CERIAD KEEP 151 EXPLORING THE DIMLIGHT While the focus of this scene is exploring the keep, some parties will undoubtedly want to explore the surrounding area before continuing inside. If you find that your party wants to see what's out there, roll a d12 and consult the following table: D12 RANDOM ENCOUNTER D12 RANDOM ENCOUNTER 1 A traveling merchant has set up camp and offers to sell rations and ammunition for 150% of their normal cost. 2 A dire wolf lurks in the shadows, waiting to pounce. Characters with a passive Perception score of 13 or less begin combat surprised. 3 The party comes across a magnificent tree, whose leaves shift between all colors of the rainbow. A character with an herbalism kit who succeeds on a DC 14 Intelligence (Nature) check can harvest the leaves and reduce them to a pigment that retains their color-shifting property. 4 After passing through a section of forest where compasses wouldn't work, a character must make a DC 13 Wisdom (Survival) check to find their way back to a landmark they recognize. If the check is a failure, the party suffers one level of exhaustion as travel through extremely rough terrain trying to find their way back to the keep. 5 As the party passes by a quaint brook, a manticore swoops down from a nearby tree and attacks. Characters with a passive Perception score of 12 or less do not notice and begin the first round surprised. 6 A wooden chest floats in the air, 15 feet off of the ground. If a character manages to open the chest, destroy it in mid-air, or access its contents in some other way, they will find 3 (1d6) ounces of sovereign glue and 1 ounce of universal solvent. 7 The party comes across a grove and finds a druid deep in meditation. The grove swirls with yellow pollen. Those who meditate 15 minutes in the pollen regain 7 (2d6) hit points. This effect can only occur once per day. 8 The party finds an enormous hive. A successful DC 13 Intelligence (Nature) or Wisdom (Survival) check reveals that this hive belongs to giant wasps. If a character chooses to disturb the hive, two of the insects fly out and attack. If the party investigates the hive afterward, they find 3 (1d6) servings of honey (although it tastes a little gamey). ARRIVING AT THE DIMLIGHT Upon arriving at the Dimlight, read: Gilgazo exits the hollow and motions to you. On the other side of the tree, a stunning castle rises beneath the canopy of the Dimlight. A path leads under the archway of a low cobblestone wall that borders a lush garden of strange and beautiful plant life. And before you looms the magnificent, yet desolate, Ceriad Keep. The castle consists of several towering conical peaks whose wooden frames, sharp at their precipice, curve all the way down and touch the ground in curling finishes. The entrance to the keep lies in ruins, and the once manicured paths now grow thick with weeds. Formerly a shining gem in the Dimlight, this keep has fallen into disrepair over the last thousand years. The entrance appears to have been caved in by some massive force, and weeds and vines cover most surfaces. The sounds of a struggle can be heard faintly in the distance. MEETING HAITHE Haithe (awakened tree), the sentient golden elm tree entrusted with watching over Ceriad Keep, is in distress. Gilgazo recognizes the sound of his old friend, and asks the party to follow. The entrance to the keep is broken, providing no resistance for the party to enter. Haithe is a keeper of knowledge, and if she can be freed from the monstrous creation assailing her, she may be able to provide valuable information. MAP OF CERIAD KEEP
152 LOREOFAETHERRA.COM/CERIAD HAITHE AWAKENED TREE Personality Gentle, servile, wise, and forlorn. Physical Tangly golden bark tree with small shimmering leaves and two knots in the shape of eyes. Longings When it finally falls from old age, to be used in a Hendan built ship. "Wood, beautiful to use. It must be used for good." BE'EHFAYCH M1. GARDEN VESTIBULE After the party enters Ceriad Keep, read the following: Once the barriers of the keep, two heavy iron and wood doors have become nothing more than a gaping mess of beams and chains. Inside, birds flutter overhead and flit across the main hall. An intricate black chandelier hangs above, its blue candles long since extinguished. Below it, a statue of a woman holding a pitcher that pours water into the surrounding pool. A doorway on the left side of the room is blocked by piles of debris, though a door on the right remains accessible. And ahead of you, past the spray and prisms of the fountain, one wall is made entirely of glass and iron fretwork with a solitary door. Beyond, you can hear the muffled sounds of distress. Players with a passive Perception score of 14 or higher, or those looking for traps who succeed on a DC 15 Intelligence (Investigation) check, notice a thin strand of silk stretched across the keep, low to the ground and 10 feet from the entrance. The silk strand, when broken, will cause several netfuls of boulders to crash down on those within 40 feet of the entrance. Characters hit by the falling rocks take 11 (2d10) bludgeoning damage and may make a DC 14 Dexterity saving throw for half damage. If a character wants to search the room, they will need to specify which area they are searching. If a character exploring the south half of the room succeeds on a DC 13 Intelligence (Investigation) check, they will find the following: • 6 gp, 6 sp, 5 cp. • A large horn instrument made of worked brass. If a character searching the north half of the room succeeds on a DC 14 Intelligence (Investigation) check, they will find the following: • 1 pp, 4 gp, 11 cp. • Be'ehfaych Be'ehfaych Weapon (warhammer), uncommon This enormous warhammer requires the creature wielding it to have a minimum of 14 strength. This magic weapon grants +1 to hit and +1 to damage rolls. Be'ehfaych uses a d10 to determine damage instead of the usual d8 or a d12 when used with two hands. A creature wielding the warhammer makes intimidation checks with advantage. A character searching the fountain finds the surface overgrown with algae. Characters who succeed on a DC 14 Intelligence (Nature) or DC 14 Wisdom (Survival) check recognize that these algae, when consumed, cleanses the body of poison. The fountain contains enough algae for 2 doses. When the characters are ready to move on, they can exit to the outdoor garden to the north, or exit to the east into the armory. The sounds of a struggle can still be heard from the outdoor garden.
CERIAD KEEP 153 FLOWERBED EFFECTS D6 RESULT 1 Smells like a corpse in the desert sun. The character must make a DC 13 Constitution saving throw or vomit uncontrollably for 1 minute. 2 Smells like OUCH! A bee flies out of a flower and stings the character, dealing 1 piercing damage. 3 Smells like a flower. No particular effect, but it sure smells nice. 4 Smells strange. The character must succeed on a DC 12 Constitution saving throw or grow a small vestigial tail. 5 Smells like victory. The character gains inspiration. 6 Smells pure. The character gains 5 temporary hit points. M2. OUTDOOR GARDEN After the party exits the keep to the outdoor garden, read: Vines and ferns spider up the glass and iron fretwork of the keep's wall and sprawl over the top and down the sides. Several pathways snake under bridges of white and gold hanging bulb flowers. Two marble gazebos stand at opposite ends of the yard, full of large petal flowers, vibrant and sticky with pollen. You hear more of the same struggling sounds as before, and they are growing louder and more disturbing. A flowerbed across from the greenhouse holds many vividly colored flowers emitting a pollen-laced haze. Any creature within 5 feet of the flowerbeds experience a random effect. Roll 1d6 and consult the 'Flowerbed Effects' table. A couple of rakes, hand shovels, and watering cans are scattered across the lawn. The body of a young man in a moderate state of decomposition lies against the far wall. A character succeeding on a DC 13 Wisdom (Medicine) check can tell that the person has been dead for about a month. If a character wants to search the body, they find a shell necklace, 33 cp., and a flint and steel. The party can either enter the greenhouse or go back to the garden vestibule from the outdoor garden. M3. GREENHOUSE When the party enters the greenhouse, read: You enter the vaulted greenhouse to find Haithe, the great golden elm tree pinned down to the ground by a wretched creature. The abomination consists of wriggling vines, thorned and dripping with sticky resin, and several barbed bulbs, sharp as teeth. A fan of ferns forms its base, and in its center, a bright cardinal twilindia flower whips around, aflame and haloed. Pollen oozes from the holes in its core like a drooling beast. It shakes and trembles as its tangle of tendrils wrap around Haithe with a vicious choke. Haithe lets out a windy groan of pain. Gilgazo, distraught by his friend's condition, rushes over to disentangle Haithe from the vined nightmare (see appendix A), who then turns its attention on any characters who entered the greenhouse and prepares to attack. Vined Nightmare Tactics • The vined nightmare will use barbed vine, if available. • Vined nightmare will use its multiattack. Once the creature has been defeated, and Haithe is safe, read: Gilgazo places his hand on the side of Haithe's trunk and closes his eyes. Suddenly he speaks out; his voice sounds different as Haithe's thoughts manifest through Gilgazo's voice. His words echo throughout the room [...]
154 LOREOFAETHERRA.COM/CERIAD BLOWGUN OF BRUTAL EFFICACY "My friend, I missed you. He took you away. We were happy here together tending the gardens and walking beneath the high arms. But he took you away. The seekers came looking for you. They searched and destroyed with fury. Then they left. It was quiet and still once more under the high arms. I wandered, searching for you. But I could not find you and you did not return. I conserved the keep for a time. But the vines and ferns eventually began to take over. Sick things grew. Weeds. The winds changed over the high arms. The birds spoke of signs. Kind animals turned unkind. The seekers returned, searching for you. They didn't flee. They moved past the keep. Still searching." The whispering voice grows anxious and trembling and continues, "The twilinda, I tried to tame it. It sought pain. It touched pain." Gilgazo breaks his connection with Haithe, consoles the wounded tree with a gentle pat, and replies, "There, there, Haithe. I do not expect you to relive that. Well done. Rest now. I'll find you in the north garden and we will walk beneath the high arms once again." Characters searching the greenhouse find 2 (1d4) jars of poison-cleansing algae, 7 (2d6) immature fiddleleaf plants, and 14 (4d6) tomato plants, each of which bears 10 (3d6) tomatoes. Characters succeeding on a DC 13 Intelligence (Investigation) check find a beaded leather satchel containing dried fiddleleaf, as well as a bedroll and a few sets of clothing. When the characters are ready to leave, they can exit the greenhouse into the outdoor garden. GIRDED FOR WAR While the Allianders attempt to follow the path of peace, they realize the folly in not being prepared to fight. Many acolytes have passed through this keep, training in the arts of war in hopes that they will never have to use them. M4. ARMORY When the party enters the armory, read: You enter a darkened room. Orange light streaking through high-set windows casts shadows along racks of staves and swords. Several blades are strewn about the room. A number of dulled swords lie in a stack on the remains of a broken rack. You also see a few wooden training dummies on stands. The dummies look disturbing and odd — their faces are covered with emotionless masks, while their bodies bulge in strange places. In the room's far corner, you see a narrow spiral staircase twisting up to the heights. The characters find a rack with 11 wooden staves on the south wall in the armory, five training dummies in the center of the room, and a stack of 5 (2d4) leather jerkins bearing the Alliander sigil. They also find 10 (4d4) dulled shortswords. Characters with a passive Perception score of 13 or higher notice something odd about the middle stave. Those attempting to remove it from the wall find that it is attached to the rack. A character succeeding on a DC 13 Wisdom (Perception) check notices tiny wood shavings on the ground where the stave attaches to the stand, indicating that the stave can be rotated. Characters who rotate the stave or rip it off the wall with a successful DC 16 strength check trigger a drawer to eject out of the wall. Inside the drawer, the character will find the blowgun of brutal efficacy, 10 darts, and a vial of fevered asp poison, containing enough poison to coat 10 units of ammunition. Blowgun of Brutal Efficacy Weapon (blowgun), uncommon A favored weapon of those operating quietly in the shadows, this blowgun adds 2 the DC of any poisons coating a dart it fires. Constructed of polished black bamboo, this weapon can be hidden without difficulty and you make all Dexterity (Stealth) checks to conceal the weapon with advantage. Fevered Asp Poison (injury). Used by those who must bring back alive their quarry, this poison, when applied to a weapon or ammunition that strikes a target, forces that target to make a DC 10 Constitution
CERIAD KEEP 155 saving throw or become incapacitated. Those incapacitated in this manner may attempt another save once every minute. If a character hits any of the training dummies with a weapon or an unarmed attack, the dummy splits open. A swarm of flashroaches (see appendix A) emerges and attacks the character that hit the training dummy, and two other swarms come out of the other dummies to join the fray. Swarm of Flashroaches Tactics • The swarm will attempt to move into a square containing a foe. • If available, the swarm will use self-detonate as a bonus action. • The swarm uses its bites action. When the party is ready, they can either return to the garden vestibule, climb the spiral staircase leading to the bell tower, or take the north door into the elemental training room. M5. BELL TOWER If the party ascends the spiral staircase leading to the bell tower, read: After reaching the top of the damp spiral staircase, you are greeted by a breeze rushing past your face as you emerge into a circular room with a massive bell hanging at the center of the low stone ceiling. Five large gaps in the stone tower show a panoramic view of the keep and the surrounding forest. A skeleton, hunched over with a hood shrouding its face, sits against the rim of the lookout. The stairs ascend for 60 feet before ending at a small landing. A large copper bell hangs overhead, with rope hanging from the belfry allowing the bell to be rung. The skeleton of a human lies in a crumpled heap. A small pin bearing the Alliander sigil lay amidst the bones. Gilgazo, recognizing the pin and knowing to whom it belonged, tells the party a story. Read: "We were at our peak. The art of using aether for a force of good was within our grasp. We were grateful for Aundi's discernment and guidance. But the ideals of the Allianders began to diverge. Every group has its radicals, and as you know, history repeats itself. The Osia Phon were just those of us who read the second half of the Chronicle before they were ready. Not much more difference between an Alliander and an Osia Phon than between an angler and a crabber. But the dissension caused weakness in the ranks, and when we were attacked, we lacked discipline, and our training with aether failed us. And we fell. "Those of us who survived parted ways; the Osia Phon went their own direction, while the remaining Allianders and I forged a different path. Without Aundi, the Chronicle, and in the absence of community, the Osia Phon indulged their cravings for aether and gave themselves over to it entirely. It changed them, and they became these tragic lost souls, who today lash out at the world. "We all had heavy hearts, all of us together. That's what we shared despite our differences. The tragedy at the House of Azure should've ruined the remaining Allianders. We traveled the Dimlight, surviving insurmountable odds until finally arriving at Ceriad Keep. And here, we kept the way of the Alliander alive. We trained harder, we broke new ground, yet we upheld the truths and the traditions that Aundi set before us. We kept her spirit alive! We grew strong again. But so did the Osia Phon. They gorged their thirst for aether in darkness, plumbing the depths of the dreadful unknown. Their senses grew keener than any bird or wild beast, and behind their masks, their dilated eyes turned to the Ceriad Keep. They found us.” If a character rings the bell, all creatures on the landing must make a DC 12 Constitution saving throw or become deafened for 1 minute. When the bell is rung, an object fastened to the inside drops to the bottom of the staircase. A character retrieving it finds a ring of kinetic isolation. Ring of Kinetic Isolation Ring, rare (requires attunement) This ring, made from dozens of intertwined silver wires, hides the vibrations you produce, rendering them undetectable by tremorsense. Additionally, you gain a +2 bonus on Dexterity (Stealth) checks. PRACTICE MAKES PERFECT In addition to honing their skills in martial combat, the Allianders emphasize training their minds and their elemental powers. The runed wards and rare materials on the training room walls ensure that the Allianders can practice their skills without risking a catastrophic fire. In the library, they stretched their minds, filling them with knowledge in hopes of bettering themselves and the world.
