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Lore of Aetherra: The Lost Druid is the first installment in an expansive new anthology of science-fantasy adventures designed for 5e.

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Published by Lee B, 2023-09-10 04:23:39

(Alchemy RPG) Lore of Aetherra: The Lost Druid

Lore of Aetherra: The Lost Druid is the first installment in an expansive new anthology of science-fantasy adventures designed for 5e.

Keywords: D&D,Campaign Books,5e

GAMEMASTER


ALCHEMY GAME MODULE Scan the code or visit loreofaetherra.com/alchemy to experience The Lost Druid on the Alchemy game platform.


JESSY RIBORDY & GABRIEL DAVIS


4 AUTHORS Jessy Ribordy Gabriel Davis PRODUCTION Chris Eddie DESIGN Gabriel Davis ADDITIONAL DESIGN Chris Deslauriers Isaac Overacker Cole Nordin EDITING Gabriel Davis Carrie Eddie LAYOUT Chris Eddie ART DIRECTION Stu Harrington Chris Eddie ARTWORK Stu Harrington Maxwell Schiller Leon Tukker Narges Jafari Jordan Kerbow Helen Ilnytska Jeff Langevin CARTOGRAPHY Daniel Hasenbos AUDIO Jessy Ribordy TECHNOLOGY Isaac Overacker ISBN: 978-0-578-95519-3 Lore of Aetherra: The Lost Druid is Copyright © 2021 Arboreal, LLC., 640 Grove St, Jacksonville, OR 97530. All rights reserved. All characters and their likenesses are property of Arboreal, LLC., in the United States and other countries. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express permission of Arboreal, LLC. Reference to other copyrighted material in no way constitutes a challenge to the respective copyright holders of that material. Arboreal, Lore of Aetherra, and its associated logos are trademarks of Arboreal, LLC. First Printing. Printed in Canada. Credits THANK YOU Adam Goff, Adam Lauver, Andrew Gilbert, Aysha Ribordy, Ace Ribordy, Oaklyn Ribordy, Emily Principe-Velez, Hanzel Haro, Helpful Goat Gaming, Kaiden, Zane, and Jaxson Aros, Lindsay Giebel, Matt Hall, Mom (Sonja), who planned on proofreading this book and didn't get the chance to. We will miss you always. My (Gabriel) loves: Heather and Charissa, Nate Hall, Nick Wiinikka, Ruby Lee, Seanny Nelson, Timothy Werner, Tyler Crumrine, all of our amazing playtesters, and to our 1,299 Kickstarter backers who helped make this project a reality. PLAYTESTERS Aaron Golden, Adam Kelly, Ady Veisz Draghia, Aidan, AJ Gorman, Aleksander, Alex Phen, Ally Hardman, Amadan, Andrew Denehey, Andrew Foxx, Andrew Steinke, Andy Brown, Annael666, Anvil, ATl3b, Aubrey Vakarian, Austin Regan, Awildspleen, Badger, Barthelemy 'Skender' Alezandaru, beardedasianlad, Ben Anderson, Ben Meszaros, benci7, Benjamin Balzer, Bethany, beyondbounds, Billy Coghill, Brad Barco, Brad Thompson, Bradley Broussard, Brandon Elms, Brandon Reuter, Brian Fohlmeister, Brian S, Brittany Wendland, Budmaniak, Cezary "Verencius" Wysoczański, Chelsea, Chevy Josselyn, Chief Montiezuma, Chris Vian, Christine Miller, Christoffer Ek, Christopher Froebe, Chu, Clayton Decker, Clint Doyle, COLEplusTEN, Courtney K., Courtney Sinclair, Craig Crossbard, Cricket, D.F., Dakotah Cote, Damian Mainka, Dan Santiago, Daniel “Squid” Gooden, Daniel Womack, Daniell Yancey, Danny Kriegbaum Laursen, David Cowan, David Mckenzie, David Szafran, David W. Brown, DBuck, Declan, Denise Atwood, Dennis Owen Carroll, Derek Allard, Derick Williamson, Drew Koesters, Drspiritbear, Dugar, Eden Morrison, Eduardo Ramirez, Elagatua, ELF Vesala, Emilie Picard-Cantin, Emma Stellwag, Entayan, Erik Hekman, Erin G, Ersaishania, Felipe K Signorini, Felipe Teixeira Moraes, Fiona Gröschel, Florian Michelet, Forrest Miller, Francis Cornell, Francis, Frank Adams, Frank Summers, Gaaron, Gaithlynn Bakker, GalionSharpeye, GB, Gecko303, Goat Rider, Greg Smith, Hailey Dennis, Hannah, Havroun Iio, Herman Duyker, HiImAlley, Holly Koponen, HSAR, Hvq, Igor Coura de Mendonça, Il Rosso, Jack Doughty, Jacob Urantowka, Jaime Heck, James Easter, James Ekdahl, James Shay, James Smith, Jamison "Two-Fisted Love" G, Janell Cisla, Jason C Lund, jason read, Jason Taylor, Jay Jackson, Jazsmin Kroll, Jenna Spitale, JENNINE CERRA, Jeremy L., Jessy L Maldonado, Jim Hefti, Jimmy McClure, Jmroseberry, Joe Stock, Joel Stepp, John W. IV, Johnny Outlaw, Jonathen Bingham, Josh Cookson, Josh Parker, Joshua Grosser, Joshua Kumar, Judas Liarmouth, Julia Forsythe, Karissa Griffin, Karl Northrup, Katie Mackenzie, KDchristopher, Kelli Holcomb, Ken Iversen, Kora Bray, Kyle McHenry, Kyle Sussenbach, L Powers, Larry Eames, Laszlo Stadler, Leopold Goldimire, Lindsay Beardall, Link Jordan, Liz Ritter, Lord Jeremiah Lee, Lorisia MacLeod, Los Arkos, Ludus Rex, Luke Davis, LYADRIELLE, M. Knapil, Mack McL, Madisen Crowley, Magnus "KJR" Rock, Manu, Marco Pagnini, Maria, Mark Madden, Martin Coorens, Martin Greening, Martin Jones, Mathew Duggan, Matthew @ ProudNerdery, Matthew Cole, Matthew Eskuchen, Matthew Howells, Matthew McDonald, MattTheStarfish, MD, Megan Parry, Melani Weber, Mellie, Meta Flower, Michael Chadd, Michael Gregg, Michael Leguillow III, Michael T. Broderick, minisplat, Mohammad G, Molly McIntyre, Monika Morales, MrNoneLP, MsYaga, Nat Rennalls, Nathaniel Meyer, Nicholas Shaw, Nick Eagan, Nicolas Laumondais, Not relevant, Nyx, OgreSmash, Okay2Fail, Okra, Oskar LK, Overlord Mush, Pablo Salas Mercado, Panagiotis Bakalis, Patrick Stockinger, Pedro Filipe Vasconcelos, Peter Brych, Peter Goeders, Phil Steer, Pierre Douchbak, Porter K Ludwig, Pri Prentice, R4v3nous_DM, Ralosvek, Raphael Bressel, Raseba, RCduno, REDnaxDTR, Relic, RexRakete, Rhaegys, Rick LaRue, Rob Alcock, Rob Lowry, Robert "Raibert" Bruckner, Roberto Arroyo Herrera, Ronen Gregory, Rui aka Ariamus, Sabine ten Hoeve, Sally ‘Wishie’ Pritchard, Sam Schelfhout, Samantha Bush, Samuel Lieb Moore, Samuel Montgomery-Blinn, Sarayssa, Scott Shuey, Sean Purcella, Sébastien Loayza-Monteagudo, Seth Lilly, Seth Woolwine, ShardSmith, Sigilbeckons, Simon McMillan, Sindalon, sion lev ari, Skady Winter, Skylar Sexton, Solielle, Soula, Spencer Reed, Squirrel666Zmbi, Stef, Stefan Zimmermann, Stephen "Wren" Golubieski, Steve Rogers, SturdyErde, Talia Allsobrook, Tashawn Michael Reese, Taylor "Redd" Espy, Teagan Widmer, Terry Cook, The Weule Bros, Thom Denholm, Tim Ashton, Tim Brownrigg, Timothy Doyle, Tobias Hahnen, Tom Burdak, Tom Polokha Rataychok, Trapventures, Troy Stewart, Tudy, Ulysses, V, Valiant Lakshmana-Krishna Jacob, Venita Pereira, Victoria Brown, Victoria Wesson, victorybelle, Voys, Vyxxer, Westera, WhimsyWanda, Wierengm (Michelle), William Crewe, WITHASTICK, yendoroz, Youna H, Z.P. Gowdy, Zac - The_Red_Sage, Zeph Phillips, Zohonde


