been looking for work appropriate to adventuring folk
Every Crimson Hawk receives a tattoo when they earn such as themselves. A friendly barkeep named Fasga has
full membership. The size and location of the tattoo is up promised to keep an eye open in exchange for a bit of help
to the Hawk, but it is always a stylized feathered blade— with overly rowdy customers. This morning he reported that
the signature weapon of the Hawks. Additionally, each a small wooden box arrived for the characters.
member carries at least one feathered blade as a weapon
and typically has a Crimson Hawk medallion or coin
made of tyvalite, copper, or another red-colored metal A New Leaf
on their person. They can give the coin to someone who
has contracted them, whom they owe, or who otherwise The characters have formed a crew and have been working
has their favor to show they have earned the attention of for the Crimson Hawks, in one capacity or another, for
a Hawk. Presenting such a token to a Hawk will earn the a while now, but the life of a criminal hasn’t worked out.
bearer and their companions some leeway when making For some it is for moral reasons; others angered the wrong
requests or seeking passage through a Hawk-held area, person. But for whatever reason, the characters all need a
though it does not grant blanket permission and access to new line of work. Luckily, a missive in the form of a small
Hawks and their holdings. wooden box has just arrived.
Alternatively, a Hawk who wishes ill will on someone
may gift them said coin or medallion—but with a heavy
scar through the insignia. The next time the bearer shows
the marred token to another Hawk, they are quickly—and
permanently—dealt with.

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Dying Request employment going forward. I do hope you agree to aid
me, my friends.”
The characters all served an elderly wealthy patron who Maandros turns to one side, tinkering with
employed them in various jobs in his crumbling manor something only he can see. “Now, where did I put
in the Spires. At the end of a long illness, and at a very that… Ah, here it is! Yes, yes. That is coming along
advanced age, the patron had the characters brought to splendidly. Hmmm, hmmm…”
his deathbed and showed them a small wooden box he The sage suddenly turns back to face you. His
received from an old acquaintance. The patron asks them face looms larger in the image as he peers closer at the
to do one final task for a dying man: Answer the request magic stone. “Oh! Is this still on? How do I—” The
they find inside the box. image vanishes, and the stone crumbles to dust.

Assuming the characters agree to the job, they have just


Message from a Wizard enough time to travel through the city to Rottrad Square.
Following one of the adventure hooks presented above,
or one you create yourself, the characters receive a small
wooden box. Unbeknownst to them, inside the box is a
Roleplaying Maandros
glowing stone, a magical item that plays a recorded message Maandros Vir is absentminded and prone to rambling.
asking for their help in exchange for a hefty reward. When left on his own, he spends hours enraptured by
When the characters open the box, the stone suddenly the smallest conundrum and often gets lost in his own
projects a semi-transparent image of an ellari with long, thoughts. Despite this, he has a keen mind hidden beneath
white-blond hair and a kindly befuddled expression. The a blanket of fog, and has moments of clarity that provide
image is of Maandros Vir. Once the image appears, read or deep insights. He has a deep love for Aeryn, who he sees
paraphrase the following: not just as a protégée but almost family.
Maandros rarely resorts to using his magic for violence,
“Ah, there we are. Now, introductions! I am Maandros, and often forgets what spells he knows. However, beneath
a humble sage from the court of Corim. Perhaps you the surface is a powerful mage that should not be trifled
have read my treatise on the migratory patterns of the with, and his confidence returns to him in full force when
awakened shrub? Well, no matter. I have heard many he or Aeryn are threatened.
tales about your brave band. All good things, I assure
you. If you are willing, I plead for your aid in a task
well suited to the skills and talents of you and your
companions.”
The image of the old ellari is replaced by the image
of a young, pretty human with a pale scar along one
side of her jawline. “This is Aeryn, my student and
protégée. She is an adventurer much like yourselves
and assists me in my expeditions.”
Aeryn’s face fades and Maandros’s returns. “We
have come here to the Spires in search of a particular
item: a map, to be precise, a map which is currently
in the hands of the Crimson Hawks. As you no
doubt know, the Hawks are an organization with a…
Hmmm, how shall I put it? They have a morally loose
view of the law and no regard for personal property,
but they effectively run the city.
“To secure this map, Aeryn is to meet with
representatives of the Hawks this afternoon in Rottrad
Square to bargain for a price. Then, later, I shall join
her to exchange coin for the item.
“Needless to say, I do not have much trust in
the Crimson Hawks, so I wish to hire you and your
companions as protection for Aeryn. Meet her by the
third bell in Rottrad Square, protect her during her
meeting, and then escort her to the Rapscallion, the
shard-ship of my dear friend, Captain Dwaru, currently
moored at the skydock on the island in the harbor.
“In exchange for this service, I offer each of Maandros Vir
you fifty gold pieces and the promise of additional
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CHAPTER 1: ESCAPE FROM THE CITY OF CRIMSON SPIRES

Rottrad Square serves as a loading area for wagons


delivering shipments to the warehouses surrounding the
plaza. One of the high towers of the city rises up in the
southeast corner of the square, with a bridge stretching
out to another tower to the east. The area is full of stacked
crates, bundles, and pallets of goods, which offer cover.
Two large cranes rest in opposite corners of the plaza,
designed to lift goods to the wide doors on the second
floors of the warehouses. The cranes can be climbed with
a successful DC 12 Strength (Athletics) check, and they
offer an unobstructed view of the entire square as the fog is
thinner on the eastern side.
The characters begin on a side road heading into
A Crimson Rottrad Square, 15 feet away. The plaza itself is 100 feet by
Hawk medallion 80 feet, with two-story warehouses rising up on all sides.
Two other streets exit the square, leading north and south.
The sounds of fighting come from the far side of the
plaza. Due to the fog, the party can’t see what’s happening
PART ONE: until they enter the square itself. When they do, read, or
paraphrase the following:
TOWERS OF TROUBLE The obscuring mist thins out around the stacks
of crates and bundles of goods as you stride into
The first section of this adventure begins by plunging the Rottrad Square. To the north, two giant ants wait to
party directly into the battle between Aeryn and the rogues be loaded down with goods.
of the Crimson Hawks. In the shadow of a loading crane at the far side
of the plaza, a young human in leather armor and
traveling clothes battles six darkly garbed assailants.
Ambush, Interrupted She is hard-pressed, bleeding from a serious-looking
wound to her side but holding off her foes… for the
Read or paraphrase the following to get the adventure moment.
underway: To the south, three more of the assailants in
dark garb duck into the entrance to one of the high
towers of the city, carrying the struggling form of a
It is a gloomy morning in the Spires, and the weak
feathered, lizard-like creature bound in rope. It’s a
sunlight struggles to burn away the early sea fog
dragon hatchling!
blanketing the city. The tang of the ocean fills the
mist along with a hint of mint, cinnamon, and a
myriad of other spices from the marketplace a few The human in leather armor is Aeryn, the woman they
streets back. were sent to meet. The adventurers face a choice: Aid her
Around you are sights common to a city such as against her attackers or pursue the trio of foes fleeing with
the Crimson Spires. An ogerron stomps past carrying the baby dragon.
a bundle of paving stones. In the shadow of an alley, If the characters stay to help her, the Hawks fleeing with
two obakkar argue over a bone-handled dagger. the hatchling join up with some companions at the top of
At his cart, a shev alchemist extols the virtues of a the tower. When the characters follow, they will encounter
concoction to an allai. more foes than expected. Go to “Scuffle in the Square” in
Up ahead, the street opens into a wider space next the following page.
to a stone marker that reads “Rottrad Square,” but If the characters follow the hatchling immediately,
the plaza is obscured by the gray fog. The sounds of most of the Hawks chase after them. It takes Aeryn several
the city seem muffled by the murk, but the sound of rounds to finish off her attacker, and she is seriously
clashing weapons and the cries of anger and pain are wounded in the process. Nonetheless, she pursues the
immediately clear. hatchling, catching up to the characters after they succeed,
or fail, to recover it. Go to “Ascending Danger” on page 15.

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Roleplaying Aeryn Scuffle in the Square
Aeryn is strong willed and charismatic. She tends to be Aeryn battles six Crimson Hawk ruffians near an
direct, cutting to the heart of the matter rather than overturned wagon. Her meeting with the Crimson Hawks
worrying about diplomacy, and is often impulsive, traits her did not go as she hoped. It ended up being more of an
mentor is attempting to teach her to overcome. Her voice ambush than a discussion.
is silky, and she enjoys singing despite her lack of musical They are intent on dispatching Aeryn and do not notice
talent. She is an engaging companion, joking and grinning the adventurers unless directly confronted or attacked. If
often. In battle, she fights dirty, using her brass knuckles to this occurs, one Hawk stays to fight Aeryn, and the other
deliver surprising blows against unsuspecting foes. five move to take care of the characters.
A couple of situational factors may come into play
during the encounter:
Splitting The Party
• The crane above where Aeryn is fighting currently holds
You may find yourself with players who decide to several crates secured by netting. The rope holding
split the party, with one group staying to help Aeryn the crates can be severed (AC 14, 7 hp), sending them
and the other running off after the Hatchling. crashing down below. Each creature below the crates
Since you are calling for the players to roll must make a DC 15 Dexterity saving throw, taking 11
initiative for both encounters, you can run “Scuffle in (2d10) bludgeoning damage on a failed save, or half as
the Square” and the “Ascending Danger” at the same much damage on a successful one.
time. This results in much tougher encounters for • Creatures that climb up onto the piles of goods or
both the locations. crates gain advantage on their first melee or ranged
attacks each round. However, the footing is precarious,
and creatures ending their turn on the crates must
succeed on a DC 10 Dexterity saving throw or fall off
the stack, taking 3 (1d6) bludgeoning damage and
landing prone.
• The two giant ants in the northern part of the square
are common beasts of burden and are trained not
to react to typical distractions. However, battle is
another story. The creatures can be provoked into
stampeding toward the fighting with a DC 15 Wisdom
(Animal Handling) check. Creatures in the path of
the charging ants must succeed on a DC 10 Dexterity
saving throw or be knocked prone and take 2
(1d4) bludgeoning damage and 2 (1d4)
piercing damage.
The Hawks fight until only two of
them are left, at which point they break
contact and flee. Those who manage to
escape report to their leaders, possibly raising the
alarm in part 2.

Treasure
The Hawks have a total of 12 gp and a potion of healing.

Development
Aeryn is wounded and exhausted but isn’t in any
immediate danger. She knows she is in no shape to chase
after the dragon and its abductors.
If the characters stayed to aid Aeryn, she storms
over to them once the Hawks are dealt with and says,
Aeryn “Appreciate the help, but those bastards are getting away
with the hatchling!”
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CHAPTER 1: ESCAPE FROM THE CITY OF CRIMSON SPIRES

The three Hawks who escaped with the hatchling fled On the map for the tower, there are five vertical
into the tower on the southeast corner of the square. Aeryn sections displayed; each is 30 feet high, the distance it takes
pleads with the party to go after the hatchling and recover for the stairs to wrap around the wall of the tower.
it. If needed, she quickly promises a bonus payment of On the ground floor, bundles of goods are stacked
50 gp from her mentor Maandros. She pushes hard, as in the center of the chamber, below a cargo lift that’s
she wants them to set off after the hatchling immediately, currently elevated to near the top of the tower. Two ropes
before the trail goes cold. If they ask, she tells them that extend up from a pulley system tethered to the ground and
they can bring the hatchling to the Rapscallion, a shard- loop through pulleys in the ceiling, one connected to the
ship moored at the city’s skydock. lift and another attached to a heavy weight.
This encounter assumes that the adventurers followed
the Hawks without stopping to help Aeryn. When they
Ascending Danger enter, they can see the Hawks about 60 feet up the
staircase, moving at half speed because they are carrying
The three Crimson Hawk ruffians with the hatchling flee the hatchling. The Hawks are intent on fleeing, but
into the tower on the southeast corner of the plaza. if attacked they use their hand crossbows to shoot at
the characters while continuing to move upward. Five
The tower appears to be made of native marble Crimson Hawk ruffians from Rottrad Square enter the
blocks, smoothed and set with precision. It is 60 feet tower at the end of the first round.
across at its base and rises 160 feet above the square, However, if the characters enter the tower after helping
with narrow arrow-slits spaced evenly across the Aeryn, the three Hawks carrying the hatchling have already
exterior. A single archway provides ingress. reached the top and have alerted three additional ruffians.
All six Crimson Hawk ruffians begin the encounter at the
top of the stairs when the characters enter.
The characters who enter the building in pursuit of Clever characters may decide to use the counterweighted
the Hawks find it to be a hollow cylinder with a staircase cargo lift to rapidly ascend. Doing so requires the character
circling up the inside of the tower. The stairs are 5 feet to use an action to hold the rope going up to the lift in one
wide, with a 30-foot open space between opposing sides. hand while cutting the rope attached to the weight with
the other. When this occurs, the character is hauled straight
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upward. As they approach a height of about 80 feet, they reverent; the Dragonbond is an occurrence that only
notice the cargo lift falling from above. At the beginning of happens in history and legend, and to be in the presence of
the character’s next turn, they must make a DC 15 Dexterity one is a blessing.
saving throw to leap from the rope to the stairs, 80 feet Aeryn urges the characters to accompany her to the
above the ground. On a failure, the character is struck by the skydock where her mentor, Maandros, is waiting. Along
falling lift, taking 16 (3d10) bludgeoning damage, and then the way, she explains to the characters that she was sup-
falls to the ground. A creature falling from that height takes posed to meet with the Crimson Hawks to arrange a deal:
36 (8d6) bludgeoning damage when they strike the ground, payment in exchange for the map Maandros needs. When
landing prone. she saw that the Hawks had a dragon hatchling hidden in
their wagon, she attempted to bargain for her and matters
got out of hand.
Development
When only three Hawks remain, they scatter and attempt
to escape. The ruffian holding the hatchling throws it off the
Streets to Skydock
stairs as a distraction. A character can use a reaction to dive off to Rapscallion
the stairs and make a DC 12 Strength (Athletics) or Dexterity
(Acrobatics) check to attempt to catch the hatchling. The Aeryn leads the characters through the streets of the city
momentum of the dive propels the character, and the toward the bridge extending out into the bay, where the
hatchling if caught, into the 30-foot gap between the stairs. towering skydock waits.
The diving character will fall to a lower curve of the stairs on You can include random encounters with Crimson
the opposite side, some 20 feet below their starting height. Hawks or other city denizens if desired. One possible hook
The character can make a DC 15 Dexterity check to grab the for such an encounter could be Xaltozani detouring into a
rope from the pulley lift (or some dangling remnant of it if passing bakery for a snack. In addition, traveling through
the rope was cut earlier) to attempt to arrest their fall. If they the city with a dragon would surely gain attention, and
succeed, they only take 3 (1d6) bludgeoning damage when unless the characters take steps to hide or conceal Xaltozani,
they crash into the lower stairs. On a failed check, they take 7 the Crimson Hawks may easily follow their trail.
(2d6) bludgeoning damage instead and land prone. Soon, however, the group reaches the skydock. When
If they fail to catch the hatchling, it manages to shake this occurs, read or paraphrase the following:
free of its bonds at the last moment, spreading its wings
and taking to the air. Without a glance, it soars out the The skydock sits in the center of a city ward perched
door and flies away. on an island in the middle of the bay. A long bridge
connects this neighborhood to the city itself.
Rescuing the Hatchling and Rising up in the center of the district is the
skydock, a thick tower with domes and minarets
Forming a Dragonbond emerging from it. Floating beside the skydock is a
shard-ship, a fabulous vessel constructed of crystal
and wood with painted sails.
The hatchling dragon Xaltozani presents the potential
opportunity for a character to form a Dragonbond (see Aeryn guides the characters past the hired guards
appendix C for more on Dragonbonding). Tragically, the protecting the skydock and up a crystal-powered lift that
hatchling has been mistreated from the moment she emerged deposits the party next to the shard-ship.
from her egg, and earning her trust will take some effort.
Use your judgment if it makes sense for a Dragonbond
to form now. If no character immediately forms a
Dragonbond with her, the characters can attempt to
Boarding the Rapscallion
convince her they mean no harm; a successful DC 18
Three sailors guard the ramp leading onto the shard-ship.
Charisma (Deception or Persuasion) is enough to convince
Upon seeing Aeryn, they quickly escort everyone up the
Xaltozani to accompany them for a time. Otherwise, if she
ramp and onto the deck where Captain Dwaru waits.
is released, Xaltozani gives the characters a slight nod and
Dwaru is a nwoda, otherwise known as a sky dwarf,
flies away before anyone changes their minds.
of the Yuman, or Amethyst Clan, as evidenced by the
many violet gemstones he wears on his flowing robes. He
is a savvy, street-smart explorer, known for his outrageous
Ambush Aftermath adventures and even more fantastic tales. Witty and brave,
An exhausted Aeryn meets up with the party once they he is often too curious for his own good.
finish off the last of the Hawks and have recovered the Dwaru tells Aeryn, “He’s waiting below.” And ushers
hatchling, or failed to do so. If one of the characters is her and the party through a hatch, down a ladder, and
bonded with the dragon, Aeryn is envious and a little into a cabin.

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CHAPTER 1: ESCAPE FROM THE CITY OF CRIMSON SPIRES

Finally though, Maandros asks the group to aid him


Nwoda and the Shard-Ships once again. Read or paraphrase the following:
Shard-ships are flying crafts typically built and
piloted by the nwoda. The shard-ships stay aloft with “Now, onward to what is next, eh? I am hoping that
the help of the floating crystals found in the Jeweled you all will continue to aid me in my endeavors.
Desert, the same crystals that make up the nwoda’s Though Aeryn’s decision to free the hatchling was, of
home cities and are the keys to their civilization’s course, the correct choice, it does put us in a bit of a
survival—the great floating stone clusters known as quandary.
birthstones. “We were attempting to secure a map, as I believe
I mentioned in my message. The Crimson Hawks
have, in recent months, been acquiring dragon eggs
and hatchlings and delivering them east into the
Meeting with Maandros Tyverian Empire.
“I surely do not need to tell you how rare it is to
When the characters enter the cabin, read or paraphrase come across any eggs or hatchlings, but somehow the
the following: Hawks have done it. It is my belief that they’ve found a
whole cache of eggs! In the past, such caches have been
found in ancient tombs or shrines filled with hidden
This cabin is full of charts, maps, glass vessels knowledge and magical treasures. In fact, I read of one
bubbling with alchemical mixtures, hanging herbs, just the other day in a scroll I translated that—”
stacks of books, and archeological bits and bobs. Aeryn interrupts him. “The map?” Maandros
There is a sharp odor in the room, a mixture of nods. “Ah yes, the map. Forgive me. Now, where was
fragrant spices and the tang of acidic reagents. I? Right, so Aeryn was bargaining on my behalf with a
Two hammocks stretch across one end of the Hawk by the name of Sangra. She is, by all accounts,
chamber, but the majority of the space is dominated the one in charge of the Hawks who are smuggling the
by three worktables laden with all manner of papers, eggs. I assumed that, for enough coin, they would be
scrolls, and tomes. In the middle of this organized willing to share their map. Now, however, matters are
chaos is the sage Maandros. different. Which brings me to you.
Intent on his studies, he does not look up when “I beg for your help, my friends. I need you to go
you enter, merely saying, “Ah, yes. Please hand me and get that map for me. As a reward for this new task,
the second volume on concordant symmetry, Aeryn.” I’m afraid I cannot provide more gold; I only brought
Aeryn looks at you with a slight smile on her so much coin with me. But I can offer this…”
face and slowly raises one finger at a time, silently The sage rummages through a chest and pulls
counting. When she reaches three, Maandros jerks out two potions of healing. “Take these as a… What
his head up to stare at you all in surprise. is that word? … Down payment? Yes, as a down
“Aeryn! You’ve returned safely, and with our new payment! And three more shall be yours when you
friends, I see!” return with the map. Moreover, I can promise you
more work, if you want it. Or you can join us when
The sage Maandros Vir is a middle-aged ellari. He’s we depart, and I can pay you in coin as soon as we
handsome, with a calm bearing, and has long white-blond reach Corim.”
hair framing his kind face. He seems perpetually bewildered,
as if interrupted while contemplating deep thoughts. His
smooth, elven face is showing a few worry lines. Assuming the characters agree to the new job, Aeryn
Maandros wants to know each character by name and tells them that she is still recovering from her earlier fight,
excitedly thanks them all for their hard work in protecting and with the Hawks stirred up, someone needs to guard
his protégée, ignoring Aeryn’s comments that she had Maandros. She cannot accompany them.
everything under control.
If asked about the agreed upon reward, he says, “Of
course, of course.” It does take him some searching to dig
out the pouches of coin and hand one to each character.
If one of the characters formed a Dragonbond with
Xaltozani, the sage is thrilled and asks many questions
about how each member of the bond is feeling, seeming
surprised to learn that the other party members also gained
something from the bond.

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PART TWO:
DEN OF THIEVES Locating Crimson Hawk Hives
The characters have a number of ways to locate an
Once the characters agree to retrieve the map for entryway to a Crimson Hawk hive, the simplest
Maandros and Aeryn, they have time to plot and plan, being identifying a Hawk and then tailing them to an
though Aeryn insists they hurry. If they have the hatchling entryway. This may result in a scuffle within the hive,
with them, it will no doubt eventually draw attention, and but it’s an option nonetheless.
the Hawks aren’t likely to let them waltz out of the city
with Xaltozani.

Retrieving the Map Xaltozani’s Involvement


There are several ways the party can obtain the map for If one of the characters bonded with Xaltozani, she’s
Aeryn. No matter the method they choose, a good starting concerned about letting them wander off—and possibly
point would be the Dart & Dagger, a known Crimson getting hurt or killed—without her. However, she’s aware
Hawks hangout. There, they can fish for information, that her appearance could complicate things, so she is
make deals, or even attempt to steal a Hawk medallion in willing to do whatever the party ultimately decides—either
an attempt to earn safe passage through the hives. accompany and aid them or stay on the shard-ship and
Otherwise, Aeryn knows of an access point within keep Maandros and Aeryn company.
a warehouse that should bring the characters into the If the characters bring Xaltozani along with them,
Hawks’ smuggling tunnels beneath the city. Just strolling you should factor the dragon’s presence into the social
around the tunnels is risky, however, and they might have interactions of the party, especially around any Hawks.
more than one fight ahead of them if they go that route.

Buying, Bartering, or The Hives


The tunnels beneath the City of Crimson Spires are used
Trading for the Map mostly by the Crimson Hawks, though a few smaller
rival organizations have claimed portions of them. The
If the characters attempt to play it straight and want to tunnels have existed for far longer than the Hawks and
obtain the map without violence, Aeryn can direct them can be found throughout the city, but the tunnel system
to the Dart & Dagger and suggest they talk to a Hawk is broken into smaller portions called “hives” that are not
named Sangra (see “The Dart & Dagger,” below). Before directly connected to one another. Often, the entryways
her deal with the Hawks went south, Aeryn overheard to different hives are within close proximity, requiring
the name from them, as if she were someone of authority. anyone traversing them to climb back to street level, then
Finding her might be the best bet they have for negotiating cross a street or enter another building in order to enter
for the map. the adjacent hive. This is done for security reasons, so even
if one hive is infiltrated, the others (and the rest of the
network) can remain secure.
Stealing the Map A more detailed description and a map of some of the
hives within Kara Tibor, the City of Crimson Spires, can
If the characters would rather sneak or fight their way into be found in “The Smugglers’ Hive” section below.
the smugglers’ hives beneath the city, Aeryn can give them
the location of a single entrance (see H7 on the map in
“The Smugglers’ Hive” section, later in this adventure), The Dart & Dagger
but she doesn’t know which part of the tunnels the map
itself is being held in. Rather than wandering blindly The Dart & Dagger is a tavern located in the southern
through dangerous territory, she suggests they do some portion of the city that caters to the Hawks and
reconnaissance and either attempt to fish for details at the their associates. Both a place to relax when not on an
Dart & Dagger or tail a Crimson Hawk and try to extract assignment and a location for business dealings, the Dart
information from them. & Dagger has plenty of dark corners, shadowy alcoves, and
private rooms for clandestine meetings or quiet meals.

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Hive Entrance
Along with being a favorite haunt of the Crimson Hawks,
the Dart & Dagger also contains a secret entrance to their
tunnels beneath the city. One of the private rooms, a
lounge scattered with heavy rugs and plush cushions, hides
a trap door in the far corner of the floor. The trap door
opens to area H8 (see the map in “The Smugglers’ Hive”
section, later in this adventure).

Hawks and Other Patrons


When the party enters the Dart & Dagger, there are a
number of people drinking, eating, and engaging in low
conversation with one another. None of them look up or
show any interest in the characters whatsoever, with the
exception of the bartender, who nods at them and looks
them over.
Most of the patrons here are either Hawks or have close
ties to the organization. Below is a list of characters that can
be found within the Dart & Dagger. You should feel free
to alter and expand the list as you feel necessary.
Velis. The bartender at the Dart &
Dagger, Velis (Tyverian human Crimson
Hawk ruffian), chats with patrons
who chat with her, but she rarely says
anything of actual substance. Highly
aware of how many secrets she holds
and how important her patrons’ privacy
is, she lets nothing slip, and she can’t
be bribed or threatened into spilling
information. She is fully confident that,
should she find herself in a tight spot, any
number of her patrons would come to
her defense—and she would be right. She
wears no weapons but keeps a feathered
blade behind the bar for protection. Velis
wears a Crimson Hawk medallion on a chain
around her neck, prominently displayed, and
has a feathered blade tattoo on her wrist.
Karamina id Draavia. A member of one of the
noble houses of the City of Crimson Spires, Karamina
(Tyverian human noble) is in the Dart & Dagger to,
as she would say, “keep an eye on her investments.” She
has multiple contracts out with the Crimson Hawks, and
Xaltozani’s sketch
she is not concerned about the optics of being seen in their
bar. In fact, she enjoys that others know she keeps such by Maandros
company. She wears a gray and red gown with obvious
Tyverian influences, though nothing quite so scandalous Mallan. Seated at one of the tables, playing cards with
as the traditional Tyverian garb, and keeps her jet-black Taei, Mallan (Crimson Hawk ruffian) is an allai with long
hair pulled up in an elaborate hairstyle that shows off her chestnut hair and a carefully trimmed beard. They have a
pale skin and high cheekbones. When the characters enter, heavy scar bisecting their right eyebrow, leaving a pale mar
she is sitting alone in a booth but is more than happy to across their dark brown skin. Mallan is a Hawk, currently
talk to anyone who approaches her. Commoners amuse her off assignment, and is spending their hard-earned coin on
rather than offend, and the more inept an individual, the drinks and gambling in the Dart & Dagger. They have
more entertained she is. She has no desire to discuss her own a polite, refined manner, but they have no qualms about
dealings with the Crimson Hawks, but she’s happy to discuss quickly and cleanly eliminating a threat. They’re happy
new business opportunities at any time. to play cards with the characters and even happier to take
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Tyvalite Items
their money. Mallan keeps a Crimson Hawk medallion
in their coin purse—currently on the table—and has a Dealing with Sangra
feathered blade tattoo in the bend of their left elbow.
If the characters wish to negotiate with Sangra for the map,
Taei. Another Crimson Hawk, an ellari named Taei
she will not engage with the characters unless they offer
(Crimson Hawk ruffian), is playing cards with Mallan
20 gp up front for a conversation. A DC 16 Charisma
when the characters enter—and losing badly. Taei has long
(Persuasion) check convinces her to lower her fee to 10
silver hair he wears up in a topknot and pale skin with a
gp. If they pay, she takes them into the private room,
smattering of freckles across his nose, giving him almost
where she previously negotiated with Húnac, to a low
a sweet, innocent appearance. But his grass-green eyes are
hard, and his mouth, turned down in a perpetual scowl, is table surrounded by cushions and other floor seating. She
made all the more pronounced by his rash of bad luck at lounges on a cushion and directs the characters to make
cards. He’s in a foul mood and has no patience for prying their case.
strangers. If the characters offer to buy him a drink, it Sangra is in charge of the smuggler’s hive where the
softens him somewhat, and he’s willing to talk to them map is being held and is well aware that her crew was
about the city and its history—and give them enough attacked earlier in the conflict with Aeryn. She also may
information about the Hawks to make them wary. He have word of the characters’ involvement, depending on
juggles a Crimson Hawk medallion over the knuckles of how many Hawks escaped the scuffle and when.
his right hand as he plays cards, a nervous habit, and has
a tiny feathered blade tattoo on the meat of his thumb on
that hand. Sangra’s Offer
Húnac Maak Mígtainn. When the characters enter
the Dart & Dagger, Húnac (Nahuinn human commoner) If the characters were successful in retrieving the dragon
is in a private room discussing a deal with a Hawk, Sangra from the Hawks, and any Hawks remained to recount who
id Maruul. He is wearing unassuming clothes in a mix of took the hatchling, she tells them she knows they have the
Allarian and Tyverian styles and a heavy veil over his head hatchling and offers to give them the map in exchange for
and face, falling to mid-chest. A successful DC 15 Wisdom the return of the dragon. If the characters decline, if she in
(Perception) check is required to make out his features aware that they have the hatchling, or if the hatchling died
through the veil: copper skin, russet hair, and dark eyes. or fled after their encounter with the Crimson Hawks,
Húnac is here to organize a shipment of illicit drugs and is she offers to sell them the map for 1,000 gp or to gift it to
nervous and jumpy about the entire situation. He has no them in exchange for doing her a favor.
desire to converse with the characters, and he walks—or The Favor. One of the smugglers’ hives has been
runs—away if they attempt to talk to him. When his deal unusable for some time. For months now, the hive has been
is done, he leaves the private room and exits out of the filled with a strange, low-lying greenish fog that sickens
back of the bar to a narrow alleyway, where he removes his anyone who enters it. The Crimson Hawks have been too
veil and quickly makes his escape. If the characters manage busy with other business to go in and figure out the issue,
to corner him, he is easily intimidated. If he has completed but Sangra is looking to reclaim the hive and wants the
his negotiations with Sangra, he carries the Crimson Hawk characters to go in, find the source of the fog, and handle it.
coin she gave him. What Sangra Knows About the Fog. Sangra can
Sangra id Maruul. A smuggler and blade of the Crimson tell the characters that the fog filled the hive roughly six
Hawks, the vampyr Sangra id Maruul (spy) is confident months ago. It caused several Hawks to sicken—coughs,
and astute, and she is skilled at sniffing out a lie. She wears rashes, and disorientation were the main symptoms.
simple leather armor in the style of the Hawks and keeps A character who succeeds on a DC 12 Intelligence
her curly hair pulled back in tiny, tight braids. Her skin is a (Medicine) check recognizes them as symptoms of a toxin
deep, rich brown, and her eyes are a piercing black. Sangra rather than a disease. They hadn’t taken any unusual
has a feathered blade tattooed on her clavicle, though it is shipments recently—no magic items or anything that
hidden by her armor. When the characters first arrive, she’s in might be cursed. If the characters press, she says that about
a private room with Húnac. Before she and Húnac complete a week prior to the fog, they had brought in shipments of
their negotiations, she has a Crimson Hawk coin on her; tyvalite, a metal found in the mountains to the east, from a
afterward, Húnac has possession of the coin. Tyverian mine. Those shipments are still in the hive.
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Tyvalite
The Smugglers’ Hive
The hive described here is only a tiny sampling of the vast
A soft red metal from Tyveria, tyvalite is a key maze of tunnels and rooms that honeycombs the bedrock
component in some magical rituals, its high beneath the City of Crimson Spires. These hives are
malleability making it easy to shape and scribe. It is controlled by the smugglers’ unit of the Crimson Hawks
also folded into steel and used in weapon crafting, within the city and are used primarily for their business.
giving a beautiful striated appearance to blades and
other metal weapons and making it easier to layer
enchantments into them. The Crimson Hawks’
tokens are often made from tyvalite. Raw tyvalite is
The Poison Fog
typically worth twice the value of gold by weight. Portions of this hive (areas H2, H4, and H6) are filled with
a low-lying toxic fog. For every 10 minutes a character
spends in the fog, they must make a DC 10 Constitution
saving throw. A character who covers their mouth and
nose with cloth or other filtering mask has advantage on
The Truth about the the saving throw. On a failure, a character progresses to
poison level 1 on the chart below. Each subsequent failure
Poisoned Hive increases their poison level by 1. They suffer the effects of
their current poison level and all lower levels.
The source of the poisoned fog within the hive is nothing Lesser restoration or a similar spell removes all poison
so overtly malicious as a curse. When the Crimson Hawks levels caused by the poison fog. An affected character
stored the crates of tyvalite within the hive, a clutch of reduces their poison level by 1 after completing a long
passive juvenile termeszek, a type of giant, organized rest, ending the effects from their previous poison level.
mine termite, sensed the metal and burrowed into the old For example, a character suffering from poison level 3—
cistern (area H6 below). They then crawled through the dizziness, cough, and a rash—drops to poison level 2 after
hive in search of the metal, broke the doors to the storage a long rest, no longer experiencing a rash but still suffering
rooms, ripped open the crates holding the tyvalite, and from dizziness and a cough.
gorged themselves on the metal before creeping back to
the cistern. They’ve remained there, in a partial state of Poison Fog Effects
hibernation, ever since.
POISON
EFFECT
LEVEL

Cleansing the Hive 1


You feel a bit dizzy occasionally, as if you
stood up too fast.

If the characters agree to help Sangra with the smugglers’ You gain a persistent cough and have
2
disadvantage on Dexterity (Stealth) checks.
hive, she leads them out of the Dart & Dagger, when
they’re ready, and through a maze of streets. A character A heavy rash breaks out over your face, arms,
3
legs, and chest.
who succeeds on a DC 14 Wisdom (Survival) check is able
to keep their bearings; otherwise they quickly lose track of You become extremely disoriented and have
4 disadvantage on all attack rolls, saving throws,
which way they came from. After roughly twenty minutes and ability checks.
of walking, they all arrive at the doors of a warehouse,
where Sangra unlocks a padlock on the doors and ushers
them inside. The fog is seeping into the hive through a hole in area
The warehouse is dusty and nearly vacant, with a few H6, bored by juvenile termeszek. See the description in
empty or broken crates in the far corners. She leads them that section for more details about the hole and the fog.
across the 40-foot by 60-foot space to a lift at the back. A successful DC 14 Intelligence (Nature) check
“This will take you down into the dark,” she says. “I allows a character to realize the fog here is likely a natural
shall wait here for your return. The longer you are down occurrence, not unlike radon or ethane, and that it is
there, the more the fog will affect you. Do not waste your probably leaking into the hive from a breach somewhere. A
time—or mine.” result of 16 or higher on this check allows them to identify
When the characters enter the lift, they are lowered 20 it as a gas known as stone blight, as it is often found in
feet into area H1 (below). mines and other subterranean areas.

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Smuggler’s Hive
Lift to Abandoned
Warehouse
To the Coast
h5

h4 h4
h1

h2
h13 h12

h3
h6
Up to H7
h11 h12
h7
Up to H7
h11 h12
h8

h11 h12
h9 To H10

h11

To the Dart h10 Tripwires


one square = 5 feet & Dagger To H8

Smugglers’ Hive Features The basement measures roughly 40 feet by 60 feet


and has no lighting in it. If the characters entered via
The smugglers’ hive has some common features the lift, they can see a closed door on the southeast wall.
throughout. Otherwise, the lift is raised and waits at the floor above.
Magical Lighting. Unless otherwise noted, the hive is The Lift. The lift is a simple wooden platform, braced
dimly lit, with motion-sensitive magical lighting placed by a metal frame and operated by a counterweighted
every 30 feet. When a creature comes within 15 feet of a pulley. The characters can operate the lift by throwing a
light, it activates, shedding dim light in a 20-foot radius. lever on the wall or the lever on the lift itself.
Stone Construction. The walls and floors of the hive The Door. The door is closed, though unlocked.
are built from stone, and in many places, they are carved Characters who take a moment to inspect it, or who
into the very bedrock of the city itself. succeed on a DC 12 Wisdom (Perception) check, notice
Low Ceilings. Unless otherwise noted, the ceilings in the edges are insulated with heavy fabric, particularly along
the hive are 10 feet high. the bottom of the doorway.
Sturdy Doors. The doors within the hive are made
of heavy wood (AC 17, 30 hp, immunity to poison and
psychic damage). If a door is locked, it requires a successful H2. Fog-Filled Hallway
DC 15 Dexterity check with thieves’ tools to pick the lock.
When the characters enter this area for the first time, either
Wide Hallways. The hallways of the hive are all 10 feet
through the door from H1 or the surface-level hatch from
wide, allowing the Hawks to move sizable cargo through
H7, read the following:
the tunnels as needed.
As you step into this hallway, a light flares to life
H1. Warehouse Basement beside you with a pale white glow. In the dim
lighting, you can see a corridor stretching ahead of
you. A thick gray-green fog swirls about your feet and
You can tell by the way the crunch of your footsteps ankles, making strange eddies as you move.
echo in this space that this room is large and empty,
except for the dust and dirt coating the floor. The fog has a foul smell, like rotting meat and wet dog,
but it does not rise more than four inches off the ground.
Nevertheless, any character in a fog-filled area is at risk of
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CHAPTER 1: ESCAPE FROM THE CITY OF CRIMSON SPIRES

being affected by the fog. See “The Poison Fog” earlier in the space over the course of 10 minutes. If the characters
this section for more details. close the door, the fog is cut off, and any that made its way
The hallway stretches unimpeded throughout this into the interior dissipates after 10 + 1d4 minutes.
particular hive. The storage room mostly contains empty shelves and a
Secret Door. The door to H3 is hidden. Characters few crates.
with a passive Wisdom (Perception) of 15 or higher, or Treasure. The crates hold 5 short swords, 5 longswords,
who succeed on a DC 13 Intelligence (Investigation) 5 crossbows, and 100 crossbow bolts.
check, notice the seam of the door in the rock wall. If the
characters previously discovered the secret door to H9, the
DC of the check to discover this door is reduced by 2. A
successful DC 12 Dexterity check is required to activate
H6. Cistern
the mechanism that opens the door. This room is an old cistern that has been repurposed as
Hatch. A hatch at the end of the southern wing of the part of the Hawks’ hive.
tunnel leads up to the northeast corner of H7. As the characters enter this room, read the following:

H3. Saferoom The walls of this room are curved, forming a cylinder
roughly forty feet wide and forty feet tall. The room
is dark, with no magical lighting to brighten the
The hallway to this room is hidden behind a secret door in
H2 (see “Secret Door,” above). space. The fog is thick here, and on the south side
The fog has not yet penetrated the hallway to this area. of the room, a rough-hewn, circular opening about
If the characters leave the doorway open, the fog fills the five feet tall has been drilled into the wall, continuing
space over the course of 10 minutes. If the characters close on into the darkness of stone and earth beyond.
the door, the fog is cut off, and any that made its way into Greenish fog pours from the opening and spills in
the interior dissipates after 10 + 1d4 minutes. soft swirls around a pile of rock and rubble scattered
Inside the room is a cot, a chamber pot, and a footlocker. in front of the burrow.
Treasure. The footlocker contains five sets of common
clothes, 10 days’ worth of rations, and a potion of healing. On top of the rubble sleep three juvenile termeszek.
The termite-like termeszek raise their heads and look
curiously at the characters when they enter, their antennae
H4. Smuggler Storage twitching, but they are aggressive only if attacked or if a
character comes within 5 feet of them.
These two rooms are nearly identical, and both doors Development. The characters can spend an hour
leading from the hallway have been broken open from moving the rubble to fill the mouth of the burrow, which
the outside. Each room is filled with the poison fog. The stops the flow of fog long enough for the Hawks to make
rooms contain shards of broken crates that once held more permanent repairs. The use of move earth, shovels, or
tyvalite being smuggled into the city from a Tyverian mine. other tools reduces the time to 30 minutes.
If the characters take the time to investigate the broken
crates, they find a lot of dirt, as well as a stamp on the
crates of a ring bisected by a spear. A successful DC 13 H7. Small Warehouse
Intelligence (History) check reveals it is the house sigil of
a maghyr family that owns a number of mines in Tyveria. This building measures roughly 40 feet by 50 feet. A
A result of 15 or higher on the check also allows the Crimson Hawk ruffian is playing darts in the northwest
character to know the mines produce tyvalite. corner, facing the northern wall. He is bored and
The doors between these two rooms and the antechamber distracted, and any Dexterity (Stealth) checks to sneak past
of H5 are closed but not locked. The hallway on the other him or catch him off guard are made with advantage.
side only has wisps of fog in it. If the characters leave either Two hatches leading into the Hawks’ hive—one in
doorway open, the fog fills the space over the course of 10 the northeast corner and one in the southwest corner—
minutes. If the characters close the door, the fog is cut off, and are hidden by barrels of pickled fish and crates of wine.
any that made its way into the interior dissipates after 10 + They can be discovered with a DC 13 Intelligence
1d4 minutes. (Investigation) check or a DC 16 Wisdom (Perception)
check. Both hatches are locked and require a successful
DC 13 Dexterity check with thieves’ tools to unlock.
H5. Secure Storage The hatch in the northeast corner leads down into area
H2. The hatch in the southwest corner leads down into H8.
An antechamber, with doors to H4 on either side, leads to If the characters arrived here on Aeryn’s direction, she
a locked door into a storage room. was unaware that there is more than one hive entrance.
Inside, the antechamber and storage room are free from
fog. If the characters leave the doorway open, the fog fills

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H8. Hive Hallway within a 10-foot radius must succeed on a DC 15
Constitution saving throw or be paralyzed for one minute
This hallway is used to connect a much deeper hive to the as a burst of magical energy is released from the trap. A
surface, with the rest of the hive being much farther, and creature affected in this way may repeat the saving throw at
lower, to the east. Only one room (H9) is hidden here. the end of their turn, ending the effect on a successful save.
The tunnel continues off to the east, where it spirals In addition, the triggered trap sets off a silent alarm spell
inward and downward, and, after a mile and a half, leads to attuned to Sangra id Maruul (see “The Dart & Dagger,”
H10. Another hallway leads south, past the secret door and earlier in this adventure), who immediately uses her full
culminating in a hatch leading upward to the Dart & Dagger. movement and Dash actions to head toward that location,
Secret Door. The door to H9 is hidden. Characters no matter where she is.
with a passive Wisdom (Perception) of 15 or higher, or
who succeed on a DC 13 Intelligence (Investigation)
check, notice the seam of the door in the rock wall. If the H11. Murder Holes
characters previously discovered the secret door to H3, the
DC of the check to discover this door is reduced by 2. A This series of four rooms is intended to slow down any
successful DC 12 Dexterity check is required to activate would-be intruders. The majority of each room is taken
the mechanism that opens the door. up by a 15-foot-wide, 10-foot-deep hole, leaving only
Hatches. To the south, the tunnel travels for a mile roughly 2 feet of walkway encircling the room. A creature
before it terminates at a dead end and a hatch. This hatch attempting to move along the walkway may do so safely at
opens into the private room of the Dart & Dagger tavern. half speed. Creatures moving faster than that must make
To the north, another hatch leads up to H7. a DC 17 Dexterity check. On a failed check, they fall into
the hole, taking 3 (1d6) bludgeoning damage.

H9. Panic Room H12. Boltholes


The door to this room is hidden in H8.
This room is a place of respite for anyone in need of Each of these rooms contains a cot and not much else.
hiding away for a while. The door locks only from inside They lock, but only from the inside. The doors feature
with a sliding bolt, and it’s currently unlocked. When the a narrow sliding panel that can be pulled aside—again,
characters enter, it is dark, and no magical lights flicker to life. only from the inside—to converse with someone outside.
Inside, are four cots, four bedside tables with candle These rooms are offered for rent at an extremely high price,
stubs, and two footlockers. The footlockers are locked, and allowing the Crimson Hawks to hide away an individual
a successful DC 12 Dexterity check with thieves’ tools is who fears for their safety.
required to pick the locks.

H13. Main Smuggler


Treasure. The four bedside tables contain a total of 5 gp
worth of coins, and two small keys that fit the footlockers.
Each footlocker contains ten sets of common clothes, 30
days’ worth of rations, and a set of boots of elvenkind. Storage
This room serves as the primary storage for any goods
H10. Coastal Tunnel smuggled in from the docks or shoreline. There are several
barrels and chests throughout the room, as well as a heavy
This hallway levels out after the gentle descent of the wooden desk on the northwest side, facing the room.
hallway that leads to it (H8). It continues to the east for Unless she is waiting outside of the smugglers’ hive for
a little more than 100 feet before curving and continuing the characters, Sangra id Maruul (see “The Dart & Dagger,”
north, where it eventually bends around and exits beneath earlier in this adventure) is in this room, working at the desk.
the city near the docks. A gate blocks entry and exit, and She’s impressed the characters made it this far and is willing to
it’s locked, requiring a successful DC 18 Dexterity check talk with them before immediately attacking. However, when
with thieves’ tools to unlock. she becomes aware of the party’s presence, she activates a silent
There’s a second branch to the north, about 50 feet alarm, and two Crimson Hawk ruffians arrive on the scene
before the first curve, quickly leading to a door to H11. after 6 rounds.
Traps. The curved corner of the hallway is trapped. The Hatchling. If the Crimson Hawks escaped with
Two tripwires are strung across the hallway, and each Xaltozani and the characters did not go after her, the hatchling
requires a successful DC 17 Wisdom (Perception) check or is in a tight cage in the southwest corner of the room.
DC 14 Intelligence (Investigation) check to notice. Once The Map. The map the characters seek is in the top
noticed, they require a successful DC 15 Dexterity check drawer of Sangra’s desk.
with thieves’ tools to disarm. Treasure. Sangra has a coin pouch with silver, gold, and
If a creature walks into the trap without noticing or platinum coins worth 100 gp in the desk drawer, atop the
fails on their attempt to disarm it with a result of a 5 or map. Also in the pouch is a Crimson Hawk token. In Sangra’s
lower, the trap triggers. When it does so, each creature possession is a key that opens the gate at the end of H8.
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CHAPTER 1: ESCAPE FROM THE CITY OF CRIMSON SPIRES

If the characters accept, read the following:


The Map
Dwaru and his crew quickly unmoor the Rapscallion,
The map the characters were sent to steal is a map and the deck shifts beneath your feet as you get
of a portion of the Cursed Coast, in the Exile Hills underway. He turns the ship to the south, with
that span the Exile Kingdoms, Eugara, and Corim. the coastline along the port and the Dreamsea
It is obviously very old, and bears scrawled writing glittering to the starboard side. In mere minutes, the
in the upper corner, as well as an X that denotes a
crimson spires of Kara Tibor are but a scarlet smear
place of interest nestled within the peaks. The writing
across the rocky landscape. The rest of the Cursed
is in Old Altanesi, and a character who can read
Coast stretches out before you, full of mystery and
the language can translate it to “We come in both
adventure, ready to be explored.
humility and pride, to bestow and receive honor.”
Maandros can also translate this for them.
A character who succeeds on a DC 15
Intelligence (History) check can accurately place the Conclusion
location depicted on the map.
The party’s actions in the City of Crimson Spires echo
across Valerna, impacting events near and far like a chain
of dominoes.
If the characters worked with Sangra to cleanse the
Returning to the poisoned hive and dealt honorably with her, the Crimson
Rapscallion Hawks will be more likely to deal with the adventurers in
the future and treat them as trustworthy business partners.
Once the characters have the map, they can return to the If the characters stole the map, killed Sangra, or oth-
shard-ship, either back through the hive the way they erwise did not take the time to patch up their reputation
came or by following the tunnel (H10) north, where it with the Crimson Hawks, they are treated as enemies of
eventually curves around and opens near the docks, once the Hawks until they regain the favor of the organization.
the gate is unlocked with Sangra’s key. Before the characters intervened, both the map and
Once back at the ship, Maandros and Aeryn greet Xaltozani were headed to Draavia, a Tyverian stronghold
them, happy the characters were successful. They’re quick within the Cursed Coast. The party’s involvement in the
to get underway, however, and Maandros offers them a events of this adventure compel Draavia to change tactics,
spot upon the shard-ship to pursue the lead promised forcing their hand and raising tensions between themselves
by the map. Glory, fame, and fortune await should they and the other kingdoms and cities of the Cursed Coast.
accompany him and Aeryn into the skies.
What’s Next?
This chapter leads directly into the next part of the
adventure, “Chapter 2: Shrine of the Dragon Conqueror.”

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CHAPTER 2:

THE SHRINE OF THE


DRAGON CONQUEROR
“Shrine of the Dragon Conqueror” is an adventure for
characters of 2nd level. The first part of the adventure is Part One:
set in the forested foothills of the mountains bordering the
territory known as the Cursed Coast, due east of the city of A DELVE INTO THE PAST
Corim, where the second part of the adventure is based.

Running this Adventure Having secured the map, Maandros directs Dwaru, the
shard-ship captain, to plot a course for the area it marks,
The characters will reach 3rd level at the conclusion of this hoping to uncover the shrine and any secrets it holds
adventure. before returning to Corim.

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CHAPTER 2: THE SHRINE OF THE DRAGON CONQUEROR

The Rapscallion has been flying steadily south for


The Dragon Shrine
some time, but now the ship is veering eastward. This ancient locale is hidden in the western foothills of
Maandros approaches you from the stern of the the Primalian Range. At the end of a series of caves lies
ship, apparently muttering to himself, with Aeryn the entrance to the shrine. Beyond the doors, a spiral of
following close behind. Aeryn smiles and greets you passages and chambers descends down into the earth.
with a friendly nod, and then an apologetic look In times past, this place was used to test the newly
and a shake of her head as Maandros simply begins Dragonbonded, ensuring they were worthy and of
speaking to you as if continuing a conversation that sufficient mettle to serve the new order Mordavian wished
has been going on for some time. to create. Initiates would be brought here, typically in the
company of their dragonbonded mentors and trainers, who
sponsored their initiation. They would pass into the shrine
Maandros tells them that he has decided to head for to conduct the necessary rituals and endure tests of their
the location marked on the map the characters recovered. abilities and resolve. Once finished, they would proceed
The site is not that far off their course, and he’s concerned into the lower chambers to be ritually inducted into the
about waiting too long to investigate it, seeing how the ranks of Mordavian’s followers. Wanting to ensure that the
Crimson Hawks had interest in the location as well. Dragonbonded under his command were the best, he also
He requests that the characters investigate the locale, had young initiates train under bonded mentors so that,
and he offers them three potions of healing in addition to a if these followers were chosen for the Dragonbond, they
wand of magic detection and two spell scrolls of comprehend would be prepared to fight at his side. Those that failed
languages for use while on the mission. If the party pushes were exiled at best or, at worst, became fodder for the
for more, he says that he does not have any more gold on dragons who followed Mordavian and Izxerxes.
hand with which to pay them, but he can compensate When Mordavian fell and Izxerxes was confined, their
them when they reach Corim. remaining loyalists took the dragon’s last clutch of eggs
The items are given to the party once they reach the and hid them in the shrine’s inner sanctum, using the
site of the shrine. magic of a stargem to protect them.
These days, the shrine has been abandoned, long
forgotten by the descendants of those who used it. The
shrine remains mostly untouched, its tests, traps, and
Adventuring with Aeryn undying guardians still awaiting new prospects to brave its
Aeryn is a fit and capable warrior, and her time with halls and endure its trials.
Maandros has allowed her to absorb some of the
ancient lore concerning dragons. If the characters
think to invite her, she is eager to explore the shrine, Finding the Caves
but Maandros wants her aid with his research while
the adventurers explore the ancient site. When the characters arrive in the area containing
If you think the characters could use the the entrance to the shrine, long years of erosion and
assistance, allow them (or Aeryn) to convince unchecked growth of trees and underbrush have removed
Maandros to let her accompany them. In situations or obscured the landmarks shown on the map. It takes
where the characters are struggling to find a way to 30 minutes of searching the area to locate the entrance
overcome the obstacles in the shrine, she can chime to the caves, hidden among thick brush along a cliffside.
in to assist them. The time needed to find the caves can be reduced to 10
Just remember that Aeryn is a central character to minutes if a character succeeds on a DC 13 Intelligence
the story and should survive this expedition. While (Investigation) check.
she’s brave, she’s not foolhardy and won’t take risks A group of Crimson Hawks arrived earlier to investigate
these supposedly capable adventurers aren’t willing the shrine. Should a character examine the surrounding area
to take themselves. If she does accompany them, she for signs of other creatures, a successful DC 13 Wisdom
has her own potion of healing on hand. (Perception or Survival) check will allow them to locate the
tracks of several humanoids passing through. Following the
tracks back to their origin reveals a recently used campsite,
perhaps a day old. Following them to their destination will
bring the characters directly to the cave entrance.

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C1. Cave Mouth Six wild vespidai are rescuing surviving larvae from
the remains of their nest. Already angry, the wasps quickly
attack any intruders. They fight to the death to protect their
Beyond the heavy brush, a natural passage extends offspring and pursue intruders anywhere in the cave system
into the hillside. The light filtering through the (or into the shrine if the door is opened) but not outside.
undergrowth shows a tunnel extending back into the Treasure. The bodies of two more Crimson Hawks
rock before curving to the left and out of sight. are found here, dead from multiple stings of the vespidai.
Their compatriots fled further into the caves.
A character examining the entrance detects the tracks Unlike the two casualties in area C2, there was no
of several humanoids in the dirt and debris with a success- time to strip these bodies. A search of the corpses reveals
ful DC 13 Wisdom (Perception or Survival) check. The the trademark feathered blades the Crimson Hawks carry
tracks lead deeper into the cave, but there are no signs of and two Crimson Hawk medallions (see the “Mark of
tracks leaving. A result of 16 or higher on the check also Membership” section in chapter 1). Each also carries a
reveals the tracks of many other creatures, both entering pack holding two days’ worth of rations, and in their belt
and leaving the cave. These tracks are strange, each with pouches, they have a total of 8 gp, 33 sp, and 27 cp.
six pairs of clawed feet. A character who attempts to
identify the tracks and succeeds on a DC 15 Intelligence
(Nature) check knows they were left by some sort of giant
insect, easily the size of a dog. C4. True Entrance

C2. False Entrance The cavern appears empty, save for two open chests
on the western wall. A pair of doors, carved of stone,
stand closed against the northwestern wall.
The passage widens out into a natural chamber, with
another passage snaking away to the north. To the
west, a pair of badly burned bodies lie near an open Examining the chests reveals them to be empty, their
trap door in the cave floor. locks likely picked.
Entrance. The double doors (AC 17, 27 hit points)
have been carved into the semblance of scales, looking like
After the fall of Mordavian, his remaining loyalists
the hide of some ancient wyrm due to the lichens that have
fashioned a false door here and placed a glyph of warding
grown over their surfaces. The doors have no handles and do
beneath it to further protect Izxerxes’s eggs from discovery.
not open when pushed, but they can be forced open with a
The bodies are two members of the Crimson Hawks, part of
successful DC 25 Strength (Athletics) check. Otherwise, the
the team that was sent here to loot the shrine. They were killed
doors will only open if activated by a magical phrase which is
when they opened the false door and activated the glyph.
written on the map, in Old Altanesi.
Investigating the bodies reveals little, as they are badly
If, for some reason, the characters do not have a scroll
burned. Their compatriots removed any useful gear or
of comprehend languages and none of the characters know
items of value from the corpses before moving on. One of
the language, they can still attempt to speak the phrase
the bodies has a tattoo of a feathered blade—the symbol
aloud, as many of their own native tongues will have been
of the Crimson Hawks—on her right ankle, hidden
derived from it. To get the correct pronunciation of the
beneath her boot.
phrase (which translates into modern tongues as, “We
come in both humility and pride, to bestow and receive
C3. Wasp Nest honor”), a character must succeed on a DC 13 Intelligence
check is necessary, and speaking the phrase aloud; doing so
Most of the northern side of the cave is taken up causes the doors to grind open, allowing access to area S1.
by a large, irregular mass of dried mud, riddled A character who speaks Late Altanesi has advantage on the
with holes. Littering the cave floor are the bodies ability check. If Aeryn is with the party, she can properly
of several wasps the size of dogs and the corpses of pronounce the phrase if the characters cannot.
two humans. Portions of the mud construction have
crumbled and broken off, likely due to the battle
that obviously took place here.
The cave continues to the west, but alarmingly
several wasps are still alive, busy pulling wriggling
larvae from the wreckage of their hive.