156 LOREOFAETHERRA.COM/CERIAD M6. ELEMENTAL TRAINING ROOM When entering the elemental training room, read: You enter a cavernous room whose curving roof twists up into the far reaches. Gold and cardinal stringed banners hang from the ceiling. The springy floor is made from compressed straw, and on the surface, a grid pattern has been marked off with chalk. The void black walls are made from firestone to repel heat and have been covered in runes and wards to repel different energies. Ahead, an open door leads to a library, and a small closed-door is tucked into the corner on the left. A thin channel of water 30 feet from the walls circles the room's perimeter, while a platform above a circular pool in the center of the training space hosts a huge wooden construct made of gears and rope. It displays the visage of a massive bear, and while immobile, it can rotate. Large shields made of thick iron attached to the structure's extremities protect the core of the machine. The large construct in the center of the room, initially used for training purposes, crackles with dark energy. As soon as Gilgazo enters the room, this construct, the corrupted elementron, springs to life and engages the party in combat. Characters who search the remains of the corrupted elementron (see appendix A) and succeed on a DC 15 Intelligence (Investigation) check find 3 (1d4 + 1) scrolls of protection from energy in a hidden cache near the construct's head. Corrupted Elementron Tactics • The corrupted elementron begins combat with both special elemental attacks uncharged, and they will only be available if they recharge. • If they are both active, its elemental fusion activates, and it attacks with its smash. • If either is available on its turn, the construct will attack with them. • If neither is available, it attacks with its smash. When leaving this room, characters can exit back into the armory, enter the door to the library, or leave through the door tucked into the corner of the room. M7. LIBRARY When the party enters the library, read: You enter a domed library holding an immense collection of books stacked on shelves that stretch to the ceiling. Tall ladders on railings make higher levels easily accessible. The bookshelves are overgrown with vines and ivy. Long draping plants with white bulbed flowers hang from the glass ceiling. A locked glass case contains a smoking pipe, hand-carved with incredible detail, and a strangely-shaped rod. Gilgazo begins to hunt through the bookshelves before finding the object of his search — The Aundi Chronicle. Read the following: "After the fall of the House of Azure, we fled to the forest. Many of us were still hotly pursued by the enemy that had attacked Mescillian. We all carried aether, as much as we could empty from the vault, but I also took with me The Aundi Chronicle. Once we settled in the keep and revitalized our training, I was grateful that I had brought it with us. This scroll contains the details on how to use aether as a force for good. It's not just about inhaling the powder and throwing down a brawl in a tavern, although don't get me wrong, that is a lot of fun. One must practice meditation, perform rituals, and maintain a lifestyle that brings peace — Aundi's words teach a person how to harness aether's wild erratic energy. Aundi Circlewind wrote the book long ago, but her teachings were dangerous without mindfulness. Her death, tragic and meaningless, was followed by the death of discipline. You see, even as we practiced the ways of the Alliander here in Ceriad Keep, I found myself referencing the Chronicle less and less. "In the keep, we decided that the dark words at the end of the Chronicle were never to be read again — those were the pages that led the Osia Phon down their wicked path. I had tucked the scroll away in the library like an unread novel, high on a bookshelf. I was no better than the Osia Phon. They followed the Chronicle, even if they read shadowed pages as well, while still at the House of Azure. It wasn't until they abandoned the Chronicle and acquired a large supply of aether that they became their wretched selves. And so near the end of my days in the keep, it's no wonder Orrien intervened. I had stashed away The Aundi Chronicle for good, and he knew that would be a fatal mistake." A small lead-coated cabinet on the wall contains a rod of serpendipity, as well as a finely carved wooden pipe. However, the cabinet is protected not only by physical means but also by a glyph of warding, storing a casting of conjure animals. The DC for detecting the trap is 13,
MANUAL OF THE WHISPERING WEEDS CERIAD KEEP 157 revealing a small gap between the doors where a small portion of the glyph is visible. A successful casting of dispel magic (DC 14) will safely nullify the glyph. If the glyph is triggered, a swarm of poisonous snakes is conjured and attacks the party. Opening the mechanical lock requires thieves' tools and a successful DC 14 Dexterity (Sleight of Hand) check. The library contains many spellbooks and enough supplies for a wizard to copy any two spells (second level or below) from the Evocation school into their own spellbooks. Characters who scour the bookshelves for anything of interest find, with a successful DC 16 Intelligence (Investigation) check, a Manual of the Whispering Weeds, masquerading as a non-descript leather journal. Rod of Serpendipity Rod, rare (requires attunement) Carved from maple and fashioned to look like an asp, this rod produces, 1d4 - 1 flying snakes, who obey you for up to 24 hours before disappearing. Additionally, when you hold this rod, you can speak with snakes. This ability can be used once per Long Rest. Manual of the Whispering Weeds Wondrous item, very rare This tome contains information on plant life, and if you spend 48 hours over a period of 6 days or fewer studying, you gain the innate ability to cast speak with plants once per day. Once used, the tome loses power but regains it in a century. M8. LOOKOUT TOWER When the party enters the door in the corner of the elemental training room, they see a small hallway leading to another door. A spiral staircase in the center between the two doors leads up. If the party chooses to ascend the spiral staircase, when they reach the top, read: Looking out from the tower, you see the expanse of the Dimlight spreading out in all directions. Colossal trees cover the entirety of the woods and seem to all be the same height. Below, the ground dips and rises like a valley and a hill, covered in smaller trees gathering in gulches following creeks and ravines. Valleys of golden wheat lay cradled between plateaus and canyons, all under a dense canopy of glittering autumn foliage. Characters who search the ground from the top of the 160-foot tall lookout tower notice, upon a successful DC 14 Wisdom (Perception) check (or having a passive Perception score of 14 or higher), bushes planted in the shape of two arrows, outside of the keep. If a player later goes and digs in the area where the two lines intersect, they will find a small chest buried 5 feet deep. The chest contains 48 gp., a potion of greater healing, and a fine silver flask. ROOM AND BOARD The living facilities at Ceriad Keep were designed to house about two dozen recruits, in addition to three private living spaces for important members, including Gilgazo. The kitchen and mess hall is large enough to feed hundreds, and in centuries past, recruits would sleep in tents outside of the keep. A central hallway connects all of the living quarters, with the barracks on either side of the entrance and private quarters along the back wall. The staircase to the dovecote can be found in Gilgazo's room. M9. KITCHEN AND MESS HALL When entering the area, read: The large mess hall contains several long tables with benches. Bright light glitters down in dusty beams from the square grid windows above. The kitchen built into the side of one of the walls contains several large cutting boards and four ovens for cooking in great quantities. An open pantry lies across the hall, and in the far corner, a wide staircase drops down into the floor. On the southern wall, a large door opens up to sleeping quarters. Characters with a passive Perception score of 13 or higher notice that the floor seems to move. As the characters step into the room, a swirling mass of spiders, rats, ants, millipedes, and all manner of vermin collect
158 LOREOFAETHERRA.COM/CERIAD into a verminswarm (see appendix A) and begin to advance on the party. Those who didn't notice the floor moving start the first round surprised. Verminswarm Tactics • Verminswarm will move to share a space with as many foes as possible. • Verminswarm will use its multiattack. M10. PANTRY When a character enters the pantry, read: The tall pantry has been outfitted with shelves that spiral up into the heights. A step stool hooked on a rail is secured to a rope pulley system in the middle. Most of the provisions are gone, and the pantry lies in shambles. All that remains is a glass jar of what seems to be bloated feet crammed into a blue brine and a spilled burlap sack of black powder that says SPARKFLOWER on the label. If a character opens the jar containing the blue liquid, everyone in the pantry must make a DC 13 Constitution saving throw or become poisoned. Creatures poisoned this way are vulnerable to cold until the poison is cleansed. When eaten, the preserved feet taste like liquid fire and provide resistance to fire for 1 hour. The jar holds enough feet for 5 (2d4) servings. Sparkflour. A rare cooking ingredient milled from plants native to the Dimlight, sparkflour must be baked at low temperatures for long periods, lest it ignites and explodes. Once fully baked, the flour becomes stable, and the goods made with it will reduce the consumer's exhaustion level by one, once every 24 hours. In its raw form, it functions like gunpowder. A sealed jar of sparkflour with a fuse makes for a quick explosive weapon, dealing 14 (4d6) fire damage to all creatures in a 10- foot radius of the blast. The bag contains enough flour to make 7 (2d6) explosive jars or servings of bread. M11. PRIVATE BEDROOMS When the party enters the hallway, read: The small hallway in the back of the barracks opens to two private bedrooms. The rooms are in disarray — books and parchments have been strewn about the floors, bedding turned over, and drawers opened and emptied. Gilgazo heads straight to the end of the hallway, where a third door is closed and locked. He sets his hand lightly against it and whispers in an unknown language. Then he pushes down the handle, and the door opens. M12. GILGAZO’S ROOM If the characters follow Gilgazo to his room, read: Inside, Gilgazo speaks a word, and two torches in the distance light up, illuminating a large vaulted room filled with bookshelves and arched pathways spanning up and across several levels. An indoor garden surrounds a pond and moss-covered boulders on the ground floor, while trails cut along the wooden plank floorboards and spread out in all directions. A hole in the ground encircled with rocks lies between the two blazing torches along a path on the left. Once inside, Gilgazo gives the characters a moment to take in the room before he starts speaking. Read: "You're probably wondering where I sleep, eh?" Gilgazo says as he moves toward a wooden wheel and begins spinning it, causing an echoing shriek. "I'll rest on any patch of moss that'll hold me, huffing the emmiguaze pollen and usually passing out next to the trickling stream." Suddenly Gilgazo stops spinning the wheel and looks over to the hole in the ground between the blazing torches. He whistles a familiar melody, pauses for a moment, and nods his head before he resumes. He points and continues, "That pathway there leads to Wildbriar; The Great Rabbit City. Of course, the city is far away, and only I know how to navigate the twists and turns to find it, but I had to make sure they knew I had returned safely. I closed the vault door to the junction, just in case something should happen to me. I want them to be safe." Suddenly, a platform hanging from the ceiling drops, attached to a pulley system powered by the wheel Gilgazo had been turning. A tall figure on the platform comes into view, and a somber smile creeps up the druid's face. "Oh don't worry, friend. This one won't getcha," he says with a flicker in his eyes. "Before Orrien took matters into his own hands, I set this up as a reminder to myself of what would become of me if I continued to abuse aether." The platform comes to rest on the floor, revealing a life-
CERIAD KEEP 159 less elven figure, tall and dreadfully gaunt. The frozen body, blue with the cold, hangs lifelessly. Its arms, too long for its body, dangle from its sunken shoulders, and its neck, bent at a strange angle, is far too skinny. A mask covers its face, hidings its facial features as well as any vestige of emotion. "She was once my friend, an Alliander just like me, but she lost herself to the aether. After we fled the House of Azure, she ran off in the woods, alone. She must have found an untapped aether vein. With no accountability, she became consumed by aether and transformed into an Osia Phon shortly after that. We had just arrived at the keep when she came blazing through the garden toward us. She couldn’t make it to us before falling to the ground. She had consumed more aether than even the Osia Phon and simply stiffened and died. I placed a mask on her face, as an Osia Phon does to conceal both their madness and those emotions that still bring them shame. I couldn't handle seeing her face in that state, but I needed a reminder of what I would become if I did not maintain discipline. I know that her true self would have been proud to serve one final purpose..." Gilgazo's voice trails off, and he slowly approaches the platform. He reaches out and gently touches her hand. He looks up at the masked face, his face wet with tears. Then he nods, turns back toward you, and says, "Alright, I'm done here." After telling his story, Gilgazo escorts the characters out of the room, whispers another unknown word, and the door shimmers for a moment. Any creature attempting to open the door without repeating the secret phrase is hit by a wave of force. Creatures struck by the wave must make a DC 19 Strength check or be knocked back into the wall, dealing 10 (3d6) bludgeoning damage. Additionally, the creature becomes stunned for 16 (3d10) minutes. If the characters search the other private bedrooms, they find the following: • 43 sp, 63 cp. • A small canister of incense. • A longbow. • A quiver holding 12 arrows. • 7 (2d6) sets of clothing, half of which are stained and torn. Additionally, any characters searching the rooms that succeed on a DC 16 Intelligence (Investigation) check find a pressure plate that reveals a secret compartment when pushed. Inside lays the dagger called Ashifindi the Bloodletter. Ashifindi the Bloodletter Weapon (dagger), rare (required attunement by a rogue) Crafted from flaked obsidian and carved bone, this dagger has tasted the blood of thousands throughout its life. The dagger grants +1 to hit and +1 damage while using this magic weapon. Any creature dealt damage by this blade must succeed on a DC 14 Constitution saving throw, or else the wound festers, dealing 2 (1d4) necrotic damage at the beginning of the target’s turn until it is healed by a magical source or successfully makes a DC 14 Constitution saving throw. Additionally, rogues add an additional 1d6 to their sneak attacks. M13. BARRACKS When a character enters the barracks, read: Rows upon rows of sleeping units have been built into the walls in the barracks. The place is in disarray, with most personal effects thrown onto the floor. A skeleton lies on its back on one of the bunks as if its previous owner died while sleeping, ferns and moss spill out of its rib cage and skull. Indeed, the whole bunk is covered in strikingly brilliant and obscure flowers. A character who succeeds on a DC 14 Intelligence (Nature) check knows that a particular flower growing out of the skeleton, known as deathleaf, can be used to make a very effective poison. A character can gather enough deathleaf to make 7 (3d4) doses of poison, which requires the use of alchemist's supplies and 1 hour per potion to make. Deathleaf Poison (ingested). When consumed by a humanoid target, this poison begins to eat away at their insides as new flora attempt to grow within them. The target must succeed on a DC 12 Constitution saving throw or take 10 (3d6) piercing damage every hour. The target can attempt another save after they suffer damage from the poison's effects. If the target dies while poisoned, their corpse will begin to bloom. The barracks on the east side of the hall contain several bunks, as well as some footlockers. The footlockers contain rotting training tunics and torn books. A character who succeeds on a DC 14 Intelligence (Investigation) check finds a set of 4 elemental gems, one of each color, hidden in a moldy pair of leather shoes.
