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A Dragon Trappers Lodge Adventure

The Hero
Hunters Lodge
A Dragon Trappers Lodge Adventure
A Dungeons & Dragons 5e Compatible Adventure
For Level 10
CREDITS

Developed By
The Dragon Trappers Lodge

Creative Director
Austin Batchelor

Game Designer
Robert Hardgrove

Writer
Robert Hardgrove

Art & Graphic Design


Daniel J. Sterling
Robert Hardgrove
Midjourney AI Art Generator

Cartography
Robert Hardgrove
Table of Contents
Preface  ••• 1

The Dragon Trapper’s Lodge  3


•••

Adventure Introduction  4

Chapter 1: Shadows Cast from a Vacant Throne  7

Chapter 2: The Siege of Blackskull Castle  9

Chapter 3: The Prince of Darkness  16

Appendix A: Stat Blocks  19

Appendix B: Battle Maps  49

Appendix C: Playable Characters & their Minions  53


Preface

W
elcome to The Dragon Trappers Lodge GM Notes. Some passages require some out
adventure setting, set in our own fictional, of game context to assist you with running the
high fantasy world, where players will encounter properly (these often include mechanics
take on the most dangerous and deadly contracts in or important choices and their consequences).
exchange for life-changing rewards. Meet the many
Lodges throughout the world! These legendary
gathering places are meant for brave adventurers GM Notes are written in this format.
who face the world’s deadliest creatures, where
members seek eternal glory and a chance to prove
themselves among the greatest warriors.
References. References to materials in the 5e
Running the Adventure core rules and Systems Reference Document
are Italicized. References to unique The Dragon
This adventure has been designed to be quickly Trappers Lodge materials, such as custom Items,
prepared, with length time of one to two sessions of NPCs, and Monsters, are written in different
around 4-6 hours. Included in Appendix A. is the colors and in Bold letters.
Archivum Draconis, a guide to the Monsters and
NPCs used in this adventure. Abbreviations. The following terms are commonly
abbreviated in Tabletop Role-Playing Games
Difficulty. This adventure is designed to be (TTRPGs) and are often used throughout The
played by the four villain NPC’s from this pack - Dragon Trappers Lodge adventures:
Brunhildax, Finnigan, Jiao, and Moira. You can
also always adjust monster health and damage if the PC - Player Character
encounters are too hard or easy for your particular NPC - Non-Playable Character
party - especially if your party are clever during the GM - Game Master
reverse dungeon. Prior to starting the adventure, MM - Dungeons & Dragons 5th Edition Monster
determine with your players what kind of Manual
experience they are expecting from this adventure. DMG - Dungeons & Dragons 5th Edition Monster
Dungeon Master’s Guide
Pace. The pace of this adventure is linear in nature,
and your party should reach Chapter 2 relatively
quickly, as they don’t have many decisions to make
before then. Chapter 2 will take the bulk of your
session.

Narrative Scripts. Some passages are meant to be


read aloud to your party to build atmosphere, and
provide the narrative to the party.

Narrative Scripts are written in this format.

1
2
The Dragon
Trapper’s Lodge

H
ELLO, TRAPPERS! AND WELCOME the Lodge has survived and gained its reputation to
to The Dragon Trapper’s Lodge, a this day – even if it wasn’t always like this.
fantastical world of perilous adventures.
These lands of mystical creatures, Trappers & Lorekeepers
unsolved mysteries, strange locations, and
forgotten sites are filled with countless treasures As a Trapper of the Lodge, you will have access
and long-lost magical artifacts, begging to be to many resources, including powerful weapons
explored and discovered by fine adventurers like and potions, as well as the support of your fellow
you. For the sake of brevity, let’s just say that, above Trappers, who can offer valuable advice and
all else, we have a keen fascination with getting up assistance in your adventures. However, regardless
close and studying the amazing — and sometimes of their aid, you must always be vigilant, as the
unpredictable — creatures that roam this vast creatures you face will always be dangerous.
world, which is why we brought you to one of our
Lodges as the new Trapper! Good luck out there, During your travels, you’ll come across various
and be sure not to lose a finger... or two. monstrosities and fabled abominations, many
of which are powerful mundane beasts. Not all
The Lodge dragons, griffins, or owlbears are your friends - they
will instead test your limits and push you to the
The Dragon Trappers Lodge is a legendary brink of your abilities. Your adventures will take
organization of adventurers known for their bravery you to strange and fascinating locations, from
and expertise in dealing with daring quests and the depths of ancient ruins to the enchanted
dangerous creatures, particularly involving dragons. forests that teem with magical creatures. With
The members of the Lodge, called Trappers, take each assignment, you’ll gain new knowledge and
on dangerous contracts in exchange for vast riches treasures that will aid you on your future journeys
and rewards. The Lodge has a deep fascination with
studying and understanding the world’s mystical Archivum Draconis
creatures, while also exploring various locations in
search of treasures and magical artifacts. Within this vast library is contained the
accumulated knowledge of all beasts, monsters, and
There are many Lodges spread throughout the fiends that the Lodge’s members have faced over its
world, from the swampy retreats of the ancient lands long and storied history. Shelves upon shelves of
of Okinja, the rolling fields of Stoica to the strange ancient tomes and scrolls hold detailed accounts of
and mystical Fjords. Throughout the centuries, every encounter the Lodge has had. Each volume is
these Lodges have come into contact with many of meticulously crafted by the Lorekeepers, with pages
the creatures from which it takes its name, some filled with hand-drawn illustrations, descriptions
of which have been deadly foes, while others have of creatures’ behavior, abilities, and reports of
become trusted allies. A select few from among the battles fought against them. The archive serves as
encountered dragons have chosen to aid the Lodge a vital resource for all Lodge members. Consult
in their efforts who have chosen to themselves so the archives to learn how to engage the creatures
closely with the group to the point that they are you’ll face, learn about their habits and behavior,
considered full-time members. Some of these identify new species, and track any changes in their
dragons are well-known and respected by Lodge’s habitat. As you discover new creatures, it’s your job
members, while others have lived among people for as a Trapper to inform the Keepers so that they may
so long in their humanoid forms that few, if any, are document it in the Archivum Draconis, The Lodge
aware that they are dragons at all. This cooperation takes great pride in its vast library.
between dragons and humanoids alike has yielded
incredible results and is one of the primary reasons

3
Adventure
Introduction

I
stronghold, Blackskull Castle. Unbeknownst to
in the shadow-shrouded world of villains and them, Sylas observes from the shadows, his plan
dark heroes, a rumor spreads like wildfire, to incite a cataclysmic confrontation between the
igniting the underbelly of the realm with forces of good and evil unfolding as intended. The
whispers of intrigue and conspiracy. Sylas, chapter introduces the players to the grandeur
the Whisper Weaver, a villain of legendary cunning and mystery of the castle, setting the tone for the
and power, is believed to have met his end at the impending conflict.
hands of the heroic duo Sir Immaculis Smugshine
and Bruce Bullymont. This news sends shockwaves In “Chapter 2 - Prepare the Defenses!” the
through the circles of darkness, for Sylas was not adventure shifts to strategic planning and
just any adversary; he was a mastermind whose exploration within the castle. The villains, now
schemes and plots were as intricate as they were uneasy allies, explore their designated quarters in
deadly. His demise, while celebrated by some, the castle, uncovering hidden treasures and secrets
leaves a void that threatens to destabilize the that hint at Sylas’s true intentions. They discover
delicate balance of power among those who thrive intricate plans targeting heroes, including those
in the shadows. who “killed” Sylas, and unsettling evidence of
Sylas’s manipulations and intelligence gathering
As the dust settles on this startling development, on both heroes and villains. These discoveries,
a call to arms echoes through the dark corridors coupled with the preparation of traps and defensive
of villainy. Letters, supposedly penned by Sylas measures, ratchet up the tension as the villains
himself from beyond the grave, reach the hands of brace for the siege by the city’s armed forces, led by
the most formidable villains in the realm. These Smugshine and Bullymont. The chapter culminates
letters speak of unity against the rising tide of in a dramatic siege, where the villains must defend
heroes, a last stand in the formidable Blackskull Blackskull Castle against waves of attackers, each
Castle, Sylas’s notorious stronghold. Rumors more challenging than the last, using a combination
of his vast, unclaimed treasure and the lure of of traps, minions, and strategic positioning. The
his powerful throne stir a cauldron of greed, conclusion of the siege leads to a surprising
ambition, and suspicion among the recipients. revelation and the emergence of Sylas, setting the
This unexpected turn of events sets the stage for stage for the final confrontation in “Chapter 3 - The
an unprecedented gathering of darkness, where One True Prince of Darkness.”
alliances are as fragile as they are necessary. In
the heart of Blackskull Castle, secrets unravel,
betrayals simmer, and a grand game of survival and
Running the Adventure
supremacy begins, all under the watchful, unseen This adventure has been designed to be linear. This
gaze of the Whisper Weaver. means that the story is designed with the players
going making minimal narrative changing decisions
in mind. The hook for this adventure is to play as
Adventure Summary monsters in a reverse dungeon, and there is no
room in this adventure for too much narrative
The narrative of this adventure centers around the variance.
machinations of Sylas, the Whisper Weaver, who
stages his own death to manipulate both heroes With that being said, there are multiple endings,
and villains alike. In “Chapter 1 - Shadows Cast based on if the party decieve and betray each
from a Vacant Throne,” villains receive letters from other. Everything else in this adventure is meant to
the supposedly deceased Sylas, urging them to progress linearly.
unite against a common enemy, the heroic duo Sir
Immaculis Smugshine and Bruce Bullymont. These
letters set the stage for an uneasy alliance among
the villains as they converge on Sylas’s formidable

4
Sylas, the
Whisper weaver
The King of Darkness an epic confrontation where he feigns defeat.
Utilizing potent illusion magic, he convinces
In the realm of shadows and deceit, Sylas, the them of his demise, leaving behind a conjured
self-styled “King of Darkness,” orchestrates a duplicate as proof of their victory. Sylas predicts
web of intrigue and manipulation. He considers their inflated pride will lead them to besiege his
himself the ultimate architect of villainy, plotting a legendary fortress, Blackskull Castle, known for its
grand design that he believes will culminate in his impregnable defenses and myriad traps.
ascension as the uncontested sovereign of darkness.
Simultaneously, Sylas sows seeds of fear and
Sylas recognizes the burgeoning strength of both uncertainty among his rival villains. Upon hearing
heroes and villains in the realm. Aware of the limits of his “death,” they grow anxious about the
of his own power, he turns to his greatest skill: the rising might of adventurers. Capitalizing on this
art of manipulation. He observes the emerging unease, Sylas sends them letters, seemingly from
patterns of powerful heroes who vanquish villains, beyond the grave, urging them to unite and meet
seizing their lairs and treasures. The fall of the at Blackskull Castle. His message is a clarion call
notorious Dr. Hysteria, the demise of the infamous to form an alliance against the growing threat of
Baron Von Doomskull, and the stunning defeat of heroes.
the diabolical Madam Maleficarum at the hands
of these emerging heroes signal a shift in the As the plan unfolds, Sylas watches from the
balance of power, a change Sylas intends to exploit. shadows. His rivals converge on his castle, while the
Conversely, he notes the cunning villains fortifying heroes, bolstered by a town’s entire guard, prepare
their domains, preparing for the inevitable clash for a grand siege. Sylas envisions a catastrophic
with these righteous adversaries. clash that will obliterate both sides, leaving him to
emerge victorious amid the ruin.
The first phase of Sylas’s plan centers on the heroic
duo of Sir Immaculis Smugshine and his sidekick,
Bruce Bullymont. For months, Sylas weaves a
trail of deceit, drawing them into his labyrinthine
plot. He allows himself to be pursued, staging

