APPENDIX C: PRE-MADE CHARACTERS 251 HOMELAND Foxin Ara. A small town on the docks, Foxin Ara, is known for its fascination with the aquatic sport Wakenring. While the residents appear to be easygoing, the culture is fiercely individualistic — here, family doesn't always come first. Crabbing and hunting fuel Foxin Ara's commerce, given that the northern region of Chrysal Lake abounds with wild game. Foxin Ara was originally a tent city for the people who built the Fringe of Orrien, and over the years, its residents have woven their histories into a unique community. The town isn't considerably wealthy, and most of the abodes are small and simple. However, the community prides itself on maintaining the town's pristine beauty. Due to its isolated location, the nights are longer than normal and immensely dark. HOMELAND FEATURES Of The Water. Due to your upbringing on the water, you’re a natural swimmer. When swimming, if you roll a 7 or less on your Athletics check, it counts as an 8. Bonus Proficiencies • Acrobatics (Dexterity) • Athletics (Strength) • Water Vehicles • Navigator's Tools CHARACTERISTICS Gender Non-binary Eyes Green Size Medium Height 5’ 4” Hair Chestnut Skin Tan Age 84 Weight 120 lbs. Dierah MEDIUM HUMANOID (WOOD ELF), ROGUE, NEUTRAL Armor Class 14 (leather) Hit Points: 8 (1d8) Speed: 35 ft. STR 8 (-1) DEX 16 (+3) CON 10 (+0) INT 12 (+1) WIS 16 (+3) CHA 13 (+1) Saving Throws Dex +5, Int +3 Skills Acrobatics +5, Athletics +1, Deception +3, Investigation +3, Perception +5, Sleight of Hand +7, Stealth +5 Senses Darkvision: 60 ft., passive Perception 15 Languages Common, Elvish, Thieves' Cant Sneak Attack. Beginning at 1st level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. ACTIONS Dagger. Melee Weapon Attack: +5 to hit, 1d4 + 3 piercing damage. Dagger (Thrown). Ranged Weapon Attack: +5 to hit, 1d4 + 3 piercing damage. Shortsword. Melee Weapon Attack: +5 to hit, 1d6 + 3 piercing damage. Shortbow. Ranged Weapon Attack: +5 to hit, 1d6 + 3 piercing damage. Unarmed Strike. Melee Weapon Attack: +1 to hit, 0 bludgeoning damage. DESCRIPTION Personality Trait. You won't pass up the opportunity to be alone. Ideal. The only true religion is the belief in your own spirit. Bond. Trust is returned in the same manner as those who trust you. Flaw. Your curiosity eclipses logic. BACKSTORY Orphaned as a young child, you were raised in a cathedral whose oblates were dedicated to the Tethan creed – the worship of tonal deities. Your heart is conflicted – although the Tethans kept you healthy and safe, they were stern and dismissive of your emotional needs. You learned to be resourceful from an elven gardener name En Dwaga (one of the only people you truly love and trust). For several years you survived alone in the forest north of Broken Top Mountains. En Dwaga advised you to return from isolation, warning that you could grow detached from the world, just like the oblates you promised you would never become.