THE LOST DRUID 5 Contents Introduction........................... 8 Adventure Overview ....................... 9 The World Of Aetherra.................. 10 Aether........................................... 12 Orders & Factions.......................... 12 Character Creation........................ 13 Running The Adventure ................ 14 Immersive Storytelling.................. 15 The Alchemy Platform................... 15 Welcome To Aetherra ........... 18 Fano, City On The Lake................. 20 Rally The Desperate ...................... 20 The Cloaked Indosian .......... 24 Times Are Tough ........................... 26 New Friends, New Foes................. 26 Dirty Rotten Thieves ..................... 26 Even Hooligans Have A Home ...... 31 Waterleaf Book Shoppe........ 34 Welcome To Tetha......................... 36 The Waterleaf Book Shoppe.......... 38 Spiran Aggression ......................... 38 A Tearful Request.......................... 39 The Bluefin Tavern ............... 46 It's Always A Tavern ...................... 49 The Main Floor ............................. 51 The Lower Floor............................ 64 The Inn ......................................... 65 Wayfaring ............................. 70 Notice Board ................................. 72 Earning Your Keep......................... 72 The Starless Fair............................ 76 Along The Docks ........................... 80 Across The Deep................... 88 Traversing The Lake...................... 90 Taking In The Sights ..................... 91 Travel Talk .................................... 91 The Seventh Ship.......................... 99 Broken Top Bay .................. 108 Into The Belly Of The Beast ........ 110 Crooked Fingers.......................... 111 From Above And Below .............. 113 Around The Maelstrom ............... 114 The Hidden Grotto ............. 120 Is This The End? ......................... 122 A Sticky Situation........................ 122 Into The Neon Darkness.............. 125 Arachnophobia............................ 126 The Violet Shoreline.................... 126 The Onyx Obelisk........................ 130 The Eternal Eden................ 134 The Great Maze........................... 136 Welcome To The Party................. 140 The Reverie Fantastica ................ 140 Jailbreak ..................................... 144 Novarian Neural Network ........... 145 Ceriad Keep........................ 148 Arriving At The Dimlight............. 151 Meeting Haithe ........................... 151 Girded For War............................ 154 Practice Makes Perfect ................ 155 Room And Board......................... 157 Underground We Go ................... 160 The Lunar Road.................. 166 The Jet Set Life ........................... 169 Party On The Strip ...................... 170 Rumble At The Dome ................. 180 The Library Of Indos .......... 184 Archáreum .................................. 187 Athéneum ................................... 188 Akróseum.................................... 192 Descent To Chrysalea ......... 196 Coda ........................................... 197 Epilogue ............................. 204 Appendix A: NPCs............... 209 Fawn Lee..................................... 209 Gilgazo........................................ 211 Maytria ....................................... 213 Meyfyre Hetheria ........................ 215 Captain Gattlish Redfall .............. 217 Lieutenant Myano ....................... 219 Osia Phon.................................... 221 Creatures & Monsters.................. 222 Appendix B: Lore Books..... 236 The Bells Of Lament.................... 236 The Twenty Seven....................... 239 Papa Gigi's Blue Bakery............... 242 Appendix C: Pre-Mades ...... 249 Alderman Abel ............................ 249 Dierah......................................... 251 Doravar Redbraid........................ 253 Norlen......................................... 255 Yaphi........................................... 257 Appendix D: Side Quests.... 258 Neighborhood Watch .................. 258 Hard Cider Heirloom ................. 258 Clubbing ..................................... 259 Autotune ..................................... 260 Splink's Shrink ............................ 260 Initiation ..................................... 262 Index .................................. 263 License................................ 266


I INTRODUCTION


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


INTRODUCTION 9 ADVENTURE OVERVIEW Over the course of the following 13 scenes, the party will experience a rousing journey that will take them through crowded streets and winding mazes, across the water and through the mountains, in search of Fano’s last hope — the lost druid. 01. WELCOME TO AETHERRA Fano, City on the Lake. In the world of Aetherra, the City of Fano has no equal. Rally the Desperate. Madam Empra delivers an impassioned speech to a tense crowd. 02. THE CLOAKED INDOSIAN Times are Tough. The party arrives at the docks and finds a young elf in need of assistance. New Friends, New Foes. Fawn Lee meets the party, although their introduction is cut short. Dirty Rotten Thieves. The party gives chase as thieves abscond with something priceless. Even Hooligans have a Home. A thieves' hideout in a warehouse hosts a battle royale. 03. WATERLEAF BOOK SHOPPE Welcome to Tetha. The party walks down the streets of Tetha seeking Fawn's shop. The Waterleaf Book Shoppe. A grateful Fawn rewards the party for returning her book. Spiran Aggression. A small group of Spirans accuse Fawn of possessing a forbidden book and prepare to administer an impromptu death sentence. A Tearful Request. Fawn asks the party to retrieve an ancient druid hidden in a grotto within the treacherous Broken Top Bay. 04. THE BLUEFIN TAVERN It's Always a Tavern. The party arrives at the storied Bluefin looking for a captain. The Main Floor. A variety of games, entertainment, and conversation await the party. The Lower Floor. The bottom floor contains the tavern's kitchen, as well as two makeshift bedrooms. The Inn. The party finds rest and relaxation at the adjoining inn, but an old foe stirs up some trouble. 05. WAYFARING Notice Board. The party learns more about the commerce available at the Lakeport Docks. Earning Your Keep. The party's obligation to their employer leads them to an abandoned laboratory. The Starless Fair. The party explores the floating criminal paradise sitting in the harbor. Along the Docks. Some of the best shopping in Fano can be had at the shops lining the pier. 06. ACROSS THE DEEP Traversing the Lake. The party boards the Moxi VII and begins their journey toward Broken Top Bay. Taking in the Sights. During the voyage, the characters learn more about the landmarks in and around Chrysal Lake. Travel Talk. Redfall, Meyfyre, and the crew of the Moxi VII pass the time by sharing stories and providing more information about the mission to find Gilgazo. The Seventh Ship. The party has the chance to explore the nooks and crannies of Captain Redfall's faithful vessel. 07. BROKEN TOP BAY Into the Belly of the Beast. The party arrives at Broken Top Bay aboard the Moxi VII. Crooked Fingers. Working together, the characters and crew navigate the ship through the bay's narrow entrance. From Above and Below. Once inside the bay, the party must deal with the merqua-tainted foes that attack the ship. Around the Maelstrom. Along with Captain Redfall and the crew, the party attempts to navigate the ship around the bay's swirling maelstrom. 08. THE HIDDEN GROTTO Is This the End? The characters, lost in the maelstrom, wash up in a merqua tunnel. A Sticky Situation. The party meets Maytria. O R Into the Neon Darkness. The Moxi made it through Broken Top and now enters the grotto. Arachnophobia. Death from above as Maytria disrupts the quiet journey. THEN The Violet Shoreline. The party explores the mysterious violet shore. The Onyx Obelisk. Could this mysterious pillar be the key to continuing the quest?


10 09. THE ETERNAL EDEN The Great Maze. The party arrives at a tunnel leading to an enormous maze. Welcome to the Party. Gilgazo and company revel in a gilded cage. The Reverie Fantastica. An eternal party awaits, but what secrets does it hide? Jailbreak. Can the characters spring Gilgazo and escape the eternal party? The Novarian Neural Network. Could this strange contraption be the key to escaping? 10. CERIAD KEEP Arriving at the Dimlight. The party arrives at Ceriad Keep, deep inside the Dimlight. Meeting Haithe. Haithe, a sentient golden elm tree, cries out for help from the greenhouse. Girded for War. The party explores the armory. Practice Makes Perfect. The party does battle in the elemental training room and enters the library. Room and Board. The party is attacked in the mess hall, and Gilgazo heads to his living quarters. Underground We Go. The party finds Gilgazo's hidden basement. 11. THE LUNAR ROAD The Jet Set Life. The party lands on top of a fancy gambling house in Escha. Party on the Strip. Gilgazo enjoys the sights and sounds after a millennium away. Rumble at the Dome. A shrine to Orrien, now dead, plays host to a bitter battle. 12. THE LIBRARY OF INDOS Archáreum. Gilgazo learns more about his friend's demise, a wounded Fawn returns, and the Spirans attack. Athéneum. The party learns the truth about Orrien's death and must figure out how to ascend to the next floor. Akróseum. Meyfyre returns and demands Gilgazo. The Council of Nine and the Spirans attack, and the party must escape through the portal or be overwhelmed. 13. DESCENT TO CHRYSALEA Coda. The party's view fades to white as they sink toward the city beneath the lake. THE WORLD OF AETHERRA The Lost Druid takes place in and near the magnificent Chrysal Lake, formed in the caldera of Mount Teseterra, which, eons ago, had erupted in volcanic fury. Fano sits on an island in the middle of the lake. A massive forest, the Dimlight, spreads out from the western shore, and to the north, the Broken Top Mountains jut from the earth into the blue sky. Numerous towns and settlements can be found all across the region, including: I N D A R A C I A The affluent city of Indaracia is tucked against the mountainside near the eastern shore of Chrysal Lake. The inhabitants have a reputation for being prideful and pompous. Monuments devoted to their reigning king and queen (who are worshipped and feared) adorn every neighborhood in the city. Indaracians are forbidden from possessing anything from different cultures. Items from distant lands can't even be spoken about — those holding outlawed materials must keep them hidden away. Survival and combat skills are considered unnecessary and inferior to intellectual pursuits. Many of Indaracia's residents study the arcane arts. F O X I N A R A A small town on the docks, Foxin Ara, is known for its fascination with the aquatic sport Wakenring. While the residents appear easygoing, the culture is fiercely individualistic — here, family doesn't always come first. Crabbing and hunting fuel Foxin Ara's commerce, given that the northern region of Chrysal Lake abounds with wild game. Foxin Ara was originally a tent city for the people who built the Fringe of Orrien, and over the years, its residents have woven their histories into a unique community. The town isn't considerably wealthy, and most of the abodes are small and simple. However, the community prides itself on maintaining the town's pristine beauty. Due to its isolated location, the nights are longer than normal and immensely dark. REDROC Self-proclaimed protectors of the West, the residents of this fortified city display a rough exterior, but in truth, they are goodhearted. They value family, community, and discipline. From a young age, both boys and girls are taught combat skills and meditation. In the impenetrable city of Redroc, warriors are held in the highest esteem, but war is far from glorified. Fighters tend not to engage in battle for territorial expansion or personal defense. Instead, they fight to protect cities and towns that can't defend themselves. In the streets of Redroc,


