THE BLUEFIN TAVERN 51 If the party hasn't yet met Captain Redfall (see appendix A), Paradigm or Parable will point him out sitting alone on the tavern's main floor. THE MAIN FLOOR Where all the magical, and not so magical things, happen at the Bluefin. The main floor is expansive and lively with a cast of notable patrons for the party to interact with. Security is handled in-house by a team of hired mercenaries (dragonborn guards), with two guards on staff during the day and four at night. Although the establishment draws a rough crowd, it seldom proves deadly, and tavern brawls occur regularly. If a simple fistfight begins to take an especially violent turn, some seasoned patrons might step in to de-escalate the situation. Most times, petty quarrels are solved by challenging an opponent to a match of Kin Scrap, a battle of strength and skill in which two opponents attempt to pin each other's arms to the table. M3. THE STAGE The bar's backdrop rests against the old theater's stage. The base of the stage, inlaid with gold and hand-carved in astounding detail, depicts the timeline of Fanonian theater history. While the stage itself is smooth and waxy, it wears the marks of the many performers who have graced it over the centuries. Long velvet curtains, torn and stained, hang from the sides. The back wall curtains have been drawn, and years of previous set pieces are displayed in disarray — room backdrops, an artificial forest, and flights of stairs that ascend into the shadows. A mock sailboat on the stage seats an elven couple drinking ales. A dazzling bejeweled chandelier hangs from the center of the stage, its dents and scrapes the result of one too many drunkards swinging across the room. If Maggie Moon (see appendix A) is still alive, her band will be providing musical entertainment from the stage. If she was killed during scene two, the Bluefin's bard in residence, Bogsy Pearls (dwarf commoner), will take their place. Maggie and the Bandits If Maggie and the Bandits are performing, read: Behind two gnomes performing a bizarrely violent interpretive dance, a small band performs, fronted by the massive Maggie Moon. Wearing her signature red dress and dented golden crown, Maggie belts out a chorus, her voice filling the room with perfect pitch. Spectators hum the melody while diehard fans sing along with every word. The tavern walls are plastered with posters promoting the band Maggie and the Bandits, a local sensation and favorite of the dock crowd. Along with the titular Maggie, the band consists of goons affiliated with Dalnus and the thieves who accosted the party during the previous altercation. They exhibit no ill will when interacting with the party, saying that what happened was "just business." Bogsy Pearls If Bogsy is performing, read: A strapping bearded dwarf sits upon a stool, fiddle in hand, playing with a master's touch. After a few bars, he cranes his neck toward the crowd and sings along with his instrument, but his voice is shaky and flat and draws the crowd's ire. He quickly ceases singing and falls back on his superb fiddling. Bogsy, a portly dwarf with a floor-brushing beard, is the daytime musical resident at the Bluefin. Having moved recently from Henda to Fano, he is trying to make it in the big city on his parents' coin. Bogsy is a polished musician capable of holding the attention of even the tipsiest listener. While he is proud of his voice, he struggles to sing in tune, and his lyrics are corny and nonsensical. Everyone who hears Bogsy play agrees that he would be the greatest fiddler in all Aetherra if he could simply keep his mouth shut. Even so, nobody would ever actually say those things to the sweet and sensitive kid—nobody except for Paradigm. Bogsy will also offer the characters a side quest to procure a device to help improve his singing (see appendix D). M4. BACKSTAGE The room opens up into another small seating area through the set pieces. Several tables and chairs are set up among an overstock of casks and rum barrels. The backstage is reserved for performers, although Paradigm occasionally uses the space to discipline employees in private. Painted landscapes cover the walls, and one painting has cutouts where lit torches make the depicted arching bridge appear three-dimensional.
M5. SKELLIN SHOOT ALLEY While many games involve tossing darts at a specialized game board, patrons at the Bluefin prefer Skellin Shoot. The design of the skellin board is inspired by the carnivorous fish called the skellin, universally despised by the anglers of Chrysal Lake. In the northwest corner of the tavern, amidst barrels of aging spiced wine stacked high, a corridor glimmers with soft violet light, wide enough to contain several skellin game boards. Most of the boards are occupied by patrons playing for fun, but the last two are reserved for the more competitive players. The corridor appears luminous due to the phosphorescent skellin boards and exotic light-emitting plant life growing on the wine barrels. Characters can challenge Tripp 5643-YR (construct commoner) for a 10 gp purse, Erikkin Cane (elf acoylte) for a 25 gp purse, and if someone manages to beat Pinchy (human commoner), they will earn 75 gp. In addition, he seriously contemplates retirement and bequeaths the character a magical +1 dart, making them promise never to use it to cheat in a real dart game. A total of 200 gp worth of prizes can be had, courtesy of Mudraker's Spell Empire, and must be picked up the next day at the shop. When a match of Skellin Shoot begins, read: The corridor hushes, and the lights dim as the competitors take their place. Despite their excitement, the crowd remains quiet, honoring the silence needed for the competitors to maintain focus as they begin their match. SKELLIN SHOOT CHALLENGERS Pinchy. Although Pinchy (human commoner) appears to be nothing more than an unsteady old drunk, his appearance hides his mastery of the game. His form is awful, and every throw he makes looks like a complete mistake, yet his dart rarely misses its mark. Rumor holds that he plays terribly while sober, explaining why he never plays without a pint at his side. He says that every game is his last, and he is going to retire this time, but his closest friends say that he has been repeating that line for decades. Pinchy also offers the party a side quest to retrieve a goblet stolen by a noble (see appendix D). Pinchy carries a small case holding a dozen different darts, ensuring he has the proper dart needed for each throw. Erikkin Cane. A young wizard elf who ran away from the pressures of her family's sorcerous expectations, Erikkin discovered Skellin Shoot after seeing her older brother playing in a tavern one night. Later that evening, when the patrons were too drunk to notice, Erikkin threw her first dart, and the obsession took hold. She appreciates the game's absence of magic or spellcraft — only aim, talent, and patience are required. She departed for Fano so she could go unnoticed among its crowds and further her career. As she plays, her familiar, a black raven, can be found resting on Tripp's shoulder. Errikin's love for the game is reflected in her choice of darts — simple and clean. Made from the core of an ironwood tree, they are stronger than steel and almost as heavy. She keeps the black feather fletching pristine. SKELLIN SHOOT TAVERN GAME Each participant begins a game of Skellin with 205 points, and the first player to reduce their score to exactly zero wins. Each turn, a player picks a target worth either 5, 10, 15, or 20 points, and specifies if they will aim for a single (1x) or a double (2x). A player might also choose to aim for the Skellin, which is worth 50 points. A ranged weapon attack with a dart is made against the chosen area's DC. A character throws three consecutive darts before their opponent takes their turn. DC AIM 12 Number 14 Double 16 Skellin Success The player subtracts the targeted point value from their total. Fail Roll 1d4. The dart then lands on an adjacent point value one space in a random direction, determined by the die roll result. 1D4 RESULT 1 Up 2 Right 3 Down 4 Left Critical Fail Has a 50 percent chance of either hitting the Skellin or being thrown off the board. Rolling a modified 6 or less automatically fails, and the dart is thrown off the board, resulting in no points. Hitting a target that would reduce a score below zero also awards no points.
THE BLUEFIN TAVERN 55 Tripp 5643-YR. This clockwork construct resembles a goblin, their body a patchwork of metal sheets, gears, and illuminated wiring. The only article of clothing they wear is a brown pork pie hat. Referred to as Tripp by the patrons of the Bluefin, they remain near the skellin boards, humming and adding a soft yellow glow to the surrounding violet light. Tripp spends most nights holding patrons' drinks while they play, waiting for novice dart throwers to challenge them to a match. If a character chooses Tripp as an opponent, they activate a deep-rooted personality routine, providing some goblin-flavored insults and inappropriately timed cheers. Tripp's right hand converts into a dart launcher, holding three finely crafted mechanical darts with no fletching. After firing all three darts, they unlatch themselves and return to his arm like tiny mechanical spiders. M6. CAPTAIN REDFALL’S TABLE Many captains frequent the Bluefin Tavern, but every last one recognizes Captain Gattlish "Red" Redfall (see appendix A) as the finest skipper of them all. A party follows him wherever he goes, and he constantly drinks, laughing and recounting tales of his exploits to an eager crowd. The party will need to persuade Redfall to traverse Chrysal Lake and help them navigate the treacherous Broken Top Bay. Rumors persist that the captain has made the journey several times. Redfall will initially request payment of 100 gp, which he intends to leave to Parable and Paradigm. He says any trip through Broken Top could be the last and wants to leave the tavern well-funded before departing. PINCHY HUMAN COMMONER, SKELLIN PLAYER Personality Offbeat, humorous, and hot-tempered. Physical Very thin, wobbly, and has a knee-length beard. Longings To find out if he's any good at Skellin Shoot while sober. "I have no good excuse for my drinking habits, but I do have a lot of bad ones." ERIKKIN CANE ELF ACOLYTE, SKELLIN PLAYER Personality Headstrong, feisty, and abrasive. Physical Youthful, has short hair and narrow eyes with dark sleep circles. Longings To prove the greatest of things can be done without magic. "I'd rather be great at one thing, than mediocre at many." TRIPP 5643-YR CONSTRUCT COMMONER, SKELLIN PLAYER Personality Considerate, comical, cute, and lovable. Physical Makeshift mechanical goblin with exposed wires, has big glowing yellow eyes. Longings To be a part of a family. "When you're small, it's easy to look up to most everyone. It's also easy to get stepped on by accident." SKELLIN SHOOT BOARD
Next, he challenges the party to prove their worth, whether by brawn, endurance, or charm. If successful, Redfall will lower his fee to 50 gp and steels himself one last time for the challenges awaiting in Broken Top Bay. If the party fails the challenge, he sees their motivation is pure and will take them through the bay at his original price. Methods a character may use to persuade Captain Redfall to escort them include: • Besting him in a match of Kin Scrap. Redfall respects physical strength and can be impressed by those who possess it. Reference the rules for Kin Scrap on page 63. • Challenging him to a drinking contest. Whoever quits, passes out, or vomits loses. • Weaving a grand tale full of intrigue and adventure. A character can make a successful DC 15 Charisma (Performance) check and describe their tale to inspire Redfall to make the voyage. After the last flagon has been emptied and Captain Redfall has agreed to the journey, he will tell the party to meet him at his ship, the Moxi VII, tomorrow afternoon. Meyfyre will recommend they stay the night at the inn adjacent to the Bluefin after they've finished enjoying the tavern's amenities. SEA HAG There isn't an angler in Fano worth their weight who hasn't fought to stay upright in a game of Sea Hag. A quick and dirty test of vitality, the objective of this game is simply to outdrink your opponent without losing your lunch or consciousness. While there are no prizes for winning Sea Hag, characters have no problem finding people willing to bet up to 50 gp (plus the other's bar tab). SEA HAG TAVERN GAME The game begins with competitors taking a shot, after which they must make a DC 6 Constitution saving throw. If they fail the save, they are unable to maintain their composure and lose the contest. The DC increases by 3 at the start of each additional round as the competitors become more inebriated. ROUND DC 1 6 2 9 3 12 Additional +3 Hearty Stomach During each round, a competitor may re-roll their Constitution saving throw a number of times equal to their Constitution modifier. For example, if a character's modifier is +2, they can roll up to 2 additional times. FACT OR FOLK TAVERN GAME A match lasts three rounds, with each round consisting of a statement being read to the competitor, who then must determine if it's fact (true) or folk (false). Using the tables on pages 58 and 59, first choose whether you would like this round to be fact or folk. Then roll 1d10 and read the bolded statement from the appropriate table and allow the character to guess whether they think the statement is fact or folk. After they guess, disclose the answer, then read the portion of text in italics which reveals why the statement is, or isn't, fact. If the character wins at least two of the three rounds, they win the match. SEA HAG FLAGON
THE BLUEFIN TAVERN 57 POLI HUMAN COMMONER, SHIPWRIGHT APPRENTICE Personality Witty, comical, streetwise, and resourceful. Physical Youthful, has long frizzy hair and arm tattoos. Longings To start a shipbuilding company with her two best friends, Alybow and Mnomen. "I'll be a fire starter until I die, which will likely be by fire." ALYBOW HUMAN COMMONER, SHIPWRIGHT APPRENTICE Personality Bubbly, talkative, savant, and hot-headed. Physical Short and youthful, has a shaved head, and wears beaded adornments. Longings To build the greatest ship Chrysal Lake has ever seen. "I'll do anything to protect my brain, but drinking less is not going to happen." MNOMEN ELF COMMONER, SHIPWRIGHT APPRENTICE Personality Quiet, thoughtful, tedious, and tidy. Physical Fresh-faced and slim with a toothy grin. Longings To sail around Chrysal Lake with his two best friends. "I want to build things so they are new. New things are unquestionably clean." M7. THE TRIVIAL SHIPWRIGHTS Three young apprentice shipwrights sit around a table; two humans named Poli and Alybow and an elf named Mnomen. When the characters walk near the trio, read the following: In a nearby booth, three young people, drinks in hand, focus on the peculiar, oversized tome dominating the table between them. Seemingly stitched and restitched innumerable times, this hodgepodge of countless books, scrolls, journals, and more, has been pieced together to create this cumbersome volume. From a distance, the monotonous title on the cover, An Exhaustive Account of Infinity, can barely be made out. Next to the book lies a simple wooden ten-sided die. Equally brilliant and spirited, Poli (human commoner), Alybow (human commoner), and Mnomen (elf commoner) have recently secured apprenticeships with the Gwyther family, the most renowned shipwrights in Fano. Despite their prestigious appointment, they are, at their core, a group of know-it-all kids. They enjoy flexing their intellect in ale-soaked conversation, sharing compelling and outlandish theories about the lake's strange currents. If the party interacts with the apprentices, they will challenge them to a game of Fact or Folk. Poli, Alybow, and Mnomen take turns reading to the players. A prize of 50 gp, courtesy of Papa Gigi's Blue Bakery, awaits the victor of each match for up to five matches. All winnings must be picked up the following day at the Blue Bakery. While all three possess natural genius, the tome they carry with them, a powerful magic item that increases intelligence, augments their knowledge. Spells such as detect magic will reveal an enhancement aura surrounding the book. An Exhaustive Account of Infinity Wondrous item, very rare (requires attunement) This bulky tome holds the collective knowledge of each of its many owners. When you become attuned to the book, your knowledge transfers to its enchanted vellum pages. The information on the pages rearranges on its own in response to your questions, providing the most appropriate knowledge it possesses. After spending an hour studying this book, your Intelligence score increases by 2, to a maximum of 20, until your next Long Rest. Additionally, you may search the tome for knowledge as an action, revealing information according to the gamemaster's discretion. FACT OR FOLK Any city over a thousand years old has its fair share of quirks and oddities, and Fano is no exception. This game tests the characters' ability to sort through strange and interesting tidbits of knowledge about this once-great city and determine which of them are true. Use the table of facts and falsities on pages 58 and 59 if the characters choose to play.