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Inside the Dragon Shrine If the characters are brainstorming without results,
a successful DC 13 Intelligence (Arcana) or Wisdom
(Religion) check will allow a character to come up with
The interior of the shrine has several features which are
the idea.
common throughout.
To channel Vaala into the crystals, a character simply
Enchanted Doors. All doors in the Dragon Shrine are
places their hand upon the crystal and uses a bonus action
crafted of stone and have AC 17 and 27 hit points. They
to expend a Vaala point.
have no handles or other mechanical means of opening.
They can be opened with a knock spell or forced open with Forcing the Doors. Should the doors leading to area S2
a DC 25 Strength (Athletics) check. be damaged or opened in any way other than via the ritual,
Each door also has a specific ritual means of being the dragon statue comes to life and attacks intruders. The
opened, as described in the details for that particular area. animated dragon statue will pursue intruders anywhere
If doors are damaged, forced open, or magically bypassed, in the complex, returning to its pedestal only when the
defensive measures are activated as indicated in the intruders are dead or flee to at least area C4 or further.
specific room entry. When a door has been opened by the
ritual means described, it remains open for 1 hour before S2. Chamber of Cleansing
it closes again.
No Lighting. Unless mentioned otherwise in the This octagonal chamber holds a stone altar with a
particular description of an area, the shrine is unlit and in pair of flickering flames rising from holes in either
darkness until adventurers activate light sources. end of the altar’s top. A large bowl of water, made
of deep blue stone with streaks of gold, sits between
S1. Chamber of Dedication the flames. A pair of double doors stand in the wall
opposite the entrance.

The entrance to the shrine opens upon an


octagonal chamber containing what appears to Inscribed on the side of the altar facing the entrance,
be a meditation area. A large, round pedestal in written in Old Altanesi, is the phrase “Only those cleansed
the center of the room holds a stone statue of a of fear and doubt are worthy to serve.”
sleeping dragon, its tail appearing to be curled On the floor near the altar is an empty waterskin.
protectively around something. Woven mats lie Lying under the skin is a scrap of paper with several words
on the floor before the pedestal. A pair of doors sit scrawled on it: cleansing ritual?—dip hands—water on top
closed across from the entryway, each decorated of head, forehead, mouth—dry hands.
with a large, egg-shaped crystal. Cleansing Ritual. In order to open the doors to
area S3, at least one creature in the room must conduct
a cleansing ritual by dipping their hands in the bowl of
There’s an inscription in Old Altanesi on the side of water, anointing their scalp, forehead, and mouth, and
the pedestal. It reads “Zeal for our cause empowers us. then drying their hands over the flames.
Pour forth your power to continue forward.” A character trying to recall knowledge of ritualistic
A quick glance around the room shows that, while ceremonies can make a DC 12 Intelligence (Arcana or
most of the floor mats sit in front of the pedestal, there is History) check; on a success, they remember the cleansing
a cushioned pad for kneeling on the floor about 5 feet in ritual as one that is often conducted in some cultures before
front of the interior doors. meditating or performing magical rituals. This check is
Examining the hollow of the statue’s curled tail shows made with advantage if the scrawled note is found.
nothing except for three egg-shaped areas of clean stone Once the ritual has been properly performed, the
within the layer of dust on the pedestal, indicating that doors open, revealing another sloping tunnel leading
something once sat here but was removed recently. The egg- down to the next chamber.
shaped jewels that once rested here were taken by one of the Boon. Each creature that properly performs the
remaining Crimson Hawks when they passed through. cleansing ritual receives a minor boon for 1 hour. At any
Test of Zeal. In times past, this trial was performed point during that time, the creature can add 1 to the
to assess the ability and determination of an initiate, as result of any ability check or saving throw, at which point
well as the strength of their Vaala. In order to proceed the boon ends.
further, 1 point of Vaala needs to be channeled into each Treasure. The bowl is carved of Fai glass and worth 100 gp.
of the crystals on the doors in order for them to open (see Forcing the Doors. Should the doors leading to area
appendix C for more on Vaala points). Both points need S3 be damaged or opened in any way other than via the
not come from the same creature for the doors to open; ritual, the flames on the altar erupt into a roaring blaze
two can combine their power to unlock the doors. that vaporizes the water in the bowl, filling a 20-foot
cube around the altar with a cloud of hot but harmless

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steam that lightly obscures the area and persists for 1 S4. Chamber of Aspects
round. Creatures within 5 feet of the altar when the
flames erupt must make a DC 12 Dexterity saving throw,
taking 11 (2d10) fire damage on a failed save or half as At the center of this octagonal chamber stand three
much damage on a successful one. Four dream imps are pedestals, each topped with a large crystal. The first
summoned within the steam cloud and begin attacking has a transparent amber hue, glowing steadily. The
any creatures in the area. They fight until killed, pursuing second is red and incandescent, its glow growing and
intruders anywhere but outside the shrine. dimming in a heart-like rhythm. The final crystal is
a bright blue, but its transparency seems to fluctuate,
the blue fading to translucence, then to an opaque
S3. Chamber of the Blade sheen and back again, like clouds racing across a
clear blue sky.
A stone block rests in the middle of this room, with
a curved knife sitting upon it, next to a shallow On the arch above the doors across the room, written
bowl. Double-bladed battle axes hang on four of in Old Altanesi, an inscription reads “A Dragonbonded
the eight walls: one above the entrance, one above must understand the essence of Vaala, for it is the essence
the double doors on the far side of the room, and of the world.”
the other two on the walls directly to the left and Crimson Hawks. The remaining two members of the
right of the stone slab. Crimson Hawks expedition are currently lounging in this
room. After dealing with the young vespidai and the trials
of the other rooms, they decided to rest here after being
Inscribed on the arches above the far doors of the unable to puzzle out the trial of the crystals. They were
room, written in Old Altanesi, is the phrase “There is one unaware of the reset timer on the doors and were locked
certainty of your service: You shall bleed for the cause.” in before they realized the danger. When the characters
Ritual of the Blade. In the old days when the shrine arrive, they are relieved but wary. If the characters explain
was active, this room was used to ritually express the about Maandros buying the map to the shrine, the Hawks
dangers of life as a Dragonbonded and to symbolize will believe them with a successful DC 10 Charisma
the risks of joining the cause of Mordavian. The initiate (Persuasion) check, made with advantage if the characters
would take up the knife and open a wound on their hand produce the map.
or arm, letting the blood fall into the bowl, to symbolize This expedition has been a disaster thus far, and the
their willingness to sacrifice their health and even their life remaining operatives want to cut their losses and leave
for their master and his bonded dragon. now with what they have. Should the characters try to
To open the doors leading to area S4, a creature must leverage their rescue to extort loot from the operatives, a
stand before the block and bleed into the bowl that sits successful DC 15 Charisma (Deception, Intimidation,
upon it. The creature need not use the provided dagger; or Persuasion) check sees the pair hand over three green
any slashing or piercing weapon will work so long as the onyx eggs taken from area S1. On a result of 20 or more,
creature loses at least 2 hit points in the process. the operatives also hand over the contents of the chests in
Forcing the Doors. Should the doors leading to area area C4: 20 silver ingots worth 10 gp each, 10 gold ingots
S4 be damaged or opened in any way other than via worth 50 gp each, a bag of diamond dust worth 100 gp,
the ritual, the four flying axes mounted on the walls and a small jade orb worth 50 gp. All they ask is that the
magically animate and detach themselves to attack characters provide them with a couple of days’ worth of
intruders. They also animate if anyone attempts to food, enough to get them back to civilization.
remove any one of them from the walls. They will pursue If the check fails, the operatives feign compliance but
intruders anywhere in the complex, returning to their instead attempt to make their escape. They will fight to
original positions only when the intruders are dead or flee defend themselves or if cornered, but they’ll quickly realize
the shrine. when they are outmatched. If one falls, or both are dropped
to less than 50% of their hit points, they surrender, asking
only to escape with their lives. They will, however, make a
full report of the characters‘ actions upon their return to
Kara Tibor. This will have negative repercussions on any
future dealings the characters may have with the Crimson
Hawks, the extent of which is up to you.
Trial of the Crystals. Each crystal represents one of
the three aspects of Vaala: Fai, Id, and K’aab. For the trial,
initiates had to identify and show a proper understanding

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of each aspect, which allowed them passage to the next trial. Inscribed on the arch above the doors on the far side
If detect magic is cast, the amber crystal aura registers as of the room, written in Old Altanesi, is the phrase “To
K’aab, a mix of evocation, necromancy, and transmutation; be loyal and serve with honor, you must be resolute and
the red crystal gives off an aura of Id, a combination of strong of mind.”
abjuration and enchantment; and the blue crystal radiates Investigating the statues finds their throats are hollow
an aura of Fai magic, more specifically a mixture of and descend down into the statues. The stone inside
conjuration, divination, and illusion magic. is covered with char. A successful DC 12 Intelligence
A character who examines the crystals and succeeds on (Investigation) check reveals small holes in the jaws of the
a DC 16 Intelligence (Arcana) check can intuit the proper statues leading to some mechanisms, and a successful DC
way to activate the crystals. If a character casts detect magic 15 Dexterity check using thieves’ tools seems to disarm
or touches one of the crystals, the DC of the check is the trap within.
reduced to 13. Test of Will. This chamber was fashioned to test the
Each crystal can be activated by casting a spell of one resolve of initiates to Mordavian’s cause. Recognizing the
of the schools of magic present in its aura on the crystal, illusion within the trial for what it is revealed a more able
which it absorbs. This will cause the crystal to radiate light candidate, but the commitment to endure the trial itself
equal to that of a torch. A crystal can also be activated by was the trait being sought after here. If anyone stands
touching it and intuitively manipulating it with the mind. upon the dais and remains there for 1 round, the eyes of
This requires a successful DC 13 Intelligence check for the four statues begin to glow and a rumble starts in their
the Fai crystal, Wisdom check for the K’aab crystal, and throats, rising to a deafening roar. These effects cease if the
Charisma check for the Id crystal. A character with at least dais is vacated, starting again whenever a creature is on the
one mote in the relevant Vaala aspect gains advantage on dais for 1 round.
the ability check. If at least one creature remains standing on the dais for
When all three crystals are activated, the doors to area two rounds, fire erupts from the mouths of all four dragon
5 open. statues, engulfing everything within 10 feet of the dais.
Forcing the Doors. Should the doors leading to area The fire is an elaborate illusion that triggers regardless
S5 be damaged or opened in any way other than via the of any attempt to disarm the statues. All creatures in the
ritual, the crystals each release a pulse of magical energy, area must make a DC 13 Wisdom saving throw, but if
encompassing the room.
a creature believes the trap was successfully disarmed,
The Fai crystal inflicts terror upon each creature within
it gains advantage on its saving throw. On a success,
30 feet, as per the fear spell, unless it succeeds on a DC 13
the creature realizes the flames are merely illusory. On a
Wisdom saving throw.
failed save, a creature takes 22 (4d10) psychic damage.
The K’aab crystal sends out crackling beams of energy,
Creatures that drop to 0 hit points from this damage
targeting each creature within 30 feet with a +4 spell
attack. On a hit, a target takes 5 (1d10) force damage. are automatically stabilized. Another creature can take
The Id crystal will reduce the effectiveness of each an action to revive an unconscious creature, and the
creature within 30 feet, as per the bane spell, for one hour, unconscious creature awakens with 1 hit point.
unless it succeeds on a DC 13 Charisma saving throw. So long as at least one creature is on the dais when the
The spell effects last for the full duration unless illusion is enacted, the doors on the far wall will open and
dispelled, the affected creature leaves the shrine, or the allow access to the ramp that slopes down to area S6. A
crystal that cast the spell is destroyed. Each crystal has AC click and a quick scraping sound can briefly be heard to
13 and 5 hit points. If a crystal is destroyed, the remaining the southwest as well, like a latch opening.
crystals will release another pulse of magical energy, Treasure. Searching the southwest corner of
repeating their effects and resetting the duration of an the chamber with a successful DC 17 Intelligence
effect if a creature fails its save again. (Investigation) check reveals a hidden compartment in the
When all three crystals are destroyed, the doors can be belly of the dragon statue in that corner. The compartment
pushed open. can be opened with a successful DC 17 Dexterity check
with thieves’ tools, revealing three potions of greater healing.
This compartment opens automatically when the test is
S5. Chamber of Resolute Will passed, making a click and a quick scraping sound, and it
closes again after 1 minute has passed.
Forcing the Doors. Should the doors leading to area
This room is eight-sided, like the others you’ve
S6 be damaged or opened in any way other than via the
seen, and contains a small raised dais in the center.
ritual, the statues produce a larger blast of real flames, and
In four of the corners stand statues of rearing
all creatures in the room must make a DC 13 Dexterity
dragons, their open, toothy maws aiming down
saving throw, taking 22 (4d10) fire damage on a failed
toward the dais. A pair of double doors stands
save or half as much damage on a successful one. Reduce
across from the entryway.
the damage by 1d10 for each dragon statue the characters
have successfully disarmed.

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S6. Chamber of Sacrifice deception. Those that led the ceremonies knew command
words to stop the guardians from attacking, but their
menace reinforced the idea to a hesitant initiate that the
This octagonal room is devoid of furniture or rituals were not things to be undertaken lightly.
ornamentation, save for a small dais rising in the When at least one creature approaches within 5 feet
center with four pedestals set around it at the of the statues, a magic mouth spell activates on the statue
cardinal points of the compass. Atop each pedestal is to the left, asking in Old Altanesi: “Why have you come
a crystal orb. here?” The magic of the chamber is able to detect truth or
falsehood in any response given and responds accordingly,
Inscribed on the arch above the doors on the far side of no matter what words are actually spoken. So long as the
the room, written in Old Altanesi, is the following: “The answer given is truthful, the doors to area S8 will open.
Dragonbonded must be ready to give their life for their If a falsehood is told, the liar must succeed at a DC 25
master, as he is ready to lay down his own to protect their Charisma saving throw, otherwise the two bucentauri
way of life. Sacrifice is key to victory.” statues (use the animated armor stat block with a
Life-Draining Device. During the ritual, an initiate movement of 30 ft.) animate and attack the speaker and
and their sponsor would stand upon the dais, each placing any other creatures that take hostile actions against them.
hands on two of the orbs. The sponsor, typically the If the statues are destroyed, the magic keeping the doors
initiate’s mentor, would stand symbolically for the leader of shut deactivates, and they can be pushed open.
the order, Mordavian. Their lifeforce would be drawn from Forcing the Doors. Should the doors leading to area
them, but just enough to open the magically locked doors. S8 be damaged or opened in any way other than via the
If a humanoid stands on the dais and places a hand on ritual, the two bucentauri statues animate and attack.
one of the orbs, they spend 1 Hit Die, and the energy is They will attack until destroyed, pursuing intruders
drawn into the pedestal and fed into the mechanism that anywhere but outside the shrine. Once the statues are
opens the door to area S7. defeated, the magic holding the doors closed ends, and
Forcing the Doors. Should the doors leading to area they may be opened normally.
S7 be damaged or opened in any way other than via the
ritual, the life-draining device purges itself of stored life
energies built up over time, which crackles forth from the The Sanctum
orbs and collapses into a blazing, vaguely humanoid form
that attacks anyone in the room. Treat this as a specter. After descending through the seven testing chambers, the
This ghostly guardian will follow intruders anywhere in curving passage ends before a pair of grand double doors,
the shrine, but will not leave it to pursue them. When the each engraved with the picture of a wyrmling hatching
guardian is killed, the magical force holding the doors in from an egg.
place is drained, and they can be pushed open. These doors lead to the first of three concentric rooms
that make up the sanctum. It is here that initiates were
brought after testing to be congratulated and lauded for
S7. Chamber of Truth their efforts, at the center of the sanctum. If bonded to
hatchlings, their dragons awaited them in the central
chamber. Those bonded to larger dragons were reunited
The octagonal chamber is empty save for two statues
of creatures with the bodies of oxen, humanoid with them after taking the magical lift back to the surface.
torsos, and horned, bull-like heads. They stand to
either side of the chamber at its midpoint, their S8. Outer Sanctum
swords gripped in both hands and held upright in
front of them in a salute.
The hallway splits, and the walls, covered in
crumbling frescoes, curve away to the left and right.
The statues are stone guardians of the chamber and
These halls narrow as they extend away from the
depict bucentauri warriors. Inscribed on the arch above
doorway. The floor is covered in black and white
the doors on the far side of the room, written in Old
marble tiles. Each tile bears a mosaic in colored
Altanesi, is the phrase “Be honest in your intentions.”
stones. The black tiles are inlaid with eggs, while the
Test of Truth. When the shrine was still in service, this
white tiles show tiny dragons.
chamber provided a simple yet profound final test of an
initiate. It served as a way to weed out any who held secret
reservations about being Dragonbonded or a loyal servant
of Mordavian. It also defended against anyone attempt-
ing to infiltrate the inner chambers through a prolonged

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CHAPTER 2: THE SHRINE OF THE DRAGON CONQUEROR

The damaged frescoes show dragons and their bonded The room wraps around the circular, innermost
companions in a variety of activities together: studying, sanctum room. On the other side, a pair of heavy bronze
hunting, flying, and fighting. The frescoes cover both the double doors stand, green with age. The doors are locked.
exterior and interior walls, which wrap around left and They can be opened with the keys from area 8, or with a
right to meet on the other side, where a pair of chests sit successful DC 18 Dexterity check with thieves’ tools.
in front of another set of double doors.
Treasure. The chests are unlocked and hold ceremonial
dress for the celebratory ritual. The left chest holds six S10. Egg Chamber
crimson silk robes embroidered with golden thread, worth
10 gp each. In the right chest are six golden dragon masks, This hemispherical chamber glows with soft white
worth 10 gp each, and a successful DC 13 Intelligence radiance coming from a globe of magical light
(Investigation) check or a passive Wisdom (Perception) hovering near the center of the ceiling and reflecting
score of 13 or higher reveals a false bottom inside the chest. off the gold dome of the room. The floor is polished
The compartment beneath it contains a pair of bronze keys obsidian, with a shallow depression about four feet
that unlock the doors that lead to area S10. in diameter at its center. Lying in the depression
are four large eggs. In the center of the eggs is an
S9. Inner Sanctum irregular shard of ruby red crystal that glows with a
light of its own.

The hall here extends away again to the left and right, An enchantment has been woven around the central
wrapping around to meet somewhere ahead. The depression, slowing time around the eggs to a crawl
walls are polished granite. Tiny crystals in the stone and keeping them alive and viable while the shrine
sparkle in the radiance of small globes of soft, white remains abandoned. However, when the doors to the
light that hover near the ceiling, positioned every 10 egg chamber are opened, the spell is dispelled. The first
feet along the curving paths. The floor is made of character through the doors can make a DC 18 Wisdom
interlocking tiles of red and russet that resemble scales. (Perception) check; on a success, they catch a glimpse of a
translucent golden dome glowing over the eggs just before
it dissipates into glittering nothingness.

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Treasure. The dragon eggs and the stargem in their
midst are the true treasure here. Trying to identify the eggs If the characters still refuse, they see some of
requires a successful DC 20 Intelligence (Arcana or Nature) Maandros’s apparent senility fade for the first time.
check and only reveals that the eggs are not of any known He stands up straight, and casts the suggestion spell
dragon brood. Similarly, if Xaltozani is with the party, she on the character with the stargem, ordering them to
says she may be young, but she doesn’t recognize the brood hand it over to him. If that fails, he demands they
of the eggs. leave the ship.
Additionally, the gold leaf on the domed ceiling can be If the characters initiate combat, they are set
scraped off; however, even though it’s nearly pure gold, it’s upon by Maandros Vir, Aeryn, three nwoda,
only a thin layer. Even if the characters manage to scrape and four nwoda sky pirates. If the characters are
the entirety of the dome clean, they will only amass a small defeated, they are not killed; instead, they are tossed
amount of gold leaf worth 3 gp. in the brig, where they awaken eight hours later.
Final Guardian. When the eggs are removed from If the characters escape with any of the eggs or
the basin in the floor, the globe of light at the top of the stargem, the next time they sleep, Aeryn sneaks
the chamber flares brightly, and the shrine’s guardian is into their camp with the aid of a potion of invisibility
summoned. It is a spirit given form, rather than an actual and recovers the stolen items.
creature, but it looks like a Large dragon composed of light
(use the Ehrlya wyrmling stat block), with a deer-like
body, wide, curving horns, and long whip-like tail. The
guardian fights to the death, unrelenting until the eggs and
the stargem are returned to the basin in the floor and any
An Unexpected Turn
intruders flee the room. If killed, its form blinks and breaks of Events
up into shards of light that dim, flicker, and vanish.
Once the final guardian is defeated, a hole magically When the characters return to the shard-ship, Maandros
appears in the ceiling. The central portion of floor around is overjoyed with their success. The eggs are a marvelous
the basin slowly begins to rise through a cylindrical shaft, find, but he barely pays them any attention once shown
coming to a halt at the top of the cliffside above the door to the stargem. It is a wondrous thing to acquire, and
the shrine. Once the characters step off the disc, it descends Maandros is most eager to arrive in Corim so he can study
back down to the sanctum, and the hole vanishes, leaving it in a proper laboratory.
only earth and rock in its place. From here, it is a short hike Secretly, it begins to stir things that have been long
back to the Rapscallion. asleep in his mind, specifically the memories of his distant
past and the personage he once was, though at this point,
such things aren’t much more than faint recollections and
echoes of emotions long forgotten.
Negotiating for the Eggs and the Stargem After a pointed reminder from Aeryn, he mutters that
the rest of their finds from the shrine are theirs to do with
There are a number of ways to deal with greedy as they wish and that their reward will be given to them
characters that don’t wish to honor their agreement. in due course once they arrive in Corim. He then hurries
First, Maandros and Aeryn appeal to them logically, back to his cabin with the dragon eggs cradled in his arms
stating that the gem has no use for them and that like children and the gem tightly clutched in one hand.
the eggs need proper care if they are to be hatched Aeryn congratulates them on their success, mentioning
and the hatchlings raised, something that would that this is the happiest and most alert she can ever
be difficult for wandering adventurers to do. They remember seeing the old man.
also remind the characters that their promised
reward depends on the turnover of those items,
and Maandros demands any magic items that
were given in advance be returned. If matters are
pushed, Captain Dwaru also intervenes, stating that
if the characters are not trusted working associates
of Maandros, then they have no further business
aboard his ship and must disembark. If the issue is
pressed further, Maandros is willing to double the
monetary reward offered, but this breach of contract
strains his (and Aeryn’s) trust in them.

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CHAPTER 2: THE SHRINE OF THE DRAGON CONQUEROR

Part Two: The City of Corim


SPIES AND THIEVES Largest of the Aunai States, Corim is a rich and powerful
maritime city. A forest of masts constantly floats in its
harbor. A cosmopolitan mix of peoples, both citizens
After the successful excursion to the shrine, the trip to and visitors, bustle about its docks, streets, and markets.
Corim is uneventful. The trip takes two days, during Along with peoples of varying shapes, sizes and origins, the
which Maandros keeps to himself, never leaving his architecture also reflects the city’s status as a melting pot,
chambers and quickly dismissing anyone who knocks on with the building styles of a half dozen or more cultures
his door. Aeryn spends the time socializing with the party evident in its districts and little rhyme or reason to their
and the crew, and the characters are free to do as they placement.
please during this time. The city takes advantage of its strategic position,
When the ship arrives at Corim, Aeryn takes the time enacting heavy fees for any waterborne vessels wanting to
to admire the view and will point out various landmarks pass through. These fees increase depending on the size
to any characters nearby. The ship takes a slow approach of the vessel, its cargo, and its nationality. Aunai vessels
to the palace district, heading for a specially designated pay a fraction of the price compared to those hailing from
landing pad for all traffic into and out of that district. Draavia or other nations outside the Cursed Coast.
When the ship has docked, Maandros emerges from This practice means that the Aunai States, those being
his cabin with a box containing the eggs sitting atop a the city states of Corim, Aulara, Dalenda, and Eugara,
ponderous stack of books. He pauses long enough to give have a better strategic grasp of the Cursed Coast than
the characters their reward for investigating the shrine others. This uneven taxation for passage has seeded
and ask Aeryn to prepare them accordingly to be brought resentment for Corim among foreign and particularly
to the palace, where he will take audience with King Draavian merchants, as their ability to spread influence
Yvandran and explain their wondrous find at the shrine. and trade beyond the confines of their own borders is
limited by the whims and decisions of the city.

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A City of Stone and Steel capital to reflect this. However, not every place of debate
and intellectual stimulation is openly advertised, and
hidden venues for those pursuing more morally dubious
The city is made primarily of white stone and shining
ways of thinking abound within the district.
steel, and the gates into the city are made of metal painted
Sadorn’s Hallows also houses the Wives, a massive
with a protective orange coating. These colors of flame-
cathedral of knowledge that connects to the underground
orange and white represent the identity of Corim, and
catacomb network beneath Corim. It was established by the
its flag depicts a white flame held by a dragon claw, a
ankorae, a sect of philosophers within the Aunai States who
representation of the ever-burning flame present in the
revere the past in order to make sense of the future.
throne room—the Omnium, its origins forgotten and
twisted by time and retelling.
While Corim is built for permanency, the poorer Wider
sections of the city, and the neighborhoods expanding
The river-based district Wider is named as such because
outside its walls, are more transient and are mainly made
it was used to affect the flow of the Tempered River
from wood.
by breaking down its shores, thereby broadening the
river. This was done both to slow down the speed of
City Districts the river, making it easier for boats and barges to travel
through Corim, and also to make passage accessible for
There are a total of six districts within the city and one larger vessels coming from the Dreamsea. Though the
unofficial district outside the walls, varying in size, Heartstreets and the Eastway are the primary hubs for
population, and economic power. Basic information about commerce, the wares are stored and the trade ships are
the different districts has been listed below. anchored in Wider.
The district consists of more water than land, and it
has canals and walkways instead of common streets. Most
The Gleaming Citadel buildings lean out over the water, and many residents live
in boating vessels rather than in houses.
One of the smallest districts, lying on the south side of the
Tempered River, the Gleaming Citadel houses the Corim
royal palace. It is a grand construction, with a singular Eastway
300-foot-tall tower called the Spindle surrounded by a small
garden. The tower is set in the center of the castle grounds. The largest district is Eastway, on account that it is the
The keep is made of light gray stone, decorated with main entry point into Corim by land. The Sunrise Gate
carvings of fish near its ground level, and birds and wings on the east side of the city is the entry point for travelers
near its upper levels. These decorations are painted either moving alongside the river or coming from the south, and
silver or blue, paying homage to the prosperity granted by it’s the area that sees the most people coming and going.
the Tempered River. The district reflects this, as it is teeming with inns and
Several gardens with artificial ponds are kept within taverns, as well as stores specializing in selling weapons,
the keep, home to fish and water birds. wagons, mounts, and travel equipment.
The large street running through the district, the East-
way, is wide enough that four carriages can pass down it
Heartstreets side by side, and the street is filled with opportunities for
entertainment and revelry.
Adjacent to the palace, Heartstreets is a miniature city in
its own right, separated from the masses of the north side
of Corim. It has stores and taverns catering to the city’s
wealthy elite so their days out on the town don’t require The Hills
them to interact with the general public. The prices in the The poorest and most densely populated district, the Hills
district are ludicrously high, and any commoners employed was not always called by that name. Its official name is
there usually come from wealthy families. North Crown, and it was supposed to be a district focusing
on learning and academic research. However, as most
funding went to the projects in Eastway, Heartstreets, and
Sadorn’s Hallows Sadorn’s Hallows, the researchers and inventors followed
This is the main center of study and reflection within the coin and settled in those districts.
Corim, holding multiple chapels and shrines to greater and The name is a shortening of The Anthills, a name that
lesser philosophies alike. This did not happen by chance, came about due to the tall, rickety buildings being con-
as the construction of many of the major buildings within structed there. The buildings in the Hills are built on top
it was helmed by King Sadorn, who ruled the city in its of one another, and even lean against each other over the
infancy. Sadorn was a philosophical man and wanted his streets, creating a strange, tunnel-like feel to much of the

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CHAPTER 2: THE SHRINE OF THE DRAGON CONQUEROR

district. As a result, there are many alleys and passages that Council of Ankorae
get no sunlight.
Though King Yvandran is the monarch of Corim, he
entertains a council of advisors from the various sects
The Cursed Causeway of ankorae philosophers (all use the noble stat block).
On the eastern side of the city, outside the wall, is the Currently, there are five such advisors; Lyndyn Xandar,
Cursed Causeway. This raised piece of road started as a Arendor, Vyneth Pilar, Theriel Lore, and Fellion Tenith.
small dock built to harbor water vessels waiting to pass They all serve at the whims of the king but also by the will
through Corim due to either lacking the permits or being of their people, placed in these positions by their fellows
unable to pay the required tax. As time went on, the Cursed and interpreting past events to best advise Corim’s nobility.
Causeway grew to be more town-like in appearance,
offering services and goods for the ships stuck outside of
Corim. Eventually, it became the go-to spot for the crews of
smaller vessels who had business within the city but didn’t
At the Palace
want to pay the fee for sailing through. The characters are escorted by servants to their guest
quarters, where they can prepare themselves for
presentation to the king. Aeryn eventually rounds them
Corim Defenses up, having changed from her traveling gear into a sky-blue
gown, her hair done up in the latest courtly fashion.
The Tempered River, though it is the cause of much of Aeryn informs them that King Yvandran is currently
Corim’s prosperity, is also its major weak point. Its flow holding court and that Maandros will meet them there
interrupts the protective wall going around the city and with the eggs and the strange gem, which they will present
allows for threats to approach Corim from the river as well to the king.
as by land.
To protect themselves against water-based threats,
Corim has massive gates constructed at each river In the Throne Room
entrance. The gates are shaped like fans, and if the city is
attacked, they fold out to close off the river. There are two When the characters enter the throne room, read or
of these fan-like gates at each waterway entrance, one on paraphrase the following:
each side of the river. When unfolded, they are designed
to look like the wings of a bird. The throne room is half filled with petitioners,
Not only do these gates block off entry to the city but courtiers, and city officials, all with their attendants
they also affect the flow of the Tempered River. The gates in tow. A regal-looking man, obviously King
can be closed to completely cut off the stream through Yvandran, sits on a throne carved of white stone.
Corim, thereby forcing the water to flow around the city On a smaller throne to his right, a young man sits,
instead of through it. Doing this can deal a massive blow listening intently. Behind the throne, on a raised
to an advancing army, as the redirected water washes platform of its own, sits a large brazier shaped like
away supplies and siege equipment, bringing chaos and a dragon claw, seemingly carved of the same white
destruction upon the opposition. stone as the throne. A flame with a strange, silver-
white heart burns between the claw’s talons.

The Corim Ruling Family Aeyrn finds a place within earshot of the proceedings
but backs away from the throng to wait for Maandros.
Led by the current King Yvandran, the ruling royal family
Allow the characters time to roleplay with Aeryn and each
are known for their good natures and fondness for revelry.
other while they await their turn. She can quietly answer
King Yvandran (noble) is a proud human in his 40s with a
any questions they may have: The young man is Prince
weakness for the finer things in life. He is an avid socialite
Isandor, the king’s only son. The flame behind the throne
who cares more about maintaining profits for the city than
is the Omnium, the ever-burning flame of Corim, and
upholding its defenses, confident in his position of power.
it promises the return of one who will restore the Aunai
With his late wife Caleah, Yvandran has only one child.
States to their former greatness.
His heir, Prince Isandor, is in his early 20s and has been
When the time seems right, the throne room door opens
trained in the arts of noble diplomacy since he was born.
and Maandros enters with a wooden box in his hands, followed
His position as heir, paired with the education provided by
by two servants carrying a large trunk. He spots Aeryn and
teachers and priests throughout his youth, makes him more
the characters and moves toward them, but his entrance has
serious than his father, but he still lacks the confidence that
drawn the attention of the king, who quickly finishes with
he can effectively rule the city.
his current petitioner before calling out “Maandros, old
friend, what have you brought for me this time?”
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Alejandro Maroto (Order #44375443)


If none of the characters take the lead, Maandros
approaches the throne and says, “Your Majesty, our
journey was a success… more than a success! We bring
you treasures unfathomable. Behold!” He then gestures for
the characters to open the chest.
The chest contains the four dragon eggs, nestled in
satin and velvet. Gasps echo throughout the throne room,
and even the king looks surprised. However, before much
can be said, Aeryn steps forward, removing the crystal
shard from the box Maandros gave to her. When she does,
read or paraphrase the following:

The shard in Aeryn’s hand flashes, and, when it does,


the flame behind the throne flares in response.
The gasps of shock and surprise nearly drown out
another sound—a sharp cracking from the chest.
King Yvandran Looking down, you see one of the eggs has begun
to crack, shards of shell falling away as a glistening,
Roleplaying King Yvandran scaly form writhes out of it and sits upright.
King Yvandran (Aunai human noble) is a proud man but The shard flares again, and the flame roars
knows enough to be aware that he requires the advice and in response. When the light fades, Aeryn and a
counsel of others. He is typically a fair ruler, well loved dragon hatchling are staring at each other, eyes
within Corim, but he has earned the ire of the rest of the locked. The hatchling seems calm, almost serene,
Cursed Coast for his high taxation on shipments passing while Aeryn’s face is a mix of awe and other deeper,
through his city. unfathomable emotions. Aeryn reaches down, and
King Yvandran loves his son, Isandor, but worries the the hatchling climbs onto her shoulders, nestling
prince doesn’t take his duties seriously enough. He values against her hair contentedly.
Maandros as an advisor and finds Aeryn pleasant enough.
Though he would rather his son marry an heir to another If any of the characters move to attack the hatchling
Aunai State to cement alliances, rather than an orphaned girl dragon during this, Aeryn rushes to defend it. She will not
from who-knows-where, he tolerates the courtship between kill the characters, but neither will she let them harm the
Isandor and Aeryn out of respect for Maandros, hoping his hatchling without a fight.
son will eventually move on to a more “worthy” wife. King Yvandran quickly calms the chaos in the throne
room, ending public audiences for the day and ordering
the room cleared of everyone except his son, a few guards,
Roleplaying Prince Isandor Maandros, Aeryn, and the characters. He then demands
Prince Isandor (Aunai human) is in his early 20s. He is an explanation.
first in line to the throne but finds himself lacking the
qualities he believes a leader should possess. Though he
has been trained for his future position of king since
birth, he believes he still has much to learn before he can
effectively rule.
Isandor hides his insecurities behind a serious facade in
public. In private, he spends much of his time drinking,
gambling, and otherwise carousing in Heartstreets. It was
there he became proficient with throwing knives as a means
of entertaining his friends, but the party trick has given him a
proficiency with blades that makes him formidable in a fight.

Approaching the King


Maandros hands the box in his hands to Aeryn, then
directs two of the characters to take the chest from the
servants; if none of them do, he looks flustered but has
the servants carry the box instead. If the characters do not
approach the throne on their own, Aeryn steps forward,
gesturing for them to follow.
Prince Isandor
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CHAPTER 2: THE SHRINE OF THE DRAGON CONQUEROR

Allow the characters a chance to explain things, but Development


if they show reluctance, Maandros falteringly apologizes,
explaining that he must provide background information With the event of Aeryn’s Dragonbond and the flaring of the
for context on what just occurred. He then offers a ever-burning flame, rumors begin circulating that Aeryn is
summary of his trip to the City of Crimson Spires and the the one promised to return, the one that the Aunai say will
acquisition of the map, as well as the trip to the Dragon aid them in returning to the prominence of their ancestors.
Shrine and the gem and eggs that were found there. King Yvandran hears these whispers and, in fact, comes to the
At this point, Maandros explains that he believes the same conclusion on his own, and so he warms toward Aeryn
newly hatched dragon and Aeryn have become bonded. and her relationship with his son. Where before he simply
He theorizes, given what he witnessed, that the crystal tolerated the courtship, he now encourages it.
shard recovered from the shrine unlocked some hitherto
unknown power in the ever-burning flame. He wishes to
Time to Roam
study the shard further.
The king declares that such studies can begin in due The characters have two days in the city of Corim before
time. For now, there is an amazing event to be celebrated the feast is to be held. Maandros confines himself to the
and heroes to be honored: He wishes to hold a feast to palace to study the mysterious gem and the statue. Aeryn
honor Aeryn and the party for bringing a Dragonbond is sociable but distracted by her new Dragonbonded
to his great city. He declares the event will be held in two companion (who, after deliberation with Aeryn, has taken
days time. the name Valerixlia) and Prince Isandor.
The remaining dragon eggs and the stargem are The characters may spend this time in the palace,
taken back to the wizard’s study. Aeryn, cradling her exploring the city, or otherwise engaging in downtime
bonded wyrmling, asks to leave to return to her quarters, activity. If none of the characters have any goals during
seemingly a bit overwhelmed by the experience. The this period, continue on to the celebration below.
characters are free to do as they like until the feast and are
given rooms in the guest quarters of the palace.
The Celebration
The Ever-Burning Flame
Long tables and benches adorn the feast hall, with the king’s
The ever-burning flame of Corim is a large sculpture, table—where the characters, Maandros, and Aeryn sit as
roughly 10 feet wide and 15 feet tall, carved from white guests of honor—resting on a raised platform at the front of
stone. It is shaped like the upturned claw of a dragon, the room. Maandros seems lost in his own head, often only
with a silver-white flame burning in the palm. The flame responding to people once they’ve repeated their questions
burns cold and is seemingly unaffected by water or other or comments at least once. Aeryn, with Valerixlia perched
attempts to smother it. on her shoulder, is seated next to Crown Prince Isandor,
If a character inspects the ever-burning flame and and is happy to remain in conversation with the king’s heir
succeeds on a DC 10 Intelligence (Arcana) check, they for the rest of the evening if not otherwise interrupted. The
can tell the statue and flame are magical in nature; a result ankorae advisors are seated on the far side of the king, and
of 18 or higher on the same check also reveals that the spend the majority of the time socializing and bickering
magic is old, quite old, and not of a kind they recognize. amongst themselves.
Using the identify spell or similar magic on the ever- A variety of delicious dishes are served, with wine and
burning flame offers little information but does reveal the beer flowing freely from several kegs brought up from the
item is fueled by a combination of multiple schools of palace cellars. The characters are free to speak and mingle
magic, particularly abjuration, conjuration, evocation, and as they please. A six-piece orchestra provides music, and
transmutation. Any attempts to dispel the magic, as with there is an open space for those inclined to dance.
the dispel magic spell, are unsuccessful.
Business on the Side
Aeryn’s Dragonbond As the heroes of the hour, the characters will be greeted by
The Omnium has lain dormant in the Corim many well-wishers wanting to congratulate them, shake
throne room since the state’s founding, known only their hands, or simply share space with the newly famous.
as the ever-burning flame. Only a very particular However, others have a need for capable adventurers
combination of elements in close proximity to the and decide that those favored by the king himself are
Omnium—specifically, the stargem, the dragon the ones to recruit. If you wish to introduce one or more
eggs, and Aeryn herself—were able to cause the side quests early in the campaign, or plant the seeds for
reaction that forced the egg to hatch and triggered higher level ones, have the proper NPCs approach them
a bond to form between Aeryn and the hatchling. and speak about what they need done. You can introduce
Anyone attempting to recreate the event will find the side quests you’ve developed yourself or use the hooks that
ever-burning flame unresponsive to their efforts.
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follow to develop some as needed for your campaign.
Here are a few possible patrons that could approach Jasaan and Alluin Niaathidas
the characters during the feast. If you wish, the guests at the party may include
Yerik and Zayne Korbrel. A pair of well-dressed Duke Jasaan Niaathidas and his husband, Duke
men approach the characters and introduce themselves. Alluin Niaathidas. The characters will be journeying
They appear nearly identical, even wearing coordinated with Jasaan in chapter 3, so giving them the chance
outfits: Yerik’s midnight blue ensemble complements his to interact now can help flesh out these NPCs and
close-cropped red beard, and the clean-shaved Zayne is their relationship with the characters.
resplendent in shades of magenta. They represent a small See “Duke Jasaan Niaathidas” in chapter 3 for
merchant’s consortium in Dalenda that is on the verge of more information on Jasaan.
financial collapse. Bandits are regularly robbing overland
shipments of goods, and they believe one of their rivals is
funding the bandits in order to put them out of business.
They would like to hire the characters to track the
bandits back to their lair, stop their attacks, and possibly
Thieves in Our Midst
discover any connection between the bandits and their An informant embedded within the palace has informed
business rivals. Given the consortium’s current financial Draavia about the dragon eggs, and Draavia has in turn
distress, they can only offer letters of credit as reward or, hired thieves to recover them and the mysterious shard
perhaps, a percentage of future profits once the bandits are that apparently triggered a Dragonbond.
dealt with and the consortium can once again flourish. During the course of the feast, the thieves have
Lady Livian Caildress. The elderly matron of House infiltrated the palace, using the celebrations as a
Caildress, attended by a stoic manservant named Chivers, distraction. They are dressed in the stolen livery of the
pays her respects to the characters. A successful DC 13 palace servants and break into Maandros’s quarters to steal
Wisdom (Insight or Perception) check notes that her rich the eggs and the stargem.
garb has been out of fashion for at least a decade and has The thieves’ stealthy exit from the palace is thwarted by
been meticulously mended to cover up wear and tear. She simple misfortune. A pair of servants entered Maandros’s
ashamedly mentions a family curse and that the dead in her quarters to prepare it for the evening and spotted the
ancestral crypt are stirring. thieves in the process of stealing the dragon eggs. One was
She is desperate to find a way to lay her unquiet forebears cut down, but the other managed to escape and find a set
to rest again before word of it ruins her house’s reputation. of guards, who took off in pursuit of the thieves.
The matron’s coffers do not hold much, but her house still
has the respect of many older noble lines, as well as that
of the king. She offers to use her connections to gain the Stop, Thief!
characters audiences with more wealthy houses and assures As dinner is winding down, read or paraphrase the
them she will refer to them in only the most glowing of following:
terms. Barring that, she wears a few pieces of heirloom
jewelry that she will part with if she has no other recourse. Servants enter the room with dessert: a light sponge
Finbar Scarlet. A local bard with dreams of grandeur, cake with a fluffy purple mousse, topped with
he thinks hitching himself to the characters’ rising star will berries. They serve the king first, then begin setting
catapult him to fame and fortune. He gushes over their plates before the rest of you.
exploits, asking questions and coming up with rhyming It’s at that moment another servant bursts into
couplets to describe scenes they relate, implying that he the room and races to the head table, drawing gasps
may wish to compose a ballad about their deeds thus far. of surprise and outrage from the assembled guests.
If they seem interested, he tries to convince them to As she reaches the king, she drops to one knee
make him a part of their entourage, allowing him to travel and gasps out, “Your grace, thieves in the palace!
with them and experience their deeds first hand so he can They’ve stolen the eggs!”
lend authenticity to the telling. However, he is not an
experienced adventurer and is naive to the daily hardships King Yvandran starts yelling orders to his guards, then
on the road. Additionally, he’s overly idealistic and will turns to Maandros and the characters and requests they
quickly become disillusioned when the adventurers react to help catch the thieves.
situations in ways he does not find appropriately heroic. Maandros stands and strides from the feast hall, tersely
requesting the presence of the characters and Aeryn. He casts
the locate object spell, concentrating on the stargem, and
informs the characters that the thieves have made off with the
shard as well as the eggs. With his knowledge of the palace
interior, he leads the group in pursuit by the quickest route,
exiting out a servant’s door onto the palace grounds.

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At this point, the characters spot one or more figures, For example, they might describe cutting through an
dressed in servant’s livery with sacks over their shoulders, animal pen, vaulting stall fences, and dodging pigs before
exiting the palace grounds toward the bridge that leads to leaping on the thief and bringing them to the ground for
Sandorn’s Hallows. Maandros urges them to pursue and the city guards to grab while they head off in pursuit of
retrieve the stargem and the eggs. the rest.

Running the Chase Gaining Ground


If the characters choose to pursue the thieves, run the In the course of a round, each character, according to their
following scenario. initiative order, will attempt a means of gaining ground on
There are seven thieves (use the scout stat block) in all, the thieves. This is accomplished by the player coming up
three of them carry a dragon egg each, while a fourth has with a means to gain ground, and the GM determining
the stargem. The other three serve to distract and divert the proper ability check needed to attempt it.
pursuit from those with the stolen objects. For example, a player may want their character to
The chase is run as a more abstract version of a examine the nearby streets and determine a shortcut that
10-round combat encounter. When the chase starts, roll will save them time. You conclude that a successful DC 13
initiative. On any given round during the chase, it is Intelligence (Investigation) check will allow the characters
assumed that, on a given creature’s turn, it will be making to gain ground.
the effort to cover as much distance as possible, much like The default DC for all of the ability checks in this chase
a creature traveling its full movement and then using the is 13, but as GM, you can raise or lower the DC based on
Dash action. Given the fast pace and the crowded and circumstances, character backgrounds, or other factors.
unpredictable city streets, the characters will be too busy For example, if the aforementioned character has the
trying to maintain the chase to make attacks or cast spells. merchant background, you can rule that the character has
At the start of the chase, the characters need a visited the city before and lower the DC to 11 or 12. Or
cumulative total of 10 ground gains to catch up to all perhaps the character in question has the urchin back-
seven thieves. Each round, each character can make one ground and grew up in Corim, in which case you could
ability check of an appropriate type to gain ground on lower the DC and give the player advantage on the roll.
their quarry. Each time a character, on their turn, fails to You can also allow a character to use an ancestral trait
gain ground on a thief, one thief reaches their destination or class feature in place of an ability check. For example,
and becomes part of the final encounter. a barbarian could expend one use of their rage for a
However, the thieves can also try to hinder their surge of energy that allows them to bull rush through an
pursuers each round by either engaging a character in obstruction, allowing 1 ground gain. A wizard might send
a contest or causing some hindrance that requires a their raven familiar to the air to determine if a “Possible
character to make an ability check to avoid. If the thief Shortcut” scenario will work or in response to “Which
wins the contest or the character fails the ability check, Way Did They Go?” scenario outlined below. So long as
the characters lose 1 ground gain, and the total number of you find the player’s explanation of how it will help the
ground gains needed also increases by 1. If the characters characters gain ground to be reasonable, you can allow the
win the contest, then the number of ground gains needed use of the trait or feature in place of an ability check.
remains the same. Below is a list of some possible scenarios and the
If the characters manage to make all ground gains suggested ability checks to roll for them. This should not
before the end of the 10 rounds, they manage to stop any be considered an exhaustive list. Feel free to come up with
thieves still in the chase from reaching their destination. your own actions and ability checks or use suggestions
However, they will still have to face the vampyr officer from your players if they seem reasonable to you.
and flying insects who come looking to extract the thieves
in “The Rendezvous” section further in this chapter.
Crowded Lane
The street ahead is crowded with people. The character
Catching the Thieves can use a DC 13 Strength (Athletics) check to charge
through them, a DC 13 Dexterity (Acrobatics) check
As stated, the characters must succeed at 10 ground gains to slip through or find a way to bypass the crowd, or a
to overtake all of the thieves. The first 3 ground gains Charisma (Intimidate or Persuasion) check to yell at the
eliminate the lead the thieves have on the characters. After crowd and get them to move out of the way. If successful,
that, each time the characters gain ground, they overtake the characters increase their ground gains by 1.
one thief. The player whose character makes the ground
gain can describe how the thief is captured.

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I Need to Borrow Your Horse Money to the Masses
The characters note an unattended animal or vehicle A thief tosses a handful of coins behind them, causing
nearby. However, the animal isn’t particularly fond of people to rush in to grab them up and create an obstacle for
being handled by strangers. The character must succeed the target character. The character must succeed at a DC 13
at a DC 13 Wisdom (Animal Handling) check to get the Charisma (Intimidate or Persuasion) check to get them to
beast to respond to their commands. If successful, the move, a DC 13 Dexterity (Acrobatics) check to navigate the
characters increase their ground gains by 1. Otherwise, the crowd successfully, or a DC 13 Strength (Athletics) check to
beast is too uncooperative to make any significant progress force their way through. If the character fails the check, the
in the chase. party loses 1 ground gain, and the amount of ground gains
they need to catch up increases by 1.
Obstruction
Obstruction
Something blocks the path (e.g., a cart moves into a
narrow street and stops, the character changes direction to The thief narrowly avoids an oncoming obstacle (e.g., a
avoid people only to find a stack of crates in the way, etc.). wagon moving through on a cross street, a sudden crowd
The character can make a DC 13 Strength (Athletics) of people exiting a building, or similar obstruction, etc.).
check to attempt to push past or knock over the obstacle, The target character must win in a Dexterity (Acrobatics)
or a DC 13 Dexterity (Acrobatics) check to leap or contest against the thief to likewise avoid the obstacle,
vault over it and continue on their way. If successful, the otherwise the party loses 1 ground gain, and the amount
characters increase their ground gains by 1. of ground gains they need to catch up increases by 1.

Possible Shortcut Which Way Did They Go?


A side street, narrow alley, or courtyard entry catches The thieves attempt to slip into a side alley unnoticed or
a character’s attention. Have them make a DC 13 otherwise evade the characters’ view. The target character
Intelligence (History or Investigation) check or a DC 13 can try to catch sight of the thieves by making a Wisdom
Wisdom (Perception) check. On a success, they realize (Perception) check contested against a thief ’s Dexterity
cutting through the area will close the gap, increasing (Stealth) check, search for signs of their passage (such
their ground gains by 1. as items knocked off of a nearby market stall or angry
shouting from around the bend) by making a DC 13
Intelligence (Investigation) check, or ask some bystanders
Evading Pursuit to point out which route the thieves took by making a
DC 13 Charisma (Intimidate or Persuasion) check. If the
At first, only the three thieves not carrying an egg or the chosen attempt fails, the characters lose 1 ground gain,
stargem attempt to stop or delay the characters’ progress, and the amount of ground gains they need to catch up
while the others simply try to escape. Once those three increases by 1.
thieves are detained, two of the thieves carrying the eggs
begin taking turns each round, making attempts to throw
the characters off the trail instead in the same manner
as above. The remaining thief carrying the last egg and
The Rendezvous
the one carrying the stargem simply do their best to stay When the characters reach the rooftop where the thieves
ahead of the pursuit and reach the extraction site. wait to be extracted, read or paraphrase the following:
The following sections contain some different ways the
thieves can try to escape the characters. You have chased your remaining quarry into a
house of meditation, a large, square building used
as a quiet place for introspection. You race past
Deception startled folks sitting or kneeling on mats and up
A thief screams for help, indicating that someone is a wooden staircase near the back of the building.
trying to rob or kill them. The thief rolls a Charisma At the top, you burst out of the door of a small
(Deception) check, opposed in a contest by the target wooden enclosure on the roof. Movement catches
character’s Charisma (Intimidate or Persuasion) check. your attention. Shadows stripe the roof, cast by
If the character fails, the party loses 1 ground gain as the moonlight shining through the tall spires
nearby well-meaning citizens interfere with their progress, of a building looming a short distance away.
and the amount of ground gains they need to catch up Other shadows wend their way through them,
increases by 1. accompanied by a droning buzz. Looking up, you
see several large, winged insects flying toward you.
The one in the lead appears to bear a rider, and the
insects descend toward the rooftop.
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CHAPTER 2: THE SHRINE OF THE DRAGON CONQUEROR

Any thieves that made it to the rooftop now have


nowhere to go until they can mount their incoming
flying insects. At this point, the chase ends and a combat
encounter begins.
In the first round, the thieves fend off the characters
however they can, waiting for their extraction. In the
second round, they’re joined by a vampyr officer mounted
on a vespida and a group of seven gloomdust moths.
The vampyr officer and his vespida attack, while the
moths land at the command of the thieves, who attempt
to disengage and fly away with them. The moths avoid
combat, battering at foes with their wings if engaged and
releasing their dust to defend themselves.
If all the thieves are captured before reaching the roof-
top, the vampyr officer guides his vespida mount and the
moths down into the streets, confronting the characters
in a final attempt to get hold of the stargem and whatever
other important items or documents they can.
Soon after the battle is over, city guards arrive to secure
any prisoners and escort the characters and recovered General Szando
treasures back to the palace. If the battle is going poorly
for the characters you can have one or more guards arrive • General Szando intends to invade Corim, to claim the
to provide any needed support. city for himself as the first mark of House Draavia’s
expansion. If the thieves failed to get away with the
eggs and stargem, he will be even more intent on
Resolution sacking the city and claiming the treasures for himself.

Successful Theft
There are multiple ways the chase scene could resolve, and
each has consequences. A few of the variables are listed here.