APPENDIX C: PRE-MADE CHARACTERS 253 HOMELAND Tomla. The expansive yet sparsely populated backwoods farming community of Tomla is home to a diverse group of inhabitants united by their love of community and distrust of government. The town provides most of the region's food supply. Other smaller independent villages lie within Tomla's borders due to complicated zoning decrees from the bureaucrats within its town hall. The Tomla government collects a hefty tax to hire protection for the town, otherwise keeping them entirely autonomous. This agreement creates a unique community of cultures within cultures. The farmland owners don't seek power or control over their inhabitants, and in some cases, they even fight alongside the small villages in battle. HOMELAND FEATURES Anarcho-bond. Tomla natives stick together and will join each other in defying authority. They will provide food, shelter, information and will hide your whereabouts for a day. Bonus Proficiencies • Nature (Intelligence) • Persuasion (Charisma) • Woodcarver’s Tools • Additional language: Celestial CHARACTERISTICS Gender Male Eyes Blue Size Medium Height 4’ 1” Hair Red Skin Beige Age 43 Weight 140 lbs. Doravar Redbraid MEDIUM HUMANOID (HILL DWARF), CLERIC, CHAOTIC GOOD Armor Class 18 (chain mail, shield) Hit Points: 11 (1d8 + 3) Speed: 25 ft. STR 14 (+2) DEX 12 (+1) CON 15 (+2) INT 10 (+0) WIS 16 (+3) CHA 8 (-1) Saving Throws Wis +5, Cha +1 Skills Medicine +5, Nature +2, Persuasion +1, Survival +5 Senses darkvision: 60 ft., passive Perception 13 Languages Common, Dwarvish, Celestial Disciple of Life. Whenever you use a spell of 1st level or higher to restore hp, the creature regains additional hp equal to 2 + the spell’s level. Spellcasting. You are a spellcaster (cleric feature) who uses Wisdom as your spellcasting ability (spell save DC 13; +5 to hit with spell attacks). You have the following spells prepared: Cantrips (at will): resistance, spare the dying, thaumaturgy 1st level (2 slots): bane, bless, cure wounds, detect poison and disease, guiding bolt, sanctuary ACTIONS Warhammer. Melee Weapon Attack: +4 to hit, 1d8 + 2 bludgeoning damage. Handaxe. Melee Weapon Attack: +4 to hit, 1d6 + 2 slashing damage. Handaxe (thrown). Ranged Weapon Attack: Range: 20/60 ft., +4 to hit, 1d6 + 2 slashing damage. Unarmed Strike. Melee Weapon Attack: +4 to hit, 3 bludgeoning damage. DESCRIPTION Personality Trait. Your emotion fuels your power, and your reactions are all emotional. Ideal. Silence is surrender. Bond. You believe you are the Green Guru to the people, and you believe that the oppressed should rise against their oppressors. Flaw. You can't help to add insult to injury; your tongue is your bane. BACKSTORY You were raised by a single mother in the hills outside of Tomla. Your mother was spiritual, kind, and loving. She taught you to revere community and fairness, instilling a strong moral compass within you. The two of you were extremely poor and struggled to survive. As you matured, you saw that others often mistreated your mother. The hills you lived in fell under Tomla's tax obligation, yet you didn't have a property to farm, and you were caught in a cycle of oppression that led to your mother's death. This experience inspired you to travel around the region and find ways to oppose governmental rule. You quickly became well-known as a healer of body, spirit, and pocketbook. People began to refer to you as the Green Guru — a servant of the lowly, taking on the system. Your reputation spread throughout Tomla and among high officials, and they saw you as a threat to their power. Consequently, you improved your defense skills.
APPENDIX C: PRE-MADE CHARACTERS 255 HOMELAND Indaracia. The affluent city of Indaracia is tucked against the mountainside near the eastern shore of Chrysal Lake. The inhabitants have a reputation for being prideful and pompous. Monuments devoted to their reigning king and queen (who are worshipped and feared) adorn every neighborhood in the city. Indaracians are forbidden from possessing anything from different cultures. Items from distant lands can't even be spoken about — those holding outlawed materials must keep them hidden away. Survival and combat skills are considered unnecessary and inferior to intellectual pursuits. Many of Indaracia's residents study the arcane arts. HOMELAND FEATURES Claim to Fame. You are known for a great skill or talent (which is completely false). Whenever using this “fact” to perform a Charisma check, you may use your Deception instead. Bonus Proficiencies • Insight (Wisdom) • Deception (Charisma) • Additional language: Sylvan • Forgery Kit CHARACTERISTICS Gender Male Eyes Blue Size Medium Height 5’ 11” Hair White Skin Light Age 90 Weight 194 lbs. Norlen MEDIUM HUMANOID (HALF-ELF), WIZARD, CHAOTIC NEUTRAL Armor Class 12 Hit Points: 8 (1d6 + 2) Speed: 30 ft. STR 10 (+0) DEX 14 (+2) CON 14 (+2) INT 16 (+3) WIS 8 (-1) CHA 14 (+2) Saving Throws Int +5, Wis +2 Skills Arcana +5, Deception +4, History +5, Insight +1, Investigation +5, Nature +5 Senses darkvision 60 ft., passive Perception 9 Languages Common, Draconic, Elvish, Sylvan Spellcasting. You can cast prepared wizard spells using Intelligence as your spellcasting modifier (Spell DC 13, Spell Attack +5) and wizard spells in your spellbook as rituals if they have the ritual tag. You can use an arcane focus as a spellcasting focus. You have the following spells prepared: Cantrips (at will): fire bolt, mage hand, minor illusion 1st level (2 slots): charm person, detect magic, mage armor, magic missile, shield, sleep ACTIONS Quarterstaff. Melee Weapon Attack: +2 to hit, 1d6 bludgeoning damage, or 1d8 bludgeoning damage if used with two hands. DESCRIPTION Personality Trait. You are adamant about keeping your clothes immaculate. Ideal. Lives end. Tales endure forever. Bond. One day the world will read about your adventure. Be the hero. Flaw. You are easily persuaded by those who appear wise. BACKSTORY You came from a noble family of traders. The custom in your family is for those reaching adulthood to set out on a tour of trade routes throughout Aetherra. However, you were left at home in charge of the bookwork due to your interest in reading. You enjoy long periods of solitude, sometimes spending days without speaking a word. You have read more books in your youth than most have in their entire life and have used that knowledge to hone your magic skills. You spent a lot of time rummaging through your family's chests, finding outfits from around the world — encouraging your love for fine fashion and unique clothing. After a spell nearly burned your entire collection of books, you had a moment of clarity and decided to find your own way in the world. It was time to experience life outside of your room.