58 LOREOFAETHERRA.COM/BLUEFIN D10 FACT D10 FACT 1 On a half-moon night, you can drink directly from Chrysal Lake without getting ill. Half-moon light has a subduing effect on otherwise dangerous bacteria. The drinking water in Fano is filtered through an ancient high-tech process. 2 In Gelden, there is more city underground than there is on street level. Since Gelden sits below the Monarchy castle, rows of walls and tunnels were built as a defense system. Since Fano hasn't seen a war in ages, residents of Gelden began occupying the tunnels. 3 There are many large gemstones laying around the city, some as large as houses. Legend has it that the gemstones were once generators for long-dormant Chrysalean technology. 4 Two enormous underwater chains tether the Lakeport Docks island to Fano Island. Lakeport Docks is a manufactured island. Made of stone and wood, it rests on monstrous floats underneath the water that have been tethered to Fano with two great chains. 5 There's an exclusive club whose members claim to have been born in Fano and have never been off the island. The group is called the Grey Cardinals. They convene at Fountainhead, a tavern in the very center point of the main Fano island. 6 There are parts of the island still unexplored. Yes. The cliffs behind the Monarchy and a "lost" shore along the northeastern coast that has a spell over it. 7 The most accurate map of Fano was created by a blind person. Her name is Nolana Rae Een, and she traversed the perimeter of the entire island barefoot, save the vexed coastline and the lost cliffs behind the Monarchy. 8 Witches have been known to develop severe allergies in Fano. The culprit is believed to be either the pollens from Aunaranda Pines, native to the island, or the radiation fallout from the obsolete Chrysalean tech littering the city. 9 The details of the construction of many of the large buildings in Fano are a mystery. Although the construction of Fano was a collaboration between master builders from the humans, dwarves, and elves, the sheer magnitude and short amount of time it took for some of the constructs is believed to be impossible, even with the use of magic. 10 The city relies more on practical wonders than magic. Although magic is heavily used by many in Fano, the premise of the invention that the city was founded on still remains a dogma among the people to this day. fact
THE BLUEFIN TAVERN 59 folk D10 FOLK D10 FOLK 1 Not many crops grow on the island due to the lack of farmland space and its rocky surface. The island has some of the most nutrient-rich soil in the region, and although space is limited, many of the crop gardens yield large harvests. 2 The treasury amount in Gold Row is almost completely depleted. In recent years the treasury has surged as the Eschans made an unsanctioned lift on merchant tax restrictions. 3 The fish market is the largest industry on the island. Textiles and foreign trade dominate commerce. 4 Fano Island is free-floating. Indeed, the depths of the lake are below Fano, but a rocky shelf arcs off the coast like a halfbridge and stations the Island in place on the western side. Along the docks of Point Vires, it is a shallower twenty meters deep. 5 The Monarchy is revered by most of the residents in Fano. Between the disappearance of the King and Queen, the isolation of the Mad Prince, and the severe decline in leadership or care for the people in recent ages, Fanonians have developed much disdain for the Monarchy. 6 It is common speech for the anglers and people of Lakeport Docks to refer to the lake as a "sea." Many believe calling Chrysal Lake a "sea" is disrespectful and cursed. It is almost always called The Lake, Chrysal, or The Swim. 7 The king is a cruel ruler. The king never established his rule nor made many, if any, public appearances. He has been missing for years. 8 Fruit is sparse on the island because it's not considered a staple in Fanonian meals. The island's soil is rich in nutrients, especially for growing fruits and berries. The sweet red maren fruit, native only to Fano, is world-renowned and one of the biggest exports. 9 Fano holds the most Wakenring Championships in the whole region. Fano is home to the biggest stadium, but players from Foxin Ara are, on average, far better at the sport and hold the most championships. 10 The city honors many seasonal festivals and citywide celebrations. In ancient times, yes, but there hasn't been a community-wide celebration or festival for ages.
60 LOREOFAETHERRA.COM/BLUEFIN M8. RIP & ARLO FEATHERLIN Known by all as the elders of the Bluefin, Rip and Arlo are mainstays of the tavern. Once the most talented anglers in Lakeport Docks, the two now spend their retirement tippling and weaving tall tales. These kind and cheerful men offer great wisdom to anyone in need. After a couple of flagons of ale and few stories, innocent listeners might find themselves drawn into the middle of their petty arguments, fueled by fifty years of marriage and what many call "bantering love." Rip and Arlo have a side quest to offer the characters, as they can’t remember if they locked up their house before coming to the Bluefin (see appendix D). Arlo takes a swig of ale from his flagon and glares at Rip, who had found a stray cat not an hour ago and is sneaking him bits of cheese. "There ya go, little Zi," Rip says, avoiding Arlo's stare. Arlo grumbles, "Now Rip, you've gone and named him! I tell ya you shouldn't get attached. You know I get to sneezing with a tabby cat 'round!" "Oh stop fussin' and just plug yer nose!" replies Rip. CONVERSATION PROMPTS Rip and Arlo enjoy talking with new adventurers and hearing what stories they have to tell. If you want to provide characters with an opportunity to explore their personal stories, roll a die and consult the table below to let the tavern's friendliest duo ask them a question. D10 CONVERSATION PROMPT 1 Rip: "When the world was younger, Arlo and I would travel all around the land, experiencing new ways of life. Now our bones be tired, and we pretty much stay put in old Fano. Tell me about yer homeland!" 2 Arlo: "Ya know, Rip here really knows how to push my buttons, but he's the love of my life. Tell me about the person you love the most in this world." 3 Rip: "I love a good evening stroll through old Cobblehob Cemetery, but Arlo here stays at home cause he gets a bit spooked! What scares you the most?" 4 Arlo: "Me old mum raised me to believe that if yer nice to the candleflies, only good things will come yer way. That's why Rip and I have all kinds of tunnels and tiny compartments in our house for them to live. Do you have any beliefs?" 5 Rip: "Every Festivale night Arlo and I share a few pints down here at the Bluefin. Well, actually, every night, come to think of it! What traditions do ya have?" 6 Arlo: "I'm not big on weaponry, but I do have a gem coated dagger that I used to gut every fish I ever caught. Always razor sharp and never grimy or rusted. Do you have a trusted weapon?" 7 Rip: "I came from a town way south of here called Covven. I was a young angler looking to breach the belly of the beast for a catch. So what brings ye out here to Fano?" 8 Arlo: "Life is like the tiny tunnels where our candleflies travel — you end up in the same place eventually, but you must choose which tunnel to take to get there. Why did you choose the path you're on?" 9 Rip: "I have a soft spot for stray animals, but our home can only house so many of them. What is one of your greatest weaknesses?" 10 Arlo: "Rip and I love telling stories. Sometimes we forget what's real and what's not, what actually happened, and what we just simply made up! Tell me a crazy story from your past!"
THE BLUEFIN TAVERN 61 RIP FEATHERLIN HUMAN COMMONER, RETIRED Personality Lively, comical, and adventurous. Physical Old, thin, and frail with long silver hair. Longings To make a tunnel from his house to the Bluefin Tavern. "Let your heart be the guide for what type of drink you decide." ARLO FEATHERLIN HUMAN COMMONER, RETIRED Personality Level-headed, clever, and curious. Physical Old but fit, and has long white hair and beard. Longings To write a guide book on the various fish of Chrysal Lake. "The sharpest sword, the most bitter winter, neither are as brutal as the silent treatment." SPLINK GNOME MAGE, ENCHANTED DRUNKARD Personality Erratic, eccentric, and cranky. Physical Short, round, has a long white beard and wears a purple robe. Longings To find Trinkets, his longlost sister. "Mystery is the echo of magic. Magic is the echo of the soul." M9. SPLINK In the back of the tavern, a plump gnome named Splink broods alone. While he is generally an exceptional spellcaster, his talent for magic becomes erratic after a few drinks. The regulars know to leave Splink alone in his designated corner, as his paranoia kicks in sometime after the third or fourth pint. Splink spends much of his time in his corner peeking over an overturned table, muttering something about "The Situation," and casting spells at his flagon. His familiar, a brown lizard, blends in and is always nearby. Townsfolk often joke that it was Splink who blew the top off of the theater ages ago. Every evening, after downing few ales, Splink seeks out newcomers and tries to convince them to imbibe one of his magic concoctions. The newcomer usually succumbs to some outlandish hallucination while Splink rolls on the floor in wild laughter. After the characters have interacted with Splink, either Parable (tiefling commoner) or Paradigm (tiefling commoner) will offer them a side quest to find Splink's wayward therapist (see appendix D). Splink's Drinks The party can partake in the "fun" and drink one of Splink's various concoctions. If a character is brave or curious enough to drink one (or more), choose or roll off of the following table. D4 CONCOCTION 1 Purple Parody (potion of ethereal mimic) 2 Skylight Jazz (potion of rhythm) 3 Blushing Dragon (potion of laughter) 4 Tiko Tangle (potion of tiko) Purple Parody (Potion of Ethereal Mimic) Potion, rare When you drink this potion, you gain a spirit companion for 1 hour. It appears to you as an amorphous glowing being, although it is invisible to everyone else. It mimics your voice and remains by your side. While hilarious, your companion might antagonize strangers who may think its snide comments are coming from you. While the potion is in effect, you have a disadvantage on all Charisma checks against creatures. Splink presents a long crystal cylinder filled with a deep purple, nearly black liquid. It smells like the still air before a storm. The drink refreshes you as you taste faint floral notes. You feel a tingling buzz as it hits your belly, and you begin to feel like you are separating from your body.