If any of the thieves manage to escape with any of the eggs


Captured Thieves or the stargem, General Szando and his army still invade
in chapter 4, and their forces are more powerful as their
If the characters subdue or otherwise capture any of the morale is bolstered by the successful infiltration.
spies or the vampyr officer, they can be questioned by the If the characters attempted to stop the thieves, King
king’s men or the characters themselves. If none of the Yvandros thanks them for their efforts, and immediately
thieves are captured alive, the information is gained by the starts planning diplomatic sanctions against Draavia
king’s men through the use of the speak with dead spell. unless they return the stolen goods.
Throughout the course of questioning, the thieves give If any of the eggs or the stargem were recovered, the
up the following information: king is pleased but still plans sanctions to punish Draavia.
• General Szando id Draavia, the head of the Draavian
military, ordered the thieves to infiltrate the palace
and steal the eggs. Theft, Thwarted
• Draavia is intent on independence and power, and If the characters successfully stop the thieves from
Szando sees dragons—and a Dragonbond—as a path escaping with any of the eggs or the stargem, the king is
to achieve his goals. impressed and grants all the characters permanent quarters
• An informant immediately sent word of Aeryn’s in the diplomatic wing of the palace.
Dragonbond to Draavia, and the General wants such
power for himself. The eggs are a prize in and of
themselves, but the strange gem that triggered Aeryn’s
Dragonbond seems even more valuable.
What’s Next?
• General Szando conscripted the Crimson Hawks The next adventure sees the characters venturing to
to locate dragon eggs for him and capture as many neighboring lands to help secure alliances for the
young dragons as possible to send them to Draavia. incoming Draavian invasion. The characters will spend the
He wants to find a way to force the Dragonbond. majority of the next chapter outside of Corim, so if there
are any loose threads you wish to tie up before they leave
(and return to an occupied city in chapter 4), be sure you
do so before starting the events in chapter 3.
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CHAPTER 3:

THE FELL OF VISION VALLEY


W hat lies beyond the physical world, in the shifting
landscapes of dreams? In “The Fell of Vision Valley,”
the characters find out what awaits them there as they
When Queen Bele, the Fell crown of the court, sent her
Fell Knight of Stars to investigate the strange energies she
detected in her realm, the knight discovered the stargem.
secure an alliance with the great city of Dalenda, whose The knight’s oath was twisted by the aura of betrayal
territories border Corim on the southeast, by entering emanating from the gem, and she found herself bound to
some ancient ruins of the dream elves, the faari. defend the gem instead of the court. Queen Bele sent others
to investigate her knight’s disappearance, but, after losing
too many other Fell to the energies of the stargem, Queen
Adventure Background Bele abandoned that portion of her realm and left it to be
lost from memory, judging that to be a mercy.
Hundreds of years ago, the Tear of Kadmos was After a time, the gem lay dormant, as did the Fell
sundered into gleaming stargems that were scattered Knight. But now, with the events in Corim causing the
across the realm. One of these stargems was sent into Omnium to activate, the gem has begun to awaken,
the Dreamspace by a follower of Mordavian, using reviving the knight and the other feydh creatures that were
Dreamshaping magic. The spell went awry, and instead of lost to hazy memory. Ayora, the knight, remembers little
being squirreled safely away, the stargem instead crashed about her previous service, and she is bound to defend the
like a falling star into a sliver of Dreamspace. stargem with her life.

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CHAPTER 3: THE FELL OF VISION VALLEY

Feydh creatures disappear when they are forgotten;


when those trapped within the ruins of a lost Fell court PART ONE:
returned due to the Fell Knight’s muddled memories, they
came back as shades of themselves. They attack Dalenda DEPARTING FOR
and the surrounding region in their frenzy, and the knight,
bound to the stargem, cannot leave it to stop them or DALENDA
heal them. Until she is freed, Dalenda is not safe, and the
stargem can only be taken through her defeat.
Two weeks have passed since the feast held in the characters’
Pronunciation Guide honor (see “The Celebration” in chapter 2). In the wake
of the theft at the palace, the characters have learned of an
The Vision Valley Pronunciations table shows how to imminent Draavian invasion led by Szando of Draavia.
pronounce key names in this adventure. Prince Isandor, acting under the direction of the king,
summons the characters. Read or paraphrase the following:
Vision Valley Pronunciations
NAME PRONUNCIATION
Akiko Ashaai AH-kee-ko Ash-AI The prince is found pensive and troubled, a tight
draw to his brows. In lieu of a greeting, he cuts
Ayora Ay-OR-ah
straight to business.
Dalenda Dah-LEN-dah “Thank you for coming. I’ll be brief. In the wake of
Firo FEE-ro all we gleaned from the Draavian spies, we have little
Jasaan Niaathidas Jah-SAHN Nigh-AH-thih-dahs time to prepare for Szando’s invasion. We are sending
Jijivashna Ashaai Ji-ji-VASH-nah Ash-AI
ambassadors to the other Aunai States to request
aid. One of them has a particularly long journey to
Lorosim Jyoon LOR-oh-seem JYOON
make to Dalenda, the Valley Spire, and at Maandros’s
Mirian Viilore MIR-i-an VIE-lore suggestion, we wish to hire you to escort him.”
Saeren Aarant SAY-ren Ah-RAHNT
Tahra TAH-rah
Tuvoro Veveer Tu-VOH-roh Ve-VEER Though Prince Isandor does not wish to tarry long, he
gives the following information if asked further questions:
• The ambassador, Duke Jasaan Niaathidas, is a native of
Dalenda.
Running this Adventure • Dalenda, a city of ellari, is the smallest of the Aunai
“The Fell of Vision Valley” takes characters across the States. But its Dreamshapers are formidable, and their
Cursed Coast and south from Corim, to where Dalenda aid would be indispensable in fending off the invasion.
and Vision Valley lie, lands rich with politics and ethereal • It takes seven to eight days to get to Dalenda,
Fell magic. You should feel free to modify or adjust any so Prince Isandor has requested the duke leave
part of the adventure to better fit your table. immediately. If the characters agree, they will join
At your discretion, you can track the time the characters him in a matter of hours. The characters can convince
spend away from Corim. This adventure, barring unusual Prince Isandor to delay until the following day if a
circumstances, takes 18 days to complete if the characters character gives him a reason and succeeds on a DC
take the middle route to Dalenda and travel to Vision Valley 18 Charisma (Persuasion) check. Otherwise, he insists
at a fast pace. It takes 22 days to complete if the characters that they leave immediately.
take the normal routes to both Dalenda and Vision Valley.
In chapter 4, the Draavians will invade Corim while • He doesn’t know why Maandros recommended the
the characters are away. If the characters take more than characters for this mission, but he assumes it’s because
20 days to complete their trip, Corim’s state is worse when they proved themselves capable with the thieves.
they return (see “Delayed in Dalenda” in chapter 4). Only When the characters are done questioning him, he tells
implement this if your players enjoy realistic consequences. them that they can meet the duke at the palace gates to leave.
Because the invasion happens earlier than expected, the
consequences may feel like an unfair “gotcha” if players
weren’t aware of the stakes. Draavia unexpectedly attacks
Corim on day 16 (see “Corim has Fallen” at the end of
this chapter).
The characters will reach 4th level at the conclusion of
this adventure.

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Maandros’ Request Lost Stargem
Before the characters leave for Dalenda, Maandros pulls
them aside. Read or paraphrase the following: If the characters lost the original stargem to the
Draavian thieves, or otherwise don’t have possession
of it, Maandros informs them that, while he was
Maandros’s tone is low and urgent, but a current of using magic to attempt to locate the lost crystal, he
excitement runs underneath his words. discovered another near Dalenda, and requests the
“I’ve been studying the crystal, and I believe what characters find it and and return it to him for study.
we have here, somehow, is a stargem. This crystal He does not have a magic item to give them in this
shard was part of a legendary crystal, called the Tear case, but he is confident he has much to learn from
of Kadmos, that was formed at the creation of the the crystal.
Eye of Kadmos. I’m still determining how many
there are. By the shape of it—six? Ten? Imagine the
potential! We must work together to find them all.”

Maandros explains that he was able to magically locate Leaving for Dalenda
another stargem near Dalenda and asks that they retrieve The characters and the duke’s caravan (see “Duke Jasaan
it during their mission to escort the duke. Then he gives Niaathidas”) depart for Dalenda. While traveling, the
them an amulet of mind protection (see appendix B). characters will witness the effects of the brimming tension
with Draavia, see a glimpse of the Fell knight awaiting
“Here.” He holds out a pale amulet, a circular one them in part 3, and prevent the duke’s assassination.
that shimmers with iridescent colors under the light. The travel portion of this adventure includes choosing
“I used the stargem to create this for you—it should a path and weather effects (see “Travel to Dalenda”), as
serve you well in the wilds of Dalenda. The more well as daily encounters (see “Overland Encounters”) and
stargems you find, the more I can make. And, should social encounters in the evening (see “An Alliance with the
we somehow recover all of them… Why, that would Duke”). In general, there will be three rolls over the course
be a tale for the ages.” of a travel day, as follows: one for the weather effect at the
start of the day, one for the encounter that occurs during
the day’s travel, and one for the encounter with the duke in
He answers any questions the characters may have, the evening when the characters have stopped to rest.
then gives them more details about the location of the next In addition, there are two fixed nighttime encounters.
stargem if they haven’t asked. When the caravan is three days away from Dalenda, proceed
to “Fell Knight’s Plea.” When the caravan is one day away
from Dalenda, proceed to “Moonlit Assassination.”
The Next Stargem
Maandros explains that near Dalenda lies Vision Valley
and, within it, the Fellwood. The forest is the home of
many feydh creatures, and though it is no safe place
to travel, he senses the stargem within old ruins (see
“Asterismal Ruins” later in this chapter). He bids the
characters to be careful, then departs.

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An Alliance with the Duke


If he doesn’t die in the assassination attempt later in this
chapter, Duke Jasaan Niaathidas could make a keen,
intelligent ally as the characters continue their future
adventures. To help the characters form an alliance with
Jasaan, have him and his guards dine with the characters
in the evenings and get to know them. You can create your
own scenes or use the Jasaan Conversations table for ideas.

Jasaan Conversations
D6 SCENE
Jasaan asks for help writing home to his husband,
1 Alluin. He shares a couple of lines of poetry, asking
if they’re overwrought or acceptably romantic.
Jasaan shares a humorous story from one of his
diplomatic excursions, usually involving a noble
2
committing an absurd faux pas or scandalous
courtly gossip.
Duke Jasaan Niaathidas Jasaan is unnerved by the atmosphere, and the
guards share stories of boldness and bravery to

Duke Jasaan Niaathidas


3
spur him on. They encourage the characters to do
the same.
Jasaan shares feydh tales from Dalenda, tales of
Jasaan Niaathidas (ellari noble) is pale skinned, tall, lean, 4 kidnappings and strange doorways and evolving
and graceful. His white hair falls in waves, bearing a few dreams.
braids that have been dyed with a pale gold. Working Jasaan frets about Alluin’s safety with the oncoming
as an ambassador has honed his charm and wit, and his 5 invasion. He asks the characters how he can best
youthful features hide a cunning mind for politics. Often ensure his husband lives.
underestimated, he allows dignitaries and rulers to believe Jasaan asks the characters what kind of future they
he’s young and naive, preferring to outplay them in a long 6 envision for these lands, seeking what idealism looks
game of political chess rather than speak a rash word to like to them, as the brewing invasion has him pensive.
gain an upper hand in the moment.
Born in Dalenda, Jasaan is, in more ways than one,
an ideal candidate to appeal to its leaders for an alliance.
King Yvandran also believes his idealistic passion may have
Travel to Dalenda
sway. Jasaan left Dalenda when he was younger to marry Travel from Corim to Dalenda takes 8 days if the
his husband, Duke Alluin Niaathidas, so while he doesn’t
characters follow the main roads. The most efficient path
know everything about Dalenda’s current state, he can
is to cross the Tempered River, head southeast, and then
share information from the “Dalenda Gazetteer” in part 2,
either follow the Winding River to the east or move along
at your discretion.
the Howling Hills to the west (see “Path Adjustments” in
the following page). Both paths converge on Dalenda, and
Roleplaying Jasaan and His Guards Jasaan trusts the characters’ judgment on which road they
want to take.
Jasaan is gregarious, charming, and clearly both a visionary Alternatively, the characters can shave one day off their
and a romantic, believing that Dalenda will lend its aid travel by heading off the beaten path, cutting down the
readily. This is not vapid naivete—he has deep faith in middle of the two established paths. Jasaan does not prefer
people, stating he has seen people “rise as suns when this option, but he concedes if the characters press. While
darkness falls.” He converses with characters who start a traveling off the established roads helps them avoid Draavian
conversation with him and listens with genuine interest to scouts and monsters, the feydh influence is stronger in the
anything they share about their lives. wilds (see “Path Adjustments”).
When listening to Jasaan, it’s easy to believe anything is If the characters wish to go another route, use whichever
possible—which is precisely why political opponents often section most closely resembles their path.
try to assassinate him. In general, the region of Dalenda has the following
Jasaan has four guards: Rhist (Aunai human), Shavis features:
(Aunai human), Vardor (nwoda), and Emmelis, or Terrain. The terrain is flat and has a low elevation unless
“Emmi” (Allarian human). His guards keep to their duty otherwise noted. The soil is rich, fertile, and high in
and don’t converse unless spoken to. At the start of the minerals. Where there are forests, they are thick with
journey, they’re frustrated by Jasaan’s seemingly naive air, heavy vegetation.
but by the time the characters reach Dalenda, they see him
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Feydh-Touched. With Fai magic seeping out from Vision Howling Hills Path. This path is harder to travel but
Valley, Dalenda’s wild regions bear signs of the feydh, easier to do so stealthily. Its many hills and thick forests provide
particularly in the southern half. Lights shift between ample cover, but unfortunately, many wild beasts make this
the trees, vanishing soon after. Dreamy fog adorns the terrain their home. Any time the party has an encounter
early mornings and twilight hours. Myths about the with the Monster Encounter tag, add one additional beast.
faari permeate day-to-day conversation; it is common Off the Beaten Path. These wildlands are thick with
to hear warnings like, “Be wary of strangers in the marsh grasses and sloshing water, and distant insects chirp
woods,” and “Never trust what you see in the fog.” songs all day long. The characters find themselves passing
Weather. The wet season is in full swing, and the gray skies toadstool rings and glassy pools, and the quiet sound of
loom more deeply than usual. Roll on the Dalenda laughter rings between the reeds. On each day that the
Weather table each dawn to determine the day’s weather. party has an encounter with the Feydh Encounter tag, roll
a d4 when the characters go to sleep that evening. On a
Dalenda Weather roll of 1–2, the characters sleep as normal. On a roll of
3, the characters see strange figures in their dreams but
D8 WEATHER remember nothing in the morning. On a roll of 4, the
A heavy storm floods the region, and traveling characters hear a feminine voice asking them to free her.
through the marshy flora is miserable. Lightning The characters don’t know this yet, but this is the voice of
strikes the ground in violent flashes. The caravan
1
can’t progress this day. If the characters attempt to the Fell Knight of Stars, a dream elf trapped in ruins (see
travel anyway, then at the start of the following day, “Asterismal Ruins” in part 3).
they gain a level of exhaustion.

Overland Encounters
Thick, dark clouds hang heavy, but only the
2
occasional peal of thunder interrupts the sea of gray.
Light rain beats down all day. The caravan’s travel
3
speed isn’t impeded thanks to the characters’ As the characters travel from Corim to Dalenda, break up
preparations, but in combat encounters, the wet their travel using encounters with wild beasts and scenarios
ground is considered difficult terrain.
that foreshadow the oncoming Draavian invasion. Choose
The blue sky peeks through the cloud cover, an encounter or roll on the Overland Encounters table once
4 offering an occasional ray of warmth and
brightness.
per travel day.
These encounters can be flexible for your party’s needs.
Humid fog rolls in, smothering visibility. The charac-
ters must slow down to exercise caution, halving You can run one per day or one every other day. You
their travel speed, or else any attack rolls against can use the suggestion from the party’s chosen path (see
5
Duke Niaathidas during the first round of a combat “Path Adjustments”) or run the encounters as is. It isn’t
encounter are made with advantage due to the recommended to run more than one encounter per day.
cover of fog.
Encounter Tags. The encounters have tags: Draavian
Howling winds ravage the region. Have a random Scout Encounter, Feydh Encounter, Monster Encounter, and
player roll a d20. On a roll of 11 or above, the wind
6 is at the caravan’s back, and it travels twice as fast. Reputation Encounter. The first three tags are relevant to the
On a roll of 10 or lower, the wind beats against the paths, while the Reputation Encounter tag will be relevant to
caravan, and its travel speed is halved. the party’s time in Dalenda (see “Thoroughness or Speed” in
A light drizzle falls, occasionally smelling of odd part 2) and the political situation in the next chapter.
7
things: mushrooms, honey, clean linens, longing. Encounter Balance. The encounters are balanced with
A rare sunny day invigorates the caravan, and they the assumption that Jasaan’s guards are fighting as well.
8
travel twice as fast. If you don’t wish to run the guards in combat, adjust the
encounter balance accordingly. If you wish to run the
guards but want to speed up combat, you can run the
Path Adjustments guards as one unit that deals 18 (4d6 + 4) damage against a
The following sections give details about the paths and single target per turn.
suggested adjustments for the travel encounters (see
“Overland Encounters”) based on the chosen path for Overland Encounters
more flavor. These are optional to include. A character D6 ENCOUNTER
trying to predict or prepare for the travel conditions who
1 Caught You Fair and Snare (Feydh)
succeeds on a DC 14 Intelligence (History) check knows the
information presented in the following sections, including 2 Crashed Cart (Reputation)
what affect each path might have on their travel. 3 Draavian Assault (Draavian Scout)
Winding River Path. This path is easier to travel 4 Feydh in the Fog (Feydh)
but harder to do so stealthily. Its steady, low elevation
5 Fleeing the Fighting (Reputation)
provides a gorgeous river view, but unfortunately it leaves
the characters in plain sight. Any time the party has an 6 Panlin and Fitz (Monster, Reputation)
encounter with the Draavian Scout Encounter tag, add 7 Scintillating Serpents (Monster)
two additional Draavian scouts. 8 Scouts vs. Feydh (Draavian Scout, Feydh)
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Caught You Fair and Snare


Feydh Encounter
The characters stumble upon a trap set by Fai goblins. Each
creature (including Jasaan and his guards) in a 30-foot-
square area, centered on a point you choose, must make a
successful DC 18 Dexterity saving throw or be restrained
as a magical snare falls over them like a net made entirely
of shifting purple magic. Read or paraphrase the following
when the net falls:

Pealing, high-pitched laughter rings out as the net


settles, and five small, winged humanoids emerge,
seemingly from thin air. They bear both horns made
of twisting swamp wood and thin feydh wings in
shifting shades of orange, green, and blue. Most of
them are holding bows, arrows pointed at you.
The largest creature cackles, gesturing for the
others to fire.

The characters have been ambushed by five Fai goblins. Fai Goblin
Their arcane net has AC 12, 20 hit points, and immunity
to poison and psychic damage. A creature can free itself
or another creature from the net with a successful DC 14
Strength check. Alternatively, if the net is destroyed, all
creatures restrained by it are free.
The goblins attack with reckless abandon, including
attacking creatures ensnared in the net, unless they see an
opportunity to please the Fell court. If only one creature
is restrained by the net at any point, they pick up the
net and fly away, carrying the creature to Bele’s court to Crashed Cart
prove themselves to a Fell awakener. A creature in the Reputation Encounter
net can continue to attack the goblins or the net, freeing
themselves before they are taken to the court. A large cart is strewn across the path ahead, the bulk
If the opportunity for kidnapping never presents itself, of it slumped into a pit. Overladen with curios and
the goblins instead give in to mischief. They release volleys fancy silks, it’s obviously broken, and its driver is
of arrows, then smugly teleport away, staying infuriatingly nowhere to be seen. Signs of wreckage beyond the
out of reach as they mock the characters in Oneiric. Once pit—torn cloth, scattered necklace beads, and a
three of the goblins are defeated, the remaining goblins flee. snapped hair comb—lead into the vegetation.
Successfully Stolen. There is a chance that the Fai goblins
will make off with a character. If an NPC is captured, they
The cart belongs to Jemis (Aunai human commoner),
can be mysteriously returned to the party after they restore
a cunning trader who was run off the path by two black
the Fell Knight of Stars at the end of the chapter, as a thank
bears. A character can track her with a successful DC 10
you from Queen Bele. If a character is captured, shortly after
Wisdom (Survival) check. On a failed check, the characters
the party arrives in Vision Valley, the character reappears,
still find her, but it takes them an hour and Jemis only has
with hazy memories and a quest from Queen Bele: Venture to
1 hit point remaining when they reach her.
the Asterismal Ruins, remove the cancer from her lands, and
The characters find her up a tree, using her club to
restore her knight. It is implied the character’s safe return is
stave off the black bears that circle the trunk. The black
advanced payment for their compliance.
bears, seeing they’re outnumbered, run when the characters
arrive, and Jemis climbs down and introduces herself.
Jemis thanks the characters for their help, but has
a request for them: If they help her track down her
two horses that fled, draw out her cart, and fix it, she’ll
give them a hefty discount on her wares. This takes the
characters half a day to accomplish. However, if a character
tracking down the horses succeeds on a DC 16 Wisdom

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(Survival) check and another character fixing Jermis’s cart If the characters seek out Jemis again in the future, she
succeeds on a DC 16 Strength check using carpenter’s may have more of these potions on hand.
tools, they can finish in only an hour. A New Ally. If the characters help Jemis with her horses
Wares. Jemis sells adventuring gear, trade goods, and cart, she gives them a 20 percent discount on any of
artisanal clothes, and common magic items. At your her wares. In addition, she can be used as a witness for
discretion, Jemis can have any common item the characters’ reputations and supports them without
the characters desire in her cart. question. Since she is a valued trader in the city, her
Her specialty, however, are Dalendan opinion carries weight. See “Seeking an Alliance” in part 2
potions of duality (see appendix B). Jemis of this chapter for details.
has three of these potions, and each potion If the characters took anything from Jemis’s cart before
costs 75 gp. She is going to stay in Dalenda tracking her down, she tarnishes their reputation in
while she restocks the supplies to make Dalenda instead, telling everyone that they are thieves.
more of them, which requires her going into
Vision Valley.
Draavian Assault
Draavian Scout Encounter

The soft sound of grass shifting skitters like a whisper


down the back of your neck. The quiet noise pitches
up into a shriek as metal claws screech against the
ground of the wilds—then swing up, as five helmeted
figures in black and gold lunge forward, crimson
weapons drawn.
The closest figure careens forward with cruel
laughter.

Queen Bele

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CHAPTER 3: THE FELL OF VISION VALLEY

The characters are attacked by a deadly unit of The Fell Knight. If the characters attempt to speak
Draavian scouts emerging from the surroundings. Five to the spirits, the spirits are secretive. They switch to
bloodclaws wearing black and gold armor attack, targeting Common, saying, “Are you friend of the feydh?” If the
anyone who looks weak or unarmored. The characters characters deny this or speak of making an alliance with
easily recognize the armor as the colors of Draavia. Dalenda, the spirits scorn them, calling them “friends of
The Draavian scouts fight to the death. If a scout is dreamless elves,” and disappear.
captured or questioned, they spit blood and grin, refusing If the characters say they are friends of the feydh, the
to say anything. A character who succeeds on a DC 21 spirits whisper to each other, their voices like cold breezes
Charisma (Intimidation) check can shake their confidence, through the fog.
but even then, the Draavian scout only says, “You’d better
hurry. Blood lies on the horizon.” If their hands are free,
“Then listen for the Knight of Stars. The court
they’ll then drop an explosive alchemical potion, requiring
wants her back. Abandoned by dreams, she is
each creature within 30 feet of them to make a DC 14
nightmares now—only nightmares. Do not deny
Dexterity saving throw. On a failed save, a creature takes
her, friend of the feydh, or never wander the fog the
3 (1d6) piercing damage and 3 (1d6) fire damage from
rest of your waking days.”
the explosion. On a successful save, a creature takes half as
much damage. The Draavian scout does this whether the
impact will kill them or not. The spirits disappear, taking the fog with them.

Feydh in the Fog


Feydh Encounter

The air was clear—it was, you know it was—just five


minutes ago. But wisps of fog now brush your face
like the touch of a lover, and the fog coalesces before
you, resonating with intrigued laughter and chatter as
four creatures take shape on the path ahead.
The small hovering creatures are silvery, their
hair drifting about them like clouds as their wings
flutter rapidly, their lips curved into curious
smiles. One murmurs in a hollow voice with
strange words to the other.

The characters are found by four dreamwrit spirits,


elementals made of Dream magic. If a character speaks
Oneiric, they understand that one of the spirits is asking
the others, “Are they friends of the feydh? Do they also
hear her screams? Curious, curious.” The characters don’t
know this yet, but the spirit is speaking of the Fell Knight
of Stars, a dream elf trapped in ruins (see “Asterismal
Ruins” in part 3 of this chapter).
Jasaan’s guards are wary of the creatures, threatening to
attack. The spirits, in turn, grow defensive. If a character
does not intervene, combat begins, and the spirits try to
chase the group back north. If a character intervenes, they
can attempt to ease the tensions on both sides with a DC 12
Charisma (Persuasion) check. On a success, both the spirits
and the guards relax. On a failed check, combat begins.

Bloodclaw

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Fleeing the Fighting • They lost their traveling supplies in the scuffle.
Reputation Encounter • They were fleeing south following a Draavian invasion
on their home in the north. They were going to stop
The region’s damp air often smells like salt. Even in Dalenda and assess their next steps from there.
aside from inland marshes, it is easy to imagine • Ashann has a cousin in the Dalenda court. They
the stirring winds plucking up breezes from the intend to warn her about the attacks up north.
Dreamsea and carrying them along the Tempered
and Winding Rivers, garnishing the inland air with If Ashann and Cadris are aided in any way beyond
just the faintest scent of salt, fish, and brine. The soil Cadris’s initial healing—such as healing Ashann, giving
only adds to the sharpness, its rich minerals at times them travel supplies, offering to escort them, or similar
joining the salt to playfully sting your nose. aid—they are both grateful and give the characters a potion
The mineral scent is so sharp that the scent of psychic resistance in a vial that is kept on a necklace
of blood comes slowly. You move along the path, around Ashann’s neck.
rounding a turn, and there, the scent of blood has A New Ally. Ashann’s cousin is a member of the court
overtaken the salt and soil, hanging heavy in the air. in Dalenda. If the characters helped Ashann and Cadris,
they can be used as witnesses for the attacks up north, and
Ashann’s cousin supports them without question. Since
The source of the scent is not readily apparent. The she is a member of the court, her opinion has weight. See
character with the highest passive Wisdom (Perception) “Seeking an Alliance” in part 2 for details.
score sees two silhouettes crouched in the vegetation
ahead. There, Ashann (ellari commoner) is crouched over
their beloved, Cadris (Aunai human commoner). Both are Panlin and Fitz
heavily wounded, with only 1 hit point remaining each. Monster Encounter, Reputation Encounter
A character looking over their injuries and succeeding on
a DC 12 Wisdom (Medicine) check can tell that Ashann While Dalenda is overwhelmingly gray, this stretch
will recover, but Cadris has lost a lot of blood and will be of the journey has been dismally greyer than the
dead by the following morning unless she is aided. rest. Fog encroaches on the borders of your vision,
In addition, a character who investigates the scene and hanging heavy, and silvery mosses strewn about
succeeds on a DC 12 Intelligence (Investigation) check choke out the more natural vegetation that has
realizes they are lacking any travel supplies. They don’t surrounded you during your travels.
have bags, satchels, or a cart. Soon the gray stretches out into larger shapes—
As the characters approach the pair, read or paraphrase not mosses but something more translucent
the following: between the blankets of fog, something draped
between the grasses.
“I know you’re tired. I know. I need you to stay Webs. The air fills with eager skittering.
awake.”
“I just want to close my eyes for a minute….”
The elf scrubs worriedly at their forehead, The characters have wandered into the home of two
smearing blood through their white hair. Their giant wolf spiders and an arachnid nightmare, which hunt
attempts to keep their voice steady make it tense. travelers together. They caught another traveler earlier that
“Stay awake for me. Show me that song you’re morning but are eager to continue their feast.
A character assessing the scene and succeeding on a DC
writing.”
16 Wisdom (Perception) check realizes that a body has been
The human woman, dark-skinned, her hair in
spun up into the webs above, and is faintly struggling. If the
braids, and her voice like honey even through her
characters don’t try to free the captive, the spiders will run
exhaustion, tries to smile as her eyes grow glassy. Her
away once they have 10 hit points or fewer. If the characters
voice slurs. “You wanna go to the Dreamsea, where
try to free the captive during combat, the spiders fight to the
you can drown your worries in waves… Darling,
death to defend their meal.
come with me to the Dreamsea… I’ll carry your Weary Captive. The body is suspended 30 feet above
cares; it’s just you and me…” the characters in a tree. A character can climb the tree to
Her voice peters off, and the elf strangles a cry. get close with a successful DC 13 Dexterity (Acrobatics) or
Strength (Athletics) check. The web casing has AC 10, 10 hit
Ashann refuses to give many details until Cadris is points, vulnerability to fire, and immunity to bludgeoning,
healed, only stating that they were attacked on the road. piercing, and psychic damage.
If Cadris is healed, the couple can give them the following The unfortunate soul trapped inside is Panlin Fifasin
information: (godao golden genius), whose golden guardian, Fitz, is
malfunctioning. Normally, Fitz would’ve protected Panlin
• They were attacked by a humanoid wearing black and during his journey to Dalenda, but something about the
gold armor. They barely escaped with their lives. feydh magic in the area is causing Fitz to act strangely.
54
When Panlin is freed, read or paraphrase the following:

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CHAPTER 3: THE FELL OF VISION VALLEY

scintillating serpents, with dreamlike shifting scales,


The golden gnome shakes out his limbs. “Thank you attack the party with the intent to kill.
for your timely intervention! I was almost certainly The snakes fight until they have 10 hit points or fewer,
going to be dinner! Panlin Fifasin is my name, building at which point they flee.
for the Grand Guild is my—where is that good-for-
nothing scrap heap of bolts and failure?! Fitz? Fitz!”
The gnome wrestles his way through a few webs, Scouts vs. Feydh
tugging out a massive mangled golden contraption, Draavian Scout Encounter, Feydh Encounter
which releases a bout of steam at him from one of the
engine valves.
A keening shriek, inhuman but still raw with pain,
“Don’t give me that, you sassy thing. I just don’t
pierces the damp air of the swamp, startling a flock
know what’s wrong with him,” Panlin scowls. “Does
anyone have a spare belt? I can at least make a quick
of birds into flight. Their escape points your gaze
repair to get Fitz moving again, then scrutinize him toward an area of thick vegetation, where the sounds
properly in Dalenda.” of violence continue.

The characters don’t know this yet, but the feydh magic Through a patch of thick vegetation—ferns, grasses,
in the region is acting strangely due to the imprisonment trees, or whatever else fits the current surroundings—a Fell
of the Fell Knight of Stars, a dream elf trapped in ruins (see fox is being attacked by Draavian scouts. Three shev and
“Asterismal Ruins” in part 3 of this chapter). For now, if they two shev stealthblades are killing the majestic feydh crea-
give Panlin a belt, he is grateful and pays them 10 gp for it. ture for refusing to take them to the dream knight they’re
He sets about fixing Fitz, something that will take him half a seeking to steal power from. The characters don’t know this
day. He does not ask the characters to stay to escort him, but yet, but the Fell fox belongs to the Fell Knight of Stars, a
he agrees if they offer. Because Fitz is broken, Panlin and Fitz faari trapped in ruins (see “Asterismal Ruins” in part 3 of
do not participate in combat along the way. this chapter).
Fitz is a Large amalgamation of an antique desk,
a repurposed steam engine, massive cogs, and many
dangerous appendages. The construct expresses
its opinions through spurts of steam, creaking
wood and slamming desk drawers, and the
occasional squeaky chirrup from the cogs.
If the characters escort Panlin to Dalenda,
he departs from them soon after to study Fitz
but pays them 50 gp for their trouble.
A New Ally. If the characters give Panlin
a belt and offer to escort him to Dalenda, he
can be used as a witness for the characters’
reputation and supports them without
question. As a member of the Grand Guild
skilled in Fai, his opinion carries weight. See
“Seeking an Alliance” in part 2 for details.

Scintillating Serpents
Monster Encounter

The echoing sound of wildlife has been


a constant—fluttering wings, chirping
insects, rustling grasses. The sounds
harmonize in the background until one
suddenly stands apart. To your right,
drier grasses crackle as something moves
through them, keeping pace with the cart.

If a character investigates the grasses, Fell Fox


serpents with strange patterns on their back
suddenly emerge, and they must succeed on a
DC 14 Wisdom saving throw or be surprised
as the snakes attack, dizzied by the patterns.
A giant scintillating serpent and a swarm of
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The Fell fox has 20 hit points remaining. If the characters Nothing happens after the fog stops moving. The
intervene, most of the Draavian scouts turn their attention scenes were the power of the Fell Knight of Stars trying to
to the characters, recognizing Jasaan as a prime target. The tell the characters her story (see “Adventure Background”),
stealthblades continue trying to kill the Fell fox unless a though at this distance, details within the volatile visions
character directly intervenes, and a character who succeeds are sparse and difficult to fully discern.
on a DC 17 Wisdom (Perception) check can hear them The fog does not act again that evening, no matter what
hissing frustratedly at the beast in Tyverian: the characters do, and the night passes without incident.
• “Show us where she is.”
• “House Draavia demands her power!”
• “Mangy beast!”
Moonlit Assassination
If the characters don’t intervene, the Fell fox flees before On the last night before the caravan reaches Dalenda,
it can be killed. If the Draavian scouts are defeated and Draavian assassins attempt to murder Duke Jasaan
the Fell fox is saved, it watches the characters curiously for Niaathidas to sabotage the alliance: a shev alchemist and a
a few moments. Then it carefully unfolds one of its tails shev stealthblade.
and offers them something: a glass trinket in the shape of The alchemist carries four vials of sleeping gas. It can
a shooting star, small enough to fit in a character’s hand. A throw a vial up to 30 feet, and each creature within 30 feet
character who succeeds on a DC 12 Intelligence (Arcana) of where it breaks must succeed on a DC 12 Wisdom sav-
check knows the glass shooting star is magical. See the ing throw or fall unconscious for 1 hour. A creature who is
“Astral Abode Locations” section of part 3 for more on the already asleep has disadvantage on this saving throw.
glass shooting star. A character keeping watch can make a DC 18 Wisdom
Without warning, it flees into the vegetation, (Perception) check to spot the assassins before they attack. If
disappearing. The characters will see it again in the last they succeed, the character has advantage against the sleep
part of this adventure. gas and can take one action, such as waking a companion or
grabbing their weapon, before the scene begins. If they fail,
then the scene begins with the alchemist trying to put the
Fell Knight’s Plea characters to sleep, already having used one vial to put the
duke and his guards to sleep.
Three days before the characters reach Dalenda, Ayora, the Alternatively, if a character isn’t keeping watch, a
Fell Knight of Stars, visits the characters during a foggy character with a passive Wisdom (Perception) score of 18
evening. As the characters wind down for the night, perhaps or higher awakens, feeling like something is wrong. Give
after conversing with Jasaan, read or paraphrase the following: the character a chance to take one action, such as waking
a companion or arming themselves, before reading or
The fog stirs, as though a stray wind has caught it. You paraphrasing the following scene:
realize it wasn’t this heavy ten minutes ago. As a chilling
fog rolls through the camp, pictures form in the mist. The air—it isn’t right. It has been damp and
They are rapid and ever shifting. First, a valiant humid and at times charged with lightning, but it has
figure, adorned in armor and holding a shaped never been so noxious and sickly. A voice from the
longsword, lunging forward to defend a regal figure darkness hisses in Common.
behind them. The fog sweeps, and then the figure “To the Hollows with your alliance.” A vial rolls
kneels, three other figures surrounding them as they into view, spewing purple smoke. The voice, lilting
are given a crown of stars. Wherever they wander, the and raspy and mocking, slices through the dark.
stars follow, trailing like a mantle as they serve their “Sweet dreams.”
court and command reality.
And then—tragedy. A falling star eradicates half
of the court, and the figure lies alongside its smoking If a character fails the saving throw against the sleeping
crater, curled around the destruction. Without gas, they can be awakened if they take damage or if
their blade to defend the court, it withers, and then another creature uses an action to shake them awake.
something sick runs through it. Wandering figures erupt Have the characters roll initiative. The stealthblade
into monstrous forms, rampaging through the ruins. begins 30 feet away from the duke and is intent on
The fog churns faster, becoming incomprehensible. assassinating him. The alchemist, if any characters are
You see flashes of things you fear. You see scenes of awake, impedes them from intervening in the murder. If
destruction without context—no location or time to the stealthblade reduces the duke to 0 hit points, the duke
ground them. You see your own faces dragged into the begins dying and must make death saving throws.
surreal churning dreamscapes of the fog. The stealthblade and alchemist fight to the death,
Then you hear a single word in an echoing determined to accomplish their mission.
whisper, feminine and exhausted: “Help.”
And then the fog stills.

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The Aftermath
Greater Precautions If the duke survived, he shakily thanks the characters for
This assassination scenario assumes that the duke their aid and offers a potion of healing to the character
and his guards sleep separately from the characters. most wounded from the fight. His guards feel guilty about
If the characters insisted that they sleep in the same succumbing to the sleep gas and apologize, vigilantly
tent quarters as the duke, a character can perceive keeping watch in rotations until dawn.
the alchemist before the alchemist uses its first vial If the duke was assassinated, the guards oscillate between
if they either have a passive Wisdom (Perception) drowning in guilt and blaming the characters for not acting
score higher than 18 or are awake, keeping watch, quickly enough. Emmi, who does not blame the characters,
and succeed on a DC 18 Wisdom (Perception) says the characters must now be the ambassadors and speak
check. Otherwise, a character makes the saving throw on Corim’s behalf. They’ve come too far and Corim needs
against the alchemist’s first vial along with the guards help—now. They can deal with the ramifications when they
and the duke. return to Corim.
The guards automatically fail the saving throw. If The guards, having grown fond of Jasaan, hold a burial
a character is with the duke, you can choose whether for him before they move out, and they continue to accom-
to roll for the duke, or to have the duke automatically pany the party to Dalenda.
fail for drama.
The stealthblade always moves in to start killing Arriving at Dalenda
the duke as soon as the alchemist has thrown the
first vial. In this scenario, the steathblade starts 55 The characters arrive at Dalenda the next day, with or
feet away and always takes the fastest route toward without the duke in tow. If Jasaan survived and fell
the duke, using its light crossbow if it isn’t within unconscious fewer than three times during travel, he gives
melee range. the characters a stone of good luck for their excellent work
keeping him safe.
The characters and Jasaan, if he survived, can head
to the Dalendan palace to begin forging the alliance.

Shev Stealthblade & Shev Alchemist


57

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PART TWO: Dalenda Features
DALENDA, Those familiar with Dalenda know the following details:
Hallmarks. Dalenda is known for its twin great trees,
THE VALLEY SPIRE Dreamworking, and dualistic ideology.
People. Dalenda and its surrounding countryside are inhabited
primarily by ellari, but there are noteworthy communities of
The characters have entered Dalenda, the Valley Spire, to humans, Dalendan allai, godao, and púka.
seek aid for Corim, given the imminent Draavian invasion. Languages. Ellari is the native language of Dalenda, though
They quickly find that there are multiple voices to Common, Oneiric, and Godao are also spoken.
convince and that Dalenda has its own problems with the Symbols. Dalenda’s heraldry is two intertwined trees, pale blue
Fell creatures in Vision Valley. The characters can choose on a silver field, surrounded by a border of stars.
between delving straight into Vision Valley or spending

Noteworthy Sites
precious time addressing local concerns. Before heading to
the ruins, however, the Fell descend and attack.
The first half of part 2 is the “Dalenda Gazetteer.” The
adventure resumes with the “Seeking an Alliance” section. Within the tranquil city of Dalenda, life is vibrantly
abundant. Many locations of great importance to
Dalendan life are just as useful to travelers.
Dalenda Gazetteer
Hall of Two Branches
The brilliant ivory spires and sheltered gardens of Dalenda
are like an oasis within the harsh Cursed Coast. This small This ornate ivory structure seamlessly incorporates two
city of ellari has flourished since the Dreambleed, finding intertwined trees into its structure and is the heart of
independence and individuality outside of Allaria. Dalenda’s dualistic ideology. Dalendans believe all things
Shaded beneath the boughs of two towering trees, are half of a greater whole, including individuals. This
Dalenda has cultivated a culture entwined with the Fai temple is staffed by pairs of sages who provide counsel to
aspect of Vaala and what it represents. Dalendans weave Dalendans with troubled relationships, who suffer from
dreams into every artistic aspect of their lives and only a lack of inspiration or dreams, or who have stagnated
consider themselves complete when they find and dedicate pursuing personal goals.
themselves to another, an individual known as their faihei. Visitors who are respectful of dualism can receive
guidance from the temple’s sages. Additionally, the sages
can provide spellcasting services as clerics or druids.

58 Dalenda

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CHAPTER 3: THE FELL OF VISION VALLEY

Oihrai, the Tree of Clarity The Magissiers


One of Dalenda’s two great trees, Oihrai is located on the The Magissiers stand at the forefront of Dalenda’s artisanal
southwestern side of the city. Its ashen trunk and cool, pale guilds. Here, Dalendan bakers apply a variation of godao
leaves are said to inspire tranquility and creativity. Dalendans Dreamworking to their confections, creating some of
present offerings at shrines around Oihrai’s roots to convey Dalenda’s most unique delights. As Dreamworked desserts
respect and center themselves. are a traditional Dalendan delicacy, the Magissiers oversee
Once per day, a character can make an offering worth and regulate the city’s many bakeries to ensure quality.
at least 1 gp at one of Oihrai’s shrines to receive a boon of The guild is always in need of extra hands and pays good
Vaala. That character can use this boon to gain advantage coin for errand-running. Visitors can also buy Dreamworked
on one Intelligence, Wisdom, or Charisma ability check or confections. Less expensive desserts create a wealth of sensa-
saving throw made before they finish a long rest. tions for those who partake, such as simulating the scents,
sights, and sounds of a seaside, while more expensive desserts
replicate the effects of magical potions.
Yuhrae, the Tree of Virtue
The second of Dalenda’s two great trees, Yuhrae is located on
the northeastern side of the city. Its oaken trunk and warm, Mirage & Veil
dark leaves are said to inspire energy and passion. Dalendans A popular restaurant in Dalenda, Mirage & Veil is often
present offerings at shrines around Yuhrae’s roots to convey recommended by locals to visitors as a must-visit venue. The
respect and center themselves. structure was erected around a lesser tree and has an open
Once per day, a character can make an offering worth roof, allowing the tree’s branches to act as the restaurant’s
at least 1 gp at one of Yuhrae’s shrines to receive a boon of ceiling. Fai magic is used to cast sensory-filled illusions
Vaala. That character can use this boon to gain advantage beneath the boughs of stunning night skies, radiant sunsets,
on one Strength, Dexterity, or Constitution ability check or or ethereal rains that don’t drench patrons.
saving throw made before they finish a long rest. Mirage & Veil serves traditional Dalendan cuisine, which
showcases a bountiful and seasonal offering of vegetables,
alongside plenty of rice, bread, and a variety of game meats.
Heraldic University of Verse and Song
Located beneath the branches of both great trees, the
Heraldic University’s pristine campus welcomes nascent
bards, performers, and other creatives. The university is
Sites for Adventurers
best known for enhancing its preeminent performances Dalenda’s enchanting streets are home to a variety of inns,
through Dreamshaping and Fai magic, thrilling audiences by shops, and other locales that can meet the many needs of
immersing them in the reality of their music and stories. It adventurers and travelers.
is also known for the rather snobby personalities it fosters in
its graduates.
Those visiting the university can attend one of its The Seat of Silver
productions, uncover folklore and history, overhear gossip, This silvery spire serves as the headquarters for the Circle of
get involved in petty university politics, or solicit spellcasting Silver, a faction founded by ellari in Dalenda’s early years to
services from a Heraldic bard. locate and help their people’s refugees after the Dreambleed.
The faction’s emblem is two clasped, silver hands on a field
of pale blue.
Reflection Plaza In present times, the Circle’s mission (and membership)
This plaza sits at the center of the city, its serene atmosphere has expanded in scope. The faction accepts and seeks to ease
complemented by breathtaking water fixtures and beautifully the suffering and oppression of all peoples. Adventurers can
maintained gardens. Public celebrations, including festivals, join the Circle, take on quests for them, or appeal for aid or
musical performances, and art showcases, are frequently resources to achieve goals that align with the faction’s ideals.
held here. When not used for festivities, Reflection Plaza is
enjoyed by Dalendans as a place of relaxation to enjoy the
beauty of their city and the majesty of the great trees. Crossroads of Endless Dreams
Travelers can find plenty of people milling about the Colloquially known as the Crossroads, this bustling market
plaza, making it a worthwhile and central location to gather stretches down several streets and across one fountain
information or perspectives from locals. square beneath Yuhrae’s boughs. As a popular destination
for both locals and visitors, the Crossroads gathers artisanal
shops and craftsmen who sell unique, Dreamworked goods.
The Crossroads sells basic adventuring gear and tools at
1.5 times the typical price. Every item sold at the market is
Dreamworked and, therefore, has a unique property, even
if only decorative. For example, each creature within 5
feet of a Dreamworked candle can taste and feel sensations
related to the candle’s scent.
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Alejandro Maroto (Order #44375443)


The Twinsoul Forge Life in Dalenda
The Twinsoul Forge is run by an ellari named Talani Niin The following information is known to those who live in
and her human husband Wilinen. They specialize in Dalenda or travel through the city and its surrounding lands.
Dreamworking armor and weaponry, imbuing nightmares
of pain or dreams of protection into their creations.
Adventurers can buy Dreamworked weapons, armor, and Dualism and Faihei
shields from the blacksmiths at 1.5 times the typical price. Dalenda’s guiding ideology is dualism: the idea that all
Once per turn, a Dreamworked weapon can deal an extra things are half of a greater whole, just as dreams and reality
1d4 damage of a type chosen upon its creation. Once per are opposites, and Fai represents such dualistic values. As
turn, a character wearing Dreamworked armor or wielding such, Dalendans strive to find their faihei (a local Ellari word
a Dreamworked shield can reduce the damage dealt to them meaning “dream half ”). A faihei is someone with whom an
by a weapon attack by 1d4. individual’s life is intrinsically tied—a partner to share the
richness of their life with.
A faihei need not be a romantic partner, though they can
The Dreaming Boughs be. One’s faihei can be a platonic companion, an ever-present
An inn located beneath Yuhrae’s canopy, the Dreaming rival, or even a creature. Together, a person and their faihei
Boughs services a modest-to-comfortable lifestyle. This seek vibrant experiences and reach for monumental goals that
one-story building, made of seamless wood, has a homely they could not achieve alone. When two individuals agree to
atmosphere with an ever-burning hearth. The innkeeper is be each other’s faihei, it isn’t a decision to be made lightly, as
a kindly púka named Kikani Vaahun. Her spouse, Navash, in Dalendan society it’s a binding covenant.
a reserved ellari, tends the Dreaming Boughs’s bar.
This inn focuses on providing accommodating and The Great Trees
warm service rather than luxuries, with home-cooked meals Oihrai and Yuhrae, the twin great trees, are sacred to
and home-brewed drinks. The most spacious rooms in the Dalenda. While the trees are not cognizant beings, they
Dreaming Boughs cost 10 sp per day, while the regular are replete with vast amounts of Vaala, and that saturation
rooms cost 5 sp per day. of potential allowed the Ellari who founded Dalenda to
reach greater and greater heights with Dreamshaping, until
it permeated Dalendan culture as it does today. Given
Elysium the great trees’ importance to Dalenda, they are respected
Elysium is an inn beneath Oihrai’s canopy that services a accordingly, and the Vaala within the trees becomes a boon
wealthy and aristocratic lifestyle. This three-story structure to those who honor them.
of white stone is ornately decorated and filled to the brim
with luxurious amenities, including Dreamwork chefs and Dreamworking
an extravagant bathhouse. Elvoro Kashuun, the innkeeper,
is a brusque ellari who enjoys coin and the finer things. While Dalendans are skilled at manifesting items through
This inn focuses on sparing no expense to ensure that Fai magic, they’re also quite disciplined in the weaving of
Fai magic into mundane items as they are crafted. This
guests have a lavish experience, impersonal though it may
practice, most common among the godao, is known as
be. The most luxurious room in Elysium costs 10 gp per day.
Dreamworking, and Dreamworked items can be powerful
A spacious room costs 5 gp per day. The regular rooms cost
objects or simply create sensory experiences a mundane
2 gp per day. item couldn’t. Dalendan Dreamworkers take great pride in
their work and strive to ensure each creation they make is as
The Roots unique as the dreams woven through them.
The Roots is a popular tavern located on the fringes of
Yuhrae’s reach, in the district where those weak in Fai Allai
magic tend to gather. It serves specialized alcoholic drinks Although the ellari have contention with the Allarian allai,
distilled from magical plants which have unique (and often after generations with the humans who settled in Dalenda,
hallucinogenic) effects. there is now a population of Dalendan allai. While most
The tavern is a front for Dalenda’s thieves’ guild, run Dalendans dislike the Allarian honor elves, they treat their
by a married ellari couple, Venihi and Quruna Fuuhri, own allai with respect and dignity.
who are also each other’s faihei. While their goals are profit
and influence, they are proud Dalendans who support Names
those often forgotten for their lack of strong magic. Both
empathetic and criminal-minded adventurers will find no Given names in Dalenda often have repeated or paired
shortage of work here. sounds, while surnames have a duplicated vowel. The
following names are common in Dalenda:
Feminine. Aihana, Helelynn, Liarora, Reiwei
Masculine. Elnovo, Lurumis, Pavanel, Zinrore
Gender-Neutral. Caisai, Iakiku, Maekili, Phenevin
Surnames. Dhyoon, Golphaan, Vuliin, Yoneen
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CHAPTER 3: THE FELL OF VISION VALLEY

History of Dalenda Sovereign Jijivashna Ashaai


Jijivashna is a charismatic ellari. While she is married to
The original Dalenda was destroyed in the Dreambleed. her advisor, Akiko, she is the faihei of her fellow sovereign
Where it once stood, ellari survivors gathered, constructed
Tuvoro, who she trusts implicitly.
meager dwellings, and scoured the site where a once great city
She has a very participative leadership style, preferring
was wiped from the world. For lack of ruins to search, the
to act as a public figure and gather the support and
ellari pressed into the wilds—and there they found two seeds.
perspectives of Dalendan citizens. Jijivashna pushes for
Those two seeds, when planted, would grow to become
open communication and inspires motivation, thus
Oihrai and Yuhrae. As they grew, it became clear that there
forming strong teams of capable individuals to quickly
was a vast amount of Vaala within them, and they became
draft and pursue solutions to problems.
symbols of hope and potential for the ellari there, whose
numbers were growing with new refugees from Allaria.
With the Vaala of the great trees, the ellari used their Advisor Akiko Ashaai
Dreamshaping to craft their shanty town into a haven—the Akiko is a diligent human. She is married to her sovereign,
new city of Dalenda. In time, their culture grew and flour- Jijivashna, but maintains her position through both her
ished, but the ellari of Dalenda never forgot how pride first ability and public approval—despite what her political
cost their people everything. opponents claim.
She is often tasked with enacting the plans the sovereigns
Dalendan Politics decide upon, implementing them with precision and
competence. Thanks to the connections her wife makes, Akiko
As significant as dualism is to Dalendan culture, so too can swiftly delegate tasks to the most capable individuals.
is it to Dalendan’s politics. The ruling system of Dalenda
depends heavily upon partnership and cooperation. There
are two sovereigns, who are always each-other’s faihei, and
each sovereign has a primary advisor. Should the need
arise, a neutral third party, the sage, helps settle disputes to
prevent issues being evenly divided.
Aside from the sovereigns, there is a minor court that
oversees the districts of the city and reports to the sovereigns.
Additionally, the military commander answers to both
sovereigns and doesn’t act unless they are aligned, even if the
sage acts as a tiebreaker. Unless the sovereigns agree, Dalenda
won’t go to war.
The members of the ruling system stay in the Dalendan
palace, which is near the center of the city and typically
open to visitors.

Sovereign Tuvoro Veveer

Sovereign Tuvoro Veveer


Tuvoro is a methodical ellari. He is the faihei of Jijivashna,
and cares deeply for her welfare and happiness in matters
far beyond politics.
He is a forthright leader, setting clear goals and
results for his people to ensure everything is defined and
understood. Tuvoro is decisive and encouraging, which
reassures the Dalendan people and drives them to try to
make his policies successful.
Sovereign Jijivashna Ashaai 61

Alejandro Maroto (Order #44375443)


Advisor Saeren Aarant Feydh in Dalenda
Saeren is an innovative Dalendan allai. They are Tuvoro’s
trusted advisor, and the two have a healthy relationship of Situated near Vision Valley, Dalenda has always had a close yet
critical debate. strange relationship with the feydh. The feydh require mortals
They are the most creative among the leaders, often to believe in them—their existence depends on the fairy
pushing Jijivashna and Tuvoro to avoid committing to stories mortals tell, and mortals’ dreams are their doorways
immediate decisions to allow creative solutions to arise. between worlds. Thus the feydh perpetuate the stories about
Saeren values innovation and progress and often chafes them, for good and for ill, to ensure their survival.
against and challenges Dalendan tradition. Dalenda is rife with tales of the feydh, tales that hold more
exaggeration and embellishment than truth. At the same time,
Dalenda’s scholars know more about the Fell than many other
Sage Mirian Viilore regions in Valerna, save for perhaps Allaria, so Dalenda brims
Mirian is a conventional Dalendan allai. She is the sovereigns’ with both stories and study, tall tales and truth. It takes a
sage and deciding vote when they are split on issues. discerning mind to untangle which is which.
She is immensely authoritarian and the oldest of the A subtle—and almost secret—tension in Dalenda is the
primary leaders. Jijivashna and Tuvoro respect and value her relationship between the faari and the Dalendan ellari, who
rigid expectations and experience as much as it grates upon the faari disdain as “dreamless.” The phrase is meant to scorn
them when they disagree with her. Mirian is stern, no-non- both how Dalendan ellari don’t have the same mastery of Fai
sense, and she heavily values tradition. as the faari and how their kin in Allaria were subjected to the
Dreamless Treatment for centuries. The faari see Dalendan
elves as being a small step away from perfection, and it angers
Commander Lorosim Jyoon them that these elves live in such mundane worlds.
Lorosim is a keen ellari. They are the leaders’ military
advisor, though given Dalenda’s recent peaceful history
they lack significant experience. Tales of the Feydh
However, despite their dearth of practical knowledge, The feydh have been worked into everyday sayings
they are a clear-headed and brilliant theoretical tactician. throughout Dalenda. This is not something Dalendans are
Lorosim has grown increasingly wary of the increased Fell fully aware of, as they have heard and passed on these stories
threat at the border with the Vision Valley and has dedi- for centuries. Characters who explore Dalenda hear phrases
cated significant effort to convince the leaders to commit such as those in the Feydh Sayings table as part of day-to-
resources to addressing it. day conversation. These sayings may or may not be entirely
true—that’s at your discretion and part of their confounding
The Minor Court Dream magic.