APPENDIX C: PRE-MADE CHARACTERS 257 HOMELAND Whindon Town. Whindon is a large woodland town a few miles from the Dimlight. The residents value self-sufficiency and strong family values. Many townsfolk are excellent hunters and trackers, while others are blessed with a talent for ingenuity. Once a year, the town hosts a world-renowned harvest festival, drawing visitors from all corners of Aetherra. Most homes and shops in Whindon hang from the treetops and sway in high winds that sweep through the area. The howling wind has made many of the residents hard of hearing, making family dinners and get-togethers loud and chaotic — just the way they like it. HOMELAND FEATURES Extended Family. You have a large, devoted family that you can rely on. You and your party can stay with your relatives, sometimes for free and other times in exchange for a favor or something of value. Bonus Proficiencies • Medicine (Wisdom) • Survival (Wisdom) • Herbalism Kit • Pan flute CHARACTERISTICS Gender Female Eyes Gold Size Medium Height 5' Hair Crimson Skin Red Age 38 Weight 120 lbs. Yaphi MEDIUM HUMANOID (TIEFLING), WARLOCK, NEUTRAL Armor Class 13 (leather armor) Hit Points: 10 (1d8) Speed: 30 ft. STR 10 (+0) DEX 15 (+2) CON 12 (+1) INT 14 (+2) WIS 8 (-1) CHA 16 (+3) Saving Throws Wis +1, Cha +5 Skills Arcana +4, Intimidation +5, Medicine +1, Survival +1 Senses darkvision 60 ft., passive Perception 9 Languages Common, Abyssal Dark One’s Blessing. Starting at 1st level, when you reduce a hostile creature to 0 hit points, you gain temporary hit points equal to your Charisma modifier + your warlock level (minimum of 1). Spellcasting. You can cast known warlock spells using CHA as your spellcasting modifier (Spell DC 13, Spell Attack +5). You can use an arcane focus as a spellcasting focus. You have the following spells prepared: Cantrips (at will): eldritch blast, mage hand, prestidigitation 1st level (1 slot): burning hands, command ACTIONS Light Crossbow. Ranged Weapon Attack: Range 80/320 ft., +4 to hit, 1d8 + 2 piercing damage. Dagger. Melee Weapon Attack: +4 to hit, 1d4 + 2 piercing damage. Dagger (thrown). Ranged Weapon Attack: Range 20/60 ft., +4 to hit, 1d4 + 2 piercing damage. Unarmed Strike. Melee Attack: +2 to hit, 1 bludgeoning damage. DESCRIPTION Personality Trait. You can't back down from competition, no matter how long the odds. Ideal. Untethered spirits fly the highest. Bond. No one in the world can rival your brother; you hold him in the absolute highest regard. Flaw. You have no sense of personal accountability, and your reactive nature often goes unchecked. BACKSTORY You are from a big family with eleven siblings. Life has always been a competition. Whether gaming, hunting, or fighting for your parent's approval, every facet of life involved winning. Your brother Tol, who was closest to you in age and relationship, was your idol. Together you sharpened your craft and honed your skills, working side by side better than anyone else in your family. You were young when he died, and as you grew distant from the rest of your family, you were freed from your need for their approval. His death also caused a profound rift in your spirituality, and recently you've been seeking any sign that might rekindle it.