INTRODUCTION 11 folks may scoff at Fano for its lack of defense. And in recent seasons, unrest has begun to plague the neighboring city of Indaracia — a wealthy city known for hiring wayward Redroc fighters to fight their corrupt wars. TOMLA This expansive yet sparsely populated backwoods farming community of Tomla is home to a diverse group of inhabitants united by their love of community and distrust of government. The town provides most of the region's food supply. Other smaller independent villages lie within Tomla's borders due to complicated zoning decrees from the bureaucrats within its town hall. The Tomla government collects a hefty tax to hire protection for the town, otherwise keeping them entirely autonomous. This agreement creates a unique community of cultures within cultures. The farmland owners don't seek power or control over their inhabitants, and in some cases, they even fight alongside the small villages in battle. WHINDON TOWN Whindon is a large woodland town a few miles from the Dimlight. The residents value self-sufficiency and strong family values. Many townsfolk are excellent hunters and trackers, while others are blessed with a talent for ingenuity. Once a year, the town hosts a world-renowned harvest festival, drawing visitors from all corners of Aetherra. Most homes and shops in Whindon hang from the treetops and sway in high winds that sweep through the area. The howling wind has made many of the residents hard of hearing, making family dinners and get-togethers loud and chaotic — just the way they like it. MAP OF CHRYSAL LAKE


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


INTRODUCTION 13 CHARACTER CREATION Whether playing one of the five provided pre-made characters (see appendix C) or creating your own, your choice of homeland and employer will provide a number of different gameplay options and help place your character within the world of Aetherra. EMPLOYERS Few come to Fano on a whim anymore. The city has fallen from grandeur, but there's still a sizable amount of coin to be made for those willing to get their hands dirty. Prior to your first gaming session, have your players choose an employer from the three listed. This is the organization that sponsors the party, and during scene five will expect a task to be performed on their behalf. The Merchant's Consortium of Escha. The guards in Spira do little in the way of guarding anymore and often can be found among those looting and stealing. As such, a group of local merchants pooled their resources to hire some private security for the district. The Starless Fair. The home to an eccentric band of thieves, artisans, and ne'er-do-wells, the Starless Fair rarely look for help beyond the bounds of their chosen family, but desperate times call for desperate measures. Madam Empra's Forge. As a world-renown smith and weapon dealer, Madam Empra often relies on off-island labor to take care of more menial tasks. Sometimes she uses them for more clandestine purposes. HOMELANDS In lieu of a background, characters will have a specific homeland that will provide them with the benefit of a unique feature and several bonus proficiencies. Each character should choose one from the following list of towns and villages surrounding Chrysal Lake. Indaracia Claim to Fame. You are known for a great skill or talent (which is completely false). Whenever using this "fact" to perform a Charisma check, you may use your Deception instead. Proficiencies • Insight (Wisdom) • Deception (Charisma) • One additional language • Forgery Kit Foxin Ara Of The Water. Due to your upbringing on the water, you're a natural swimmer. When swimming, if you roll a 7 or less on your Athletics check, it counts as an 8. Proficiencies • Acrobatics (Dexterity) • Athletics (Strength) • Water Vehicles • Navigator's Tools Redroc Steely Resolve. From adolescence, you've faced your fears head-on and have learned to fight back. Whenever you fail a saving throw against a fear effect, your next saving throw is made with an additional +2. This can only be applied once per saving throw. Proficiencies • Athletics (Strength) • Animal Handling (Wisdom) • Land Vehicles • Smith, Leatherworker, or Cobbler's Tools Tomla Anarcho-bond. Tomla natives stick together and will join each other in defying authority. They will provide food, shelter, information and will hide your whereabouts for a day. Proficiencies • Nature (Intelligence) • Persuasion (Charisma) • Carpenter, Woodcarver, or Weaver's Tools • One additional language Whindon Town Extended Family. You have a large, devoted family that you can rely on. You and your party can stay with your relatives, sometimes for free and other times in exchange for a favor or something of value. Proficiencies • Medicine (Wisdom) • Survival (Wisdom) • Alchemist's Supplies or Herbalism Kit • One musical instrument


14 PRE-MADE CHARACTERS If your players prefer to skip the character creation process altogether, five pre-made character sheets can be found in appendix C. • Alderman Abel, the Human Fighter • Dierah, the Wood Elf Rogue • Norlen, the Half-Elf Wizard • Yaphi, the Tiefling Warlock • Doravar, the Dwarf Cleric RUNNING THE ADVENTURE The Lost Druid is intentionally designed with an emphasis on making the game easy to run. From our extended flavor text to our monster tactics information, we’ve focused on the preparation so you can spend more time interacting with your players and telling a great story. RULE SYSTEM Lore of Aetherra: The Lost Druid is the first in a series of adventures created for the 5e system and intended to run, needing only the support of the online System Reference Document (SRD). NEW GAMEMASTERS If this is your first time assuming the role of the gamemaster, congrats! You are taking your first step into a rewarding hobby that can bring you and your friends closer through the bonds of cooperative storytelling. As a gamemaster, your duties are to run the game and act as a referee as you lead the characters through the adventure. The real job of the gamemaster, however, is to ensure that their players are having fun. If changing some portion of the adventure, from content to difficulty level, makes the experience more fulfilling, then do whatever it takes to ensure that everyone is having a good time. LEVELING The Lost Druid is designed to bring a party of four characters to level 5 throughout the course of their journey. This accelerated leveling experience will allow the characters to move quickly through the early levels, reach the end of this arc, and begin the next at level 5. The following table details which scenes have leveling milestones at their conclusions and appropriate places to allow the characters take a Long Rest. SCENE MILESTONE The Cloaked Indosian Level 2, Long Rest The Bluefin Tavern Level 3, Long Rest Broken Top Bay Level 4, Long Rest Ceriad Keep Level 5, Long Rest The Lunar Road Long Rest Experienced gamemasters are welcome to scale this adventure to a level of their choosing but should take note that a continuation of Lore of Aetherra adventures is planned, beyond The Lost Druid, to span from levels 1 through 20. Scaling up now may provide complications to work through later. NON-PLAYER CHARACTERS (NPCS) Throughout The Lost Druid, the party will interact with NPCs in a variety of ways. Some sell the characters goods, others send them on quests, or draw their swords and attack. Minor NPCs will have a mini stat block containing a physical description, occupation, and personality traits to facilitate roleplaying as them. Additionally, a link to a stat block in the 5e SRD has been provided in case the rogue in the group accidentally stabs the barkeep. NPCs using a stat block from the SRD will be formatted like this — Kint (human bandit). Original NPCs and monsters have full stat blocks in appendix A and will be formatted like this — Maytria (see appendix A). ONLINE COMPENDIUM The world of Aetherra encompasses far more than the words written on these pages. As our world grows, so do the opportunities to tell stories within it, which is why we've created the Lore of Aetherra Universe, an online compendium of characters, locations, artifacts, and stories in the ever-growing world of Aetherra. Any term that is formatted like this can be searched on loreofaetherra.com for more information.


INTRODUCTION 15 IMMERSIVE STORYTELLING The structure of The Lost Druid is designed to play like a movie. Each scene is built around a specific location, such as Broken Top Bay or Lakeport Docks. Characters and environmental artwork support the scene. Additionally, all scenes have their own music beds and ambient sounds, and some include secondary music to play during combat encounters or voice acted performances. QR codes found in the footers of each scene lead to a landing page that allows you to bring audio, and other digital supplementals, into your gaming session. You'll also find, as you play through The Lost Druid, that we have included longer and more frequent use of scripted flavor text as a way of reducing the burden on the gamemaster to prep as much ahead of time. These blocks of flavor text are chock full of lore and bring the world of Aetherra to life. Text that is formatted like this is scripted flavor text. Feel free to read aloud or paraphrase to suit your play style. SCENE STRUCTURE Each scene in The Lost Druid follows the same pattern to ensure consistency and ease of play. Every scene (except scene 13) will have the following components: • Overview. A summary of the scene's contents. • Dramatic Question. Will the party do something awesome and heroic, or will they roll a natural 1 and fall off the ship? • Abstract. A scannable breakdown of the sections in the scene. • Guide. The bulk of the scene, describing the world in which the characters interact. • Transition. A short section to lead to the next scene. Leveling milestones will be found in this section as well. THE ALCHEMY PLATFORM The best way to experience The Lost Druid is on the Alchemy game platform. This multi-sensory storytelling environment integrates a sleek interface design with a robust feature set to deliver an unparalleled gaming experience. Music and ambient audio have been integrated into every scene, and stunning motion graphics bring the world of Aetherra to life before your eyes. To experience The Lost Druid on the Alchemy platform, visit alchemyrpg.com.