Each member of the minor court oversees a section of the


city and reports to the sovereigns:
Feydh Sayings
Hilivur Sii is an excitable godao who oversees the
inner Oihrai district. SAYING MEANING ORIGIN
Sainai Huurn is an aloof ellari who oversees the outer The feydh are
Oihrai district. “As fair as a
“It’s not fair,” notorious for making
Rianona Glaasa is a persuasive ellari who oversees the or “It’s a bad deals with mortals
feydh bargain.”
deal.” that end poorly for
inner Yuhrae district. Ashann’s cousin (see “Fleeing the “the mortal”.
Fight” in part 1).
“The sky weeps “It’s raining A hamanimi is a
Maikili Manaas is a temperamental human who like a hamanimi.” hard.” water spirit.
oversees the outer Yuhrae district.
“Don’t worry Gorse and heather
Parono Eenyn is a quiet ellari who oversees the wealthy “I’d sooner
about me, are said to ward off
central district. forget my gorse
I have it feydh who kidnap
and heather.”
handled.” children.
“Are you The feydh use
“You could going to make dreams to move
dream a small it easier or between worlds,
door or a big harder for the so these dreams
one.” people you become their
work with?” “doors.”

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CHAPTER 3: THE FELL OF VISION VALLEY

Adventures in Dalenda Characters from Dalenda


Consider the hooks in the Dalenda Adventures table when If players want to create characters from Dalenda, here are a
planning adventures in and around the city. few questions they can consider during character creation:
Who is your faihei ? Do you have one already, or are you
Dalenda Adventures searching for them? Do you want to find them?
D4 ADVENTURE What is your relationship with Vaala in Dalenda? Do
An important theater has been invaded by dream you and your family have strong Fai magic? Are you
imps, bringing forth rumors of hauntings and strong in a different aspect of Vaala? Or are you on the
scaring away potential patrons. The Heraldic outskirts for your weak magic?
1 University dramatically begs (and pays) for the
Do you have a connection to Dalenda’s factions? Are
characters to clear the theater before their
upcoming performance is ruined by having to you from a family of Dreamworkers? Did you attend
switch venues. the Heraldic University or train with the Two Branches
Dalenda’s advisors are concerned by rotten sages? Are you or your family part of the Circle of Silver?
growths that have emerged on Oihrai’s roots, and
2
they offer payment to the characters to investigate
and discern the source of the great tree’s ailment.
A cartload of supplies bound for the Magissiers is
Seeking an Alliance
hours late, and the bakers are behind schedule and The Dalendan court anticipates the arrival of an
growing concerned. They enlist the characters to
3
track down the cart. The cart can be found on the ambassador from Corim, so the palace is open to the
other side of the city, overturned and ransacked by characters as soon as they arrive, whether with or without
a group of petty thieves (use the bandit stat block). the duke. They are granted an audience with Sovereigns
The sages of the Hall of Two Branches are Jijivashna Ashaai and Tuvoro Veveer, Advisors Akiko
consoling a Dalendan whose faihei has passed Ashaai and Saeren Aarant, Sage Mirian Viilore, and
4 on. They send the characters into the forest near Commander Lorosim Jyoon, who hear the appeal. If
Dalenda to collect flowers known as soul lilies for a
meditative ritual to help the Dalendan’s grief. Jasaan died in the assassination, the characters must ask for
Dalendan aid in his place.
When the request is made, it is decidedly rejected.

“We are sympathetic to the news of a brewing


invasion. Regardless, we have no forces to send you,”
Commander Jyoon says firmly, folding their arms.
“Commander…” Sage Mirian starts.
“The Fell grow more violent with each passing
day.” Commander Jyoon turns to the sovereigns with
tension in their lips. “My best scouts are searching for
the cause, and our best warriors are securing civilian
routes. Who could we possibly spare for Corim?”
“We haven’t seen evidence of the Fell being a
growing threat,” Sovereign Tuvoro says. “A few
incidents do not a military problem make.”
“It concerns the citizens,” Sovereign Jijivashna
interjects, “So it concerns us. If they don’t feel they
can travel without danger—”
“And if that danger becomes Draavian armies
instead?” Advisor Saeren interjects with a drawl.
Commander Jyoon steps forward. “Can we speak
of practical matters? Real concerns? An important
trade wagon went missing on its way to Vision Valley.
Kikani and Navash, they reported just this morning
that Kikani’s brother hasn’t come home from
harvesting herbs for her kitchen yesterday. And my
scouts report monsters roaming the forest near some
ruins, larger than we’ve ever seen before.”
They shake their head. “We can’t spare people.
Not with the Fellwood sick.”
Dream Imp

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Alejandro Maroto (Order #44375443)


If the characters ask for more details, Commander Missing Supplies
Jyoon expounds. The Fellwood is in Vision Valley, to the
south of Dalenda, and is home to a great number of Fell The characters are given directions to a road outside
and feydh creatures. While they typically coexist with only of Dalenda where the wagon was last seen. They can
minor feydh incursions from time to time, recently there follow its tracks off-road for an hour to find where it has
have been monstrous creatures roaming the trails and crashed into a tree. It is currently being ransacked by five
coming dangerously close to Dalenda. dreamwrit spirits.
Advisor Saeren Aarant, through discussions, offers a Each spirit grabs a different satchel and flees in a
proposal if the characters do not offer it themselves. different direction. A spirit drops a satchel after it takes 15
points of damage, after which it keeps fleeing. There are
“It seems to me that our concerns are twofold: We five satchels in total, each containing an explorer’s pack
have not the forces for them, and we know not the and a healer’s kit.
cause of our own troubles. I see before me a solution The cart itself is loaded with crates of weapons for the
to both.” They shoot the sovereigns a raised eyebrow. Dalendan military.
“The duke comes with a considerably large Surveying the area with a successful DC 15 Wisdom
entourage—and skilled, if their equipment is (Perception) check allows a character to notice hoofed
anything to judge by. Why not send the adventurers tracks heading deeper into the woods. The characters can
into the Fellwood to investigate the cause? If they track the horses down with an additional hour’s worth
return with either a cause or a solution—or both, of searching and a successful DC 17 Wisdom (Survival)
should luck be our friend—we will, in turn, provide check. The horses are spooked, and calming them enough
forces to Corim.” to hitch them to the wagon again to pull it back to the city
requires a successful DC 10 Wisdom (Animal Handling)
check. There is no sign of the driver.
If the characters agree, the sovereigns agree to pay them Alternatively, three or more characters can haul the cart
200 gp per person to investigate. They are given a map to back to Dalenda themselves, but doing so takes four hours.
the Asterismal Ruins, where the greatest concentration of If the characters return with the cart and the contents
monsters seems to be. intact, Commander Jyoon gives the characters five potions
of healing. If they return with news but not the cart, he

Thoroughness Speed
gives them his thanks and rewards them with one potion
or of healing.
If Jasaan is alive, he queries whether they can be of further
assistance. The characters can go straight to the forest Missing Brother
to investigate the feydh phenomenon, but they can also The characters are directed to the Dreaming Boughs
address some of the other concerns Commander Jyoon to speak to Kikani and Navash Vaahun, the innkeeper
mentioned to gain more credibility with the court. Doing and bartender. Kikani explains that her brother goes
so would slow them down, so if you are tracking time, out weekly to gather herbs for her kitchen stock, but he
ensure that the players are aware that spending the time hasn’t returned since he left yesterday morning. She’s very
to investigate these concerns delays them in the face of an worried but scared of going out to find him herself.
imminent invasion. The characters get directions to his favorite herb-
Commander Jyoon’s two other concerns are a missing gathering spot outside of Dalenda, which is a few hours’
supply wagon and a missing person. If the characters travel away. The characters arrive to see a field with plants
investigate them both, the leaders of Dalenda are grateful and and dirt torn up, as well as splatters of blood. A character
give them a cloak of elvenkind before they go into the ruins. can track the blood with a successful DC 14 Wisdom
If the characters completed two encounters in part 1 (Survival) check, which reveals a trail leading north. After
with the Reputation Encounter tag and left the NPCs in an hour of travel, they find Kikani’s brother, Kovanu,
those encounters with a positive impression of them, the under a broken-down wagon. He’s wounded and hiding
NPCs have vouched for them or will vouch for them, and from the feydh stalking the area.
they receive the cloak of elvenkind without completing the A once-forgotten fury and two dreamwrit spirits
side quests. They can still complete the side quests if they are hounding him, and once he is in the open again, they
wish, but the Dalendan leaders already have some measure will attack him and anyone escorting him back to the city.
of trust in them and are willing to invest in their success. Once back home, Kovanu tearfully reunites with his sister.
She is so relieved, she doesn’t blame him for having only a
handful of cilantro to show for it.

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CHAPTER 3: THE FELL OF VISION VALLEY

Feydh Attack Lair Actions


The once-forgotten Fell bring warped Fai magic in their
This attack occurs either after the characters have agreed wake. On initiative count 20 (losing initiative ties), each
to go straight to the ruins or after the characters have of the once-forgotten Fell can take one of the following
completed the two side quests for Commander Jyoon and lair actions; a creature can’t take the same lair action two
are informing them of what happened. Feydh monsters rounds in a row.
burst into the palace and attack the court. Rumbling Palace. The Fell crashes recklessly into the
marble flooring, causing it to quake. Each creature
touching the floor of the throne room other than the
Screaming rises, a frantic crescendo of panic Fell must succeed on a DC 12 Dexterity saving throw
as the door to the throne room splinters open. or be knocked prone.
Three hulking, pale beasts careen into the room, Crumbling Structure. Part of the ceiling collapses above
howling in a frenzy. As Commander Jyoon draws one creature that the Fell can see within 120 feet of
their weapon, the Fell monsters lock eyes with the them. The creature must succeed on a DC 12 Dexterity
sovereigns, intent to kill. saving throw or take 7 (2d6) bludgeoning damage
and be knocked prone and buried. The buried target
Two once-forgotten longings and a once-forgotten is restrained and unable to breathe or stand up. The
fury go straight for the sovereigns as nobles run screaming. target or another creature can take an action to make a
The monsters enter from the south part of the room, DC 10 Strength check to clear the rubble, ending the
while the nobles are positioned at the north part of the buried state on a success.
room near the thrones. Each member of the court, aside Feydh Fog. The Fell creates fog as if it had cast the fog
from Commander Jyoon, uses the noble stat block, except cloud spell. The fog lasts until initiative count 20 on the
they have 20 hit points. In addition, the court members next round.
are noncombatants focused on fleeing to the side door.
Commander Jyoon uses the veteran stat block. He defends
the sovereigns at all costs. Jasaan’s guards defend Jasaan (if
Aftermath
he is alive) and the other nobles. Whether a noble did or didn’t fall, the attack only confirms
The fury violently attacks whoever engages it, but the their belief that ending the Fell’s aggression takes priority.
longings are more difficult to distract from the sovereigns They reiterate that they will help Corim if their feydh
unless a worthy foe commands their attention. problem is solved but not before then.
The characters must not only defeat the Fell monsters, If a sovereign fell, the court is somewhat in chaos when
but also defend the sovereigns before they are torn down. the characters are asked again to go into the ruins, especially
While the sovereigns aren’t necessary to secure aid for if only one of them fell, as the remaining sovereign is
Corim, their deaths would throw Dalenda into political grieving their faihei. They will honor the promise to help,
turmoil, heavily affecting Dalenda’s ability to offer but the characters sense that the help will not be as strong as
meaningful aid. it would have been had the leaders of Dalenda lived.
The leaders of Dalenda allow Jasaan and his guards to
stay in the palace while the characters leave to deal with the
feydh, promising his safety during the characters’ absence.
When the characters are able to review the map to the
location, they realize that the ruins they’ve been directed
to are the same ruins where Maandros determined the
next stargem is located. This should encourage
the characters to explore the ruins to find
the stargem, thus leading them to
Ayora, but should they need further
encouragement, the sovereigns
may offer to increase the reward
if the characters solve the feydh
problem, rather than just
identifying its cause.

Once-Forgotten Fury

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PART 3: While the stargem lay dormant, so did she. Now,
with the stargem active once more, Ayora is duty bound
THE DOOR LEFT OPEN to defend it. She and the gem lie in the heart of the
Asterismal Ruins, a labyrinthine structure with ancient
Fell magic once again coursing wildly through it.
The characters have been given the terms of the alliance:
Help Dalenda with the Fell. The characters descend into
Vision Valley where the veil between reality and the dream Vision Valley Features
is thin. Navigating a strange ruin half drowned in dreams,
the characters find a powerful knight in need of aid—as In general, Vision Valley has the following regional
well as the stargem they seek. features:
At the end of the adventure, they receive news about Terrain. The Fellwood, which spans most of the valley,
Corim that changes everything. is thick with trees and vegetation. The light, at times,
shifts subtly in color or intensity—there is a dreamlike
quality to the lights, the fog, and the atmosphere in
Vision Valley this forest.
Weather. Unlike Dalenda, the weather here is more
Vision Valley is a Crossing, a place where the residents of constant, never changing dramatically away from
the Fell Courts and other feydh can easily slip between being warm, overcast, and foggy.
Dreamspace and reality. The Fellwood takes up much of Strange Dreams. Any time the characters take a long
the valley, but the area is also dappled with ruins of ancient rest while in Vision Valley, roll a d4. On a roll of
Fell Courts that lost power when new courts captivated 1–2, the characters sleep as normal. On a roll of 3–4,
mortals’ attention. Without stories and dreams to carry the characters have strange dreams of hulking Fell
these places on, they were abandoned by the Fell Courts, monstrosities wandering ethereal, shifting realms, only
who either ceased to exist or followed the stories wherever to turn to the dreamer, telepathically thank them for
mortals’ interests took them. opening a door, and step “through” the dreamers’ minds
The ruins were dormant for centuries. However, when out into stone ruins. When the characters awaken, the
the stargem activated the Omnium (see “In the Throne dreams are difficult to recall. Whether or not these
Room” in chapter 2), another stargem embedded in these monstrosities make an appearance after the dreams is up
ruins began to awaken, and with it awoke the Fell Knight to your discretion.
of Stars, named Ayora.

Asterismal Ruins
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CHAPTER 3: THE FELL OF VISION VALLEY

Traveling to the Ruins Asterismal Ruins Features


The journey southwest to the ruins takes three days at a The Asterismal Ruins have the following features:
regular pace, or two days at a fast pace. The characters Light. Unless otherwise noted, every room in the
travel through thick forests rife with Fell magic. At your Stelliform Sanctuary and Opalescent Forest sections is
discretion, you can expedite this travel to get to the ruins brightly lit from the sunlight pouring in through the
by not using any encounters, or you can instead introduce trees. Every room in the Astral Abode section of the
any previously unused encounters with the Monster ruins is dimly lit by arcane torches.
Encounter or Feydh Encounter tags (see “Overland Enclosed Spaces. Each individual section is closed off
Encounters”) or create a few simple combat encounters from the other two with towering walls; once the
before the characters reach the ruins. characters enter the first section, the only way to move
to another is through the secret doors.
Resting. Creatures in the ruins, including the most
Asterismal Ruins ferocious monstrosities, never attack the characters
when they are taking a rest (long or short) or sleeping.
The ruins were once part of Queen Bele’s realm, a vassal Dreams perpetuate the Fell—they want the characters
court with the Lunar Crown and Solar Crown ruling to sleep and dream of them.
the region and pledging loyalty to Queen Bele in return. Dreamspace. Each section has a real-world version, which
Though the ruins had another name when the Fell Courts the characters first explore, and a Dreamspace version,
frequented this portion of the Dreamspace, that name is which the characters can enter via a portal in each section.
lost, and those in Dalenda that are aware of the remains
call them the Asterismal Ruins. The ruins’ wandering
corridors and mysterious shapes appear to outsiders like Once-Forgotten Fell
a constellation.
The Asterismal Ruins are duplicitous in nature. The These ruins are stalked by once-forgotten Fell, which are
three “sections” each have an obvious, straight path Fell who became monsters after being forgotten and then
forward that leads to a dead end and mysterious doors misremembered. They are exaggerated, violent versions of
that are not doors. They require the characters to search what they once were, and they are the creatures who have
for openings in other places while facing forgotten feydh been attacking Dalenda in their pain and frenzy.
creatures that scavenge this area for remnants of the power At your discretion, once the characters learn more
they once knew. about them after talking to Luciliae (area A5) or the
In addition, each section is overseen by a denizen who Huntsman (A10), the characters can try to appeal to them.
once served the knight and who only appears once the A character can talk a once-forgotten Fell down with a
characters enter the Dreamspace version of that section: successful DC 20 Charisma (Persuasion) check, trying to
a hamanimi, a huntmaster, and Ayora’s Fell fox. Aside help the Fell recall its former self. Once it’s talked down,
from holding the keys to the next section, the denizens the Fell becomes wary but ultimately docile.
may appear in future adventures—it is worthwhile for the The characters can take any docile Fell to the Fell
characters to get to know them. Knight of Stars, who knows them and can remember them
Once the characters approach the ruins, read or more fully. With her guidance, they can be restored to the
paraphrase the following: Fell they were.

The first thing noticeable through the fog is the


sheer scale of these ruins —their grandiosity— even
Stelliform Sanctuary
now. Massive ornate columns hold towering, vaulted
ceilings far above, walls run through the trees to carve
Locations
away this magic-infused space, and striking statues
The sanctuary is overseen by a lake hamanimi, a feydh
loom above as if guarding the outside.
water spirit who once tended to the starry reflection pools
Time has worn away at the ruins, but it has not
of the court.
dampened their majesty.
The following locations are keyed to the map of the
A wide archway beckons, ivy growing up the sides
Asterismal Ruins.
in vibrant teals, and pearlescent floors glitter along
the path further in.
A1. Stelliform Sanctuary
When the characters enter the gate into the sanctuary, read
or paraphrase the following:

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A2. Reflection Pool
Every sound is carried far away, into dreams, in this
gorgeous open sanctuary that greets you at the front Glass spheres and baubles catch sunlight and throw
of the ruins. Still, shallow water ripples over the floor, colors over this still pool, which reflects the sky above
reflecting the grand surroundings in a gorgeous splay. it like a sheet of glass. Faded green vines wrap around
Columns stretch toward the boundless skies, and the basin of the pool and dip down into it, adorned
statues of feydh creatures tower over you on either with leaves that are an unnatural range of bright,
side of the sanctuary. dizzying colors.
On the left side of the immense room, near
the back, a reflection pool is surrounded by dazzling
glass decorations that throw color over its surface. This pool is the door to the next area; a character who
To the right, several waterfalls run between columns completely submerges themselves in it while holding the
as if they were an endless fountain, something key from Luciliae transforms the water into a portal to the
glittering behind them. Before you, a lone statue antechamber of the next section of the dungeon (area A6).
stands above a door forward. Stairs and a ramp Vines. The pool is surrounded by four ensnaring vines
lead up to the statue, curving around the arched (AC 12, 10 hit points, immunity to poison and psychic
doorway and ending at its feet. damage). A creature that comes within 5 feet of the pool
must succeed on a DC 14 Dexterity saving throw or take
7 (2d6) poison damage and become restrained by the
This sanctuary is 150 feet wide and 300 feet long, with entangling vines. A creature restrained by the plants can
an open ceiling. The massive columns on each side, easily use its action to make a DC 14 Strength (Athletics) check,
60 feet tall, hint at the opulence that once infused the halls freeing itself on a success.
of this Fell court. Shallow water runs over the floor of this Doorway. If the vines are cleared and the characters
room, turning the whole shimmering floor into a mirror. try to enter the reflection pool without Luciliae’s key (see
On either side of the sanctuary, six 30-foot-tall statues area A5), the water does not transport them into area A6.
capture Fell in striking poses. Instead, the water shapes itself to form a keyhole in the
Statues. The statues’ features are all worn away with surface, which disappears after 1 minute.
time and are hard to make out, now little more than rough
humanoid forms. A3. Waterfalls of Desire
The statue in the center was raised in honor of the
court’s protector—The Fell Knight of Stars—and features
an inscription written in Oneiric. It stands on a large The waterfalls run ceaselessly between the columns,
dais with stairs climbing up either side to the inscription. reflecting the entire sanctuary as if capturing it in
Between the stairs is a door to area A4. a painting. Past the thin veils of water, something
A character who studies the statue can make out the glitters, and faint piping music plays from
rough shape of a hand holding a large greatsword, a face somewhere beyond.
pointed up to the sky above, and a hand outstretched as if
to catch a falling star. The waterfalls are 60 feet tall, spanning between the
columns. An illusory treasure lies behind the middle waterfall.
Mirror Waters. A creature who studies the room re-
Statue Inscription flected in the waterfalls and succeeds on a DC 14 Wisdom
An Ode to You— (Perception) check sees the vision of a faint figure slipping
You have taken our wishes, into the reflection pool. This shows the characters where
Precious, the real doorway is.
In your hands, and whispered them, Trickery. If a character peers through the waterfall to
Into being, your eyes determine what treasure lies behind it, they must succeed
Warm, and your heart on a DC 14 Wisdom saving throw or become beguiled for
Ours, 1 minute by illusions in the waterfall, which shows them
And when we sing, many treasures and unending desires. While beguiled in
Or hunt, this way, a character can’t move or look away from the
Or sleep, visions in the waterfall. The character is no longer beguiled
We feel the stars above, if they take damage or another creature takes an action to
We feel you, make them look away.
Precious, Hamanu. If a character becomes beguiled by the
Ours. waterfall or tries to move through it to reach the illusory
treasure, three hamanu emerge from the waterfalls on
either side (two from the north waterfall, one from the

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CHAPTER 3: THE FELL OF VISION VALLEY

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Alejandro Maroto (Order #44375443)


south). One of the northern hamanu carries panpipes. The
hamanu attack to defend the hamanimi’s territory in the Through the door is… the same room you left, the
Dreamspace, demanding the characters stay away from long room and door stretching out before you. But
“her domain,” though they do not clarify if questioned, the domes now show unbelievable landscapes, with
and they fight to the death. strange colors and shapes that defy imagination.
Beyond the open door, fog permeates the sanctuary,
and a feminine voice resounds across the water.
A4. Mirror Gallery
When the characters leave the gallery, they can see the
The door is unlocked, and it makes no sound as changes in the area: fog drifts through the space, everything is
it opens to a long room. A carpet runs down the brighter and more colorful, and Luciliae is sitting and singing.
middle, coaxing visitors down the path of mirrors
that line both walls. Except they aren’t mirrors at The song comes from the waterfalls, where a woman
all—each “mirror” is a long piece of domed glass that lounges in the shallow water, dragging her finger
holds water inside. through its surface to peek through different dreams.
The water shimmers with images of beautiful Her blue skin shimmers like the surface of a still lake,
things—night skies and shooting stars, forest pools and her hair tumbles past her shoulders like a waterfall.
and lush grass, fields of flowers, dreamscapes of wild Her dress is made of large leaves and plants, with the
and unseen flora, dances amidst wildflowers, revelry. occasional bright flower ornamenting the outfit.
Above each dome lies inscriptions in Oneiric. The She looks up and gasps, cutting off her song.
larger dome at the end holds no image in its bright “Who dreamed you?! Did I?”
blue water.
Some of these domes have been smashed, water
soaking the carpet and glass scraping under heel, Introducing herself readily as Luciliae, Keeper of the
and the perpetrator is still here. A pale, hulking beast Starpools, she explains that these ruins used to have many
turns toward you with a heavy snarl and barrels pools like the reflection pool, and they would capture the
forward on bulky limbs shaped like serrated blades. starlight, which she would then keep in the glass baubles
around the pool. Doing so would heighten the power of
the court’s protector, the Fell Knight of Stars.
The hallway itself is 15 feet wide and 60 feet long. Eager to talk, and with so many feydh having disappeared,
Each dome is roughly 5 feet wide, and they’re spaced Luciliae can give them the following information:
evenly down both sides of the hallway, with 5 feet of space
between them.
This room is where the hamanimi in the Dreamspace
has collected ideas she finds beautiful. The images in them
shift with her dreams. The dome at the far end is where the
characters can enter the Dreamspace where she resides.
A once-forgotten fury has been skulking this hall,
trying to reach the hamanimi. It attacks immediately and
fights until it is killed.
Dome Images. The inscriptions above the domes are
single words in Oneiric that describe what the hamanimi
finds beautiful about them: “Joy,” “Movement,” “Wishes,”
and so on. A character who touches the glass can, when
applicable, feel a vague sensation related to the image, such
as the warmth of the sun or the chill night air.
Dreamscape Doorway. The last inscription is a full
phrase in Oneiric: “Water, carry me away to endless
dreams.” A character who says the words aloud sees the glass
gleam with light—it is now a portal the characters can enter
to proceed to the Dreamspace sanctuary (area A5).

A5. Dreamspace Sanctuary Luciliae, Lake


The Dreamspace sanctuary is the same as the stelliform Hamanimi
sanctuary (area A1), with a few key differences, most
notably that Luciliae, the lake hamanimi, rests near the
waterfalls (area A3).

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CHAPTER 3: THE FELL OF VISION VALLEY

• Even after all this time, she’s confused about what


happened to this beautiful court. She explains that a
Opalescent Forest
falling star crashed into the court one day, and when
it did, Ayora, the Fell Knight of Stars, fell into a deep Locations
slumber. Many left while their protector slept, and The forest is overseen by the Huntsman, a feydh
those who didn’t leave had their stories forgotten in the huntmaster who once led the court’s hunts.
centuries since. The following locations are keyed to the map of the
• Only a few feydh remain in these ruins, those whose Asterismal Ruins.
stories still permeate Dalendan society. The Dalendans
tell stories about needing to avoid any singing you hear A6. Forest Antechamber
in the forest and about the Huntsman’s reign over these
woods—thus, she and the Huntsman persist. When the characters first enter the forest from area A2,
• If asked about the Huntsman, she explains that he is read or paraphrase the following:
another protector here. They both felt that they needed
to protect Ayora’s slumbering form. However, they have One moment, you are submerged in water, and the
since taken to hiding in the Dreamspace, away from the next, you are not. A small grove stands as eerily quiet
feydh who have become monsters. as the forest that surrounds it. No wind rustles the
• The monstrous creatures here are feydh who were trees, nor do animals yip through the underbrush.
forgotten and, hence, disappeared, remembered once Straight ahead from the grove, an archway
again when the Fell Knight of Stars woke up. Her of entwined branches leads further into the forest.
memory of them brought them back, but they came To the left, a crop of mushrooms dots the ground
back wrong, and Luciliae doesn’t know if they can be just before a narrow gap in the trees. To the right, a
saved. She sadly summons images of them in the pool small footpath has been trod through the woods.
as she talks, then washes them away.
• The Fell Knight of Stars is awake, but she seems trapped,
tethered. And she is guarded by a ferocious beast, one The small forest grove is filled with flowers in strange
that Luciliae and the Huntsman don’t dare approach, hues or iridescent colors, which wither when plucked.
though they desperately want to help their protector. Otherwise, there is nothing of interest. The right path
leads to the blackened woods (area A7), the left path leads
If the characters express that they want to free the to the mushroom ring (area A8), and the archway leads to
knight, Luciliae gives them a key that is made of water but the hunter’s path (area A9).
holds its shape. It transforms the reflection pool in area
A2 into a portal. She also gives them a potion of healing, if
they look rough, then sends them back through the portal A7. Blackened Woods
where they entered the Dreamspace.
Following the trodden path, some of the surrounding
trees bear blackened gouges, which only increase in
size and severity as the path continues. Deeper in, the
trees are dark and withered, their branches shriveled
and leafless.

This area has been ravaged by a once-forgotten fury,


found at the end of the path, relentlessly attacking a tree
that withers under the assault. If each character that sneaks
up to within 60 feet of the fury succeeds on a DC 13
Dexterity (Stealth) check, the fury doesn’t notice them
and can be surprised. Otherwise, it senses the characters
approaching and attacks them.
Remnants of a Story. If a character searches the area
where the fury was defeated and succeeds on a DC 15
Intelligence (Investigation) check, they find a ring of animal
influence. On the inside of the ring is engraved the phrase: “To
the greatest of companions and friends.”

The Huntsman 71

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A8. Mushroom Ring
standing in the archway across the forest. He
raises an impossible-looking bow, an arrow already
Past the fungi lingering at the path’s beginning is a nocked—aimed at a massive dark wolf that charges
small circular clearing lined with a ring of vibrantly out of the tree line toward the Fell.
colored mushrooms. Some softly glow, others kick
up spores when something gets close, and others still
seem to make a soft chiming noise. As soon as the characters enter this area, combat is already
in progress. The Huntsman and his two feydh hounds are
fighting an enormous murk wolf. The Huntsman uses the
The mushroom ring is the door to the next area; a scout stat block with the following changes:
character who stands within it and blows the horn from
the Huntsman opens a portal to the antechamber of the • His creature type is Feydh.
next section of the dungeon (area A11). • He has 40 hit points.
Spores. Once a day, when a creature gets within 5
Aiding the Huntsman. If the characters help the
feet of the mushroom ring, a cloud of spores bursts forth.
Huntsman and his hounds defeat the wolf, the Huntsman is
Each creature within 10 feet of the mushroom ring must
thrilled to have allies in the hunt and openly speaks with the
succeed on a DC 14 Constitution saving throw or become
characters. If the characters didn’t help the Huntsman and he
poisoned for 1 hour.
survived the encounter, a character must succeed on a DC
Dreamscape Doorway. If the characters stand within
15 Charisma (Persuasion) check to convince the Huntsman
the mushroom ring without the Huntsman’s horn (see area
to speak with them. This DC raises by 2 for each of the
A10), they are not transported into area A11. Instead, a
Huntsman’s hounds that didn’t survive the encounter with the
faint light encircles them, accompanied by a sound not
wolf. The Huntsman can give them the following information:
unlike a hunting horn, before dissipating.
• He isn’t sure what happened to the court, just like
Luciliae. He is loyal to these woods, and when Ayora
A9. Hunter’s Path slumbered, he felt that it was his duty to protect this
region in her stead.
On the other side of the archway, the forest stretches
on. Though the air remains stagnant and lifeless, • The monstrous feydh creatures are a torment for him.
there are ephemeral signs of life. The faint sounds of He leaves the dreamscape to hunt them, but he knows
animals can be heard drifting in and out. Fresh tracks that each time he strikes one down, he fells an old
appear along the ground, then disappear a minute friend he might have once hunted alongside. He takes
later. An unseen arrow thunks into a tree trunk. refuge here, where their numbers are much fewer.
Across the way, entangled in thorned branches, • He has a scar from when he tried to free the Fell
is a full-length mirror with an inscription in Oneiric Knight of Stars. Her loyal sentinel nearly tore him in
along the frame. two, leaving him with a gouge from clavicle to hip
bone. He hasn’t dared approach since, and he doesn’t
If the characters stop to investigate any of the strange dare die and leave this forest without a defender. Even
happenings in this area, they are attacked by two once- if the characters ask for his aid, he refuses, saying that
forgotten longings. these ruins need someone in case they fall.
Dreamscape Doorway. The inscription on the mirror is • He and Luciliae will owe the characters a great debt,
a full phrase in Oneiric: “Forests, carry me away to endless should they manage to free Ayora from her duty.
hunts.” A character who says the words aloud sees the mirror He swears to the characters that should they ever
gleam with light—it is now a portal the characters can enter have need to hunt after she is freed, he will bring his
to proceed to the Dreamspace forest (area A10). hounds and answer the call.
If the characters express their desire to help Ayora, the
A10. Dreamspace Forest Huntsman gives them his hunting horn and instructs
them to “blow it where the feydh circle,” referring to the
As before, you enter the area you just left. Compared mushroom ring in area A8.
to there, however, this place is full of life. Through the The Huntsman Falls. If the Huntsman was defeated
fog that fills the forest, spectral animals dart through during the fight, whether by the characters or the wolf, his
the trees—rabbits, foxes, and deer. Wind catches the hunting horn (the key to using the doorway in area A8)
trees, bending the branches and tousling their leaves. can be found on his body. If the Huntsman was defeated
Then, a hunting horn calls through the trees. by the characters and his hounds are still alive, the hounds
“A new hunt is upon us, my hounds!” a voice fight the characters to the death.
bellows. The voice belongs to a beautiful Fell hunter

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CHAPTER 3: THE FELL OF VISION VALLEY

Astral Abode Locations A13. Fireplace

The abode is overseen by Ayora’s Fell fox in the absence of Faint embers stir in the fireplace, looking almost
the knight herself. like stars among the coals. Lined along the mantel
The following locations are keyed to the map of the are varying glass bottles with different liquids inside.
Asterismal Ruins. Above is a painting of a starry night sky over an
open field.
A11. Abode Antechamber
The painting is secretly the magical passage to the
When the characters first enter the abode, read or
final room where Ayora awaits (see “Starfield” later in this
paraphrase the following:
section), though it gives no indication of that. The bottles
contain potions. A character trying to identify the liquids
Looking at the grandeur of this enclosed space, it’s who succeeds on a DC 16 Intelligence (Arcana) check
easy to imagine the Fell court and its crown existing recognizes the potions as:
in this hall. The floor is an expanse of gold marble, • a thin, plain bottle with maroon liquid (potion of
the dark ceiling is littered with pinpoint stars, and healing)
tapestries on either side weave stories of the Solar
Crown and the Lunar Crown, the duke and duchess • a zigzag bottle with blue liquid (potion of climbing)
of the court that was. • a round bottle with red liquid (potion of poison)
In the room ahead, shrieking and crashing break • a square bottle with blue liquid (potion of heroism)
the silence, the sound of blades being dragged down • a small vial with black liquid (torpor)
splintering wooden doors.
A character who searches the fireplace itself and succeeds
on a DC 17 Intelligence (Investigation) check finds a
curved bottle with purple liquid among the embers (potion
This antechamber holds little of note—aside from the
of psychic resistance). The character takes 3 (1d6) fire
tapestries, which depict the crowns of this court—but
damage if they pull it out with their hand.
the size of the chamber allows the characters to stay out
Dreamscape Doorway. There is no inscription above
of sight of the feydh creatures in the great hall (area A12)
this painting. A character who says the Oneiric words that
when they first enter the abode.
Firo gives them (see area A15) while standing before the
painting sees the images begin to glow and move—it is now
A12. Great Hall a portal the characters can climb into to proceed to Ayora’s
Dreamspace abode (see “Starfield” later in this section).
This hall was built for socializing with the court:
an ornate banquet table, a still-flickering fireplace, A14. Throne Room
fine chairs and benches along the table and walls. A
painting of an open field under a starry sky stretches
Two thrones sit at the far end of this throne room,
across the wall over the fireplace. Old, broken
and the wall behind them bears a large, circular
masquerade masks litter the corners, and chairs and
window surrounded by decorations with solar and
side tables are being broken in the siege happening
lunar imagery. Smaller windows along the walls
on the far side of the room.
throw light into the room in circles and crescents,
Up a few stairs lie a huge pair of ornate doors.
and the gold marble floor is softened by a black
Massive feydh beasts tear at them in a frenzy, trying
carpet with gold embroidery that trails up to the
to get inside.
thrones. The ceiling above holds more pinprick stars
that seem to drift over its surface. The emptiness of
the room magnifies every sound.
The doors (AC 15, 21 hit points, immunity to poison
Arched above the large window at the back
and psychic damage) are being assaulted by two once-
is an inscription in Oneiric. A creature moves out
forgotten furies and a once-forgotten longing. For now,
from behind the thrones—no, two. Two monstrous
the door is holding, but if the characters don’t intervene,
feydh lunge down the stairs and attack.
the Fell monsters continue to assault it in pursuit of the
Fell fox they chased through here.
The door to the throne room (area A14) is locked. The characters are immediately attacked by two
It can be broken open, or its lock can be picked by a once-forgotten prides—the Solar Crown and Lunar Crown
character who succeeds on a DC 15 Dexterity check using of the Fell court that resided here. They can escape this
thieves’ tools. combat by opening the portal in the window at the end of
the room to enter the Dreamspace, and they receive an extra
boon from Ayora if they leave the Fell crowns alive.
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Dreamscape Doorway. The last inscription is a full • Ayora, the Fell Knight of Stars can be found in the
phrase in Oneiric: “Windows, carry me away to endless painting above the fireplace. To enter it, one need
realms.” A character who says the words aloud sees the only say an Oneiric phrase that he gives them, which
glass of the large circular window gleam with light—it is translates to, “Stars, carry our wishes and dreams into
now a portal the characters can enter to proceed to the the endless night.”
Dreamspace abode (area A15). • If the once-forgotten prides are still alive, Firo urges
the characters to leave them that way, saying Ayora
A15. Dreamspace Abode would be happy to try to save them. If the prides have
been slain, Firo takes a moment to grieve the crowns
he once helped serve.
Once again, you find yourself in the same room you
left. The throne room here is full of dancing, whirling • The Fell Knight of Stars fell into a slumber when a
foggy figures, and music emanates from an unseen fallen star crashed into the ruins and fell dormant. As
source. The light from the windows splays colorfully its power slept, so did she.
over the floor, and the windows show fantastical • Now that the fallen star has awoken, so has she. They
landscapes from realms far away. were at first overjoyed to reunite until they realized she
In the middle of the room is a Fell fox, who is was duty bound to protect the star for reasons even she
staring right at you. doesn’t understand. To make matters worse, a fellow
“You came”, says a low, raspy voice in your mind. knight she served with has become a monstrous feydh
sentinel that attacks any who go near her.
This Fell fox is the same fox the characters may have When the characters are finished questioning Firo, he
met before (see “Scouts vs. Feydh” in part 1 of this confirms whether they wish to help free Ayora. If so, he escorts
chapter). He serves the Fell Knight of Stars and has been them to the painting (helping fend off the once-forgotten
seeking her freedom. prides if necessary) but does not enter the painting with them,
Because she has dominion here, she has granted her fox the saying that he would be bound to fight at her side against the
ability to speak telepathically. He introduces himself as Firo. characters if he did. He instead waits for their return.
If the characters met the fox during the previous Glass Falling Star. If the characters received Firo’s
encounter and intervened, he already trusts them. If glass falling star in the overland encounter (see “Scouts vs.
the characters haven’t met Firo or didn’t intervene, he Feydh” earlier in part 1 of this chapter) and ask about it,
challenges them to combat to prove themselves worthy to Firo explains that they can crush it during combat to gain
free Ayora. If the characters accept, he fights until he has temporary protection from Ayora and the feydh sentinel.
10 hit points or fewer remaining, at which point he deems He urges the characters to stay close together when they
them acceptable. Alternatively, a character can convince crush it for the strongest effect.
him their intentions are pure and they are worthy if they
succeed on a DC 21 Charisma (Persuasion) check.
Once Firo trusts them, he can give them the following
Starfield
information:
Once through the wooden frame of the painting, you
are surrounded by chilly night air and, above, a sea of
stars. They tremble and drift and plummet from the
sky, falling to the ground and exploding in a shower
of light, illuminating the field in gorgeous colors
before disappearing. One light is constant—the
burning stargem in the middle of the field.
Before it stands an imposing knight. She holds a
sword that seems forged with starlight, and gold adorns
her pale armor. Her long hair sways in the cool wind,
and exhaustion and despair line her features.
She opens her mouth to call to you, but the giant
beast behind her snarls, bounding forward. She curses.
“I’m sorry, I’m sworn to defend it! Defeat me! Free me!”

Ayora, the Fell Knight of Stars, is an ancient warrior


sworn to defend the crowns and the Fell court she served.
When the stargem fell into the court, she was duty bound
to defend it as well. Though she wishes to be free of it, she
protects it vigorously, fighting with a warrior’s skill.
The creature with her, a once-forgotten zeal, protects
Ayora, the Fell Knight of Stars her with its last breath. She mourns every time it’s hurt,
but she knows her once-ally is beyond saving.
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CHAPTER 3: THE FELL OF VISION VALLEY

They attack immediately. Ayora is compelled to defend Crowns. If the characters left the once-forgotten prides
the stargem until she is defeated (see “Freeing Ayora” alive, Ayora is thrilled and gives them a ring of shooting
below), at which point she has failed, and the characters stars, as well.
are free to claim it. Once freed, she can also restore the Tahra. If the characters saved Tahra or help Ayora bury the
ruins to a balanced state, soothe the monstrous feydh, and once-forgotten zeal, she offers to summon a Fell fox for
stop the attacks on Dalenda. She communicates this to each character to ride back to Dalenda. Agreeing saves
the characters during combat if they are uncertain about them a day of travel. Once they’ve returned to the city,
fighting her. the Fell foxes disappear back into the woods.
Tahra, the once-forgotten zeal that defends Ayora, If she and the characters are on good terms, Ayora
knew Ayora’s fighting style from when she was a Fell who promises to aid them in the future, should a situation arise
fought alongside her. If Tahra hits with her Harrowing where they need assistance. Then she leaves to find Firo,
Rive attack against a blinded creature, the creature takes an joyfully reuniting with her Fell fox, and the characters are
additional 3 (1d6) psychic damage. free to return to Dalenda, passing back through the portals
Glass Falling Star. A character can crush Firo’s glass that now stand open. If they pass any once-forgotten Fell,
falling star as a bonus action, after which it emits a bright the creatures eye them, but do not attack.
gold burst of light. Each allied creature within 30 feet If the characters return to Luciliae or the Huntsman
gains resistance to damage from Ayora’s and the once- and are on good terms with them, they are similarly
forgotten zeal’s attacks. This resistance lasts until the start overjoyed, and while they have no rewards to give, they
of the character’s next turn. too promise their aid in the future. They join Ayora in her
Roleplaying Ayora. Ayora is exhausted. She has been quest to find the remaining once-forgotten Fell and reform
fulfilling her duty, vigilantly defending something she them into who they once were.
doesn’t understand, even after falling into a long slumber
because of it. She has seen those she loved returned to
life as beasts, and she has not been able to give her full Returning to Dalenda
attention to them. She is surprisingly straightforward If the characters return to Dalenda having freed the Fell
and solemn for a Fell being, struggling to hang on to the Knight of Stars, Sovereigns Jijivashna and Tuvoro are
idealism of wishes and dreams that stars represent. pleased with their work and promise troops of Dalendan
In combat, she lets the one-forgotten zeal target the Dreamshapers to return to Corim with the characters
weakest characters and instead engages the ones that seem when they depart.
cunning or tactical. She is a competent fighter, though she The characters can remain in Dalenda to wrap up any
finds little joy in it anymore. outstanding business they have, though their NPC allies
Freeing Ayora. Once reduced to 0 hit points, Ayora remind them that the Draavian invasion is imminent and
does not die. Instead, she falls to her knees, returning to 1 they should hurry.
hit point as the duty binding her to the stargem is broken. Travel back to Corim is uneventful, as few things are
The characters can now seize it. interested in attacking a battalion of Dalendan Dreamshapers.
Freeing Tahra. Ayora believes the once-forgotten zeal,
a warrior she served with, named Tahra, is beyond saving
as she has tried to appeal to her friend countless times.
However, a character who appeals to the zeal by asking it Corim Has Fallen
to remember Ayora and succeeds on a DC 20 Charisma On day 16, regardless of where the characters are in their
(Persuasion) check can cause the zeal to stop attacking for adventure, they receive an arcane message from Aeryn.
one turn as it struggles to remember its friend. If the zeal
is alive when Ayora is defeated and the characters have
succeeded on at least one of these checks, the zeal stops “Corim has fallen. I don’t know who still lives. Find
attacking, and Ayora is overjoyed, believing she may have a me in the tunnels below the Wives. The broken tower
chance to restore Tahra given time. may offer you passage.”
She thanks the characters profusely as she had all but
given up hope, and having that hope restored gives her A character who succeeds on a DC 10 Intelligence
strength for the work ahead. (History) check or who grew up in Corim is familiar with
the Wives. A twin-towered cathedral of knowledge in the
center of Corim, it was built to resemble the layout of the
Dénouement city as seen from the sky. The Wives is a place for grieving
and honoring the dead, as it is the main entrance to the
Once Ayora is freed, the characters can take the stargem, Corim catacombs.
and Ayora assures them that feydh monsters won’t appear This adventure seamlessly transitions to the start of
and attack Dalenda anymore. She thanks them profusely the next chapter, “Under Siege.” The characters can lead
for their help and may do the following as well: Dalendan troops north to team up with allied troops moving
toward Corim, which is where the next adventure begins.
Once-Forgotten Fell. If the characters left any once-
forgotten Fell alive, Ayora is pleased and gives them a
potion of greater healing. 75

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CHAPTER 4:

UNDER SIEGE
A fter an exhilarating adventure within Vision Valley, the
characters make a return to the city of Corim.
rougher shape (see “Corum Under Occupation” later in this
section) and some of the ankorae advisors have died while
in the hands of General Szando. Every three days over 20,
an additional advisor dies from torture and their horrid
Returning to Corim conditions, in this order: Arendor, Vyneth Pilar, Lyndyn
Xandar, Fellion Tenith, and Theriel Lore. See “Saving the
As the characters approach Corim, along with any King” later in this chapter for more about the advisors.
Dalendan troops they were able to recruit, soldiers wearing
foreign colors of black and gold line the battlements and
the walls are marred from a recent battle. The Assembled Aunai Troops
The city of Corim, until now ruled by King Yvandran,
has been taken over by outside troops. The invaders hail Outside the city, the other allied troops of Aulara and Eugara
from the neighboring Tyverian territory named Draavia, have formed camps on the north and east sides of the city.
united under the command of General Szando id Draavia. The characters and their accompanying troops from Dalenda
He believes, falsely, that he has figured out a way to force a can cross the Tempered River outside the city walls to convene
Dragonbond to occur and is convinced the city of Corim with the other armies. Eugara has sent 250 archers under
holds the secret to fulfill this ritual. He has taken over the leadership of Tiernan of Cliffport. Aulara has sent 500
Corim and taken King Yvandran hostage in the hopes that infantry under the leadership of General Aelia Volpix.
he can extract the information and create a Dragonbond The Aunai States were hesitant to send more forces, for fear
between himself and a mighty dragon. of leaving themselves undefended in the event that Draavia
decides to continue to conquer the coast. The provided troops
are enough to mount an offensive against the city if needed, but
Delayed in Dalenda not without the likelihood of mass casualties among the Aunai
forces and citizens alike. The best chances lie in sending small
If the characters took more than 20 days to return from strike teams into the city to dismantle the Draavian occupation
Dalenda, there are several consequences: The city is in from within. However, the troops from the other Aunai States
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CHAPTER 4: UNDER SIEGE

were sent to defend a city, not to retake one that had already
been conquered, and so they’re not optimized for such stealth
Corim Under Occupation
and infiltration missions.
With Corim fallen to the Draavians, resources are running
Both armies have supplies and weapons that they can sell
thin fast. Though the city stores enough supplies for its
to the characters. There are also a few battlefield merchants
citizens to survive for a while, they won’t last forever.
that traveled here when they heard a siege was under way,
While the Draavians have imported some food for the
intending to profit off the armies. They have more rare and
citizens to keep them compliant, it is far too little to
interesting items for purchase, though at an inflated price.
sustain the population for more than a few weeks.
No one in the encampments knows if King Yvandran
Getting supplies in the city is tough, and prices for
or his son Isandor still live, nor do they know the status
adventuring gear, equipment, and services are doubled due
of Maandros. The Aularan forces say they arrived at the
to the occupation. When the characters are exploring the
outskirts of the city with Aeryn several days past. Despite
streets of Corim for more than 30 minutes or when they
their commander’s protest, Aeryn and Valerixlia, the
cross into a new district, roll on the table below.
dragon hatchling, entered the city under cover of night,
intent on a rescue. Occupied Corim Encounters
Until now, the armies have been hesitant to move on the
city without news from those inside, worried that any overt D10 ENCOUNTER
action will cause the Draavians to execute hostages. Instead, A group of four hired assassins (use the spy stat
they’ve been harrying any Draavian forces outside the city block) attack the characters from the roofs with the
1
intention of incapacitating them and handing them
walls and attempting to slow any reinforcements coming over to the Draavians.
down the river.
A bandit captain and their three thug lackeys
appear from an alley, drawing weapons and
2
The Draavian Takeover
demanding the characters hand over any money
and food that they have.
Three Draavian vampyr officers are drunkenly
The Draavians were able to take Corim through cunning 3
raving about in the street, threatening nearby
rather than force. By sending in a series of soldiers in small civilians. They all have the poisoned condition due
to being drunk.
numbers, hidden away on trade vessels and entering on foot
over the course of several weeks, the Draavians were able to gain Four bandits are in the process of robbing two
4-5
commoners of their food and coin.
control over the river gates and place operatives in strategic
positions within the palace staff. When their ships came A group of four commoners, all with three levels of
6-7 exhaustion, are sitting on the ground and begging
sailing up the river, holding thousands of Draavian troops, for food.
the defenses of Corim could not react, and the Draavians
8-10 Nothing happens.
entered with little resistance from the unprepared city.
Shortly after, King Yvandran, as well as most of the If the characters took more than 20 days to travel to
Corim military chain of command were imprisoned or Dalenda and back in chapter 3, the city of Corim is looking
dead, leaving the city wholly in the hands of the Draavians. much worse for wear. Prices for adventuring gear, equipment,
and services are tripled, and the characters are more likely to be
made victims of pickpockets and thugs. When rolling on the
Corim Overview Occupied Corim Encounters table above, roll twice and use the
lower result.
Though the city is occupied, day-to-day life is still maintained
in Corim, to a certain extent. Stores are still selling wares,
despite the Draavian presence, and the civilians of Corim are Xibac Mercenaries and Draavia
left to their own devices—for the most part. With the city The Draavians, though a part of the Tyverian empire,
occupied, supplies are scarce, and many citizens have had to are small in comparison to the Aunai forces they
resort to stealing in order to survive. The Draavians do not care have angered by attacking Corim. When unified, the
about the people of Corim stealing from their peers, but if they nations of Aulara, Dalenda, and Eugara present a
are caught stealing from Draavian supplies the punishment for formidable foe for the Draavians and a threat to their
such a crime would be both public and severe. mission of claiming command of the Cursed Coast.
When the Draavians laid siege to Corim, the Cursed To fill out their ranks, the Draavians made an
Causeway was leveled and burned by the advancing allegiance with a xibac lord to raise mercenaries
Draavians, leaving many dead and the infrastructure of the as xibac undead to assist in the occupation. These
district destroyed. Sadorn’s Hallows is the northern district xibac troops are used as fodder in battle, ensuring an
that sees the most Draavian activity. additional degree of safety for the Draavian military. As
long as the military chain of command is maintained,
The characters can move through the city, though at
something made all the more likely by its officers
some risk, as long as they remain on the northern side not seeing combat, Draavia stands a better chance at
of the river. If the characters attempt to cross the river achieving its goals.
into the southern part of the city, refer to “Crossing the
Tempered River” in part 3 of this chapter. 77

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DC 17 Dexterity (Stealth) check. This check is repeated
PART 1: every 100 feet, and failure results in bolts immediately
THE CATACOMBS OF being fired and a Dexterity saving throw, as per above.
Characters can also employ different methods of
CORIM protection while crossing. Using the shield spell or carrying
an overturned hand cart over their heads would block the
rain of arrows, lowering the DC of the Dexterity saving
Each day that the characters remain in the allied throw by 5, and using spells such as invisibility or pass
encampments only increases the risk that those still without trace would hide them from view.
within the city may not survive the Draavian occupation. Depending on which tools the characters have at their
If the characters mention their message from Aeryn and disposal, other means of entering the city may be available
explain their intent to enter the city, they encourage them to them. However, the Draavian forces are numerous, and
to do so carefully. they have no qualms killing people encroaching on what
The commander of the Dalendan troops, Kina Lii, they perceive to be their turf. Though allied forces are
offers the characters a sending stone, keeping the other nearby, they are unwilling to assault the city without having
on her person and telling them to send word back when been given the order to do so by their superiors. As such, the
they learn anything. characters are on their own when entering the city.

Entering the City The Broken Tower


Approaching Corim from the allied encampments, the The city bears marks of a recent battle. The walls are jagged
characters are coming from the northeast and are facing in places where catapulted stones have struck, and the
the Sunrise Gate when they get near the city. battlements are scorched from recent fires.
The Sunrise Gate, though intact, is teeming with foreign A guard tower stands near the northern wall in Sadorn’s
soldiers. Black and gold flags emblazoned with the Draavian Hallows. Even from a distance, the holes in the walls are
coat of arms—a half-moon with a pair of insect pincers—are clearly visible, and the top portion has completely toppled.
hanging from the battlements, and no soldiers wearing native At its base, the bottom floor has given way into a dark
the Corim colors of orange and white can be seen anywhere opening, revealing hidden structures beneath. This is the
near the city. A character can recognize the coat of arms as “broken tower” to which Aeryn referred at the end of the
Tyverian in nature by succeeding on a DC 12 Intelligence previous chapter, knowing it would allow the characters
(History) check; a result of 15 or more on the check further to access the catacombs below and reach the Wives, where
reveals the symbol represents a Tyverian fiefdom called stated she would meet the party in the tunnels below,
Draavia, an area within the Cursed Coast ruled by House without navigating the streets.
Draavia and infamously indignant toward the nation’s ruler, Regardless of how the characters make their way toward
Blood Emperor Adrael. the crumbled tower, proceed to the “Two Paths Ahead”
section once they are at the foot of the ruin.
A character who succeeds on a DC 12 Intelligence
Approaching the Walls (History) check recalls information about the extensive
catacombs running beneath the city. The catacombs are the
There are dozens of foreign soldiers walking the final resting place for the poor and the paranoid of Corim.
battlements, all wielding heavy crossbows. A character As more people moved into Corim, the cemeteries quickly
who surveys the area and succeeds on a DC 14 Wisdom filled up and the bodies of the dead needed to be moved
(Perception) check notices that their fired bolts, now stuck somewhere, with the underground eventually becoming
in the ground near the walls, largely cluster within 100 feet that somewhere. The catacombs also have sections
of the walls, with a few handfuls of bolts reaching as far dedicated to wealthier citizens who feared their bodies
out as 300 feet from the walls. would be exhumed with nefarious intent, and who paid a
If the characters come within 300 feet of the walls, the good amount of coin to ensure the safety of their corpse.
soldiers on the battlements fire their crossbows at them. A
character who starts their turn in the area or who enters it
for the first time on their turn must succeed on a DC 11 Heading Directly to the Wives
Dexterity saving throw or take 5 (1d10) piercing damage. If a
character comes within 100 feet of the walls, the DC for the If your party decides to avoid the broken tower and instead
Dexterity saving throw increases to 15, and the damage from navigates the surface streets directly to the Wives, be sure to
the crossbows increases to 11 (2d10) piercing damage. refer to the “Corim Under Occupation” section earlier in this
There are several ways the characters can approach chapter. Traveling the streets should not be easy, as the safety
the walls. They can make a run for it, crossing the 300 of Corim has dissolved over the course of the occupation.
feet between safety and the ruined tower in a sprint. The Wives and the area around the grand building has
Alternatively, they can attempt to sneak closer, making a become the Draavian headquarters on the northern side of
78 the river, and the area is teeming with foreign soldiers.