258 Appendix D: Side Quests Rip and Arlo can't remember if they locked up their house before leaving for the Bluefin and decide to find someone to verify it for them. They would check themselves, but they've had one too many drinks. Rip hands a key to the party and asks if they will check on their house guests — candleflies that live in small tunnels winding through the walls of the house. Reports of flybane goblins have circulated the neighborhood, and Rip and Arlo are concerned about their safety. If the party returns after locking up and ensuring the candleflies' safety, the kind gentlemen will reward them with gold. • The party ventures to a part of town nestled deep in the Aunaranda neighborhood. Despite the tiny houses and narrow streets, the community seems peaceful, homey, and well kept. • The party finds Rip and Arlo's house per their description — a wood carving of a fish hook hangs above the door. While the door is closed, it is not locked. • Orange lanterns, rope, and small glass ships decorate their place, an homage to the lives they lived out on the lake. The party notices intricately carved pathways and tiny scorch marks throughout the walls — candleflies have made a home within their house. • While initially calm and quiet, the party hears rustling in the other room. • The party finds two small, nasty-looking flybane goblins (see appendix A) reaching into a tunnel near the kitchen. • The party stops the goblins from eating the candleflies. • Having assured the safety of the candleflies, the party locks all the house's windows and doors. • After the party returns to the Bluefin to inform Rip and Arlo that they saved their glowing friends, the old men reward the party with 50 gp and a candlefly jar. Pinchy will not stop talking about a goblet that's been in his family for years. He says that long ago, his grandfather worked in the prince's kitchen. One evening, the staff couldn't find a cup for the princess's nightcap, as the prince broke every single dish, cup, and bowl in the kitchen during one of his fits. Naturally, the princess wouldn't take that as an excuse to miss her nightly wine, so Pinchy's grandfather took his goblet, engraved with his family's sigil, and sent it upstairs filled to the brim with a fine vintage. The princess, entranced by the goblet's kitschy appeal, decided it was hers and placed it on the mantel of her dining room. Pinchy wants his family heirloom back and hopes to find some brave adventurers willing to sneak into the castle and retrieve it. Candlefly Jar Wondrous item, uncommon When opened, this jar will attract a large number of tiny creatures known as candleflies. These Tiny insects emit bright light in a radius of 15 ft. and dim light for another 30 ft. and can remain sealed in the jar for 60 minutes before they must be released. After being used, the jar will need to recharge for an hour before it can lure more candleflies. Pinchy's Old Mug Wondrous item, uncommon (requires attunement) Any beverage consumed from this vessel by an attuned user will be safe to drink. Additionally, they may hoist the mug aloft once per day and say "cheers" to magically fill the mug with fine ale. Neighborhood Watch RIP & ARLO FEATHERLINE (BLUEFIN TAVERN) Hard Cider Heirloom PINCHY (BLUEFIN TAVERN)
APPENDIX D: SIDE QUESTS 259 A big Kin Scrap match is coming up, and Priven wants her brother Furcrest to come and support her. He tends the bar at Espiria in central Fano, a hot spot for Fano's elite. The club's owner, Brandi Redloc, underpays her staff and insults them in an attempt to impress the nobles around her. Since Furcrest is under contract, if he wants a day off, he has to pay for it. Priven has the money, but she has strong-armed Brandi in the past, so she isn't allowed to set foot in the club. Priven wants someone to gain access to the club and convince Brandi to let Furcrest take the day off and then bring him back to the Bluefin. • The party travels into the heart of Fano Proper, all the way to the Espiria Neighborhood. • The party gains access to the exclusive club Espiria (DC 14 Charisma (Intimidation), Charisma (Persuasion), or Dexterity (Stealth) check). • The club, built over the Archis River, features black marble walls, a complex system of waterwheels and waterfalls, and ferns and flora draped from every free spot on the ceiling. The glass floor allows viewers to see the river flowing beneath their feet. • The party finds Brandi Redloc and negotiates with her to give Priven's brother the day off (DC 10 Charisma (Persuasion) if the party gives Brandi the coin purse (containing 5 gp), or DC 16 Charisma (Intimidation) if they do not). • The party travels back and reunites Furcrest and Priven. • Priven, grateful for the party's help, rewards them with a potion of the raging bear. • The party ventures across Fano to the District of Spira, looking for the castle sitting on the hill. • The party fights or sneaks past the four Spiran Guards who monitor the borders (DC 12 Dexterity (Stealth) check). • The party scales a 40-foot castle wall (DC 10 Strength (Athletics) with rope, DC 17 without). • The party finds the dining hall and sees two guards loitering. The party must fight or sneak past them (DC 14 Dexterity (Stealth) check). • Scratch marks cover the chairs and tables, while blood coats the walls and floor. The bizarre paintings decorating the hall hang crookedly on the wall. One painting features a lanky, contorted figure floating above an oddly familiar dining table, while another depicts a wide-eyed man on a stretcher being shoved into a cramped space underneath a house. • The party finds the engraved goblet and escapes without further incident. • The party returns the goblet to Pinchy, who in turn rewards them with Pinchy's old mug. Pinchy immediately pours a pint into his reclaimed vessel and chugs it before turning back to his Skellin Shoot game. Potion of the Raging Bear Potion, uncommon When consumed, this potion grants you +6 strength for 1 minute, allowing you to go above its normal limit. After the effects fade, you must make a DC 15 Constitution saving throw. If you fail, you become incapacitated for 3 rounds. Clubbing PRIVEN THE RIVETER (BLUEFIN TAVERN)
260 Recently Bogsy Pearls noticed that some of the patrons of the Bluefin have grown bored with his violin playing. While a masterful fiddler, he understands that hearing just one instrument can become monotonous. Bogsy once saw another performer singing into a seashell that gave him pitch-perfect vocals. An artificer named Kyra Frost enchanted the shell and operates an instrument shop over in the Indos District. Since Bogsy is about to go on stage, he hopes someone could get the instrument for him. He expects a big crowd and would like to try singing through the shell to impress them with his vocals. He promises an unknown reward and rushes on stage. • The party travels to the western end of the Indos District, arriving at the Olean neighborhood. • They find a building with a sign reading Kyra Frost's Music Shop. • The party finds that Kyra has stepped out, and MintyFish, an enchanted amalgam of cat and violin, runs the shop in her stead. • MintyFish is quite bored and wants to see a spectacle. He will relinquish with the shell if a character succeeds on a DC 13 Charisma check or casts a visually impressive spell. • The party brings the shell to Bogsy. • He sings through the shell, and while it does smooth out his pitchy vocals, the crowd doesn't like it and tells him to go back to playing just the fiddle. Bogsy gets very little tip money, so he offers the singshell as a reward. Lately, the twin tiefling owners of the Bluefin have been monitoring Splink's increasingly odd behavior. The malarkey regarding "the situation" has grown louder and even more troubling, and his pranks are encroaching on lethal. It's been quite some time since either of them have actually seen Splink leave the tavern to visit his therapist, Raz, which might explain some of his recent shenanigans. Parable asks the party to find out why Splink hasn't been seeing his therapist. Paradigm will suggest they begin their inquiry in the Tomes neighborhood of Indos, knowing that Splink's