62 LOREOFAETHERRA.COM/BLUEFIN Skylight Jazz (Potion of Rhythm) Potion, very rare When you drink this potion, you will elocute every word you speak as if reciting a rhymed poem, paying no mind if the words make sense or not. Despite this limitation, you understand the literal meaning of every spoken language you hear. The potion's effects last until your next Long Rest. Splink sets two identical pint glasses on the table; each filled a quarter of the way with light blue liquid. At Splink's suggestion, you drink the first glass in one gulp and the second in two. They taste sweeter than any mountain berry you've ever eaten. A wave of nausea washes over you for a moment before fading, leaving euphoria in its place. When the sensation levels out, you are captive to the impulse to say everything in rhyme or rhythm. Blushing Dragon (Potion of Laughter) Potion, rare After you drink this potion, you must succeed on a DC 14 Wisdom saving throw. If you fail, you begin to giggle uncontrollably and find everything around you hilarious. You fall prone, becoming incapacitated and unable to stand up for the next minute, after which the effects end. Splink pops the cork from a glass bottle and pours a frothy pink liquid into a stemmed flute. It steams as it hits the air and nearly boils. Splink throws a few ice cubes in, and the drink settles. It smells saccharine. The drink wallops you with the taste of pure sugar, so cloying you can hardly stand the taste. Too hot to chug, you are forced to take small sips. Upon finishing it, you begin to comment on how awful it was but find yourself giggling instead. Tiko Tangle (Potion of Tiko) Potion, very rare After you drink this potion, an adorable pocket-sized goblin named Tiko (HP 1, AC 1) appears, perched atop your shoulder. Although Tiko calls you momma and acts affectionate toward you, it can be an absolute terror. The creature will make huge messes and then gesture for you to clean it up. Tiko remains corporeal for 1d4 hours before returning to their home plane. Splink sets a stone mug full of thick grey slosh upon the table. It reeks of mold and mud, and you think you see something slithering around in there. Splink cautions not to get carried away and drink too much. You bravely set the mug to your lips and drink. The taste surprises you — notes of vanilla and spice and a sublime texture. As you drink, you notice something brush across your tongue, but you do not care and eagerly drink the slithering creature down. As you reach the last drop, you feel a touch of sadness. A moment later, you feel a weight on your shoulder and are surprised to see a creature manifesting out of thin air. SPLINK'S CONCOCTIONS
M10. KIN SCRAP TENT In the northeast corner of the Bluefin, several brightly colored sections of canvas cordon off a small area separate from the rest of the tavern. Lanterns hung along the inside of this "room" cast flickering light along walls draped with banners, colors, and flags representing the towns surrounding Chrysal Lake. Every night a large crowd gathers in the Kin Scrap room to enjoy the spectacle. Several unusual red woven rugs cover a short wooden riser in the center of the room, and on that riser sits a large wooden table where two competitors face off. Underneath the table, a gnome named Loriphina is lying down with her pointy shoes sticking out. Her job is to watch for disqualifying table grabs, magical tomfoolery, or any untoward behavior. A bearded orc named Pennigan referees the match, standing next to the table holding a cone shell he blows into to signal the start of the game. If the party enters the Kin Scrap room, they find Priven the Riveter and Emanchi Drift duking it out in front of a crowd of cheering spectators. After a winner is declared, a character can challenge either contestant to a match. Beating Priven earns the character 100 gp while defeating Emanchi only awards the winner 50 gp. These prizes are only awarded once and are provided courtesy of Madam Empra's Forge. Winnings can be picked up the following day at the shop. If the party challenges Captain Redfall to a match of Kin Scrap, or if an impromptu match breaks out, read: Patrons flock to the Kin Scrap room, hoping for a spot in the front row to witness the action. Pennigan, the referee, blows the cone shell, and a low blast vibrates the whole tavern. Knowing an intense match is about to begin, the tavern lifts a collective voice, singing the Kin Scrap shanty at the top of their lungs: "I have never had a bed to call my own or take a nap. And I've never had an argument without getting slapped. And I've never found a pile of gold with a treasure map. But at least I never lost a match of old Kin Scrap!" Note. The Kin Scrap shanty is included with this scene's audio collection on the Lore of Aetherra Universe. KIN SCRAP TAVERN GAME A contest of strength and determination, the arm wrestling game of Kin Scrap involves two wrestlers locking hands in battle until they pin their opponent's arm to the table. Throughout multiple rounds, each wrestler will make a contested Strength check. Victory is awarded to the first wrestler with three consecutive successes. Momentum The victor of the current round's Strength check has momentum and gains a bonus +2 to the next round's check. This bonus increases by +2 with each additional victory but is removed when the oppenent wins. Over the Top Once per game, a wrestler can choose to take one point of exhaustion to give +6 to their current Strength check. If possible, this should be communicated to the GM in secret before the roll, and the contested check is resolved. KIN SCRAP
64 LOREOFAETHERRA.COM/BLUEFIN PRIVEN THE RIVETER HUMAN COMMONER, KIN SCRAP CHALLENGER Personality Tenacious, steadfast, calm, and quick. Physical Tall, has a tight ponytail, wears a black hood. Longings To make enough gold with Kin Scrap to buy a house on Qwinn Island. "Winning is temporary freedom, but freedom is eternal winning." EMANCHI DRIFT ELF COMMONER, KIN SCRAP CHALLENGER Personality Bashful, generous, and driven. Physical Skinny, has zany-styled black hair, wears an orange robe. Longings To find a new hairstylist in Fano that will fit his tastes. "Speak only the words you mean to say and you will never be misunderstood." OROGEN ORC COMMONER, INNKEEPER Personality Talkative, knowledgeable, and helpful. Physical Medium build, always dressed for winter, wears a big fur jacket. Longings To host an adventure and survivalist conference at the inn. "You can get water from almost anything. Except merqua, don't suck on that stuff." Kin Scrap Challengers Priven the Riveter. With a piercing gaze and an intimidating demeanor, Priven the Riveter (human commoner) moves precisely, with immaculate purpose. She wears all-black garb and a fitted hood that she only uncovers when competing, revealing auburn locks pulled tightly back. She speaks almost in a whisper but remains sharp and direct. She maintains eye contact during a match no matter what and will often win by gazing so intensely at her opponents they lose confidence. Priven also offers the characters a side quest to bring her brother to the Bluefin to watch her match (see appendix D). Emanchi Drift. While this fashionable elf from Merryweather may be slight of build, Emanchi Drift (elf commoner) has already cemented himself as a legend in his local tavern, remaining undefeated against some of the strongest competitors in Merryweather. He recently moved to Fano, hoping to earn the same reputation at the Bluefin. He wears a bright orange robe and styles his jet black hair in a new and unique style every night, famous for making sure every strand is in place before every match. THE LOWER FLOOR M11. STAIRS TO THE LOWER FLOOR A corridor extends behind a round door hidden within the stage. While a lantern lights the passage, the curved staircase it leads to descends into darkness. Framed posters hang on the walls and advertise vintage playbills for wonderful productions that graced the theater's stage long ago. One poster illustrates two figures walking towards a large house in the woods. One holds a strange handheld device, and the title reads: The Inventor and the Apothecary. Another poster titled Gian Belladia Presents the Romantic Tragedy: Outer Rim depicts two dwarf lovers holding each other inside a large crater in the ground. The last poster showcases an elf standing in front of an artistic rendering of a house within a house within a house. It's titled The Dollhouse Maker. Near the bar, a steep set of stairs descend below the tavern's main floor, leading to the theater dressing rooms and storage closets. M12. KITCHEN You enter through a narrow doorway into a kitchen that once was a storage closet. Two wood fire ovens and a long butcher block along the wall allow plenty of room for food preparation. Since Paradigm makes the largest profit from drinks sales, the Bluefin doesn't serve dishes that require fresh ingredients — mostly salted meats and preserved foods. Cabinets along the opposite wall contain old costumes from the theater days — outlandish feather headpieces, dead-eyed face masks, and even a purple full-body "creature of the swamp" costume.
THE BLUEFIN TAVERN 65 After acquiring the Bluefin Tavern, Paradigm and Parable built a makeshift kitchen by knocking down two dressing room walls and a portion of the storage area. The kitchen is stocked lightly and used to prepare a simple (and salty) menu, ensuring guests buy drinks more than anything else. M13. PARABLE’S ROOM A repurposed dressing room now serves as a living area for Parable. Two vanity mirrors hang on opposite walls, all brightly lit by lanterns bordering the room's perimeter. Parable's bed sits between the mirrored walls amid a dizzying, never-ending reflection of a room within a room. The room also stores barrels and casks of recent ale on tap rotation. Characters who enter this room must make a DC 11 Wisdom saving throw. Those who fail are overcome by vertigo, and for the next 5 minutes, make all ability checks and rolls with disadvantage. Those who succeed manage to keep their wits about them. Characters searching through Parable's personal effects find a handwritten script for a play called The Tame and the Twisted, whose tagline reads, "Silence will lead you to the suspect," as well as calligrapher's supplies and a stack of parchments. A picture of Wakenring star Kanarok sits atop a barrel of cider. M14. PARADIGM’S ROOM Paradigm's bedroom formerly served as a dressing room. The vanity mirrors have been removed, but Paradigm kept a wall full of wigs intact; although a few are missing from their hooks. She uses one side of the room as a storage compartment for old instruments from the theater days, along with a back stock of casks and barrels. Characters searching through Paradigm's personal effects find a black leather tunic, manacles, 50 feet of silk rope, a whip, a flask of oil, and a club. The storage compartment holds a triple-necked lute and a large wooden leather-skinned drum. Some of the wigs on the wall have been dyed garish colors and come in various hairstyles. THE INN The building adjacent to the Bluefin was once an old aquatic liver oil refinery, formerly powered by Chrysalean technology. When the tiefling siblings took over the remains of the old theater, they acquired the refinery and converted it into an inn. The inn consists of fourteen rooms of differing sizes, including three VIP suites with a view overlooking the Bluefin proper. M15. THE INN The entrance to the repurposed refinery is made visible by lanterns, aflame and casting unsteady light against monstrous, decommissioned machinery. Footsteps echo across the wet surface, and out from the gears and pulley wheels grow glistening violet moss. Familiar faint blue fretwork outlines the periphery of the machine. A wooden desk stands in front of several large pipes that disappear into the floor beneath it. An innkeeper sits on the other side of the desk, an orc taking a long puff from a smoking pipe and reading a book. Two rows of silver keys hang on rusted hooks on the back wall. Above, two balconies lead to sleeping chambers. Two drunk souls, laughing carelessly, stumble into a room on one balcony and slam the door behind them. OROGEN THE INNKEEPER Orogen (orc commoner), a former adventurer, settled down in Fano after a lifetime exploring the world. Studious yet laid-back, he works at the inn to keep himself busy and provide opportunities to meet new and interesting people. Fluent in eleven different languages, he is always eager to discuss linguistics with fellow polyglots. M16. STANDARD ROOMS The standard rooms are simple and accommodating, each providing a comfortable single bed and chest of drawers. Bizarre-looking technology from the building's days as a refinery is found throughout the inn. The shared wall on each room is made of glass and encases an intricate system of small wooden gears and waterwheels. Merqua, faded and nearly dead, covers the strange mechanisms behind the cloudy glass. Meyfyre (see appendix A) will want to secure lodging for the party after they have successfully convinced a captain to escort them through Broken Top Bay. The inn has both single-bed and double-bed rooms to choose from, and each room costs 10 gp for the night, which Meyfyre is willing to cover.