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CHAPTER 4: UNDER SIEGE

Stop and Frisk right wall of the smaller tunnel, also pointing further into
the catacombs. The only difference is that the wall in the
If the characters enter the area around the Wives equipped smaller tunnel also has a crown carved into it.
with visible weapons, two vampyr officers stop them The arrows are directions back to the Wives, and they
and demand to know why the characters need to be so have been carved on the right side of the walls whenever
well equipped for conflict. A character who attempts to there are tunnel offshoots. They are carved into the stone
convince the officers that they have a legitimate reason so that lost wanderers can find their way out by touch. The
for carrying their weapons must succeed on a DC 15 crown symbol represents the status of the deceased and
Charisma (Persuasion or Deception) check to be allowed points to a section of the catacombs containing tombs for
to move through the area undisturbed. the wealthy. Both routes will eventually lead the characters
On a failed check, the officers insist on confiscating to the same destination.
any martial weapons in the characters’ possession. If they
refuse to turn over the weapons, they are given the option
to leave the area or remain and taste the wrath of the
Draavians. Should the characters remain in the area, the
The Main Route
officers turn hostile and call nearby officers to assist them The main route is much larger than the offshoot tunnel,
in combat, meaning that one additional vampyr officer being 15 feet across and built wide enough that two
joins the combat at the beginning of each round. wagons can pass by one another. More tunnels branch
If the characters attempt to run away from the area off along the route. However, these tunnels have been
around the Wives, the Draavians give chase for 5 rounds, damaged during the siege and have filled with debris,
after which they let the characters go. making passage through them impossible.
Once the characters have walked down the tunnel
for 15 minutes, they come upon a large pile of rubble
Hiding in the Crowd blocking the way. Read the following aloud.
The characters can avoid the Draavian soldiers entirely by
making a group DC 14 Dexterity (Stealth) check as they
move through the crowd. On a failed check, the characters A pile of collapsed bricks and earth blocks the passage
are spotted by the Draavians who accost them as detailed in ahead, reaching up to the ceiling. The damage looks
the “Stop and Frisk” section above. On a successful check, recent, as if it came as a consequence of the attack on
the characters blend in with the crowd and can traverse the the city. Only a small gap remains at the top of the
area without having to interact with any Draavians. pile, offering passage to the other side.

Two Paths Ahead


The gap at the top of the pile allows a character to see
through to the other side of the rubble, or for a Small or
When the characters make it to the tower, read the Tiny character to squeeze their way through.
following aloud. On the other side of the pile, a makeshift campsite can
be seen. If a character looks or crawls through the gap, read
the following aloud.
The foot of the tower is more ruin than foundation.
Wooden beams stick out of broken walls, and rubble
lies in dusty piles. The floor has given way from the Beyond the rubble, a small, makeshift fire has been
attack, revealing a long, dark tunnel beneath. recently put out. By the extinguished fire, a large
chest and backpack sits undisturbed. Clear footprints
have been left in the dust, leading both to and from
When the floor of the tower collapsed, it opened up a the campsite.
passage into the Corim catacombs below. The catacombs
make up a vast underground network whose tunnels all
lead to the Wives cathedral in the center of the city. The camp is a Draavian resting spot where the soldiers
The soldiers on the battlements can still fire their crossbows go when not looting the nearby tombs. The chest is locked
at the characters while they are above ground, ceasing only and can be opened by succeeding on a DC 15 Dexterity
when the characters go out of sight into the catacombs. check using thieves’ tools or by breaking the lock (AC 19,
Once descended, a tunnel leading further into the 7 hit points, immune to poison and psychic damage).
catacombs stretches out before the characters. On the Inside the chest are seven sticks of Draavian explosives
right side of the path, another tunnel breaks away from (see the Draavian Explosives sidebar below for more
the main one. Approaching the area with a light source information). The backpack contains basic supplies,
reveals symbols have been carved into the stone walls. On brought down to the catacombs by the Draavians. It holds
the right side of the main tunnel is an arrow pointing away a filled waterskin, five rations, a piece of chalk, a crowbar,
from where the characters entered the catacombs, further 50 feet of hemp rope, three flasks of oil, a torch, and a
into the dark. The same type of arrow is carved on the single potion of healing.

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Getting Through the Rubble Stepping on the tile causes a 5-foot-square, 20-foot-
deep hole to open up beneath. The creature that stepped
A character trying to safely remove the rocks can make on the tile must succeed on a DC 15 Dexterity saving
the gap in the rubble larger by succeeding on a DC 15 throw or fall into the pit.
Strength check. This process takes 30 minutes. On a failed The Stone Door. The stone door is heavy, dusty, and
check, the character pulls at the wrong brick causing a locked but has no visible handle or locking mechanism.
minor collapse and leaving the gap the same size as before, However, there is a deep slit on the upper right side of the
negating any progress made. door’s surface. Several scratch marks can be found near the
slit. Inscribed at the top of the door is the following.
The Way Out
If the characters continue along the main route for another “Duscari. May they have rest, though their children
15 minutes after making their way through the rubble, never will.”
they arrive at a broken-down wall. Go to “A Noble’s Final
Rest” later in this chapter.
The name Duscari is familiar to any character who
succeeds on a DC 14 Intelligence (History) check. It
belongs to a noble Corim bloodline whose descendants were
Draavian Explosives
cursed by the actions of their ancestors. After the head of the
Tyverian alchemists are renowned for their explosives, family betrayed the sovereign of Corim at the time by aiding
and Draavia, as a Tyverian settlement, is no different. in the ruler’s assassination, the descendants made sure the
In the process of taking Corim, the Draavians used name Duscari died with them.
explosives to destroy most of the bridges connecting To open the door, a dagger or similar thin metal must
the northern and southern sections of Corim. be pushed into the slit, which then allows the door to be
The explosives look like sticks of dynamite with pushed open.
a stamp of the Draavian half-moon on their coating.
As an action, a creature can use an action to light
the fuse on the explosive and throw it at a point Within the Tomb
up to 60 feet away. The fuse burns over the course Behind the door is a large mausoleum, measuring 15
of three rounds, exploding at the beginning of the feet by 60 feet, containing a total of 12 sarcophagi. The
fourth round. The fuse can be cut down as part of sarcophagi are made in stone and are pushed against the
the throwing action. In doing so, it explodes at the walls of the room. The sarcophagi bear names and dates
beginning of the next round instead of the fourth of birth and death, with the ones closest to the characters
round. A creature that picks up the explosive can use being the oldest.
an action to extinguish the fuse, thereby averting the Each sarcophagus contains the remains of a long-dead
explosion. noble. Opening a sarcophagus requires a successful DC 14
When it explodes, creatures within 30 feet Strength check. Roll on the table below to determine what
of the explosion must make a DC 14 Dexterity treasure, if any, is found within the sarcophagus.
saving throw. On a failed save, a creature takes 1d6
bludgeoning damage and 1d6 fire damage from the Treasure Table
explosion, and their movement speed is reduced by D6 TREASURE
10 feet (to a minimum of 5 feet) until they finish a
1 A cracked gemstone worth 25 gp
long rest. On a successful save, a creature takes half as
much damage, and its movement speed isn’t reduced. 2 Loose pieces of silver strewn about, totaling 89 sp
The explosives deal maximum damage to objects and 3 1 potion of healing
structures made of nonmagical wood or stone. 4 A pouch containing 12 gp
5-6 No treasure

The Crown Route The sarcophagus at the furthest end of the room is the
most recent, being only a few centuries old. It is the least
After walking the tunnel for 10 minutes and making yet lavish of them all, made of simple gray stone where the
another turn, the characters are looking down a 30-foot- others are carved marble. This sarcophagus contains the
long passage that ends at a large, stone door. The passage last member of the Duscari bloodline, the member who
looks no different than the ones previous, but a character betrayed a prior Corim sovereign.
who examines the area and succeeds on a DC 15 Wisdom The lid of this sarcophagus feels heavier, requiring a
(Perception) check notices that one of the floor tiles leading successful DC 16 Strength check to open. A character
toward the door is a slightly different color than its neighbors. who examines the sarcophagus first and succeeds on a DC
17 Intelligence (Investigation) check notices it is trapped.
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A character can disarm the trap with a successful DC 19


Dexterity check with thieves’ tools. If the sarcophagus is
Confronting the Draavian
opened without first disarming the trap, a poisonous powder
is released in a 10-foot radius; each creature in the area
Soldiers
when the trap is triggered must make a DC 12 Constitution There is one vampyr officer leading the search within
saving throw. On a failed save, a creature takes 2d4 poison the tomb, as well as two bloodclaws and two xibac
damage and is poisoned for 1 hour. On a success, a creature numbed. The soldiers are not expecting resistance in the
takes half as much damage and isn’t poisoned. tombs but are all still armed.
The sarcophagus contains withered remains, just If the characters are discovered or attack the soldiers,
like the others, but there is also a potion of poison and a the soldiers turn hostile. If both bloodclaws are killed or the
betrayer’s dagger (see appendix B) inside. vampyr officer is reduced to below 20 hit points, the soldiers
The Way Out. Once the characters are done exploring immediately retreat and attempt to detonate the rigged
the tomb, they can leave through the other door by explosives. If a soldier lights the explosives with an action,
unlocking it the same way they did the first door, thereby the shortened fuse detonates at the end of the soldier’s turn.
revealing another tunnel. If the characters continue down Everyone in the tomb when the explosion goes off must
this tunnel for 20 minutes, they arrive at a broken-down make a DC 14 Dexterity saving throw. On a failed save,
wall. Go to “A Noble’s Final Rest” below. a creature takes 2d6 bludgeoning damage and 2d6 fire
damage from the explosions, and their movement speed
is reduced by 10 feet (to a minimum of 5 feet) until they
A Noble’s Final Rest finish a long rest. On a successful save, a creature takes half
as much damage, and its movement speed isn’t reduced.
Once the characters make it within eyesight of the broken- The explosion creates an opening in the eastern wall
down wall, read the following aloud. and the Draavians immediately retreat to the newly-
exposed tunnel.
A gaping hole in the wall reveals a room on the
other side, with flickering lights casting shadows and A rumble shakes through the entire tomb as rocks
shapes on the interior. Voices can be heard offering fall from the ceiling above. Beyond the broken-down
commands and directions. Sounds of stone tombs wall, the ceiling of the tunnel is breaking down and
being opened and the huffing of people carrying quickly filling the tunnel with dust and debris.
something heavy can be heard. As the destruction begins to cause the tomb to
collapse, another wall breaks away to reveal a yet
unexplored tunnel beyond.
The room beyond the wall is an old tomb to Lord
Eilan of Corim, also known as Lord Eilan the Gazer (see
“Tomb of Lord Eilan The Gazer” map on page 82). He
was the uncle of Corim’s current King Yvandran and was a
proficient spellcaster and astronomer in his day. The people
making noise in the tomb are Draavian soldiers robbing
the place on Szando’s orders, in the hopes of finding
some information that may assist the general’s mission
in creating a Dragonbond, as the general believes King
Yvandarn possesses secrets for facilitating such a bond.
The Draavians are intent on their mission. The soldiers
do not notice the characters if they do not approach the
broken-down wall. A character trying to approach the hole
in the wall undetected must succeed on a DC 12 Dexterity
(Stealth) check. This check is made with disadvantage if
the character is holding a light source as they approach.
A character observing the tomb’s interior who succeeds
on a DC 20 Wisdom (Perception) check notices a bundle
of explosives set at the base of the eastern wall.

Corim badge

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The falling rocks and debris immediately fill the tunnel along the path of escape. If a character is in this area at the
to the south, where the characters originally entered, end of the round, they are pinned by falling rocks and fall
leaving only the eastern tunnel where the Draavians prone, and a creature must use an action and succeed on
escaped and a new northern tunnel also revealed by the a DC 15 Strength (Athletics) check to free them from the
explosion. The characters must choose which tunnel to rubble. If the check fails and the character remains pinned
escape through… and fast. under the rubble at the end of the next round, they are
Whichever tunnel the characters choose, the explosion crushed by the debris and die.
triggers a chain reaction of falling rocks that threaten to After 5 rounds have passed, the 150-foot area of the
crush them if they do not move quickly. The mechanics for tunnel is filled with debris and becomes impassable.
outrunning the collapse can be found below. If they follow Outrunning the collapse as described in this section,
the Draavians out of the room, the Draavians are also has been summarized below.
subject to the same mechanics.
• Beginning of the round: Each creature within the 150
feet of affected passages must make a DC 12 Dexterity
Outrunning the Collapse saving throw (the details of which are listed above).
The length of the passages affected by the collapse is a • Middle of the round: Each character explains what
total of 150 feet, meaning that the characters need to run they want to do to outrun the collapse (use the Dash
150 feet to get to safety. At the beginning of each round, action, carry another character, use a spell etc.)
each character who is within the affected area must succeed
on a DC 12 Dexterity saving throw or take 1d6 bludgeoning • End of the round: 30 feet of the 150 feet of passages
damage and have their movement speed reduced by 5 feet (to are filled with debris. A character ending the round
a minimum of 10 feet) until they finish a short rest. within that area is pinned beneath the rubble and
At the end of each round, 30 feet of those 150 feet are must succeed on a DC 15 Strength (Athletics) check
filled with debris, starting in the noble’s tomb and moving to get out (the details of which are listed above).

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succeeds on a DC 18 Intelligence (History) check notices


Grave of the Aunai it seems to be of old Altanesi make, predating the existence
of Corim and the ankorae warrior now being held in the
Warrior tomb. Though its original purpose has been lost to history,
its form was repurposed into the ancient guardian settled
As the collapse ceases, regardless of which tunnel the characters forevermore within the tomb.
chose, they are left in a dark, compacted tunnel opening up The ancient guardian is tasked solely with guarding the
into a round room at its end. The domed room measures 40 tomb below it and remains unmoving at its post, but there
feet in diameter. In the center of the room, a 30-foot-wide are certain factors that make it react. If a creature comes
bowl-like structure has been carved into the floor, and at the within 20 feet of the guardian, strikes it with something, sets
lowest point sits a large stone figure. The collapsed tunnel off explosives, or remains in the room for more than 1 hour,
the characters entered through is the only exit. the guardian moves its head to look at the creature and track
When the characters enter the room, read the it. If the guardian can see a creature for 1 minute without
following aloud. the creature breaking line of sight, or if it is attacked, it turns
hostile.
The walls of this round room are black and roughly Fighting the Guardian. The guardian is tasked with
hewn, carved long ago. On the floor, the tiles are defending the tomb beneath it until it is destroyed. For this
smooth as if thousands of feet once passed over them. reason, the guardian focuses its attacks on whoever is closest
Five feet from the walls, the floor slopes downward to the tomb.
in the shape of a bowl, guiding trickles of water to The Sword of the Ankorae Warrior. Within the cracked
gather at its lowest point. There, sitting cross-legged sarcophagus are the skeletal remains of a warrior with their
and unmoving, is a large humanoid figure made hands clasped around a sword. The sword belonged to an
of iron and stone. Its body is covered in ancient ankorae warrior whose name has long since been lost to
writings, either too weathered or covered in algae to time. The warrior buried in this tomb followed a philosophy
be legible. with the ideas of action and inaction at its center. According
The figure is leaning forward, a carved sword to this discipline, inaction was the most destructive force
resting in its lap. Sunken into the floor below it, mortal beings possessed, as it not only robbed the world of
the cracked lid of a sarcophagus can be seen and progress but potential alongside it.
something metallic beneath. The blade of forced action (see appendix B) was constructed
with this philosophy in mind, and it led the warrior along a
path of death so gruesome that their fellows found it best to
The figure is an ancient guardian and has been tasked seal them and their blade away.
with guarding the grave of the ankorae warrior resting
beneath it.
By investigating the walls of the room and succeeding A Friendly Face
on a DC 13 Intelligence (Investigation) check, a character
When the guardian is defeated, it uses its Sound the Alarm
can identify a series of crudely carved depictions showing
ability before it crumbles to the ground. One minute after
a warrior wielding a grand blade. A successful DC 15
the guardian falls, a loud explosion blasts through one of
Intelligence (History) check allows a character to recognize
the walls into the circular tomb. Read the following aloud.
the figure in the carving is an ankorae.

One of the black rock walls explodes with a loud


The Story of the Blade boom, sending shards of stone flying through the
tomb. As the dust settles around the site of the
Through the carvings on the walls, the characters can explosion, Aeryn appears in the newly made hole in
follow a story of the warrior buried here. Though the the wall. She looks at you with a relieved smile and
details are scant, it seems to tell the story of a disgraced says, “Sounded like there was trouble, so I figured it
soldier who killed dozens of defenseless people before had to be you.”
ultimately turning the blade on themselves.
After their death, the warrior and their sword were
Aeryn, along with her dragonbonded hatchling
buried in a hidden tomb with an ancient guardian tasked
Valerixlia, had only arrived at the catacombs a little before
with watching over the grave and its contents.
the characters, and the collapse triggered by the Draavian
explosives sent her running in adjacent tunnels toward
Triggering the Guardian the characters. At the demise of the ancient guardian, she
heard its alarm through a wall and blew it to bits using a
stick of Draavian explosive she found in the catacombs.
The ancient guardian itself is much older than the corpse
it has been tasked with watching over. A character who
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Though they are no longer within a mapped out PART 2:
portion of the Corim catacombs, Aeryn has successfully
found an exit. Following her through the hole in the wall, DRAAVIAN-OCCUPIED
she leads them further up and into the city of Corim.
CORIM
Aeryn’s Knowledge of the Occupation Following Aeryn out of the catacombs, the characters
As she had been sent to Aulara as an envoy, Aeryn has arrive at the ground level of a mausoleum. This mausoleum
been in the vicinity of Corim only a little longer than is connected to the ancient part of the catacomb network
the characters. She entered the city almost as soon as below the city, but the dead within are nameless and
she arrived back with the Aularan forces, intent on haven’t had visitors in centuries.
gathering intel and unwilling to sit outside the city The mausoleum has a locked iron gate keeping people
“twiddling her thumbs” and waiting for the other from entering the catacombs from the outside. The lock is
forces to arrive. so old and rusted that it can’t be picked, but the rust has
She knows that Maandros is somewhere in the made it brittle. The lock can be broken with a successful
city and that he is probably alive. She also knows DC 18 Strength check.
that the king and his advisors have been imprisoned Exiting the mausoleum, the characters find themselves
by the Draavians and that they are being held in a small courtyard set between tall, rickety buildings.
somewhere in the Gleaming Citadel. The only There is a foul smell of refuse in the air, and beyond the
unknown is Prince Isandor, who was visiting Sadorn’s courtyard, voices and the bustle of city life can be heard.
Hallows when the invasion commenced and hasn’t
been seen since. Aeryn suspects, and hopes, that the
prince is still alive somewhere within the city. Joining the Resistance
The characters are in a courtyard in the Hills district of
Corim, the poorest and one of the most densely populated
areas of the city. For these reasons, it holds little strategic value
for the Draavian occupiers who see no benefit in controlling
what they see as the most depraved part of the city.

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Exiting the courtyard, the characters find themselves on The crowd is dense, slowing down movement like
a bustling but narrow street. Read the following aloud. difficult terrain. Keeping an eye on the allai requires a
successful DC 13 Wisdom (Perception) check, with a
character losing sight of her on a failed check. A character
The people walking the busy street look ragged and
can find her again by scaling one of the nearby buildings
tired, moving with their heads down and wearing
for a bird’s eye view and repeating the Wisdom (Perception)
dirty clothes. The buildings framing the street are
check. The characters can also choose to follow the allai
leaning out over them, almost joining at the top
along the rooftops, thereby avoiding the crowd.
and hiding most of the sky above. The buildings
No matter how they choose to follow the allai, she notices
look rickety and are barely held together with the
them following her but keeps walking at a normal pace.
crude craftmanship allowed by fraying ropes and
untreated wooden planks.
GM Guidance: Contacting the Resistance
With the characters unable to see anything other than the If the characters do not follow the allai resistance
people walking the street right in front of them, Aeryn suggests member to the Drowned Prince Tavern, or if they
climbing a nearby building to get a better vantage point. lose her in the crowd, the next time they take a short
The building is 45 feet tall, and its rickety construction or long rest, the resistance finds them. The allai and
provides plenty of hand holds for would-be climbers. To three other resistance members (use the spy stat
scale the building, a character must succeed on a DC 10 block) corner the characters and demand to know
Strength (Athletics) check three times, successfully scaling who they’re working for. Convincing the resistance
15 feet of the building on each success. On a failed check, members that the party is on their side requires a
a character slips down 15 feet before getting a hold again. successful DC 15 Charisma (Persuasion) check.
If a character fails the check by 5 or more, they fall to the
ground landing prone. Aeryn follows whoever attempts the
ascent, climbing up alone if no one volunteers.

The Drowned Prince Tavern


View of the Hills After following the allai for 10 minutes, the characters see
At the top of the building, one can get a full view of the her walk into a 50-foot-tall building. The building was
Corim skyline as seen from the north. In the distance, the once painted white, but the paint has chipped off in most
castle and the Wives cathedral in Sadorn’s Hallows stand places, revealing the bare wood beneath. Facing the street,
above the rest of the city, now with foreign black and gold a plank with a drawing of a man lying face down in water
banners hanging from their walls. has been nailed to the building as a sign. It reads, “The
Looking out across the crowd below, the character with Drowned Prince.”
the highest passive Perception notices a person down on Upon seeing the allai walk into the tavern, Aeryn follows
the street, leaning against a wall and wearing an armband her inside. If the characters pursue, read the following aloud.
with the standard colors of Corim: white and orange.
The tavern is dark and stuffy. The windows are
Follow the Bands shuttered, and there are no patrons providing the
usual din of conversation. Instead, there is a heavy
After seeing the person with the armband, the color quiet. A quiet that is suddenly interrupted by the
scheme of white and orange becomes more obvious in the door slamming shut behind you.
landscape. Some homes and shops have pieces of fabric in Standing in front of the door, now holding a
those colors tied to the windows, and white and orange shortsword, is the allai with the face scar you saw
paint has been splattered on the walls in places. before. Behind the bar, a rugged human man stands
After seeing the person with the armband, Aeryn is up with a hand crossbow pointing directly at you.
insistent that they follow them, reasoning that the person The sound of shuffling feet grows in volume as several
could lead them to someone who is still loyal to Corim or, other people emerge from the shadows and hallways
at least, who knows more about what’s going on with the of the establishment, all brandishing weapons.
occupation. The allai looks at you and says, “Don’t recall
Following the Resistance Member. The person wearing offering to give you directions to this place, yet you
the armband is a young allai with a scar across one milky followed me anyway. Who are you working for?”
eye. The crowd is given her a wide berth where she’s
standing, allowing her a better view of her surroundings. If
the characters start to approach her, she breaks from the wall There are a total of 10 resistance members in the
she’s leaning against and starts to walk off. If they reach her, tavern, all using the spy stat block. It is an unfair fight
she tells them in no uncertain terms to leave her alone. This that the characters are unlikely to win, and convincing the
does not deter Aeryn, who wants to keep following her. resistance members to stand down requires a successful
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DC 15 Charisma (Persuasion) check. If the characters fail Reason for the Occupation. Maandros is well informed
the check, cast a spell, or move to attack, the resistance about the Draavian occupation—at least, as well informed
members turn hostile. as a member of their opposition can be. The invasion is
Maandros’s Arrival. If the characters mention a rogue mission conducted by a group of lesser Tyvarian
Maandros by name, the resistance members are visibly houses who consider the Blood Emperor’s rule to be
surprised. The allai demands to know what business they stagnant. They are led by General Szando id Draavia,
have with Maandros, but before the characters can be given whose goal is to acquire a dragon egg in the hopes that he
a chance to speak, Maandros enters the tavern room from a can forcefully trigger a Dragonbond to occur.
back hallway. Recognizing both Aeryn and the characters, he The Draavian forces, though great in number now,
orders the resistance members to lay down their arms. won’t last and won’t stand up against the forces of the allied
If fighting breaks out, Maandros enters the tavern room troops outside of Corim in the long run. However, time
to assist after one round has passed. When he sees Aeryn is still of the essence. General Szando has captured the
and the characters, he orders the fighting to cease. King and his consorts in the palace, and he has employed
Refusing to Enter. If the characters refuse to follow assassins looking for both Isandor and Maandros. Even if
Aeryn into the tavern, she goes in on her own, exiting after the siege is broken and the Draavians beaten back, Szan-
a few minutes and waving the characters inside excitedly. do’s thirst for power could still spell destruction for the city
While inside, she spoke with the resistance members, and of Corim.
Maandros recognized her voice and revealed himself.
Why the Hostility? The resistance members are on
edge, as there’s word a group of Draavian assassins are
looking for Maandros and Prince Isandor. The allai Working for the
thought she was being followed and went to the Drowned
Prince for backup. Now that the characters are revealed as Resistance
allies of Maandros, she apologizes.
Having been reunited with Maandros and Prince Isandor,
the characters are now officially invited to join the resistance.
Resistance Headquarters Their help is sorely needed to fight back against the Draavian
occupiers and to save the captured King Yvandran.
The Drowned Prince tavern is the headquarters and hideout
Aeryn decides to remain at the Drowned Prince to aid
for the Corim resistance. The building is where they plan
Maandros and Isandor while keeping an eye on the city. She
their next move, as well as a safe house for Prince Isandor.
and Isandor are hesitant to be separated after the chaos of
Maandros greets the party and Aeryn warmly, taking
the invasion, concerned with each other’s safety.
them to a backroom to meet the hidden Prince Isandor.
Read the following aloud.

The backroom of the tavern has a single round table,


First on the Agenda
a stack of throwing knives, and a set of playing cards Maandros presents a series of leads to the characters that
laid out on top of it. A young human with serious can help them fight against the Draavians. He provides
features sits by the table, absentmindedly throwing them with two tasks to explore at their leisure.
the knives at a painted target on one of the walls. He The first is to follow up on a lead about some Draavian
straightens when you enter, glancing at all of you in defectors that may have information about General Szando
surprise before putting down the knives. (see “Mission 1: Szando’s Personal Defenses” later in this
Maandros offers a small bow to the man and chapter). The second task is to meet up with the Crimson
says, “Friends. You know Prince Isandor, son of Hawks, as they supposedly know about the location of
King Yvandran and heir to the Gleaming Citadel.” King Yvandran, and they may have more information
Maandros then turns toward you, smiling. “Your on the rumors of assassins targeting Prince Isandor and
highness, these are the aces up our sleeve.” Maandros (see Mission 2: “Alliance with the Crimson
Hawks” later in this chapter).
These two missions can be completed in whichever
If Aeryn is with the party, she and Isandor share an order the characters wish.
embrace, obviously relieved at seeing one another.
After the Draavians took over Corim, Maandros helped
hide Isandor in the Hills, and he has protected the prince
since the occupation began. The two of them rarely leave Resistance Mission Overview
the tavern, and when they do, they must wear disguises.
Isandor is not responding well to the confinement within Working with the resistance provides the characters valuable
the tavern, though he understands the necessity of secrecy, tools in the fight against the Draavians, changing later
and he is afraid for his family and of the Draavians cur- encounters and potentially weakening their opponents.
rently searching the city for him.
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After the characters have completed the first two quests Maandros agrees with the plan but advises patience. He
given to them by Maandros, their investigation provides believes disrupting the Draavian forces prior to assaulting
them more leads to follow and more means of weakening the palace would greatly increase the chances of success
the Draavians prior to confronting them directly. With and that rushing the castle would present unnecessary risk
the exception of the first two missions given by Maandros, to both the characters and the captured king.
doing these missions for the resistance is entirely optional, As it is the characters who will be rushing the Gleaming
and the characters can choose to rush the palace rather Citadel, it is up to them to decide when they are finished
than keep working with the resistance. completing resistance missions and want to attack the
All information about the quests can be found in the castle. Once they decide to move against General Szando,
“Resistance Missions” section later in this chapter, with the go to part 3 of this chapter.
rewards for completed missions and details on gaining new
ones found within the relevant quests.
Resistance Missions
Moving on the Palace In whatever order they choose, the party can undertake
Once the characters have completed the two initial several missions to sabotage and assist in breaking the
missions given to them by Maandros, they are given the occupation. Their success or failure in these missions has
opportunity to storm the palace. With the information a direct impact on the difficulty of the final confrontation
about general Szando’s personal defenses, as well as the with the vampyr General Szando. Information about the
location of King Yvandran, Prince Isandor is eager to different missions can be found in this section. The order
attack the castle and to clear the city of the Draavian in which they are made available and advice on how to
menace. He suggests that a small group, like the characters, present the missions can be found in the “Working for the
could infiltrate the keep and cut off the head of the snake Resistance” section earlier in this chapter.
by taking out Szando and saving his father.
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Mission 1: Szando’s Down the Ladder. Climbing the ladder is easy if
slow going. When at the foot of the ladder, standing
Personal Defenses on a stone landing, a character can see one of the brick
walls has recently been broken open with explosives,
revealing a tunnel. A character who inspects the area
When Maandros provides the characters with information around the landing and succeeds on a DC 15 Wisdom
pertaining to this mission, read the following aloud. (Perception) check notices a thin fishing line connected
to the rope ladder and running along the ceiling through
The sage rolls out a map of Corim on the table, the tunnel. When someone climbs or pulls on the rope
pointing to an area near the Wives cathedral in ladder, the fishing line is drawn taut. A character looking
Sadorn’s Hallows. He says, “We have heard rumors of over this setup and succeeding on a DC 13 Intelligence
some Draavian defectors hiding out in the catacombs (Investigation) check realizes that this is a rudimentary
near the Wives cathedral. Apparently, they held alarm system, likely connected to a bell or something
prestigious positions in the Draavian army and were similar at the other end, designed to send an auditory
privy to sensitive information concerning General warning signal when someone descends the rope ladder.
Szando himself.
“If you can find them, their knowledge may
give us an edge, but the area around the Wives is
Trapped Tunnel
packed with Draavians.” Maandros looks you up and Going through the demolished wall, the characters find
down as he says this, offering a tired smile. “Perhaps themselves in a 40-foot-long and 10-foot-wide tunnel (see
traveling with less obvious weaponry would make it “Trapped Tunnel” map on page 89). At the end of the
easier to pass through the area.” tunnel is a closed wooden door. Most of the floor in the
tunnel is gone, in favor of a 15-foot-deep and 30-foot-
long hole filled with steel spikes spanning the width of
Maandros marks out a dried-up well in an alley near the the tunnel.
Wives on the map, explaining that resistance scouts have Thick wooden support beams stick out of the tunnel wall
seen people of pale Tyverian complexion climb in and out every 6 feet, allowing those nimble enough to jump from
of the well at odd hours of the day. These people seemed beam to beam without falling onto the spikes below. There
nervous as they did so, always looking over their shoulder as are four wooden beams in total. Jumping from beam to
they either entered or exited the well. beam all the way across without falling requires a character
to succeed on a DC 13 Dexterity (Acrobatics) check.
The Square Around the Wives On a failed check, a character falls into the spike trap
below, taking 2d6 piercing damage and landing prone.
Finding the well is not difficult, though getting there Trapped Landing. A character who makes it across
requires the characters to move through Sadorn’s Hallows the spike trap must make a DC 15 Wisdom (Perception)
and near the Wives cathedral. Refer to the “Heading check when they arrive at the opposite landing. On a
Directly to the Wives” section in part 1 of this chapter for successful check, the character notices a thin trip line a
information on the hazards around the cathedral. few inches from the edge of the spike trap and manages
to avoid it when landing. On a failed check, the character
Down the Well triggers the trip line.
The trip line is connected to a wooden beam on the
The alley pointed out by Maandros contains a well that is ceiling, set to swing down when someone snaps the trip
long since out of use and which now serves as little more line. The character who triggered the trip line and any
than a place for locals to dump trash. On the inside of the other creatures within 5 feet must succeed on a DC 13
well, fastened to its stone frame with iron nails, is a slack Dexterity saving throw to duck out of the way of the
rope ladder. The rope ladder descends 30 feet into the falling beam. On a failed save, the creature is hit by the
dark, ending on a small landing. falling beam, taking 2d6 bludgeoning damage and getting
The well dried up centuries ago when the Corim knocked backward into the spiked pit.
catacombs were constructed beneath the street. However, the Once the trip line is triggered and the beam falls, it is
Draavian defectors used their military explosives to tear a hole no longer a threat to other creatures passing through.
in the wall of the well into the catacombs, thereby providing
themselves access through a little-used side passage.
The defectors have made a small hideout for themselves Through the Door
in an offshoot of the catacombs, using debris to wall off When the characters move through the wooden door at
access so the only way of getting in is through the well. the end of the tunnel, read the following aloud.
To protect themselves from intruders, they have fashioned
a number of traps and warning systems between the
entrance in the well and the hideout.

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Beyond the wooden door is a small, stuffy room. There Mission Rewards
is a rank scent of smoke and sweat inside, and in its
center is a tiny campfire barely big enough to give off Shari and Jahan know a lot about what goes on within the
light. Standing by the fire are two young Draavians Draavian army and about General Szando. By talking to
wearing common clothes, each wielding a flail. The them, the characters learn the following information.
pair of Draavians look emaciated and scared but stand Szando’s Defenses. General Szando carries a ring of
determined and ready for a fight if it proves necessary. protected dimension door on his person at all times. Jahan
was with the crew that initially found the ring for the
general and provides details about how it works. Jahan
The two Draavians are the defectors the characters were tells the characters that they should prioritize ridding the
told about. They use the statistics of a vampyr officer, general of the ring before attempting to defeat him. The
except they only carry a flail, their AC is 11, and neither
defectors also mention that he almost always has at least
of them are wearing heartsparkers (see appendix B). The
two vampyr officers with him as protection.
defectors are afraid that the Draavian soldiers have found
them out and have come to capture them. Once the Szando’s Location. Shari shares that General Szando,
characters make it clear they are not working with the when not directly overseeing his army, spends most of his
Draavians, the defectors lower their weapons. time at the top of the Spindle, the massive spire in the
Information on Szando. The two defectors are named center of the Gleaming Citadel. Szando believes it brings
Shari and Jahan, the first a naval officer and the second a him closer to the dragons whom he wishes to bond with so
spymaster in training. They were both respectable officers desperately.
when they were still with the Draavians, privy to plenty of New Mission: The Heartsparker Shipment. The
information about the inner workings of the army. If the defectors share that a new shipment of heartsparkers arrived
characters explain that they are looking to stop the occupation recently, on a river boat called the Violet Caper, and will
and promise they won’t rat out the defectors, the defectors soon be distributed amongst the Draavian officers. The boat
are willing to share information about both General Szando is docked in the Wider district and is under guard, but if the
and the Draavian army operation. See the “Mission Rewards” shipment is destroyed or stolen, the Draavian officers would
section below for the information provided by the defectors. be much easier to deal with in the future. See “Mission 3:
The Defectors’ Story. Shari and Jahan explain that The Heartsparker Shipment” for more details.
they could not abide by the cruelties they saw their fellows New Mission: Reclaiming Supplies. The Draavians have
commit while serving the army. This was already a matter of claimed much of the food stores in Corim for themselves,
concern for them while they were still in Draavia, but at the causing the local population to starve. The Draavians
time, escaping the army was too great a risk—both to their store most of the food in a camp in Sadorn’s Hallows. The
own lives but also to the lives of their families. By hiding defectors don’t know whether sabotaging the food storage
out in Corim until an opportunity for escape presented would deal a blow to the Draavians, but allowing the
itself, they could be presumed to have been killed in battle food to be redistributed back to the population of Corim
rather than defected, thereby sparing their families imperial would greatly help the citizens. See “Mission 5: Reclaiming
punishment for their treason. Supplies” for more details.
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Mission 2: Alliance with the The patron is named Miah Severin (use the spy stat
block). She’s an older allai, with a splash of gray in her
Crimson Hawks light-brown hair and a feathered dagger tattooed on
her right ring finger, signifying her affiliation with the
Crimson Hawks. The tattoo looks faded, having been
While speaking to Maandros, he and Isandor offer up a made many decades ago.
lead for the characters to investigate regarding the captured Striking a Deal with Miah. Giving Miah the coin gets
King Yvandran. After Maandros has given the characters the characters a meeting, but payment for the information
information about the Draavian defectors, read the they seek is still required. To get the location of King
following aloud. Yvandran, Miah needs a favor in return.
Around the time that the Draavians were moving into
Prince Isandor approaches the table, an expression of Corim, she and a Crimson Hawk colleague were moving a
hesitant dismay on his face. He turns toward you and package through Wider to get transported out of the city.
says, “My father is still in the claws of the Draavians. On the way, the two of them ran into some city guards and
Right now, he is the main reason the allied troops hid in the water by the district docks. Unfortunately, they
outside the walls have not leveled the Gleaming were not alone in the river, and while they were waiting for
Citadel and its surrounding grounds. He must be alive. the guards to pass, something snatched the Hawk carrying
We just have to find out where he is being held.” the package, dragging them under the water. The Hawk
Isandor produces a red tyvalite coin from his never resurfaced, and Miah fled the area.
pocket and slides it across the table. Engraved on The package is valuable, and the only reason Miah’s head
its surface is a feathered dagger, the symbol of the is still attached to her neck is because it is assumed she still
Crimson Hawks. Prince Isandor gives you a weary has the package in her possession and that its delivery is
smile. “Luckily, or unluckily depending on how you delayed due to the Draavian occupation. If the characters
look at it, someone owes me a favor, someone whose can find the package and give it back to Miah, she’ll give
business it is to know the ins and outs of the upper them the information they are after, and then some.
brass. Hopefully, that includes my father.” If the characters accept the deal, Miah provides directions
to the area she was in when the package was lost and also gives
the characters one potion of water breathing each.
Prince Isandor’s frequent adventures in Heartstreets The Package and the Beast. Miah is hesitant to provide
brought him into proximity with the Crimson Hawks any information about the nature of the package, stating
operating in the area. Though he never did any official that it is a sensitive matter and that the characters will
business with them, he once inadvertently saved a Hawk from know it when they see it. If pressed, she tells them the
being apprehended by the city guards. Realizing they had just package looks like a large, bright pink gemstone wrapped
been saved by the crown prince of Corim, the Hawk offered in burlap.
Isandor a red tyvalite coin in exchange for his help. Now, that As for the beast that snatched her colleague, Miah says
coin may help the characters find King Yvandran. she didn’t get a good look at it. All she knows is that it was
Where Hawks Go to Roost. The Crimson Hawks local big, strong, and moved comfortably in the water.
to Corim usually stay in and around Heartstreets, but with
the occupation, the resistance members believe they moved
across the river to an inn in Eastway called The Fink and Finding the Beast
Mallard. The inn is owned by two retired members of the Going to the location provided by Miah brings the
Crimson Hawks, the obakkar Evon Fink and the human characters to a little-used dock near the heart of Wider.
Mallory “Mallard” Talbot. The two owners no longer do Since the occupation began, more and more boats have
official business with the Crimson Hawks, but they keep been coming into the city and filling up the Wider docks,
The Fink and Mallard open as a safe haven for members of including where the characters are directed to investigate.
the Hawks. Small river vessels sit packed at the dock, grinding
Maandros and Isandor suggest the characters go to scratches into each other’s sterns. From the dockside, the
Eastway, find a Hawk at The Fink and Mallard, and offer water is barely visible due to the number of river boats.
them the coin in exchange for information about the There is nothing of note to be found on top of the
location of the king. dock, and the characters must dive into the grimy river
water to look for more clues.
The Fink and Mallard Taking a Dive. The Tempered River is deep, even this
far into the Wider district, and the river water is murky
The inn is in a sorry state, with few people settled at the and dark. From the surface, it’s a 15-foot dive to get to
tables. If the characters approach the bar asking about the the bottom of the dock-side water. Only creatures with
Crimson Hawks and show the red coin, the characters are darkvision can properly see details of what is going on at
pointed to a table in the back of the room where a single the bottom of the river.
patron can be found nursing a mug of lukewarm ale.

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At the river floor are several bones. A successful DC the den without the giant water louse noticing requires a
13 Intelligence (Nature) check reveals that they are mostly successful DC 18 Dexterity (Stealth) check. If it does notice
fish bones, besides a few belonging to smaller surface intruders, it immediately attacks.
animals like cats, dogs, and rats. The bones form a trail at Dealing with the Giant Water Louse. The characters
the bottom of the river, leading to a large hole carved into can attempt to deal with the giant water louse indirectly.
a wall of the stone docks beneath the surface of the water. With a big enough distraction, such as spreading blood in
From its rough appearance, it is clear that the hole was dug the water outside the den, the predator slinks out of the
out with claws rather than tools. hole to investigate.
The characters can also try to kill the giant water louse.
The louse continues to fight until it has less than 15 hit
The Trail of Bones points remaining, after which it flees the area. Unless
The trail of bones grows denser as it nears the hole. A compelled to do otherwise, the giant water louse stays at
successful DC 15 Intelligence (Nature) check after surveying least 5 feet beneath the surface of the river.
the scene suggests that, based on the feeding habits and Finding the Package. Finding the package requires
hunting methods, paired with the dug-out den, this could a character to make a DC 15 Wisdom (Perception)
be the work of a giant water louse. check while searching the water louse den. On a success,
the character spots a little lump of burlap near a pile of
humanoid-looking bones, the remains of the Hawk that
Entering the Den was carrying the package. A character who does not have
The den is completely filled with river water, and it is about darkvision or a light source automatically fails this check.
30 feet across with a 10-foot-high ceiling (see “Den of the The package can also be found by rummaging through
Giant Water Louse” map below this page). Entering the den the den for 10 minutes, but only if the giant water louse is
is as simple as swimming inside but doing so without caution either dead or remains outside the den.
alerts the giant water louse resting within. Swimming into

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Investigating the package reveals a large pink gem The Secret Ingredient Poison
inside a burlap covering. The gem is a gem of seeing with
three charges. The vial handed over by Miah contains a nonlethal
poison, but that does not mean it is not effective. It is an
ingested poison, meaning that a creature must swallow
Handing Over the Goods an entire dose of the poison to suffer its effects.
Back at The Fink and Mallard, Miah can be found nursing A creature subjected to the Secret Ingredient must
a fresh mug of ale at the same table the characters left her make a DC 15 Constitution saving throw. On a failed
at. After handing over the package, Miah thanks them save, the creature is poisoned for 24 hours, and it
and asks them to wait in the tavern for an hour or so suffers from vomiting and stomach aches, giving it two
while she goes to see about the information the characters levels of exhaustion. The creature can repeat this saving
wanted from her. As she leaves, she slides a gold piece throw at the end of each hour, ending the poisoned
across the counter at the bar and tells the bartender to effect on a success.
treat the characters to something a bit more exciting The vial handed over by Miah contains enough for
than the watered-down dross they are passing off as ale. 10 doses of the poison, more than enough to affect all
Begrudgingly, the bartender then serves the party with a the soldiers designated as personal guards for General
clean glass each and an unopened bottle of quality wine. Szando. However, the poison, though powerful, is
unstable. If left unused for 7 days or more, the poison
breaks down within the vial and becomes a non-
Mission Rewards poisonous, though still disgusting, liquid.
A little over an hour later, Miah reenters The Fink and
Mallard and rejoins the characters at the table, providing
them with the following information. If the party’s
previous interactions with the Crimson Hawks left their
relationship stained, such as by stealing the map or killing Mission 3: The Heartsparker
Sangra in chapter 1, Miah only provides information about
the location of the King and the Personal Guard mission.
Crimson Hawk Coin. Before Miah shares any
Shipment
information, she hands the Crimson Hawk coin back to the In Corim, the district of Wider holds most of the docked river
characters. She admits that she was not expecting them to vessels that have business in the city. During the occupation,
succeed and that they would return with their tail between traffic through the river has been limited to Draavian boats
their legs. To show her thanks for a job more than well done, coming in from the east, bringing with them supplies and
a favor from the Crimson Hawks is a small price to pay. resources for the occupying army. But with the allied armies
Location of King Yvandran. The king is being kept on camping out on the east side of the city, however, no new
the basement floor of the castle in a makeshift prison pit Draavian vessels have entered Corim recently, and the
of sorts. Apparently, General Szando intends to use him occupation has stopped all other personal or merchant boats
as leverage to avoid further attacks on his character, and if coming into Wider, causing a large pileup.
Szando is no longer alive to benefit from the nobles, the The boats that came early on during the occupation
Draavians would likely have no use for the king. have become permanent fixtures of the docks and storage
New Mission: The Personal Guard. General Szando has facilities for the Draavians, making the boats nearest shore
a group of Draavian soldiers trained as his personal guard. in Wider the ones that have been there the longest. Such
They are a pompous, proud lot who prefer each other’s a vessel is the Violet Caper, a lean river barge that was
company rather than mingling with common Draavian initially used to transport soldiers during the early days of
soldiers. They all bunk, drink, and dine together in an the occupation. Now it is a secret storage vessel for most of
occupied inn house in Heartstreets. the heartsparkers being used by the Draavian army.
Though there are too many of them to realistically take on
in a direct fight, Miah tells the party that there are other ways
to immobilize a group of soldiers rather than killing them. As State of the Violet Caper
she says this, she pushes a vial of grayish liquid over the table The Violet Caper is a fine river barge, 45 feet in length
with a smirk. The vial has a clean label on it that reads, “The and 15 feet wide. It has a top deck with seats and oars for
Secret Ingredient.” Miah explains that emptying this into a the rowers and the helm for steering, as well as a storage
barrel of wine will churn the guts of any creature that drinks compartment below deck, fit to hold at least three dozen
from it, impairing even the hardiest soldier. See “Mission 4: soldiers. Now it is filled with crates containing a new
The Personal Guard” for more details. shipment of heartsparkers that have yet to be unloaded and
New Mission: Assassination Attempt. There are orders distributed to the Draavian forces.
out for hired assassins to target the still-free Prince Isandor. The river barge is heavily defended, with two Draavian
According to Miah’s sources, the assassins had a lead on the vampyr officers and four bloodclaws, watching over the
prince’s location and are set to hit it today. See “Mission 6: area. There are also two xibac drowned guarding the vessel
Assassination Attempt” for more details.
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CHAPTER 4: UNDER SIEGE

from on board, standing on the deck near the entrance into


the storage compartment below. The vessel is packed in
Mission 4: The Personal
between other river boats, meaning it cannot leave where it
has been docked, effectively stuck in place. Guard
With a vial of poison in hand and the location of General
Causing a Distraction Szando’s personal guard, the characters now have a chance
to strike a serious blow against the Draavians. From
There are many vessels in the harbor, not all of them in use
speaking with Miah, the characters know that Szando’s
nor guarded. If the characters set off a distraction within
personal guard serve rotating shifts, and off-duty guards
eyesight of the Violet Caper, such as by setting a boat on
bunk together, at an occupied inn in Heartstreets named
fire or inciting a riot in the local populace, the bloodclaws
the Moonshine Drake. With the occupation of Corim,
on duty by the Caper go investigate the commotion.
the Draavians were quick to secure Heartstreets as their
Luring the vampyr officers away is trickier. They
base of operations, both because of its lavish buildings and
are duty bound to their post and won’t leave it unless
plentiful resources and because it lies on the southern side
absolutely necessary.
of Corim, making for a more easily defensible position
The two xibac drowned also guarding the Caper do not
should conflict arise within the city.
leave their post for any reason, not even if ordered. They
Heartstreets is by far the most dangerous area in the
are magically bound to guard the vessel.
city for the party. There are Draavian soldiers everywhere,
outnumbering the characters 100 to 1. If the characters
Boarding the Caper wear visible weapons or insult an officer while in the area,
the results could easily be lethal. The characters should
The two xibac drowned attack the characters on sight
be aware of the risks before they decide to move into the
if they board the vessel, but they do not possess the
district and prepare accordingly.
contextual awareness to stop the characters from pouring
oil on the deck to set it on fire or from tossing lit sticks of
Draavian explosives onboard. Crossing into Heartstreets
The characters can avoid the conflict with the xibac
Using their explosives, the Draavians blew up three of the
guards by approaching via the water and succeeding on a
four bridges connecting the two parts of Corim, leaving
DC 10 Dexterity (Stealth) check.
the Gilded Crossing as the only dry path over the river
Looting the Boat. The boxes in the storage
remaining within the city.
compartment are filled with dozens of heartsparkers, but
The details for crossing into Heartstreets can be found in
most are inactive and are, therefore, of little use to the
the “Crossing the Tempered River” section in part 3 of this
party. There is one crate that is open, however, and it holds
chapter. Members of the resistance can inform the characters
two activated heartsparkers.
that passing through the grounds of the Gleaming Citadel is
Sinking the Caper. Sinking the vessel to the bottom
extremely high risk and should be avoided at all cost.
of the Tempered River is the most direct way of ensuring
its contents will be of no more use to the Draavians. In
order to effectively sink the Violet Caper, the characters can The Moonshine Drake
use one stick of Draavian explosives to make a hole in the
side of the vessel, causing it to take on water. One stick This inn-turned-bunkhouse is a beautiful building made
of explosives causes the boat to sink over the course of 5 from white rock and dark wood. It used to be decorated
minutes. The time is cut in half for each additional stick of with banners and colorful metallic disks representing
explosives used for the purpose. dragon scales, but these decorations have been removed in
The characters can also set the Violet Caper on fire. By favor of Draavian flags and war trophies. Battered shields
drenching the deck in five pints (5 flasks) of oil and setting marked with the Corim sigil are strung on the walls, and a
it ablaze, the vessel is consumed by flame and sinks over full suit of armor hangs next to the entrance. By the state
the course of 5 minutes. Any smaller flame has a chance of of the armor, covered in dents and holes, it looks like it’s
being put out by the guards or passersby. used as a training dummy by drunken soldiers.
The inn is home to soldiers handpicked as General
Szando’s personal guard. There are a total of 10 soldiers
Mission Rewards inside, all of which use the statistics of a vampyr officer.
The staff of the inn are also there (use the commoner stat
With the Violet Caper and its contents now at the
block), though they now act as servants for the soldiers
bottom of the Tempered River, the characters have dealt
rather than the inn house.
a massive blow to the Draavian military command. No
Getting Caught. The characters are not allowed to
vampyr officers listed in future encounters are wearing
enter the Moonshine Drake, as only staff and General
heartsparkers. This includes General Szando in the
Szando’s personal guard are allowed inside. The first time
final encounter of this chapter, whose possession of a
the characters are discovered trying to enter the inn by
heartsparker can be ignored.
the soldiers, either by walking through the front door or
93

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sneaking in, they are merely told to go away and tossed
out. Any subsequent attempts result in violence, as the
Mission 5: Sabotaging
soldier that discovers them attacks them with their fists
until they leave the premises. Supplies
If a character is caught doing something illicit, like
pouring poison into a cask, the soldier attacks the character Sadorn’s Hallows is the district in the northern part of
and calls for backup. the city that holds the most Draavians. They claimed the
Welcome to the Party. When the characters arrive at district early on when it became clear that maintaining
the Moonshine Drake, the soldiers are in the middle of a control over the Corim catacombs and its main access
celebration. The cause for the celebration is unknown, as points in and around the Wives provided them with a
every soldier seems to have a different, more nonsensical massive tactical advantage. Not only can the Draavians
reason for their festive mood. If a character pulls a member use the catacombs to move around the city (and limit
of the servant staff aside, they learn that this is the standard others from doing the same), but they can also use the
state of the Moonshine Drake, as the soldiers are bored underground halls for protective storage.
and looking to have a good time. The Draavian soldiers have also taken up graverobbing
in addition to their army duties, going down into the
crypts with torches and explosives, looking for the tombs of
Delivering the Poison wealthy nobles to pillage.
From here, the characters can decide the best way to
proceed with their plan. The poison in their possession The Shrine of Prosperity
needs to be ingested, and the safest way to ensure this
happening is to mix it in with alcohol, such as a barrel of Using their explosives, the Draavians have opened several
ale or wine. direct passages between the surface and the catacombs
Attacking the soldiers directly is also an option, but it below. One such passage is inside the Shrine of Prosperity,
carries heavy risk. Though the soldiers are all drunk and are a building constructed in Sadorn’s Hallows to serve as a
thereby suffering the poisoned condition, there are 10 of them place of philosophical discussion concerning matters of
and many more Draavian troops nearby. If the characters finances and riches. Now the building has been converted
attack the Draavian soldiers with weapons or spells, the into a storage facility, with the floor having been partially
soldiers call for help, and a vampyr officer and a bloodclaw blown up to connect it with a catacomb tunnel below.
will arrive at the beginning of every round of combat. The building is filled with goods taken from the native
Some other methods of delivering the poison Corim populace. Most of it consists of dry goods meant
include causing a distraction with a successful DC 16 for the colder months, as well as rations, casks of ale and
(Performance) check with the relevant ability score, wine, and basic medicines. The Draavians started rounding
sneaking into the kitchen with a successful DC 15 up Corim’s personal stores when their own supplies
Dexterity (Stealth) check, convincing a staff member became scarce, leaving the citizens of the city with barely
to deposit the poison for them with a successful DC 17 enough to survive.
Charisma (Deception or Persuasion) check, or talking their Shows of Force. The food is a valuable resource for the
way in with a successful DC 20 Charisma (Deception or Draavians and Corim citizens alike. Since the Draavians
Persuasion) check. began claiming food from Corim, the locals have tried to
The characters may come up with different means sneak into the shrine to steal food on several occasions. In
depending on their available skillsets, such as using Wild most cases, they were caught and the Draavians chained
Shape, a familiar, or a spell to deliver the poison. If the the thieves up outside the Shrine of Prosperity without
characters come up with especially risky plans, be sure they food or water, to serve as an example to any other would-
know the consequences should such a plan go wrong. be thieves.
The treatment of the captured thieves is not enough
of a deterrent to combat starvation, however, and the
Mission Rewards Draavians experience thieving attempts from Corim locals
several times a day.
The effect of the poison on General Szando’s personal guard
Defending the Stores. Overseeing the Shrine of
is harshest for the next 24 hours. For that duration, General
Prosperity and its contents are a small host of Draavian
Szando has no guards other than his bloodclaws protecting
troops. Leading them is a single vampyr officer
him (see the “Confronting General Szando” section in part
commanding a group of three bloodclaws, three xibac
3 of this chapter). In addition, all encounters while entering
burned, and three xibac numbed. The officer remains
the Gleaming Citadel that call for two vampyr officers
inside the shrine at all times, while the other troops circle
now only have one vampyr officer (see the “Entering the
the building in patrols consisting of one bloodclaw, one
Gleaming Citadel” section in part 3 of this chapter).
xibac burned, and one xibac numbed.