II SCENE GUIDE


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


WELCOME TO AETHERRA 19 Fair, or escorting a representative from Madam Empra's Forge as she meets with an inventor to discuss his latest prototype. From this humble beginning, the party will embark on a journey that will challenge their bodies, minds, and spirits. Their travels will take them through the city, across the treacherous bay to the north, and deep into the heart of the mountains. Vile foes may threaten from every direction, and at times hope may seem futile, but new allies and powerful weapons will help the party through the darkest of times. Will these brave adventures find their way to the enigmatic Gilgazo and the answers he can bring, or will they fall victim to the perils and pitfalls that await in the world of Aetherra? ABSTRACT Fano, City on the Lake. In the world of Aetherra, the City of Fano has no equal. Rally the Desperate. Madam Empra delivers an impassioned speech to a tense crowd. LEON TUKKER THE ISLAND CITY OF FANO


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


WELCOME TO AETHERRA 21 gazing into the endless deep waiting for some truth to bubble up to the surface. Worthless, the whole lot. "But what of us, the Eschans?” She pauses for a moment, the once raucous crowd now still as the grave. Empra raises her hand and shouts at the top of her lungs, “We are mighty!” The seething crowd screams the word “Mighty!” back at Empra. “We are the strength of the trade winds. We have not been broken by oppression — indeed, our bonds have renewed our vigor. Are we not then brazen and bold? Are we not then wise enough and truthful?” “Yeah!” the zealous crowd responds. “If together the three orders are broken, if they cannot move in harmony, then they are a useless relic of the past. We are the order that has risen as others have fallen, and our allegiance lies with the people. We must take this city and reclaim its former glory. Noble Eschans, my dear people, we must move together and take what rightfully belongs to us. Fano is ours!” In addition to the captain and the guards, a representative of the party’s chosen employer will be on board the Lake Sprite to hand out the party’s initial assignment in Fano. The representative asks each character their name, where they hail from, and what skills they bring to the table. Then, they give the name of their contact and where to meet them the following day. If the party hasn’t chosen an employer yet, encourage them do so now in order to receive their assignment. The Merchant’s Consortium of Escha. The representative for the consortium tells the characters to report to Hestine Martie at the Lighthouse of Escha to receive their patrol assignment. The Starless Fair. The representative for the Starless Fair says that Captain Len Grecon needs some new blood for a job, and to meet him aboard the Fair’s main deck. Madam Empra’s Forge. The armorer’s representative says Forgemaster Ines requires help in retrieving some rare materials, and to meet her at the Forge. TRANSITION After the party has received their assignment, read the following: The Lake Sprite slows to a gentle rock as it nudges against the dock’s bumper. The Lakeport Docks stir as anglers and traders prepare for their morning. The smells of water-soaked wood and tar waft over from a nearby cargo ship and hang in the air, despite the cool stiff breeze. EMPLOYERS The Merchant’s Consortium of Escha The guards in Spira do little in the way of guarding anymore and often can be found among those looting and stealing. As such, a group of local merchants pooled their resources to hire some private security on the docks. Leader Hestine Martie The Starless Fair The home to an eccentric band of thieves, artisans, and ne’er-do-wells, the Starless Fair rarely looks for help beyond the bounds of their chosen family, but desperate times call for desperate measures. Leader Len Grecon Madam Empra’s Forge As a world-renown smith and weapon dealer, Madam Empra often relies on off-island labor to take care of more menial tasks. Sometimes she uses them for more clandestine purposes. Leader Madam Empra ESCHAN PROPAGANDA


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


THE CLOAKED INDOSIAN 25 HELEN ILNYTSKA / JORDAN KERBOW their destination and begin to learn the secrets that the weighty tome holds. If a thief with the book makes it back to the warehouse hideout, the party will have to break into the well-protected lair. Inside, they will have to contend with Maggie Moon (see appendix A), a marauder with a voice of gold but an iron fist. While Maggie is a fierce foe, she values her life over any riches she may pilfer and will surrender when faced with death. Once the party has retrieved the book, they set their sights on the adjoining neighborhood and leave to return it to Fawn at the Waterleaf Book Shoppe. Can the characters recover Fawn’s stolen book and return it to her, or will Dalnus and company discover the secret location of the lost druid? ABSTRACT Times are Tough. The party arrives at the docks and finds a young elf in need of assistance. New Friends, New Foes. Fawn Lee meets the party, although their introduction is cut short. Dirty Rotten Thieves. The party gives chase as thieves abscond with something priceless. Even Hooligans have a Home. A thieves’ hideout in a warehouse hosts a battle royale. LAKEPORT DOCKS


26 LOREOFAETHERRA.COM/INDOSIAN TIMES ARE TOUGH After the party disembarks, read: Once the Lake Sprite has been moored, the crew promptly starts to unload cargo. Beneath the docks, down in the water, something floats on the surface. It swirls around the hull, bubbling and accumulating mass. Resembling a violet shade of moss, the substance shimmers as it wraps around the pilings and slinks over the decking. The docks buzz with the sound of folks starting another workday. An orange tabby cat wanders over to a moss-covered crabbing pot and begins to lick the glistening matter. Nearby, the noise of clucking chickens blends with the hiss of steam billowing out from a smokehouse. Suddenly a commotion shatters the usual morning monotony. A snarling beast thuds onto the deck and advances, its eyes glow with rage, and the teeth in its foaming mouth drip with saliva. The beast’s fur stands straight up on its neck, and lucent purple resin oozes from its skin. The crabbing pot lays on the deck, smashed to pieces. Pandemonium breaks out on the docks as several merqua ragecats (see appendix A) harass dockworkers and anglers. A particularly vicious cat has a young elven woman, Meyfyre Hetheria (see appendix A), on the ground and begins to slash her with its claws as she calls out for help. Two others ragecats sneak up from either direction and let out a gut-quivering howl as they prepare to join the attack. Merqua Ragecat Tactics • The merqua ragecats will use their rage slash on any turn it is available, as long as they are able to hit at least two targets. • Otherwise, it will attack with its bite. NEW FRIENDS, NEW FOES After the battle, Meyfyre thanks the party for saving her life and mentions their strength and combat prowess. She then asks if they would accompany her to speak to her master, who is just a short distance away, having just finished listening to Madam Empra’s speech. “Around here, very few fight with such fearless might. Most of the citizens are businessmen or cheats, but take to their beds when any real danger draws near. My name is Meyfyre, of Henda. If you will allow me, I would like to introduce you to a leader in my order.” A woman with flowing dark hair wearing a crimson cloak approaches. While she speaks softly with a poetic lilt, she carries herself with remarkable boldness. “I am Fawn Lee, from the Order of Indos,” she says. “As an order, we seek knowledge and truth. But I seek something different.” From the inside pocket of her cloak, she pulls out a business card made of paper and holds it out for anyone to take. With a tinge of desperation in her voice, she firmly states, “I need someone profoundly brave.” Any characters with a passive Perception score of 14 or higher notice that a couple of people in the crowd seem to pay extra attention to their conversation, and Fawn Lee (see appendix A) in particular. Shortly after, a small explosion at Fawn’s feet fills the immediate vicinity with thick choking smoke. The sounds of struggle are interrupted by Fawn’s bloodcurdling scream. Fawn cries out, “Thief! They stole my book!” The smoke begins to clear, and Meyfyre surveys the area, trying to find the bandits. Fawn spins around and begs, “Please! If that book falls into the wrong hands it could mean death for us all!” Panic spreads across her face, and her eyes well up with tears, and she pleads, “I’ll give whatever I can if you retrieve it!” DIRTY ROTTEN THIEVES When the smoke clears, three cloaked figures flee the scene in different directions. One figure runs towards the Docks (M6), another heads for the Crossroads (M4), and the third tries to disappear into the Agitated Mob (M2). The characters begin the chase on the docks near the Lake Sprite (M1). FAWN'S BUSINESS CARD


THE CLOAKED INDOSIAN 27 RUNNING THE CHASE You will be controlling three NPCs in this scene as Dalnus Magdro (dwarf bandit) and his associates, Kint (human bandit) and Oudrey (human bandit), try to make it back to their hideout with the stolen book. Each numbered location on the map connects to other locations. The thieves each begin the chase in a different numbered location. Choose one of the three thieves to carry the book, but keep this information from the characters. If the thieves end up at the same location, you may have them hand the book off if you see fit. During the chase, characters can do the following during their turn: • Move to a connected location. • React to a complication. • Possibly attempt to capture their quarry. If their target escapes, it will flee to a connected location at the end of the character’s turn. At each of the numbered junctions, the thieves will make an attempt to evade the characters using various means. Determine the thief's actions by consulting the section corresponding to their current location. If the character overcomes the complication they face, they can attempt to apprehend their target by any mundane or magical means at their disposal (from tackling them to judicious use of the sleep spell). If they do not overcome the complication, their target will secretly move to a connected location without a character present. If no location is available, they will surrender (although the Home Stretch location has its own rules). Complications only occur one time each. If an NPC visits a location for a second time, any character present may attempt to apprehend the thief without first overcoming a complication. A character who overcomes their complication but fails to capture their target knows which location their target travels to that turn. Do not inform the characters if the thief carrying the book makes it back to the hideout. When the thief arrives, they will have time to read portions of the book before the characters reach them, and the characters will need to face a complication during the next scene. M1. THE LAKE SPRITE Connects to the Agitated Mob, the Crossroads, and the Docks. The scent of smoke still hangs in the air, and Meyfyre tends to her master Fawn, who appears to be in shock. A few merqua ragecats (see appendix A) prowl in the periphery but keep their distance. Dockworkers go about their business, and drunkards stumble out of a tavern. Note: Complications at the Lake Sprite only happen if both a character and an NPC share this location after the first round. Dalnus. A swarm of scared citizens flees the nearby area as a ragecat chases after a fishmonger pushing an overflowing cart. Dalnus uses the distraction to disappear into the crowd. A successful DC 13 Wisdom (Perception) check allows a character to keep track of him and attempt to subdue him. DALNUS MAGDRO DWARF BANDIT, THIEF Personality Brash, shrewd, and insecure about his size. Physical Lean with burn scars covering his face. Longings To snatch the eyes of the fabled ancient witch of Fano. “My friends are made of gold, my family’s made of diamond.” KINT HUMAN BANDIT, THIEF Personality Reserved, soft-spoken, skeptical, and anxious. Physical Scrawny with a long and pointy nose. Longings To create a spooky stringed instrument. “There’s a place beyond death, if you close your eyes long enough you’ll find it.” OUDREY HUMAN BANDIT, THIEF Personality Outspoken, crude, and witty. Physical Athletic, tall, and fleet-footed. Longings To play music with Maggie Moon at the Bluefin. “Knifing to a rhythm is superbly more effective.”