66 LOREOFAETHERRA.COM/BLUEFIN M17. VIP ROOMS Spacious and beautifully designed, the suites each have their own balcony with a view of the Bluefin Tavern's main floor and all its untamed energy. Inside the suites, plush beds and washrooms with running water greet the weary traveler. Hanging floral baskets decorate the rooms, grapevines wrap around the crown molding, and phlox spills over the balconies. A conch shell sits on the bedside table and, when spoken into, can be used to have drinks sent directly to the room. The side walls are made of glass and display oddly-shaped antiquated technology. INN SECURITY The main bedrooms can be locked, and each occupant is given a key. Opening a locked door without the room key requires a successful DC 12 Dexterity check using thieves' tools or equivalent magic. Rooms on the second and third floors aren't locked but call for a climb of 20 feet to reach the second floor and 35 feet for the third. A THIEF IN THE NIGHT If Dalnus Magdro (see appendix A) escaped his previous encounter with his life, he catches up with the party after they have settled down for the night, looking to enact a little payback. If Dalnus was killed, you may replace him with his brother Devva Magdro (see appendix A). Roll 1d6 and consult the 'Night Time Encounters' table on the following page to see if and how he interacts with the party. TRANSITION After a riotous night at the tavern, the party finds rest at the adjoining inn. Read: The creaking of floorboards and clanging of old pipes replace the raucous sounds of the Bluefin Tavern and ushers in a hushed calm. The heavy canvas over the tavern floor sways in the gentle wind. The sound of rushing water whispers in the walls as a stream of water pours down within the glass exhibit. The water drops down and slowly turns a waterwheel, then forms a puddle under a bit of mushy merqua. The blue balm of night washes over the room, and an overhead lantern gently swings, sending a moonbeam into the rafter's shadows. The blankets are warm, and the air is crisp. A damp grey closes in from all around. With the swell of a numbing wave, the world plummets into the depths of peaceful oblivion, where flickers of sails, trees, tomes, and forgotten mysteries beckon the dark drift into silvery slumber. Leveling Milestone After waking up, the characters receive the benefits of a Long Rest and reach their next leveling milestone, advancing to level 3. Afterward, they will be ready to meet with their patron and prepare for their journey.
THE BLUEFIN TAVERN 67 NIGHT TIME ENCOUNTERS D6 RESULT 1 Dalnus attempts to break into a character's room through the window. Dalnus makes a DC 15 Strength (Athletics) check. On a success, Dalnus climbs inside, punches a character in the face while they sleep or meditate, then escapes out the window. On failure, Dalnus falls, taking 3d6 bludgeoning damage — if this kills him, his corpse will be found in the morning. 2 An aggressive Dalnus breaks down a character's door with 1d4 + 1 bandits alongside him, looking to maim someone. 3 Dalnus attempts to sneak into a character's room to lighten their coin purse. Dalnus makes a Dexterity (Stealth) check contested by the character's passive Perception score. If the character succeeds, Dalnus is caught in their room. If Dalnus succeeds, he pilfers 4d6 gp from the character. 4 Dalnus breaks into a character's room and attempts to take a character's armor and clothing. Dalnus makes a Dexterity (Stealth) check contested by the character's passive Perception score. If the character is successful, Dalnus is caught in their room. If Dalnus is successful, he takes any accessible armor and clothing. 5 Dalnus attempts to steal from Meyfyre, and she, unbeknownst to the party, murdered him in the process. His corpse will be found in the morning by passing citizens. 6 Dalnus is drinking at the Bluefin tavern when he has a change of heart, deciding not to pursue the party, preferring to play Skellin instead. If the party finds him passed out inside the tavern in the morning and woken, he will attempt to apologize and befriend the party.
70 LOREOFAETHERRA.COM/WAYFARING T he diverse assortment of shops that line the pier at Lakeport Docks deftly mirrors the cultural aesthetic showcased in this shadowy district. Whether in the service of Fano's criminal underbelly or hustling to earn an honest wage, shopkeepers enthusiastically embrace their patrons, and their shops are open and ready for business. All manner of goods can be found on the docks, from the mundane to the magical, the lawful or contraband. However, before they can commence shopping, the party has an assignment with their employer that they are expected to keep. Having chosen an employer beforehand from among Madam Empra's Forge, the Starless Fair, and the Merchant's Consortium of Escha, the party will receive an assignment, all of which focus on a laboratory in a nearby warehouse. After completing their task, the party can go about their business along the docks, making final preparations before meeting up with Captain Redfall and embarking on what is sure to be a perilous voyage to Broken Top Bay to find the lost druid. As they explore the dockside shops, the party learns more about the criminal organizations that operate here. Cunning characters may find their way to the Starless Fair, a massive black market watercraft that also serves as home to a group of shadowy traders. While aboard, they may find rare magical items for sale at Scimo's Fence and Pawn, or they may be able to convince the ship's resident woodworker to share her work. Insightful characters may find themselves at an unassuming family bakery called Papa Gigi's Blue Bakery, a front for the criminal syndicate Eight Arms and distributor of products infused with an illicit narcotic, aether rice. While not fond of dealing with strangers, there are ways of earning their trust. Still, not every business at Lakeport Docks aligns Wayfaring LAKEPORT DOCKS, DISTRICT OF ESCHA V
WAYFAR ING 71 STU HARRINGTON with a criminal organization. Some simply hustle to earn a substantial living out of their humble storefronts. No one disputes that the best-hammered steel in Fano comes from Madam Empra's Forge. Her metalcraft has protected thousands of soldiers and mercenaries alike. Likewise, any adventurer serious about perfecting their craft has heard rumors of the herbalist Essi and the unorthodox methods she uses to concoct the alchemical masterpieces available at Dark Muune Potions. After the party has acquired the proper provisions and is ready to set sail, they can find Redfall's ship, The Moxi VII, moored at the platform just outside the Bluefin, where the legendary captain eagerly waits to tempt fate once again on the waters of Chrysal Lake. Will the party complete their task for their employer and find the goods they need for their voyage, or will they get lost in the hustle and bustle of the docks? ABSTRACT Notice Board. The party learns more about the commerce available at the Lakeport Docks. Earning Your Keep. The party’s obligation to their employer leads them to an abandoned laboratory. The Starless Fair. The party explores the floating criminal paradise sitting in the harbor. Along the Docks. Some of the best shopping in Fano can be had at the shops lining the pier. LAKEPORT DOCKS
72 LOREOFAETHERRA.COM/WAYFARING NOTICE BOARD Outside of the Bluefin Tavern, hundreds of notes and fliers nailed to a large notice board flap in the breeze. The ancient redwood frame hints at its age, and it bears the marks of forgotten languages and arcane runes. While most of the notes make sappy declarations of love or tell a bawdy joke, some promote various points of interest around town. Describe the notice board: You hear paper fluttering in the wind and see a wide, wooden board mounted to the side of the Bluefin. Upon it, a jumble of hand-drawn notes, maps, and prints overlap each other, filling every inch of space. Use the following items from the notice board to guide the party toward the shops lining the pier at Lakeport Docks. Lighthouse of Escha. This official notice from the secretary of Fano’s treasury details a proposed tax increase on several fish species caught in Chrysal Lake, signed by Lord Winfried Rudyard with the seal of the Order of Escha. Below it hangs a lined piece of paper half-filled with signatures and labeled, “IN OPPOSITION.” Jintana’s Provisions. A simple handcrafted flier welcoming people to Jintana’s Provisions holds a prominent position on the board. Bold letters scrawled across the top say that all rope, hemp, or silk, are 50% off, and shovels are “Buy One Get One Free.” Behind it, several variations of the flier detail the store’s bargains in years past. Dark Munne Potions. The bottom left corner of the board’s frame holds a small drawing of the moon. Upon closer inspection, a character can find an address inlaid in the moon’s craters, leading the party to an apothecary. Strips of paper attached to the bottom offer a 10% discount on the purchase of one potion. Thieves’ Map. Those who understand thieves’ cant can easily decipher a code on an otherwise unassuming note saying that a secret hides behind the flier. Characters with a passive Perception score of 13 or more who look at the bulletin board can discover the hidden mechanism by making a successful DC 13 Intelligence (Investigation) check. After pushing on the mechanism, a square section of the notice board springs forward, allowing the small wooden tile to be removed. A crudely drawn map nailed to the back of the tile gives the coded location of several clandestine establishments. • A barbershop, with a symbol denoting that a doctor is available. • The location of three nearby safe houses. • The Starless Fair dinghy and a list of magic items that can be acquired inside its black market. • Papa Gigi’s Blue Bakery and its ties to the criminal syndicate known as Eight Arms. • A reliable pawnbroker and a list of in-demand items. EARNING YOUR KEEP Depending on who the party chose as their employer at the beginning of the adventure, they will have a job to perform, with a reward at the end. The quests from all three employers will revolve around the same location — a warehouse in the Llief district, although each group has their own agenda. If the characters do not meet with their employer within a reasonable amount of time, their assignment giver seeks them out and scolds them for their tardiness. If the characters continue to refuse to go about their duties, their employer will refuse to do all business with them. (Jintara’s Provisions and Dark Muune’s Potions are associated with the Merchant’s Consortium of Escha.) MERCHANTS CONSORTIUM OF ESCHA Hestine Martie, the liaison for the consortium, waits for the party near its headquarters at the Lighthouse of Escha. She is flanked by a young dwarf named Jonny Brownbeard (dwarf guard). She greets the characters and explains that their assignment is to patrol the Llief district and investigate anything out of the ordinary. She then introduces Jonny, who will be the characters' guide. THIEVES' MAP
WAYFAR ING 73 Jonny escorts the characters throughout the neighborhood, and apart from some vandalism and a few petty thefts, the area is relatively calm. After spending an hour on patrol, a blood-curdling scream pierces the air, not too far away. If the characters want to investigate immediately, have them make a DC 13 Strength (Athletics) check. If successful, they make it to the scene in time to see a Spiran soldier running in the distance and turning a corner. On the ground, the body of an elf bleeds out from a deep wound on his torso. A successful DC 15 Wisdom (Medicine) check will stabilize him. After a few minutes, he recovers enough to tell you that the Spiran stole a key to the lab where he works. If the elf isn’t stabilized, he dies. He carries a small leather satchel, and it holds a few vague schematics and a reference to the “red building.” If the elf lives, he tells the party the location of the lab. If he died, the characters will need to make a DC 13 Intelligence (Investigation) check or spend 1 hour checking all red buildings in order to find the lab. When they arrive, the door is unlocked and ajar. To continue, skip to the Laboratory section. STARLESS FAIR A half-orc hanging out near the bulletin board at the Bluefin holds a sign with one of the character’s names written on it. When asked about it, she will say that Captain Len Grecon (human bandit captain) needs to speak to them aboard the Starless Fair and leads them to a dinghy that escorts them across the harbor to the massive floating barge. Len greets the characters and introduces a young man next to him as Frankie the Mop (human commoner). Frankie is moving up the ranks in the family, and this is his first mission that doesn’t involve swabbing down the deck. Len explains that Frankie, who grew up in the Llief neighborhood, will help the characters find a warehouse where a mysterious piece of technology is being developed. He will also be their lookout as the characters break in and retrieve it for the family. Once in the neighborhood, Frankie confesses to the party that he’s never actually been to Llief before, but he lied so he could have a chance to prove himself. Characters who succeed on a DC 13 Intelligence (Investigation) check to look for clues or information find a person who says that she hears what sounds like an explosion coming from a warehouse near the waterfront several times a day. If the characters enter within earshot of the warehouse, a loud popping sound makes clear which building they should target. The lock on the door requires a DC 13 Dexterity (Sleight of Hand) check to pick. If the characters are unable to pick the lock, Frankie volunteers to try (roll 1d20 + 5). If they can’t pick the lock, the characters must secure their own entrance. Once the characters have breached the door, skip to The Warehouse section to continue. MADAM EMPRA’S FORGE Forgemaster Ines (human commoner) watches as a quintet of kobolds hammer sheets of steel and greets the characters when they enter the forge. She introduces her apprentice, Yogsa (elf commoner), and asks that the characters escort Yogsa and a locked chest to a clandestine warehouse in a nearby neighborhood. A local engineer has a new weapon prototype that intrigues Ines, so she’s sending Yogsa to evaluate the weapon and offer to purchase it if it meets her approval. Yogsa thanks the party for escorting her, asks that they stay close, as the chest she carries contains JONNY BROWNBEARD DWARF GUARD, SECURITY Personality Timid, thoughtful, and smart. Physical Stumpy, muscular, and doe-eyed. Longings To make enough gold to care for his ill sister. “If you really look into people’s eyes, you won’t be surprised by the compass of their hearts.” FRANKIE THE MOP HUMAN COMMONER, JANITOR Personality Eager, wily, and straight-faced. Physical Shaved head, small but strong, and has a neck tattoo. Longings To open the first art shop on the Starless Fair. Preferably with art by the renowned mural painter Medias En Ferria. “Everybody is one handshake away from something life-changing.” YOGSA ELF COMMONER, APPRENTICE Personality Quiet, mysterious, calculating, and studious. Physical Well kept hair adorned with ribbons and has tired eyes. Longings To be accepted into the Render’s Guild. “You’d be surprised how many astounding things you uncover in the dead of night.”