5
6
Chapter 1: Shadows
Cast from a Vacant
Throne

T
he adventure begins with each of the
I charge you, not as subordinates, but as
villains receiving two letters directly from
equals in our grand design, to do what I could
Sylas, post mortem; one being the call to
not. Cast aside the solitary paths we tread in
action against the heroes, and the other
darkness and unite. Avenge my death — not
being personalised and secretive. The call to action
for me, but as a clarion call to those who
letter reads:
would dare oppose the rightful reign of shadow.
My throne inside my Blackskull Castle, a
bastion of our collective might, stands as your
My Esteemed Counterparts in Shadow, rallying point. Let my downfall be the crucible
from which a new order is forged.
If you are reading this, I have fallen — a fate
I met with both surprise and a touch of irony, Together, you are unstoppable. Do not mourn
not at the hands of an unknown adversary, me; act, and let our enemies quiver at the
but by Sir Immaculis Smugshine and his thought of our unity. Rise, my allies, and in a
intolerable associate, Bruce Bullymont. In chorus of retribution, let the world know that
this, I am but the latest in a growing line of the night whispers back.
dark sovereigns bested by these burgeoning
champions, their escalating power and resolve In enduring shadow,
simply crushing my will to survive. My demise
is a testament to the alarming ascent of these Sylas, the Whisper Weaver
heroes, a crescendo in their relentless march
towards our annihilation. I have met a truly
humbling end.
Additionally, each villain received a brief letter from
I confess, in my final moments, I was plagued Sylas (see Appendix F for each personalised letter).
by an uncharacteristic sentiment — regret. Each letter must be kept secret from other players.
My hubris blinded me, not by the glitter of
power, but by a belief that I could single-
handedly sway the tides against the ever-
DM’s Note: Hand the secret letters to
burgeoning forces of virtue. I spent too much
your party before the session starts. Each
of my formidable strength fighting our battles
villain will recieve a secretive letter tailored
alone, underestimating the growing threat
to them. When handing them out to your
the so-called ‘heroes’ posed to our way of life.
players, tell them that they were the only
If I could weave my tale anew, I would sow a
one to recieve such a secret note. In doing
different seed: unity among us, the unspoken
this, intrigue and conf lict can brew between
lords and ladies of the dark tapestry.
the villains during the one shot.
Hear my last whisper from the grave: the
forces of light grow bold, their conviction
strengthened by their victory over me. They
will come for my keep - Blackskull Castle, for
my treasures — but most of all, they will come
to shatter the power we hold. Sir Smugshine
and Bullymont are but the heralds of our
undoing, should we stand divided.

7
Blackskull Castle note stands out as a dire warning, “If I fail — they
will surely come here,” hinting at Sylas’ fears and the
After the letters have been read, each of the villains possibility of his enemies’ imminent arrival. At the
will make their way to Blackskull Castle, which is rear of the room, Sylas’ imposing, and now vacant,
perched on the ridge of a mountain. stone throne sits with a beam of moonlight resting
on its stone.

Perched like a crown upon the unforgiving


ridge of a towering mountain stands the
formidable stone home of Sylas, the Whisper
Weaver. Its massive structure is a testament to
the sheer will and power of its master, rising
stoically against the biting winds and piercing
cold of the high altitude. As you approach, the
path narrows, a precarious ascent that only
the most daring or desperate would undertake.

The castle itself, hewn from the very mountain


it dominates, seems to defy the laws of
architecture and gravity. The outer walls, dark
and weathered by the elements, are lined with
icy battlements that glint menacingly under
the muted sun. Towering spires stretch towards
the sky, their tips lost in the low-hanging
clouds that envelop the peak, as if the castle
itself is attempting to pierce the heavens.

Gargantuan doors, bound in iron and frosted


over with the chill of a thousand winters, stand
ready to either welcome or deter any who
dare to seek audience within. The air is heavy
with the silence of anticipation, and even
the howling wind appears to hold its breath,
respecting the majesty and dread that the
Whisper Weaver’s home invokes. It’s clear that
within these stone walls, secrets and power
have long been interwoven, creating a bastion
that is both awe-inspiring and fearsome to
behold.

As the party members arrive at Blackskull Castle


simultaneously, they’ll find the traps conspicuously
inactive, creating an unexpected welcoming
atmosphere. Direct them to the throne room where
a dust-covered table displays Sylas’ abandoned
plans against Sir Immaculis Smugshine and Bruce
Bullymont. The documents reveal Sylas’ concerns
about the heroes’ strength and his intent to draw
them away from his castle. Among the papers, a

8
Chapter 2: The
Siege of Blackskull
Castle Section 3
A concealed door in the castle opens into an
Running Chapter 2 opulent trophy room, proudly displaying various
items and objects from recently slain villains. The
The players have a week before the siege begins, room is arranged in a way that showcases these
allowing them to setup their individual lairs, items not merely as collectibles but as proud
and skulk around the castle in search of hidden achievements. Each trophy is accompanied by a
information. Allow each party member to select small plaque, detailing the villain’s name and the
a quadrant of the castle - this will be their lair, circumstances of their defeat.
granting them a unique trap during the siege that
is unique to them depending on their choice of Section 4
villain (as seen later in the chapter). Tucked away in a hidden drawer is a folded sonnet,
which reads:
Sylas’ Secrets
“In shadows’ heart, the master crafts his maze,
Sylas was cautious, hiding his valuables and secrets A tapestry of plots, woven with care.
throughout the castle. Each quadrant of the castle Each thread a secret, each turn a phase,
has one hidden secret. When a party member In this grand game, I am beyond compare.
selects which quadrant of the castle is theirs, they
roll a DC 15 Intelligence (Investigation) or Wisdom Like puppets on strings, they dance unaware,
(Perception) checks. On a success, here is what they Oblivious to the puppeteer’s gaze.
find: In the labyrinth of my design, I dare
Any soul to discern my hidden ways.
Section 1
Behind a cleverly concealed panel lies a small, For who can claim to see through the haze
dimly lit study. The room is filled with detailed Of my genius, a mind like no other?
maps and intricate plans, all centered around the My plans, a complex, unfathomable phase,
movements and strategies of various heroes. A A mystery too deep for any to smother.
significant portion of the study is dedicated to Sir
Immaculis Smugshine and Bruce Bullymont. It In the grand theater of night and day,
includes detailed analyses of their past battles and I am the unseen hand, guiding the play.”
personal habits. Notably, there are draft plans for
a staged defeat by these heroes, designed to inflate
their sense of invincibility and portray them as the
strongest heroes of the age. Prepare the Defenses!
Section 2 The party members must now begin to set their
A hidden lever reveals a passage to a narrow reverse dungeon into action, by establishing their
corridor, leading to a secluded chamber filled lairs and beginning to place their traps. The party
with a collection of correspondence. The are under the assumption that it’s just Smugshine
chamber contains a myriad of letters, reports, and and Bullymont that will be coming to the castle
messages from spies and informants. Among these - however, they will have a whole town guard
documents are detailed files on each party member, alongside them, all according to Sylas’ plans. The
highlighting their strengths, weaknesses, and party’s goal is to defeat as many city guards as
potential leverage points. It’s evident that Sylas had possible with their lairs and traps before they reach
been gathering comprehensive intelligence on the the throne room at the center of the castle - any
party, meticulously documenting their every move remaining invaders will be fought by the party.
and vulnerability.

9
Lairs
Moira - Contractually
Once each of the villains have chosen their Obliged
quadrants, they begin the busy work of turning into Moira has entrenched her lair in various words
their own personalised lair. Once complete, each of power meant to charm enemies that traverse
lair will be distinct, granting a unique individual through it. Creature’s entering Moira’s lair for the
effect when the enemies pass through it during the first time must make a DC 15 Wisdom saving throw
siege. Additionally, as part of setting up their lairs, or become charmed for 1 minute, and only wish to
the party will gain access to Arcane Eye’s in their defend Moira no matter what. Once per turn when
own lairs that allow them to percieve the invaders the creature takes damage, they can reroll this save,
as they siege. Here are their unique lairs: ending the charmed condition on a success.

Brunhildax - Opulent
Appendages
Once per wave, Brunhildax can activate her
lair’s monstrous beholder eyes, which apparate DM’s Note: Make sure to narrate to your
on every surface before shooting various deadly players their traps defeating the invaders -
beams. Intruders must make a DC 15 Dexterity feel free to have fun with it!
saving throw or be hit by the beams. On a
failure, creatures suffer 4d8 force damage - if this
reduces them to 0 hit points, the creatures are
disintegrated. On a success, creatures take half
damage.

The Jaws - Shockwave Fists


Once per wave, Finnigan can activate the
mechanical devices he’s outfitted throughout his
lair, causing a variety of dangerous effects. Each
group in his lair must make a DC 15 Strength
saving throw or be knocked prone, taking 2d8
bludgeoning damage. Affected creatures lose
the remainder of this turn, and their next turn in
initiative.

Jiao - Shadow Ambush


Jiao has rigged his lair with blow dart traps that get
stuck into a creature without them even becoming
aware. Creature’s entering Jiao’s lair for the first
time must make a DC 15 Constitution saving
throw, or take 2d8 poison damage, and become
poisoned and blinded for 1 minute. While blinded,
they don’t know which direction the throne room is
- they must roll a dice to determine which direction
to go for every turn they take (they will never go
backwards). Affected creatures can make their save
again at the end of their turn to end the blinded
condition.