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CHAPTER 4: UNDER SIEGE

Claiming the Shrine Mission 6: Assassination


Attacking the shrine directly would alert the officer and all
their underlings that a conflict is afoot, and they’ll call for Attempt
backup. The safest way to take over the shrine is to take on
the soldiers in smaller numbers, thereby lessening the risk Prince Isandor is still in hiding at the Drowned Prince, but
of encountering all the Draavians at once. with the many resistance members coming and going, it isn’t
One Group at a Time. The groups patrolling around hard for a person with the right means to find out that the
the shrine are moving far enough from one another tavern is a place of interest for the resistance. The Draavians
that one patrol can be disposed of without the others have the king in their possession, but they would prefer to
knowing about it. Each of the three patrols consists of one tie up the loose end of the crown prince still being free. As a
bloodclaw, one xibac burned, and one xibac numbed, with result, General Szando approved an order to hire an assassin
the bloodclaw being in charge of the xibac units. to find and eliminate the crown prince.
If the characters attack such a patrol and defeat all its When the characters learn about this plot, the
members by the end of the second round of combat, the assassin is already moving on the tavern and Isandor. The
conflict is not noticed by the other patrols or the Draavian characters must dash across town from Eastway to the
vampyr officer. Should the characters decide to attempt Hills in order to save the young prince. To get across town,
an ambush by hiding on the roofs or in the alleyways near a character must make a DC 16 Wisdom (Survival) check
the shrine, they must succeed on a group DC 11 Dexterity to recall the best routes in order to make it to the tavern
(Stealth) check to not be discovered. On a successful in time. On a success, the characters arrive at the tavern
check, the patrol they are attacking is surprised. just as the assassin attacks the prince. On a failure, the
Being Discovered. Should the characters be too slow in characters arrive a bit later and Isandor is already at half hit
eliminating the targeted group, another patrol arrives on points when they arrive.
the scene and joins the fight. As they do, they sound the
alarm, alerting any remaining patrol groups as well as the
vampyr officer of the party’s presence. The characters can
now choose to take their chances fighting the remaining
Draavian soldiers or flee from the shrine.
If they run, the Draavians do not give chase, believing
that the characters were just hungry thieves, and instead
call for backup to their location. When the characters
return to the shrine, they find that the Draavians have
returned to the same number of units listed in the
beginning of this mission, no matter how many Draavian
soldiers the characters previously defeated.

Mission Rewards
Once the Draavian soldiers are removed from the Shrine
of Prosperity, the Corim citizens quickly move in and start
claiming the goods stored inside. Though plenty of people
are taking supplies only to benefit themselves, just as
many start organizing food runs to distribute and hide the
supplies all over the city.
As a result, in part 3 of this chapter, when the
characters storm the Gleaming Citadel to fight General
Szando, the northern side of the Gilded Crossing bridge
has no Draavian soldiers guarding it, as a group of Corim
The State of The Drowned Prince
civilians lure them away upon recognizing the characters. The tavern is empty, with no resistance members in sight.
In addition, on the southern side of the same Gilded Maandros and Aeryn are not there either. The only people
Crossing, only a single vampyr officer and bloodclaw are there are Prince Isandor hiding in the back room, currently
guarding the bridge. being attacked by the assassin.
The assassin is a human Crimson Hawk member sent
to infiltrate the tavern under the guise of being a resistance
member. The assassin then hid before transforming into
Prince Isandor with a hat of disguise and convinced the
resistance members, as well as Maandros and Aeryn,
to leave the tavern with the explanation that Draavian
soldiers were moving on the building. The assassin was not
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concerned with this lie lasting long, as they just needed the PART 3:
place empty for a few minutes to fulfill their contract.
FACING THE VAMPYR
Isandor Versus Isandor GENERAL
When the characters enter the back room (see “Back Room
of the Drowned Prince Tavern” map on page 95) where
Isandor is hiding, they find a startling scene. Two men Once the characters are ready to move on General Szando,
are locked in vicious fighting, only they both appear to be Prince Isandor reveals more of his daring plan. Though
Prince Isandor, down to their build, hair, and even their the allied forces gathering outside Corim could rid the
clothes. city of the Draavian occupation, doing so would mean the
The assassin is fully focused on killing Isandor and destruction of the city and the loss of countless lives. To
ignores the characters in favor of damaging the prince. avoid this, Isandor suggests using part of the allied troops
They only direct their attention to the party when Isandor to attack the eastern river entrance to Corim, not in the
drops unconscious or if they are unable to reach the prince. hopes of retaking the city, but to distract the Draavian
troops in Heartstreets. As this assault occurs, the characters
Mission Rewards have an opportunity to enter the castle with less resistance.
Maandros and Isandor can have the assault mobilized
Saving the true Isandor offers no direct rewards to the within a few hours, allowing the characters to rest and
characters other than the deep gratitude of the prince for resupply before moving on the castle.
having been saved.
The Fall of Prince Isandor. If the assassin manages
to get the prince to 0 hit points or the characters do not Completed Resistance Missions
immediately go to help the prince at the tavern, Isandor falls
unconscious but is not killed outright. If the characters are Depending on how many missions the characters
not there to deal with the assassin, the resistance members, completed for the resistance in part 2 of this chapter,
Maandros, and Aeryn come to save the prince. their experience in and around the Gleaming Citadel
In such a case, the assault leaves the prince with serious might be different than what is written here. Part
wounds, permanent injuries in the form of a damaged 3 assumes the characters only completed the initial
leg and head trauma leaving him blind in his right eye. two missions provided by Maandros and none of the
Isandor’s movement speed is now reduced by 15 feet, and other missions.
he has disadvantage on both Wisdom (Perception) checks Before going near the castle, look over any
that rely on sight and ranged attack rolls. relevant “Mission Rewards” sections for the resistance
missions in part 2 that the characters completed.

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Approaching Sailing or Swimming Over the River


Going through the water rather than over the bridge

Heron Hold means the characters can be more flexible about their point
of crossing. With the distraction, there are fewer soldiers
When the characters are moving on the castle and the stationed at the palace, making crossing the river at that
allied troops have commenced their assault on east Corim, section easier.
read the following aloud. The river varies in width, being around 300 feet wide
near the Gleaming Citadel and closer to 600 feet wide by
Heartstreets and Wider. When crossing, the characters
The loud, deep sound of a horn booms through the
must succeed on a group DC 14 Dexterity (Stealth) check
city. It fades into brief silence before it starts again,
once for every 100 feet they cross the river. On a failure,
a drawn-out call of warning, demanding attention
the vampyr officer on watch notices them. The officer
from any who would hear it. Then there is the sound
shouts an alarm, and they and their assigned soldiers move
of stone striking stone, of catapulted rocks crashing
to the estimated landing point of the characters, waiting
into water. The assault has begun.
for them to make shore.
Sailing Across. There are plenty of smaller jetties and
The characters are still on the northern side of the rowboats in Corim, abandoned due to the Draavian
river, after having talked to Maandros and Isandor at the occupation. Sailing across requires the character who is
Drowned Prince in the Hills district, and must now move steering the vessel to make a DC 14 Dexterity check using
on the castle. water vehicles. This check replaces the group Dexterity
(Stealth) check mentioned previously in this section and is
made once for every 100 feet the boat crosses the river.
Crossing the Tempered River If the group fails the Dexterity check but are disguised
as Draavians, a character must succeed on a DC 16
To get to the castle, the characters must first make it Charisma (Deception) check to convince the vampyr
across the Tempered River that separates the northern and officer they are who they say they are.
southern parts of Corim. When the Draavians took over Swimming Across. The characters can swim across the
the city, they blew up three of the four bridges connecting river, but the Tempered River is filthy with trash, debris,
the two sections, leaving only the western-most bridge, the and refuse. Prior to making the Dexterity (Stealth) check
Gilded Crossing, intact. mentioned earlier in this section, the characters must make
Being the only crossing to the southern side of the a DC 13 Constitution saving throw. On a failure, the foul
river, it is heavily guarded. The characters can choose river water in their face makes them gag and cough, giving
whether to sneak across the river without being noticed or them disadvantage on the Dexterity (Stealth) check.
to fight their way across.

Going Over the Bridge Entering the Castle


The Gilded Crossing is a grand structure, spanning 20 feet Once the characters have crossed the river and are on the
across. It is protected at each end by a vampyr officer, southern side of Corim, they must find a means of entering
two bloodclaws, and two xibac burned. In a fight, the the palace. The distraction from the allied forces has drawn
bloodclaws rush forward to protect the entrance to the bridge, most of the Draavians out of the castle to assist with the
while the xibac burned and vampyr officer stay at a distance, assault from the east end of the river, but there are still
relying on their ranged attacks for as long as they can. plenty of soldiers in the area set on protecting their holding.
Crossing without a Fight. The characters can attempt Bullrush Assault. Rushing ahead with no plan is
to fool the officers on the bridge by disguising themselves a suicide mission. The Draavians in the castle easily
as members of the Draavian forces. They can present outnumber the characters 50 to 1, so trying to force their
themselves as a single Draavian soldier escorting some way through would most likely end in death for the party.
prisoners or, if they have the resources, try to appear as a The characters should take a moment to consider their
group of Draavian troops crossing the bridge. options for entering the castle before approaching it.
A character must succeed on a DC 16 Charisma
(Deception) check to convince the vampyr officer they are
who they say they are. This check must be made twice, to Through the Main Gate
convince both officers on either end of the bridge. On a
failed check, the vampyr officer and their soldiers attack The main gate is close to the Gilded Crossing but not
the characters. within line of sight, and it is heavily guarded. Two vampyr
officers and four bloodclaws guard the gate. If these
guards are attacked or recognize the characters as intruders,
they call for assistance and one vampyr officer and two
more bloodclaws arrive two rounds later.
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Though the gate is well protected, it is not impossible enough that the party can pass through the kitchens without
to pass through it. If the characters are all posing as provoking the animals. On a failed check or if a character
Draavian soldiers, they can attempt to talk their way attacks one of the hounds, the animals turn hostile.
past the guards. A character must succeed on a DC 16
Charisma (Deception) check to convince the vampyr
Private Side Passage
officer they are who they say they are. The DC of this
check increases to 20 if the characters are drenched from The side passage into the castle is near the main gate and
swimming across the Tempered River. If the characters was once a beautiful location. The entry is framed by large
claim that only a few of them are Draavians and the bushes. Fine plant beds once housed blue, white, and purple
rest are prisoners, the guards tell them prisoners are not flowers, and a large pond was home to fish and water birds.
permitted within the castle and that they can chain them Now the area is putrid. The pond is brownish, with several
in the gardens until their business in the castle is done. The fish floating belly up near the surface. Alongside them are
Draavians will not let any prisoners pass through the gates two humanoid corpses lying half submerged in the pond.
unless magic or a similar effect compels them to. These corpses are xibac drowned, with only half of
their hit points, who are lying inactive until called upon or
attacked. The characters can sneak past the xibac drowned by
Through the Gardens succeeding on a group DC 10 Dexterity (Stealth) check. On a
failure, the xibac drowned rise from the pool and attack.
Inside the entrance, hidden from outside view, are four
The gardens of the Gleaming Citadel are easy to access once bloodclaws taking a break from guard duty. They are sitting
the characters have crossed the river. Normally the area on the floor, engaged in a game of cards, so they don’t notice
would be under guard, but with the allied forces attacking the characters unless they engage in combat with the xibac
the eastern side of the city, the Draavians stationed in the drowned or otherwise cause a commotion. Attacking the
area were called away. bloodclaws makes enough noise to wake the xibac drowned
The gardens are park-like in size, but they are a sorry outside, who immediately move to attack the characters.
sight to behold. Dead birds lie rotting near most of the A character who inspects the floating corpses from afar
garden’s ponds, and the bushes and flowers that once made it and succeeds on a DC 15 Wisdom (Perception) check
a beautiful, colorful space have either wilted or been hacked notices a sigil has been branded onto their backs between the
to pieces. shoulder blades. A successful DC 14 Intelligence (Arcana)
The Gleaming Citadel gardens take up most of the check reveals that the mark is a Kaabmark, that the creatures
western part of the palace grounds, with the castle looming are xibac drowned, and that they’re likely lying in wait to
over it to the east. The gardens offer three ways of entry into
ambush outsiders.
the hold: one through servants’ entrance near the kitchens,
one through a private side passage used by the Corim royal
family and their guests, and one through an open window An Open Window
spotted 45 feet up the wall.
There is an open window 45 feet up one of the walls facing the
Gleaming Citadel gardens. The other windows are all closed
Servants’ Entrance with interior iron bars protecting them from intruders. The
castle is made from stone bricks and is fairly smooth, but not
Moving toward the kitchens brings the characters across the so smooth that a skilled climber can’t find handholds. Scaling
gardens and as far away from the main gate as they can be the wall requires a character to succeed on a DC 15 Strength
without leaving the palace grounds. As they approach the (Athletics) check three times, successfully scaling 15 feet of the
area and spot the servants’ entrance, they notice that the building on each success. On a failed check, a character falls to
door is wide open. A character who stops to observe the area the ground landing prone, taking 1d6 bludgeoning damage for
and who succeeds on a DC 14 Wisdom (Perception) check every 10 feet they fall.
hears growling coming from inside. Once through the window, a character can throw down
The sound comes from a pack of hounds who are eating a rope to allow the rest of the party to climb through the
rotten food from the larder inside the kitchen. The hounds window. Scaling the wall with help from the rope requires a
from the palace kennel have not been fed since the Draavians character to succeed on a DC 10 Strength (Athletics) check
took over. They managed to survive on the carcasses of birds three times, successfully scaling 15 feet of the building on
and fish in the gardens, but the Draavians would attack them each success. On a failed check, a character slips down 15
if they were spotted, making moving around the gardens feet before getting a hold again. If a character fails the check
dangerous. The hounds eventually broke into the kitchens by 5 or more, they fall to the ground landing prone, taking
looking for food. 1d6 bludgeoning damage for every 10 feet they fall.
The pack of hounds consists of five normal hounds (use Inside the room, two vampyr officers are sleeping. A
the wolf stat block) and one leader hound (use the dire wolf character who enters through the window must succeed on
stat block). The hounds are not interested in the characters a DC 10 Dexterity (Stealth) check to not wake the officers.
if they keep their distance, but if the characters enter the On a failed check, the officers wake up and call for help.
kitchens, the hounds give off warning snarls. A character After four rounds have passed, one vampyr officer and two
trying to calm the hounds down and who succeeds on a bloodclaws enter the room, responding to the call.
DC 15 Wisdom (Animal Handling) check can do so well
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CHAPTER 4: UNDER SIEGE

Through the Spillway Inside the Castle


The castle refuse exits through a narrow spillway into Having entered the castle, the characters are now set to
the Tempering River, to the east of the Gilded Crossing save King Yvandran and to eliminate General Szando,
bridge. The spillway leads to the lower levels of the castle. thereby ending his occupation. How much the characters
The spillway is filthy and stinks to the point of inducing have to traverse the castle before finding their objectives
sickness, and it’s barred by an iron gate. depends on their method of entry and whether they move
The bars of the gate form a tight grid; only a Tiny first to save the king or eliminate Szando.
creature can fit through the holes. The gate is locked; the The characters’ movement through the castle is marked
lock can be picked with a successful DC 19 Dexterity and measured by the number of encounters they run into
check with thieves’ tools. The gate itself has an AC of 19 on the way. There are officers, soldiers, and general staff
and 40 hit points, and it’s immune to poison and psychic moving around the hallways in unpredictable ways, and the
damage. Any loud noises from the gate, such as banging or characters risk running into them.
explosions, draw the attention of the nearest vampyr officer. These encounters are all listed in the Gleaming Citadel
The spillway is a steep, 60-foot-long slide. It’s wide and tall Encounters table. Roll on this table as instructed, here and
enough that Medium creatures can walk upright, but there in the following sections, based on the characters’ method of
are no footholds, which makes traversal difficult. Mud, rotten entry and which objective they decide to complete first. Roll
food, and other refuse have made the spillway slippery, and once each time the characters are moving from one objective
for every 20 feet a character crosses, they must make a DC 13 to another, no matter which order they choose to complete
Dexterity saving throw or fall face first into the muck, landing the objectives.
prone and taking 1d4 bludgeoning damage. For instance, if the characters entered through the main
In addition, a character must make a DC 14 Constitution gate and decided to go save the king first, they would roll
saving throw after making the Dexterity saving throw, as the once on the encounter table to get to the location where the
smell of the spillway becomes overwhelming. On a failed save, king is being held and then roll one more time when moving
the character feels sick. A character who failed a Dexterity toward the Spindle to confront General Szando. Roll on the
saving throw has disadvantage on the subsequent Constitution encounter table an additional time if the characters decide to
saving throw, due to having their face covered by refuse. explore the castle, looking for treasure or loot.
When exiting the spillway, each character who failed
all three of their Constitution saving throws gains 1 level Heron Hold Encounters
of exhaustion due to bile lingering in their throat, making
D6 ENCOUNTER
them feel ill.
The spillway exits into the lowest level of the palace, the A vampyr officer overseeing two bloodclaws who
same level where the king and his advisors are imprisoned. are in the middle of training. The bloodclaws are
1
bloody from sparring with each other, and both
If they enter via the spillway, they will enter the room with are at half hit points.
the king’s oubliette from the doors on the west (see “Saving
Two bloodclaws are playing a game of chicken,
the King” later in this chapter). throwing an axe between them and seeing how
2
close they can get to hitting their peer without
drawing blood.
A frightened servant (use the commoner stat
Other Means of Entry block) peeks out from behind a closed door. They
give the characters a vial with red liquid as they
The potential methods for entering the Gleaming 3 pass, saying they stole it from the Draavians a
Citadel depend heavily on the skillsets possessed by few days ago. There is a 75% chance the vial is a
potion of healing and a 25% chance the vial is a
the characters. Adventurers more inclined toward potion of greater healing.
stealth would stick to the shadows, while those geared
4 Four xibac numbed are patrolling the halls.
for brutal combat would want to take their chances
in a straight-up fight. A half-open trunk filled with clothes and other
marks of wealth has been abandoned in a hallway.
The method of entry also depends on the 5 Inside are four sets of fine clothes, a rolled-up por-
creativity of the players. The characters may approach trait of a Corim noble (can be sold for 150 gp), and
the allied forces and ask to be catapulted over the a pouch containing 97 gp and 137 sp.
walls, using feather fall to safely land within the 6 The characters don’t encounter anything of note.
castle. They may capture a Draavian officer and
intimidate them into allowing them passage, later
using them to convince other Draavians they have
every right to be in the keep. There are many ways to
enter the Gleaming Citadel, some of which can only
be conjured by a group of chaotic adventurers.

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Saving the King First explain that the vampyr general, Szando, tortured each
of them methodically, asking about Aeryn, the dragon
If the characters go to save the king first, they are heading Valerixlia, and the Dragonbond that occurred between
to the lower basement levels of the Gleaming Citadel. them. He seemed keen on the details of how exactly it
If the characters entered through the main gate, roll came to be and demanded to know how she’d managed it.
twice on the Gleaming Citadel encounter table. The advisors are all worried for her safety, and the safety of
If the characters entered through the gardens, roll once Valerixlia, due to Szando’s keen interest in her. They also
on the Gleaming Citadel encounter table. know King Yvandran is down here, in an oubliette in the
If the characters entered through the spillway, do not room next door. Szando liked to take them to see the sorry
roll on the Gleaming Citadel encounter table. state of their sovereign to try to get them to talk.

Fighting Szando First


If the characters decide to eliminate Szando first, their
The Oubliette
destination is at the top of the Spindle, the tallest tower in After capturing and interrogating the king for information
the Gleaming Citadel. about facilitating a Dragonbond, General Szando tasked
If the characters entered through the main gate, roll his soldiers with confining King Yvandran to an oubliette
once on the Gleaming Citadel encounter table. in the lower levels of the castle. The oubliette is circular,
If the characters entered through the gardens or the 30 feet deep and 10 feet wide, with a heavy iron grate
spillway, roll twice on the Gleaming Citadel encounter table. covering the opening at the top.
The room above the oubliette is under constant guard,
even during the current assault facilitated by the allied
Saving the King troops. A vampyr officer, three bloodclaws and two xibac
burned are guarding it day and night. If confronted, the
King Yvandran and his advisors are being held prisoner in the vampyr officer instructs two of the bloodclaws to rush the
lower levels of the castle, near the ground level of the keep. characters, attacking together, while the xibac burned and
one remaining bloodclaw remain near the officer.
The Prison The vampyr officer has five sticks of Draavian explosives
on their person. When it takes the Multiattack action on
its turn, the officer can forgo two of its weapon attacks
King Yvandran’s ankorae advisors are being held in cells to toss one of these sticks of explosives (see the Draavian
in the castle’s prison, which holds six 10-foot-by-10-foot Explosives sidebar in the “Two Paths Ahead” section of
stone cells, three on either side of a 30-foot-long, 10-foot- part 1 of this chapter).
wide hallway. Each advisor is confined to their own cell. Any remaining sticks of Draavian explosives can be
Two bored bloodclaws stand guard. looted. The vampyr officer in charge of guarding King
The doors to the cells are all locked, and the keys are held Yvandran is under orders to not harm him unless Szando
by General Szando. A character may pick a lock on a cell falls. So, while the officer is willing to use explosives in
with a successful DC 14 Dexterity check with thieves’ tools battle against the characters, they will not drop them down
(see map on page 31). The doors are made of wood, with the oubliette.
small, 1-foot-square hatches at eye height that are latched
from the outside; each door has an AC of 15 and 20 hit
points, and is immune to poison and psychic damage.
If loud combat or another commotion breaks out in
Freeing the King
this room, the door at the west end of the hall opens, and King Yvandran (noble) has not been dealt an easy hand
two of the bloodclaws from the oubliette room (see “The while in captivity. The food he was given was dropped
Oubliette”) enter to see what the problem is. If they spot between the bars in the iron gate to splatter on the ground
the characters, they sound the alarm to the others in the of his prison, and he has been sitting in his own filth
oubliette room. since he was imprisoned. He is weakened by his captivity,
appearing gaunt. He has three levels of exhaustion and is
Freeing the Advisors without armor or weapons.
When the characters peer down into the oubliette, read
Depending on how many days the characters took to the following aloud.
complete their trip to Dalenda (see chapter 3), some or all
of the advisors may be dead. See “Delayed in Dalenda” at An emaciated figure sits hunched at the bottom of
the start of this chapter for more on the advisors. the oubliette. His clothes were obviously of fine make
Any advisors that are rescued can give a rough once but are now ripped and covered in filth. The
recounting of the sudden Draavian takeover—notably, that stench rising from the hole suggests the occupant has
it happened quickly and efficiently. They all show signs of been kept there for a long time.
torture, and all suffer from one level of exhaustion. They
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To get the king out of the hole, the characters must of the oubliette. On a failed check, the character fails at
break the grate confining him in the oubliette. The grate pulling the king all the way up and lowers him down
has an AC of 19 and 27 hit points, and it’s immune to to the floor again, unharmed. If the character fails the
poison and psychic damage. There is no lock on the grate, check by 5 or more, they lose their grip on the rope and
as the bars have simply been hammered directly into the the king falls to the bottom of the oubliette, taking 2d6
stone floor. bludgeoning damage and landing prone.
Blowing Up the Grate. The characters can use a stick A character can also descend into the oubliette and climb
of Draavian explosives to blow up the stone around the up with the king on their back. This requires a character to
oubliette, thereby dislodging the grate from the floor. succeed on two DC 12 Strength (Athletics) checks to climb
Doing so weakens the grate’s hold on the stone, allowing the 30 feet out of the oubliette, climbing 15 feet of the rope
a character to pull it free. Wrenching the structurally on each success. On a failed check, a character slips down 15
weakened grate from the floor and removing it requires a feet before getting a hold of the rope again. If a character fails
successful DC 17 Strength (Athletics) check. the check by 5 or more, they fall to the ground landing prone,
Placing the explosives on the grate itself would put King taking 1d6 bludgeoning damage for every 10 feet they fell.
Yvandran in danger from the explosion, and if the characters The king on their back takes the same amount of damage.
try to do so, the king below the grate protests intensely.
Freeing the King. Many days in the oubliette with little
food has left the king in a pitiful state. Lowering a rope Getting King Yvandran to Safety
down the hole for him to climb up proves useless, as he is The castle is still teeming with Draavians and the king
too weak to pull himself up. ashamedly admits that he is beyond worthless in a fight
To get the king out safely, the characters can hoist him in his current state. Instead of joining the characters as
out by lowering a rope and instructing the king to tie the they ascend the Spindle to confront General Szando,
rope around his waist. A character must then succeed on the king asks to hide near the spillway into the castle, as
a DC 13 Strength (Athletics) check to pull the man out the Draavians are unlikely to look for him there. If the
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Draavians do come to investigate, the king can attempt the Spindle, general Szando knows they are coming and is ready
to escape through the spillway and then swim across the for their arrival. Otherwise, Szando and his troops are surprised
Tempered River to the northern side of Corim. when the characters arrive atop the Spindle.
If King Yvandran makes it out of the oubliette alive,
he gives his deepest gratitude to the characters. The king
warns that General Szando will not fight fair and would not Battle on the Spindle
hesitate to sacrifice his own soldiers if it means ensuring one
of the characters would be eliminated from the fight. On the upper platform of the Spindle is General Szando
Treasure. King Yvandran wears a ring of feather falling and his personal guard. The baseline of this personal guard
and a ring of protection. He offers these items to the consists of two vampyr officers and four bloodclaws,
characters in gratitude if they rescue him. though their number is subject to change depending on the
resistance missions completed by the characters in part 2 of
this chapter.
Szando’s Contingency Plan
Szando is set on forcing a Dragonbond and sees everything Unit Tactics
else as simply a stepping stone to achieving that goal. If
Szando is defeated and the characters have not saved King The foes present on the Spindle are unified (see map below)
Yvandran, the vampyr officer guarding the king has been in their goal of protecting General Szando and do so with
ordered to destroy the well near the oubliette holding the their life. Only if the general is defeated and killed can the
soldiers be convinced to stand down by succeeding on a DC
monarch. Using their explosives, they blow up the well,
16 Charisma (Intimidation or Persuasion) check.
causing the oubliette to fill with water while the Draavians
make their escape. Unless the characters rescue the king
within two hours of killing General Szando, they find the
prison void of guards and King Yvandran drowned dead in
the oubliette.

Confronting Szando
When not attending to his military duties of overseeing
occupied Corim, Szando spends most of his waking hours
at the peak of the Spindle, the tallest tower within the
Gleaming Citadel. It is the place in the city where he can
be closest to the sky and the dragons he believes he can
bond with.
When the characters first make it onto the Spindle
landing, read the following aloud.

The Draavian general, tall and with skin the color of


pale rock, stands looking up at the sky. In his eyes
is a distinct look of childlike hope, betraying his
otherwise stoic appearance. As you move onto the Final Battle with
landing, his eyes snap to yours, that glint of hope General Szando
now gone and replaced with burning wrath.
Bloodclaw Tactics. The bloodclaws are made reckless and
wired from battle. If a character ever moves within 10 feet of
The nature of the fight against Szando depends heavily the outer edge of the Spindle’s platform, the bloodclaws will
on what resistance missions the characters completed in part use their attacks to attempt to shove the character off the side
2 of this chapter, as well as how the characters entered the of the spire.
castle. Before starting the combat against Szando, look over Vampyr Officer Tactics. The officers have been ordered to
any relevant “Mission Rewards” sections for the resistance stay with their general and protect him. They remain in front of
missions in part 2 that the characters completed and him, attacking anyone who gets within range of him.
determine how they affect this final fight. General Szando’s Tactics. Upon seeing the characters,
Surprising Szando. The general and his lackeys, though General Szando turns hostile but stays at a distance, attacking
tense due to the allied forces attacking the city, are distracted by the characters with his javelins. On his second turn, Szando
looking out over the city below. If the characters ran into any moves as far away from the characters as he can and uses his
Draavian troops who called for backup (such as at the main ring of protected dimension door (see appendix B). He intends
gate or when entering through the window in the Gleaming to use the ring to teleport to the bottom of the Spindle and
Citadel gardens), or if they saved King Yvandran prior to scaling flee into Heartstreets where most of his army is. The characters
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A character within 5 feet of Szando can attempt to Regardless of who is king after the invasion, Isandor tells
wrench the ring away from him by using an action to make the characters he hopes they plan to stick around, as they
a Strength (Athletics) or Dexterity (Sleight of Hand) check will no doubt be called on again in times of need.
contested with Szando’s Strength (Athletics) check, gaining
possession of the ring on a success.
The characters can also attempt to break Szando’s
concentration by attacking him with ranged or reach attacks
Maandros and Aeryn
through the antilife shell barrier provided by his ring, or by Maandros is pleased with the characters’ performance,
affecting him with spells. When damaged by a weapon or particularly if they managed to save the king and his advisors.
spell, Szando must make a Constitution saving throw to He praises them the way a mentor would praise his students.
maintain concentration on using the ring or have the spell He quietly mentions to them, away from prying ears, that he
fail. If interrupted in this way, Szando tries to use the ring is researching a lead on more of these stargems and that they’ll
one more time before declaring his escape a lost cause and be the first to know if his search is successful.
attacking the characters. Aeryn celebrates with the characters, offering drinks and
carousing when they’re up to it. She is not quick to forgive
the Draavians for what they did to the city and talks openly
Szando’s Escape about retaliation. However, she recognizes that Corim is not
Should Szando manage to escape, the characters can attempt capable of such military action at the moment and, instead,
to catch up to the general before he leaves the castle. If the sets her sights on helping rebuild the city.
characters received the ring of feather falling from saving King
Yvandran, it can be used to jump from the Spindle and land
safely at the tower’s entrance. Otherwise, the characters can
sprint back down the tower to attempt to catch up with
Rebuilding Corim
Szando before he makes a run for it. Rebuilding the city takes months. The bridges over the
After using the ring, Szando calls nearby soldiers to his river are the king’s priority, as the flow of goods through
position to defend him against the characters; one vampyr the city is hampered by their destruction. However, many
officer and two bloodclaws arrive at Szando’s position after citizens were killed or had their homes looted during the
5 rounds. invasion and subsequent occupation, and helping everyone
spreads the city’s resources thin.
Capturing General Szando
Side Quests
If the characters capture General Szando instead of
killing him, he can provide important information The characters have the opportunity to aid the city during its
about Draavia and their intentions later in the reconstruction. Below are some possible side quests they can
storyline. learn about.
Rout Out the Remains. There are reports that a few pockets
of Draavian forces remain hidden within the city. The
characters must locate and either capture or kill the
Draavians.
In the Wake of Escorting Supplies. Due to the disruption in the city’s
waterway and to its port infrastructure, shipments of
supplies that would normally enter through the docks are
the Invasion being unloaded further up the coastline and transported
into the city by wagon, making them prime targets for
Once General Szando is defeated or has fled, the remaining bandits. The characters must meet the newest shipment of
occupation is easily broken as the Draavia soldiers flee supplies and escort it safely back to Corim.
Gleaming Citadel and the city itself. Recovering What Was Lost. When the Draavians attacked,
they sank many ships in the Tempered River. One such
ship carried a particularly valuable item; the merchant
The King and the Prince who owns it requests the characters locate and return it.

If the characters saved King Yvandran, he is grateful to them


for their aid. He awards them with permanent chambers
within the palace and promises to hold a ceremony in their
Increased Reputation
honor once the death and destruction in the city has been News spreads among the citizens of the characters’
addressed. involvement in saving the city. They are now local
If King Yvandran died during the course of the celebrities, a position that comes with perks, such as
adventure, Prince Isandor thanks them in his stead. With the discounts at local pubs, but also drawbacks—they are no
loss of King Yvandran, the prince will ascend to the throne longer anonymous. Though they may not be recognized on
and become king of Corim, though he is somewhat shell- sight, their names carry weight and expectation and may
shocked at the loss of his father. draw unwanted attention. 103

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APPENDIX A:
Ancient Guardian
NEW STAT Ancient guardians are of Aunai make, designed to serve as
wardens and overseers. Their use is practical, as they require
no food or water and can remain at their post unbothered

BLOCKS
for centuries. In the Aunai States, ancient guardians are often
employed as protectors of areas, such as libraries and vaults,
rather than people, as they can be left to their own devices
for many years at a time. All ancient guardians are equipped
Stat blocks for creatures in this book can be with an auditory alarm system that goes off when they are
found here. destroyed, alerting those nearby that danger is afoot.
The ancient guardians see anything living as a threat as a
baseline, and they can be taught to consider certain people
Aeryn neutral and thereby not attack them. This includes their creators
and owners, as well as people wearing a distinct mark which the
Aeryn is a young woman with rich black-brown ancient guardian can recognize.
hair, tanned skin, and gray-green eyes. She has Most of the guardians are built from old Altanesi golems,
the air of someone who holds her own in a fight either unfinished or somehow drained of their magic. These
and shows the signs of past battles with the pale ancient vessels were repurposed by Aunai inventors.
scar along her jawline and several more on her
bicep. She’s often dressed for a city excursion in
flowing pants, tall boots, a fitted studded leather
Ancient Guardian
vest, and bracers. Large construct (Fai)

Armor Class 14 (natural armor)


Hit Points 76 (8d10 + 32)
Aeryn Speed 30 ft.

Medium Humanoid (Aunai Human)


STR DEX CON INT WIS CHA
Armor Class 15 (studded leather) 17 (+3) 11 (+0) 18 (+4) 6 (−2) 12 (+1) 3 (−4)
Hit Points 45 (7d8 + 14)
Speed 30 ft. Saving Throws Str +5, Con +6
Skills Perception +5
STR DEX CON INT WIS CHA Damage Immunities poison, psychic
14 (+2) 16 (+3) 14 (+2) 14 (+2) 11 (+0) 16 (+3) Condition Immunities charmed, exhaustion, frightened, paralyzed,
poisoned
Senses blindsight 60 ft., darkvision 120 ft., passive Perception 15
Saving Throws Dex +5, Cha +5
Languages understands the languages of its creator but can’t
Skills Athletics +4, Nature +4, Perception +4, Survival +4 speak
Senses passive Perception 14 Challenge 4 (1,100 XP) Proficiency Bonus +2
Languages Common, Draconic, Ellari, Late Altanesi
Challenge 2 (450 XP) Proficiency Bonus +2
Immutable Form. The ancient guardian is immune to any spell or
effect that would alter its form.
ACTIONS Magic Resistance. The ancient guardian has advantage on saving
throws against spells and other magical effects.
Multiattack. Aeryn makes two attacks: either a
Longsword attack and a Brass Knuckles attack or two Sound the Alarm. When the ancient guardian hits 0 hit points,
ranged attacks. an alarm blares out from its mouth. The sound is audible out to
600 feet. Each creature within 60 feet of the ancient guardian
Longsword. Melee Weapon Attack: +4 to hit, reach 5 who can hear it must make a DC 13 Constitution saving throw. On
ft., one target. Hit: 6 (1d8 + 2) slashing damage. a failed save, the creature takes 18 (4d8) thunder damage, and
Brass Knuckles. Melee Weapon Attack: +5 to hit, it has disadvantage on Wisdom (Perception) checks that rely
reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning on sound until it finishes a long rest. On a successful save, the
damage. creature takes half damage and does not have disadvantage on
Longbow. Ranged Weapon Attack: +5 to hit, range Wisdom (Perception) checks.
150/600 ft., one target. Hit: 7 (1d8 + 3) piercing
damage. ACTIONS
Multiattack. The ancient guardian makes two Iron Cleave attacks.
REACTIONS Iron Cleave. Melee Weapon Attack: +5 to hit, reach 10 ft., one
Parry. Aeryn adds 2 to her AC against one melee target. Hit: 12 (2d8 + 3) damage.
attack that would hit her. To do so, she must see the
attacker and be wielding a melee weapon. BONUS ACTIONS
Threat Suppressor. The ancient guardian targets a creature
it can see within 30 feet of it and mystically inhibits it. The
target must succeed on a DC 15 Wisdom saving throw or, until
the beginning of the ancient guardian’s next turn, the target
can’t add its ability score modifier to any damage rolls from its
104 weapon attacks.

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APPENDIX A: NEW STAT BLOCKS

Animated Armor Antimagic Susceptibility. The armor is incapacitated


Medium Construct (Fai) while in the area of an antimagic field. If targeted by
dispel magic, the armor must succeed on a Constitution
Armor Class 18 (natural armor) saving throw against the caster’s spell save DC or fall
Hit Points 33 (6d8 + 6) unconscious for 1 minute.
Speed 25 ft. False Appearance. While the armor remains motionless, it
is indistinguishable from a normal suit of armor.
STR DEX CON INT WIS CHA
14 (+2) 11 (+0) 13 (+1) 1 (-5) 3 (-4) 1 (-5) ACTIONS
Multiattack. The armor makes two Slam attacks.
Damage Immunities poison, psychic Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one
Condition Immunities blinded, charmed, deafened, target. Hit: 5 (1d6 + 2) bludgeoning damage.
exhaustion, frightened, paralyzed, petrified, poisoned
Senses blindsight 60 ft. (blind beyond this radius), passive
Perception 6
Languages --
Challenge 1 (200 XP) Proficiency Bonus +2

Animated Dragon Statue Antimagic Susceptibility. The statue is incapacitated


Medium Construct (Fai) while in the area of an antimagic field. If targeted by
dispel magic, the statue must succeed on a Constitution
Armor Class 17 (natural armor) saving throw against the caster’s spell save DC or fall
Hit Points 33 (6d8+6) unconscious for 1 minute.
Speed 30 ft. False Appearance. While the statue remains motionless, it
is indistinguishable from a normal statue.
STR DEX CON INT WIS CHA ACTIONS
14 (+2) 11 (+0) 13 (+1) 1 (-5) 3 (-4) 1 (-5) Multiattack. The statue makes one Bite and one Claw
attack.
Damage Immunities poison, psychic Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one
Condition Immunities blinded, charmed, deafened, target. Hit: 6 (1d8 + 2) piercing damage.
exhaustion, frightened, paralyzed, petrified, poisoned Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one
Senses blindsight 60 ft. (blind beyond this radius), passive target. Hit: 5 (1d6 + 2) slashing damage.
Perception 6
Languages --
Challenge 1 (200 XP) Proficiency Bonus +2

Arachnid Nightmare seems to appear out of nowhere and quickly vanishes after
An arachnid nightmare is a feydh creature that possesses attacking. Its movement in the Dreamspace before coming
the ability to slip in and out of the Dreamspace at will. It back to the physical world makes it seem like it can teleport.

Arachnid Nightmare Dreamslip. As a bonus action, the arachnid can magically


shift from the physical world to the Dreamspace, or vice
Large Feydh (Fai) versa.
Spider Climb. The arachnid can climb difficult surfaces,
Armor Class 13 (natural armor) including upside down on ceilings, without needing to make
Hit Points 32 (5d10 + 5) an ability check.
Speed 30 ft., climb 30 ft. Web Walker. The arachnid ignores movement restrictions
caused by webbing.

STR DEX CON INT WIS CHA ACTIONS


15 (+2) 15 (+2) 12 (+1) 6 (-2) 10 (+0) 6 (-2) Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 7 (1d10 + 2) piercing damage, and the target
must make a DC 11 Constitution saving throw, taking 18
Skills Stealth +4
(4d8) poison damage on a failed save, or half as much
Senses darkvision 60 ft., passive Perception 10 damage on a successful one. If the poison damage reduces
Languages — the target to 0 hit points, the target is stable but poisoned
Challenge 3 (700XP) Proficiency Bonus +2 for 1 hour, even after regaining hit points, and is paralyzed
while poisoned this way.

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Ayora, Fell Knight and whisper your wish to the stars, that a force out there
hears you. Ayora hears you, and Ayora answers the call.
of Stars
How tragic, then, that she has become so hopeless and
tired after all the stargem has wrought upon her life. But
Legends speak of a Fell knight who took the wishes and Ayora remains a formidable warrior, and once freed from the
dreams that shooting stars represent and forged them into stargem, she will be a force for wishes and hope once more.
a blade by which she would defend the small and weak. In battle, Ayora is both a cunning martial fighter and a
Wielding no small measure of Fai, Ayora is a manifestation skillful wielder of Fai, fighting tactically and wisely.
of hope—of daring to hope, when you hold your breath

Ayora, Fell Knight of Stars ACTIONS


Multiattack. Ayora makes two Stardust Blade or Meteor
Medium Feydh (Fai) Throw attacks.
Stardust Blade. Melee Weapon Attack: +7 to hit, reach 10
Armor Class 18 (plate armor) ft., one target. Hit: 9 (1d8 + 5) slashing damage plus 5 (2d4)
Hit Points 60 (8d8 + 24) psychic damage.
Speed 30 ft. Meteor Throw. Ranged Spell Attack: +5 to hit, range 60 ft.,
one target. Hit: 5 (1d10) bludgeoning damage plus 5 (1d10)
STR DEX CON INT WIS CHA psychic damage.
Storm of Light (Recharge 5–6). Ayora swings her greatsword
20 (+5) 11 (+0) 16 (+3) 12 (+1) 10 (+0) 16 (+3)
around her, sweeping up a storm of stardust and light. Each
creature within 30 feet of her must succeed on a DC 13
Saving Throws Str +7, Wis +2, Cha +5 Constitution saving throw or be blinded until the end of her
Skills Athletics +7, Perception +2 next turn.
Damage Vulnerabilities bludgeoning, piercing, and slashing Summon Stars (Recharge 5–6). Ayora calls down stars from
from deadsteel weapons the raining heavens that plummet to the ground at three
Damage Resistances psychic; bludgeoning, piercing, and different points she can see within 120 feet of her. Each
slashing from nonmagical attacks creature in a 10-foot radius centered on each point must
Senses darkvision 60 ft., passive Perception 12 make a DC 13 Dexterity saving throw, taking 16 (3d10) radiant
Languages Common, Oneiric damage on a failed save, or half as much damage on a
successful one. A creature in the area of more than one star
Challenge 3 (700 XP) Proficiency Bonus +2 is affected only once.

Warrior’s Tactics. During her first turn, Ayora has BONUS ACTIONS
advantage on attack rolls against any creature that Dream Master. Ayora teleports up to 30 feet to an
hasn’t taken a turn yet. unoccupied space she can see.
Honed Blade. Ayora has advantage on attack rolls made
for opportunity attacks. REACTIONS
Legendary Resistance (3/Day). If Ayora fails a saving Protector Knight. When a creature Ayora can see hits an
throw, she can choose to succeed instead. allied creature within 30 feet of her with an attack, she can
Stellar Guardian. Once per turn, when Ayora hits with a mark the attacker, giving her advantage on attack rolls
melee weapon attack, the target takes an extra 7 (2d6) against the marked creature until the end of her next turn.
psychic damage, and a friendly creature of her choice
within 30 feet of her gains temporary hit points equal to
the extra damage dealt.

Black Bear Keen Smell. The bear has advantage on Wisdom


Medium Beast (K’aab) (Perception) checks that rely on smell.

Armor Class 11 (natural armor) ACTIONS


Hit Points 19 (3d8 + 6) Multiattack. The bear makes two attacks: one with its
Speed 40 ft., climb 30 ft. bite and one with its claws.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one
STR DEX CON INT WIS CHA target. Hit: 5 (1d6 + 2) piercing damage.
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one
15 (+2) 10 (+0) 14 (+2) 2 (-4) 12 (+1) 7 (-2) target. Hit: 7 (2d4 + 2) slashing damage.

Skills Perception +3
Senses passive Perception 13
Languages —
Challenge 1/2 (100 XP) Proficiency Bonus +2

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APPENDIX A: NEW STAT BLOCKS

Bloodclaw Bloodclaw
For those humans who cannot thrive in the arenas of Tyveria,
Medium Humanoid (Human, Id)
joining the ranks of the Blood Emperor’s own army offer one
of their only outlets for advancement. However, the military is Armor Class 13
as ruthless as any fighting pit, with fierce training that instills Hit Points 65 (10d8 + 20)
loyalty to the Empire above all. Speed 30 ft.
Bloodclaws are the foot soldiers of Tyveria. Taught to be
fearless and heedless with their own safety, they charge into STR DEX CON INT WIS CHA
battle to kill as many enemies as possible before they die and 16 (+3) 16 (+3) 14 (+2) 10 (+0) 8 (-1) 12 (+1)
empower their vampyr with their blood. Wieling bladed arm
extensions made of sharp tyvalite steel, bloodclaws leap into Saving Throws Str +5, Con +4
enemy forces to eviscerate anything that moves. They wear Skills Athletics +5, Intimidation +3
little armor, both for increased mobility and to spill more of Senses Passive Perception 9
their own blood on the battlefield for their vampyr captain Languages Common, Tyverian
to utilize. Challenge 1 (200 XP) Proficiency Bonus +2

Reckless. At the start of its turn, the bloodclaw can


gain advantage on all melee weapon attack rolls during
that turn, but attack rolls against it have advantage
until the start of the next turn.

ACTIONS
Multiattack. The bloodclaw makes two Blood Blade
attacks.
Blood Blade. Melee Weapon Attack: +5 to hit, reach 5
ft., one target. Hit: 6 (1d6 + 3) slashing damage.

REACTIONS
Consuming Bloodlust. When the bloodclaw takes
damage, it can deal an additional 3 (1d6) necrotic
damage to itself. If it does so, until the end of its next
turn, all of its attacks deal an extra 3 (1d6) damage.

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Commoner Crimson Hawk Ruffian
Commoners include peasants, serfs, slaves, servants, A Crimson Hawk ruffian is skilled with blade and bow,
pilgrims, merchants, artisans, and hermits. sent out to handle simple jobs and basic hand-offs or to
knock a few heads when necessary. They fill the lowest
ranks of the Crimson Hawks and know little about the
Commoner details of the group’s inner workings.
Medium Humanoid (Any Ancestry, Any Aspect)
Crimson Hawk Operative
Armor Class 10
Medium Humanoid (Any Ancestry, Any Aspect)
Hit Points 4 (1d8)
Speed 30 ft.
Armor Class 14 (studded leather)
Hit Points 22 (4d8 + 4)
STR DEX CON INT WIS CHA Speed 30 ft.
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)
STR DEX CON INT WIS CHA
Senses passive Perception 10 12 (+1) 14 (+2) 12 (+1) 11 (+0) 13 (+1) 11 (+0)
Languages any one language (usually Common)
Challenge 0 (10 XP) Proficiency Bonus +2
Skills Acrobatics +4, Perception +3
Senses passive Perception 13
Languages Common
ACTIONS
Challenge 1 (200 XP) Proficiency Bonus +2
Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one
target. Hit: 2 (1d4) bludgeoning damage.
ACTIONS
Multiattack. The operative makes two Feathered Blade
or Shortbow attacks.

Crimson Hawks
Feathered Blade. Melee Weapon Attack: +4 to hit,
reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d6 + 2)
piercing damage.
The Crimson Hawks are a secretive organization of Shortbow. Ranged Weapon Attack: +4 to hit, range
assassins, smugglers, and other various and sundry 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
criminals-for-hire. Headquartered in Kara Tibor, the REACTIONS
City of Crimson Spires, where they rule openly from the Tactical Retreat. If hit by a hostile creature’s melee
shadows, the Crimson Hawks are an influential group attack, the operative can immediately move up to its
within the Cursed Coast and across Valerna. speed without provoking opportunity attacks.

Crimson Hawk Operative Crimson Hawk Ruffian


Medium Humanoid (Any Ancestry, Any Aspect)
A low-level officer, a Crimson Hawk operative is often
tasked with overseeing small strike groups, cells, or other Armor Class 14 (studded leather armor)
focused field work. However, due to the nature of the Hit Points 11 (2d8 + 2)
illegal and often highly confidential matters handled by Speed 30 ft.
the Hawks, the operative’s knowledge is kept on a strictly
need-to-know basis for the security of everyone involved— STR DEX CON INT WIS CHA
particularly the Hawks’ clients. 11 (+0) 14 (+2) 12 (+1) 10 (+0) 10 (+0) 10 (+0)

Skills Acrobatics +4, Intimidation +4


Senses passive Perception 10
Languages Common
Challenge 1/8 (25 XP) Proficiency Bonus +2

ACTIONS
Feathered Blade. Melee Weapon Attack: +4 to hit, reach
5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Hand Crossbow. Ranged Weapon Attack: +4 to hit, range
30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

REACTIONS
Tactical Retreat. If hit by a hostile creature’s melee
attack, the operative can immediately move up to its
speed without provoking opportunity attacks.
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APPENDIX A: NEW STAT BLOCKS

Dream Imp Dream Imp


Tiny, winged humanoids with four arms and oversized Tiny Feydh (Fai)
eyes, dream imps are beloved by the Fell Courts for their
boundless whimsy and creativity. Constantly singing, Armor Class 13
humming, or crafting wild tales, dream imps serve to keep Hit Points 10 (4d4)
the stories of the faari alive and well, both within the Fell Speed 25 ft., fly 30 ft.
Courts and in the mortal world.
STR DEX CON INT WIS CHA
Imaginary Friends. Dream imps travel through the
dreams of children, manifesting as a friend or companion, 5 (-3) 17 (+3) 11 (+0) 10 (+0) 9 (-1) 18 (+4)
particularly to those children who are lonely or have
particularly vivid imaginations. Often, it’s impossible for Skills Deception +6, Perception +1, Stealth +5
Damage Resistances bludgeoning, piercing, and slashing
adults to even see a dream imp if the imp wishes to remain from nonmagical attacks
undetected, and any report of the creature is written off as Senses darkvision 90 ft., passive Perception 11 (21 when
a childish flight of fancy. relying on sight)
Changelings. As the dream imp builds a relationship Languages Common, Oneiric
Challenge 1/2 (100 XP) Proficiency Bonus +2
with a child, together the two craft more and more
elaborate imaginings, guided by the imp, which feed the
Dream Crossing. Once a day, the dream imp can use a
Fell Courts. However, sometimes the imp gets a taste of bonus action to slip through the barrier between Rhaava
the mortal world, and as the bond between the imp and and the Dreamspace. Similarly, once a day, it can use
child deepens, the imp becomes more and more childlike, an action to open a passage, allowing creatures to pass
through from one to the other, for up to 1 minute.
while the child becomes less and less tethered to their
Fai Ancestry. The dream imp gains advantage on saving
own world. Eventually, the imp takes the child’s place and throws against being charmed, and magic can’t put it to
sends them to the Fell Courts. Never aging, the imp may sleep.
become unsatisfied with its mortal existence and return to Magic Evasion. Spell attack rolls made against the dream
the Fell Courts within short order; other times, it clings to imp have disadvantage.
its false existence for too long and is discovered. Magic Resistance. The dream imp has advantage on saving
throws against spells and other magical effects.

ACTIONS
Multiattack. The dream imp makes two Slap attacks
against a single target.
Slap. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 5 (1d4 + 3) bludgeoning damage and 1 psychic
damage.
Disconcerting Laughter. The dream imp emits a shrill
giggle. Each creature within 20 ft. of it that can hear
it must succeed on a DC 14 Wisdom saving throw or
become restrained until the end of its turn.
Fai Tongues. The dream imp casts tongues on itself,
requiring no material components.
Invisibility. The dream imp magically turns
invisible until it attacks or casts a spell,
or until its concentration ends (as if
concentrating on a spell). Any equipment
the dream imp wears or carries turns
invisible with it.

BONUS ACTIONS
Fai Leap. The dream imp can teleport up
to 3 times in quick succession, moving no
more than a total of 30 feet. This can be
used in conjunction with its Slap attacks.

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Dire Wolf Keen Hearing and Smell. The wolf has advantage on
Large Beast (K’aab) Wisdom (Perception) checks that rely on hearing or
smell.
Armor Class 14 (natural armor) Pack Tactics. The wolf has advantage on an attack
Hit Points 37 (5d10 + 10) roll against a creature if at least one of the wolf’s
Speed 50 ft. allies is within 5 feet of the creature and the ally isn’t
incapacitated.
STR DEX CON INT WIS CHA
ACTIONS
17 (+3) 15 (+2) 15 (+2) 3 (−4) 12 (+1) 7 (-2) Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 10 (2d6 + 3) piercing damage. If the target is
Skills Perception +3, Stealth +4 a creature, it must succeed on a DC 13 Strength saving
throw or be knocked prone.
Senses passive Perception 13
Languages —
Challenge 1 (200 XP) Proficiency Bonus +2

Dreamwrit Spirits Dreamwrit Spirits


Dreamwrit spirits are Feydh creatures born from stories Small Feydh (Fai Spirit, Fai)
of those lost in the fog. They are eerie lights, shapes in
the mist, echoing laughter. They are the sense of seeing Armor Class 14 (natural armor)
Hit Points 18 (4d6 + 4)
nothing familiar, and the growing feeling that you may Speed 30 ft., fly 40 ft.
never make it home.
STR DEX CON INT WIS CHA
4 (−3) 16 (+3) 13 (+1) 5 (−3) 10 (+0) 16 (+3)

Skills Perception +2
Senses darkvision 60 ft., passive Perception 12
Languages Common, Oneiric
Challenge 1 (200 XP) Proficiency Bonus +2

ACTIONS
Multiattack. The spirit makes two Hollow Chill attacks.
Hollow Chill. Melee or Ranged Spell Attack: +5 to hit,
reach 5 ft. or range 30 ft., one target. Hit: 5 (1d4 + 3)
psychic damage.
Enveloping Fog. The spirit targets one creature it can
see within 60 feet of it. The target must succeed on a DC
13 Wisdom saving throw or take 5 (2d4) psychic damage
and have disadvantage on its next attack roll before the
end of its turn.

BONUS ACTIONS
One with the Fog. The spirit takes the Disengage or Hide
action.

REACTIONS
Fogshift (Recharge 5–6). When the spirit is hit by an
attack, it can reveal that the creature is attacking an
illusion of it, and that its true location is somewhere else.
The spirit takes no damage and instead appears in an
unoccupied space within 60 feet of its original location
as the illusion fades.

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APPENDIX A: NEW STAT BLOCKS

Ellari Dreamshaper Dreamshaper


The ellari, also known as the silver elves, are masters of Medium Humanoid (Elf, Fai)
Fai magic, and none more so than the Dreamshapers.
With deep connections to the Dream aspect of Vaala, Armor Class 14 (leather armor)
Dreamshapers bring imagination into reality, crafting Hit Points 85 (19d8)
physical creations out of magic and inspiration. Speed 40 ft.
Dreamshapers work in many professions across Valerna,
including in academia, architecture, art, diplomacy, STR DEX CON INT WIS CHA
espionage, and the military. Teams of Dreamshapers will 10 (+0) 16 (+3) 10 (+0) 17( +3) 18 (+4) 13 (+1)
work together, bringing entire buildings into existence
or manifesting great sheets of fire or ice to destroy an Saving Throws Dex +5, Wis +6
encroaching army with but a thought. Skills Arcana +5, History +5, Perception +6
Dreamwalkers. Like their faari counterparts, ellari can Senses darkvision 60 ft., passive Perception 16
Languages Allai, Common, Ellari
walk within dreams, allowing them to meet with other
Challenge 2 (450 XP) Proficiency Bonus +2
individuals across Valerna, no matter the distance. Some use
this as a casual way to stay connected with their loved ones,
Magic Weapons. The ellari’s weapon attacks are magical.
while others train as spies, slipping unseen into the dreams
of others to collect vital intelligence or information. Some ACTIONS
Dreamshapers refine this skill to the point where they can Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft., one
physically step through the dreams of others, appearing on creature. Hit: 6 (1d6 + 3) slashing damage.
the other side of the continent in a blink. Dart. Ranged Weapon Attack: +5 to hit, range 20/60 ft.,
one creature. Hit: 5 (1d4 + 3) piercing damage.
Spellcasting. The ellari casts one of the following
spells, using Wisdom as the spellcasting ability (spell
save DC 14):
At will: mending, minor illusion, produce flame
3/day: charmed reverie, dreamwalking, moonbeam, sleet
storm, fabricate
1/day: black tentacles, dreamlance, faithful hound

BONUS ACTIONS
Fai Step. The ellari teleports up to 30 feet to an
unoccupied space it can see.