74 LOREOFAETHERRA.COM/WAYFARING a large sum of money. Shortly after entering the Llief neighborhood, a gang of children bombards the characters with smoke bombs, creating an impenetrable haze. The children, accompanied by a monkey, run into the haze and attempt to take the chest. Yogsa cries out, and the chest hits the ground and bursts open, spilling gold everywhere. The children race into the smoke and collect as many coins as they can. Each of the ten children (and the monkey) grabs 10 (1d10 + 5) gp before trying to escape. Unless the characters manage to disperse the cloud of smoke, they make all checks with disadvantage. If a character acts too violently towards the would-be thieves, Yogsa will implore them to stop. When the smoke clears, all of the children have vanished, and what remains of the chest and gold lie on the road. If any of the children have been captured, they will drop the gold they’ve stolen and beg to be let go. Yogsa will begin to pick up the remaining gold and place it in a small pouch. If the characters try and go after the children, she says not to bother, as they are just poor, hungry kids. Characters with a passive Insight of 13 or higher can tell by Yogsa's body language that she intended to let the children take some of the gold. The rest of the journey continues without incident, although the party finds the door has been broken when they arrive at the warehouse. Skip to The Warehouse section to continue. T H E W A R E H O U S E When the characters enter the warehouse, read: Loose planks patched together form a roof over a dark and spacious warehouse. A nesting bird flutters into the exposed rafters, but not another soul is present. The redolence of hot oil lingers in the air, mixing with a smoldering smell. Dingy grey vapor seeps through the gaps in the building’s structure. Inside, the warehouse lies in shambles. Tables have been overturned and spilled crates pepper the floor with loose nails and bolts. Threadbare canvases hang in front of a row of shelves. A door in the far corner is closed shut. Several glittering cylindrical lights cut through the center of the ceiling and shine down onto the floorboards. When the characters enter the warehouse, have them make a DC 13 Wisdom (Perception) check. Those who are successful notice among the wreckage a rack missing all but one vial. The liquid inside, the bile of a translucent glowdevil, has no smell, tastes acrid, and looks like bright yellow slime. If a creature consumes one of the vials, it must make a DC 13 Constitution saving throw. Upon failure, the creature loses control of its temper and attacks the closest person to them. The creature may attempt a new saving throw each round. The effect ends after 1 minute. Characters who want to search the room must succeed on a DC 14 Intelligence (Investigation) check. If successful, they find a bag of holding, 41 pp 34 gp, and some detailed blueprints. A successful DC 17 Intelligence check reveals them to be the first draft of a schematic for a rudimentary firearm. A door on the back wall is unlocked but trapped. Characters with a passive Perception score of at least 14 or those actively searching the door who succeed on a DC 14 Wisdom (Perception) check notice a pressure plate in front of the door. When stepped on, it activates an extremely powerful magnet positioned overhead. All metal items within 10 feet of the door (including characters in metal armor) are pulled to the roof. The magnet deactivates after 10 seconds, sending everything to the floor and dealing 7 (2d6) bludgeoning damage to any creatures who fall. On the other side of the door, a muscular man covered in bloody scratches, wearing little more than underclothes and a Spiran cape, lies on the floor amidst a dozen empty vials of the yellow bile. Upon seeing the party, the spiran berserker (see appendix A) lets out a bestial scream, claws at his face, and attacks the party. Spiran Berserker Tactics • The berserker will use unfettered rage if it is available, and it can hit multiple targets. • The berserker will use its multiattack, targeting two different creatures if able. Characters searching the room find a small metal tube attached to a piece of wood, matching the invention sketched on the blueprints in the other room, although it isn’t operational. Nothing else of use can be found in this room, as the berserker had torn nearly everything to shreds. JOBS DONE When the characters are ready, they may report back to their employer for further instruction. Merchants Consortium of Escha. Jonny explains the details of their patrol and how they took a dangerous Spiran off the street. Jonny gives the prototype weapon and blueprints to Hestine (or asks the characters to do so if they possess them) and tells her that he worries about Spiran aggression. Hestine thanks the party, pays them 100 gp apiece, and lets them know that they are a friend of the consortium and can take 10% off at Jintara’s Provisions and Dark Muune Potions.
WAYFAR ING 75 The Starless Fair. Frankie the Mop asks the party if he can take more credit than he deserves for the job. Back at the Starless Fair, Len Grecon (human bandit) asks what the technology was. If the party relinquishes the device and the blueprint, Len will reward the characters with 100 gp per character and send Frankie to deliver the prototype and blueprints to Olive, hoping it will be useful to her. Additionally, the party may purchase one magic item from Scimo at half price. Madam Empra’s Forge, Yogsa tells the party that she doesn’t plan to tell Ines that the children stole some of the gold and admits to planning the whole trip with the intent of allowing it to happen. She offers the rest of the gold from the chest (200 gp) to the party in exchange for their silence. She says that the blueprints and the prototype are more than enough. Back at the forge, Ines is thrilled with the job Yogsa and the party have done, and pays the characters 100 gp each. D10 RANDOM ENCOUNTERS 1 A dragonborn bard rants frantically about the “third moon” and how the Moon Cult is trying to capture him for allegedly worshiping the sun. 2 One of the Nine from the Order of Indos slowly rides by on his horse and scribbles in an ancient tome. 3 A cagey half-orc approaches the party and motions toward a massive wooden ship in the distance, and for 5 gp will offer information on how to gain access to the Starless Fair (see more on pages 81 and 80). 4 A tipsy gray-bearded angler offers to sell the party a map of "the best" fishing hole on the lake for 10 sp. If purchased, the map is nothing more than a circle with a small x in the middle. 5 Two gnomes gab loudly while playing a game of liars dice on the walkway outside their shops. When the party passes by, brothers Olaf and Guesta insist that they visit their respective shops. (See Papa Gigi’s Blue Bakery and Mudraker’s Spell Empire on pages 81 and 82.) 6 A unit of Spiran guards violently arrest a merchant for peddling his goods outside without a permit. 7 A long line of excited fans stretches for several blocks and ends at a local training facility. Inside, the reigning Wakenring champions, the Corillian Crestflames, and their star player, Kanarok, sign autographs for 5 gp. 8 A peculiar wizard uses the control water cantrip to provide shelter to an octopus suspended above her head. The two carry on a heated conversation about wheels of cheese. 9 Three kids incessantly run circles around the party. Each kid plays the role of a leader of an Order of Fano (Spira, Escha, and Indos) and attempts to involve the party in their political machinations. 10 A balloon barge soars overhead, flying the flag of the Eswindas, the Novarian elves of the sky. It travels towards the District of Indos. MAKING PREPARATIONS After the characters have fulfilled their obligation to their employer, they may take a short rest and gather supplies for the journey to Broken Top Bay before meeting Captain Redfall (see appendix A) at his ship. Adventurers of every stripe visit the dockside shops that line the pier, searching for all manner of supplies, from mundane to magical. Roll a d10 and consult the random encounter table below to add flavor to the scene between locations.
76 LOREOFAETHERRA.COM/WAYFARING THE STARLESS FAIR The harbor teems with a legion of dinghies, but one stands out from the rest, painted entirely black and flying a small ebony flag bearing the mark of a single drop of blood. This vessel belongs to the black market ship known as the Starless Fair and provides a passage to the barge for those who know to ask. If the characters haven’t yet discovered a way over, a cagey half-orc, loitering nearby, will offer to help the party get to the giant wooden ship for 5 gp, and if paid, will point out Azalea Grecon (human commoner) and tell them the password to give her. As the envoy, Azalea ferries patrons to the Starless Fair for 1 gp a person, provided they either know the family’s words (Blood Before Breed) or speak thieves’ cant. EXTERIOR DESCRIPTION If the party leaves to visit the Starless Fair, read the following as they approach: The choppy waters turn glassy as the boat drifts further from the docks. A shadow looms over the dinghy, cast by the enormous vessel towering in the distance. Numerous Hendan ships have been grafted together to construct this massive aquatic fortress. An ingenious system of rope pullies powered by waterwheels facilitates movement up and down the vessel. Aboard the ship, both person and beast scurry about, adding to the clamor of banging tools and ticking mechanisms saturating the air. The heart of the Starless Fair beats with chaotic life. The massive three-decked Starless Fair was built from the remains of several large ships that sailed before it. Each of the hundreds of passengers living onboard bears the honor of being considered a blood member of the Starless Fair family. The ship’s upper level houses several residences and shops. Windmills surround acres of artificially constructed farmland stretching across the deck. The levels below hold a twisting network of corridors that lead to private chambers and spaces used to facilitate the Starless Fair's clandestine operations. Visitors to the ship are prohibited from entering the lower levels for any reason. The ship makes ports of call seemingly at random, moving between Lakeport, Henda, and other smaller port towns around Chrysal Lake. At least once a week, the Starless Fair anchors outside of Fano to resupply and deploy an envoy to represent the family’s interests at Lakeport Docks. Apart from selling aquaculture, the most lucrative business on the ship comes from bartering black-market contraband. Skirting both maritime and common law, the Starless Fair and its family fill a void (and their pocketbooks) by providing the criminal underbelly of Lakeport Docks with the majority of their magical weapons and devices. UPPER DECK DESCRIPTION As the party boards the Starless Fair, read: You climb onto a platform attached to a complex rope pulley system. The wooden planks beneath your feet groan as the contraption jerks to life with a chorus of squeaks, hoisting the platform and everything on it to the ship’s gunwales. The Starless Fair consists of four sizeable Hendan vessels fastened AZALEA GRECON HUMAN COMMONER, ENVOY FOR THE STARLESS FAIR Personality Motivated, energetic, aspiring, and charismatic. Physical Long black hair, imposing presence, has facial piercings. Longings To discover the most ancient relic of Fanonian history and cement herself as a curator legend. ”It’s not your folly in gullibility, as much as it’s my talent in wit.” LEN GRECON HUMAN BANDIT CAPTAIN, CAPTAIN OF THE STARLESS FAIR Personality Cunning, commanding, and tedious. Physical Tall, trim, tough, has facial scars. Longings To establish the Starless Fair as its own domain. “True talent is commanding a ship without ever touching water.”