10
Placing Walls and Traps Traps
During the planning phase, each party member
has 10 Trap Points (TP) which they can use to place Simple Damage Traps
traps and walls inside their lairs, picking from the
simple and moderate category. Traps can be placed Spiked Pit Trap (1 TP) (Size: 5ft x 5ft.)
on walls, floors, and ceilings, and no two traps can A hidden pit covered by a fragile material, lined
be placed in the same square (regardless of the with spikes at the bottom. When triggered,
surface they’re placed on) creatures above the pit must succeed on a DC
12 Dexterity saving throw or fall in, taking 2d6
At the end of a wave of enemies, the party regains piercing damage from the spikes.
all expended TP’s, and gain 5 additional TP’s (to a • Countermeasures: Can be spotted with a DC 12
total of 15) and gain access to advanced traps, and Perception check. Once triggered, it remains as
an additional 5 at the end of the second wave (to a an open pit that creatures can jump over.
total of 20) and gain access to elite traps.
Flame Jet Trap (1 TP) (Size: 5ft x 10ft.)
Once a trap or a wall has been set off or destroyed, Small, hidden nozzles that shoot out a jet of flame.
they must be reset or repaired. To re-arm a trap Triggers when creatures pass by, dealing 1d8 fire
for the next wave, the player must expend 1 TP to damage (no attack roll needed). Creatures can make
do so. If a trap has been destroyed or disarmed, a DC 12 Dexterity saving throw for half damage.
repairing it equals a cost of half of its original TP • Countermeasures: A DC 12 Perception check
cost (rounded up) to a minimum of 1 TP. Moving a reveals the nozzles.
trap or obstacle after a wave is free.
Moderate Damage Traps
Walls
Rolling Log Trap (2 TP) (Size: 5ft x 30ft.)
Illusory Barricade Wall (1 TP) (Size: 5ft x 5ft.) A 5 ft. long log is set to drop on a path or
A deployable wall with an illusory enchantment hallway, before rolling 30 ft. and stopping. When
to blend seamlessly into its surroundings. When triggered, it drops and begins rolling, dealing 2d8
erected, this wall extends to block a passage or bludgeoning damage to all creatures in range.
hallway. It is approximately 10 feet wide and 8 Creatures can make a DC 14 Dexterity saving
feet high. It has an AC of 15, and 20 hit points. An throw to take no damage.
illusory enchantment on the wall makes it appear • Countermeasures: Can be detected with a DC 14
as a natural part of the surrounding structure, Perception check.
effectively camouflaging it.
• Countermeasures: A successful DC 15 Acid Splash Trap (3 TP) (Size: 10ft x 10ft.)
Investigation check reveals the wall’s true Containers of acid attached to the ceiling, rigged
nature. The wall cannot be easily destroyed, but to spill their contents. When triggered, it splashes
enemies might find alternate routes once they acid in a 10 ft. radius. Creatures in the area must
realize the obstruction is artificial. make a DC 14 Dexterity saving throw, taking
3d6 acid damage on a failed save, or half as much
damage on a successful one.
• Countermeasures: Detectable with a DC 13
Perception check.

11
ADVANCED Damage Traps Moderate Utility Trap

Explosive Runes (5 TP) (Size: 15ft x 15ft.) Blinding Flash Trap (3 TP) (Size: 15ft. x 15 ft.)
Magical runes inscribed on walls or floors that A trap that emits a bright flash of light to disorient
detonate in a 15 ft. radius when intruders come intruders. Triggers a blinding flash in a 15-foot
near. When triggered, the runes explode, dealing radius. Affected creatures must make a DC 14
4d8 force damage to all creatures within range. No Constitution saving throw or be blinded for 3
attack roll needed. Creatures can make a DC 15 rounds. While blinded, they don’t know which
Dexterity saving throw for half damage. direction the throne room is - they must roll a dice
• Countermeasures: Detectable with a DC 16 to determine which direction to go for every turn
Arcana check. they take (they will never go backwards).
• Countermeasures: A DC 14 Perception check
Cleaving Blade Array (6 TP) (Size: 5 ft x 15ft.) reveals the trap.
A series of large, hidden blades that swing out from
walls or drop from the ceiling. When triggered, ADVANCED Utility Trap
three blades make an attack rolls (+7 to hit) against
all creatures in a 15-foot line, dealing 2d8 slashing Ensnaring Net Trap (5 TP) (Size: 15ft. x 15 ft.)
damage on a hit. A large net that falls and ensnares a group of
• Countermeasures: Detectable with a DC 15 enemies. Covers a 15x15 ft. area. Creatures in the
Perception check. area must make a DC 15 Dexterity saving throw
or be restrained. A restrained creature can use its
Elite Damage Trap action to make a DC 15 Strength check, freeing
itself on a success. Whenever a creature fails their
Dragon’s Breath Cannon (8 TP) (Size: 30 ft. Cone) save (including the original saving throw), they
A hidden arcane device that unleashes a devastating must wait until next round to make their save
blast of elemental energy. When triggered, the again.
device emits a 30-foot cone of fire, cold, lightning, • Countermeasures: Detectable with a DC 15
or acid (chosen during trap setup). Each creature Perception check.
in the cone must make a DC 17 Dexterity saving
throw, taking 6d8 damage of the chosen type on a Elite Utility Trap
failed save, or half as much on a successful one.
• Countermeasures: Detectable with a DC 18 Temporal Stasis Field (8 TP) (Size: 20 ft. x 20 ft.)
Perception check. A magical trap that temporarily freezes time in a
specific area. Creates a 20x20 ft. stasis field for 1
Simple Utility Trap round. Enemies entering or starting their turn in
the area must make a DC 18 Wisdom saving throw.
Sticky Floor Trap (1 TP) (Size: 10ft. x 10 ft.) On a failure, the creatures are incapacitated until
A hidden mechanism releases a sticky substance on the next wave.
the floor, hindering movement. When triggered, it • Countermeasures: A DC 19 Perception check to
creates a 10x10 ft. area of sticky terrain. Creatures spot arcane symbols.
entering the area must succeed on a DC 12
Dexterity saving throw or have their movement
halved until they reach the throne room.
• Countermeasures: Detectable and avoidable with
a DC 12 Perception check.

12
The Siege The siege will consist of three waves, which
increase in difficulty. These are what is
After the planning phase is complete, the party recommended for each wave:
should gather in the throne room, ready to defend • Wave 1: 8x groups of 5x City Guards
the center of the castle - beginning the siege. • Wave 2: 8x groups of 5x City Guards and 1x
Steel Guardian
• Wave 3: 8x groups of 5x City Guards and 2x
Steel Guardians, plus the hero Sir Immaculus
As dusk falls over the rugged mountain terrain,
Smugshine and his sidekick Bruce Bullymont
the eerie silence is broken by the distant
(as their own group of 2).
march of the City Guards. Amidst their ranks,
a chilling sight catches your eye: one guard,
Each wave will act in a special initiative order
moving with grim determination, bears a pike
- only have the enemies act in initiative while
upon which a decapitated head is impaled – a
they’re traversing the castle, and add the party
gruesome trophy resembling Sylas himself. The
into initiative once a group reaches the throne
sight sends a ripple of shock and uncertainty
room. Each group will be counted as one creature
through you as the disciplined footsteps
when they’re traversing the castle, and they return
reverberate against the stone, a foreboding
to being individual creatures once they’re in the
rhythm signaling the onset of the siege.
throne room. This means that when a group is
traversing the castle, they make only one check
The advancing guards, their resolve mirrored
for traps, and if they fail, they are all affected (and
in the cold glint of their armor, approach
vice versa). Similarly, if an effect targets a single
the castle with an air of inevitability. Their
creature in the group, it affects all creatures in the
determined shouts and the echo of clanging
group.
metal reverberate off the ancient walls,
infiltrating the heart of your stronghold.
A group can move 30 ft. on their turn, or choose
Inside the throne room, you and your new
to dash. doubling their movement to 60 feet.
allies stand united, a formidable coalition
If a group is dashing, they have disadvantage
of darkness, bracing for the imminent clash
on Wisdom (Perception) and Intelligence
against the seemingly righteous tide.
(Investigation) checks to percieve traps. When
intruders arrive at a trap, they will automatically
With a thunderous crash that vibrates through
make the required check to perceive the trap,
the castle’s very foundation, the first wave
unless they are dashing. If a trap hasn’t been set
breaches the walls. The once impenetrable
off but the group has found it, they can avoid it
doors and windows succumb, admitting the
without any hassle; similarly, if the trap has been
intruders into your domain. As the clash of
set off, they can move through the trap’s space
battle erupts, the fight for control over the
unharmed.
castle begins.
Beginning from the second wave when Steel
Guardians are introduced to the siege, they will
walk at the front of their groups. Steel Guardians
automatically fail saving throws against traps, but
DM’s Note: If your party is annihilating no other creatures in their group will suffer the
these waves with good trap placement, effects of a trap while the Steel Guardian is alive,
consider adding more city guards - they’re
designed to be cannon fodder.

13
the only exception being lair effects. saving throw takes damage from a trap, they take
damage equal to the amount of damage dice used.
At the end of each wave, the next wave won’t begin For example, is the trap does 4d8 damage, they
for 10 minutes. During this time, the party can take 4 damage. The size of the dice has no effect on
repair, re-arm, and move their traps, as well as the damage they take in this instance.
expend their hit dice to restore any lost hit points.
City Guards have no hit dice, they cannot crit on
The hero Sir Immaculis Smugshine and his their weapon attacks, and they have static damage
sidekick Bruce Bullymont automatically succeed numbers on their attacks. To streamline combat
on all saving throws against the traps in the castle. during the siege, a group of guards will be counted
The traps should be able to whittle them down as one entity for initiative, based on the lowest
a little bit, but the goal is to have them fight the initiative roll of the group. To form a group, there
heroes in the throne room to end the siege. All of must be a minimum of two city guards, and the
the intruders know that they are trying to reach group is formed at the beginning of the round of
the center of the castle, to the throne room (see combat if the guards are adjacent to one another.
Appendix B for the recommended pathing). This
does not mean that they automatically know the Overkill Attacks
shortest available route, but they will always know
which general direction the center of the castle is In order for the party to deal with the large groups
(unless influenced by the blinding trap, or Jiao’s lair of city guards rushing into the castle, they will gain
ability). access to overkill attacks. An overkill attack is a
powerful attack that can defeat multiple guards in
one attack. If a weapon attack’s damage surpasses
The City Guard
a guard’s hit point maximum, the excess damage
The city guards in this adventure are designed as (overkill damage) can transfer to another guard
weaker foes that allow you to craft dramatic combat within range. The distance within which additional
scenarios involving large numbers of enemies guards can be affected by overkill damage depends
without overwhelming the player characters. on the type of attack:
They’re a tool to make players feel heroic as • Melee Overkill Attacks: Additional targets must
they can face and defeat multiple opponents be within the attacker’s reach.
simultaneously. Despite their weakness, guards • Ranged Overkill Attacks: Additional targets
pose a real threat; they require strategic handling as must be within a line from the attacker up to
their attacks still deal damage and can’t be ignored. the weapon’s short range.
The goal is to have them require minimal setup, to
not bog down initiative, and to make the players Group Attacks
feel powerful when facing large groups of them.
If there are two to five city guards in a group, they
The core mechanics of the guards are that if they can combine their actions into a single powerful
take any form of damage from an attack or a failed group attack, provided the target is within each
saving throw, they are instantly brought to 0 hit guard’s reach or range. The group makes a single
points. If they are hit by any other damage source, attack roll, with a bonus to the attack roll based on
the guard will only die if the damage meets or the number of participating guards. If the group
exceeds their hit point maximum - otherwise, attack hits, the damage is multiplied by the number
they take no damage. The exception to this rule is of guards in the attack. A group attack is made with
damage from traps - when a city guard fails their advantage or disadvantage only if all guards in the
group share that condition. Otherwise, it is made
as a normal attack.