REACTIONS
Counterspell. When a creature within 60 feet of the ellari
casts a spell of 3rd level or lower, the spell fails and has
no effect.
Fai Fall. If the ellari falls, it can cast feather fall on itself.
Parry. The ellari adds 5 to its AC against one melee attack
that would hit it. To do so, it must see the attacker and be
wielding a melee weapon.

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Ehrlya Wyrmling Truefire. Fire damage dealt by the dragon’s attacks and
abilities ignore fire resistance and treat fire immunity as fire
Medium Dragon resistance.

Armor Class 17 (natural armor)


ACTIONS
Hit Points 32 (5d8 + 10) Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 8 (1d10 + 3) piercing damage.
Speed 30 ft., climb 30 ft., fly 60 ft.
Breath Weapons (Recharge 5–6). The dragon uses the
following breath weapon:
STR DEX CON INT WIS CHA
Dragonfire. The dragon breathes fire in a 15-foot cone. Each
16 (+3) 10 (+0) 14 (+2) 10 (+0) 10 (+0) 9 (-1) creature in the area must make a DC 12 Dexterity saving
throw, taking 17 (5d6) fire damage on a failed save, or half
as much damage on a successful one.
Saving Throws Dex +2, Con +4, Wis +2, Cha +1
Skills Perception +4, Persuasion +1, Nature +2, Stealth +2 Flash Heat (3/Day). The dragon chooses a manufactured
metal object, such as a metal weapon or metal armor, that
Damage Immunities fire
it can see within 30 feet. The object momentarily becomes
Senses blindsight 30 ft., darkvision 90 ft., passive Perception 14 glowing hot. Any creature in physical contact with the object
Languages Common, Draconic takes 16 (3d10) fire damage. Moreover, until the start of the
Challenge 2 (450 XP) Proficiency Bonus +2 dragon’s next turn, the following are true:
If the item is a weapon, its wielder has disadvantage on
Drakhan Resistance. The dragon has advantage on all saving attack rolls made with it.
throws against spells and other magical effects and is immune If the item is armor or otherwise worn, the wielder’s speed
to the maze spell. is reduced by 10 feet.
If the object is a tool, a creature using it has disadvantage
on ability checks made with it.

Fai Goblin favor. Mortals who agree to a game or a bargain with a Fai
goblin often fall afoul of a tricky clause or loophole and find
Small, winged feydh with wild hair and a mischievous themselves spirited away to the Fell Courts.
disposition, Fai goblins are deviously dangerous foes. Fetches. Tricky and often spiteful, goblins will sometimes
They serve the Fell Courts by bringing mortals into the force a mortal into making a bargain by taking a mortal
Dreamspace, typically through riddles or trickery. Fai goblins baby and leaving a fetch in its place. The fetch, an enchanted
do not prefer using violence as a first or even second resort, trinket or poppet that provides a clue to the child’s
but they will fight viciously if backed into a corner. whereabouts in the Fai Woods, fulfills the goblin’s sense of
Agents of the Fell. Often found within the Fai Woods, equal exchange: If something is taken, something should
goblins travel through Valerna in search of mortals to fulfill be left behind. Typically, the distraught parent will follow
their needs. These mortals, called Spirited, are vital to the the clue to find the goblin and be tricked or coerced into
Courts’ survival, bringing with them their dreams and tales. accompanying them to the Fell Courts in exchange for the
Though the goblins have a strong tendency to obey the return of their child.
rules, their rules are often skewed heavily in the goblins’

Fai Goblin Dreamspace. Similarly, once a day, it can use an action to open
a passage, allowing creatures to pass through from one to the
Small Feydh (Fai) other, for up to 1 minute.
Fai Ancestry. The Fai goblin gains advantage on saving throws
Armor Class 14 against being charmed, and magic can’t put it to sleep.
Hit Points 21 (6d6) Glamoured Shroud. The Fai goblin has advantage on
Speed 20 ft., fly 30 ft. Dexterity (Stealth) checks made to hide.

STR DEX CON INT WIS CHA ACTIONS


Multiattack. The Fai goblin makes three Fai Bow or Claw
5 (-3) 16 (+3) 11 (+0) 16 (+3) 14 (+2) 17 (+3) attacks.
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Saving Throws Dex +5, Int +5 Hit: 5 (1d4 + 3) slashing damage.
Skills Perception +4, Stealth +7, Survival +4
Fai Bow. Ranged Weapon Attack: +5 to hit, range 30/250, one
Damage Vulnerabilities bludgeoning, piercing, and slashing target. Hit: 6 (1d6 + 3) piercing damage.
from deadsteel weapons
Damage Resistances bludgeoning, piercing, and slashing Spellcasting. The Fai goblin casts one of the following spells,
from nonmagical attacks requiring no spell components and using Charisma as the
Condition Immunities charmed, frightened spellcasting ability (spell save DC 13):
Senses darkvision 40 ft., passive Perception 14 At will: bane, charm person, command, vicious mockery
Languages Ellari, Oneiric 3/day: enthrall, hideous laughter, sleep, suggestion
Challenge 2 (450 XP) Proficiency Bonus +2 1/day each: compulsion, dominate person, geas

Dream Crossing. Once a day, the Fai goblin can use a bonus BONUS ACTIONS
action to slip through the barrier between Rhaava and the Fai Step. The Fai goblin teleports up to 30 feet to an
unoccupied space it can see.

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Fell Fox Fell Fox


The Fell fox is an elegant and reclusive beast from the Large Feydh (Fai)
deepest reaches of the Fai Woods. Slender, horse-sized
creatures with vulpine heads, long legs that end in clawed Armor Class 13
Hit Points 52 (7d10 + 14)
paws, and mottled coats, Fell foxes are hard to spot and Speed 50 ft.
even harder to catch. They can easily outpace many
threats, and when cornered, they confuse and confound STR DEX CON INT WIS CHA
their enemies by undulating their five whip-like tails in an
17 (+3) 17 (+3) 15 (+2) 11 (+0) 15 (+2) 13 (+1)
entrancing pattern. Some claim Fell foxes have an innate
connection to Fai, while others insist it is simply their Skills Athletics +5, Insight +4, Perception +4
proximity to so many feydh crossings that has influenced Senses darkvision 60 ft., passive Perception 14
their nature. Languages understands Oneiric but can’t speak
Though shy, Fell foxes can be befriended by those who Challenge 1 (200 XP) Proficiency Bonus +2
have the patience to coax them out of hiding. They are the
favored mounts for the knights of the Fell armies, as their Fai Leap. The Fell fox’s long jump is up to 40 feet, with
remarkable intelligence makes them loyal companions or without a running start. It doesn’t provoke opportunity
attacks when it jumps.
rather than simple beasts of burden.
ACTIONS
Multiattack. The Fell fox makes one Paws attack and one
Bite attack.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 7 (1d8 + 3) piercing damage.
Paws. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 6 (1d6 + 3) slashing damage, and the target
must succeed on a DC 13 Strength saving throw or fall
prone.
Camouflage. The Fell fox and any creature riding it
become invisible for 1 minute. If either the Fell fox or
its rider makes an attack or casts a spell, both become
visible.
Confounding Tails. Any creature within 5 ft. of the Fell
fox must succeed on a DC 14 Intelligence saving throw or
become incapacitated until the end of its next turn.

REACTIONS
Opportunistic Predator. If the Fell fox successfully hits
with its Paws attack and the target falls prone, the Fell fox
can make a Bite attack against the prone target.

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Feydh Hound Fitz
Often used by those of the Fell Courts on their hunts, a Fitz is a golden guardian, a golem created with Fai, dreams
feydh hound has a magical ability to teleport and keen imbued into mundane matter. Golden guardians work by a
senses. Their high intelligence makes them partners and strange, haphazard combination of machinery and magic,
friends rather than simple beasts to sick on unwary prey. and not even their makers, the godao of the Grand Guild,
fully understand how they work or how they come to be.
Feydh Hound The creation of a golden guardian involves as much blind
instinct as it does engineering expertise.
Medium Feydh (Fai) Piecemeal Appearance. Fitz is an amalgamation of
Armor Class 13 an antique desk, a repurposed steam engine, massive
Hit Points 22 (4d8 + 4) cogs, and many dangerous appendages. The construct
Speed 40 ft. expresses its opinions through spurts of steam, creaking
wood, slamming desk drawers, and the occasional squeaky
STR DEX CON INT WIS CHA chirrup from the cogs.
12 (+1) 17 (+3) 12 (+1) 10 (+0) 13 (+1) 11 (+0)

Skills Perception +3, Stealth +5 Fitz


Senses passive Perception 13 Large Construct (Fai)
Languages Understands Oneiric but can’t speak it
Challenge 1/4 (50 XP) Proficiency Bonus +2 Armor Class 17 (natural armor)
Hit Points 85 (10d10 + 30)
Speed 20 ft.
Keen Hearing and Smell. The feydh hound has advantage
on Wisdom (Perception) checks that rely on hearing or smell.
STR DEX CON INT WIS CHA
ACTIONS
18 (+4) 9 (−1) 16 (+3) 5 (−3) 11 (+0) 7 (−2)
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Hit: 4 (1d6 + 1) piercing damage.
Damage Immunities poison, psychic
Teleport (Recharge 4–6). The hound magically teleports,
along with any equipment it is wearing or carrying, up to Damage Resistances bludgeoning, piercing, slashing from
40 feet to an unoccupied space it can see. Before or after nonmagical attacks; cold
teleporting, the hound can make one Bite attack. Condition Immunities blinded, charmed, deafened,
exhaustion, frightened, paralyzed, petrified, poisoned
Senses blindsight 60 ft., passive Perception 10
Languages can understand Common and Godao but can’t
Flying Axe speak
Challenge 4 (1,100 XP) Proficiency Bonus +2

Flying Axe Immutable Form. Fitz is immune to any spell or effect


that would alter its form.
Small Construct (Fai)
Magic Resistance. Fitz has advantage on saving throws
Armor Class 17 (natural armor) against spells and other magical effects.
Hit Points 17 (5d6) Magic Weapons. Fitz’s weapon attacks are magical.
Speed 0 ft., fly 50 ft. (hover)
ACTIONS
STR DEX CON INT WIS CHA Multiattack. Fitz makes two weapon attacks.
Blunt Appendage. Melee Weapon Attack: +6 to hit,
12 (+1) 15 (+2) 11 (+0) 1 (−5) 5 (−3) 1 (−5)
reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning
damage.
Saving Throws Dex +4
Pointy Appendage. Melee Weapon Attack: +6 to hit,
Damage Immunities poison, psychic
reach 5 ft., one target. Hit: 8 (2d4 + 3) piercing damage.
Condition Immunities blinded, charmed, deafened,
frightened, paralyzed, petrified, poisoned Coiling Appendage. Melee Weapon Attack: +6 to hit,
Senses blindsight 60 ft. (blind beyond this radius), passive reach 15 ft., one target. Hit: The target is grappled
Perception 7 (escape DC 15). Until the grapple ends, the target is
Languages — restrained, and Fitz can’t use this appendage on another
Challenge 1/4 (50 XP) Proficiency Bonus +2 target.
Steam Jet (Recharge 5−6). Fitz releases a burst of
steam in a 20-foot cone. Each creature in the area must
Antimagic Susceptibility. The axe is incapacitated
make a DC 14 Dexterity saving throw, taking 16 (3d10)
while in the area of an antimagic field. If targeted by
fire damage on a failure or half as much damage on a
dispel magic, the axe must succeed on a Constitution
success.
saving throw against the caster’s spell save DC or fall
unconscious for 1 minute.
False Appearance. While the axe remains motionless
and isn’t flying, it is indistinguishable from a normal axe.

ACTIONS
Battleaxe. Melee Weapon Attack: +3 to hit, reach 5 ft.,
114 one target. Hit: 5 (1d8 + 1) slashing damage.

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APPENDIX A: NEW STAT BLOCKS

In recent years, this need for victory has caused the


General Szando general to become obsessed with gaining power. As he ages,
he sees younger and stronger soldiers moving up the ranks
The vampyr general is a man of few words and grand
and he needs to strengthen his position within the Tyverian
ideas. He weighs his words carefully, speaking only to his
imperial hierarchy. Szando believes the way to do this is
troops when issuing orders and handing out punishments.
to force a Dragonbond between himself and one of the
In Draavia, he was known as a ruthless master of the
mighty draconic beasts of the skies. Though such a thing
battlefield. He had a knack of ensuring victory in even the
is impossible to do, Szando trusts his own abilities more
most perilous circumstances, caring little about the cost of
than the speculations of philosophers, and fully believes
these victories.
that a Dragonbond does not occur by chance. Instead, it is
something that can, and should, be taken by force.

General Szando Special Equipment. General Szando wears a heartsparker


and a ring of protected dimension door (see appendix B).
Medium Humanoid (Vampyr, Id)
ACTIONS
Armor Class 18 (plate) Multiattack. General Szando makes three weapon attacks.
Hit Points 90 (12d8 + 36) Flail. Melee Weapon Attack: +6 to hit, reach 5 ft., one
Speed 30 ft. target. Hit: 8 (1d8 + 4) bludgeoning damage.
Javelin. Melee or Ranged Weapon Attack: +6 to hit, reach
STR DEX CON INT WIS CHA 5 ft. and range 30/120, one target. Hit: 7 (1d6 + 4) piercing
damage.
19 (+4) 14 (+2) 16 (+3) 16 (+3) 11 (+0) 17 (+3)
BONUS ACTIONS
Saving Throws Strength +6, Constitution +5 Go for the Kill (Recharge 5–6). General Szando issues a
Skills Athletics +6, History +5, Intimidation +5 command to an allied creature within 60 feet of him that
Senses darkvision 60 ft., passive Perception 10 can see and hear him. The target can then use its reaction
to make one melee attack against a creature within range.
Languages Common, Magy, Tyverian
Challenge 4 (1,100 XP) Proficiency Bonus +2 REACTIONS
Riposte. When a creature misses him with a melee attack,
Aura of Leadership. Allied creatures within 30 feet General Szando can make one melee attack against the
of General Szando who can see and hear him have creature.
advantage on saving throws against being charmed,
frightened, and paralyzed.

Giant Ant
A giant ant can be ridden or used as a draft animal.

Giant Ant
Large Beast (K’aab)

Armor Class 14 (natural armor)


Hit Points 19 (3d10 + 3)
Speed 30 ft., climb 30 ft.

STR DEX CON INT WIS CHA


15 (+2) 12 (+1) 13 (+1) 2 (-4) 10 (+0) 5 (-3)

Senses tremorsense 20 ft., passive Perception 10


Languages —
Challenge 1/4 (50 XP) Proficiency Bonus +2

ACTIONS
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 6 (1d8 + 2) piercing damage.

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Giant Water Louse Gloomdust Moth
The giant water louse makes its home in rivers, lakes, and Gloomdust moths are trained insects the size of ponies
other bodies of fresh water deep enough to house it. It that the Draavians typically use either to carry messengers
digs dens in the soft walls of such places, making a nest quickly or for nighttime reconnaissance. Most often
where it waits for passing prey. ridden by shev, gloomdust moths nonetheless have a wide
wingspan and stout build, allowing them carry heavier
riders than many creatures their size.
Giant Water Louse
Large Beast (Id)
Gloomdust Moth
Armor Class 17 (natural armor) Medium Beast (Fai)
Hit Points 94 (9d10 + 45)
Speed 40 ft., burrow 10 ft., swim 40 ft. Armor Class 12
Hit Points 9 (2d8)
STR DEX CON INT WIS CHA Speed 10 ft., fly 50 ft.
19 (+4) 11 (+0) 21 (+5) 2 (-4) 10 (+0) 5 (-3)
STR DEX CON INT WIS CHA
Skills Perception +6 10 (+0) 14 (+2) 10 (+0) 2 (-4) 11 (+0) 3 (-4)
Senses darkvision 60 ft., tremorsense 20 ft., passive
Perception 16 Senses darkvision 60 ft., passive Perception 10
Languages — Languages -
Challenge 5 (1,800 XP) Proficiency Bonus +3 Challenge 0 (10 XP) Proficiency Bonus +2

Water Breathing. The louse can breathe only underwater.


Stout Build. The moth can act as a mount for a creature
ACTIONS of Medium size or smaller.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one ACTIONS
target. Hit: 30 (4d12 + 4) piercing damage.
Wings. Melee Weapon Attack: +4 to hit, reach 5 ft., one
Concussive Snap. The louse slams its front legs together, target. Hit: 1 bludgeoning damage and the target must
emitting a shockwave. Each creature within 5 feet of the succeed on a DC 10 Dexterity saving throw or be blinded
louse must make a DC 16 Constitution saving throw. On until the end of its next turn.
a failure, the creature takes 14 (3d6 + 4) bludgeoning
damage and is stunned until the end of its next turn.
On a success, the creature takes half damage and isn’t REACTIONS
stunned. The louse can only use this action underwater. Dust Cloud. When damaged, the moth flutters its wings,
releasing a cloud of glittering, black dust in a 10-foot
area around itself. All creatures in the area must succeed
on a DC 10 Dexterity saving throw or be blinded for
1d4 rounds. A blinded target can repeat the save at the
end of each of its turns, ending the effect on itself on a
success.

Giant Wolf Spider


Giant Wolf Spider Spider Climb. The spider can climb difficult surfaces,
Large Beast (K’aab) including upside down on ceilings, without needing to
make an ability check.
Armor Class 13 Web Sense. While in contact with a web, the spider
Hit Points 11 (2d8 + 2) knows the exact location of any other creature in contact
with the same web.
Speed 40 ft., climb 40 ft.
Web Walker. The spider ignores movement restrictions
caused by webbing.
STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 13 (+1) 3 (-4) 12 (+1) 4 (-3) ACTIONS
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one
Skills Perception +3, Stealth +7 creature. Hit: 4 (1d6 + 1) piercing damage, and the target
must make a DC 11 Constitution saving throw, taking 7
Senses blindsight 10 ft., darkvision 60 ft., passive (2d6) poison damage on a failed save, or half as much
Perception 13 damage on a successful one. If the poison reduces the
Languages — target to 0 hit points, the target is stable but poisoned for
Challenge 1/4 (50 XP) Proficiency Bonus +2 1 hour, even after regaining hit points, and is paralyzed
while poisoned in this way.

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APPENDIX A: NEW STAT BLOCKS

Godao Guild Enforcer


Godao, also known as golden gnomes, are the second Small Humanoid (Gnome, Fai)
oldest people of Valerna. With an industrious nature and
Armor Class 14 (studded leather armor)
a knack for Fai magic and tinkering, many godao tend to Hit Points 33 (6d6 + 12)
fall into creative professions, crafting great works of art Speed 25 ft.
and engineering. They’re found in most realms in Valerna,
but reside primarily in Allaria, where they work alongside STR DEX CON INT WIS CHA
the ellari and allai to create stunning technical and 16 (+3) 14 (+2) 14 (+2) 10 (+0) 12 (+1) 10 (+0)
architectural achievements.
Guild Gnomes. Most godao in Allaria work for the Grand Saving Throws Con +4, Int +2
Guild, a transnational network of trade and engineering Skills Athletics +5, Insight +3, Intimidation +2, Perception +3
research. The Guild maintains embassies and business deals Senses darkvision 60 ft., passive Perception 13
in every realm in Valerna, cultivating relationships and Languages Allai, Common, Godao
preserving the Guild’s interests across the continent. Challenge 2 (450 XP) Proficiency Bonus +2

Guild Enforcers ACTIONS


Multiattack. The guild enforcer makes two Electrified Club
or three Repeater Crossbow attacks.
Guild enforcers are the muscle of the Grand Guild and Electrified Club. Melee Weapon Attack: +5 to hit, reach 5
typically act as bodyguards for Guild ambassadors or ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage, and
merchants that spend much of their time on the road. the target must succeed on a DC 13 Constitution saving
throw or take 3 (1d6) lightning damage and become
However, it is not uncommon to find a Guild enforcer stunned until the end of its next turn.
paying a visit to local merchants to collect dues or to Repeater Crossbow. Ranged Weapon Attack: +4 to hit,
“encourage” the Guild’s competition to leave town. Godao range 90/240 ft., one target. Hit: 6 (1d8 + 2) piercing
who lack the knack for crafting often become Guild damage.
enforcers, lending their skills in combat and brute force to BONUS ACTIONS
protect the Guild’s investments. Trick Shot. The next ranged weapon attack made by the Guild
Enforcer ignores half cover and three-quarters cover.

Godao
Small Humanoid (Gnome, Fai)

Armor Class 12
Hit Points 14 (4d6)
Speed 25 ft.

STR DEX CON INT WIS CHA


8 (-1) 14 (+2) 10 (+0) 18 (+4) 12 (+1) 14 (+2)

Saving Throws Int +6, Wis +3


Skills Arcana +6, Perception +3
Senses darkvision 60 ft., passive Perception 13
Languages Allai, Common, Godao
Challenge 1/2 (100 XP) Proficiency Bonus +2

Tinkerer. The godao is proficient in tinker’s tools and has


advantage on Intelligence checks related to tinkering.

ACTIONS
Multiattack. The godao makes one Dagger or two
Repeater Crossbow attacks.
Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach
5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing
damage.
Repeater Crossbow. Ranged Weapon Attack: +4 to hit,
range 90/240 ft., one target. Hit: 6 (1d8 + 2) piercing
damage.

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Golden Genius Guard
Most godao have an innate knack for creating and Guards include members of a city watch, sentries in a
modifying gear, and their armor and weapons are all citadel or fortified town, and the bodyguards of merchants
different, adjusted to the taste of their wielder. A golden and nobles.
genius—the official title of an inventor in the Grand
Guild of Allaria—is often escorted by a golden guardian
or another type of bodyguard construct, which protects its Guard
creator with fanatical loyalty. Medium Humanoid (Any Ancestry, Any Aspect)

Armor Class 16 (chain shirt, shield)

Golden Genius Hit Points 11 (2d8 + 2)


Speed 30 ft.
Small or Medium Humanoid (Typically Godao, Fai)
STR DEX CON INT WIS CHA
Armor Class 14 (studded leather armor)
Hit Points 14 (4d6) 13 (+1) 12 (+1) 12 (+1) 10 (+0) 11(+0) 10 (+0)
Speed 25 ft.
Skills Perception +2
STR DEX CON INT WIS CHA Senses passive Perception 12
Languages any one language (usually Common)
8 (-1) 14 (+2) 10 (+0) 18 (+4) 12 (+1) 14 (+2) Challenge 1/8 (25 XP) Proficiency Bonus +2

Saving Throws Int +6


Skills Arcana +6, Perception +3 ACTIONS
Senses darkvision 60 ft., passive Perception 13 Spear. Melee or Ranged Weapon Attack: +3 to hit,
Languages Allarian, Godao reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d6 + 1)
Challenge 1 (200 XP) Proficiency Bonus +2 piercing damage or 5 (1d8 +1) piercing damage if used
with two hands to make a melee attack.
Tinkerer. The golden genius is proficient in tinker’s tools
and has advantage on Intelligence checks related to
tinkering.

ACTIONS
Multiattack. The golden genius makes two Dagger or two
Light Repeater Crossbow attacks.
Dagger. Melee or Ranged Weapon Attack: +4 to hit,
reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2)
piercing damage.
Light Repeater Crossbow. Ranged Weapon Attack: +4 to hit,
range 90/240 ft., one target. Hit: 6 (1d8 + 2) piercing damage.

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APPENDIX A: NEW STAT BLOCKS

Hamanimi Lake Hamanimi


A song among the reeds, laughter through the leaves, Medium Feydh (Fai)
and a rush of delicate steps among the undergrowth are
Armor Class 12
all hints that a hamanimi is nearby. Once spirits of the
Hit Points 33 (6d8 + 6)
forest spoken of in hushed tones by nearby villagers, Speed 30 ft., swim 40 ft.
the hamanimi were eventually awakened to a more
earthly existence by the Fell crowns, who wove the tales STR DEX CON INT WIS CHA
of the hamanimi into a form that suited them. Now,
13 (+1) 15 (+2) 13 (+1) 13 (+1) 13 (+1) 17 (+3)
the hamanimi act as guardians of the gateways between
Valerna and the Fell Courts. Saves Con +3, Cha +5
Beings of Nature. Hamanimi are born from, and Skills Nature +5, Perception +3, Persuasion +5, Survival +5,
connected to, a specific anchor spot in nature—a tree, a lake, Stealth +6
Senses darkvision 60 ft., passive Perception 13
or a river, for example. They form groves around their anchor,
Languages Oneiric, telepathy 30 ft.
protecting it from mortal outsiders. Their relatively newfound Challenge 1 (200 XP) Proficiency Bonus +2
subservience to the Fell has made them fickle and quick to
anger, filled with bitterness at the peaceful lives they once Fai Ancestry. The hamanimi gains advantage on saving
lived. Some hamanimi may dissuade someone from entering throws against being charmed, and magic can’t put it to
sleep.
their grove by shifting the forest around them, leading the
Magic Resistance. The hamanimi has advantage on saving
mortal in circles until they tire, while others do not hesitate to throws against spells and other magical effects.
kill anyone who dares step foot in their territory. Speak with Aquatic Creatures. The hamanimi can
communicate with any creature native to freshwater
environments as if they shared a language.

Lake Hamanimi ACTIONS


Draining Touch. Melee Spell Attack: +5 to hit, reach 5
Connected to freshwater sources, such as rivers and ponds, ft., one target. Hit: 6 (1d6 + 3) poison damage, and the
lake hamanimi often resemble female feydh with pale hamanimi regains the same amount of hit points. In
bluish skin, flowing hair, and long garments that appear addition, the target must succeed on a DC 13 Constitution
saving throw or become stunned until the end of the
woven from river foam and water. hamanimi’s next turn. If a living creature is brought to 0
Lake hamanimi use the dreams of mortals to clean hit points with this attack, the creature’s body dissolves,
their water and give it magical properties. Drinking from a its essence used to feed the hamanimi’s waters. The
creature cannot be brought back to life except by the
lake hamanimi’s water is like partaking of the dreams of its wish spell or similar magic.
countless victims, bringing alien memories and temporary Dissolving Form. The hamanimi touches a body of
madness to the drinker. freshwater at least 10 feet wide. The hamanimi teleports
up to 30 ft. to any place within the same body of water
and becomes invisible and immune to bludgeoning,
piercing, and slashing damage from nonmagical weapons.
The hamanimi can remain in this state indefinitely, but it
cannot target a creature with an attack while it does so.
Water Gift. The hamanimi touches one Feydh, Humanoid,
or Giant creature. The target gains a swim speed equal to
their movement speed and the ability to breathe water.
This benefit lasts until the target finishes a short or long
rest.
Waterlog (Recharge 5–6). The hamanimi causes water
to rise in the ground around it. Each creature within 20
ft. of the hamanimi must succeed on a DC 14 Strength
saving throw or become restrained until the end of the
hamanimi’s next turn.

REACTIONS
Drink Magic (Recharges after a Long Rest). If the
hamanimi is the target of a 3rd-level or lower spell or
spell-like ability that requires a Wisdom or Charisma
saving throw, it can choose to counter the spell, negating
it. Additionally, the hamanimi regains 4 (1d8) hit points per
spell level.

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Hamanu Hamanu
Medium Feydh (Fai) The male counterparts of hamanimi, hamanu are animalistic
feydh with horns and raptor-like features, such as feathers or
Armor Class 13 talons, on a vaguely humanoid frame. Like hamanimi, hamanu
Hit Points 60 (11d8 + 11) are enigmatic and can be aggressive toward mortals that enter
Speed 40 ft. their woods uninvited.
Roaming Entertainers. As opposed to hamanimi,
STR DEX CON INT WIS CHA who become attached to a region’s landscape, hamanu are
13 (+1) 16 (+3) 13 (+1) 13 (+1) 11 (+0) 17 (+3) a manifestation of its animal denizens and are not tied to
a particular location. Most hamanu excel at a number of
Saves Dex +5, Con +3 performing arts, including music, dance, and poetry, and
Skills Nature +5, Perception +2, Performance +7, Survival they will often use a quiet moment to entertain hamanimi
+2, Stealth +5 and other hamanu. Occasionally, the Fell will call on them
Senses darkvision 60 ft., passive Perception 12 to perform at their courts, and the hamanu sometimes form
Languages Oneiric, telepathy 30 ft. traveling troupes that go from grove to grove, spreading music
Challenge 1/2 (100 XP) Proficiency Bonus +2 and tales. The arrival of such a troupe is often heralded by the
sound of drums, which some travelers claimed to have heard
Beguiling Performer. A creature that observes a hamanu in the dark of night. Hamanu have a particular love for ballads
performance for more than 1 minute must succeed on a DC and sprawling epics but are not above performing a rousing
13 Wisdom saving throw or become charmed for the next
8 hours. When charmed in this way, the creature must use
drinking song if the occasion calls for it.
its full movement to approach the hamanu, where it joins in Entrancing Performances. A few bold mortals will
the revelries by dancing, singing, or performing in another go in search of such hamanu arts, and those who return
fashion, and must continue to do so until the charm ends. If report strange music or half-remembered visions of bizarre
a creature remains charmed for the entire duration, it gains performances that later manifest in their own dreams. Some
1 level of exhaustion. The creature can repeat the saving
throw if it takes damage, ending the effect on itself on a return with hoarse voices or fingers bloodied from lute strings,
success. as if they themselves had been pulled into a
Fai Ancestry. The hamanu gains advantage on saving reverie they cannot entirely recall.
throws against being charmed, and magic can’t put it to
sleep.
Leaps and Bounds. The hamanu ignores difficult terrain.
Magic Resistance. The hamanu has advantage on saving
throws against spells and other magical effects.
Speak with Nature. The hamanu can communicate with
Beasts as if they shared a language.

ACTIONS
Multiattack. The hamanu makes two Gore or Poisoned
Talons attacks.
Gore. Melee Weapon Attack: +3 to hit, reach 5 ft., one
target. Hit: 5 (1d8 + 1) piercing damage, and the target
must succeed on a DC 11 Strength saving throw or fall
prone.
Poisoned Talons. Melee Weapon Attack: +5 to hit, reach
5 ft., one target. Hit: 6 (1d6 + 3) slashing damage, and the
target must succeed on a DC 13 Constitution saving throw
or become poisoned for 1 minute. A poisoned creature can
repeat the saving throw at the end of its turn, ending the
effect on itself on a success.
Feydh Performance. The hamanu hums, sings, plays an
instrument, or performs a rhythmic dance. Each creature
that can see or hear the hamanu must succeed on a DC 13
Wisdom saving throw or become incapacitated until the
end of the hamanu’s next turn.

BONUS ACTIONS
Weeping Wounds. The hamanu targets a poisoned
creature that it can see within 30 feet of it. The target must
succeed on a DC 13 Constitution saving throw or suffer 2
(1d4) poison damage each round until it receives magical
healing, uses an action to make a successful 11 Wisdom
(Medicine) check, or takes a short rest.

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Maandros Vir Murk Wolf


An ancient ellari from the time before the Dreambleed, the A creature of the Dreamspace, the murk wolf is what children
silver elf now known as Maandros Vir serves as an advisor dream about when the night is dark and the wolves are
to King Yvandran and a mentor and father figure to Aeryn. howling in the woods. A nightmare made flesh, it’s a massive,
Highly respected in the courts of Corim, he works toward a terrifying beast, with breath that seeps life from its prey.
future where the Aunai States can reclaim their former glory
and become a power to rival the other great realms of Valerna.
Affable and somewhat scatterbrained, Maandros is Murk Wolf
nonetheless a powerful arcane caster. Large Feydh (Fai)

Armor Class 13 (natural armor)


Maandros Vir Hit Points 75 (10d10 + 20)
Speed 50 ft.
Medium Humanoid (Ellari, Fai)

Armor Class 12 (15 with mage armor) STR DEX CON INT WIS CHA
Hit Points 40 (9d8) 18 (+4) 13 (+1) 14 (+2) 7 (-2) 12 (+1) 8 (-1)
Speed 30 ft.
Skills Perception +5, Stealth +3
STR DEX CON INT WIS CHA Damage Immunities necrotic
9 (-1) 14 (+2) 11 (+0) 18 (+4) 12 (+1) 14 (+2) Senses passive Perception 15
Languages Oneiric
Challenge 3 (700XP) Proficiency Bonus +2
Saving Throws Int +7, Wis +4
Skills Arcana +7, Deception +5, History + 7, Perception +4
Senses darkvision 60 ft., passive Perception 11 Keen Hearing and Smell. The wolf has advantage on
Languages Allai, Ellari, Common, Old Altanesi, Late Altanesi Wisdom (Perception) checks that rely on hearing or
smell.
Challenge 6 (2,300 XP) Proficiency Bonus +3
Pack Tactics. The wolf has advantage on an attack
roll against a creature if at least one of the wolf’s
Immortal. If Maandros is reduced to 0 hit points, he allies is within 5 feet of the creature and the ally isn’t
falls unconscious but is stabilized. At the next dawn, he incapacitated.
awakens with full hit points. Maandros cannot fail death Night Camouflage. The dark wolf has advantage on
saving throws. Dexterity (Stealth) checks made in dim light or darkness.
ACTIONS ACTIONS
Dagger. Melee or Ranged Weapon Attack: +5 to hit, Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one
reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) target. Hit: 11 (2d6 + 4) piercing damage. If the target is
piercing damage. a creature, it must succeed on a DC 14 Strength saving
Spellcasting. Maandros casts one of the following spells, throw or be knocked prone.
using Intelligence as the spellcasting ability (spell save DC Necrotic Breath (Recharge 5–6). The wolf exhales a
15, +7 to hit with spell attacks). cloud of dark energy in a 15-foot cone. Each creature
At will: light, fire bolt, mage hand, prestidigitation in that area must make a DC 12 Dexterity saving throw,
3/day each: detect magic, dreamwalking*, Fai jump*, taking 18 (4d8) necrotic damage on a failed save, or half
mage armor, magic missile, shield, suggestion as much damage on a successful one.
2/day each: counterspell, fireball, fly, greater invisibility
1/day: dreamlance*

*see appendix C

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Noble
Nobles wield great authority and influence as members of the
upper class, possessing wealth and connections that can make
them as powerful as monarchs and generals. A noble often
travels in the company of guards, as well as servants who are
commoners. The noble’s statistics can also be used to represent
courtiers who aren’t of noble birth.

Noble
Medium Humanoid (Any Ancestry, Any Aspect) ACTIONS
Rapier. Melee Weapon Attack: +3 to hit, reach 5 ft., one
Armor Class 15 (breastplate) target. Hit: 5 (1d8 + 1) piercing damage.
Hit Points 9 (2d8)
Speed 30 ft. REACTIONS
Parry. The noble adds 2 to its AC against one melee
STR DEX CON INT WIS CHA attack that would hit it. To do so, the noble must see
11 (+0) 12 (+1) 11 (+0) 12 (+1) 14 (+2) 16 (+3) the attacker and be wielding a melee weapon.

Skills Deception +5, Insight +4, Persuasion +5


Senses passive Perception 12
Languages any two languages
Challenge 1/8 (25 XP) Proficiency Bonus +2

Nwoda Nwoda
The sky dwarves of the Enkharan Desert, known as nwoda, Medium Humanoid (Dwarf, Fai)
are an adventurous, clannish people, filled with wanderlust
but also with strong ties to their homeland and the floating Armor Class 13
Hit Points 97 (15d8 + 30)
gem clusters where they make their homes. The best-known
Speed 25 ft., flying 20 ft. (hover)
trait of sky dwarves is their ability to make stones fly, and to
perform incredible acrobatics themselves, with the floating
STR DEX CON INT WIS CHA
magic they call yahum.
A nwoda is a muscular dwarf with gemlike growths 10 (+0) 16 (+3) 14 (+2) 16 (+3) 14 (+2) 11 (+0)
where other humanoids grow hair. The color of these
growths depends on the dwarf ’s clan, be it Yuman Saving Throws Dex +5, Wis +4
Skills Acrobatics +5, Nature +5, Perception +4, Survival +4
(amethyst), Yaku (ruby), Kuti (sapphire), or the self-exiled
Damage Resistances poison
Zumari (emerald). Records also tell of a lost clan, the Amasi Senses darkvision 60 ft., passive Perception 14
(diamond) sky dwarves, but the nwoda avoid discussing Languages Common, Nwoda
such things with outsiders. Challenge 2 (450 XP) Proficiency Bonus +2
Born of Gems. The nwoda’s ability to fly is not limited
to themselves but is a power imparted to them by their Dwarven Resilience. The nwoda has advantage on saving
una’jawahm’a, their birthstones, the city-sized floating gem throws against poison effects.
Natural Flight. The nwoda’s long jump is up to 30 feet,
clusters where every nwoda is born. Each clan has their own and its high jump is up to 10 feet, with or without a running
una’jawahm that corresponds to their clan’s color, and each start. It ignores difficult terrain when landing.
is filled with complex, winding tunnels and vast caverns
that make up the nwoda’s home. In the shadow of each ACTIONS
una’jawahm, oases and forests of strange, crystalline plant Multiattack. The nwoda makes two Dagger attacks.
life have sprung into existence, known as ni’khela, or shield Dagger. Melee or Ranged Weapon Attack: +5 to hit,
reach 5 ft. or range 20/60 ft., one target. Hit: 8 (2d4 + 3)
plateaus. On these Shields, these islands of refuge, disparate, piercing damage.
nomadic peoples have formed walled cities to live off of this
odd environment. REACTIONS
Sky Pirates. Nwoda dwarves are also the most feared Yahum’s Gift. If the nwoda falls, it slows its descent,
pirates in the world, as their flying ships can raid anyone, lands on its feet, and takes no damage (as per the
feather fall spell).
anywhere. While the immense majority of nwoda pirates
belong to the Emerald clan, all sky dwarf tribes have their
own raiding ships and quite a number of infamous captains
to their name.
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Nwoda Sky Pirate Natural Flight. The nwoda’s long jump is up to 30 feet, and
its high jump is up to 10 feet, with or without a running start. It
ignores difficult terrain when landing.
Medium Humanoid (Dwarf, Fai) Shard-Weapons. The nwoda’s weapon attacks are magical.
Armor Class 13 (leather)
Hit Points 112 (15d8 + 45)
ACTIONS
Speed 25 ft., flying 20 ft. Multiattack. The nwoda makes two weapon attacks.
Poisoned Scimitar. Melee Weapon Attack: +4 to hit, reach 5
ft., one target. Hit: 5 (1d6 + 2) slashing damage plus 11 (2d10)
STR DEX CON INT WIS CHA poison damage, and the target must succeed on a DC 13
12 (+1) 15 (+2) 16 (+3) 10 (+0) 13 (+1) 8 (-1) Constitution saving throw or become poisoned for 1 minute.
Shard-Shooter. Ranged Weapon Attack: +4 to hit, range
Saving Throws Str +3, Dex +4 80/320 ft., one target. Hit: 9 (2d6 + 2) piercing damage, and
the target must succeed on a DC 13 Dexterity saving throw
Skills Acrobatics +4, Nature +2, Perception +3, Survival +3
or take 4 (1d8) acid damage.
Damage Resistances poison
Dirty Tricks. The nwoda performs a series of confusing
Senses darkvision 60 ft., passive Perception 13
maneuvers against one creature within 15 feet of it that can
Languages Common, Nwoda see it. The target must succeed on a DC 13 Wisdom saving
Challenge 3 (700 XP) Proficiency Bonus +2 throw or the nwoda has advantage on its attack rolls against
the target until the end of the nwoda’s next turn.
Dwarven Resilience. The nwoda has advantage on saving
throws against poison effects. REACTIONS
Evasive Flight. When the nwoda takes the Dash action, until Yahum’s Gift. If the nwoda falls, it slows its descent, lands on
the start of the nwoda’s next turn, all weapon attacks against its feet, and takes no damage (as per the feather fall spell).
it are made with disadvantage.

Once-Forgotten Fell Once-Forgotten Longing


The faari, given their feyhd nature, are born of dreams, A once-forgotten longing was a Fell spellcaster, such
taking form and life when stories bring them into as a thunderer, whose mastery of Fai is now out of
existence. They rely on the dreams of others to keep them reach. They wield Fai recklessly, wildly, slinging
going, snuffing out like candlelight when the stories and dreams and nightmares and radiating the
legends that formed them fade away. powerful magic that was once the source
In the rare occasions that they come back—that their of their pride.
story is discovered once more or someone who remembers
them is brought back to life—these once-forgotten Fell are
changed. They are nightmarish creatures, shades of their
former selves that resemble the most exaggerated versions
of who they were. At times, these faari can be saved, drawn
back from the torrent of monstrous nightmares that crea-
ted them. When they are too far gone, they are living night
terrors, the creatures children fear when they try to sleep.

Once-Forgotten Fury
A once-forgotten fury is a Fell—typically a warrior, a
lancer, or a captain—whose mettle has been sharpened
into frenzied rage. Their lances become serrated razor-glass
limbs that cuts down everything in their path, and they
wield Fai with dangerous precision, turning
even the softest dream magic into
mind-rending blades.

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Once-Forgotten Fury Psychic Rend. When the fury hits a creature that has under
half of its hit point maximum remaining with a melee attack,
Large Feydh (Fai) its attacks inflict a lingering psychic wound. A wounded
creature loses 2 hit points for each psychic wound it has at
Armor Class 14 (natural armor) the start of its turn. A creature can use an action to fortify
Hit Points 42 (5d10 + 15) its mind against these wounds, ending the effect on itself.
Speed 40 ft.
ACTIONS
STR DEX CON INT WIS CHA Multiattack. The fury makes two Glass Blade attacks.
Glass Blade. Melee Weapon Attack: +6 to hit, reach 10 ft.,
18 (+4) 10 (+0) 16 (+3) 12 (+1) 10 (+0) 14 (+2) one target. Hit: 8 (1d8 + 4) slashing damage plus 2 (1d4)
psychic damage and the creature must succeed on a DC 14
Saving Throws Wis +2, Cha +4 Strength saving throw or be knocked prone.
Skills Athletics +6, Perception +2
Damage Vulnerabilities bludgeoning, piercing, and slashing
REACTIONS
from deadsteel weapons Warrior’s Rage (Recharge 5–6). When a creature the
Damage Resistances bludgeoning, piercing, and slashing fury can see hits it with an attack, the fury can mark the
from nonmagical attacks attacker. The mark remains until the end of the fury’s
next turn. When the fury makes an attack roll against the
Senses darkvision 60 ft., passive Perception 12
marked creature, it has advantage on the attack roll, and
Languages Common, Oneiric
the attack deals an extra 3 (1d6) psychic damage.
Challenge 2 (450 XP) Proficiency Bonus +2

Once-Forgotten Longing Bleeding Magic. Any creature that starts its turn within
30 feet of the longing must succeed on a DC 14 Charisma
Large Feydh (Fai) saving throw or take 3 (1d6) necrotic damage. Feydh
creatures are immune to this aura.
Armor Class 15 (natural armor)
Hit Points 34 (4d10 + 12)
ACTIONS
Speed 30 ft. Multiattack. The longing makes two Psychogenic Blast
attacks.
Psychogenic Blast. Melee or Ranged Spell Attack: +6 to
STR DEX CON INT WIS CHA hit, reach 5 ft. or range 30 ft., one target. Hit: 7 (1d6 + 4)
8 (−1) 14 (+2) 16 (+3) 14 (+2) 10 (+0) 18 (+4) psychic damage.
Howling Discharge. The longing erupts in a wild blast of
Saving Throws Int +4, Wis +2, Cha +6 psychic energy. Each creature within 30 feet of the longing
must make a DC 12 Dexterity saving throw, taking 9 (2d8)
Damage Vulnerabilities bludgeoning, piercing, and slashing psychic damage on a failed save, or half as much damage
from deadsteel weapons on a successful one.
Damage Resistances bludgeoning, piercing, and slashing
from nonmagical attacks REACTIONS
Senses darkvision 60 ft., passive Perception 10
Mind Shield (Recharge 5–6). When the longing takes
Languages Common, Oneiric damage, it magically creates a protective barrier around
Challenge 2 (450 XP) Proficiency Bonus +2 itself. The barrier reduces the damage dealt to the longing
by 3 (1d6), to a minimum of 0, and the attacker takes that
same amount of psychic damage.

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Once-Forgotten Pride Once-Forgotten Zeal


A once-forgotten pride was a Fell crown who ruled a court. A once-forgotten zeal is no mere defender. It was a Fell
Their majesty forgotten, they are the faari who have fallen so utterly devoted in its concept, in its idea, that it is
the most, commanding Fai with reckless authority. They consumed by it. Once-forgotten zeals are rare— as feydh
are a shadow of their former glory, and they are the ones are all made of the amorphous possibility of Dream and
who seem most aware of their own inadequacy. are all boundless passion—but when a once-forgotten zeal
arises, it often has unique traits that reflect its zealotry.

Once-Forgotten Pride last turn, it ripples with power and gains a cumulative +1
bonus to its damage rolls. This bonus lasts until the pride
Medium Feydh (Fai) regains hit points or is reduced to 0 hit points or is healed
to its Hit Point maximum.
Armor Class 14 (natural armor)
Hit Points 90 (12d8 + 36) ACTIONS
Speed 30 ft. Multiattack. The fury makes two Broken Scepter or
Rending Scream attacks.
Broken Scepter. Melee Weapon Attack: +4 to hit, reach 5
STR DEX CON INT WIS CHA
ft., one target. Hit: 5 (1d6 + 2) slashing damage and 5 (2d4)
8 (−1) 14 (+2) 16 (+3) 14 (+2) 10 (+0) 20 (+5) psychic damage.
Rending Scream. Ranged Spell Attack: +7 to hit, range 60
Saving Throws Wis +2, Cha +7 ft., one target. Hit: 8 (1d6 + 5) psychic damage.
Skills Perception +2 Voice of Creation (Recharge 5–6). The pride unleashes
Damage Vulnerabilities bludgeoning, piercing, and slashing a burst of creation magic, and a dream imp appears in
from deadsteel weapons an unoccupied space within 30 feet of it. The imp takes
its turn immediately after the pride’s turn on the same
Damage Resistances bludgeoning, piercing, and slashing
initiative count and disappears when it is reduced to 0 hit
from nonmagical attacks
points.
Senses darkvision 60 ft., passive Perception 12
Languages Common, Oneiric REACTIONS
Challenge 3 (700 XP) Proficiency Bonus +2 Defend the Crown. When a creature the pride can see
targets it with an attack, the pride chooses a dream imp
Growing Pride. At the start of its turn, if the pride was within 5 feet of it. The pride and the dream imp swap
dealt damage by a hostile creature since the end of its places, and the dream imp becomes the target instead.

Once-Forgotten Zeal Oathbound. When the zeal is targeted by a spell or effect


that would move it, the zeal has advantage on any ability
Large Feydh (Fai) checks or saving throws made to contest or resist it.
Relentless (1/Day). If the zeal is reduced to 0 hit points, it is
Armor Class 14 (natural armor) reduced to 1 hit point instead.
Hit Points 59 (7d10 + 21)
Speed 30 ft. ACTIONS
Multiattack. The zeal makes two Fanatic Force or
Harrowing Rive attacks in any combination.
STR DEX CON INT WIS CHA
Fanatic Force. Melee Weapon Attack: +6 to hit, reach 5 ft.,
18 (+4) 12 (+1) 16 (+3) 10 (+0) 12 (+1) 14 (+2) one target. Hit: 8 (1d8 + 4) bludgeoning damage.
Harrowing Rive. Melee Weapon Attack: +6 to hit, reach 5
Saving Throws Wis +3, Cha +4 ft., one target. Hit: 7 (1d6 + 4) slashing damage.
Skills Athletics +6, Perception +3 Unbound Fervor (Recharge 5–6). The zeal ends any
Damage Vulnerabilities bludgeoning, piercing, and slashing effect causing it to be grappled or restrained and leaps
from deadsteel weapons up to 30 feet to an unoccupied space it can see. Each
Damage Resistances bludgeoning, piercing, and slashing creature within 5 feet of that space must make a DC 15
from nonmagical attacks Dexterity saving throw. On a failed save, a creature takes
Senses darkvision 60 ft., passive Perception 13 7 (2d6) bludgeoning damage and is knocked prone. On a
successful save, a creature takes half as much damage and
Languages Common, Oneiric isn’t knocked prone.
Challenge 2 (450 XP) Proficiency Bonus +2
REACTIONS
Steadfast Companion. When a creature within 5 feet of the
zeal is hit by an attack roll, the zeal causes itself to be hit
instead.

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Prince Isandor Specter
Young and good-natured, Prince Isandor has known
little of hardship. When he’s not in the throne room or Specter
otherwise attending to his duties as crown prince, he Medium undead (K’aab)
spends his time reveling in Heartstreets, drinking and
partying. These many nights spent drinking the inn stores Armor Class 12
dry gave him an understanding of the people he would Hit Points 22 (5d8)
be governing, as well as a few party tricks. One such trick Speed 0 ft., fly 50 ft. (hover)
came with the prince’s mastery of throwing knives, a skill
that earned him many laughs and gasps in bars across STR DEX CON INT WIS CHA
Corim. 1 (-5) 14 (+2) 11 (+0) 10 (+0) 10 (+0) 11 (+0)
Prince Isandor is absolutely besotted with Aeryn, and
looks forward to the day he can make her his wife. For now, Damage Resistances acid, cold, fire, lightning, thunder;
bludgeoning, piercing, and slashing from nonmagical attacks
though, he knows the two of them have much learning and Damage Immunities necrotic, poison
growing to do before they can make that commitment to Condition Immunities charmed, exhaustion, grappled,
each other—and to all of Corim. paralyzed, petrified, poisoned, prone, restrained,
unconscious
Senses darkvision 60 ft., passive Perception 10
Prince Isandor Languages understands all languages it knew in life but
can’t speak
Medium Humanoid (Aunai Human) Challenge 1 (200 XP) Proficiency Bonus +2

Armor Class 15 (studded leather) Incorporeal Movement. The specter can move through
Hit Points 39 (6d8 + 12) other creatures and objects as if they were difficult
Speed 30 ft. terrain. It takes 5 (1d10) force damage if it ends its turn
inside an object.
Sunlight Sensitivity. While in sunlight, the specter has
STR DEX CON INT WIS CHA
disadvantage on attack rolls, as well as on Wisdom
13 (+1) 16 (+3) 14 (+2) 14 (+2) 12 (+1) 15 (+2) (Perception) checks that rely on sight.

Saving Throws Dex +5, Int +4


ACTIONS
Skills Acrobatics +5, Deception +4, Persuasion +4 Life Drain. Melee Spell Attack: +4 to hit, reach 5 ft., one
creature. Hit: 10 (3d6) necrotic damage. The target must
Senses passive Perception 11
succeed on a DC 10 Constitution saving throw or its hit
Languages Common point maximum is reduced by an amount equal to the
Challenge 1 (200 XP) Proficiency Bonus +2 damage taken. This reduction lasts until the creature
finishes a long rest. The target dies if this effect reduces
Improved Critical. Isandor’s weapon attacks with its hit point maximum to 0.
throwing knives score a critical hit on a roll of 19 or 20.
Trick Shot. If Isandor hits the same target with two
Throwing Knife attacks in the same turn from more than
5 feet away, the second hit deals an additional 5 (2d4)
piercing damage.

ACTIONS
Multiattack. Isandor makes two Throwing Knife attacks.
Throwing Knife. Melee or Ranged Weapon Attack: +5 to
hit, reach 5 ft. or range 40/80 ft., one target. Hit: 5 (1d4
+ 3) piercing damage.

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Scintillating Serpents Swarm of Scintillating Serpents


The scintillating serpent is a creature of dreams and Medium Swarm of Tiny Feydh (Fai)
nightmares. Born from the fears and phobias of mortals,
Armor Class 14
the scintillating serpent can manifest terrifying visions,
Hit Points 36 (8d8)
taking on an illusory image of what its prey fears most. Speed 30 ft., swim 30 ft.

Giant Scintillating Serpent STR DEX CON INT WIS CHA


8 (-1) 18 (+4) 11 (+0) 1 (-5) 10 (+0) 3 (-4)
Huge Feydh (Fai)

Armor Class 12 Damage Resistances bludgeoning, piercing, psychic,


slashing
Hit Points 60 (8d12 + 8)
Condition Immunities charmed, frightened, grappled,
Speed 30 ft., swim 30 ft.
paralyzed, petrified, prone, restrained, stunned
Senses blindsight 10 ft., passive Perception 10
STR DEX CON INT WIS CHA Languages —
19 (+4) 14 (+2) 12 (+1) 1 (-5) 10 (+0) 3 (-4) Challenge 2 (450 XP) Proficiency Bonus +2

Skills Perception +2 Swarm. The swarm can occupy another creature’s


space and vice versa, and the swarm can move through
Damage Resistances psychic
any opening large enough for a Tiny snake. The swarm
Senses blindsight 10 ft., passive Perception 12 can’t regain hit points or gain temporary hit points.
Languages —
Challenge 2 (450 XP) Proficiency Bonus +2
ACTIONS
Bites. Melee Weapon Attack: +6 to hit, reach 0 ft., one
ACTIONS creature in the swarm’s space. Hit: 7 (2d6) piercing
damage, or 3 (1d6) piercing damage if the swarm has
Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one
half of its hit points or fewer. The target must make a
creature. Hit: 11 (2d6 +4) piercing damage.
DC 10 Constitution saving throw, taking 14 (4d6) poison
Constrict. Melee Weapon Attack: +6 to hit, reach 5 ft., damage on a failed save, or half as much damage on a
one creature. Hit: 13 (2d8 +4) bludgeoning damage, and successful one.
the target is grappled (escape DC 16). Until this grapple
ends, the creature is restrained, and the serpent can’t
constrict another target. BONUS ACTIONS
Disorient. As a bonus action, the swarm can reveal
its patterned backs and writhe to create disorienting
BONUS ACTIONS visions at a creature of its choice within 30 feet of it
Disorient. As a bonus action, the serpent can reveal its that it can see. The creature must succeed on a DC 14
patterned back and writhe to create disorienting visions Wisdom saving throw or become charmed or frightened
at a creature of its choice within 30 feet of it that it (the swarm’s choice). A creature that successfully saves
can see. The target must succeed on a DC 14 Wisdom is immune to this swarm’s patterns for the next 24
saving throw or become charmed or frightened (the hours.
serpent’s choice) until the start of the snake’s next turn.
A creature that successfully saves is immune to this
serpent’s patterns for the next 24 hours.

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Scout Shev
Scouts are skilled hunters and trackers who offer their Small Humanoid (Halfling, Id)
services for a fee. Most hunt wild game, but a few work
Armor Class 13
as bounty hunters, serve as guides, or provide military
Hit Points 66 (12d6 + 24)
reconnaissance. Speed 25 ft.