28 LOREOFAETHERRA.COM/INDOSIAN Kint. Kint puts a knife to Fawn’s throat and threatens to cut her if the character doesn’t turn around and walk away. A successful DC 14 Wisdom (Persuasion or Intimidation) check allows Fawn to escape safely and for the character to attempt to apprehend him. A failure results in Fawn’s neck being nicked with a superficial cut and her body thrown in the character’s direction as Kint ducks out of sight. Oudrey. Oudrey grabs a bottle of ale from a drunk stumbling out of a local watering hole and throws it at the player. A successful DC 13 Dexterity saving throw allows the player to dodge and attempt to capture Oudrey. A failed save means the bottle finds the character’s head, dealing 2 (1d4) damage and obscuring their vision as Oudrey lumbers away. M2. AGITATED MOB Connects to the Lake Sprite, the Crossroads, and the Forest Enclave. Madam Empra’s speech has left the masses roiling, and several of them have formed a mob that harasses anyone dressed in Spiran or Indosian colors. Others talk loudly and openly about forming a militia. Dalnus. Dalnus tells a trio of ruffians that the character was seen with an Indosian. The character can deal with this complication in many ways, including avoiding them with a successful DC 12 Dexterity (Acrobatics) check, convincing them that Dalnus is the Indosian with a successful DC 12 Charisma (Persuasion) check or any other method that seems plausible. Success means the character has a chance to capture Dalnus, while failure means that the ruffians slow them down, and Dalnus disappears. Kint. Kint must have a twin because he crosses paths with his perfect double. The character must succeed on a DC 13 Wisdom (Perception) check to notice they wear a slightly different cloak and can attempt to overtake the real Kint. If they fail, they tackle the wrong guy. Oudrey. As the character searches the area for Oudrey, several men with recruitment flyers accost nearby people and demand they commit to joining the coming revolution. A successful DC 13 Dexterity (Stealth) check will allow the character to avoid detection long enough to keep tracking Oudrey. However, the character can choose their own method of dealing with the situation (subject to gamemaster approval). If successful, the character has a chance to take down Oudrey, and a fail- MAP OF LAKEPORT DOCKS


THE CLOAKED INDOSIAN 29 ure means that the militia members hold up the character long enough to lose track of their target. M3. FOREST ENCLAVE Connects to the Agitated Mob, the Crossroads, and the Back Alleys (via underground tunnel). Small huts set high in the trees house numerous indigent people, while groves of fruit trees provide a meal to passersby. Fortune tellers and potion makers operate out of small stalls and the hollows of ancient, long-dead trees. A cramped tunnel leads underground and heads toward the southwest. Dalnus. When the character arrives at the enclave, Dalnus is nowhere to be seen. A successful DC 14 Intelligence (Investigation) check reveals his hiding location — a treehouse near the tunnel — and allows the character to attempt to apprehend him. A failure means that Dalnus sneaks away while the character searches for him. Kint. Kint darts by an old dwarven woman tending a cauldron, grabs a vial from her booth and throws it at the character. A successful DC 15 Dexterity saving throw allows the character to catch the vial of fog of suffocation, while a successful DC 13 Constitution saving throw allows the character to withstand its effects if it shatters on the ground. In either case, the character can attempt to capture Kint. If they fail, they are incapacitated for the remainder of this round and the next. Oudrey. Several young elves in the trees pelt the character with pears and apples as they try to catch Oudrey. Those succeeding on a DC 13 Dexterity (Acrobatics) check are able to avoid the raining produce and make an attempt on Oudrey. Those who fail manage to slip on a juicy piece of fruit and fall, allowing Oudrey to escape. Fog of Suffocation (Inhaled) A creature subjected to this poison must make a DC 13 Constitution saving throw or become incapacitated for two rounds as the fumes burn their eyes and cause them to cough uncontrollably. M4. CROSSROADS Connects to the Lake Sprite, the Agitated Mob, the Forest Enclave, and the Back Alleys. Two carts have collided, and their drivers (merchants decked in finery) scream at each other and demand restitution. Several children in shabby clothes accompanied by a monkey in a hat take advantage of the situation, and steal what goods they can while the merchants are distracted. Dalnus. The altercation at the crossroad makes locating Dalnus in the crowd difficult. A successful DC 13 Wisdom (Perception) check allows the character to spot Dalnus posing as one of the street kids, allowing the character to attempt to capture him. Failure allows the thief to elude the character. Kint. Kint flicks a bit of apple in the character’s direction and the monkey, clad in a green stocking cap, snatches it out of the air and then jumps on the character’s back. They may overcome this in many ways, including making a successful DC 13 Wisdom (Animal Handling) check to quickly remove the animal from their back or making a successful DC 13 Strength check to remove it by force. If the character overcomes the challenge, they can try to apprehend Kint. If not, the monkey obscures their vision, and the thief bolts around a corner. Oudrey. Oudrey grabs a crate off of a merchant’s cart and throws it at the character. A successful DC 12 Dexterity saving throw allows the character to dodge the crate and attempt to bring Oudrey down. Failure means the crate breaks against their body, and Oudrey escapes while an angry shopkeeper yells about his broken merchandise. M5. BACK ALLEYS Connects to the Crossroads, the Docks, the Forest Enclave (via an underground tunnel), and the Home Stretch. Several ne’er-do-wells loiter in the brigand’s paradise. Large mastiffs wander freely throughout the discarded shipping containers and shanties. They are friendly to humanoids but keep the ragecats at bay. A barely-hidden tunnel leads to the northeast. Dalnus. As Dalnus ducks through a tight passageway, three hooligans recognize an opportunity to make some coin and step out to block the passage and demand a toll of 10 gp from the character. If a character pays the toll, convinces the hooligans to let them through with a successful DC 13 (Persuasion or Intimidation) check, or breaks through the line with a successful DC 13 Strength (Athletics) check, they can attempt to apprehend Dalnus. Those who fail lose track of the thief’s location. Kint. A particularly vicious-looking mastiff sees the character running after Kint and begins to chase after them. Characters with a passive Perception score of 13


30 LOREOFAETHERRA.COM/INDOSIAN or higher notice that the dog has a chain attached to its neck and knows it won’t reach them. All others make a DC 13 Wisdom saving throw in order to maintain the presence of mind to continue the chase. Those who fail are overcome by a moment of primal fear, giving the thief just enough time to break the line of sight. Oudrey. Oudrey pushes a rickety stack of shipping boxes and pallets over in the character’s path. The character must make a DC 13 Dexterity saving throw to avoid the falling debris, or else forfeit the opportunity to catch the thief and take 3 (1d6) bludgeoning damage. M6. DOCKS Connects to the Lake Sprite, the Back Alleys, and the Home Stretch. A crew unloads crates of rice from a large shipping vessel. Several tourists disembark a flat-bottomed barge, provincial types from Tomla and beyond. A third vessel holds a towering marble statue of Prince Airon, encrusted with emeralds, and wearing a solid gold crown. Dalnus. The workers unloading the statue are distracted, and Dalnus can’t resist trying to steal the crown off of the statue’s head. Unfortunately, the crown is permanently attached, and the statue tumbles, crashing down in the midst of the crowd. Dalnus uses the fiasco to attempt to hide. The character must make a Wisdom (Perception) check opposed by Dalnus’ Dexterity (Stealth) check (1d20 + 3). If the character succeeds, they have an opportunity to capture Dalnus. If Dalnus wins, he disappears into the stream of people on the dock. Kint. Kint uncorks a potion of invisibility and disappears into thin air. Characters succeeding on a DC 12 Wisdom (Survival) check are able to see Kint’s footprints and attempt to take him down. If they fail, Kint can’t be found and will remain invisible until detected by a character. Oudrey. The tourists flooding the dock have the same general facial features as Oudrey, and he vanishes. A character making a successful DC 12 Intelligence (Investigation) check picks up his trail and finds his hiding spot in between crates of rice and can try to catch him. If they fail, the character becomes lost in a sea of Oudreys. M7. HOME STRETCH Connects to the Crossroads, the Back Alleys, the Docks, and the Thieves Warehouse. This bit of road seems quiet — a little too quiet. If one of the thieves moves to this location and no characters are present, they will safely make it to the hideout on the next turn. If a thief and a character arrive at the same time, resolve the complication as usual. If a thief arrives and a character already occupies the space, they will make a final dash to safety. Each character occupying the home stretch can attempt to apprehend the thief, and if they fail, the thief successfully makes it inside the warehouse. Dalnus. Dalnus throws a handful of razor-sharp caltrops on the ground behind him as he sprints to his hideout. Characters will need to succeed on a DC 15 Dexterity check to avoid the caltrops and attempt to capture Dalnus. If they fail, in addition to suffering the usual effects of caltrops, Dalnus escapes to safety. Kint. Kint will try and sneak around the back, avoiding the character’s prying eyes. A successful DC 13 Wisdom (Perception) check reveals Kint lurking in the bushes and allows the character a chance to intercept him, while failure means the thief makes it inside without being detected. Oudrey. Oudrey will try and slip past the character on the back of a merchant’s cart. A successful DC 12 Wisdom (Perception) check reveals an Oudrey-sized lump on the back of a wagon stocked with tomatoes, allowing the character a chance to apprehend him. Failure means that Oudrey rolls by and makes it inside without being seen. M8. THE THIEVES’ WAREHOUSE Connects to the Home Stretch The door to this nondescript warehouse is well secured. A successful DC 13 Dexterity (Sleight of Hand) check made with thieves tools will unlock the door. The door is made of wood reinforced with iron and has 14 hit points and 14 AC. Those searching for traps who succeed on a DC 14 Intelligence (Investigation) check notice a small wire is leading to the metal lock. Disabling the trap requires a successful DC 13 Dexterity (Sleight of Hand) check made with thieves tools. Those who fail to disarm the trap, or touch the lock before it is disarmed, are dealt 6 (1d10) lightning damage as electricity jolts through them and knocks them back 5 feet.