14
After the Siege
When Sir Immaculis Smugshine is slain, he emits a
large wave of magic that disrupts all magic around
him - this also affects the castle itself. A stairway
is revealed in the throne room, previously hidden
by Nystul’s Magic Aura. Down this stairway is a
large room, filled to the brim with gold and various
treasures.

Allow the party to deliberate between each other


of what to do here - from their understanding,
this is the end of the adventure. If they wished to,
they could fight over the treasure, and claim the
new title of strongest villain in the realm. They can
also come to an agreeance, and choose to split the
treasury evenly.

Regardless of their choice, after the party makes


their decision on what they will do with the
treasure, or after roughly 10 minutes have passed,
Sylas will teleport into the treasury, believing that
the party had chosen to kill each other to claim the
treasure for themselves.

15
Chapter 3: The
Prince of Darkness
Once Sylas appears, he will present the following
speech, depending on the outcome of the treasury
His voice grows colder, echoing the finality of
fight, and then engage the players in combat:
their doom.

If the party didn’t kill “Steel yourselves, for the curtain call is upon
eachother you. You have the dubious honor of meeting
your end at the hands of the true master
of darkness. This moment, your inevitable
downfall, shall be the crowning glory of my
As Sylas materializes amidst a vortex of dark indomitable might. Stand, if you must, in your
energy, his eyes sweep over the gathered last act of defiance, for I am here to reclaim
villains with a blend of astonishment and my dominion, a realm where no conspiracy of
sardonic glee. treacherous villains can ever prevail.”

“Ah, what a remarkable turn of events — my


chess pieces, still in play. Your resilience, I
confess, has exceeded my expectations. Yet,
let us not delude ourselves: your continued IF there is one party
existence is but an unexpected wrinkle in the member remaining
grand tapestry of my design.”

Advancing with an air of regal disdain, Sylas’s


voice resonates with a mix of mockery and As Sylas emerges from the shadows with a
unwavering confidence. swirl of dark energy, his gaze falls upon the
single villain standing amidst the ruins of what
“You, my dear aspirants to the throne, were was once a formidable alliance.
never more than instruments in a far greater
plot. The idea of you usurping my seat of “Well, this is a most intriguing outcome,” Sylas
power was always a mere diversion, a ploy begins, his voice laced with a sinister blend
to engage those self-proclaimed heroes in a of amusement and contempt. “To think that
battle they could not ignore. You were the out of all the ambitious souls vying for power,
shadows cast by my greater light, unknowing it is you who stands last. Impressive, indeed,
participants in a scheme far beyond your though one must wonder — is it the result of
comprehension.” sheer brutality, or simply a stroke of luck?”

His eyes f licker with a dark, calculating gleam He strides closer, his eyes scanning the
as he regards them with imperious dismissal. aftermath with an air of cold curiosity.

“The role you played in this theater of shadows “You, the lone survivor, have indeed proven to
is now at its end. Your collective fate is sealed, be the apex predator among your peers. But
not by your own hands, but by mine — Sylas, let’s not fool ourselves with grand illusions
the Whisper Weaver, the unyielding lord of the of victory. Your presence here, amidst the
night. You are but ephemeral characters in the wreckage of your fallen comrades, is but a
saga of my rule, soon to be erased from the minor twist in my grand narrative.”
annals of history.”

16
Possible Outcomes
Pausing for a moment, Sylas allows his gaze to
linger on the survivor. After Sylas or the party are defeated within
Blackskull Castle, the following outcomes can
“Make no mistake — you were always a pawn occur:
in my elaborate game. The throne you yearn
for, the power you thirst after, has always been If Sylas is Defeated by the
mine. I am Sylas, the Whisper Weaver, the
Party
eternal architect of darkness, and you... you
are merely the last act in a play orchestrated
Sylas will dramatically fade away into the shadows,
by me.”
dying where the party had slain him. The party are
able to claim the castle for themselves, including
His expression hardens, foreboding and final.
the hoards of treasure that lay here in his treasury
(contents equal to 150,000gp). With Sir Immaculis
“Your saga concludes here, overshadowed by a
Smugshine and his sidekick defeated, the world
might that eclipses your own. You played your
enters a worried age. The powerful heroes had
role with commendable fervor, but the time
slain Sylas were defeated themselves - what can the
has come for the final curtain. Prepare to meet
forces of good do now? With this new alliance, the
your end, a privilege I bestow upon you as the
world is about to enter a new age of darkness - and
true sovereign of the night.”
the party are in full control of it.
Raising his hand, tendrils of dark magic begin
to coil around his fingers. If the party betray each other
and there is one remaining
“This castle, this throne, and the empire they member
symbolize have always belonged to me. Your
end, however tragic or defiant, will be but a Sylas will dramatically fade away into the shadows,
footnote in the legacy of my reign. Stand now, dying where the villain had slain him. The villain is
if you will, and face your inevitable demise. able to claim the castle for themselves, including
For in this world of shadows and deception, the hoards of treasure that lay here in his treasury
there is but one ruler — and it is I, Sylas, the (contents equal to 150,000gp). The party member
unchallenged monarch of the dark.” becomes the true king of darkness, and the world
is at their beck and call. Sylas couldn’t defeat them,
neither could Sir Immaculis Smugshine and his
sidekick, nor a whole alliance of villains. If they
can’t - who can? The villain takes their seat at the
throne, and beckons the world into a new age.

17
If Sylas is victorious and
defeats the party

Sylas will say this monologue (even if only he is


there to listen): As Sylas stands amidst the fallen
villains, a cruel smile plays on his lips. He speaks,
his voice echoing through the empty halls of
Blackskull Castle.

“Ah, the sweet silence of victory. How it sings a


song of triumph to my ears! Here lie the remnants
of ambition and treachery, now nothing but dust
beneath the boots of their superior. Did you truly
believe you could usurp my throne, challenge my
reign? Fools, all of you, outplayed and outmatched
from the very start.”

He gazes around the throne room, his eyes alight


with dark satisfaction.

“This was always the only possible outcome. I


am Sylas, the Whisper Weaver, the unchallenged
sovereign of darkness. You were but minor
disturbances in the grand symphony of my rule. In
your defeat, you have only affirmed my supremacy,
my eternal dominion over the shadows. Rest now,
in the obscurity you so rightfully deserve, as I
continue to weave my legacy unopposed.”

With the powerful heroes and villains who could


stand up to Sylas now defeated, he puts his real
plan into play, plunging the world into despair.

18
APPENDIX A:
ARCHIVUM DRACONIS
This appendix details the monsters and NPCs of this month’s Dragon Trappers Lodge
release. Monsters are organized by Challenge Rating (CR), from weakest to strongest, and
then alphabetically.

19
20
City Guard
Medium Humanoid (Human), Any Alignment

Armor Class 16 (half plate)


Hit Points 7 (2d8-2)
Speed 30 ft.

STR DEX CON INT WIS CHA


12 (+1) 12 (+1) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Skills Perception +2
Senses Passive Perception 12
Languages Common
Challenge 1/4 (50 XP)

Exploit them! When the guard makes or joins an


attack that’s made with advantage, the attack deals
an extra 1 damage per guard who made or joined the
attack.

Minion. If the guard takes damage from an attack or


as the result of a failed saving throw, their hit points
are reduced to 0. The exception to this rule is damage
from traps - when a city guard fails their saving throw
takes damage from a trap, they take damage equal to
the amount of damage dice used. For example, is the
trap does 4d8 damage, they take 4 damage. The size of

T
the dice has no effect on the damage they take in this
instance. If the guard takes damage from another effect, he city guards, drawn from the local
they die if the damage equals or exceeds their hit point populace, are more notorious for their
maximum; otherwise, they take no damage. overbearing nature than for their role as
protectors. Their training, rigorous in
Overwhelm. If a Medium or smaller enemy starts
physicality but lacking in discipline, shapes them
their turn within 5 feet of three or more guards who
can see them, until the start of the enemy’s next turn, into a tight-knit group, bonded more by a shared
the enemy’s speed is reduced by 5 feet for each guard sense of dominance than duty. Known for their
within 5 feet of them. If this reduces the enemy’s heavy-handed and often intimidating tactics, they
walking speed to 0, they are restrained until the start of wield their authority with a swagger that borders on
their next turn. outright bullying.

Within their ranks, a sense of entitlement prevails.


Actions They patrol not as guardians but as enforcers, their
approach to law and order leaving a trail of fear and
Pike (Group Attack). Melee Weapon Attack: +3 to hit, resentment. In their world, power reigns supreme,
reach 10 ft., one creature. Hit: 1 piercing damage. turning these guards into figures of control and
intimidation rather than symbols of safety and
security. Their presence is a stark reminder of the
fine line between protection and oppression.

21
22
Steel Guardian
Large Construct, Unaligned

Armor Class 17 (natural armor)


Hit Points 90 (6d10 + 30)
Speed 20 ft.

STR DEX CON INT WIS CHA


20 (+5) 9 (-1) 18 (+4) 3 (-4) 11 (+0) 1 (-5)

Damage Immunities Poison, psychic; bludgeoning,


piercing, and slashing from nonmagical attacks
Condition Immunities Charmed, exhaustion,
frightened, paralyzed, petrified, poisoned
Senses Darkvision 60 ft., Passive Perception 10
Languages Understands common but can’t speak it
Challenge 6 (2,300 XP)

Lightning Absorption. Whenever the steel guardian


is subjected to lightning damage, it takes no damage
and instead regains a number of hit points equal to the
lightning damage dealt.

Immutable Form. The steel guardian is immune to


any spell or effect that would alter its form.