Scout STR
12 (+1)
DEX
16 (+3)
CON
14 (+2)
INT
16 (+3)
WIS
10 (+0)
CHA
12 (+1)
Medium Humanoid (Any Ancestry, Any Aspect)
Saving Throws Dex +5, Int +5
Armor Class 13 (leather armor)
Skills Arcana +5, Perception +2, Stealth +5, Survival +2
Hit Points 16 (3d8 + 3)
Damage Resistances poison
Speed 30 ft.
Condition Immunities poisoned
Senses passive Perception 12
STR DEX CON INT WIS CHA Languages Common, Tyverian
11 (+0) 14 (+2) 12 (+1) 11 (+0) 13 (+1) 11 (+0) Challenge 1 (200 XP) Proficiency Bonus +2

Skills Nature +4, Perception +5, Stealth +6, Survival +5


Senses passive Perception 15
ACTIONS
Languages any one language Multiattack. The shev makes two Light Crossbow or two
Shortsword attacks.
Challenge 1/2 (100 XP) Proficiency Bonus +2
Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one target. Hit: 5 (1d4 + 3) piercing damage plus 2 (1d4)
Keen Hearing and Sight. The scout has advantage on poison damage.
Wisdom (Perception) checks that rely on hearing or
Light Crossbow. Ranged Weapon Attack: +5 to hit, range
sight. 80/320 ft., one target. Hit: 7 (1d8 + 3) piercing damage.
Acid Bomb (3/Day). The shev throws a bomb to a point
ACTIONS of its choice within 60 feet of it. Each creature within a
Multiattack. The scout makes two Shortsword attacks 10 ft. radius of the bomb must make a DC 13 Dexterity
or two Longbow attacks. saving throw, taking 18 (4d8) acid damage on a failed
Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., save, or half as much damage on a success.
one target. Hit: 5 (1d6 + 2) piercing damage.
BONUS ACTIONS
Longbow. Ranged Weapon Attack: +4 to hit, ranged
150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage. Cunning Action. The shev can take the Dash, Disengage,
or Hide action.

Shev
The shev, also known as shadow halflings, originated in
Southeast Valerna. Their civilization grew from out of
the Clotmarshes in Tyveria, one of the most unforgiving
regions in Valerna. As the shev adapted to their homeland,
they learned to be cautious and inventive. Shev are small
and typically hairless, with pasty skin and wide, pale eyes.
Their teeth are sharp, and their faces are bat-like, bearing
broad snub noses and long, pointed ears.
Inventive Alchemists. Shev were the first alchemists
in Valerna, developing healing concoctions and virulent
poisons early to fight off their homeland’s deadly
ecosystem. Later on, they were the first of Valernian
peoples to experiment with nonmagical explosives.
Their arsenal ranges from bottles containing explosive
components full of shrapnel and a liquid that ignites
when the air touches it, to sticky liquids that slow their
opponents and poisonous gases that blind, choke, or kill
them outright.
Tyverian Recruits. The Blood Empire of Tyveria was
quick to bring the shev into their fold, utilizing the shadow
halflings’ inventiveness for their own ends. Many shev
act as spies, alchemists, and cutthroats for the Tyverian
military, the Crimson Hawks, or the maghyr noble houses.
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Shev Stealthblade Spy


Stealthblades use a combination of subterfuge and shev- Rulers, nobles, merchants, guildmasters, and other
crafted poisons to hit their enemies from the shadows— wealthy individuals use spies to gain the upper hand in
and hit them hard. They prefer to slink in undetected and a world of cutthroat politics. A spy is trained to secretly
deal with a target before anyone is the wiser. gather information. Loyal spies would rather die than
divulge information that could compromise them or their
employers..
Shev Stealthblade
Small Humanoid (Shev, Id)
Spy
Armor Class 16 (studded leather armor) Medium Humanoid (Any Ancestry, Any Aspect)
Hit Points 18 (4d6 + 4)
Speed 25 ft. Armor Class 12
Hit Points 27 (6d8)
Speed 30 ft.
STR DEX CON INT WIS CHA
10 (+0) 18 (+4) 12 (+1) 14 (+2) 14 (+2) 8 (-1)
STR DEX CON INT WIS CHA

Saving Throws Dex +6, Int +4 10 (+0) 15 (+2) 10 (+0) 12 (+1) 14 (+2) 16 (+3)
Skills Acrobatics +6, Deception +1, Perception +4, Stealth
+8 Skills Deception +5, Insight +4, Investigation +5, Perception
Senses passive Perception 14 +6, Persuasion +5, Sleight of Hand +4, Stealth +4
Languages Common, Tyverian Senses passive Perception 16
Challenge 2 (450 XP) Proficiency Bonus +2 Languages any two languages
Challenge 1 (200 XP) Proficiency Bonus +2

ACTIONS Sneak Attack (1/Turn). The spy deals an extra 7 (2d6)


Multiattack. The spy makes two Poisoned Blade attacks damage when it hits a target with a weapon attack and
or one Poisoned Crossbow attack. has advantage on the attack roll, or when the target is
Poisoned Blade. Melee Weapon Attack: +6 to hit, reach within 5 feet of an ally of the spy that isn’t incapacitated
5 ft., one target. Hit: 7 (1d6 + 4) piercing damage, and and the spy doesn’t have disadvantage on the attack roll.
the target must succeed on a DC 12 Constitution saving
throw or take an additional 10 (3d6) poison damage ACTIONS
and become poisoned until the end of its next turn. A Multiattack. The spy makes two Shortsword attacks.
creature is paralyzed while poisoned in this way. Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft.,
Poisoned Crossbow. Ranged Weapon Attack: +6 to hit, one target. Hit: 5 (1d6 + 2) piercing damage.
range 80/320 ft., one target. Hit: 8 (1d8 + 4) piercing Hand Crossbow. Ranged Weapon Attack: +4 to hit, range
damage, and the target must succeed on a DC 12 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Constitution saving throw or take an additional 10 (3d6)
poison damage and become poisoned until the end of
its next turn. A creature is paralyzed while poisoned in BONUS ACTIONS
this way. Cunning Action. The spy can take the Dash, Disengage,
or Hide action.
BONUS ACTIONS
Cunning Action. The stealthblade takes the Dash, Hide
or Disengage action.

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Termeszek
Tyveria first became aware of termeszek, also known as
mine termites, when its tyvalite mining operations came
across their underground hives by accident. Their mistake
was to insist on mining their tunnels, for the mine termites
fought back, and now they have acquired a taste for, even
an addiction to, tyvalite ore.
Cunning Stalkers. A mine termite attacks by crushing
a target in its strong jaws. They communicate through
ground vibrations and sounds, and they can “see” in any
light (or lack thereof ) via their highly developed anten-
nae. Although a single termeszek is all but mindless, their
collective mind is cunning and more than a match for
thinking prey.
Tyvalite Predators. Everywhere tyvalite is mined,
there is a danger that termeszek will come out of the earth
and strike at the miners. Worse still, over time the tyvalite
has made the termites stronger and more aggressive, and
eventually they began daring raids on the surface, attacking
villages and farms near the mines.

Juvenile Termeszek
Medium Beast (K’aab)

Armor Class 13 (natural armor)


Hit Points 22 (3d10 + 6)
Speed 30 ft.

STR DEX CON INT WIS CHA


16 (+3) 13 (+1) 15 (+2) 1 (−5) 11 (+0) 3 (−4)

Senses blindsight 60 ft., passive Perception 10


Languages —
Challenge 1/4 (100 XP) Proficiency Bonus +2

Tyvalite Sense. A termeszek can detect tyvalite and


related ores in a 1,000-foot radius.
Exponential Strength. A termeszek can carry three times
as much weight as its Strength and size allow.
Chemical Telepathy. A termeszek can send wordless
messages that communicate a single concept to all other
termeszek within 120 feet. Examples include “danger,”
“food,” “forward,” and “stop.”

ACTIONS
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 6 (1d6 + 3) piercing damage.

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These vampyri are known as bloodsworn and serve as their


Vampyr Officer maghyr’s bodyguards and most trusted agents.
The lesser nobility of Tyveria, vampyri are Will-chosen Should the blood oath be broken, be it because the
humans like their maghyr masters, their inner willpower maghyr dies or dismisses the bloodsworn or because the
awakened by blood sorcery. However, vampyri cannot bloodsworn renounces it, the vampyr becomes suddenly
awaken blood themselves and, thus, are dependent on weakened, and they will need to find a new master soon or
maghyri to retain their magic. Vampyri need to feed on the risk becoming feral, with no blood sorcery to awaken their
blood of living creatures to survive, but they compensate for power and control their blood thirst. Oathbreakers are
this weakness with enhanced physical attributes and senses. rarely sought after again, however, and most bloodsworn
Noble Retainers. Vampyri serve as vassals to maghyr know their life is forfeit if they lose their patron.
houses, ruling their lands and enforcing peace in the
name of their masters. Other than maghyr relatives and
human servants, a maghyr’s court is mainly made up of Vampyr Officer: Heartsparker Contingency
vampyr lieutenants and confidantes. Vampyri also have
The Draavians place a lot of emphasis on status and
an important political presence, standing behind their
hierarchy, especially within their military. Part of
maghyri in ruling councils and giving them their votes in
making a functional army is to have an established
diplomatic matters that affect the maghyr caste—or the
chain of command and ensuring this chain of
Blood Empire itself—as a whole.
command is maintained.
Military Officers. Virtually all Tyverian career officers
For the Draavians, this includes equipping each
are vampyri who have only known battle as a way of life,
of their officers with a heartsparker (see appendix B),
as skilled in strategy and leadership as they are in personal
made so that the officer is more protected from death
combat. Vampyr soldiers are often trained as mounted
and can continue leading their troops effectively. All
combatants, be it in the skorpikon cavalry or the ranks of
vampyr officers have a heartsparker on them, unless
skyborne vespida riders. They feed on the blood spilled by
stated otherwise.
their mount, becoming stronger as they fight.
Blood Oath. The highest-ranking vampyri swear
allegiance to a maghyr patron, who provides them with
a steady blood supply and shared power in exchange for
servitude. Such a bond makes the vampyr into an extension
of the maghyr’s power, sharing their essence through blood.

Vampyr Officer
Medium Humanoid (Vampyr, Id)

Armor Class 15 (breastplate)


Hit Points 52 (8d8 + 16)
Speed 30 ft.

STR DEX CON INT WIS CHA


16 (+3) 12 (+1) 14 (+2) 10 (+0) 10 (+0) 16 (+3)

Saving Throws Str +6, Con +5


Skills Athletics +6, Intimidation +6, Perception +3
Senses darkvision 60 ft., passive Perception 13
Languages Common, Magy, Tyverian
Challenge 2 (450 XP) Proficiency Bonus +3

ACTIONS
Multiattack. The vampyr officer makes three weapon
attacks.
Flail. Melee Weapon Attack: +6 to hit, reach 5ft., one target.
Hit: 7 (1d8 + 3) bludgeoning damage.
Pike. Melee Weapon Attack: +6 to hit, reach 10 ft., one
target. Hit: 8 (1d10 + 3) piercing damage.
Javelin. Melee or Ranged Weapon Attack: +6 to hit, reach
5 ft. or range 30/120, one target. Hit: 6 (1d6 + 3) piercing
damage.

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Valerixlia Valerixlia
A dragon of an unknown brood, Valerixlia immediately Tiny Dragon
bonded with Aeryn upon hatching due to the presence of
the Omnium, the stargem, and Aeryn herself. Armor Class 15 (natural armor)
The young dragon is impulsive but cunning, quickly Hit Points 15 (6d4)
Speed 20 ft., fly 40 ft.
learning the ways of politics and palace life on the shoulder
of Aeryn. She enjoys exploring, and can be found hunting
STR DEX CON INT WIS CHA
birds around the towers of the Gleaming Citadel, though
she longs to see more of the world. 9 (–1) 12 (+1) 11 (+0) 12 (+1) 10 (+0) 14 (+2)

Saving Throws Dex +3, Int +3, Cha +4


Skills Deception +4, Insight +2, Perception +2, Persuasion +4
Damage Immunities fire
Senses blindsight 10 ft., darkvision 60 ft., passive Perception 12
Languages Common, Draconic
Challenge 1/4 (50 XP) Proficiency Bonus +2

Drakhan Resistance. The dragon has advantage on all


saving throws against spells and other magical effects and
is immune to the maze spell.

ACTIONS
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one
target. Hit: 1 (1d4 - 1) piercing damage.

BONUS ACTIONS
Smokescreen (Recharge 6). The dragon
emits a cloud of dark smoke in a 15 foot
radius. The smoke spreads around corners,
and the area is heavily obscured. The smoke
remains for 1 minute or until a wind of
moderate or greater speed (at least 10
miles per hour) disperses it.

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Vespida
Large flying insects with massive stingers and wings,
vespidai, or blood wasps, give off a loud, droning buzz
as they patrol the skies. They are native to the Oriashi
jungle, where they live in large swarms and build massive
mud nests that house dozens of them. The droning from a
vespida nest can be felt in the ground almost a mile away,
as the vibrations from so many wings sends a constant
hum through the earth.
Swarming Predators. Vespidai rarely hunt alone,
instead venturing out in groups of at least three to search
for prey. When they find a creature, they swarm around
it, using their massive stingers to poison and eventually
kill their target. If the prey is small enough, one vespida
will carry it back to the nest to feed the others. Otherwise,
they’ll cleave it into manageable pieces with their
mandibles, bringing each chunk back separately.
Aerial Cavalry. Vespidai are the air force of the
Tyverian armies, trained for battle and long-range
reconnaissance. They are most often deployed as
elite shock troops, using their manueverabiltiy and
advantageous view of the battlefield to overwhelm their
opponents and disrupt enemy forces. They are also used as
beasts of burden in many Tyverian cities. Though they are
not as strong individually as some creatures, their ability to
deliver goods by air makes them infinitely valuable.

Vespida Droning Buzz. Any creature that starts its turn within 30 ft.
of a flying vespida must succeed on a DC 13 Wisdom saving
Large Beast (Id) throw or become frightened of the vespida until the end of
the vespida’s next turn.
Armor Class 15 (natural armor)
Hit Points 78 (12d10 + 12) ACTIONS
Speed 10 ft., fly 40 ft. (hover) Stinger. Melee Weapon Attack: +5 to hit, reach 5 ft., one
creature. Hit: 6 (1d6 + 3) piercing damage, and the target
must succeed on a DC 13 Constitution saving throw or
STR DEX CON INT WIS CHA take an additional 7 (2d6) poison damage and become
15 (+2) 16 (+3) 13 (+1) 2 (-4) 9 (-1) 3 (-4) poisoned for 1 minute. A poisoned creature can repeat
the saving throw at the end of its turn, ending the effect
on a success.
Senses darkvision 60 ft., passive Perception 9
Languages — BONUS ACTION
Challenge 1 (200 XP) Proficiency Bonus +2 Unnecessary Cruelty. The vespida makes a Stinger attack
against a frightened creature within 5 feet.

Vespida, Young
Medium Beast (Id) ACTIONS
Stinger. Melee Weapon Attack: +4 to hit, reach 5 ft., one
Armor Class 13 (natural armor) target. Hit: 1 piercing damage, and the target must succeed on
Hit Points 9 (2d8) a DC 12 Constitution saving throw or take an additional 7 (2d6)
Speed 10 ft., fly 30 ft. (hover) poison damage.

STR DEX CON INT WIS CHA


10 (+0) 15 (+2) 13 (+1) 2 (-4) 9 (-1) 3 (-4)

Senses darkvision 60 ft., passive Perception 9


Languages —
Challenge 1 (200 XP) Proficiency Bonus +2

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Wolf
Wolf
Large Beast (K’aab)

Armor Class 13 (natural armor)


Hit Points 11 (2d8 + 2)
Speed 40 ft.

STR DEX CON INT WIS CHA


12 (+1) 15 (+2) 12 (+1) 3 (-4) 12 (+1) 6 (-2)

Skills Perception +3, Stealth +4


Senses passive Perception 13
Languages —
Challenge 1/4 (50XP) Proficiency Bonus +2

Keen Hearing and Smell. The wolf has advantage on


Wisdom (Perception) checks that rely on hearing or smell.
Pack Tactics. The wolf has advantage on an attack
roll against a creature if at least one of the wolf’s
allies is within 5 feet of the creature and the ally isn’t
incapacitated.

ACTIONS
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 7 (2d4 + 2) piercing damage. If the target is
a creature, it must succeed on a DC 11 Strength saving
throw or be knocked prone.

Xaltozani
Xaltozani is a feathered Coatl dragon, with a sinuous body
and colorful feathers on her wings and back. Like most of
her brood, this Coatl is fierce and curious, eager to study—
or hunt—new things. She is particularly fond of cheese
and sweets.

Coatl Hatchling ACTIONS


Tiny Dragon
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one
target. Hit: 1 (1d4 -1) piercing damage.
Armor Class 15 (natural armor)
Hit Points 14 (4d4 + 4) REACTION
Speed 15 ft., climb 15 ft., fly 40 ft. Elemental Redirection (3/Day). If the dragon succeeds
on a saving throw against a spell or effect that deals acid,
STR DEX CON INT WIS CHA cold, fire, lightning, or thunder damage, it can divert some
of the energy. The damage the dragon takes is reduced
9 (-1) 13 (+1) 12 (+1) 14 (+2) 8 (-1) 11 (+0) by 7 (1d10 + 2). The dragon then immediately makes a
ranged spell attack against one target it can see within
15 feet. The modifier for this attack roll is +4. On a hit,
Saving Throws Dex +3, Con +3, Int +4, Wis +1, Cha +2
the target takes damage of the same type equal to the
Skills Arcana +4, Perception +3, Stealth +3 amount of damage the dragon reduced.
Senses blindsight 10 ft., darkvision 60 ft., passive
Perception 13
Languages Common, Draconic
Challenge 1/4 (50 XP) Proficiency Bonus +2
Drakhan Resistance. The dragon has advantage on all
saving throws against spells and other magical effects
and is immune to the maze spell.

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APPENDIX A: NEW STAT BLOCKS

Xibac Kaabmarked
The North Quarter of Nahuac, Mígtal,
is ruled over by nine powerful undead
sorcerers. They, and most other humans in
Mígtal, practice xibac necromancy, which
most of Nahuac considers a perversion of
Source magic. Those who practice such magic,
however, consider it a natural part of Source.
Risen Undead. Xibac sorcerers are able
to create undead to serve them. Most of
these undead are mindless thralls, known as
the kaabmarked and are little more than walking
corpses. Raising an undead with their memories,
feelings, and personality intact is a much more
difficult process, requiring a ritual involving not just
Source but also Dream and Will.

Xibac Burned
Typically created from those who died by fire, xibac
burned are not often used in public due their appearance.
Their flesh is charred and cracked, their hair or feathers
blackened or missing entirely. However, they still hold a
spark of the fire that killed them within their hearts. Their
touch can burn, and they can regenerate themselves from
that same spark, making them useful in battle.

Xibac Burned
Medium Undead (K’aab)

Armor Class 13 (natural armor)


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

STR DEX CON INT WIS CHA


13 (+1) 11 (+0) 13 (+1) 3 (-4) 13 (+1) 7 (-2)

Damage Immunities fire, necrotic, poison


Damage Resistances bludgeoning, piercing, and slashing
from nonmagical attacks
Condition Immunities exhaustion, frightened, poisoned
Senses darkvision 60 ft., passive Perception 11
Languages understands Common and Náhuinn, but cannot
speak them
Challenge 1/2 (100 XP) Proficiency Bonus +2

Kaabmark. The xibac burned bears a magical rune, known


as a kaabmark, somewhere on its body. When the xibac
burned is reduced to 0 hit points, it will rise again at full hit
points 24 hours later, unless the its kaabmark is destroyed.

ACTIONS
Burning Claw. Melee Weapon Attack: +3 to hit, reach 5 ft.,
one creature. Hit: 4 (1d6 + 1) slashing damage plus 3 (1d6)
fire damage.
Fire Bolt. Ranged Spell Attack: +3 to hit, range 30 ft., one
creature. Hit: 5 (1d8 + 1) fire damage.
Flame Within. The xibac burned regains 7 (2d6) hit points.

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Xibac Drowned Xibac Numbed
A xibac drowned is a waterlogged undead. Their Most kaabmarked are known as numbed—animated
appearance can vary, depending on where they died and bodies without a mind or soul, which move only by
how long they remained beneath the water. Some simply virtue of the necromantic powers that compel them. As
look dead, while others may be bloated or wrinkled, their name implies, they are unfeeling and fearless, and
mummified from their time in a bog, or covered in they act only under the orders of their creator, continuing
barnacles or the remnants of aquatic parasites. their function as they decompose until they are no more
than skeletons.

Xibac Drowned
Medium Undead (K’aab)
Xibac Numbed
Armor Class 13 (natural armor) Medium Undead (K’aab)
Hit Points 90 (12d8 + 36)
Speed 20 ft. Armor Class 10 (natural armor)
Hit Points 22 (4d8 + 4)
Speed 20 ft.
STR DEX CON INT WIS CHA
17 (+3) 13 (+1) 17 (+3) 3 (-4) 11 (+0) 6 (-2) STR DEX CON INT WIS CHA
11 (+0) 7 (-2) 13 (+1) 1 (-5) 10 (+0) 3 (-4)
Damage Immunities cold, necrotic, poison
Damage Resistances bludgeoning, piercing, and slashing
from nonmagical attacks Damage Immunities necrotic, poison
Condition Immunities exhaustion, frightened, poisoned Damage Resistances bludgeoning, piercing, and slashing
Senses darkvision 60 ft., passive Perception 10 from nonmagical attacks
Languages understands Common and Náhuinn, but cannot Condition Immunities exhaustion, frightened, poisoned
speak them Senses darkvision 60 ft., passive Perception 10
Challenge 3 (700 XP) Proficiency Bonus +2 Languages understands Common and Náhuinn, but cannot
speak them
Challenge 1/8 (25 XP) Proficiency Bonus +2
Kaabmark. The xibac drowned bears a magical rune, known
as a kaabmark, somewhere on its body. When the xibac
drowned is reduced to 0 hit points, it will rise again at full hit Kaabmark. The xibac numbed bears a magical rune, known
points 24 hours later, unless its kaabmark is destroyed. as a kaabmark, somewhere on its body. When the xibac
numbed is reduced to 0 hit points, it will rise again at full hit
ACTIONS points 24 hours later, unless its kaabmark is destroyed.
Multiattack. The xibac drowned makes two Claw attacks.
ACTIONS
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one
creature. Hit: 7 (1d8 + 3) slashing damage. Macahui Blade. Melee Weapon Attack: +2 to hit, reach 5
ft., one creature. Hit: 3 (1d6) piercing damage.
BONUS ACTIONS
BONUS ACTIONS
Rotten Spray (Recharge 5–6). The xibac drowned vomits
gore-choked water in a 10-foot cone. Each creature in the Grave Breath. The xibac numbed exhales a gout of cold
area must succeed on a DC 13 Constitution saving throw graveyard mist in a 15-foot cone. Each creature in the area
or take 7 (2d6) poison damage and become poisoned until must succeed on a DC 13 Constitution saving throw or
the end of its next turn. become poisoned for 1 minute. A poisoned creature can
repeat the saving throw at the end of its turn, ending the
effect on itself on a success.

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APPENDIX B: NEW MAGIC ITEMS

APPENDIX B: Blade of Forced Action


Weapon (Greatsword), Rare (Requires Attunement)

NEW MAGIC This greatsword feels like an extension of your arms when
you wield it, cutting through the air with deadly precision.

ITEMS
If you use an action on your turn to attack a creature with
this blade, you can use your bonus action to make a one
additional attack with the blade.
Curse. If you use the Attack action to make an attack
with this blade and you don’t or can’t use your bonus
action to make an additional attack, you must succeed on
This appendix details the new magic items that appear a DC 14 Wisdom saving throw or attack yourself with the
within this book. blade (no action required).

Amulet of Mind Protection Dalendan Potion of Duality


Wonderous Item, Very Rare (Requires Attunement) Potion, Rare
This pale, circular amulet looks softly iridescent when For 1 minute after you drink this potion, you can cast a
tilted under the light. While wearing this amulet, you are second spell requiring concentration to maintain while
hidden from divination magic. You can’t be targeted by already concentrating on a spell if both spells are on your
such magic or perceived through magical scrying sensors. spell list. If you fail a Constitution saving throw to maintain
In addition, this amulet has 6 charges for the following concentration, you lose concentration on both spells.
properties. The amulet regains 1d4 + 2 charges daily at dawn.
Psychic Lash. When you hit with a spell attack while
wearing this amulet, you can expend 1 charge to deal an Heartsparker
extra 1d6 psychic damage to the target. Wondrous Item, Uncommon (Requires Attunement)
Shielded Mind. When a creature you can see within
60 feet of you takes psychic damage, you can use your re- This item is a small golden crystal pulsating with a faint light
action to expend 1 charge to protect its mind. The creature and with six spider-like legs attached to it. When attuned to
has resistance to psychic damage until the start of its next it, the crystal is set in the center of your chest and the legs
turn, including against the triggering attack. wrap around the torso to ensure it does not fall off.
Opened Mind. When you take psychic damage while When you are reduced to 0 hit points but not killed
wearing this amulet, you can expend 1 charge to cast outright, you can instead drop to half of your hit points
detect thoughts (save DC 17) on the creature that targeted or 20 hit points (whichever is lower). Once you have used
you, requiring no material components. The target makes the heartsparker in this way, the light within it fades, and it
this saving throw with disadvantage. falls off your body, now reduced to a nonmagical rock.
Foresight. When you take psychic damage while wear-
ing this amulet, you can expend 2 charges to gain advan- Ring of Protected Dimension Door
tage on attack rolls against the creature that targeted you
for 1 minute. Wondrous Item, Rare
This ring has a signet in the shape of a door which can be
rotated.
Betrayer’s Dagger
The ring has 3 charges and regains 1d2 charges daily at
Weapon (Dagger), Uncommon dawn. If you expend the ring’s last charge, roll a d20. On a
This dagger deals an additional 1d4 poison damage on a 1, the ring crumbles to ash and is destroyed.
hit. When scoring a critical hit with this dagger, it deals While wearing the ring, you can use an action to speak
4d4 poison damage instead of the standard 2d4. its command word and expend two of the charges to cast
the dimension door spell with a casting time of 1 round,
activated by using your action on your next turn. While
casting the spell in this way, you are also protected by the
antilife shell spell.

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them as if they were reality. The target can choose to fail this
save. If your target is not asleep while you are sleeping, the
APPENDIX C: spell fails.
While in the dream, you can move about, interact with

NEW things, and attack and cast spells as if the dream were reality.
Your dream-self has the same statistics and abilities as your
waking self.

MECHANICS
If you cast this spell while in a dream, you can target
another creature, at any distance, as long as you have seen it
before. If the new target fails the Wisdom saving throw, you
can immediately move from the previous target’s dream to
Spells and other mechanics unique to the world of the new target’s dream if it is asleep.
Dragonbond: Endless Sagas can be found here. When the target creature wakes, it remembers the dream
and any interactions it had with you while in it.
Interacting with the Dream. While within the dream, you
can attempt to alter it to suit your needs, changing elements
Magic such as the environment, people, and overall feel of the dream.
Each time you wish to change something, you must succeed on
a Wisdom (Arcana) check with a DC equal to 8 + the target’s
Dreamlance proficiency bonus + the target’s Wisdom modifier. On a failed
save, the dream does not change, and the target has the chance
to notice something is amiss (see “Getting Caught”).
5th-level enchantment, Dreamshaping (Fai) Getting Caught. An unwilling target may notice you
Casting Time: 1 action are intruding into its dream and attempt to force you from
Range: 60 feet its mind. If you act in a way unexpected by the target in
Components: V, S the context of the dream, if you fail an attempt to alter the
Duration: Concentration, up to 1 minute dream, or if you or your allies attack the target, the target
Class: Bard, cleric can immediately make a new Wisdom saving throw. On a
You blast a creature you can see within range with psychic success, the dream ends, and you are forced from the dream
power. The target must make a Wisdom saving throw, taking (see “Ending the Dream”).
4d6 psychic damage on a failed save, or half as much damage Dropping to 0 Hit Points in the Dream. If you are
on a successful one. On a failed save, a creature’s consciousness reduced to 0 hit points while within a dream, the spell ends,
is also pushed out of its body and banished into Dreamspace. and you awaken in your body with 1 hit point. If the target
While the target’s consciousness remains in this realm, is reduced to 0 hit points while you are within its dream, the
its body falls into a catatonic state. At the end of each of its dream ends, and the target is reduced to 0 hit points.
turns, the target makes a Wisdom saving throw, taking 4d6 Ending the Dream. If the dream ends due to the target
psychic damage on a failed save or ending the spell on a waking, dying, dropping to 0 hit points, or succeeding
successful one. If the creature’s body takes damage from any on its saving throw, you are shoved out of the dream and
other source, it can repeat the saving throw, ending the spell must make a DC 15 Wisdom saving throw. You take 4d10
on a success. psychic damage on a failed save, or half as much damage on
a successful one, and you immediately awaken. You can end
the dream voluntarily at any point, causing you to awaken.
If the dream ends on its own at the end of the spell duration,
Dreamwalking you awaken naturally.
At Higher Levels. When you cast this spell using a spell
1st-level divination, Dreamshaping (ritual, Fai) slot of 2nd level or higher, for each slot level above 1st,
Casting Time: 1 action the distance increases by 12 miles and you can bring one
Range: 3 miles additional creature within 30 feet of you when you cast the
Components: V spell into the dream.
In addition, if you cast this spell while in a dream using
Duration: 8 hours
a spell slot of 7th level or higher, you can use it to instead
Class: College of nightmares bard, sorcerer, warlock, wizard immediately step from the target’s dream and into the real
You link your dreams with the dreams of another sleeping world, teleporting yourself and anything you’re wearing or
creature, allowing you to step into its dreams to converse carrying, as well as any number of creatures of your choice
with, spy on, or even attack them. To do so, you must cast that entered the dream with you, into unoccupied spaces
the spell before a long rest, declaring the target of your spell within 20 feet of the target.
at the time of casting. The target must be a creature you are
familiar with or whose dreams you have visited before. The
target must succeed on a Wisdom saving throw or, during
your long rest, you can enter its dreams, interacting with

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APPENDIX C: NEW MECHANICS

Fai Jump Vaala Pool


3rd-level conjuration, Dreamshaping (Fai) On Rhaava, Vaala is the force of life and creation. It exists
Casting Time: 1 action within and around all living things, creating a connective
web of growth, possibility, and change.
Range: Self
All creatures of Rhaava are thus connected to Vaala.
Components: V, S, M (a wildflower native to Allaria)
Within them all is that same possibility, that same power
Duration: Instantaneous and potential. In this way, all creatures hold the ability
Class: Bard, cleric, druid, ranger, warlock to use magic, though not all have the strength to craft
You teleport to an unoccupied space you can see within 60 feet. mighty spells.
If you appear within 5 feet of a creature, you can make one At character creation, a character has two new items on
melee weapon attack against that creature. their sheet: Vaala points and motes of affinity. A character
gains Vaala points and motes of affinity from their lineage
and class choices, as indicated in the sections below.
Vaala System
The world of Dragonbond is filled with magic, the essence Using Vaala Points Outside of Dragonbond
of which is known to those in Valerna as Vaala. Vaala can If you are playing a class or lineage from outside
be used to produce potent spells but is also used by many this book or wish to implement Vaala points in your
commoners in everyday life. From the wise woman who home game, use the following guidance.
twists a bit of K’aab to cleanse a wound, to the powerful Motes of Affinity. A character gains one mote
wizard who harnesses vast amounts of Fai to achieve nigh of affinity of their choice from their ancestry at
impossible feats, Vaala is part and parcel to life in Valerna. character creation. They gain an additional mote of
This chapter provides additional spells and new rules for affinity in an aspect of their choice when they choose
magic in Dragonbond. their first subclass and another of the same aspect
when they reach 14th level in that same class. The
GM and player should work together to determine
Vaala which aspect of Vaala makes the most sense for their
ancestry and subclass.
Vaala is often referred to by its aspects. Most creatures Vaala Points. Along with the pool of points
on Rhaava cannot comprehend the workings of Vaala as they receive at character creation (as detailed in the
a whole and instead divide it into three distinct parts in “Vaala Points” section), they increase their Vaala
order to access, manipulate, and utilize its power. point maximum by 2 when they choose their first
Fai. Also known as Dream, Fai is the aspect of subclass and by 2 more when they reach 14th level.
imagination, of the unpredictable and unrealized. It
manifests in budding ideas, unconscious thoughts, and
nightmares. It is the magic of concept, of abstract forces
such as beauty, order, and chaos.
Id. Also known as Will, Id is the aspect of decision,
Vaala Points
power, and influence. Of all aspects, it is the closest to Your character gains a reservoir of mystical energy
Vaala’s raw, true nature—the ability to affect the universe representing your ever deepening connection to Vaala. This
through action and assertion. It is the magic of forces and pool of Vaala points can be used to power ancestral, class,
energy, of cause and effect. and spell abilities. Characters begin with a pool of these
K’aab. Also known as Source, K’aab is the aspect Vaala points, the maximum size of which is determined by
of growth, creation, and transformation. It manifests the following:
in birth, learning, and development, in life and
reproduction but also in decay and death. It is the magic Vaala point maximum = your proficiency bonus
of cycles, of processes and experience. + your primary ability’s modifier (as determined
by your class)
You might also have additional Vaala points from your
choice of ancestry or class, increasing your Vaala point
maximum accordingly. These points can then be spent to
activate or fuel various features. In addition, each Vaala aspect
has a different set of universal abilities that can be activated
by spending points from the Vaala pool (see the “Casting
Spells with Vaala” and “Vaala Abilities and Augmentations”
sections). These can be accessed by any character as long as
they have enough points in their Vaala pool.

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Spending Vaala Points Multiclassing and Vaala Points
Vaala abilities and augmentations indicate a particular
If your game is using multiclassing rules, it’s
Vaala aspect affinity as well as the number of Vaala points
important to note that a character can only ever gain
required to activate it. Low-level features might cost 1
the Vaala Mote and Increased Vaala Pool class feature
point to activate, while high-level features might require 6
twice—once when they choose their first subclass,
or more points. Spending points from your pool to use a
and once at 14th level in that class—regardless of
Vaala ability does not require an action, bonus action, or
how many classes they take.
reaction unless indicated in its description.
However, if a character gains enough levels in
another class to gain that feature again, they can
Recovering Vaala Points choose to replace a mote of affinity previously gained
When you finish a long rest, you can regain spent Vaala from their class with one from the class they just
points, up to a number equal to half your Vaala point gained a level in.
maximum. For example, if a character’s Vaala point For example, if a rogue character chooses the
maximum equals 8, they can regain up to 4 Vaala points Crimson Hawk Spellblade archetype at 3rd level
upon finishing a long rest. and gains the mote of affinity in Id and Vaala pool
Increase from that archetype, they do not gain any
additional motes or points if they decide to later
Motes of Affinity take a level of Vaala adept with the Dream doctrine.
In such a case, the character can leave their Id mote
Motes represent a character’s deepening affinity with one of affinity in place from their rogue archetype or
or more Vaala aspects, namely Fai, Id, and K’aab. Each replace it with the Fai mote of affinity provided by
mote in a Vaala aspect allows a character to more easily the Vaala adept doctrine.
access the powers from that aspect. Motes are gained in
several ways during character creation and advancement.
This is explained further below.
On your Valerna character sheet, this looks similar to Casting Spells with Vaala
the tracks used for death saving throws, with each aspect of
A character can channel their connection with Vaala to
Vaala accompanied by five empty pips beside them.
cast spells. This can be done in one of two ways, as long
Fai as the spell has a Vaala affinity.
Id
K’aab Casting a Spell You Know
When you gain a mote in an aspect, you fill in one of You can cast a spell you know using Vaala instead of spell
the dots. Each mote you have in a Vaala aspect reduces the slots. To do so, you expend a number of Vaala points
Vaala point cost of activating an ability tied to that aspect equal to 3 + the spell’s level. The cost of casting a spell
by 1, to a minimum cost of 1 Vaala point. For example, in this fashion is reduced by 1 point per mote of affinity
a character with one mote in Fai who activates a Vaala you have in the spell’s corresponding Vaala aspect, to a
augmentation with a Fai aspect and a cost of 2 only has to minimum cost of 1 Vaala point. The spell must be of a
pay 1 Vaala point instead of 2. level you can cast.

Gaining Motes Casting a Spell You Don’t Know


A character can gain a mote of affinity in different You can cast a spell you don’t know using Vaala instead
ways. They gain a mote from their ancestry or lineage, of spell slots. To do so, you must expend a number of
as certain creatures are born with an affinity toward an Vaala points equal to 3 + twice the spell’s level. The cost
aspect of Vaala. They gain a mote when they select their of casting a spell in this fashion is reduced by 1 point per
first subclass and another when they reach 14th level in mote of affinity you have in the spell’s corresponding Vaala
the same class. There are some other, rare methods of aspect, to a minimum cost of 1 Vaala point. The spell
gaining motes, including rituals, magic items, and special must be of a level that a spellcaster of your level could cast.
rewards. Multiclassing does not grant you additional When you cast a spell you do not know in this way, you
motes. Most characters will only ever gain three motes. immediately take force damage equal to 1d4 per Vaala point
spent to cast the spell as the raw Vaala tears through you.
Additionally, you may not cast a spell in this way again for a
number of days equal to 1 + the level of the spell cast.
If a non-spellcasting character uses this method to cast a
spell, they can use Charisma, Intelligence, or Wisdom as
their spellcasting ability (caster’s choice).
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APPENDIX C: NEW MECHANICS

However, the Dragonbonded grew too arrogant and tried


NPCs, Monsters, and Vaala Points to directly channel Vaala to close the Eye of Kadmos. This
The GM may wish to give NPCs or monsters Vaala ritual failed catastrophically and allowed the entrance of the
points. To do so, assign the creature a number of motes Null plague into reality. After a long and fierce war, a solution
of affinity according to their CR, as listed in the NPC was contrived to seal the Null away forever. In order to do so,
& Monster Motes of Affinity table, and a number of the magic of the Dragonbond itself had to be sacrificed, and
Vaala points equal to their proficiency bonus + the for a thousand years there were no new Dragonbonded. Then,
ability modifier of your choice. A monster has motes mere decades ago, the seals that held the Null weakened and
of affinity that correspond to their assigned Vaala led to the Second Null War. However, along with the reentry
aspect, as listed in Chapter 7: Bestiary of this book. of the Null into Valerna, whatever magic that had been lost
Dragons can never have access to Vaala points, as also returned, and dragons and mortals have begun to bond
their innate tie to Vaala has been severed by the Curse together once again.
of Kadmos. Today, the Dragonbonded have risen once more. They
are few in number but great in strength. The dragons of
the Red Moon know that the balance of power has tipped
NPC & Monster Motes of Affinity
again, and the futures of both Drakha and Valerna hang in
CREATURE CR MOTES OF AFFINITY that balance.
1-5 1

Character Level
6-15 2

16 and higher 3

Bonding Requirements
A character can bond with any dragon of the appropriate

Dragonbonding
age category or younger, as determined by their character
level. Refer to the Character Level and Dragon Ages table to
determine the dragon age a character can bond with.
Mechanics
Character Level and Dragon Ages
Nobody knows how or why it happens, but millennia ago
it was discovered that dragons and mortals could entwine CHARACTER LEVEL DRAGON AGE CATEGORY
their Vaala together. This radically changed the lives of 1 Hatchling
both Valernians and dragons, leading to at least three 3 Wyrmling
world-spanning wars and the rise of four separate nations
throughout history. 7 Young
A Dragonbond can occur spontaneously when a dragon 13 Adult
and a mortal share a moment of profound understanding and 18 Ancient
respect for one another. It can happen in a fraction of a second,
and when it does, the mortal and dragon are linked, their essences
interconnected through Vaala. The moment of bonding is a soul-
shaking event for both parties, and those who have experienced Advancing Bonded Dragons
it struggle to put the feeling into words. This bond provides the Feeding upon an unending flow of Vaala from their bonded
dragon with a permanent link to the mortal’s Vaala, which stops partner, bonded dragons advance in power and size at a much
its craving for an essence it does not possess, and gives the mortal faster rate compared to unbonded dragons. When a character
the dragon’s extended lifespan, among other benefits. From that reaches certain levels, their bonded dragon will also grow in
moment on, the lives of both creatures are bound together, and kind. Refer to the Character Level and Dragon Ages table to
their paths become one. Each retains their own personality and determine when a dragon reaches a new age category.
identity, but their life forces blend into a shared whole. If one dies, If a character has bonded with a dragon that is
the other follows soon after. significantly below their level, that dragon increases an age
When the first Dragonbond occurred, it shifted the category each time the character gains a level until it reaches
balance between the dragons, mortals, and Protogons. the age indicated in the table.
Dragonbonded mortals felt strong enough to challenge the
dragons of the Red Moon, and bonded dragons felt strong
enough to challenge the Protogons. The ensuing conflicts Bonding with Older Dragons
marked the end of the Age of Mortals and led to the Age of At the GM’s discretion, a character may bond with a
Heroes, which saw the rise of the legendary Altanesi Empire. dragon whose age is above what their level allows. If this
It also gave mortals unprecedented protection against dragon occurs, the dragon does not increase in age or power
raids in the form of dragonbonded champions, whose until the character reaches the appropriate level.
dragon allies fought to protect those with whom their lives
were now linked.
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Forming a Dragonbond as listed in the Brood Characteristics table, it triggers a
dragonbonding attempt.
A Dragonbond is a mystical connection formed between For example, if a character rolls a 20 on the die while
a mortal and a dragon. It is up to the GM’s discretion if making an Intelligence (Arcana) check in the presence of a
a character and a dragon have the opportunity to form a Coatl dragon, it triggers a bonding attempt between that
Dragonbond. This occurs when a mortal and a dragon see character and the Coatl.
each other as equals, rather than as simply monster and prey. If more than one dragon associated with the ability, skill,
Each brood has its particular likes and dislikes, and a or tool is present, the GM decides which one might bond
dragon of a given brood may be more likely to bond with with the character. For dragons of a type not listed, the GM
a mortal that displays traits and features esteemed by their determines the the dragon’s associated abilities and skills.
brood. But occasionally the bond is surprising, linking a
dragon and a mortal that have little in common. Ultimately,
the Dragonbond is enigmatic and spontaneous, and it Brood Characteristics
occurs without regard to the feelings of the dragon or the ASSOCIATED
mortal alike. The Dragonbond cannot be forced, nor can BROOD ASSOCIATED ABILITIES SKILLS AND
it be avoided. The bond itself remains one of the great TOOLS
mysteries of Rhaava, as does the reason for its formation.
Coatl Dexterity, Intelligence, Arcana, Nature
As such, a Dragonbond between a character and a Wisdom
dragon is automatic and may happen at any time when the
Ehrlya Strength, Constitution, Smith’s Tools
GM decides it is appropriate for the story and the characters. Intelligence (Strength),
However, it is important to note that, while a character may Athletics
have no choice in dragonbonding, a player has the choice
Exor Strength, Dexterity, Athletics,
to decline a Dragonbond. When the opportunity to form a Wisdom Stealth
Dragonbond arises, the GM must inform the player, who
Fulgen Strength, Intelligence, Persuasion,
must then consent to or decline the formation of the bond Charisma Insight
between their character and the dragon.
Magnifex Intimidation,
If a player agrees, the Dragonbond is formed, linking Dexterity, Wisdom,
Charisma Performance
the character and the dragon in a magical connection. The
dragon becomes an ally to the character it bonded to. It will Nix Constitution, Intelligence, Arcana,
help the party to the best of its ability, but it will protect the Wisdom Medicine
life of its bonded partner at all costs, as they are both linked
as one from that moment on.
Attempting to Form the Dragonbond
Seeking Out the Dragonbond When a dragonbonding attempt is triggered, both the
character and the dragon must make two additional stages
Though the characters cannot force a bond, they can go
of ability checks, determined by the dragon’s brood and the
to great lengths to encourage one to occur. A character
character’s primary Vaala aspect affinity, as explained below.
who spends their time researching dragons, learning the
For each stage, the character must make an ability
broods’ particular tendencies, and honing their skills in
check based on the dragon’s brood, as listed in the Brood
order to attract the attention of a certain dragon may find
Characteristics table. Each brood has three associated
themselves with more opportunities to form a bond—or
abilities; the character must succeed on an ability check
more opportunities to be eaten.
using the two abilities that were not included in the
triggering roll. Using our example from above, the character
who rolled a 20 on the die on an Intelligence (Arcana) check
in the presence of a Coatl dragon cannot use Intelligence as
Optional Rules: one of the two ability checks made to form the bond. The
Dragonbonding Mechanics character can decide in which order they wish to complete
the checks.
For GMs who want a little more uncertainty at their table, Simultaneously, the dragon makes two ability checks,
this section includes optional rules for triggering and one at each stage, using the abilities associated with the
forming a Dragonbond. character’s primary Vaala aspect affinity, as listed in the
Aspect Abilities table. A character’s primary Vaala aspect
affinity is the aspect in which they have the most motes
Triggering the Dragonbond of affinity (see the “Vaala Points” section of chapter 5:
While the Dragonbond typically happens spontaneously, a Magic for more information on Vaala aspects and motes
character may perform a feat of such prowess that it draws of affinity). If the character has no obvious primary Vaala
the notice of a dragon, triggering a bonding attempt. Each aspect affinity, the player and GM should work together to
brood has its own particular affinities, however, and what may determine which makes the most sense for the character.
resonate with a Coatl will likely not do the same for an Ehrliya. The dragon may decide in which order it wishes to
When a character in the presence of a dragon rolls a complete the checks.
20 on the die for a saving throw or ability check using an
ability, skill, or tool associated with that dragon’s brood,
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APPENDIX C: NEW MECHANICS

Aspect Abilities At the Table: Controlling Dragons


ASPECT PHYSICAL ABILITY MENTAL ABILITY Dragonbonding brings several new wrinkles to the
gaming table. Chief among them is the question,
Fai Dexterity Intelligence
“Who controls the dragon?” Ultimately, the GM
Id Strength Charisma controls the dragon. A dragon is a fully independent
creature, with their own powerful mind, desires, and
K’aab Constitution Wisdom goals. A Dragonbond is a partnership of equals, not the
domination of one or the other. Leaving the control to
For each stage, both the character and the dragon make the GM allows the dragon to remain autonomous, with
an ability check against the DC of that particular stage. The their own opinions and plans, to be treated like any other
DC for the first stage is 10, and the DC of the second stage NPC working with the characters.
is 15. The GM may decide that the dragon automatically During combat, however, a GM may hand over
succeeds on these ability checks. control to the player of the bonded character, in order to
Returning to our example, the character above rolled lighten the GM’s workload while they run the encounter.
a 20 on an Intelligence (Arcana) check in the presence of It is important to remember, though, that dragons are
a Coatl dragon, triggering a dragonbonding attempt. The not animal companions, nor do they blindly obey the
player consults the Brood Characteristics table for the Coatl commands of their bonded mortal. If at any point the
dragon, and finds they must roll Dexterity and Wisdom GM feels the player’s choice of action for the dragon goes
ability checks for the two stages. The character, an ellari against the dragon’s character, they can take control back
dreamspy rogue, decides they want to use Wisdom for the from the player.
first stage and use Dexterity, their strongest ability, for the
second and final stage. Since the character has two motes
of affinity in Fai, based on their ancestry and subclass, the
dragon consults the Aspect Abilities table and finds they
must roll Dexterity and Intelligence checks, the two abilities
Effects of the Dragonbond
associated with Fai. The pair’s dragonbonding stages would The Dragonbond has numerous effects on both the dragon and
look like this: the mortal, as well as their allies.

Example Dragonbonding Stages Individual Effects


STAGE
CHARACTER’S DRAGON’S
DC
The character and dragon linked by a successful Dragonbond
ABILITY CHECK ABILITY CHECK gain the following general effects:
1 Wisdom Dexterity 10 • The bonded character is immune to the Breath Weapons
of the dragon’s brood.
2 Dexterity Intelligence 15
• The bonded character can read and speak Draconic and
can communicate with the dragon telepathically to a
More than One Success range of 120 feet.
• The bonded character gains darkvision to a range equal
Together, the character and the dragon need at least one success
to the dragon’s darkvision.
from their ability checks in each stage of the dragonbonding
process. If both succeed on their ability checks in the first stage, • The dragon acts on its own initiative, or the bonded
they each gain a +2 bonus to their checks in the second stage. character and the dragon can choose at the beginning
of an encounter to act on the same initiative. If they do
so, the bonded character chooses which of them rolls
Rolling 20 or 1 initiative, with both using the same result. On that
If the d20 roll for an ability check in the first dragonbonding initiative count, both the bonded character and the
stage is a 20, that character or dragon gains advantage on their dragon act simultaneously, ordering their moves and
ability check in the second stage. However, if the d20 roll is a 1 actions as they wish.
in the first dragonbonding stage, that character’s ability check in • The dragon won’t willingly act to harm the bonded
the second stage is made with disadvantage. character and will prioritize the bonded character’s
survival over that of other party members.
Failing the Bonding Attempt • The dragon can no longer recharge its Breath Weapon.
Once it uses its Breath Weapon, the dragon must finish
The Dragonbond fails if both the character and the dragon a short or long rest before using it again. A character can
fail their ability checks in either stage of the process. If a use a bonus action to spend 4 points from their Vaala
Dragonbond fails, the character can’t ever attempt to bond pool and allow their bonded dragon’s Breath Weapon to
with that dragon again. Moreover, no one can attempt to recharge at the start of its next turn.
forge their own Dragonbond with that dragon for 1d4
weeks, nor can the character attempt to bond with another • The dragon cannot gain or use legendary actions, legendary
dragon for the same amount of time. resistance, lair actions, or lair regional effects. If the dragon
had any of these prior to bonding, it loses them.

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Hit Points and Death Party Effects
The bond between the character and the dragon splits their Having a dragon bonded to one member of the party can
life forces between them, resulting in the following effects: benefit the other party members. A bonded character and
• If either the bonded character or the dragon is reduced dragon can perform a ritual that bestows magical abilities to
to 0 hit points, they are both reduced to 0 hit points those who participate in it. The adventurers spend 1 hour
and fall unconscious, and they both begin making death communing with one another as the dragon links their spirits
saving throws. together, cementing their bond as a party.
• If any effect causes the bonded character or dragon to When the ritual is complete, the following benefits apply
die, they both die. to everyone in the party except for the dragonbonded character
and the dragon:
• As long as either the bonded character or dragon is alive,
the other will not die of old age. • They can speak and understand Draconic.
• They gain darkvision out to a range equal to half that of the
bonded dragon, or if they already have darkvision, its range
Resurrecting the Dragonbonded increases by 10 feet.
A Dragonbond persists even in death. While resurrection is • They gain resistance to the Breath Weapons of the bonded
rare in Valerna, if the bonded character and dragon die, they dragon’s brood or type.
can both be resurrected, though at great cost. • The dragon counts as an additional party member, and
• If either the bonded character or the dragon is the GM should take this into account when determining
resurrected, the other returns to life as well. encounter difficulty and shared XP.
• After being resurrected, the bonded character and the • If the bonded pair dies or leaves the party for longer than 1
dragon both suffer the penalties listed in the resurrection month, the other party members lose these benefits, and the
spell, regardless of what spell or effect was used to return ritual must be performed again to restore them.
them to life.

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OPEN GAME LICENSE
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1. Definitions: (a)”Contributors” means the copyright and/or Identity in Open Game Content does not constitute a Challenge to
trademark owners who have contributed Open Game Content; the ownership of that Product Identity. The owner of any Product
(b)”Derivative Material” means copyrighted material including Identity used in Open Game Content shall retain all rights, title and
derivative works and translations (including into other computer interest in and to that Product Identity.
languages), potation, modification, correction, addition, extension,
upgrade, improvement, compilation, abridgment or other form in 8. Identification: If you distribute Open Game Content You must
which an existing work may be recast, transformed or adapted; (c) clearly indicate which portions of the work that you are distributing
“Distribute” means to reproduce, License, rent, lease, sell, broadcast, are Open Game Content.
publicly display, transmit or otherwise distribute; (d)”Open Game 9. Updating the License: Wizards or its designated Agents may publish
Content” means the game mechanic and includes the methods, updated versions of this License. You may use any authorized version of
procedures, processes and routines to the extent such content does not this License to copy, modify and distribute any Open Game Content
embody the Product Identity and is an enhancement over the prior art originally distributed under any version of this License.
and any additional content clearly identified as Open Game Content
10. Copy of this License: You MUST include a copy of this License
by the Contributor, and means any work covered by this License,
with every copy of the Open Game Content You Distribute.
including translations and derivative works under copyright law, but
specifically excludes Product Identity. (e) “Product Identity” means 11. Use of Contributor Credits: You may not market or advertise the
product and product line names, logos and identifying marks including Open Game Content using the name of any Contributor unless You
trade dress; artifacts; creatures characters; stories, storylines, plots, have written permission from the Contributor to do so.
thematic elements, dialogue, incidents, language, artwork, symbols, 12. Inability to Comply: If it is impossible for You to comply with
designs, depictions, likenesses, formats, poses, concepts, themes and any of the terms of this License with respect to some or all of the
graphic, photographic and other visual or audio representations; names Open Game Content due to statute, judicial order, or governmental
and descriptions of characters, Spells, enchantments, personalities, regulation then You may not Use any Open Game Material so affected.
teams, personas, likenesses and Special abilities; places, locations,
environments, creatures, Equipment, magical or supernatural Abilities 13. Termination: This License will terminate automatically if You fail
or Effects, logos, symbols, or graphic designs; and any other trademark to comply with all terms herein and fail to cure such breach within 30
or registered trademark clearly identified as Product identity by the days of becoming aware of the breach. All sublicenses shall survive the
owner of the Product Identity, and which specifically excludes the termination of this License.
OPEN Game Content; (f ) “Trademark” means the logos, names, 14. Reformation: If any provision of this License is held to be
mark, sign, motto, designs that are used by a Contributor to Identify unenforceable, such provision shall be reformed only to the extent
itself or its products or the associated products contributed to the necessary to make it enforceable.
Open Game License by the Contributor (g) “Use”, “Used” or “Using”
means to use, Distribute, copy, edit, format, modify, translate and 15. COPYRIGHT NOTICE Open Game License v 1.0a Copyright
otherwise create Derivative Material of Open Game Content. (h) 2000, Wizards of the Coast, LLC. System Reference Document 5.1
“You” or “Your” means the licensee in terms of this agreement. Copyright 2016, Wizards of the Coast, LLC.; Authors Mike Mearls,
Jeremy Crawford, Chris Perkins, Rodney Thompson, Peter Lee,
2. The License: This License applies to any Open Game Content that James Wyatt, Robert J. Schwalb, Bruce R. Cordell, Chris Sims, and
contains a notice indicating that the Open Game Content may only Steve Townshend, based on original material by E. Gary Gygax and
be Used under and in terms of this License. You must affix such a Dave Arneson.
notice to any Open Game Content that you Use. No terms may be
added to or subtracted from this License except as described by the
License itself. No other terms or Conditions may be applied to any
Open Game Content distributed using this License

Alejandro Maroto (Order #44375443)

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