160 LOREOFAETHERRA.COM/CERIAD Dovecote If the party chooses to ascend the stairs to the dovecote, read the following: Inside the tower, you hear chirping and fluttering above. Tree branches grow out from crevices in the cobble, and exotic birds nest on the branches and in the nooks. A wet clicking sound echoes above, and a large blush pink conch shell, with spider-like legs stretched across a thick web, blocks the pathway up the stairs. The creature in the shell looks like a spider but has two large round eyes with dilated pupils. It sputters and foams aggressively and is quickly joined by several more. These bizarre creatures, known as vervillia (see appendix A), look like spiders with the eyes of a human and live in stolen shells. 5 of them will attack as soon as a character enters their territory. Vervillia Tactics • The spiders work together, trying to ensure that their pack tactics bonus is always active if possible. • The spider will use its multiattack. At the highest reaches of the tower, a marvelous bird replete with magnificent purple and blue feathers sits on a perch, with a ring on a chain around its neck. A character making a successful DC 14 Wisdom (Animal Handling) check can approach the bird and remove the chain without scaring it off. A successful DC 15 dexterity check allows a character to grab the bird before it can fly off but takes 3 (1d4 + 1) slashing damage as the bird claws at the character removing the chain. Finally, a character dealing enough damage to kill the bird (10 hp, 12 ac) in one hit can retrieve the chain off of its corpse. If the blow doesn't kill the bird, it flies off, never to be seen again. The gamemaster should use their discretion if characters have a plan of their own. If a character manages to retrieve the chain, they will find a ring of feather falling attached. UNDERGROUND WE GO A staircase in the mess hall descends to a basement level, and the bottom landing opens into a hallway. The first door leads to a wine cellar, the second the larder, and the final room contains a laboratory. M14. WINE CELLAR If the party enters the wine cellar, read: You enter a small darkened room with casks and kegs lined along one side of the wall — and shelves upon shelves of wine along the other. All the bottles are unlabeled, unmarked. A few are shattered and strewn along the ground. Characters who take stock of supply find that all of the liquid in casks and kegs have long since evaporated, and most of the bottles are also empty. However, 10 (4d4) bottles still contain liquid. If a character consumes one of these bottles, roll a d6 and consult the table to determine the effects of the liquid inside. OLD WINE EFFECTS D6 RESULT 1 Ack! Poison! The creature drinking the wine must make a DC 13 Constitution saving throw or become poisoned. 2 The contents of this bottle have long since turned to vinegar. 3 While this vessel contains wine, it has begun to sour and tastes awful. 4 A fine vintage, this delicious wine could fetch a steep price (100 gp) in Fano. 5 This ice-cold bottle of water refreshes the body, removing one level of exhaustion (once per day). 6 This bottle contains a potion of greater healing. When finished in the wine cellar, characters can exit back into the hallway. M15. LARDER When the characters enter the larder, read: A cleaver rests on the edge of a long butcher table covered in dried blood. Marble grid shelving lines the opposing wall. Characters with a passive Perception score of 15 or higher, or those examining the room before entering and successfully make a DC 15 Wisdom (Perception) check, notice a gelatinous cube standing 5 feet from the door. If it goes unnoticed, and the players enter the room, they enter combat surprised.
SCROLL OF DETECT AETHER CERIAD KEEP 161 After the cube is defeated, characters searching its remains find 35 sp, 44 cp, a shortsword, and a suit of chain mail for a medium-sized creature. The only other item in this room is a dull and rusty butcher knife. When the party is ready to leave, they can exit back into the hallway. M16. LABORATORY When the party enters the laboratory, read: You enter a large stone room. Several long tables along one wall contain shelves of books and cabinets. Parchment scattered in disarray litter the tables and spills onto the floor. Broken flasks crackle underfoot. Complex equations written in foreign symbols decorate a stretched-out piece of canvas. Characters attempting to read the formulas written on the canvas must succeed on a DC 15 Intelligence (Arcana) check. If they do, they discover the spell detect aether. Enough supplies can be found to copy it to a spellbook or onto a scroll, up to 3 times, in any combination. Detect Aether 1st level Divination, ritual Wizard, Sorcerer, Cleric, Bard Casting Time 1 Action Range Self Components S Duration 1 Minute Once cast, this spell allows the caster to detect all aether within 500 ft. and knows the approximate distance and direction, but not the exact location. When cast using a spell slot of 2nd level or higher, the range increases by 500 ft. per spell slot level above 1st. Gilgazo moves one of the tables away from the wall, whispers a few quiet syllables, and a small trap door appears where only the floor existed before. He opens the door, beckons the party to follow him, and descends the narrow passage. M17. SECRET SUB-BASEMENT Once the party has arrived at the bottom landing, read: The basement opens up into a large chamber draped in shadows, untouched for a thousand years. Gilgazo utters a command, and torches hanging all across the room flare up with light. Stairways carved in the Hendan style ascend to multiple levels. A wardrobe contains rows of Gilgazo's typical cut and color of robes. A shelf full of spices holds samples from all regions of Aetherra; cinnda from Chrysal Lake, skellin salt, marsh of Archis, and radish pepper. Some spices come from areas much further away: Seshoa, Mirra, Aspean, Ecwa Land, and the Dark Periphery. Further along the garden path, a solitary lantern hangs on a long chain from the ceiling. Gilgazo lights the lantern, and it illuminates a large table with an incredibly detailed model of the city of Fano, complete with a surrounding pool to represent Chrysal Lake. Gilgazo offers each character a small biscuit wrapped in leaves and tied neatly with twine. Though ancient, they are perfectly preserved. When consumed, the character regains 7 (2d4 + 2) hit points, is cleansed of poison, and reduces their exhaustion level by up to two levels. The biscuits taste like honey and oats.
THE DIMLIGHT CERIAD KEEP 163 TRANSITION After Gilgazo has found his aether stash and reminded himself of his purpose, the party can explore the remaining areas of Ceriad Keep or make their way back to Fano. When they are ready to leave, read: Out in the courtyard, Gilgazo whispers instructions to Haithe, and you see him move to a nearby aqueduct. It flips a switch with one of its branches, and you see the aqueduct split and the water pour into another spout. The water collects into a pool then runs down a waterfall, turning a waterwheel. Near one of the fruit cellars, ropes slide off a canvas bulge tucked on the side of the wall. Soon something peculiar takes form and rises a few feet off the ground: a balloon ship. The vessel is held aloft by three large canvas balloons tied together with rope. Underneath, a sturdy woven basket contains enough space for a full complement of passengers. Four wooden fans are fixed to the back, and two large, framed leather wings span off the sides. Haithe scoops coal from a nearby scuttle and drops it in a stove compartment. The ropes and wheels begin to spin, and the whole contraption whirs and rattles to life. Gilgazo motions for you to climb aboard and set sail for the trip back to Fano. Leveling Milestone Before they return to Fano, the party has time to take a Long Rest. Additionally, they have reached their next leveling milestone, advancing to level 5. After Gilgazo and the party have had a moment to share a bite to eat, read: Gilgazo points to the Lakeport docks and says, "You docked here. Then sailed across the lake to the bay." He points to the far end of the model, where only a small section of the Broken Top mountains are replicated. Then he points to the opposite end, also beyond the model's boundaries, and continues, "Found me, then we travelled to the keep." He falls into silence for a moment. Shadows shift across the model from the barely swinging lantern. He asks, "And now you want me back to Fano, to the Library, you say?" He proudly watches as you stand before the model, "Ah yes, the city of Fano is pretty wondrous. In fact throughout all my travels across Aetherra, few have eclipsed the glory of this great island city." A mischievous flicker flashes across his eyes, "But don't you know that you only see that which is above. The real dazzler is what lies beneath!" Gilgazo turns a small wheel on the table. The section of flooring you occupy descends lower than the table surface, allowing access to what is underneath. A long tube runs from the center of the table to an enormous glass sphere with a tree growing in it. Several other glass orbs are connected to the main sphere, representing infrastructures, trees, and hills. The whole thing sparkles in blue and gold. Gilgazo smiles at you as the platform stops in a jolt. "Chrysalea!" He mystically exclaims, "And beneath this spectacular elven city, deep underwater, there is an untamed source glowing like an ember." He bends down and reaches underneath the glass orb. He pulls out a small chest, waves his hand over, and whispers a riddle. Then he opens the chest to reveal a sparkling blue powder, more brilliant than anything you've ever seen.