Magic Resistance. The steel guardian has advantage

T
on saving throws against spells and other magical
effects. he Steel Guardians, forged by Dwarven
artificers, stand as vigilant protectors
Magic Weapons. The steel guardian’s weapon attacks against the encroaching darkness of Sylas.
are magical. Created from the finest iron and imbued
with potent enchantments, these constructs are
Actions the culmination of dwarven metalwork and arcane
prowess, designed to defend the city from the
most formidable threats. With their creation, the
Multiattack. The Steel Guardian can make two city sent a clear message: no enemy, not even the
attacks.
cunning Sylas, could breach its walls unchallenged.
Greatsword. Melee Weapon Attack: +8 to hit, reach 5
ft., one target. Hit: 16 (2d10 + 5) slashing damage. Silent yet imposing, the Steel Guardians serve as
both sentinels and symbols of the city’s indomitable
Static Discharge (Recharge 5–6). The Steel spirit. Their alloy cores pulse with magic, ready to
Guardian unleashes a burst of electrical energy in a 15- spring to life at the first sign of danger. In the shadow
foot cone. Each creature in that area must succeed on a of Sylas’s menace, they are the unwavering line of
DC 14 Dexterity saving throw, taking 24 (8d6) lightning
defense, their presence reassuring the citizens that
damage on a failed save, or half as much damage on a
safety and order will prevail.
successful one.

23
24
Bruce Bullymont Divine Radiance (5/day). Bruce targets one ally that
Small Humanoid (Celestial), Neutral Good
he can see within 30 feet. The target can make one
weapon attack as a reaction, and gains 5 temporary hit
Armor Class 18 (plate armor) points.
Hit Points 120 (8d10 + 40) Divine Radiance (1/day). Bruce can emanate a
Speed 30 ft., fly 30 ft. radiant aura. As a bonus action, he activates an aura
with a 10-foot radius that lasts for 1 minute or until he
STR DEX CON INT WIS CHA is incapacitated. Allies in the aura have advantage on
18 (+4) 10 (+0) 16 (+3) 12 (1) 14 (+2) 20 (+5) saving throws against being frightened or charmed, and
they gain a +2 bonus to AC.
Saving Throws Wis +6, Cha +9
Skills Persuasion +9, Religion +5
Damage Resistances Necrotic, radiant
Senses Darkvision 60 ft., Passive Perception 12
Languages Common, Celestial
Challenge 8 (3,900 XP)

Coward. Whenever Bruce is hit with a melee attack,


he immediately moves up to 10 ft., allowing him to
reposition against his attacker.

Spellcasting. Bruce is a 8th-level spellcaster. His


spellcasting ability is Charisma (spell save DC 17, +9 to
hit with spell attacks). Bruce has the following Paladin
and Cleric spells prepared:

Cantrips (at will): Guidance, Sacred Flame

1st level (4 slots): Bless, Cure Wounds, Shield of Faith,

B
Command
ruce Bullymont’s life as a divine born has
2nd level (3 slots): Aid, Lesser Restoration, Prayer of been marked by a unique blend of privilege
Healing and ostracization. From a young age,
Bruce flaunted his divine heritage, naively
3rd level (3 slots): Beacon of Hope, Dispel Magic, believing that his celestial bloodline entitled him to
Protection from Energy admiration and respect. This assumption, however,
4th level (2 slots): Death Ward, Banishment had the opposite effect; it fostered resentment and
disdain among his peers. They saw his expectations
as arrogance, and Bruce mistook their distaste
Actions for him as a reaction to his unremarkable, if not
unattractive, appearance.
Greatsword. Melee Weapon Attack: +8 to hit, reach 5 Growing up, Bruce was often the subject of
ft., one target. Hit: 10 (2d6 + 4) slashing damage, plus
bullying, a target for those who saw his self-
8 (2d8) radiant damage.
importance as a sign of weakness. He responded by
retreating further into his shell of privilege, nursing
a growing belief that he was destined for greatness,
simply awaiting the right moment or the right
person to lift him to his ‘rightful’ place in history.

25
Bruce spent much of his life in a state of
expectant pride, waiting for a hero to enter his
life and provide the opportunity to ascend to
greatness. When he encountered Sir Immaculis
Smugshine, Bruce was convinced he had finally
found the hero he was destined to accompany.
Sir Immaculis, with his heroic stature and deeds,
represented everything Bruce believed he deserved
to be associated with. From that day, Bruce
attached himself to Sir Immaculis with unwavering
loyalty, rarely straying more than a hundred feet
from the hero.

This proximity to Sir Immaculis became


Bruce’s safety net, allowing him to bask
in the reflected glory of the hero’s deeds
while avoiding direct confrontation or
danger. In Sir Immaculis, Bruce saw not
just a protector but a ticket to the annals of
history, a way to achieve recognition without
confronting his own shortcomings or fears.

26
Sir Immaculis Smugshine
Medium Humanoid (Human), Lawful Good (Annoying) Actions
Armor Class 18 (Plate Armour)
Hit Points 200 (10d10 + 100) Multiattack. Sir Immaculis makes three melee attacks
Speed 30 ft. with his greatsword.

Greatsword. Melee Weapon Attack: +10 to hit, reach 5


STR DEX CON INT WIS CHA ft., one target. Hit: 17 (2d6 + 5) slashing damage, plus
20 (+5) 14 (+2) 18 (+4) 12 (+1) 15 (+2) 18 (+4) an additional 9 (3d6) radiant damage.

Holy Shockwave (Recharge 5-6). As an action, Sir


Saving Throws Wis +7, Cha +9 Immaculis thrusts his greatsword into the ground,
Skills Athletics +10, Persuasion +9 creating a shockwave of holy light in a 20-foot radius.
Damage Resistances Bludgeoning, piercing, and Each creature of Sir Immaculis’s choice in the area
slashing from nonmagical attacks must succeed on a DC 17 Constitution saving throw
Condition Immunities charmed, frightened or take 4d8 radiant damage, or half as much damage
Senses Passive Perception 12 on a successful save. Allies in the area gain temporary
Languages Common, Celestial hit points equal to half of the total damage dealt to
Challenge 10 (5,900 XP) enemies.
Reactions
Legendary Resistance (3/Day). If Sir Immaculis fails Defiant Riposte. When a melee attack is made against
a saving throw, he can choose to succeed instead. Sir Immaculis Smugshine, he can use his reaction to
add 3 to his AC against that specific attack, potentially
Aura of Infatuation. Sir Smugshine exudes a causing it to miss. If the attack misses as a result of
captivating presence that compels his allies to aid him this parry, Sir Smugshine can immediately make a
in combat. Whenever an ally is within 10 feet of Sir counterattack with his greatsword against the attacker.
Smugshine, he gains a +1 bonus to all his attack rolls
and saving throws (to a maximum of +5).

S
Infallible Paragon. When Sir Smugshine succeeds ir Immaculis Smugshine is the
on a saving throw, he can choose an ally within 30 ft. embodiment of chivalric excess, a
that he can see. That ally gains advantage on their next paladin whose shining armor and
attack roll, ability check, or saving throw, for the next flowing mane are as unblemished as his
minute.
self-regard. Born to opulence, he was swaddled in
Ego Shatter; Unleash Potential (1/Day). When Sir silks and serenades, raised with the unshakeable
Smugshine is reduced to below half of his maximum hit belief that he was destined for greatness. Trained
points for the first time, his ego fuels a surge of power, by the realm’s most esteemed martial masters, his
revealing a more formidable and desperate side. He skills with the greatsword are matched only by his
gains the following benefits until he is killed, or until he flair for the dramatic, often spouting grandiose
is returned to full hit points. proclamations as if life were but a stage for his
• He gains an additional 10 ft. of movement
valorous exploits.

• He gains 3x Legendary Resistances. His vanity knows no bounds; he sees his reflection
not merely as a confirmation of his own grandeur
• He gains 20 temporary hit points.
but as a divine endorsement of his invincibility. Sir
Smugshine’s faith is unique, for it is not placed in
deities or doctrines but in the mirror’s gaze. This
unyielding self-belief fuels his paladin powers,
granting him divine might that he wields with all
the subtlety of a thunderclap. To him, every battle is
foreordained, not by fate, but by his own infallible
hand—each victory a pre-written verse in the epic
of his life.

27
In battle, Sir Smugshine is a tempest of steel and
self-assurance, a force of nature who charges
with the certainty of a man who has never known
doubt. His comrades follow not just his banner
but the trail of his ego, which seems to blaze
like a comet across the battlefield. With every
swing of his greatsword, he carves through
enemies as effortlessly as he does through
the air of humility. In his heart, defeat is
an impossibility, an abstract concept that
applies to lesser beings, not to the paragon
he perceives himself to be.

As the self-proclaimed lead hero of the “forces of


good,” Sir Smugshine’s crusade is as much
about the flourish of his blade as it is
about basking in the adoration of those
he saves. His faith in himself is the core
of his power, a faith so potent it repels
doubt as surely as his shield repels
blows. To Sir Immaculis Smugshine,
the world is a tapestry where his tales of
grandeur are woven with golden threads, and he is
the artist holding the loom.

28
Sylas, the Whisper Weaver Bite. Melee Weapon Attack: +12 to hit, reach 10 ft., one
target. Hit: 17 (2d10 + 6) piercing damage plus 10 (3d6)
Gargantuan Dragon, Neutral Evil
necrotic damage.
Armor Class 19 (natural armour)
Claw. Melee Weapon Attack: +12 to hit, reach 10 ft., one
Hit Points 360 (16d10 + 160)
target. Hit: 13 (2d6 + 6) piercing damage.
Speed 40 ft., climb 40 ft., fly 60 ft.
Necrotic Breath (Recharge 5–6). Sylas exhales
STR DEX CON INT WIS CHA shadowy, necrotic energy in a 60-foot cone. Each
creature in that area must make a DC 21 Constitution
23 (+6) 14 (+2) 25 (+7) 26 (+8) 15 (+2) 24 (+7)
saving throw, taking 56 (16d6) necrotic damage on a
failed save, or half as much damage on a successful
Saving Throws Dex +8, Con +13, Int +14, Wis +8, Cha one.
+13
Skills Deception +13, Insight +8, Perception +14, Illusory Double (1/Day). Sylas creates an illusory
Stealth +8 duplicate of himself within 30 feet. The duplicate
Damage Resistances Cold, fire; bludgeoning, moves and acts according to Sylas’s will, and Sylas
piercing, and slashing from nonmagical attacks can speak and cast spells as though he were in the
Damage Immunities Necrotic, poison duplicate’s space. The illusion lasts until dispelled or
Condition Immunities Charmed, exhaustion, until all enemies know it’s an illusion. A creature can
frightened, paralyzed, poisoned use its action to examine the illusion and must succeed
Senses Blindsight 60 ft., Darkvision 120 ft., Passive on a DC 17 Intelligence (Investigation) check to discern
Perception 24 it as an illusion. Until a creature succeeds on this check,
Languages Common, Draconic, Infernal they cannot hit, target, or damage the real Sylas.
Challenge 16 (15,000 XP) Manipulative Whisper (Recharge 5-6). Sylas targets
one creature he can see within 30 feet, whispering a
manipulative suggestion. The target must succeed on
Legendary Resistance (3/Day). If Sylas fails a saving
a DC 21 Wisdom saving throw or follow the suggestion
throw, he can choose to succeed instead.
on its next turn, as per the suggestion spell, but without
Sylas needing to maintain concentration.
Shapechanger. Sylas can use his action to polymorph
into a humanoid or back into his true dragon form.
His statistics, other than his size, are the same in each
form. Any equipment he is wearing or carrying isn’t
Legendary Actions
transformed. He reverts to his true form if he dies.
Sylas can take 3 legendary actions, choosing from the
Innate Spellcasting. Sylas’s spellcasting ability is options below. Only one legendary action option can be
Charisma (spell save DC 21). Sylas can innately cast the used at a time and only at the end of another creature’s
following spells, requiring no material components: turn. Sylas regains spent legendary actions at the start
of his turn.
At will: disguise self, minor illusion, silence
Detect. Sylas makes a Wisdom (Perception) check.
3/day each: greater invisibility, mirror image,
phantasmal killer, dimension door Tail Attack. Sylas makes a tail attack.
1/day each: dominate monster, dominate person, Cast a Spell (Costs 2 Actions). Sylas casts one of his
hallucinatory terrain innate spells.