WAYFAR ING 77 together to create a sprawling top-side deck. A row of shops and markets line the ship’s perimeter, while a slow-turning windmill located midship stands watch over several communal gardens and two tracts of farmland. Fences block any stairs descending to the lower decks. Customers mill about, flitting between lush gardens and finely appointed market stalls, marveling at mechanical complexities working together to form the beating heart of this vessel. SCIMO'S FENCE & PAWN AFFLUENCE PRICES SECURITY WARES Magic weapons, and black-market contraband PROPRIETOR Scimo Reds ALIGNMENT The Starless Fair If a character enters Scimo’s Fence and Pawn, read: This cramped but beautifully designed store looks more like a cathedral than a pawn shop, adorned with cast-iron columns and rose-colored stained glass windows. The decor appears to be stained a deep crimson and sparkling with glittering dust. Oak shelves hold the inventory and wrap around the entire room, and a spiral staircase leads up to another floor. Each compartment is lit with either blue, gold, or green, depending on the type of item on display. Scimo’s display shelves carry quality items, but nothing especially good. Characters who ask Scimo Reds (elf commoner) whether or not he carries any magic items and can speak Thieves’ Cant, know the family words, or succeed on a DC 12 Charisma (Persuasion) check will be shown a list of the items available for purchase. Roll 5d10 (duplicates allowed) and consult the items table on this page. Scimo sells each of these items for 600 gp (500 gp with a successful DC 13 Charisma (Persuasion) check. He will also buy contraband or stolen items, no questions asked. SCIMO REDS ELF COMMONER, PAWN SHOP OPERATOR Personality Peculiar, moody, and intuitive. Physical Gangly, very long, straight hair, wears high-water trousers. Longings To procure the rarest and most ancient Chrysalean items. ”You can obtain any rare and valuable item in this world for a hefty price, it’s just not always gold.” SCIMO’S GOODS D10 RESULT 1 Bracers of Archery 2 Necklace of Adaptation 3 Wind Fan 4 Ring of Warmth 5 Immovable Rod 6 +1 Wand of the Warmage 7 Gloves of Missile Snaring 8 Luckstone 9 Pearl of Power 10 Eyes of Minute Seeing
78 LOREOFAETHERRA.COM/WAYFARING THE WOODWORKER'S SHOP AFFLUENCE PRICES SECURITY WARES Custom armor, magic items, and construct familiars. By commission only. PROPRIETOR Olive the Woodworker ALIGNMENT The Starless Fair If the characters enter Olive’s shop, read: The interior of Olive’s woodshop bears an uncanny resemblance to the inner workings of a grandfather clock. Gears in constant motion connect to spools of rope, bringing all manner of gadgets and gizmos to life. Nearly everything in her shop has been constructed from fine timber. Ivy grows wild in all the crevices, providing food to the yellow finches darting in and out of the open birdcages above. Olive’s living quarters, built into the rafters, can only be accessed using a rope and pulley system. In the center of the shop, floorboards have been cut away to allow another pulley system to collect frothy water from the lake below and transport it throughout the woodshop. A venerable and wise artisan, Olive (human commoner) is known throughout the Starless Fair as “the Woodworker.” Before the portals between Fano and Chrysalea were sealed, she honed her woodcrafting skills in the underwater city. There, she mastered the art of fusing organic and biological elements. She also played a vital role in constructing the Novarian Neural Network, a transportation system linking far-flung enchanted trees infused with aether. Olive was told to return to the surface before the portals were sealed. Given aether’s scarcity, most of Olive’s projects for the family entail modifying Chrysalean technology to operate without it. Understanding the rarity of her talent, Len asks very little of Olive, giving her free rein on her chosen projects. She has imbued several of her small wooden creations with a semblance of sentience. These curious wooden creatures, infused with magical energy, can be found throughout the Starless Fair. Over a thousand years old, Olive the Woodworker sustains her life by wearing a highly customized coat of mechwood, her magnum opus. She has the original prototype of her mechwood armor in her shop, although it is not nearly as developed as the one she wears. If a character signs a waiver of responsibility and pays 300 gp, Olive will attempt to fuse the armor to their body. Olive makes the Intelligence (Medicine) check required by rolling 1d20 + 17. OLIVE THE WOODWORKER HUMAN COMMONER, INVENTOR Personality Clever, imaginative, observant, and skillful. Physical Middle-aged but active, has rosy cheeks and white hair. Longings Build a sentient, completely wooden person. “Buried beneath the trees, they drink from your bones, you take from their branches, and build up your homes.”
WAYFAR ING 79 Coat of Mechwood Armor (light), legendary (requires attunement) • 12+ Dex modifier • You gain a +1 bonus to AC and saving throws while wearing this armor. • Your Dexterity score is 19. This does not affect you if your Dexterity is 19 or higher without it. • Magic or abilities can neither reduce your speed nor cause you to be paralyzed. • The Coat of Mechwood has 3 charges, and regains 1d2 - 1 charges at dawn. When you fail a Dexterity saving throw, you can use your reaction to expend 1 charge to succeed on that saving throw instead. If you expend the last charge, roll a d20. On a 1, the armor turns to dust and is destroyed, dealing you 10 (3d6) bludgeoning damage. This Coat of Mechwood is permanently affixed to you and is attached to your central nervous system. Only trained individuals that can perform major surgery can remove or affix the armor without causing permanent damage or death. COAT OF MECHWOOD A character with the knowledge of medical procedures can fuse the coat of mechwood in a proper environment and six hours of downtime with a successful DC 23 Intelligence (Medicine) check. If unsuccessful, roll 2d4 and consult the outcome table below: MECHWOOD SURGERY OUTCOMES 2D4 OUTCOME 2 The character dies due to trauma sustained during surgery. 3 The character loses 3 hp. 4 The character takes 22 (4d10) bludgeoning damage. 5 The character takes 11 (2d10) bludgeoning damage. 6 The character takes 22 (4d10) bludgeoning damage. 7 The character loses 2 (1d4) fingers or toes. 8 Character manages to escape the botched surgery unscathed.
80 LOREOFAETHERRA.COM/WAYFARING ALONG THE DOCKS As the characters explore the dockside shops, read: A cobblestone boardwalk winds its way along the misty dockside, passing by a row of extraordinary shops. Elaborate stained glass decorates the space below the ornate roof cresting of Jintana’s Provision, and its lunette windowed entrance casts an orange glow onto the street. The aroma of freshly baked goods wafts from a bakery tucked into a nook, hidden between canvas awnings and an ivy-covered pavilion. An abundance of moss hangs over the truss of Mudraker’s Spell Empire, contrasting with its red cedar arcade. Further down, the elven constructed gables stand atop the charred oak and brass-framed threshold of Dark Muune Potions. A smokestack in the far distance billows steam from the Madam Empra’s Forge. JINTANA’S PROVISIONS AFFLUENCE PRICES SECURITY WARES General goods PROPRIETOR Jintana Kellar ALIGNMENT Order of Escha If the characters enter Jintana’s Provisions, read: You squeeze through a narrow doorway, intentionally crafted to hamper thieves, and step inside an expansive shop. The ground floor stocks an immense selection of goods, and a stairway in the center ascends to a loft holding even more provisions. Golden ivy and emerald scales, symbols of the Jintana family, decorate the walls with a style unique to his heritage. This two-story shop, owned by the Jintana clan, has supplied the citizens of Fano for generations. Multiple renovations over the years have resulted in the modern storefront that currently stands dockside. This particular iteration of the shop, owned by Jintana Kellar (dragonborn commoner), boasts twice the amount of windows as it had previously, allowing natural light to flood the shop while also making it quite cold, often to her customer’s displeasure. Jintana Kellar, a dragonborn of silver ancestry, bears the heavy burden of being the last living member of the Jintana clan. She continues to operate her clan’s shop to continue the legacy of her family name. The store carries all manner of adventuring gear, and all dragonborn receive a 20% discount on their purchase. JINTANA KELLER DRAGONBORN COMMONER, SHOPKEEPER Personality Friendly, talkative, and obsessively organized. Physical Emerald scale armor, thin build, and kind eyes. Longings For a day off, but can’t stand the thought of the shop not being under her order. “Keeping things organized gives me something to control in this unpredictable world.” GUESTA GNOME COMMONER, EIGHT ARMS LT. Personality Polite, Quick-witted, and a fast talker. Physical Curly hair, wide eyes, and wears a viridian kaftan. Longings To expand his bakeshop into a full-service restaurant. ”Since I was thrust into this world without a choice, I’ll make sure to have one upon leaving.” AETHER RICE
WAYFAR ING 81 BLUE BAKERY LORE More information regarding the bakery’s history and its early involvement with Eight Arms can be found within Papa Gigi’s Blue Bakery lore book, found later within The Hidden Grotto. ERI HEKEN ELF GUARD, SECURITY Personality Aspirant, sweet, and precise. Physical Deep-set eyes, petite, with auburn hair. Longings To make enough gold to attend business school. ”With swift enough movements, even folly can seem correct.” BADEN HUMAN SCOUT, SECURITY Personality Stealthy, steady, and graceful. Physical Lean, youthful, and sleek. Longings To sneak into the Monarchy and find out what’s happening behind those walls. ”The first tail you must lose is yourself, after that you can escape anything.” PAPA GIGI’S BLUE BAKERY AFFLUENCE PRICES SECURITY WARES Baked Goods. Secret: aether rice ring operated by the Eight Arms criminal syndicate PROPRIETOR Guesta ALIGNMENT Eight Arms Criminal Syndicate If a character enters Papa Gigi’s Blue Bakery, read: You walk through a stained glass doorway and step into an elongated bakery built from carved stones. Orb-shaped paper lanterns glow from their ceiling fixture, forming a faux night sky. Rope barriers stretch across the entire length of the room, marking a path for customers to form a line. Several patrons sit at tables and booths throughout the bakery. At one table, two elf children eat donuts with their father, and at another, a small party celebrates with a garishly decorated cake. As you approach the counter, you gaze at a glass case, brightly lit by spell-cast fluorescence. Inside, dozens of beautifully crafted baked goods tempt the eyes and nose alike. The ancient and venerable Papa Gigi’s Blue Bakery has provided Fano with delicious baked goods for centuries, in addition to being a hub for the notorious criminal organization Eight Arms. Those in the know (and in syndicate’s good graces) can purchase the narcotic aether-infused chrysal cakes they keep in a locked and warded box in the back. Guesta (gnome commoner), a lieutenant for Eight Arms, runs the day-to-day for the bakery and oversees its more nefarious dealings. His associates, Eri Heken (elf guard) and Baden (human scout), occasionally run errands for the shop, but they primarily provide security for its valuable inventory. Characters in the shop with a passive Perception score of 12 or higher overhear customers talking about Guesta’s “special” cakes. Like most members of Eight Arms, Guesta exhibits exceptional loyalty to the syndicate and has spent many of his 300 years toiling to reach his current position within the organization. Over the years, Guesta has grown comfortable running the bakery and no longer involves himself in the minutia of the syndicate. Instead, he focuses on baking and spending time with his brother Aellin, who owns the magic shop next door. If a character asks Guesta to purchase their illicit products, he will feign ignorance, but if pressed, he will say that she needs to know if the character can be trusted. He will offer to send the characters on a mission to prove that they are trustworthy (see appendix D). If they complete Guesta's task, he will allow them to purchase the aether-infused chrysal cakes for 25 gp apiece. He will also be willing to provide more information about Eight Arms and the bakery's past. The shop’s storied history begins with the legendary Papa Giggio,
who built the bakery to serve a delicious assortment of one-of-a-kind baked goods after pioneering a unique method of baking with exotic ingredients. Papa Giggio’s grandson, however, became involved with Eight Arms, and the bakery has operated as a front for the organization for the last thousand years. The Eight Arms crime syndicate has been moving aether-infused chrysal cakes through Papa Gigi’s, contributing a consistent source of revenue for the organization. Aether-Infused Chrysal Cake Wonderous item, uncommon When you eat this delicious and beautifully decorated pastry, you are overcome with a sense of euphoria and gain 5 temporary hit points and, for the next hour, make all Dexterity checks and saves with advantage. You must immediately make a DC 12 Constitution saving throw. If you fail, you become incapacitated for 1 minute. MUDRAKER'S SPELL EMPIRE AFFLUENCE PRICES SECURITY WARES Magical Emporium PROPRIETOR Aellin ALIGNMENT Eight Arms Crime Syndicate If the characters enter Mudraker's Spell Empire, read: You step through the door, and for a moment, it's as if entering a lush forest and not some commonplace shop. Vines and ferns adorn every available surface. Wooden moss-covered shelves along the walls host a library of scrolls, books, and tomes. A bubbling brook flowing underneath the shop, visible through a gap in the timbered floor, nourishes the flora found throughout the shop. Lanterns hanging from the branches of a full-grown tree illuminate the store. This imposing two-story building belongs to Aellin (gnome mage), the older brother of Guesta, proprietor of Papa Gigi's Blue Bakery next door. The two brothers live on the second floor, while the first floor contains Aellin's magic shop, Mudraker's Spell Empire. Mudraker's sells a wide variety of scrolls and has an impressive library of magic tomes, from which wizards are permitted to copy spells into their own spellbooks for 50 gp per spell level. All cantrip and first-level spells for all classes are available for purchase for 100g per spell. In his late 350s, Aellin possesses a bit more wisdom than his younger AELLIN GNOME MAGE, SHOPKEEPER Personality Benevolent, daring, and focused. Physical Feminine and suave, and wears esthetic clothing. Longings To teach magic at Mossrock University. "Casting spells is one thing, becoming spells is a whole other animal."