therapist resides there. The twins encourage the party to hurry, as they don't have the funds to pay for another roof should Splink get carried away and blow it up again. • The party ventures to the Tomes neighborhood of Indos, eventually arriving at a home with a sign hanging above a brightly colored door. The sign reads, "RAZ PONDRI," and features the outline of a brain. • Upon opening the door, the party is immediately attacked by a friendly facsimile (see appendix A), furniture that Splink has animated in an attempt to alleviate Raz's perceived loneliness. Raz breaks free from the preoccupied construct and runs up the stairs. • The party encounters three more facsimiles in the hallway pretending to be inanimate furniture. They remain motionless until the party moves past them and attempt to make a surprise attack from behind. • As the party enters the upstairs bedroom, two facsimiles try to pull Singshell Wondrous item, uncommon When a creature sings into the singshell, its voice becomes smooth and pleasant-sounding. In addition, if a character singing into the shell succeeds on a DC 14 Charisma (Performance) check, they can imitate the voice of any creature whom they are physically capable of emulating. Splink's Marvelous Marbles Wondrous item, unique This royal blue velvet pouch feels heavier than it should. You hear the clinks of the glass beads rattling, even if the bag is empty. Once per day, you draw a marble from the bag as an action by rolling 1d6 and consulting the 'Marvelous Marbles' table on the following page. Marbles can only be used once per long rest. Autotune BOGSY PEARLS (BLUEFIN TAVERN) Splink's Shrink PARABLE & PARADIGM (BLUEFIN TAVERN)
APPENDIX D: SIDE QUESTS 261 Raz from atop a dresser while two hidden facsimiles attempt to sneak up on the party. • The party rescues Raz and helps him evacuate his home. Raz tells the party that the creatures fed him and took good care of him, although they would not allow him to leave the house or be left alone. • Raz is neither upset nor angry, just tired. He has grown accustomed to Splink's eccentricities and will gladly follow the party back to further evaluate Splink's mental state. • Parable and Paradigm are relieved when the party returns with Raz and will offer them Splink's marvelous lost marbles. Splink had misplaced the marbles a while ago, but in his recent state, the tavern owners didn't want to equip him with more implements of chaos. • The party can either keep the marbles or return them to Splink. Splink offers to let the party have them under the auspices of "finders keepers," although if the party insists he takes them back, he will give each member 75 gp. MARVELOUS MARBLES D6 EFFECT 1 Bubbly Marble. Retrieving this bulbous green marble from the bag causes you to giggle uncontrollably for 1 minute. You can still take action, cast spells, and make yourself understood. 2 Misty Marble. This glassy marble swirls with mist within, and when thrown, casts the spell fog cloud. 3 Bouncy Marble. Squishy to the touch. Make a ranged weapon attack with proficiency. If the target is hit, they are launched 30 feet into the air, taking 3d6 damage when they land and are knocked prone. Targeting a willing creature hits automatically. 4 Spooky Marble. A high-pitched whine emits from this marble when you hold it in your hand. When thrown, the marble issues a banshee-like scream centered on a location that lasts for 1 round. This is not loud enough to cause damage or trigger a concentration check. 5 Sparkly Marble. This marble brilliantly twinkles when removed from the bag. When thrown, it creates a bright flash of light and deals 3d4 + 4 force damage to its target, and all creatures within 30 feet must make a DC 13 Constitution saving throw. All creatures who fail are blinded for 3 (1d4 + 1) rounds. It never misses. 6 Buzzing Marble. When removed from the bag, this marble vibrates violently, emitting a high-pitched buzzing sound and will bump, knock, and distract a chosen target. The target must make a DC 10 Wisdom saving throw or make all weapon attacks and skill checks with disadvantage for the next 3 rounds.