166 LOREOFAETHERRA.COM/LUNAR T he party arrives back at Fano in style, as Gilgazo lands their balloon barge on the roof of Eveas, the swankiest gambling house on BerryBraun Lane (and the only one with a landing pad). Gilgazo takes advantage of their hospitality and enjoys the first bit of the high life he's had in a thousand years as the party winds a path through gaming tables, bars, and fashionably dressed patrons. After the party exits Eveas, Gilgazo mentions that he would like to visit a tavern at the end of the strip and explore the many additions made to the neighborhood over the last millennium. Several more gambling halls await, including the magnificent Skyward and the cutrate Gem Bugs. Numerous taverns await to slake even the heaviest thirst, inns allow for a touch of pampered relaxation, and theaters put on shows that touch both heart and soul. The lucky or observant might be able to find a way into the Render's Guild, a secret society offering a chance to interact with the otherworldly. After Gilgazo suffers the disappointment of his old watering hole at the end of the strip becoming a Spiran establishment, he hears a melody with strange lyrics, which leads him to a stunning revelation — his best friend, Orrien, was dead. He then strides in the direction of the Glass Moondome, home to a memorial for the departed patriarch. At the Moondome, Gilgazo grieves the death of his dearest friend. However, his mourning is cut short as an Osia Phon (see appenix A), accompanied by a massive vile crow, shatters the glass overhead. Its wretched body falls to the ground and lays in a tangled mass of limbs and torn cloth, motionless for several moments before rising and engages the party in a violent fight to the death. Gilgazo, overcome by a flurry of different emotions, consumes his aether and unleashes the totality of his strength, as the very elements that bind The Lunar Road FLICKERING FINGERS, DISTRICT OF INDOS XI
THE LUNAR ROAD 167 LEON TUKKER this world bend to his whim. The last of the Allianders, his powers in full display, leads the party to victory. The battle takes a mighty toll on the venerable druid, who desperately needs a place to recuperate from using aether for the first time in centuries. Before leaving to retrieve Fawn, Meyfyre suggests that the characters take Gilgazo to the refuge of the Library of Indos to allow the druid to recover. As the mighty Alliander marches down the street, once-dormant technology (built into the very walls and foundations of the city) springs to life. Will, the party lose their resolve while living the high life, or will they face evil and overcome it? ABSTRACT 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. FLOODWHEEL WAY
NOTCHI CON Several rows of wooden boxes fill the room. Each box has a hole cut out with a spinning cylinder inside, displaying several different images of fish from the lake. An interesting assortment of people sit in front of these boxes, place a coin into a slot on the side and pull a large lever, causing the wheels to come to a stop. Every once in a while, three symbols will align on the cylinder, and the machine will begin to flash and make noise while spewing coins onto the floor in front of it. Characters who want to play can choose between 1 gp, 5 gp, 10 gp, 25 gp, and 50 gp machines. If a character wishes to play Notchi Con, do the following: ONE Roll 1d2, 1d4, and 1d6. For 1d2, flip a coin or roll 1d4 (odds = 1, evens = 2). TWO 111 or 222 win fifteen times the cost to play, also called a "Golden Skellin." THREE 33 or 44 wins double money, also called a "Glowdevil Double." FOUR 11 or 22 wins a free spin, also called a "Copper Skellin." FIVE Every other combination results in a loss, also called "Fish Bait.” CHARM RINGER A long felt-covered table holds a large spinning wheel fashioned to look like Chrysal Lake, complete with mountains and the Fringe of Orrien. The outer rim contains twenty evenly-spaced numbered divots. The table has individual squares numbered for all numbers between 1 and 20 and sections labeled 1-5, 6-10, 11-15, 16-20 (called 5 spots), even, and odd. To play, players may make a wager (minimum 1 gp) by placing their stake on any of the squares. A ball is dropped on the spinning wheel (roll 1d20), and the ball lands in one of the numbered divots indicated by the die result. If a character places a bet on the Charm Ringer table, pay out as follows: ONE Those placing a winning single-number bet win 20x their wager. TWO Those placing a winning 5-spot bet win 4x their wager. THREE Those placing a winning even/odd bet win 2x their wager. FOUR Those who fail to pick a winner lose their stake. MAD CAST Most gambling houses on BerryBraun Lane have several rows of small square tables with a recessed vault for dice rolling. While many variations of dice games can be found throughout Aetherra, the most popular, by far, is Mad Cast. In this high stakes game of dice, two participants wager to see how close they can get to the edge without going over. If a character wishes to play Mad Cast, do the following: ONE The house rolls 5d6, adding the total to set the ceiling (target number to roll under). TWO Two competitors bet how many dice they can roll and still be beneath the ceiling. THREE The highest bidder rolls the number of dice they bid. FOUR If they roll under the ceiling, then win. If they roll over, their opponent wins. If they roll the same number, also known as “hitting the roof,” the house wins. the games of chance ON BERRYBRAUN LANE As the characters work their way through the gambling house, they will encounter several different games of chance. These games will also be available at any other gambling houses the characters may wish to visit. If you have additional games you would like to offer your players, they can easily be integrated within the scene.
THE LUNAR ROAD 169 THE JET SET LIFE As the party approaches Fano, read: Gilgazo turns a small wheel attached by rope to the gear of a fin, and the balloon barge begins to descend. Golden light breaks through the clouds and dances across the rippling waves of the lake. Sprawling docks crowded with houses balanced precariously on stilts rise up ahead at the island's southwest corner. The balloon barge slows and descends even further, and soon you are flying over the top of a lively street. Lanterns hang above, dangling down from ropes that stretch across the forest; giant evergreens blanket the neighborhood in dim shadows. The barge hovers near the river cutting through Fano before landing in the center of a circle of lanterns. As the fans and windwheels flutter to a stop, several beautifully cloaked servants make haste toward the ship and welcome you to Eveas, the premier gambling house in all of Fano. Balloon barges, while not terribly rare, usually bring with them VIPs. As soon as the characters disembark the flying vessel, they will be greeted by a host of servants from Eveas, the most prestigious gambling house in Flickering Fingers. This welcoming committee will offer them a drink and a hot towel and ask if there is any way that they can be of service. Gilgazo wastes no time and grabs a drink for each hand. Having spent the last thousand years in a cave, Gilgazo wants to take his time and enjoy himself before meeting Fawn. M1. EVEAS As the characters make their way through the labyrinthine corridors of the gambling house, they have ample opportunity to risk their coin in many ways. Bar stations can be found around every corner, and a giant buffet occupies an entire floor, serving every food imaginable, and a few beyond imagination. Near the entrance, a dapper-looking gentleman behind a carved oak counter offers to check any excess weaponry or baggage for 5 gp and assures guests that all goods are securely placed in an extraplanar dimension, under guard. If any character store goods, they receive a claim ticket required to retrieve their items. When the characters are ready to explore this raucous section of town, they can exit out of the front doors. MAP OF FLICKERING FINGERS
170 LOREOFAETHERRA.COM/LUNAR PARTY ON THE STRIP After exiting Eveas, the characters will emerge onto BerryBraun Lane, the heart of this district of vice and vivacity. Read: BerryBraun Lane teems with vibrant and spirited folks of all kinds, celebrating under the glittering luminescence with wild showmanship and inebriated fun. Golden-spired gambling houses, themed taverns, and exotic theaters line both sides of this fabled road. Further on, an inn advertises steaming hot spring waterfalls pouring into pools where guests can lounge and drink. A huge glass dome looms in the distance, complete with indoor gardens where multi-colored fireflies put on a dazzling show. Bouncers guard secure doors tucked away in dimly lit alleys while a ferryboat in the river hosts a dancing party so wild that the ship risks capsizing. However, behind the façade of opulence, the realities of poverty, lawlessness, and weathered infrastructure fester under the backdrop of the big lights. Gilgazo (see appendix A) hasn't had a night out on the town in a thousand years and relishes the opportunity to take in the sights and sounds of the strip. He mentions that he'd like to visit a bar he remembers from his days in Fano: the Lost Lantern. It's at the end of the strip, but he has no objection to indulging in the vices he may encounter along the way. An unkempt man named Hammond Mai (human commoner), upon hearing Gilgazo mention the Lost Lantern, points in the direction of the tavern, and gruffly barks out directions. He then sticks his hand out as if expecting a tip. Gilgazo pats his pockets and realizes he has nothing, so he looks to the characters. If the characters tip Hammond, his attitude will improve somewhat, and he will offer to point the characters to anything in the area they may want to find. M2. THE SLOG If a character enters The Slog, read: Inside the tall wooden tavern, planked walkways and stairs form maze-like paths as they ascend to landings at many different levels. Each level has balconies with tables big enough for large groups. Every table has a Kin Scrap cloth across it, and each floor hosts one stage of a tournament — contestants start at the top, and the winners move down the levels. At the ground floor, the epicenter of the action, a wooden table stands on a huge square rug and becomes the battlefield for the ultimate Kin Scrap showdown. Champions throughout Aetherra dream of competing at The Slog. The Slog is hosting a Kin Scrap tournament (rules on page 63), and they are looking for contestants. Priven the Riveter (human commoner) and Emanchi Drift (elf commoner) from the Bluefin Tavern are competing, but there's room for two more competitors. The entry fee is 50 gp, winner takes all. Marripie Diamond (half-orc commoner) runs the tournament, and characters should seek her out if they want to compete. If only one character wants to compete, Norm the Barfly will compete as well. Priven makes her Strength checks with +2, Emanchi makes his checks with +1, and if Norm participates, he makes his checks with -1. HAMMOND MAI HUMAN COMMONER, TOUR GUIDE Personality Cynical and irritable, but hard-working. Physical Gangly human male, haggard and unapproachable. Longings To find the best vegetable stew recipe in all the land. "The only thing I love more than soup is stew. If you don't know the difference, then I don't want to know you." MARRIPIE DIAMOND HALF-ORC COMMONER, KIN SCRAP TOURNAMENT MANAGER Personality Animated, witty, and motherly, particularly toward the underdog. Physical Squab, cheery, and has short hair. Longings To write a children's book about a gnome princess who saves a bug kingdom. “Your flaws do not define you, but your strengths define your flaws."
THE LUNAR ROAD 171 M3. STRAW COBBLERS If a character enters Straw Cobblers, read: For better or worse, the owner decided to implement a straw hut theme for this establishment. The inn consists of individual grass huts that, while charming, become dangerous amidst the open-faced lanterns swinging by thin rusted links. In spite of this, the low prices at the bar make it a popular drinking destination. While Straw Cobblers might not be much to look at, it can be counted on for two things: being cheap and having an available bed. 5 sp will get a person a spot on the ground in the hostel dormitory. Two private rooms are available to rent for 5 gp. Each contains a straw mattress, an empty chest of drawers, and a locking door. Anyone sleeping in the dormitory must roll a 1d6; those rolling a 1 are robbed during the night by an ethereal disembodied hand, losing 100 gp or half their gold, whichever is less (passive Perception score of 15 or more to notice the hand and stop it if asleep, 10 or more if awake). The room's price does not include any meals, but Kenderson Mardo (halfling commoner), the proprietor of Straw Cobblers, stands near the entrance and sells meat pies and ale for 3 sp each. M4.RENDER'S GUILD This fraternal organization operates out of a plain-looking building. Two men stand guard on either side of a secure door. A hooded man walks up to the door, grasps a guard's hand, and after a complicated series of hand gestures, he is admitted into the building. A moment later, another person tries to get in, but they are denied entrance no matter how much money they offer or who they say they know. Characters with a passive Perception score of 15 or more notice the gestures in the handshake and can attempt to replicate them. Any other characters who want to learn them must wait 20 (1d4x10) minutes for another person to shake hands with the guards. Once learned, the characters will have to succeed on a DC 12 Charisma (Performance) check to pull off the proper gestures to gain access to this mysterious building. If a character makes it into the Render's Guild, read: You enter a darkened hall made of moss green stone walls and black marble. Pillars encircled with candles line the room's perimeter, painting the wall with the shadows of people reveling with uninhibited glee. A painting of the founding architects constructing Fano decorates the backlit domed ceiling. In the center of the room, a young woman kneels before five figures dressed in golden hooded cloaks; of the five, an old woman shuts a thick book, touches the top of the young woman's head, and asks her to rise. A nearby waiter approaches and hands the young woman a pipe and a golden cloak of her own. Once inside, the characters have access to a wide selection of aged wines and spirits, as well as a fiddleleaf lounge and full-service kitchen. In the center of the room, a young woman kneels before a group of elder memKENDERSON MARDO HALFLING COMMONER, PROPRIETOR OF STRAW COBBLERS Personality Dodgy, quick talker, business savvy, and deceitful. Physical Muscular male with a perma-smirk. Longings To have a surprise birthday party. "If I could simply not die in bloodshed, that would be preferred."
172 LOREOFAETHERRA.COM/LUNAR bers. If the party chose Madam Empra's forge as their employer, they know the young woman, Yogsa (elf commoner), from their time spent with her during her apprenticeship. After receiving their blessing, Yogsa stands and joins hands with the others, forming a circle. Yogsa begins to read a passage from the dusty tome her superior had read from, but her words come out garbled. In their midst, a hideous beast with three arms with feet-like appendages instead of hands, four long and heavy tails, and five bulging eyes appears, contorting as if struggling against some unseen bonds. Moments later, the invisible shackles binding the Ekvas (see appendix A), an abomination from some alien plane, shatter with a concussive blast that knocks the ritual participants off their feet. Characters in the building must make a DC 12 Dexterity saving throw or be knocked prone. The aberration then eyes the nearest standing creature, ready to attack. Ekvas Tactics • Ekvas will use its reaction to counterspell the first spell being cast. • Ekvas will use its vile tongue ability on round one and any round it is available. • Ekvas will multiattack, striking random targets. If Yogsa knows the characters, she will thank them for defeating the horror and apologize for her role in the botched summoning. They had intended to summon a sprite to bless and inspire the society's members, but they couldn't control the dark magic that was released instead. The guild members, trembling in horrified gratitude, offer them the book on the ground they had been using to conduct their ritual. The cover of this timeworn leather tome bears the name Treatise on the Consequence of Chance. Treatise on the Consequence of Chance Wondrous item, very rare (requires attunement by a spellcaster) To use the book, you must succeed on a DC 15 Intelligence (Arcana) check. If you fail, you take 14 (4d6) psychic damage and must wait 1 hour before attempting to use the book again. If you are successful, you read the words off of the page, and they take the form of a random effect, selected by rolling 1d6. If you are successful by 5 or more, you may select which option you would like. Note: spells are cast as if from a scroll, regardless of whether they are on your class list. After the random effect occurs, the book can’t be used again until you’ve taken a short rest. On a 1, you summon an Ekvas, with a 50 percent chance of it being hostile. On a 2, you cast mass healing word. On a 3, you cast thunderwave (emanating from you). On a 4, you cast flaming sphere. On a 5, you cast mirror image. On a 6, you summon a sprite that grants inspiration to you and up to five willing targets of your choice before disappearing. KANORAK ELF COMMONER, WAKENRING PLAYER Personality Motivated, unflinching, and tender at heart. Physical Lean, precision build, and flickering eyes. Longings To find a designer to create a custom logo he can wear for the next Wakenring match. “With a heart conflicted you play the game, with a heart decided you win it.” TWEEDY PICKLES HALFLING COMMONER, "COMEDIAN" Personality Crassly off-putting, broken, and vulnerable soul. Physical Portly male, always sweating. Longings To perform stand-up on stage and make the audience laugh. "The key to comedy is that there's no difference between a joke and just a regular old statement."