WAYFAR ING 83 brother Guesta and holds the rank of lieutenant within Eight Arms. He has studied magic for most of his life and, while he doesn't consider himself a better caster than Splink, he is undoubtedly more lucid. Aellin uses his skill in magic to assist the organization and often finds himself on arcane security detail. While Aellin operates Mudraker's Spell Empire as a legitimate business, that doesn't stop the syndicate from dipping their hands into the shop's profits. MADAM EMPRA'S FORGE AFFLUENCE PRICES SECURITY WARES Weapons and Armor PROPRIETOR Madam Empra ALIGNMENT Order of Escha If the characters enter Madam Empra's Forge, read: Madam Empra's Forge appears unremarkable from the outside — a modest cobblestone building with a signboard swinging from two chains overhead. The opulence inside tells a different story. The polished steel flooring gleams when struck by the morning sun. Mannequins clad in sparkling armor wield needle-sharp blades and double-sided axes encrusted with gems. A large display showcases several notable and extraordinary weapons: a bow made of silk and gold, a diamond-handled spear with a silver-coated elm shaft, and polished daggers capable of blinding those caught in its glint. Workers pound on anvils and pull dripping molten steel out of the ovens behind a chainmail curtain at the back of the store. In the far corner, tucked behind the display cases, a container full of scrap metals and tools labeled "BARGIN BIN" tempts those looking for a deal. Of the many blacksmiths in Fano, few maintain shops in Lakeport Docks. Most of the city's forges are located in Fano proper, near the armory for the Order of Spira, to fill the demand for arms and other steelwork to outfit their guards. The smiths in the dockside district can either take low-paying, honest work from anglers and sailors or supply criminal organizations with the tools of their trade. Madam Empra's Forge proudly chooses the latter. Characters can purchase all commonly available weapons and armor here. Madam Empra (human noble) leaves most of the day-to-day operations to Forgemaster Ines (human commoner), although she occasionally will visit the store. Rarely seen by the shop's customers, five kobolds, Sips, Zooboy, Ombi, Poob, and Hiss (kobold commoners), work the back storeroom and assist Ines around the forge. Seemingly working MADAM EMPRA HUMAN NOBLE, SPEAKER OF ESCHA Personality Leader, honorable, hearty, and assertive. Physical Hardy, clad in golden armor and a white robe. Longings To restore Fano to its former glory, under Eschan leadership. "Fall on your world like a fire, light up your land with a flash, fly to the sky higher and higher, then bring your fist down with a crash." FORGEMASTER INES HUMAN COMMONER, BLACKSMITH Personality Rambunctious, courageous, and passionate. Physical Broad shoulders, wheelchair mobile, has short red hair. Longings To be able to wield the weapons she crafts in an epic battle one day. "My eyes are down here." SIPS, ZOOBOY, OMBI, POOB, & HISS KOBOLD COMMONERS, FORGE CREW Personality Curious, reckless, fun, and unpredictable. Physical Wears bejeweled pink robes, gold necklaces, and glitter make-up. Longings To get wildly drunk together at the Bluefin Tavern. "We'll try anything once…twice, we'll try anything twice."
84 LOREOFAETHERRA.COM/WAYFARING as together as a hive mind, they handle the forge quietly and efficiently. Madam Empra, one of the wealthiest individuals in Fano, serves as the highest-ranking member of the Order of Escha. She sits on the council of The Twenty Seven and has represented Escha longer than anyone can remember. Few dare to question her. The human persona of a polymorphed brass dragon, she took up residence in Fano during the height of its cooperation with Chrysalea. Intrigued by the social enlightenment during this Age of Prosperity, she chose to make Fano her home. When the portals to Chrysalea were sealed, Empra chose to stay in Fano, hoping to restore the city to prosperity. Frustrated with the utter lack of action by the Monarchy, she now employs her forge to supply the criminal organizations of Fano with weapons and armor, stirring an uprising that will eventually overthrow the Mad Prince and the corrupt Spirans. DARK MUUNE POTIONS AFFLUENCE PRICES SECURITY WARES Potions PROPRIETOR Essi Muune ALIGNMENT Order of Escha If the characters enter Dark Muune Potions, read: You push open an oval wooden door and saunter into a dimly lit, cramped laboratory. The smell of must assaults your nose, and steam rising from a noisy boiler in the corner keeps the room quite humid. A carpet made of black wool cushions the floor as you walk across the shop. Both the walls and ceiling have been painted black. A heavy velvet curtain hangs across the shop's left wall. When pulled back, it reveals shelves of colorful liquids in glass tubes backlit by the ultraviolet glow of merqua. Essi Munne cautions that both candlelight and natural light can disturb and even ruin her potions. Dark Muune Potions draws the fewest customers of the dockside shops, with most people knowing nothing about them. This aura of mystery is by design, as the shop's proprietor, Essi (human commoner), believes her potions are for a special breed of adventurer. She seeks those who wish to push the limits of herbalism and alchemy and leave no stone unturned in the pursuit of excellence. Essi's method of gathering herbs for her potions strays from commonly accepted approaches to herbalism. On nights when the moon is full during the flood season, she explores submerged fields, searching for suitable plants. Flora harvested from floodwaters exposed to moonlight provides the extracts needed to produce her extraordinary potions. ESSI MUUNE HUMAN COMMONER, ALCHEMIST Personality Warm, knowledgeable, and adventurous. Physical Shapely, beautiful, and wears her hair in braids. Longings To climb up the Merqua Glow Tower under the light of a full moon to make a potion out of moon-drenched merqua. "A man can be a witch, a woman can be a wizard, and both can be a ghost if they drink from the wrong cup."
WAYFAR ING 85 Celestio (Potion of the Siren's Voice) 50 gp Potion, rare This bottled potion consists of swirling azure and crimson liquids that never seem to mix. When consumed, this potion increases your natural allure, granting y advantage on all charisma checks against creatures for 1 minute. Emerals (Potion of the Dreamers) 100 gp Potion, rare A hazy green liquid fills two vials. Sold only in pairs, these potions, when consumed with another creature, will cause both to fall asleep instantly and enter a shared dream. The two dreamers make a contested Intelligence check, and the winner gains control over the dream, bounded by the discretion of the GM. Hexin (Potion of Sentience) 100 gp Potion, rare The opaque vial containing this potion hides its contents from view. When uncorked, the bright gold liquid found within the bottle escapes, coalesces into a solid glowing orb and hovers above your shoulders. This creature, called a hexin, forms a remarkable bond with you and is fiercely loyal. You can communicate telepathically with the hexin and command it to invade any creature. That creature must make a successful DC 13 Wisdom saving throw or be stunned for 1 round. After this attempt, the hexin disappears. Drenche (Potion of the Shadows) 125 gp Potion, very rare An unnatural black sludge coats this potion bottle. For 1 hour after drinking this potion, you have advantage on all Stealth checks made while touching a shadow. Additionally, as a bonus action, you can enter a shadow to teleport up to 90 feet into an unoccupied space containing another shadow visible to you — however, the effects of the potion end after reappearing. TRANSITION When the party is ready to meet Captain Redfall at the Moxi VII, read: As you approach the dock, you notice water lapping against the broad frame of an extraordinary ship. Its hull, sanded smooth and constructed from flawless black oak, sways gently in rhythm with the waves. The trim bears the curves of traditional Hendan design — ivy and twisted branches. Beautifully inscribed letters that spell Moxi VII are burnt into the front of the helm. A crew readies the ship for departure and the mainsail booms as it rises in the morning wind. SIGIL OF EIGHT ARMS
88 LOREOFAETHERRA.COM/DEEP T he party leaves Fano behind and begins the fifty-mile journey across the azure waters of Chrysal Lake as they make their way to the rocky entrance to Broken Top Bay. Sailing in the Moxi VII, they will encounter (mostly) smooth sailing, allowing them the chance to take in the sights along the way. They first pass by the Merqua Glow Tower and marvel at the unusual crystal placed at its pinnacle. Rumors about the tower run rampant in Fano, with some claiming that an old man lives at the very top and others saying that the fishes near it are poisonous. Beyond that, the Fringe of Orrien, a massive wall built into the Broken Top Mountains, extends along the shoreline. No one is quite sure what the Fringe is supposed to keep in — or keep out. The ever-autumnal forest known as the Dimlight peeks out from behind the shorter sections, revealing a blanket of orange and red leaves that fades into the horizon. Few venture into those hallowed woods, so most of the stories told are rumors or hearsay. Throughout the voyage, the party can ask the crew about their quest or any of the sights they see. The sailors aboard the Moxi VII have seen more than their fair share of the lake's oddities and can offer a few stories or bits of advice. Redfall waits for the opportunity to tell one of his wild stories and has spent enough time around the lake that he has experiences with all of the major landmarks and speaks of them willingly. Meyfyre has plenty of information as well, although it may be difficult to pry it from her lips. She may reveal softness and vulnerability by sharing an intimate song whose lyrics are deeper than they seem. While a bit small for a ship, the Moxi VII has several areas to explore, including a well-stocked annex of Redfall's favorite bar. The crew, thrilled to interact with new people, have a variety of things to teach the Across the Deep CHRYSAL LAKE, MOUNT TESETERRA VI
ACROSS THE DEEP 89 LEON TUKKER characters. Wix, tasked with catching dinner, asks the characters to help him fish off the main deck and take advantage of the lake's abundance. The deep waters can be unpredictable, so the party should be ready for any unforeseen circumstances that they may find themselves in. As the ship approaches the bay, the characters will need to develop a plan to help the crew make it through the rough waters ahead. Will the party reach the treacherous Broken Top Bay in one piece, or will the perils of Chrysal Lake seal their doom? ABSTRACT Traversing the Lake. The party boards the Moxi VII and begin their journey to Broken Top Bay. Taking in the Sights. During the voyage, the characters learn more about the landmarks in and around Chrysal Lake. Travel Talk. Redfall, Meyfyre, and the crew of the Moxi VII pass the time by sharing stories and providing more information about the mission to find Gilgazo. The Seventh Ship. The party has the chance to explore the nooks and crannies of Redfall's faithful vessel. CHRYSAL LAKE
90 LOREOFAETHERRA.COM/DEEP TRAVERSING THE LAKE The party departs Fano, sailing through calm blue waters broken only by the speeding bow of the Moxi VII. This fine Hendan vessel can reach speeds as fast as five mph, making the fifty-mile journey to Broken Top Bay about ten hours long. A crew of three assists Redfall on the voyage across the lake. To set the scene, read: The placid waters idle peacefully, a calm fractured only as the Moxi VII cuts a path through the fathomless blue. Your eyes strain to make out vestiges of land at the edge of your vision — Chrysal Lake's enormity dwarfs some seas. An imposing tower looms in the distance. Beyond that, a massive wall juts out from the mountain range and stretches the length of the shore. The ship serenades you with a chorus of creaks and groans, but it's as hearty as any vessel on the lake. The rich scent of Hendan oil mixes with the crisp mountain air and permeates the deck as you make your way toward the unknown. RANDOM ENCOUNTERS Traversing Chrysal Lake can challenge even the most experienced captain. Use the following table to introduce random encounters periodically throughout the party's journey: D10 RANDOM ENCOUNTERS 1 1d4 + 1 sahuagins scale the sides of the ship and attack the party and crew. 2 A large wave crashes over the boat. All characters on the deck must succeed on a DC 14 Dexterity saving throw or be thrown overboard. 3 The party spots a crate floating in the water. Inside, they find two wrapped and sealed aether-infused chrysal cakes from Papa Gigi's Blue Bakery. 4 The party witnesses a small fishing boat succumb to a squall. Its lone occupant, an angler named Jin, calls out for help. 5 A grotesque sea hag boards the ship and frightens first mate Yisha with her Horrific Appearance. 6 You spot a ghostly figure hovering over the surface of the water, moaning the word, "deceiver.” 7 A skellin flops aboard the ship. Then another. And another. The wriggling fish continue to flood the deck, threatening to capsize the vessel. 8 You come across a derelict ship. Inside, 1d4 + 2 skeletons guard a box of aether rice (10 charges). 9 You spot a cork-sealed bottle floating in the water. A coupon for a free drink at the Bluefin Tavern has been placed inside. 10 A plesiosaurus surges toward the ship, looking for its next meal. RUNNING THIS SCENE While the descriptions for sightseeing, the crew, and the ship are grouped together in the text, the party doesn't need to experience them in that order. For example, after marveling at the Merqua Glow Tower, the party may want to explore the lower decks and speak with Wix, the quartermaster. Periodically roll from the random encounter table to provide the party with new challenges to overcome. This scene contains a lot to do and learn, so mixing things up helps keep the experience wellpaced and fresh.