262 Guesta, proprietor of Papa Gigi's Blue Bakery and lieutenant for the criminal organization known as Eight Arms, will only do business with someone he trusts. His trust, however, can be earned. Len Grecon, captain of the Starless Fair, a rival to Eight Arms, keeps a very special hat in his personal quarters, and Guesta wants that hat. He says it's made from black crushed velvet and sports an oversized iridescent feather. If the characters manage to retrieve it, Guesta will do business with them. • The party heads dockside and must find a way to get to the Starless Fair. Azalea will ferry the party across if they know the family's words. They may swim across (DC 12 Strength (Athletics) check) or use any methods at their disposal. • Once aboard, the party will have to locate Len Grecon's personal quarters (DC 13 Intelligence (Investigation) check) or follow him when he goes there (DC 13 Dexterity (Stealth) check). • Once the coast is clear, the party will have to break into the door (DC 12 Dexterity (Sleight of Hand) check) or break the door down (DC 10 Strength check). • Len maintains an austere lifestyle and has a room to match. His only extravagance is the carved oak armoire, where he keeps his trademark suits. The armoire is trapped (DC 13 Wisdom (Perception) check to notice, DC 12 Dexterity (Sleight of Hand) check to disable the trap, 7 (2d6) fire damage, and a blaring alarm if set off). Inside, the prized hat awaits. • If the trap was disabled and the hat can be hidden, the party can take the dinghy back to the docks. If the alarm goes go off, they can try to find an unattended lifeboat (DC 13 Intelligence (Investigation) check), or they can swim back to shore (DC 12 Strength (Athletics) check). If they want to keep the hat dry during the process, they must succeed on a DC 10 Dexterity check. • Upon returning, if the hat is dry, Guesta will take it, place it on his head, and look very satisfied with himself. If it is wet, he will accept it with a disappointed look on his face. Either way, the party members are now allies with Eight Arms, can access their shops, and may later be called upon for further adventures. If the hat is returned dry, each party member will also receive an Eight Arms Insignia (rank 1). Eight Arms Insignia (rank 1) Wondrous item, uncommon (requires attunement by a non-good creature) This simply decorated insignia entitles you to the benefits afforded to your rank within the Eight Arms organization. In addition, once per day, you may make a Dexterity (Sleight of Hand) check with advantage. Initiation GUESTA (WAYFARING)
Index A Aegis of the Watcher 39 Aellin 82 aether 12, 181, 211 Aether Echo 136, 222 Aether-Infused Chrysal Cake 82 Alderman Abel 249 Allianders 41, 241 Alybow 57 An Exhaustive Account of Infinity 57 arlo featherlin 61 Ashifindi the Bloodletter 159 Audowhenda 95 Aundi Chronicle 97 Aylia Bree 142 azalea grecon 76 B baden 81 Bag of Floral Delights 137 Be'ehfaych 152 Blowgun of Brutal Efficacy 154 Bluefin 50 Bluefin Tavern 46 Blushing Dragon (Potion of Laughter) 62 bogsy pearls 50 Braided Hair Beads 211 Broken Top Bay 108 Broken Top Mountains 18 C Captain Redfall 51, 217 Cauterblade 103 Celestio (Potion of the Siren's Voice) 85 Ceriad Keep 148 chameleon lobster 101 charm Ringer 168 Chrysalea 196 Chrysaleans 41 Chrysal Lake 18 Circlewinds 174 Coat of Mechwood 78 Cord of Incapacitation 139 Corrupted Elementron 156, 222 Council of the Nine 193, 223 crested owlbass 100 Crooked Fingers 111 D Dalnus Magdro 27, 66 dark muune potions 84 Deathleaf Poison 159 deme circlewind 174 Detect Aether 161 Devva Magdro 66 Dierah 251 Doravar Redbraid 253 Drenche (Potion of the Shadows) 85 E Eden Guards 140, 223 Eight Arms 12, 81, 174, 262 Ekvas 172, 224 Emanchi Drift 64, 170 Emerals (Potion of the Dreamers) 85 Endia Smithness 37 Eri Heken 81 Erikkin Cane 55 Essi Muune 84 Eswindas 75 Eveas 169 F Fa'an Dri 239 fact or folk 56 Faequin 141, 224 Fano 18 Fawn Lee 26, 209 Fevered Asp Poison 154 Fishgut Poultice 104 fishing 100 Fleshsaw 188 Flippin’ Wickie’s Beauty Parlor 37 Flybane Goblin 225, 258 Fog of Suffocation 29 forgemaster ines 83 Foxin Ara 10 Frankie the Mop 73, 175 Friendly Facsimile 225 Fringe of Orrien 91 Fuzzhorde 175, 226 G Gargatua 101 Gelden 58 Gem Bugs 173 Gilgazo 41, 142, 211 Girdle of the Infiltrator 215 Glass Moondome 180 Glove of the Puppetmaster 141 Glowcannon 102