Wing Attack (Costs 2 Actions). Sylas beats his wings.


Actions Each creature within 10 feet of Sylas must succeed on
a DC 20 Dexterity saving throw or take 15 (2d6 + 8)
bludgeoning damage and be knocked prone. Sylas can
Multiattack. Sylas makes three attacks: one with his
then fly up to half his flying speed.
bite and two with his claws.

29
I
n the annals of villainy, few names strike as is but the opening act of his grand design. In the
deep a chord of dread and intrigue as Sylas, wake of his apparent demise, he dispatched letters
the Whisper Weaver. His presence is an to his most formidable rivals, the four pillars of
enigma, a shadow draped across the land, felt villainy, urging them to unite against the rising tide
yet unseen. To the world, he is but a shadow, a myth, of heroes. His words, penned with the elegance of
a whisper on the wind. He is the silent puppeteer of a master strategist, are laced with truths and lies in
ordered chaos, orchestrating the downfall of heroes equal measure, designed to entice, to provoke, and
and villains alike with a touch as light as a whisper, to manipulate.
but as potent as the most thunderous echo.
From the deepest shadows of Blackskull Castle,
Sylas is not a tyrant who rules with fire and blood; Sylas watches the unfolding drama with a predator’s
rather, he is the unseen hand that gently nudges patience. Every whispered conspiracy, every flicker
the pieces of the grand chessboard of power. His of doubt, every flash of betrayal among the ranks
strength lies not in brute force, but in the art of of his rivals brings a twisted smile to his lips. For
illusion and manipulation. He conjures realities in this game of kings and pawns, Sylas remains the
out of lies, truths out of illusions, all the while unseen player, the weaver of whispers whose strings
remaining a step ahead of those who dare play his dance to the tune of chaos and discord.
game.
His endgame is shrouded in mystery, as inscrutable
In his latest and most daring gambit, Sylas has as the night sky. Yet one thing is certain: in the
orchestrated his own “death” at the hands of world of shadows and schemes, Sylas, the Whisper
burgeoning heroes, a move designed to send Weaver, is the undisputed master, a force as
ripples of fear and uncertainty across the realms. To inescapable as fate and as relentless as time itself.
the watchful eyes of the world, he has fallen, yet this

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APPENDIX B:
BATTLE MAPS

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Item 1: Blackskull Castle (40 x 30)

34
Item 2: Blackskull Keep - Entrances and Recommended Pathing

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Item 3: Vault

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APPENDIX C:
Playable Characters &
Their Minions

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Brunhildax, The Duchess • 2 - Paralyzing Ray: The targeted creature must
succeed on a DC 16 Constitution saving throw or
of Doom be paralyzed for 1 minute. The creature can repeat
Large Aberration, Neutral Evil the saving throw at the end of each of its turns,
ending the effect on itself on a success.
Armor Class 17 (natural armor)
Hit Points 150 (10d10 + 50) • 3 - Fear Ray: The targeted creature must succeed
Speed 0 ft., fly 20 ft. (hover) on a DC 16 Wisdom saving throw or be frightened
for 1 minute. The frightened creature can repeat the
saving throw at the end of each of its turns, with
STR DEX CON INT WIS CHA disadvantage if it can see Brunhildax, ending the
14 (+2) 14 (+2) 18 (+4) 17 (+3) 15 (+2) 20 (+5) effect on itself on a success.

Saving Throws Int +7, Wis +6, Cha +9 • 4 - Slowing Ray: The targeted creature must
Skills Perception +10 succeed on a DC 16 Dexterity saving throw. On
Condition Immunities prone a failed save, the creature’s speed is halved for
1 minute. In addition, the creature can’t take
Senses Darkvision 120 ft., Passive Perception 20
reactions, and it can take either an action or a
Languages Deep Speech, Undercommon bonus action on its turn, not both. The creature
Challenge 10 (5,900 XP) can repeat the saving throw at the end of each of
its turns, ending the effect on a success.
Legendary Resistance (3/Day). If Brunhildax fails a • 5 - Enervation Ray: The targeted creature must
saving throw, she can choose to succeed instead. make a DC 16 Constitution saving throw, taking
8d8 necrotic damage on a failed save, or half as
Antimagic Cone. Brunhildax’s central eye creates much damage on a successful one. This ray saps
an area of antimagic, as in the antimagic field spell, the vitality of its target.
in a 150-foot cone. At the start of each of her turns,
she decides the direction of the cone. The area works • 6 - Telekinetic Ray: If the target is a creature, it
against her own eye rays. must succeed on a DC 16 Strength saving throw or
Brunhildax moves it up to 30 feet in any direction.
Lucy. Brunhildax has a unique bond with her pet She can also exert fine control over objects with
mimic, Lucy, allowing her to command it with precision. this ray, manipulating them delicately.
As a bonus action on her turn, Brunhildax can issue a
command to Lucy if the mimic is within 60 feet of her Dazzling Display (Recharge 5-6): Brunhildax can
and can hear her. Lucy can immediately take an action use her action to create a stunning display of light
in response to the command. Lucy acts on Brunhildax’s and illusion, reflecting her love for extravagance.
initiative and follows her commands to the best of its
Creatures within 60 feet that can see her must
ability. If Brunhildax doesn’t issue a command, Lucy
takes the Dodge action. succeed on a DC 17 Wisdom saving throw or
become charmed for 1 minute. Charmed creatures
are dazzled by her opulence and cannot take
Actions actions to harm Brunhildax. Creatures can reroll
their saving throw at the end of their turn, ending
Multiattack. Brunhildax makes three eye ray attacks. the effect on a success.

Eye Rays. Brunhildax shoots three of the following


magical eye rays at random (reroll duplicates),
choosing one to three targets she can see within 120
feet of her:

• 1 - Charm Ray: The targeted creature must


succeed on a DC 16 Wisdom saving throw or
be charmed by Brunhildax for 1 hour, or until
Brunhildax harms the creature. While charmed, the
creature regards Brunhildax as a trusted friend to
be heeded and protected.

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Brunhildax, the Duchess of Dooom, redefines the This cycle of allure and demise has turned
very notion of what a beholder can be. Far from Brunhildax’s lair into a legendary trove of wealth
the typical image of a paranoid creature lurking and danger.
in dungeon depths, she stands as a paragon of
extravagance and audacity. Her presence is not just Among the glittering piles of gold and jewels,
known but deliberately displayed; she basks in her Brunhildax’s unique guardians stand vigilant. She
grand and ostentatious reputation, relishing the has trained mimics, those shape-shifting predators,
spotlight that her kind usually shuns. Distinct in to defend her domain. Fed with less valuable
her indulgences, Brunhildax’s voluptuous form is treasures, these mimics have become fiercely loyal
a testament to her lavish tastes, setting her apart in protectors, adding a layer of deceptive defense to
both appearance and demeanor from her beholder her already formidable lair.
brethren.
Yet, for all her amassed wealth, Brunhildax’s
Her lairs are not mere hideouts but palatial realms ambition reaches even further. The news of
of opulence, filled to the brim with extravagant Sylas’s supposed demise and the rumors of his
treasures and luxurious displays. These are not vast, unclaimed treasure have ignited a burning
solely the fruits of her own conquests; Brunhildax desire within her. To Brunhildax, the throne
employs mercenaries to procure rare and valuable of darkness is insignificant compared to the
items, further enhancing her infamy. This notoriety lure of Sylas’s legendary hoard. Her eyes, ever
serves as a beacon, luring heroes seeking glory and greedy for the glitter of gold, are set firmly on
riches. Little do they know, they are but moths to a this ultimate prize. She is prepared to undertake
flame, their eventual defeat at her many eyes adding whatever machinations necessary to claim this
their treasures to her ever-expanding collection. treasure, seeing it as the crown jewel in her already
impressive collection. In Brunhildax’s grand

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LUCY, THE PET MIMIC Cuteness Overload (Recharge 5-6). Lucy can use
Small Monstrosity (Shapechanger), Neutral
her action to unleash a wave of adorable antics. Each
creature within 20 feet of Lucy that can see her must
Armor Class 14 (natural armour) succeed on a DC 15 Wisdom saving throw or become
charmed for 1 minute. While charmed by Lucy, a
Hit Points 80 (5d10 + 30)
creature is incapacitated and loses concentration,
Speed 15 ft., climb 15 ft.
utterly distracted by her endearing behavior. Creatures
can reroll their saving throw at the end of each of their
STR DEX CON INT WIS CHA turns, or immediately after taking damage.
17 (+3) 12 (+1) 16 (+3) 3 (-4) 13 (+1) 8 (-1)

Skills Stealth +5
Damage Immunities Acid
Condition Immunities Prone
Senses Darkvision 60 ft., Passive Perception 11
Languages Understands common but can’t speak it
Challenge 5 (1,800 XP)

Shapechanger. Lucy can use her action to polymorph


into an object or back into her true, amorphous
form. Her statistics are the same in each form. Any
equipment she is wearing or carrying isn’t transformed.

Adhesive (Object Form Only). Lucy adheres to


anything that touches her. A Huge or smaller creature
adhered to Lucy is also grappled by her (escape DC
13). Ability checks made to escape this grapple have
disadvantage.

L
False Appearance (Object Form Only). While Lucy
remains motionless, she is indistinguishable from an ucy, a small and uniquely fastidious
ordinary object. mimic, captured Brunhildax’s heart with
her selective appetite and ‘cute’ antics,
Grappler. Lucy has advantage on attack rolls against standing out from her less discerning
any creature grappled by her. kin. This mimic, with the air of a spoiled lapdog,
quickly became Brunhildax’s pampered and
Actions inseparable companion. Living a life of luxury, Lucy
accompanies Brunhildax everywhere, exuding
a sense of entitlement and charm befitting her
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one indulgent lifestyle. Her presence, often announced
target. Hit: 7 (1d8 + 3) piercing damage plus 4 (1d8)
by the clatter of her mimic form, adds a peculiar
acid damage. If the target is a creature, it is grappled
(escape DC 13). Until this grapple ends, the target is
yet endearing aspect to the extravagant world of
restrained, and Lucy can’t bite another target. Brunhildax.