THE LUNAR ROAD 173 KON SWEET HALF-ELF COMMONER, TOURIST Personality Timid, reserved and loves birds. Physical Birdlike male with feathery blonde hair. Longings Wishes to be a bird and hopes to find someone in Fano who could help him achieve that dream. “To be a bird means to be free. And to eat bugs." Chained Coin Wondrous item, uncommon This simple coin attached to a thin but strong chain allows you to play Notchi Con (or any similar coin-operated machine) by inserting the coin and pulling it by the chain to retrieve it. In addition, you make all Dexterity (Sleight of Hand) checks to keep your cheating secret with advantage. M5. TWEEDY PICKLES If a character enters Tweedy Pickles, read: You enter a vaulted room made entirely of stained glass walls and ceilings. Light juts through the window panes, illuminating the dust and casting sparkling prisms in all directions. The hall consists of one massive room filled with gambling tables. The building was once a Tethan cathedral that the church has long since abandoned. Like a bad joke, it was transformed into a gambling hall by self-proclaimed comedian Mr. Tweedy Pickles himself. Even though big-time gamblers believe this hall has the best luck and pays out higher than other establishments, those gambling here risk getting cornered by Pickles and assaulted with his flat jokes and cringe-worthy comedy. Wakenring MVP Kanarok (elf commoner) looks for somebody to join him at a high-stakes coward's dice table. He will only play for a minimum of 100 gp a game. Kanarok has a total of 500 gp on him, and if he runs out, he will take the gem-studded championship ring off of his finger and use it as stakes in one final match, all or nothing. The titular Tweedy Pickles (halfling commoner) referees all matches, and often drops crude jokes and bad puns during the usual fight banter. Kanarok's Championship Ring Ring, rare (requires attunement) This stunning ring, when worn, grants you the ability to breathe water, as well as a swim speed of 30 ft. M6.GEM BUGS If a character enters Gem Bugs, read: Gaudy decorations and glamorous furnishings embellish the entrance to Gem Bugs. A delicate chandelier made from rare gems and crystals hangs from the vaulted ceiling between two golden pillars in the vestibule. But once through the main doors, you enter a wide room with a low ceiling. The hall is cluttered and full of smoke, and upon closer inspection, the fancy gold pillars around the room seem to be peeling and oxidized. The betting tables and slots are greasy, and a thin layer of dust blankets everything. The staff is very attentive and friendly, but the craftsmanship and décor of the building leave much to be desired. A large sign advertises a meal called "The Chef's Cornucopia" for 20 gp. The picture on the sign shows a table full of fruits and vegetables and plates of meats and cheeses. Characters who order this meal wait for half an hour before finally being served a tin tray with a cup of mashed apples, a slice of coarse brown bread, and a slab of grey protein that might be meat. Those who venture into the back to complain will find that seven monkeys operate the kitchen in place of a cook. Kon Sweet (half-elf commoner), the embarrassed gambling house manager will offer a chained coin to the character who discovered their dirty little secret, as long as CHAINED COIN
174 LOREOFAETHERRA.COM/LUNAR they keep their mouth shut. The chained coin can be used to play Notchi Con without first paying. The manager advises not to get caught and especially not to cheat at Gem Bugs. M7. CIRCLEWINDS If a character enters Circlewinds, read: A statue commemorating the prestigious Circlewind family adorns the entrance to the gambling house that bears its name. The main room is large and square, and each of its five floors has a walkway, allowing observers to view the open space in the middle. Long, colorful banners hang from the ceiling, gently swaying in an artificial breeze. The banners represent many different regions and kingdoms of Aetherra. The waiters and staff all sport flamboyant outfits. To the left, a woman stands next to a colorful sign advertising "MIRACLE BERRIES." In addition to the usual gambling house amenities, Circlewinds has several large rooms that they rent out. Most of these rooms are reserved for private parties, but one near the front is open. Next to the door, a woman named Deme Circlewind (human commoner) stands next to a sign that reads, "MIRACLE BERRIES FOR SUCCESS!" and asks the characters if they would like a free drink. If they agree, she will lead them into the rented room. Deme gives the characters a flagon of warm ale and extols the benefits of the miracle berries she is hawking, as well as the advantages of going into business for oneself. She gives the characters a sample of the delicious berries, which causes them to gain 2 (1d4) temporary hit points. She then offers to sell a package of 10 berries for 200 gp. or a box of 50 for 750 gp. Alternatively, she offers to give the characters 40 berries for free if they sign a weighty contract. Characters who want to read the contract must succeed on a DC 14 Intelligence (Investigation) check to learn what the document really means. On a success, the character understands that the contract is legally binding and requires the signee to purchase 500 gp. worth of berries a month, ad infinitum, with enforcement provided courtesy of Eight Arms. Those who fail their check can't see anything past "free berries." M8. MERQUIN'S CABARET If a character enters Merquin's Cabaret, read: Teal lanterns made from glass spheres hang throughout the dark theater, providing the illusion that the room is full of bubbles. The maze of pathways and tables lead down from the entrance, all focused on the circular stage in the center of the building. A large troupe dressed as merpeople dance on a sparsely decorated stage. A tall, gangly-looking fellow barks loudly at the patrons, trying to convince them that the dancing show they are seeing is a reenactment of his experience with fabled merpeople he claims to have visited below the lake. DEME CIRCLEWIND HUMAN COMMONER, PROPRIETOR OF CIRCLEWINDS Personality Family first, rule follower, and constantly stressed. Physical Tall, commanding presence, has tired eyes. Longings To make amends with her estranged sister. "Without family, you have nothing. Without nothing, you have everything." PASSTER BORGEMAN DWARF COMMONER, MANAGER AT MERQUIN'S Personality Talks with a whisper, imaginative, embellisher. Physical Glowing-eyed male dwarf, wears oversized concealing clothing. Longings To find something truly magical and mystical because his adventures usually lead to mundane ends with useless information. “Confused? You should be."
THE LUNAR ROAD 175 ONU FRANDELLI HUMAN COMMONER, ENTREPRENEUR Personality Responsible for the strip's success, fiercely independent. Physical Older human woman. Feeble and walks with a cane. Longings She's saved a massive fortune her entire life and hopes to blow it all in one night sometime before she dies. “If everyone's your friend, you're in the wrong business. If everyone's your enemy, you're in the wrong world." Spitfire Shortbow Weapon (shortbow), rare You have +1 to attack and damage rolls made with this magic weapon. Any arrows you shoot using this weapon deal an additional 1d6 fire damage when striking a creature. Additionally, once per day, when you are firing this bow, you can choose for gouts of flame to shoot out in a ten-foot line, dealing 3d6 fire damage to all creatures in its path (DC 13 Dexterity saving throw for half damage). Fuzzhorde Tactics • The fuzzhorde will not attack but deals damage to all creatures with whom it shares space. • The fuzzhorde will use their Divide and Multiply ability as often as possible. • If the hit point total of the fuzzhorde ever exceeds 300, it bursts out of the storage shed and disperses throughout the neighborhood. Welcome to open mic night at the cabaret! If the characters want to take part of the act, they must speak with Passter Borgeman (dwarf commoner) and choose a song, act of prestidigitation, or any other talent they may want to perform. Any character who rolls a 15 or higher on a Charisma (Performance) check (and describe their performance) receives the crowd's adoration and a free drink. If a character manages to roll a 20 or higher, they receive a jackpot of 100 gp kept behind the bar in a locked jar. M9. MELLE FERES If a character enters Melle Feres, read: The whole interior of the hall is made from the wood of pitch wickeny trees, which are richly dark and supremely flexible, though the difficulty harvesting them makes them rare. The smell of steamed timber and oil lingers in the air. Gambling and drinking aren't the only draws; people come to Melle Feres to marvel at the intricately carved walls and ceiling. Despite the beauty of the building's design, the place maintains a scrappy atmosphere. Many folks from the Starless Fair tarry here, and shady business deals regularly go down. If the party chose the Starless Fair as their employer, they recognize junior associate Frankie the Mop (human commoner) from their time on the job. If Frankie knows the characters, he recognizes them and asks for help. If he doesn't know the characters, he will look very uncomfortable and scared, but with a successful DC 10 Charisma (Persuasion) check, he will tell the characters what is going on. Frankie was recently promoted from janitor to gambling house guard, but his new position is in jeopardy. He has been charged specifically with ensuring that the premises are secure, but an unknown creature has taken up residence in the storage shed behind the building. He heard a little noise a few days earlier but thought nothing of it. The next day, the sounds were louder, and every so often, something would pound the inside walls, shaking the whole shed. Frankie says that he is scared, but if the characters could take care of the beast, he would look the other way if they took the odd weapon stored there. He points the party to a small storage shed 100 feet away. If the characters approach the storage unit, they hear elongated highpitched squeals and loud popping noises. The building shakes as something on the inside slams against the walls. If a character opens the door, they must immediately make a DC 13 Dexterity save or be hit in the face by a fuzzhorde (see appendix A), a swarm of fuzzy winged creatures roughly the size of an apple, taking 2 (1d4) bludgeoning damage. Inside, scores of these creatures flit about, occasionally splitting in two with a loud pop. In addition, failure means that Frankie's boss, Onu Frandelli (human commoner), will demote Frankie and send him back to the Fair to man the mop yet again. However, Frankie will look the other way if the party successfully controls the infestation, and lets them take a spitfire shortbow.
176 LOREOFAETHERRA.COM/LUNAR M10. ORE If a character goes inside Ore, read: Ore, a tavern themed after a diamond mine, is run by a family of dwarves new to Fano. Tunnels trail off in every direction, heading to the kitchen, guest rooms, and private nooks. Sparkling stalactites hang from the ceiling. Tracks run everywhere throughout the main floor, and minecarts transport both those getting a drink and those heading to the privy. A bar at the center of the tavern features an ale fountain that entertains many; but the main attraction of Ore is Lord Barford, a mechanical boar with a stool attached to its back. Patrons watch and cheer as those riding Lord Barford try to hold on in drunken desperation. The favorite watering hole on the strip for the working-class stiff looking to relax, Ore's patrons give the cold shoulder to those in fancy clothing or flashy jewelry. Sera Zin Volia (half-elf commoner) stands at the front door and advertises the bar's main attraction, located on the far side of the room — Lord Barford's Throne. This enormous mechanical oddity in the shape of a wild boar with a stool mounted on its back holds one brave soul, who will sit on the chair and hold on as the machine begins to rock back and forth, rotate, and shake violently. If a contestant can hold on long enough, they can win big. A character must pay 5 gp to ride the boar, and anyone breaking the record of 40 seconds wins 100 gp and sets the new mark to beat. The bar has enough prize money to pay five people before all games are played for free drinks. The rider will make a Strength (Athletics) check contested by the mechanical boar's Strength (+1 for the first check, increasing by one each additional check). • Win check by 5 or more - Contestant adds 10 seconds to their time total. • Win check by less than 5 - Contestant adds 5 seconds to their time total. • Fail check by less than 5 - Contestant must make a DC 13 Dexterity saving throw to hang on and makes their next check with disadvantage. No time added to their time total. • Fail check by more than 5 - Contestant is thrown clear of Lord Barford, and their game is over. M11. MINA'S DANCERS If a character goes inside, read: The home of an experimental dance troupe, this colorful theatre features exotic décor from across the world. Indoor trees and flora line the outer edges, providing a home to chirping birds and other squawking small creatures. The scents of mist, moss, and sweet flowers mingle and fill the air. Mina's dancers are renowned for a specific act: wielding blue flame and showcasing mind-bending skills and stunts along with it. Characters may buy a ticket for 5 gp, or rent a VIP table for 100 gp, which SERA ZIN VOLIA HALF-ELF COMMONER, EVENT PLANNER AT ORE Personality Organized and overprepared, lively, keen, brilliant. Physical A chic half-orc. Wears bold, colorful patterns. Longings To plan a big event for the royal family in the castle. "Make time your friend, never your enemy." SIGGY THE WOG HUMAN COMMONER, BOUNCER AT MINA'S Personality Sociable, considerate, resourceful, rugged, but feminine. Physical Brawny, adorned in beautiful jewelry and hairpins. Longings To go shopping in the lavish and expensive Crescent Cape shops. "If you don't have anything nice to say, then there's something wrong with you."