264 Gold Bops 179 Gold Row 59 Guesta 80 Gwyther family 57 H haithe 152 Hammond Mai 170 Henda 239 Hendan gold-toothed piranha 101 Hexin (Potion of Sentience) 85 Hungerbane 129 I Iceshard Elemental 177, 226 Indaracia 10 J jintana Keller 80 jintana’s Provisions 80 Jonny Brownbeard 73, 178 Judon Nexi 177 K Kanarok's Championship Ring 173 Kanorak 172 Katsie 142 Kenderson Mardo 171 Kensington locks 142 Kin Scrap 63, 170, 259 Kint 27 kon sweet 173 L Lakano 177 lakeport docks 28 Lake Sprite 18, 20 len grecon 76 Lieutenant Myano 144, 219 M Madam Empra 18, 83 Madam Empra's Forge 13, 73, 83 mad cast 168 Maggie and the Bandits 51 Maggie Moon 31, 51, 227 Manual of the Whispering Weeds 157 marripie Diamond 170 Maytria 124, 213 Maytria’s Carapace 129 mechwood 78 Melle Feres 175 Merchant's Consortium of Escha 13, 72 merqua 18 Merqua Glowblade 123 Merqua Glow Tower 91 Merqua Ragecat 26, 227 Merqua-tainted Gull 114, 228 Merqua-tainted Seaweed 113, 228 merquatica piscea 101 Merquin's Cabaret 174 Mescillian 102 Meyfyre Hetheria 26, 215 Mina's Dancers 176 Mindwa of Reneth 180 miniature toothed copperfish 101 Mnomen 57 Mount Teseterra 18 Moxi VII 99 Mudraker's Spell Empire 82 N Norlen 255 notchi con 168 Novarian 192, 239 Novarian Neural Network 78, 145 O Olive the Woodworker 78 Ombi 83 Onu Frandelli 175 Onyx Obelisk 130 Order of Escha 12, 239 Order of Indos 12, 240 Order of Spira 12, 240 ore 176 orogen 64 Orrien 189 Osia Phon 181, 221 Osia Phon Shadowling 228 Oudrey 27 P Papa Gigi's Blue Bakery 81, 129, 242 Parable 50 Paradigm 50 Passter Borgeman 174 Pay Up 179 Pinchy 55 Pinchy's Old Mug 258 Poli 57 Poob 83 Porridge bowl theater 179 Potion of Spider Climbing 129 Potion of the Raging Bear 259 Priven the Riveter 64, 170 Purpleback Cave Viper 137, 229 Purple Parody (Potion of Ethereal Mimic) 61
INDEX 265 R Redroc 10 Render's Guild 171 Ring of Kinetic Isolation 155 Ring of the Bat 137 Ring of the Skellin 122 Rip featherlin 61 Robe of the Ascendant 187 Rod of Serpendipity 157 S Salty Rose Apothecary 37 scimo reds 77 scimo's fence & pawn 77 sea hag 56 Sera Zin Volia 176 Siggy the Wog 176 Singshell 260 Sips 83 Skeletal Merqua Abomination 122, 229 Skellin shoot 54 Skylight Jazz (Potion of Rhythm) 61 Skyward 177 Sparkflour 158 Spiran Barfly 178, 230 Spiran Berserker 74, 230 Spiran Inquisitor 39, 231 Spiran Lackey 188, 231 Spiran Major 188, 231 Spiran Templar 39, 232 splink 61 Splink's Marvelous Marbles 260 Sqim Engills 177 Starless Fair 12, 18, 73, 76 steakfish 101 straw cobblers 171 sune liza 97 Swarm of Flashroaches 155, 232 Swarm of Merqua Spiders 123, 137, 139, 233 T Tetha 36 The Aundi Chronicle 156 The Bells of Lament 38, 236 the Brazen 142 The Dimlight 91, 151 The lost lantern 178 The Reverie Fantastica 129 The Slog 170 The Twenty Seven 38, 239 thorned eeliathan 101 Tiko Tangle (Potion of Tiko) 62 Tomla 11 Tortured Crow 181, 233 translucent glowdevil 101 Treatise on the Consequence of Chance 172 Tripp 5643-yr 55 Tweedy Pickles 172, 173 V Verminswarm 158, 234 Verny Miss Bow and Arrow 36 Verny Miss Fellows 36 Vervillia 160, 234 Vined Nightmare 235 W Wakenring 59, 173 Waterleaf Book Shoppe 34, 38 Whindon 11 whistling charscale 101 Wickie Crestfall 37 Wildbriar Necklace and Key 211 Wix 97 Y Yaphi 257 yisha 97 Yogsa 73, 172 Z zan redado 141 Zardi Offenfree 178 Zooboy 83
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COPYRIGHT NOTICE Open Game License v 1.0a Copyright 2000, Wizards of the Coast, LLC. System Reference Document 5.1 Copyright 2016, Wizards of the Coast, Inc.; Authors Mike Mearls, Jeremy Crawford, Chris Perkins, Rodney Thompson, Peter Lee, James Wyatt, Robert J. Schwalb, Bruce R. Cordell, Chris Sims, and Steve Townshend, based on original material by E. Gary Gygax and Dave Arneson. Lore of Aetherra: The Lost Druid Copyright 2021, Arboreal, LLC.