THE CLOAKED INDOSIAN 31 EVEN HOOLIGANS HAVE A HOME If the characters enter the thieves’ warehouse, read: Inside the warehouse, a draft carries the putrid smell of fish oil and blood. Sunbeams pierce the glass of dusty clerestory windows, highlighting an intricate system of wooden crossbeams supporting the ceiling. Laid timbers connect the rafters, creating a makeshift second story accessible by a rope ladder hanging off the edge, and furniture can be seen through the gaps in the wood. Rows of stacked crates line the main floor, the contents of several spilled onto the floor: mostly smoked fish and other provisions, some coin, and a lot of suspiciously shiny looking gems. A performance stage takes up the far corner of the warehouse and holds instruments sitting on stands. A panel of wood a few feet away from the stage has been decorated with the faces of common Fanonians, providing a captive audience. Stepping out from behind a row of crates, the tall and terrible Maggie Moon appears, carrying a large trident. All thieves who make it safely to the warehouse before the characters arrive will be ready for battle, joining Maggie Moon (see appendix A). Any of the enemies who drop below 5 hit points will lay down their arms, surrender, and beg for mercy. Maggie Moon Tactics • Maggie has one net and will use it to make a ranged attack against her nearest target. • Maggie will attack with her trident using two hands. Bandit Tactics • The bandit will fire his light crossbow if no target is in melee range, targeting the nearest available foe. • The bandit will strike with its scimitar, targeting the nearest foe. After defeating the bandits, if alive, they will surrender all of the stolen goods they have: • Fawn’s diary, 59 gp, 31 sp, 24 cp. • Several crates of glass baubles and fake coins. • Every weapon Maggie and the thieves carried. TRANSITION After the party has retrieved Fawn’s diary and decided to return it to her at the bookshop, read: Whiffs of tar and ale fade to wet stone and thick summer air as plank walkways are replaced by cobblestone paths. The paths dim to alleys, and the alleys stretch to narrow shadows that lead to uncharted dwellings of torn canvased awnings and leaky gutters. Along the road, windows shine with an orange glow while a restless energy stirs throughout the neighborhood of Tetha. Leveling Milestone The characters receive the benefits of a Long Rest and reach their first leveling milestone, advancing to level 2. FAWN'S DIARY


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


WATERLEAF BOOK SHOPPE 35 MAXWELL SCHILLER murdered for the knowledge he collected in his diary. His main goal was to find a mysterious druid named Gilgazo, who, as the last Alliander, possessed the potential to restore Fano to glory. She offers the party a large sum of gold to take up her quest, with the promise of a greater reward when they return. Before saying goodbye to the party and her acolyte Meyfyre, Fawn suggests that if they were going to find a captain foolhardy enough to risk the dangers of the bay, it would be at the Bluefin, a lively tavern on the docks. It would be there if any watering hole would entertain the sort of reckless and needlessly brave souls that would risk certain death for nothing more than a good time. Will the characters accept Fawn Lee’s desperate plea to find the lost druid and save the city of Fano? ABSTRACT Welcome to Tetha. The party ventures through the neighborhood of Tetha on their way to Fawn’s store. The Waterleaf Book Shoppe. A grateful Fawn Lee rewards the party for returning her book. Spiran Aggression. A small group of Spirans accuses Fawn of possessing a forbidden book and prepare to administer an impromptu death sentence. A Tearful Request. Fawn asks the party to retrieve an ancient druid hidden in a grotto within the treacherous Broken Top Bay. WATERLEAF BOOK SHOPPE


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


WATERLEAF BOOK SHOPPE 37 sell crossbow bolts, and if asked, she will point to a sign with a picture of a crossbow in a circle with a line crossed through it. She also sells +1 arrows for 75 gp per arrow, but only to those with a note of authorization from Spiran command. The shop offers customized handcrafted bows. The current waiting list is about three months out, but it’s never too early to get on the list — no deposit required! Verny also has a shooting game set up in her wind tunnel. A character can buy three shots for 5 gp and attempt to hit one of three targets: A large target worth 10 gp (AC 13), a medium target worth 20 gp (AC 17), and a minuscule target worth 50 gp (AC 21). The shop provides the bow and the arrows, and the character must choose a target and make an attack roll. If they hit the AC of the target they were aiming for, they win. A character can win on all three shots if they are good enough. FLIPPIN’ WICKIE’S BEAUTY PARLOR If a character enters the beauty parlor, read: Wickie Crestfall, a talented barber and stylist, has a knack for giving adventure-ready haircuts. His gaudy shop glimmers with exquisite lighting and well-placed mirrors that accentuate beauty in a way that can’t be replicated elsewhere. Wickie Crestfall (gnome commoner) has an open chair and eagerly wants to give the characters a new look. For 1 gp, he will give a character any cut they want, wash included. For an additional 1 gp, he will style the character’s hair as well, allowing them to make all Charisma checks in the next hour with advantage. S A LT Y R O S E A P O T H E C A R Y If a character enters the apothecary, read: A set of stairs leads below the street before opening into a spacious boutique shop, housed in the bones of an old general store. Pink fluorescent light illuminates shelves of ointments and herbs as the rest of the shop lies in darkness. The corridors in the back of the shop stock potions and balms and stretch farther than the eye can see. The Salty Rose Apothecary has simply the best selection of fiddleleaf and fiddleleaf accessories in the district of Escha, in addition to stocking potions of healing for 50 gp per potion (limit 3 per customer). If a character asks the shop’s proprietor, Endia Smithness (elf commoner), if she has anything else for sale, have them make a DC 14 Charisma (Persuasion) check. If they succeed, she offers to sell that character a potion of greater healing for 250 gp, as long as they don’t reveal where it was purchased if they are seen with it. She explains that the Spirans have reserved all of the more potent potions for themselves, and to be caught selling them wouldn’t end well for her. VERNY MISS FELLOWS HUMAN COMMONER, BOWCRAFTER Personality Wistful, deceptive, and ingenious. Physical Smirky, long nose, and stringy hair. Longings To merge her business with an apothecary and craft poisonous arrows. “We’re untrusting folks in an uncertain world, never forget that.” WICKIE CRESTFALL GNOME COMMONER, BARBER Personality Talkative, whimsical, zealous, and positive to a fault. Physical Short, smiley, with gold and silver colored hair. Longings To find a very rare trembe shell. An extremely sharp shell, native to Chrysal Lake, that can be used to give an incredibly close shave. “Anyone can make themselves beautiful, all it takes is a little or a lot.” E N D I A S M I T H N E S S ELF COMMONER, APOTHECARY Personality Kind, discreet, and inquisitive. Physical Soft features, sparkling eyes, approachable and gentle demeanor. Longings To create a true, non-magical ointment that can fully resurrect the dead. “If we live a life of wonder, we won’t wonder why we live.” EMBLEM OF THE WATERLEAF