THE LUNAR ROAD 177 SQIM ENGILLS ELF COMMONER, ESTHETICIAN AT LAKANO Personality Obsessed with slimy potions, ignores everything else. Physical Lanky, green satin skin, watery voice. Longings To find the slimiest hole to climb into and take a nap. "Cleanse your face with the serum of a Gooey Pocket Plant and your skin will be horribly smooth." JUDON NEXI HUMAN COMMONER, BERRY AMBASSADOR AT SKYWARD Personality Spritely, despite his age, risk-taking entrepreneur. Physical Frail but active human man, wears spectacles. Longings Thinks that since the city is oppressed, that now would be a perfect opportunity to transform it into an epic theme park. "The stars are so beautiful they spank my eyes just like a spanked bottom every time I gaze upon them." Iceshard Elemental Tactics • Iceshard elementals will attack with its frostbite attack on turn one and every turn it is available. • Iceshard elementals will attack with its slam attack otherwise. includes unlimited drinks for the table. Characters who stay throughout the show gain inspiration as the rousing melodies and intricate choreography stir the emotions. Siggy the Wog (human commoner) sits in the back looking out for unruly customers and won't hesitate to eject them from the theater. She cares deeply for the dancers and will protect them at all costs. M12. LAKANO If a character goes in Lakano, read: A chill permeates the air inside Lakano. Inside, a great cathedral room constructed from huge wooden beams climbs into the heights. Hot spring water pours out from aqueducts and collects in pools draining into steamy lagoons. Several pathways have been cut through hills of pine trees, covered in magically-created snow. Lakano offers a health treatment where patrons bathe in hot springs and then lay in the snow, ridding themselves of toxins while balancing inner peace. Large docile snakes slither throughout the room to provide guests with the ultimate scale exfoliation experience. Those with the means (or the luck) stay at fabulous Lakano, the ultimate relaxation experience. The 100 gp per-person fee covers a private room, unlimited food and drink, as well as a spa experience by none other than Sqim Engills (elf commoner), esthetician extraordinaire. Characters who stay here wake up quite refreshed the following morning, having gained 10 temporary hit points. M13. SKYWARD If a character enters Skyward, read: Skyward specializes in frozen drinks, utilizing the excess ice from the neighboring building's cold spells and a few captive elementals to make treats for thirsty gamblers. The white marble floors of the main room and wispy cotton sheets strung from the rafters make the building appear as if it were in the clouds. Not only a decorative item, patrons can also climb up rope ladders and lounge in these sky-high hammocks and hope they don't tumble to the ground. Skyward specializes in frozen alcoholic beverages and makes use of several elementals in the kitchen. Every drink, food dish, and dessert in the establishment also incorporates so-called Miracle Berries, allowing the consumer to gain 2 (1d4) temporary hit points. Several of the patrons and staff of Skyward are known members of Eight Arms. If the characters order a drink, gamble, or otherwise spend time at Skyward, three iceshard elementals (see appendix A) break out of the kitchen and start terrorizing patrons. If the characters help defeat the elementals, berry ambassador Judon Nexi (human commoner) will give them 20 Miracle Berries and the gratitude of Eight Arms in the form of a minor favor owed. If the characters do not attempt to control the elementals, they will earn the cold shoulder of Eight Arms. Additionally, several patrons and two employees die before the errant elementals can be vanquished.
178 LOREOFAETHERRA.COM/LUNAR M14. THE LOST LANTERN If a character enters the Lost Lantern, read: You enter a small, smoke-filled tavern. The place is rowdy and loud and mostly filled with off-duty Spiran Guards. A long rack near the entrance holds several hanging suits of polished armor, and next to it, a cauldron overflows with swords and spears. Some of the drinks on the menu are served in guard helmets and can be shared with multiple people. This tavern at the south end of the strip, the original drinking establishment in the area, is now the strip's de facto Spiran bar. Even the bartender sports Spiran regalia. Gilgazo (see appendix A), seeing what his old watering hole has become, refuses to go inside. If the party chose the Merchant's Consortium of Escha as their employer, they recognize Jonny Brownbeard (dwarf commoner), the young dwarf they met on the docks. Jonny and three of his friends march through the front doors of the Lost Lantern, swords in hand. Whether or not the characters have met Jonny before, his violent intentions are obvious. If a character wants to speak to Jonny and hasn't previously met him, they must succeed on a DC 12 Charisma (Persuasion) check to stop him before he can reach his quarry. If asked why he is attacking, Jonny will relate a recent bit of news — a group of Spiran soldiers attacked a group of people at a poetry reading simply because they believed the poem to be revolutionary in nature. Several people died, including Jonny's sister, and now he is going to settle the score. If a character wants to dissuade Jonny, either by kind words or harsh ones, they must succeed at a DC 14 Charisma (Persuasion or Intimidation) check. Otherwise, Jonny and his friends attack the Spirans in the bar. If the characters do not intercede, Jonny and his comrades fight admirably, taking out a few Spirans before succumbing to their trained blades. Bartender Zardi Offenfree (human veteran) and the tavern's patrons will look warily at the characters but will not engage them in combat unless provoked. If the characters choose to fight alongside Jonny, they will face twelve spiran barflies (see appendix A). Jonny and his friends are not great fighters, but they will distract the guards, allowing the characters to make their checks during the first 3 rounds of combat with advantage. The Spiran guards, not viewing the young dwarf and his friends as a threat, focus on the characters instead. Spiran Barfly Tactics • A Spiran barfly will use its bottle throw ability every round it is available (and on the first round). • A Spiran barfly will attack with its shortsword otherwise. • After the first round, all ground in the tavern is considered difficult terrain, and those without footwear suffer 2 (1d4) slashing damage each time they move. Too proud to run, the barflies will fight to the death, while Zardi will try to flee the bar unscathed. Characters searching the bodies afterward find a total of 147 gp, 124 sp, 12 chain shirts and 12 short swords, 12 capes with Spiran insignia, and a small diary. Although most of the diary's pages are torn, stained, or unreadable, one passage, a poem, can still be read. ZARDI OFFENFREE HUMAN VETERAN, BARTENDER Personality Wild, bold, overconfident, boisterous, and commanding. Physical Feisty, strong, has long flowing hair. Longings To find someone who will fashion weapons in her hair that she can use in an attack. "It's okay to not have one good reason to brawl."
THE LUNAR ROAD 179 GOLD BOPS ELF COMMONER, TICKET COLLECTOR AT THE PORRIDGE BOWL Personality Bubbly, passionate, and sappy, easily impressed. Physical Unkempt female elf, inelegant but confident. Longings To kiss someone underwater. "Never date a poet, they tell the most beautiful lies." If the character reads the remnants of the diary, read the following: "We walk the streets when they all sleep, to keep them safe and sound, But when they wake the morning, they sneer at us and frown, They think we have no soul inside, that we don't feel a thing, But if they only knew our struggle — removing armor for the latrine." If Jonny is still alive, he will then take the diary, thank the party for their help, and leave. Characters who want to search further and successfully make a DC 14 Intelligence (Investigation) check find a large maul inscribed with the words "Pay Up" in a cabinet beneath the bar. Pay Up Weapon (maul), uncommon This magical weapon grants +1 to hit and to damage rolls. This sinister-looking maul deals an additional 1d6 of thunder damage, and any creature struck by the maul must make a DC 13 Constitution saving throw or become deafened. M15. PORRIDGE BOWL THEATER As Gilgazo and the party walk past the Porridge Bowl, an excited elf named Gold Bops (elf commoner) tells the characters that she can get them a deal on tomorrow's show, but they had better hurry, as it's becoming quite popular. Read: Upon passing the Porridge Bowl Theater — a round cobblestone building surrounded by tall arborvitae — the faint voice of a performer reciting the lyrics of a play seeps through the cracked-open door. At first, the words are mumbled and indecipherable, but a final push of the last stanza rings out: "He walked among us, not looked down on us, he offered us his hands, A high elf with the highest selfless mark unto this land, Oh, when that twilight form came to him, seething for its teal, Of loyalty, till death, sustained, no words he gave to steal, What trembles and what gloom to grow so dizzy and opaque, Unto his breath, the last, the labored, never did he break." Gilgazo pulls a playbill off the theatre's attractions board and trembles. The playbill has the title of their current performance, The Echo of the Gods. It proceeds to state that all proceeds will benefit the upkeep of Orrien's memorial, the Glass Moondome. Gilgazo looks up with misty eyes, lost in thought. "We must go," he says as he points to a huge glass dome down the street. Gilgazo heads in the direction of the Glass Moondome at a quickened pace. A short walk, Gilgazo and the characters can arrive in 5 minutes. PAY UP
180 LOREOFAETHERRA.COM/LUNAR R U M B L E AT T H E D O M E When the characters enter the Glass Moondome, read: You walk into a massive glass dome. The entire structure consists of geodesic panes of teal glass that arc towards the sky. A lush garden, full of rare and exotic flora, flutters with the sound of birds. The smell of mist and crisp leaves hangs heavy in the air. The colors of the foliage fall across a spectrum of crimson, orange, and amber — autumn-like, honoring the nature and hues of the Dimlight. Wisps of cotton float throughout the space in slow and gauzy motion. Pathways curve through garden displays, and a crystal blue stream braids across the pavilion. Small white marble bridges lit with blue-flamed torches arch over the bubbling waters. At the heart of the Glass Moondome, a centerpiece of beautiful and rare verdure looms over the whole memorial. Breaking through the gold and emerald leaves stands a white stone statue of a tall elf, mighty in appearance, with one hand covering his mouth and the other outstretched as if keeping evil at bay. Gilgazo, fixated on the statue, nearly floats across the room. He kneels before the Great Sleep of Orrien, the cenotaph of this mysterious and chronicled figure. With a trembling hand, Gilgazo reaches into his cloak. He slowly pulls something out and gently places it upon the rim of the fountain. When his hand retreats back to his chest, you see the object: a wooden, hand-carved spoon. As Gilgazo grieves the loss of his friend, a shadow crawls up the side of the dome. Any character with a passive Perception score of 14 or higher notices the shadowy creature before it shatters the glass. All creatures within 40 feet of Gilgazo (see appendix A) must make a DC 13 Dexterity saving throw or take 10 (3d6) piercing damage as shards of razor-sharp glass rain down (half damage on a successful save). High above, atop the shattered glass opening of the dome, a hellish figure slumps over the jagged rim and plummets downward. Time stands still, and the only sound is the rippling of tattered robes whipping in the wind. It falls in a lifeless tumble, like a rag doll thrown over a bridge. Below, the stone floor breaks its fall with a sickening thud, and the pile of mangled clothing lays still. Immediately after, it is joined by a massive black bird, large as an orc, descending from the fractured hole in the dome. The dreadful span of its shredded wings flutter desperately, and its feathers are alit in blue flame and shudder in the wind like thundering sails. Its round, glossy eyes sit above a mangled beak, crusted with dried blood. The crow stares ahead with a dead gaze as it hovers over the Osia Phon, poised at his every command. The silence is broken by sniffling and hushed weeping as the deformed mound begins to tremble. Its bones crack as its contorted fingers extend from beneath the robe's filthy sleeves and claw at the cold ground. In an instant, the hideous being springs to life and erupts in anguished sobs. The sound evolves into a high-pitched guttural shrieking. Lacerated limbs protrude out from the tatters, and the gashes ooze with blue pus. Two soulless eyes dimly peer from under the darkness of its hood, and its awful wailing finally ceases. A deafening silence fills the dome for a moment before the thing lets out a wicked screech, its eyes set on Gilgazo. MINDWA OF RENETH ELF COMMONER, PROPRIETOR OF THE GLASS MOONDOME Personality Likable sweetheart, loves animals and nature. Physical Novarian elf, deadpan, assertive, warm disposition. Longings To study the exotic animals of the Dimlight. "Float across the land, dream across the water."