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Finnigan “The Jaws” Lupo
Large Humanoid (Human, Shapechanger), Chaotic Netural Actions
Armor Class 16 (natural armour)
Multiattack. Finnigan makes two melee attacks.
Hit Points 100 (10d10 + 50)
Speed 30 ft., swim 40 ft. Punch. Melee Weapon Attack: +9 to hit, reach 5 ft., one
target. Hit: 10 (1d10 + 5) bludgeoning damage.
STR DEX CON INT WIS CHA
Get ‘em Boys! (Recharge 5-6): As an action,
20 (+5) 14 (+2) 18 (+4) 12 (+1) 13 (+1) 10 (+0)
Finnigan can call upon his mechanical prowess and
criminal connections to summon 2 Hammerhead
Saving Throws Str +9, Con +8 Mastiffs.
Skills Athletics +9, Intimidation +4
Damage Resistances bludgeoning, piercing, and The Hammerhead Mastiffs appear in unoccupied
slashing from nonmagical attacks spaces within 30 feet of Finnigan and act on their own
Senses Darkvision 60 ft., Passive Perception 11 initiative, which is immediately after Finnigan’s in the
combat order. They obey Finnigan’s commands and
Languages Common
fight alongside him until they are defeated, or until the
Challenge 10 (5,900 XP)
combat ends.

Shark Frenzy (2/Day). As a bonus action, Finnigan


Amphibious. Finnigan can breathe air and water.
can tap into his wereshark nature and enter a state
Mechanical Fists. Finnigan’s unarmed strikes are of frenzy for 1 minute. While in this frenzied state,
considered magical for the purpose of overcoming he gains an additional attack as part of his Attack
resistance and immunity to nonmagical attacks and action on each of his turns. However, the wild nature
damage of the frenzy impairs his mental faculties, resulting
in disadvantage on all Intelligence, Wisdom, and
Grappler. Finnigan has advantage on attack rolls Charisma skill checks. Finnigan can choose to end this
against any creature grappled by him. frenzy early as an action, regaining his composure and
mental clarity.
Blood in the Water. Once a creature is below their
hit point maximum, Finnigan’s acute shark senses Trained Strike (5/Day). Finnigan has honed his
allow him to smell their blood. He gains advantage combat skills to not just harm his enemies but also
on Perception checks to locate the injured creature. control their positioning in battle. As a bonus action,
Additionally, until their hit points return to their Finnigan can focus and prepare for a strategic strike.
maximum, Finnigan adds an extra 1d6 damage to all On his next successful melee attack before the end of
his attacks against that specific creature. his turn, the target must succeed on a DC 17 Strength
saving throw, or they are either knocked prone or
Haymaker. At the beginning of his turn, Finnigan pushed 20 ft. backwards.
can choose to swing with all his might, declaring he’s
using Haymakers for that turn. While doing so, he
takes a more aggressive, less precise approach to his Reactions
attacks. As a result, all of his attack rolls are made with
disadvantage during the turn. However, if any of these
Counterpunch. When a creature within 5 feet of
attacks hit, Finnigan doesn’t roll for damage; instead,
Finnigan hits him with a melee attack, he can use
he deals the maximum amount of damage possible
his reaction to make one unarmed strike against that
with the attack.
creature.

45
Finnigan “The Jaws” Lupo’s story is one marked by attention. His attire, consisting of brutal steel
a dramatic turn of fate. Once a man just trying to armor, is both a shield and a symbol of his relentless
find his place in life, his world was upended when strength. The mechanical fists attached to his
he crossed paths with a powerful hag while on a arms are not just weapons but manifestations of
job for the Alloysharks. In a moment of treachery his engineering prowess, amplifying his already
and double-crossing, Finnigan found himself on formidable might.
the receiving end of a vicious curse — a curse that
transformed him into a wereshark, a monstrous His ingenuity extends beyond himself to his aquatic
form he now wears as his second skin. This curse, a allies. Finnigan has equipped hammerhead sharks
result of his own misdeeds, was not a mere affliction with mechanical apparatus, enabling them to
of lycanthropy but a binding enchantment that traverse land and serve as loyal companions in his
defied all but the most potent of magics. So potent, criminal endeavors. These sharks, residing in water-
in fact, that only the invocation of a 9th level spell filled chambers and breathing through specialized
scroll costing 50,000 gp or the intervention of a tubes, symbolize Finnigan’s resourcefulness and
powerful wizard wielding the Wish spell could adaptability.
hope to reverse its effects.
Despite now leading the Alloysharks, Finnigan’s
The curse came at a great personal cost. It not ambitions are not driven by a quest for power. His
only robbed Finnigan of his humanity but also of true goal is singular and profound — to gather
his daughter, who was taken from him by his ex- enough wealth to employ a wizard capable of
partner in the wake of his transformation. This casting the Wish spell, the only magic powerful
loss fuels his deep-seated yearning to return to a enough to lift his curse. He does not align himself
semblance of normalcy, to a life where he is not a with other villains out of a desire for domination
creature lurking in the shadows of lairs and sewers but out of necessity, seeing their alliance as a means
but a father reunited with his child. to an end. At the core of Finnigan’s tumultuous
journey is a simple, yet distant dream: to rid himself
Finnigan’s physical transformation into a wereshark of the wereshark’s curse and reclaim a life where he
has rendered him a figure of fear and power. can be a father once more, free from the chains of
Towering and muscular, his presence commands his monstrous fate.

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Hammerhead Mastiff
Medium Beast, Unaligned

Armor Class 14 (natural armour)


Hit Points 40 (3d10 + 10)
Speed 20 ft., swim 20 ft.

STR DEX CON INT WIS CHA


16 (+3) 14 (+2) 15 (+2) 2 (-4) 12 (+1) 6 (-2)

Skills Perception +5
Senses Blindsight 30 ft., Blood Scent 60 ft.,
Passive Perception 15
Languages Understands commands given in
common and thieves cant, but can’t speak
Challenge 3 (700 XP)

Amphibious. The Hammerhead Mastiffs can breathe


air and water.

Blood Scent. The Hammerhead Mastiffs has


advantage on Wisdom (Perception) checks to detect
the scent of creatures that have blood.

Pack Tactics. The Hammerhead Mastiffs have


advantage on attack rolls against a creature if at least
one of the Mastiff’s allies is within 5 feet of the creature
and the ally isn’t incapacitated.

T
he Hammerhead Mastiffs, finned
Actions enforcers of the Alloysharks, patrol
the shadowy canals threading through
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one the urban underworld with engineered
target. Hit: 7 (1d8 + 3) piercing damage. If the target is precision. These aquatic sentinels retain their
a creature, it must succeed on a DC 14 Strength saving predatory grace beneath their mechanized
throw or be knocked prone. harnesses, allowing them seamless mobility on land
and in the murky depths. Their tubes hiss softly,
a constant reminder of the blend of nature and
machine that sustains them. Enhanced far beyond
the capacities of their kin in the wild, these mastiffs
possess an uncanny ability to detect the faintest
trace of blood, a feature honed to perfection for
the hunt. They are not just trackers but harbingers
of dread, their very presence in the canals a silent
threat to any who cross the Alloysharks. With each
mission, they reinforce Finnigan’s reign of fear and
respect, their sleek forms cutting through water as
effortlessly as they stalk their prey on solid ground.

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Jiao, Paw Clan Boss Shadow Step (Recharge 5–6). Jiao teleports up to
Medium Fiend (Rakshasa), Lawful Evil 60 feet to an unoccupied space he can see. Additionally,
the first attack he makes after using Shadow Step deals
Armor Class 17 (natural armour) an extra 14 (4d6) necrotic damage as he strikes from
Hit Points 120 (10d10 + 20) the shadows.
Speed 40 ft.
Heartseeker Technique (Recharge 5-6). Jiao targets
one creature he can see within 5 feet of him. The
STR DEX CON INT WIS CHA target must succeed on a DC 18 Constitution saving
14 (+2) 18 (+4) 16 (+3) 17 (+3) 15 (+2) 20 (+5) throw or be stunned until the end of Jiao’s next turn
as he employs a precise strike to disrupt their vital
Saving Throws Dex +9, Con +8, Wis +7, Cha +10 energies. If the target fails the save by 5 or more, it is
also subjected to Jiao’s curse of the heartseeker, which
Skills Acrobatics +9, Deception +10, Stealth +14
causes the target to have disadvantage on saving
Damage Immunities piercing from non-magical throws and it can’t regain hit points for 1 minute. A
attacks
successful save negates both effects.
Senses Darkvision 60 ft., Passive Perception 12
Languages Common, Infernal, Telepathy 120 ft. Call of the Paw Clan (Recharge 5-6): As an action,
Challenge 10 (5,900 XP) Jiao signals to the shadows, calling forth 2 Paw Clan
Ninjas to his aid. The Paw Clan Ninjas emerge from the
darkness in unoccupied spaces within 30 feet of Jiao
Limited Magic Immunity. Jiao can’t be affected by and act on their own initiative, which is immediately
spells of 6th level or lower unless it wishes to be. after Jiao’s in the combat order. They obey Jiao’s
commands and fight alongside him until they are
Cunning Action. On each of his turns, Jiao can use defeated, or until the combat ends.
a bonus action to take the Dash, Disengage, or Hide
action.
Reactions
Evasion. If Jiao is subjected to an effect that allows
him to make a Dexterity saving throw to take only half
damage, he instead takes no damage if he succeeds on Ninja’s Escape. When Jiao takes damage, he can
the saving throw, and only half damage if he fails. use his reaction to halve the damage against him and
teleport up to 20 feet to an unoccupied space he can
Innate Spellcasting. Jiao’s innate spellcasting ability see
is Charisma (spell save DC 18). Can innately cast the
following spells, requiring no material components:

At will: darkness, detect thoughts, disguise self

3/day each: invisibility, major image, suggestion

1/day each: dominate person, etherealness

Actions

Multiattack. Jiao makes two attacks with his claws or


uses his Shadow Step to teleport and then makes one
claw attack.

Claws. Melee Weapon Attack: +9 to hit, reach 5 ft., one


target. Hit: 8 (1d8 + 4) piercing damage plus 7 (2d6)
psychic damage.