38 LOREOFAETHERRA.COM/WATERLEAF THE WATERLEAF BOOK SHOPPE When the party arrives at the entrance to Fawn’s bookshop, read: A wooden sign sways gently, hanging from two chains above a lighted storefront. The image of an oak tree set within an inverted triangle marks the weathered placard, and the faded black lettering below reads, “WATERLEAF.” Through the soft glow of the shop windows, you see the remains of a once-thriving business. Cluttered rows of bookshelves line the shop, always appearing organized despite being buried in stacks of books. Fawn Lee sits behind a desk constructed from roughly hewn wood. Piles of paper surround her as she writes in a ledger. Characters with a passive Perception score of 13 or more notice a scuffle far down the street as a small cadre of Spiran guards arrests a trio of ruffians. The ghoulish figure on horseback disappears from view, heading back in the direction of Indos. When the characters enter the shop, read: The storefront’s old wooden door creaks open and a small bell attached to its frame gently chimes. The pungent and distinctive odor of mildew and musty paper permeates this humble establishment. The overflowing bookshelves create a refuge from the troubled world outside. The cramped aisles afford just enough space for someone to walk through, and books cover every spare inch. Lanterns hang from the vaulted rafters, casting flickers of orange light throughout the shop. Wooden floorboards groan underfoot with every step taken. Engravings of detailed runes and alien symbols decorate the walls, and intricate ornamentation adorning all four corners imbues the shop with an air of ancient mystery. Fawn expresses deep gratitude to the party for returning with her book and offers them a small sack containing 50 gp in exchange. Meyfyre walks in from a storeroom in the back and also thanks the party profusely. Meyfyre asks for a word with Fawn privately, and Fawn tells the characters to explore the shop and that she’ll be right back. A ledger on the counter reveals the last several months of transactions. The displayed pages detail the previous month’s sales. Only one book had been sold in that time, A Case for Modern Folk Shredding by Anders Brightwood, for a loss of 4 gp. Several months ago, Fawn purchased two books for the shop, The Twenty Seven by Leed S. Finas (see appendix B) for 14 gp and TBL for 80 gp. The Twenty Seven sits between two musty tomes on a nearby shelf, but no amount of searching turns up a book called TBL. A stack of newspapers from a week ago occupies a small stand near the counter. The headline reads, “Merqua Scourge Draining Coffers, Minds,” while later pages contain bits of local gossip interspersed with coupons for the gambling halls over in the Indos District. The books and scrolls on the shelves mainly consist of dense historical treatises, fictional works of varying quality, and biographies of people who died hundreds of years ago. None of the books are particularly rare, and characters attempting an Intelligence (Investigation) check do not find any books of greater interest. A shelf underneath the counter has an unlocked lockbox — 3 cp and a trace of dust are its only contents. Fawn returns after a few minutes, but she is interrupted by a loud crash as she begins to speak. SPIRAN AGGRESSION Three members of the Spiran detachment break through the front door and begin pulling books off of shelves, looking for something specific. The largest of them approaches Fawn Lee (see appendix A) and accuses her of possessing a copy of The Bells of Lament (see appendix B), a crime punishable by death. “We caught wind that you keep a certain book in your collection. A particularly blasphemous pamphlet spreading lies about our beloved prince. Do you value your life less than some concocted fable? You do realize if I find it, that’s treason against the Monarchy? Punishable by death! And I’ll personally see to the job of running the king’s blade across your throat, right here at your bleedin’ desk.” THE TWENTY SEVEN


A QUEST OFFERED The call to adventure. The hero’s journey. The quest. The first pivotal scene in any story is when the protagonist accepts a burden: receiving a ring to destroy in a mountain, leaving your home to rescue a princess with an old space wizard, or in this story, being asked to find and bring back a mysterious druid who can save Fano and give Fawn the answers she seeks. Because this is such a pivotal moment, this section has detailed notes if you wish to paraphrase or craft your own interpretation of Fawn’s request, and we have included our vision of Fawn’s request if you prefer that method. WATERLEAF BOOK SHOPPE 39 Fawn moves instinctively to protect her father’s diary, and the Spirans grab her and begin to take the diary by force. A Spiran Templar (see appendix A) holding a wicked-looking shield tells two Spiran Inquisitors (see appendix A) that he saw the party talking with Fawn at the docks and draws his sword. Spiran Inquisitor Tactics • Spiran Inquisitor will attack who it perceives to be the weakest or frailest foe. Spiran Templar Tactics • Spiran Templar will attack the strongest or most armored opponent. The Spirans, narcissistic and brimming with hubris, will not retreat or accept mercy, thinking all opponents beneath them. In addition to their weapons and armor, Searching their bodies yields an Aegis of the Watcher, three pouches of coin totaling 52 gp, 13 sp, 22 cp, a carved wooden pipe, and a note of authorization to purchase and carry magic ammunition from Spiran command. Aegis of the Watcher Armor (shield), uncommon (requires attunement) While holding this shield, you are immune to blindness and deafness. The shield has three charges. If you fail a Wisdom (Perception) check, you may instead choose to succeed on it instead by expending one charge. The shield regains 1d2 charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the shield turns to dust and is destroyed. After the battle’s end, Fawn looks at the wreckage of her shop and apologizes for dragging the party into her mess. She begins to cry, and Meyfyre consoles her. After Fawn regains her composure, she says she wants to show the characters something and asks them to follow her into a back room. She also asks the characters to help bring the corpses downstairs and tells Meyfyre to clean up the blood. A TEARFUL REQUEST Once inside the storeroom, read: Fawn pushes aside a few crates filled with dusty books and rolls up a ratty old rug, uncovering an iron latch on the floor. She pulls on the latch, and a trap door opens, revealing a flight of stairs that descend into darkness. Fawn lights a nearby lantern and clutches it tightly as she heads downstairs, motioning for you to follow her. The stairs end at a small hallway with two doors, one on each side. Fawn opens a door on the left side, asks the characters if they would place the bodies in that room, and says that she will dispose of them later. She then invites the party into a small storeroom on the right side of the hallway. Fawn’s lantern illuminates the entirety of the cozy chamber. A sturdy desk with stationery strewn about its surface dominates the center of the room. Two modest cots rest against the far wall while bookcases stuffed with hefty leather-bound tomes line the remaining walls. The books look AEGIS OF THE WATCHER


WATERLEAF BOOK SHOPPE 41 remarkably well-preserved despite their advanced age, in stark contrast to the drab merchandise upstairs. Fawn walks over to a shelf and takes a small leather-bound book with no title. She tells the party that this book, The Bells of Lament (see appendix B), was what the Spiran soldiers were after when they thrashed the shop and assaulted Fawn and the party. She explains that it’s a memoir revealing the well-hidden truth that Prince Airon is lost to madness. Mere possession of the book was an automatic death sentence — no judge, no trial. She offers the characters an opportunity to peruse the forbidden book if they would like. She then reaches for her diary, and tears begin to flow down her cheeks. She tells the party that this was her father’s diary. He kept a record of his personal research into the upper echelons of the Indosian leadership and their relationship with the Chrysaleans. These mythical elves inhabited an underwater city that has been sealed away for a thousand years. Her father, Irem Lee, was searching for a legendary and ancient druid named Gilgazo (see appendix A), who had a connection to one of the Chrysalean patriarchs. Then, one day, Irem was gone. Fawn said that she always suspected that the Indosian leadership had him murdered because he had learned too much. Gilgazo, she discovered after deciphering a portion of the diary, was hidden deep in a grotto accessible only by traveling through the perilous Broken Top Bay. Few would willingly brave the horrors of the bay, and certainly, none would do it for an Indosian. Most of those in her order are viewed as fanatics by the general populace. She says that if there is any hope of her finding out what happened to her father, it would be by finding the person he was so desperate to locate. According to the diary, Irem believed that if anybody had a chance to fix what this broken city has become, it would be the enigmatic druid, the last of the Allianders: Fawn clutches her diary, and her eyes swell with tears. “This is another book I should not have in my possession,” she says with sorrow. “This diary belonged to my father, Irem Lee. Its pages contain his personal research into the upper echelons of the Order of Indos and their relationship with a mythical people — Chrysaleans, inhabitants of a lost city below the lake. The way there has been sealed for a millennium.” Fawn looks up from the book, “It was about a thousand years ago that Fano began to fall into disarray. That cannot be a coincidence.” Fawn begins anxiously pacing around the room. “My father had been searching for a mythical and ancient druid, named Gilgazo, who had a strong bond with one of the Chrysalean patriarchs. According to his writings, my father believed that Gilgazo held all the answers. The return of this druid could mean the restoration of Fano.” She abruptly stops pacing and spins around. “It might look like the foolish scribblings of an old man, but I assure you, my father was terribly wise, a grounded man, and at his core, a seeker of knowledge. I have two reasons I know he didn’t base his query on some wild abstraction. First, this book is inked in riddles, written in languages and metaphors well beyond my learning. It contains sensitive information about powerful people and profound revelations concerning long forgotten mysteries. My father had to shroud every word he penned. The second reason, has, well, it has broken me.” The tears now streak down her freckled cheeks as she continues, “I suspect my father dug too deep. In his relentless quest I believe he uncovered too many dangerous truths, and drawn the ire of those sitting atop the Indosian order. I curse myself for uttering these words, but I can no longer bear to hold this vile truth in the pit of my stomach — they murdered him!” her voice catches in her throat. “That’s why I’m in possession of his book,” she barely gets out with a whisper. She bows her head to look at the book cradled in her hands, and for a moment, she’s as still as the grave. Fawn then lifts her head, this time with a fire in her eyes. “I exhausted myself, nearly to the point of death, trying to decipher his mysteries. In fact, I must be on my way soon. I have a heavy price to pay for the help I received. So much knowledge came from a mere three pages, and within those pages held the most crucial detail of all — the location of Gilgazo! The druid can be found deep in a dreadful grotto across the treacherous Broken Top Bay, places few brave souls would dare endure. Will you help me? Could you find the druid and bring him back to me? It is with him, I believe, just as my father did, that the hope of Fano arises. And if anyone knows the truth about my father’s fate, it is him!”