THE LUNAR ROAD 181 Gilgazo, overcome with rage and grief, retrieves his aether stash and uses all he has in one go. The runes etched into his skin glow blue, illuminating the whole Moondome. He begins to levitate, and he pulls power from the surrounding air. Read: Gilgazo moves with strident purpose and unparalleled precision. He pulls out the leather satchel that he recovered from Ceriad Keep and quickly opens it. The Osia Phon recoils as if knocked back by a wave of heat. It trembles uncontrollably with hunger as it readies its feverish body. Quick as a fox, Gilgazo lowers his face to the satchel and inhales deeply. A hot crackling sound sizzles out into the air like glass in a furnace. Golden powder disperses over Gilgazo's head as he deeply inhales as if it's his very last breath. His lips turn purple, and his face goes pale. A blue rush instantly spreads throughout his bloodstream, glowing beneath his skin. His eyes burn with an indigo flame. The markings etched into his arms, shoulders, and neck blaze electric blue. Gilgazo levitates off the floor, and his entire body, infused with aether, shimmers with iridescence. He shines brighter than the stars — the one true Alliander, a celestial vessel, the sacred Azure incarnate. Gilgazo, now demonstrating the fullness of his power, leads the characters against the Osia Phon (see appendix A) and its twisted pet, the Tortured Crow (see appendix A). Gilgazo Tactics • Gilgazo will use Soul of the Lake if he can target 2 or more opponents without hitting an ally, and it is available. • Gilgazo will use Soul of the Earth if available. • Gilgazo will use Soul of Flame on his primary target. Osia Phon Tactics • If the Osia Phon drops below half of its maximum hit points, it uses misty step to teleport 30 feet away and casts haste on itself (one time only). • The Osia Phon will use Hideous Visage if available (and on turn 1). • The Osia Phon will use Shadowcraft if available (and on turn 2). • The Osia Phon will cast fog cloud if it isn't in a heavily obscured area and has uses available. • The Osia Phon will use its multiattack. Tortured Crow Tactics • The crow will use bile eruption if available, positioning itself to hit as many foes as it can. • If the crow is flying 90 feet in the air, it uses its dive bomb attack. • If the crow is below 90 feet, it will fly until it reaches 90 feet. • If the Osia Phon dies, the crow will attempt to fly away. After the Osia Phon has been vanquished, an exhausted Gilgazo tells the party that he needs to get out of the open and somewhere secure to recuperate. Mindwa of Reneth (elf commoner), the Moondome’s proprietor, saw the entire battle unfold and says that the Library of Indos isn’t too far away. Meyfyre says that the library could have answers about Orrien, and she leaves to get Fawn and says they’ll meet them there. TRANSITION After the party arrives at the Library of Indos, read: As you pass beneath the circular façade that connects the alleyway to the nearby road, two giant aquamarine crystals on either side —fixed in golden brackets — begin to flicker and spark as Gilgazo moves past them. Some nearby folks notice the flashing glow, and most scream out in panic. After passing beneath the arch and turning a sharp corner, you see a clearing in the city, and an epic sight lies before you: the Library of Indos. The majestic Library dwarfs all other buildings in the area. A grass and stone courtyard with rows of pyramid pines leads to white stairs that weave paths up a rocky, ivy-covered hill. A large tower made of Fano's signature sparkling white stone looms over the surrounding area. Archways and high walkways link surrounding rooms and spires. Ivy, fern, and moss tangle over the walls and wrap around the towers. As Gilgazo ascends the stairs, rows of lampposts on both sides begin lighting up a fiery blue. The cracks and crevices between the white sparkling stone of ramparts leading up to the entrance begin to also glow with blue illumination. All the glowing blue lines form brilliant symbols sparking across the face of the Library, symbols matching those etched across Gilgazo's skin, and they burn with the fury of Azure.
184 LOREOFAETHERRA.COM/LIBRARY T he party arrives at the magnificent Library of Indos. Gilgazo, exhausted from his encounter with the Osia Phon, collapses on the floor for a few moments before reading the words on a mural dedicated to his late friend, Orrien. Soon, a bruised and bloodied Fawn Lee stumbles through the library doors. She says Spirans attacked her and Meyfyre as they walked back from the book shoppe, and Meyfyre threw herself in harm's way and told Fawn to run. Moments later, a detachment of Spiran soldiers, authorized to inflict lethal force on those responsible for the destruction of the Moondome, break through the door and assault the characters. Fawn manages to break the mystical lock guarding access to the second floor. Gilgazo heads upstairs, desperate for more information on his friend's passing. On the second floor, Fawn recommends that they barricade the door and take a well-earned rest. Fawn learns that her father is still alive, trapped in the Eternal Eden. Around the room, several tanks contain the corpses of Chrysaleans. Along the far wall, tucked behind a bookcase, a tank contains the remains of Orrien, the Patriarch of Chrysalea. His heart, augmented by strange technology to allow him to remain on the surface for extended periods of time, has been removed and lies in a separate jar. When Gilgazo stumbles across this morbid scene, he collapses and begins to weep on the floor in front of Orrien's final resting place. The party finds a strange device called a haleon and must figure out how to charge it and use it to find the entrance to the next floor before the Spirans return in force. Once on the third floor, Fawn is shocked to see that Meyfyre is still alive and runs to meet her. Meyfyre turns to face her and removes the hood of her cloak, revealing the pale blue skin of a Chrysalean. She apprehends Fawn and holds her at knifepoint as she demands that The Library of Indos TOMES, DISTRICT OF INDOS XII
THE LIBRARY OF INDOS 185 LEON TUKKER Gilgazo returns with her to Chrysalea or Fawn will die. The Council of Nine, the leaders of the Order of Indos, emerge from the shadows and try to stop the party from following Meyfyre and Gilgazo through the open portal in the center of the chamber. With a flood of Spirans entering the melee from below and the portal closing quickly, the party must decide if they will make a futile last stand against the unending stream of soldiers or pursue the traitor and the kidnapped druid as they disappear into the unknown depths. Will the party find the answers they are looking for, or will they succumb to the chaos that befalls the Library of Indos? ABSTRACT 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. AKRÓSEUM
THE LIBRARY OF INDOS 187 ARCHÁREUM When the party enters the library, read: Walls made of black polished marble decorate the foyer, and a waterfall cascading from an opening in the center of the high ceiling rushes into a narrow hole in the floor. Glowing blue lanterns hanging in the misty spray of water begin to flicker brightly in Gilgazo’s presence. Long crimson banners adorning the rafters rustle from a draft. A staircase rises from the far corner and spirals around the room’s periphery before disappearing beyond the ceiling. A red-lit walkway lined with pillars stretches around the room’s circumference, allowing enough space to walk along rows of ancient tomes. In between the shelves, softly lit glass cases display a selection of curiosities. One case holds a pair of goggles with dark stained lenses and wooden frames encrusted with green gems. Another features a white horn from some massive animal, embellished with a golden spiral and attached to two leather shoulder straps. The biggest display isn’t bound to a case, though. A breathtaking mural painted across the back wall shows a forest and the great Fringe of Orrien. On it, an elf plunges to his death off the face of the wall, back arched against the wild blue sky with an auburn canopy beneath. This floor of the library is empty, and Gilgazo immediately collapses from exhaustion. After taking a few moments to rest, he begins searching for anything that will give him answers about his late friend’s passing. He walks towards a large mural painted on the far wall. The colorful painting pays tribute to Orrien and laments his passing. If a character examines the inscription on the wall, read the following: The rim of looming fringe was caught, An ignorant, no, he was not, Arching back against the sky, Our dear Orrien, from fall, hath died. If the characters search the rest of the library, have them roll an Intelligence (Investigation) check, and consult the following table. LIBRARY LOOT DC RESULT 5 A stack of pamphlets advertising a youth summer camp in Henda. 10 A ring of protection 15 217 platinum pieces 20 A map of Fano outlining acts of Spiran hostility. 25 A robe of the ascendant 30 3 potions of greater healing Robe of the Ascendant Wondrous item, rare (requires attunement) This robe is adorned with a pattern resembling ocean waves. When wearing the robe, you gain the following benefits: You are resistant to psychic damage. If you aren’t wearing armor, your base Armor Class is 13 + your Dexterity modifier. While wearing this robe, you may cast flame blade once per day. While wearing this robe, your thoughts can’t be read, nor can anyone speak telepathically with you unless you choose to allow it. The characters don’t have long to search before Fawn stumbles through the library doors. Her clothes are torn, her hair is matted with blood, and her face sports fresh bruises. She tells the party, between sobs, that she and Meyfyre were attacked by Spirans, and Meyfyre didn’t make it. The reunion with Fawn is interrupted by a loud crash as the front door to the library bursts open and three Spiran soldiers in heavy armor barge into the vestibule. Their leader, wearing a blue cape with detailed gold-stitched embroidery and wielding a wicked serrated blade, demands that the party and Gilgazo surrender and engages the characters in combat. A weary Gilgazo slumps onto the floor, and Fawn ascends the dizzying spiral staircase and begins to open the mystical lock guarding the higher floors. MAP OF THE LIBRARY OF INDOS
188 LOREOFAETHERRA.COM/LIBRARY Spiran Major Tactics • Spiran Major will attempt to be within 10 feet of an ally, if possible. • Spiran Major will use its multiattack, attacking as many different targets as possible. Spiran Lackey Tactics • A lackey will remain within 10 feet of the Spiran Major if able. • A lackey will stay out of the opponent's melee range, if able. • If out of an opponent's melee range, a lackey will fire its hand crossbow. • If within melee range of an opponent, a lackey will use its multiattack. After 10 rounds of combat have passed (or shortly after combat, if the fight is fewer than 10 rounds), Fawn manages to break the magical seal leading upstairs and calls for Gilgazo to follow her up. The Spirans are relentless and will fight to the death. If the characters attempt to retreat with Gilgazo, the Spirans will chase them up the spiral staircase. Searching the Spirans' bodies yields 1 fleshsaw, 2 hand crossbows with 3 (1d4 + 1) bolts each, 2 long swords, 1 suit of half-plate armor, and 2 chain shirts. Additionally, the major’s pocket contains a note that reads as follows: “Major Fenimay, requisition the support of a few enlisted men and search for those responsible for the devastation at the Moondome. Suspects have been spotted walking in the direction of that damned Indosian library. Report back within two hours. Lethal force is authorized.” Fleshsaw Weapon (longsword), rare This serrated blade has shards of obsidian fused to its teeth. When you deal damage with the fleshsaw, your target must make a DC 14 Constitution saving throw. Upon failure, until magical healing has been received, they make all ability and attack rolls with disadvantage as the blade leaves loose tendrils of skin clinging to a deep wound, inflicting unbearable pain. A target affected this way may attempt another Constitution saving throw at the end of each of its turns. ATHÉNEUM When the characters enter the Athéneum, read: Darkness fills the second floor, a circular room slightly smaller than the one below. The only visible light, a faint blue glow, emanates from the center of the room, behind the silhouette of a stone cylinder reaching from the marble floor to the top of the vaulted ceiling. A towering white stone statue looms over each side of the entrance — one elf holding a book, another with its hands cupped around an orb. Once the characters have arrived at the second floor, Fawn suggests barricading the door, as the Spirans will likely be back, and in greater numbers. Two large statues of Chrysaleans stand next to either side of the door from the Archáreum. A character succeeding on a DC 14 Strength check can knock the statues over in front of the door, creating rubble that will delay the Spirans for a moderate amount of time, allowing time for the party to take a Short Rest. FLESHSAW
THE LIBRARY OF INDOS 189 THE FATE OF IREM LEE Once the room is secure, Fawn speaks with Gilgazo. Fawn turns to Gilgazo, breathing heavily, and wipes blood from her brow, “I need to know the truth about my father’s death. You are an Alliander, friend of Orrien, you must’ve crossed paths with my father!” Gilgazo studies her eyes for several seconds. “His name is — ” begins Fawn. Gilgazo finishes her sentence, “Irem Lee.” Fawn’s eyes grow wide and tearful, “You once knew him?” she asks. Gilgazo answers, “A man wearing torn clothes and gripping a bloody dagger crossed the threshold of the Eden one day and asked me to return with him. But the rains fell and a gloss came over his eyes. And over mine too. And we drank unceasingly.” Lost in remembrance, Gilgazo pauses for a moment before continuing, “Most everyone in the Eden could recall some stubborn memory from their past, a thought so powerful even the rains couldn’t wash it away. For me, it was my time in the rabbit kingdom. But your father, he spoke only of a little girl with ringlet locks, her twinkling eyes quick to devour a book. But most of all, he spoke about her smile.” Gilgazo’s tone grows solemn, “But the answer is no. Irem Lee isn’t someone I once knew. Your father is someone I still know. He remains in the Eden, unless some terrible danger befell him.” Fawn, face flushed, leaps toward the barricaded door, “I cannot believe it! I must go to him!” Gilgazo takes her gently by the shoulder, “Not through that door, Fawn Lee. That path is long lost.” With burning eyes and gritted teeth, Fawn’s head dips, acknowledging the sad truth. Fawn thanks the party for helping her discover Irem Lee’s fate and gives them her father’s diary. She wishes she could do more, but this is the most valuable item in her possession. This book, the life’s work of Fawn’s father, contains all the notes taken as he researched the Chrysaleans, the Order of Indos, and the shadowy relationship between the two. Much of the book proves impossible to decipher, containing references to objects and persons unknown. THE FATE OF ORRIEN Gilgazo searches the room for more information. Gilgazo walks around a thin channel of water that follows the curve of the room. In his presence, rows of wooden turbines along the walls come alive and spark in brilliant shades of teal. Water spews from an outlet in the ceiling and covers the entire wall like a blanket, spinning the turbine’s blades before falling back into the channel. The sparks of teal light intensify, sending an electric arc streaking across the room. Every turbine begins to turn, undulating into humming oblivion as the entire room glows blue. Somewhere in the distance, a low sub-booming thud begins to pulse. The blue light illuminates shelves stacked with parchments and tables near the stone cylinder in the center of the room. The chairs are empty, but the tables contain quills and stacks of papers with ink splattered pages. The tangled beauty of a chandelier adorns the heights, made with gold and silver and encrusted with thousands of cyan gems, uncut and glimmering against the black background. A strange device on a display case sparks in response to the druid's presence. If a character wishes to search this main room, have them make a DC 14 Intelligence (Investigation) check. If successful, they find pipes of haunting, 2 spell scrolls of heroism, and 42 gp. Rows of beads made from cyan crystals hang down from an entrance to a small chamber at the far side of the room. THE HEART OF ORRIEN