51
Jiao, the enigmatic leader of the Paw Clan, stands precision and leaving no trace. Jiao’s influence
as a masterful blend of Rakshasa cunning and and network extend far and wide, placing him
martial prowess. At the heart of his strength lies not in a position of immense power within the
only in his personal abilities but in the formidable underworld’s hierarchies.
organization he has meticulously built over
decades. The Paw Clan, a name that evokes both Jiao’s involvement in missions is rare but
stealth and lethality, is Jiao’s brainchild – a secretive devastatingly impactful. In such instances, he
ninja clan renowned for their shadowy dealings and utilizes his Rakshasa ability to shape-shift, often
lethal efficiency. taking on the forms of family members or close
friends of his targets. This cruel tactic is not just
As a Rakshasa, Jiao possesses inherent magical about the kill; it’s a psychological warfare intended
abilities, specializing in shadow magic that to shatter his victim’s sanity before delivering the
complements his mastery in martial arts. fatal blow.
His fighting style is both elegant and deadly,
epitomized by techniques that can halt an The allure of Sylas’s letter is not lost on Jiao. He
opponent’s heart with a mere jab. These skills make sees in Sylas’s supposed demise an opportunity to
Jiao not just a leader but a fearsome warrior in his ascend as the supreme ruler of the underworld.
own right. The secrets and power vacuum left by Sylas are
tantalizing prospects for Jiao, who is ever ready to
Under Jiao’s guidance, the Paw Clan has become exploit any situation to his advantage. His ambition
the go-to organization for the world’s political knows no bounds, and he will not hesitate to
and financial elite seeking covert assassinations. betray allies and foes alike to claim the throne of
His ninjas are shadows in the night, striking with shadows for himself, cementing his position as the
uncontested king of the dark and hidden world.

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Paw Clan Ninja
Medium Humanoid, Lawful Evil

Armor Class 15 (leather armor)


Hit Points 40 (3d10 + 10)
Speed 30 ft., climb 20 ft.

STR DEX CON INT WIS CHA


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

Skills Acrobatics +5, Stealth +7


Senses Darkvision 60 ft., Passive Perception 11
Languages Common
Challenge 3 (700 XP)

Cunning Action. On each of its turns, the ninja can


use a bonus action to take the Dash, Disengage, or
Hide action.

Evasion. If the ninja is subjected to an effect that


allows it to make a Dexterity saving throw to take only
half damage, the ninja instead takes no damage if it
succeeds on the saving throw, and only half damage if
it fails.

Ninja Stealth. The ninja can attempt to hide even


when only lightly obscured by dim light, patchy fog, or
moderate foliage.

T
he Paw Clan, a name whispered in fear
Actions and respect, operates under the cloak
of night, selecting their ranks not from
Multiattack. The ninja makes two melee attacks with volunteers, but from those they deem
its katana or two ranged attacks with its kunai. worthy. Children showing early signs of agility and
a predisposition for silence are spirited away, their
Katana. Melee Weapon Attack: +5 to hit, reach 5 ft., old lives dissolved into shadows as they enter the
one target. Hit: 7 (1d8 + 3) slashing damage. rigorous and secretive life of a ninja.
Kunai. Ranged Weapon Attack: +5 to hit, range 20/60
ft., one target. Hit: 7 (1d6 + 3) piercing damage.
In hidden sanctuaries, these initiates are forged
into lethal shadows, taught to become one with
the darkness and to strike with a silence that’s as
deadly as it is quiet. The result is a cadre of assassins
known as Paw Clan Ninjas—ghostly figures who
slip undetected through the world, their existence
betrayed only by the fall of their targets. Their
presence is an unspoken omen, a silent promise of
the swift and unseen justice delivered by Jiao’s hand.

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Moira, Mistress of Malice Scorpion Tail. Melee Weapon Attack: +9 to hit, reach
Medium Fiend (Shapechanger), Chaotic Evil
10 ft., one target. Hit: 10 (1d10 + 5) piercing damage.
The target must succeed on a DC 17 Constitution saving
Armor Class 17 (natural armour) throw or be paralyzed until the end of their next turn.
Hit Points 100 (10d10 + 50)
Infernal Temptation. As a bonus action, Moira
Speed 30 ft., fly 60 ft. can exude an aura of infernal allure. Each creature of
Moira’s choice within 30 feet that can see her must
STR DEX CON INT WIS CHA succeed on a DC 18 Wisdom saving throw or be
14 (+2) 18 (+4) 18 (+4) 17 (+3) 14 (+2) 20 (+5) charmed for 1 minute. A creature can reroll their saving
throw at the end of each of their turns.
Saving Throws Dex +9, Con +9, Wis +7, Cha +10
Infernal Whispers (Recharge 5-6). As an action,
Skills Deception +15, Persuasion +15 Moira can whisper an infernal suggestion that can turn
Damage Resistances Cold, fire; bludgeoning, allies against each other. Any creature within 30 feet
piercing, and slashing from nonmagical attacks that can hear her must succeed on a DC 18 Wisdom
Condition Immunities Charmed, frightened saving throw or use its next action to make a melee
Senses Darkvision 60 ft., Passive Perception 12 attack against another creature other than Moira, that
Languages Common, Abyssal, Infernal Moira mentally chooses. The target can choose to fail
Challenge 10 (5,900 XP) this saving throw if it wishes.

Shapechanger. Moira can use her action to Reactions


polymorph into a Small or Medium humanoid, or back
into her true form. Her statistics are the same in each
Hellish Rebuke (Recharge 5-6): As a reaction to
form. Any equipment she is wearing or carrying isn’t
being harmed by a creature within 60 feet that she
transformed.
can see, Moira can point her finger, and the attacker
Irresistable. Creatures charmed by Moira see her as is momentarily surrounded by hellish flames. The
a vital ally and are compelled to defend her. These creature must make a DC 18 Dexterity saving throw,
creatures gain an extra reaction while within 5 feet of taking 14 (4d6) fire damage on a failed save, or half as
Moira, which they can use to impose disadvantage on a much damage on a successful one.
melee attack roll against her.
Summon Gornak (Recharge 5-6): When a creature
Innate Spellcasting. Moira’s spellcasting ability is dies within 60 feet of Moira and she can see it, she can
Charisma (spell save DC 18). Moira can innately cast use her reaction to summon her Nalfeshnee minion,
the following spells, requiring no material components: Gornak, from the creature’s corpse. Gornak appears in
an unoccupied space next to the corpse and acts on his
At will: charm person, detect thoughts, firebolt own initiative, which is immediately after Moira’s in the
combat order. He obeys Moira’s commands and fights
3/day each: suggestion, greater invisibility, burning alongside her. Gornak remains for 1 minute before
hands (3rd level) returning to the abyss.

1/day each: dominate person, wall of fire

Actions

Firebolt. Ranged Spell Attack: +10 to hit, range 120 ft.,


one target. Hit: 15 (3d10) fire damage.

Claws. Melee Weapon Attack: +9 to hit, reach 5 ft., one


target. Hit: 12 (2d6 + 6) slashing damage.

57
Moira, known infamously as the Mistress of Since then, Moira has roamed the material plane, a
Malice, weaves a web of deceit and treachery predator in the guise of a benefactor. She is adept
in the mortal realm with her devilishly crafted at playing both sides of a conflict, offering power
contracts. A succubus of cunning and ambition, she to rivals and reaping the souls of the defeated. This
has perfected the art of ensnaring souls through strategy has elevated her to a position of significant
agreements that seem lucrative but are riddled with influence, perpetuating a cycle of conflict and soul
minuscule, hidden clauses that spell doom for those collection. Her influence grows with each soul
who sign them. Her contracts are a trap, a labyrinth bound to her through these twisted pacts.
of legalistic deceit where the unwary are bound to
her service beyond their mortal lives. The news of Sylas’s apparent demise was a setback
for Moira’s ambition. She had envisaged climbing
Her journey into this dark trade began with a the hierarchy of villainy, eventually ensnaring
contract made with a desperate warlock seeking Sylas himself in her contractual web. However, his
power to avenge her town. Rather than aiding the contingency plan, a call to arms against the forces
warlock, Moira approached the very bandits who of good, sparked a new interest in her. Moira sees
had caused the misery, offering them greater power an opportunity to manipulate the situation to her
in exchange for a harvest of souls. This experience advantage, potentially even claiming the souls of
was an epiphany for Moira, revealing the material the heroes involved. If she can maneuver skillfully,
plane as a fertile ground for her malevolent she might outplay the other villains, claim victory
pursuits. over the heroes, and ascend to the throne that Sylas
left behind, continuing her sinister cycle of power
and domination.

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Gornak, the Brute
Large Fiend (Demon), Chaotic Evil

Armor Class 15 (nautral armor)


Hit Points 90 (6d10 + 30)
Speed 20 ft., fly 30 ft.

STR DEX CON INT WIS CHA


21 (+5) 10 (+0) 20 (+5) 7 (-2) 12 (+1) 13 (+1)

Saving Throws Con +8, Int +1, Wis +4, Cha +4


Damage Resistances Cold, fire, lightning;
bludgeoning, piercing, and slashing from nonmagical
attacks
Damage Immunities Poison
Condition Immunities Poisoned
Senses Truesight 120 ft., Passive Perception 11
Languages Abyssal
Challenge 6 (2,300 XP)

A
massive Nalfeshnee, Gornak’s formidable
Magic Resistance. Gornak has advantage on saving size and terrifying visage belie his
throws against spells and other magical effects.
unexpected loyalty to Moira. Their fateful
encounter, originally marked by Moira’s
Actions enchanting charm, led to an unusual bond formed
not just by magical compulsion, but by Gornak’s
own infatuation with her beguiling beauty. Even
Multiattack. Gornak makes two attacks: one with his
after the charm’s magical influence waned, Gornak
tusks and one with his fists.
remained unwaveringly devoted, captivated by
Tusks. Melee Weapon Attack: +8 to hit, reach 5 ft., one Moira in a manner that defies the typical nature of
target. Hit: 15 (3d6 + 5) piercing damage. his demonic brethren.

Fists. Melee Weapon Attack: +8 to hit, reach 5 ft., one The summoning of Gornak is a spectacle of raw,
target. Hit: 13 (2d8 + 5) bludgeoning damage. abyssal energy, his hulking form tearing through
the fabric of planes for brief, yet cataclysmic
Horrifying Screech (Recharge 5–6). Gornak emits
appearances. Moira’s control over this summoning,
a terrifying screech. Each creature within 30 feet of him
that can hear him and that isn’t a demon must succeed
although potent, is limited by the sheer physicality
on a DC 14 Wisdom saving throw or be frightened for 1 of Gornak. His size and the energy required to
minute. A creature can repeat the saving throw at the anchor him to the material plane mean that his
end of each of its turns, with disadvantage if Gornak presence is ephemeral, restricted to fleeting
is within line of sight, ending the effect on itself on a moments of brute force and destruction.
success.
In battle, Gornak is the embodiment of primal
ferocity. He wields his immense strength and
vicious tusks with a brutal elegance, delighting
in the chaos of combat. His loyalty to Moira is
unyielding, and he executes her commands with
a zealot’s fervor, leaving a trail of devastation
in his wake. To Gornak, each summoning is an
opportunity to express his adoration through the
only means he knows: relentless, brutal violence.

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