WATERLEAF BOOK SHOPPE 43 Fawn Lee then offers the party 500 gp up front to find a captain willing to brave the bay, find Gilgazo, and bring him back to Fano. She praises the characters' strength and resourcefulness and promises that she will spend the time they are gone trying to find a better way to repay them. She also points out that it may be best to get out of town for a while, as the missing Spirans are sure to arouse some suspicion. If the party agrees to take up her offer, Fawn will thank them exuberantly, take off her nocturne bracelet, and offer it to the party, saying it has always brought good luck to her family, and says that it glows around onyx. She then mentions that she would like her apprentice, Meyfyre, to accompany the party, as her accumulated knowledge will prove useful. She then asks the party to follow her back upstairs and lets them know that finding someone with the nerve, talent, and braggadocio to brave the bay will be difficult, but if such a captain can be found, they will be found at the Bluefin. Nocturne Bracelet Wondrous item, rare (requires attunement) Each of the four larger beads on this simple string, when squeezed, plays a particular note. You also make all ability checks relating to music with advantage. TRANSITION The characters have reached a leveling milestone and may advance to level 2. When the party is ready to visit the Bluefin, read: The bookshop’s bell clamors above the door as it’s opened for departure. Torrential rain has soaked the streets, leaving smooth black puddles that reflect the moonlight. The Waterleaf’s windows glow orange in the fog, and behind the glass, the silhouettes of Fawn Lee and Meyfyre say their goodbyes. Meyfyre takes Fawn by the shoulders and gives her a firm but loving shake. Fawn nods her head and wipes a tear off her cheek. Grasping the side of Fawn’s curly hair and running her fingers through, Meyfyre gives her a nod, turns away, and exits the shop. She winces at the rainfall and quickly pulls her hood over her head. The walk leads back in the direction where the curve of the street descends toward the waters. The subtle smell of fish and wood oil carries along with the draft. The distant flap of a sail and a belly laugh reverberates in the stillness — the sounds of a place beginning to grow familiar, the Lakeport Docks. FAWN'S NOCTURNE BRACELET


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


THE BLUEFIN TAVERN 47 MAXWELL SCHILLER another may test their physical prowess in a show of brute strength during a match of Kin Scrap. Those with steely resolve and an iron gut might place a wager on how much swill they can chug in a contest of Sea Hag. Less competitive characters might enjoy conversing with the Bluefin's diverse cast of regular patrons. Explore the details of a character's background while talking with Rip & Arlo Featherlin, learn more about the lore of Chrysal Lake during a game of Fact or Folk with the shipwright apprentices, and even put an alchemical spin on the night with none other than Splink — the gnome wizard (allegedly) responsible for devastating the building's roof years ago. After a memorable night in the tavern, Meyfyre will lead the party to the adjoining inn, where they can recuperate before meeting with Redfall to embark the following morning. However, one final indignity awaits the party. Will the party find a worthy captain at the Bluefin Tavern or will they have to find another way to Broken Top Bay? ABSTRACT It's Always a Tavern. The party arrives at the storied Bluefin looking for a captain. The Main Floor. A variety of games, entertainment, and conversation await the party. The Lower Floor. The bottom floor contains the tavern's kitchen, as well as two makeshift bedrooms The Inn. The party finds rest and relaxation at the adjoining inn, but an old foe may try to start some trouble. BLUEFIN TAVERN


RUNNING THIS SCENE The Bluefin Tavern introduces the adventure's first omniscene — a portion of the world designed explicitly for open-ended gameplay. Use this scene as an opportunity for your players to wander the tavern, explore their character's backstory in greater detail, and learn more about the curious folks who frequent the Bluefin. Although only a small portion of the main storyline occurs at the Bluefin, much of the content here is evergreen. Use it to inspire your own creative segues and extend the party's adventure within the world of Aetherra. You'll find that many of the tavern's notable patrons will request the assistance of the characters, offering risk and reward alike. These mini-adventures can be accepted now or during the next scene. THE BLUEFIN TAVERN 49 IT'S ALWAYS A TAVERN To describe the Bluefin's exterior, read: A veil of heavy mist clings to the lake's dark waters, and waves gently break against the wooden dock. Down a planked pathway, murmuring voices of nearby merchants can be heard through the din of bloated moored vessels bumping against the pilings and the strained groans of tightening rope. Between the Tetha Cathedral and Twin Lofts, littered with broken chimneys and weathered stone ramparts, stands a peculiar sight — the remains of a once-grand theater, the casualty of a bungled blast. The structure's roof is canopied by large cuts of canvas stretching from the sturdier pieces of debris to the theater's pinnacle. Glowing lanterns hang atop rusty poles poking through the tatters, illuminating the hazy gloom. Muffled voices from within the tavern grow clearer. In the distance, a fiddler scratches a rousing melody as the sound of a flagon tumbling to the floor evokes belly laughs from the rowdy patrons. The doorless entrance is wide and breezy. A wooden sign poorly slung above the opening reads, "THE BLUEFIN." M1. TAVERN ENTRANCE To describe the foyer, read: Upon entering, a gust of thick sticky air generates a warm welcome. The salvaged mast from a retired galleon dominates the center of the old theater. Hundreds of large vertebra coil up the tall beam, fastened to the ribcage of a massive aquatic beast suspended high in the air by ribbons and rope. The monstrous skull of the great beast rests just above the barkeep's counter. Inside its hollow sockets, piles of coin, jewelry, and shiny baubles spill out in front of two flickering candles, imbuing the shrine to this long-dead behemoth with an eerie sense of being. The Bluefin tavern buzzes with chaotic energy, cluttered and bustling, charm intertwined with the disorder. Crates form makeshift tables to seat large groups, while a private booth, accessible by a rope ladder, is nestled inside the skeletal rib cage of the hanging beast. Lanterns sway with the lake's gentle breeze and cast flickers of orange light to the floor. Two energetic tieflings, surrounded by casks of ale and bottled spirits, operate the main bar at the far end of the old auditorium. Onlookers perched in second-story galleries gawk at the follies of the drunkards below. On one deck, an amused elf leans against the railing, chuckling as two drunkards stumble over each other while attempting to dance. On another, two young women clink their rapiers together, each holding up a frothy tankard as they both shout, "To steady hands!" M2. THE BAR The Bluefin Tavern's central bar nearly stretches the length of the entire auditorium, welcoming a multitude of thirsty patrons in need of food or drink. The tieflings who own the tavern, an industrious pair of twins MAP OF THE BLUEFIN TAVERN


50 LOREOFAETHERRA.COM/BLUEFIN named Parable (tiefling commoner) and Paradigm (tiefling commoner), sling drinks from behind the bar, accompanied by a single waitperson who runs food orders from the downstairs kitchen. More submissive and charitable than his sister, Parable manages the day shift where the Bluefin's patrons are less likely to take advantage of his gregariousness. Tavern regulars often take pity on him and demand payment when duplicitous customers try to dodge their tabs. Parable's gentle disposition and genuine attentiveness make him the prime audience for the fanciful tales sailors and anglers like to tell. At night, the rowdy crowd teems with unruly strangers, but Paradigm commands the bar with an iron fist. Unlike her brother, she only accepts coin for payment, seldom allowing patrons to start a tab. Stern, assertive, and confident, she quickly teaches the clientele not to provoke her lest they earn the wrath of the tavern's hired security. However, when quarrels ensue, she takes her time breaking up the brawl, as it attracts business and makes for thirsty guests. THE TALE OF THE BLUEFIN One of the siblings will recount the story of the night Captain Redfall presented them with the head of the fabled lake creature known as "Bluefin." If asked about the massive skull mounted above the bar, read the following from the perspective of the tiefling tavern owner of your choice: "Ah yes, the Bluefin monster of Chrysal Lake. Can you believe this terrifying thing was swimming out there once? That's why I stay clear of the water! I'll never forget the night he dragged the blasted thing in. I overheard a couple of anglers recounting their miseries at the far end of the bar. Redfall heard 'em too. They said that some monster had destroyed their nets, and the night before, it had stolen bait right off of their ship. "Red downed the flagon in his hand — his eighth, I believe — stumbled to his feet and started walking. When he got to the door, he turned around and shouted, to nobody in particular, 'That was the last time!' before disappearing into the night. A few hours later, he staggered in, dragging this beast behind him! I'd never seen anything so massive. Its jaws looked big enough to swallow a ship, and its body stretched out the door. I had seen the captain do some incredible things but never anything like this. He stumbled toward the two put-upon fishermen and told them, 'Like I said, that was the last time,' before grabbing a flagon of cider off of their table and downing it in a single go. "He insisted that we honor the beast and hoist him above the bar as a guardian. I was worried about the stench, but Redfall wrapped his arm around my shoulder and said, 'Nonsense! It'll only stink for a few days, but old Bluefin here will bring the customers in for years. 'I don't think he noticed, but later that night, I heard him crying. Still drunk, he spoke to the dead creature in broken sobs. He told it, 'I guess that was the last time, old friend,' before leaving for the inn. "He wasn't, and still isn't that kind of person. Redfall lost himself in the cider that night, and he knows he has a debt to pay to old Bluefin and reminds himself of it every day. There he is right now. He's looking right at it." PARABLE TIEFLING COMMONER, BARKEEP Personality Submissive, gentle, quiet, and steady. Physical Lean, soft features, and adorned in jewelry. Longings To be the star in a theater production. "To avoid confrontation is to avoid the world, but I guess that isn't so bad." PARADIGM TIEFLING COMMONER, BARKEEP Personality Stony, confrontational, efficient, and frugal. Physical Broad-shouldered, sharp features, wears practical clothing. Longings To land an exclusive deal with Tricksy Tree Cider Co., the best cider in all of Fano. "Confidence is key. But if you're a close-talker, you're asking for a punch in the throat." BOGSY PEARLS DWARF COMMONER, RESIDENT BARD Personality Endearing, confident, stubborn, and shameless. Physical Small and portly, has a long beard and a beautiful head of hair. Longings To sing as handsomely as he fiddles. "You can hear music in the sway of the trees, in the life of the young, and in the death of the old. The last of which hold the creepiest of melodies."


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