190 LOREOFAETHERRA.COM/LIBRARY If a character enters the chamber, read: A dim outline of two cylindrical tanks at the back of the room can be seen amidst the blue light. Inside, elves, long dead but well preserved, float in water, gaunt and infinitely still. One’s face is frozen in a painful wince, and the other’s eyes have sunken into dreadful black nothingness. Further on, two more tanks contain similar preserved bodies, and beyond them, a tank stands alone. Scrolls and flowers lay in a generous heap atop bolts of colorful fabric strewn across the floor. Candles aflame casts golden light upon the creature inside — a broadly built elf wrapped in an elegant robe, wearing necklaces fashioned from rare and precious jewels. A crown of waterlilies rests on his head, their green vines creeping down his jawline, feeding off the corpse. His eyes are round and glossy, and he has a gaping cavity in his chest. His heart, augmented by Chrysalean technology, rests in its own jar nearby. Gilgazo collapses near the tank, overcome with inconsolable grief. A WAY OUT Fawn (see appendix A) says that while she has never been on the third floor, her father’s diary mentions some form of escape lies up there. To discover how to reach the next floor, the party will have to find, charge, and use a haleon to direct a beam of light into a beautiful chandelier made from carved blue stones hanging from the ceiling. When the light reflects across the room, it reveals the outlines of five doors along the stone walls. Four of these, when interacted with, will cause a harmful reaction. When the stone wall within the correct outline is touched, the stone will disappear, revealing a small room with a raising platform, activated by a lever, leading up. While the characters explore and try and figure out how to reach the next floor, the Spirans threaten to return at any moment. Each time a character completes a puzzle step (casting a spell into the haleon, interacting with a door, etc.), roll 1d10 + (number of rolls made). If the roll total is 15 or higher, the Spirans return and attempt to break down the door. While the barricade will hold for a while, characters may also try to reinforce the door to buy the party more time. Each time a character completes a step of the puzzle, roll 1d6. On a 6, all characters near the door can attempt a DC 14 Strength check. If they succeed, they manage to keep the soldiers from busting through the door. If they fail, the Spirans breach the Athéneum and continue to pour in, with three spiran lackeys (see appendix A) entering every 5 rounds. The strange object that sparked in Gilgazo’s (see appendix A) presence, the haleon, is a small device consisting of a brass cage holding a green gemstone marked with five carved runes. If a character makes a successful DC 13 Intelligence (Arcana) check, they recognize that the device is similar to a ring of spell storing. If a character casts a spell into the haleon, consult the table on the following page to determine the effects. Most schools of magic will cause one of the runes to glow. A character will have to cast a spell from a different school into the device to activate another. If the characters don’t have all the proper spell schools available, Gilgazo will (despite his weakness and grief) cast spells from any missing schools into the haleon as a last resort. Spells from the Schools of Necromancy, Evocation, and Abjuration have a negative effect when cast into the haleon and will not light up a rune. Once all five runes begin to glow, the haleon will emit a bright beam of light for 1 hour. THE HALEON
SPELL EFFECTS SCHOOL EFFECT Abjuration The spell’s abjuratory energy pours back into the caster, remaining dormant until the next time they attempt to cast a spell. When they do, their spell is countered, as per counterspell. Conjuration A rune on the haleon lights up and summons an unseen servant, as per the spell. Divination A rune on the haleon lights up, and the caster can comprehend languages, as per the spell. Enchantment A rune on the haleon lights up, and a tiny bird perched at a barred window becomes an animal messenger, as per the spell. If no character wants to send a message, Fawn will request that she send the bird to tell her father that she will come for him. Evocation The spell’s evocative energy spills out of the haleon in a hail of magma. Everyone within 30 feet of the haleon must make a DC 14 Dexterity saving throw. They take 7 (2d6) fire damage on a failed save or half as much damage on a successful one. Illusion A rune on the haleon lights up, and the caster is made invisible, as per the spell invisibility. Necromancy The necromantic energy of the spell can’t find a home within the haleon, and the caster must make a DC 14 Constitution saving throw. They take 10 (3d6) necrotic damage on a failed save, or half as much damage on a successful one as the spell’s power surges back into the caster. In addition, the hand touching the haleon withers until they receive magical healing, causing them to make any checks involving that hand with disadvantage. Transmutation A rune on the haleon lights up, and 20 berries spill onto the ground, as per the spell goodberry. The light won’t affect anything until a character directs the beam towards the chandelier, at which point the light will diffuse and cast cyan beams onto the wall. When the light hits the chandelier from different angles, the position of the beams change, and with a little bit of experimentation a character can position the haleon in such a manner that the outlines of five doors with runes matching those on the haleon appear on the wall. Adorning the arches of the luminescent doors are lines of Novarian script, which Gilgazo offers to translate. SCHOOLS OF MAGIC Each of the eight schools of magic is represented by a rune. A character who makes a successful DC 16 Intelligence (Arcana) check knows which symbols correspond to each school. ABJURATION CONJURATION DIVINATION ENCHANTMENT EVOCATION ILLUSION NECROMANCY TRANSMUTATION
192 LOREOFAETHERRA.COM/LIBRARY The script translates as follows: A place to invent beyond wildest happenings, This voice of the matriarch shows you the path, The way to find growth from a seed to a sapling, And in fantasy dreams, you’ll feel darkness and wrath, Oh, to close your eyes deeply on beams that you stand. Each line of Novarian text links a school of magic with one of five different locations found in Chrysalea. • The first links Origin with Conjuration • The second links the Mother Tree with Divination • The third links Sustenance with Transmutation • The fourth links Balance with Enchantment • The fifth links Gloom with Illusion Characters can interact with the doors by touching them. Consult the table below to determine the effects: DOOR EFFECT Conjuration Upon touching the stone wall, the character must make a DC 15 Dexterity saving throw. If they are successful, they manage to pull their hand back. However, if they fail they are pulled through the stone and fall to the floor of the room from a connected portal on the ceiling, taking 10 (3d6) bludgeoning damage from the fall. Divination The stone wall fades away, revealing a small lift to the third floor. Enchantment When touched, the stone wall spews a pale blue fog. All creatures in the room must make a DC 14 Constitution saving throw. Those who fail fall into a deep sleep and won’t wake up for 5 minutes, even if attacked or shaken. Transmutation The character touching the wall begins to turn to stone, as per the spell flesh to stone. Illusion Upon touching the wall, a supernatural silence overtakes the room. No noise of any kind can be made in the room for 5 minutes. Once the lift to the third floor has been discovered, Fawn and Gilgazo lead the way up. AKRÓSEUM After the party arrives on the third floor, read: Three enormous statues casting long shadows greet those entering the highest stratum of the library — the Akróseum. Three statues depicting beautiful yet haunting elves stand around a pool on the floor. One holds a mighty sword, and the second carries a satchel and a disc, and the last one cradles a tome. An endless expanse of books and scrolls stretches out around them. Candle-lit corridors lead to cathedrals of knowledge and disappear into mysterious recesses. A cloaked figure in a crimson hood stands on a small platform in the distance, facing away. A familiar voice echoes through the halls, “Well done to all. Only the bravest and most powerful manage to enter the Akróseum. The fount of all knowledge, the zenith of the Indosian dominance. You’ve accomplished an improbable, nearly impossible mission.” Fawn ascends the short staircase and approaches the figure just as it turns around. Through the shadow of the hood, the figure becomes visible — it’s Meyfyre Hetheria. Fawn’s eyes grow wide, and her hand moves to her mouth, agape in disbelief. “My dearest Fawn,” says Meyfyre, “Your relentless search for answers regarding your father was the catalyst for finding what we sought. You inspired this rabble to bring the druid right to our doorstep. Now Gilgazo is ours.” Fawn shakes her head. Her voice trembles, “I don’t understand.” A curious look washes over Meyfyre’s face, “For all the books you’ve read, Fawn Lee, you’ve learned little of the world around you. Life is not always inked on pages. Did you think the city would be saved? You cannot be that naive! Fano is lost. The orders are broken. The only true city worth saving is the one below our feet. My home.” Meyfyre removes her hood to unveil her luminous blue skin, “Chrysalea!” A hush falls over the chamber as the blue portal in the center of the room roars to life. Electric blue lines travel across the floor to spidering channels etched into the marble, forming ancient cryptic symbols. Hooded figures clad in crimson robes appear from vaulted archways and
THE LIBRARY OF INDOS 193 slowly walk toward the center of the room and circle the edge of the portal. There are nine of them, their faces concealed by shadow. Meyfyre, now brandishing a dagger, apprehends Fawn and holds it gently to her neck. She solicits Gilgazo, “Druid! I offer you a trade. One life for another!” Gilgazo (see appendix A) tells the party that he will go and that Fawn (see appendix A) doesn’t have to die. If the characters turn over Gilgazo, Meyfyre (see appendix A) will throw Fawn to the ground, seize Gilgazo, and force him into the portal. If the characters refuse, Meyfyre slits Fawn’s throat and attempts to apprehend the last of the Allianders. In either instance, the Council of the Nine (see appendix A), enigmatic rulers of the Order of Indos, attack the party to appease their Chrysalean masters. At the same time, spiran lackeys (see appendix A) begin to pour in from behind the party. Four Spirans come through initially, and every 5 rounds, four more will enter. The Spirans and the Indosians will engage both each other and the party in combat. If Meyfyre hasn’t yet captured Gilgazo, she will focus on doing so. Council of Nine Tactics • The Council of Nine does not begin with their Link Power ability charged. • The councilors will attempt to stay out of the melee range of hostile creatures, if able. • If enough councilors have their Link Power ability charged, they will perform their Council of Inquisition attack. • The councilor will use its Profane Whispers ability if ready, and a valid target is available. • The councilor will attack with Mortiferous Discharge. The portal will begin to close once Gilgazo has entered it, and after 20 rounds, the portal will be too small for any of the characters to enter. The Council of Nine will press the attack, trying to prevent the party from chasing after Meyfyre. After 15 rounds, or if all of the Nine are dead, Spiran lackeys will flood into the room, three per round. If Fawn is alive, she will surrender to the Spirans and beg the party to go after Meyfyre and Gilgazo. If the characters choose not to go through the portal, Spirans will continue to pour in, increasing to five per round after the portal is closed. They will not accept surrender. TRANSITION If the characters enter the portal, read: The ring around the portal glows blue upon entering, but the water inside is black, and it feels warm and syrupy. The calm waters turn turbulent; tiny crackling bubbles pop off the surface and sting like a misty ocean breeze. For a brief moment, the ring pulses blue. And then, the water transforms from viscous to thinner than mountain air. Everything begins to sink, and just before everyone goes under, the blue ring around the portal fades to black. A booming subsonic vibration blankets all sound, and a maniacal swarm of fizz and bubbles engulfs everything inside. The sensation of sinking is replaced by that of falling, falling, falling. BENEATH THE CITY
196 LOREOFAETHERRA.COM/DESCENT Much has happened since the Lake Sprite brought the characters to Fano. After Fawn Lee solicited the party’s help, their journey has led them through the city and across the lake, finding adventure in every place they looked and making the world of Aetherra their own. Few have come face to face with the harrowing perils of Broken Top Bay and survived, and those that have, ride a fine line between brave and foolhardy. The druid, trapped in the Reverie Fantastica, waited in his gilded cage at the end of a dizzying maze and required, after escaping, a trip to his old home to acquire aether, the source of his power and pain. Gilgazo’s triumphant return to Fano is cut short, both by learning of his closest friend’s passing and the resurgence of an old foe, the Osia Phon. A confrontation with the Spiran army and a friend’s betrayal leads to one of two paths — death at the hands of an endless barrage of Spiran soldiers and Indosian mystics or an escape down a portal to the unknown to chase after the abducted druid. What happens next? Why did Meyfyre seize Gilgazo? What lies at the other end of the portal? These questions can only be answered below the depths of Chrysal Lake, in the underwater city of Chrysalea. Descent to Chrysalea CHRYSAL LAKE, MOUNT TESETERRA XII
DESCENT TO CHRYSALEA 197 CODA As the characters sink deep beneath the waters, read: For a few moments, the bubbles vanish, and all is peacefully calm. Then, a forceful current sucks everything deeper underwater, revealing the true magnitude of the expansive deep. Aquamarine waters extend out of sight, injecting life into a myriad of dark shadows and infinite gulches. A sunken cliffside descends so deep it could overshadow any mountain on Aetherra. Out of the darkness, a massive creature, unaware of its sheer enormity, scurries out of sight, down a crevice. The pulling sensation remains, though the water thins to a mist, making it breathable. Winds begin to whip, converging with the pinging of a cold drizzle, evoking the scent of a damp morning on the shore of a foggy coast. Beneath, the darkened blue fades to achromatic light. Warmth radiates as if an invisible fire raged nearby. The mist has disappeared, and your velocity increases more by the moment as a blinding white light encapsulates everything around, a bright neon nothingness. MAXWELL SCHILLER / STU HARRINGTON