ACROSS THE DEEP 91 TAKING IN THE SIGHTS As the Moxi VII sails toward Broken Top Bay, the party, when not contending with waves and monsters, can observe several places of interest. While structures such as the Merqua Glow Tower and the Fringe of Orrien arose from the genius of elves and men, nature provides its own share of mysteries, such as the Dimlight and Chrysal Lake itself. As they take in the sights, Redfall or Meyfyre will also be able to give the party more information on these landmarks. MERQUA GLOW TOWER A shadow slowly inches its way across the ship's deck. Your attention shifts to the port side as the monstrous tower rises from a remote islet. You arch your neck to take in its magnitude, but the sun dazzles your eyes as you catch a glimpse of its pinnacle. Glowing violet moss grows unrestrained, wrapping around the tower's foundation like spreading ivy. A crystal placed at the very top glints in the sun. A purple light dances with frenetic energy inside the crystal, as if the crystal cages some wild, glimmering madness waiting to burst free. The Merqua Glow Tower occupies a small rocky island at the northern end of Chrysal Lake, and anglers often use it as a navigational beacon. Nobody knows why the tower is covered in the violet merqua, although some believe it is an exhaust port for aether experimentation in Chrysalea. THE FRINGE OF ORRIEN In the distance, beyond the glow tower, the Broken Top range rises beyond the shore, but these are no mere mountains. Fused with the peaks and built between them, an enormous wall stretches in both directions as far as your eyes can see. The sheer magnitude of this blockade overclouds the glowing tower, despite the monolith's prodigious height. This colossal barrier, the Fringe of Orrien, eclipses your view as you near it. What reason could possibly justify the need to build a wall this massive into the mountains? Designed to obstruct severe westerly winds, the Fringe of Orrien spans most of the northwestern border of the lake, beginning at the base of the Broken Top Mountains and tapering off at the Dimlight Divide. A series of towers, engraved with ancient Novarian text, line the top of the wall, serving as host to fires kept blazing at all times. Orrien, the Chrysalean patriarch who led the construction, aimed to keep wanderers from encountering the mysteries that lie in the forest beyond the looming barrier. Not built for defense, rumors persist that the Fringe serves some unspoken purpose. THE DIMLIGHT In the distance, as the Fringe begins to taper off, you spy trees with leaves bearing the colors of an eternal autumn. Deep shades of emerald, gold, and red paint the oldgrowth of the Dimlight, unchanging despite the season. The ocean of leaves trembles under an unrelenting onslaught of wind. Above you, the topsail billows gently, a testament to the efficacy of the Fringe. The expansive forest known as the Dimlight stretches from the Exa River to the far-off Kingdom of Mescillian. Long ago, gusts of wind rushing through the woods would create fierce gales on Chrysal Lake, wreaking havoc on the fledgling fishing industry. Once completed, the Fringe of Orrien tamed the blustering wildwood, transforming it into a serene paradise. Nature adjusted to the shift in winds, and despite mysterious anomalies and perilous quagmires, the spirit of the forest thrives anew with the aura of magic. TRAVEL TALK During the first leg of the journey, the party will have time to learn more from the NPCs aboard the Moxi. In addition to Captain Redfall and Meyfyre, they may speak to first mate Yisha, quartermaster Wix, or the ship's cook, Sune Liza, as well as four deckhands. If a character interacts with one of the deckhands, they will find that while they are kind, they don't know much and prefer to keep to themselves. The rest of the crew can share their thoughts on the mission, the lake's landmarks, or might even drop a salacious rumor or two. Redfall actively searches for an opportunity to tell one of his wildest stories from the lake. The party's traveling companion, Meyfyre, may also have information, and a lucky character might hear her sing a sorrowful song with her pristine voice.
92 LOREOFAETHERRA.COM/DEEP CAPTAIN REDFALL Regarding the Mission If the characters ask Captain Redfall about the mission, he will freely share the following: • Redfall typically doesn't concern himself with the ways of the three Orders. But in the past, many Indosians have tried (and failed) to acquire his services. When an Indosian hires you, you likely belong to those crones on horseback, and Redfall knows that things usually go poorly for those who do so. • After Redfall spoke with the Fringe guard, Juniper Flox, he went back to the Bluefin and asked if anyone knows about the strange things merqua can do to creatures. Some told him that animals would ingest it and grow to monstrous sizes and become violent. A few others mentioned some kind of legendary entity seeking the source of all aether. • Redfall and Splink have spent many drunken nights together at the Bluefin. Once, while they were partying together in Splink's blockaded corner, a shrouded figure, bald and shifty, approached Splink and invited him to The Reverie Fantastica. Splink zapped the stranger with a quick electric cantrip and burst into laughter. The person hurled colorful insults back at him and fled the bar. Regarding the Merqua Glow Tower If the characters ask Captain Redfall about the Merqua Glow Tower, he will freely share the following: • Redfall says that a man calling himself Lord Miden lives in the tower and that he will occasionally remove a stone block and peek his head through an opening to exchange jokes with the captain. However, any time Redfall asks why the man is up there, he ducks his head back in and replaces the stone. • Redfall and his crew have fished every corner of Chrysal Lake, but at the Merqua Glow Tower, one time was more than enough. Something about the water poisons the fish's meat, as he and the crew found out the hard way. After speaking with a visiting witch-king at the Bluefin, who offered him a good price for the fish, Redfall has considered fishing the area again, despite the risks. • Once, after a debaucherous night of drinking aboard the ship, Redfall took the dinghy to the tower and scaled the back wall. When he reached the top, he cut a handful of merqua, which he would later use to decorate the mirror in his quarters. While he was up there, he put his ear to the tower and could hear the sound of rushing wind. Additionally, Redfall may be convinced to share a story with the characters if they make a DC 12 Charisma (Persuasion) check. If successful, read: "Many times, when we're sailin' by, I'd catch a bunch of young hooligans drinkin' out there on the rocks below the tower. Spiran guards have told me before if I see 'em out there to take 'em aboard and bring 'em home. But I ain't givin' out free rides, so if the young hooligans wanna drink, then so be it. Anyway, one night, I saw someone out there alone sittin' on a rock. I didn't know if one of the kids got left behind, so I took the dinghy out there to find out. "When I got there, I saw it were no kid but a tall man with pale skin and hair black as soot. I asked him what his business be, and he said his business be his own. That's a code you live by, so I began to row back when he called out askin' if I had any rum on the ship. I brought 'em aboard and took 'em down to the Bluefin Annex. The crew were a havin' a quiet night and were tanked from the day's work, so we were the only ones talkin' down there. I asked him where he came from, and he told me, 'All around, but mostly below.' "The man said he were out there on the rocks, wonderin' if he were doin' the right thing anymore, second guessin' everything he'd ever done. He weren't makin' much sense, and I were drunk, so I were havin' a hard time followin' what he were sayin'. I do remember something he said, though. He told me it didn't matter whether he did the right thing or not; that didn't stop what were comin' to Fano. Somethin' altogether evil. And a curse upon myself, the rum had caught me, and I had to use the privy. When I came back, he were gone. I ran up to ask him more, but he were already sinkin' down into the water." Regarding the Fringe of Orrien If the characters ask Redfall about the Fringe of Orrien, he will freely share the following: • While the Fringe blocks most of the Dimlight's fierce wind, some escape where the wall begins to taper near the base of the Broken Top Mountains. As a result, tempestuous storms form and strike fear into sailors across the lake. • As the sun dips down past the rim of the wall, it casts a shadow over the lake known as the Blue Shade. Fish flock to the dark area and anglers swarm, looking for big catches.
ACROSS THE DEEP 93 Additionally, Redfall may be convinced to share a story with the characters if they make a DC 12 Charisma (Persuasion) check. If successful, read: "Aye, I had a job not long ago to bring a catch to the guards up on the Fringe. Most of the time, old Dee Nimbly runs my goods, but he were swamped that week, and I'd always wanted to climb up there and see what the fuss were with that big damn wall, so I decided to do it myself. "Down there at the bottom of the behemoth, the crew and I stared up, laughin' at its sheer enormity. Sure, it looks tall from here, but it's unendin' when you're at the bottom lookin' straight up. The order were quite large, but the guards had a lift, so my crew had an easy trip to the top. But for me? No, I were adamant about takin' the stairs. If Redfall had to do his own damned merchantin', then he'll make sure it's done the right way — hand-delivered with a broken tooth smile. "As I climbed the twistin' steps cut into the side of the stone, I couldn't help but stop and gaze at the lake — I'd never seen such beauty. But I tell you this, friend. I climbed the steps for what felt like ages. I'd left at the break of dawn, and by the time I reached the top, that old orange ball were droppin' down into the horizon like a dyin' ember. "Juniper Flox met me at the top, and as the guards here weren't Spiran, they'd treat you nicely. She led me to her keep, and there we smoked a pipe and gazed out at the Dimlight. I asked her what the wall were really there for? As far as I knew, the Fringe were built to block the wind from hittin' Fano, but after scalin' the thing, that seemed like an awfully lot of material just to stop a bit of breeze. She cracked a smile and puffed out a billow of smoke, then said, "'It's not so much about blockin' the wind out, it's about keepin' the wind in.'" Regarding the Dimlight If the characters ask Redfall about the Dimlight, he will freely share the following: • While fishing in the Blue Shade, Redfall has seen birds flying upside down as they come over the Fringe. Most right themselves, but occasionally one will lose its sense and crash into the lake. • Redfall has a few friends at the Bluefin with a license to hunt the Dimlight, but they are under a strict oath and won't share details with anyone. Additionally, Redfall may be convinced to share a story with the characters if they make a DC 12 Charisma (Persuasion) check. If successful, read: "Juniper Flox, that sweet guard sharin' a pipe with me on the Fringe, had told me that the wall were constructed to keep the wind in. That confused me, and the fiddleleaf began to make my head float, so I didn't question her any further. But as I stared out at that endless stretch of green and gold treetops, my curiosity finally got the best of me. I asked her why they wanted to keep the wind in. Juniper stood up, took my hand, and said, 'Visit me again, and I'll tell you all about it.' Then she ushered me down the short flight of stairs to the nearest lift. "'So there's no danger out there in the Dimlight headin' our way?' I said, takin' in as many moments as I could have with her. But this time, she grew serious. "'Oh, I didn't say that. There's plenty of dangerous things, but this wall couldn't stop 'em.' "'Well then,' I said, 'I were thinkin' of takin' the stairs again but maybe I should use the lift.' "'Do you have any aether on you?' She asked. "I'd heard the name but didn't know much about it. I shook my head no. "'Then you don't have to worry.' She smiled, 'There might be a rogue goblin here and there, but I think you'll be just fine.' "She flashed another smile and melted my heart. It were the hardest thing I ever had to do, climbin' down that stairway. I hope sometime soon I can go back there and share a pipe of fiddleleaf with sweet Juniper Flox.”
94 LOREOFAETHERRA.COM/DEEP THE CAPTAIN'S TALE Captain Redfall has voyaged to Broken Top Bay many times and takes every opportunity to recount the tales of his adventures to those willing to listen. If the party would like to hear one of Redfall's stories, read the following or play the included audio: "It were wild that night down in the galley. The crew were celebratin' the day's catch from Ol' Gnome Crack Cove. Aye, that's where the luck be. Wish we were heading that way now instead. You see where the tree line comes down from yonder mountains? There be a small island, then a crooked inlet shootin' right up into the forest. You know, wide and crooked, just like a gnome's arse crack. "Anyway, the crew loud and rowdy, and Dragis were down there nursing the rum barrel, about to sing some high-pitched song about a blasted bird or something, and I just had to come up to the deck for some fresh air. It were one of them glassy black nights. The sorta night, you could hear gull dung splashing on the other side of the lake, but you couldn't see the pipe ye be smoking in front of yer mouth. So it weren't crazy that I hear splashin' down in the water right below the ship. "I look down, and a man was clingin' to a plank, lookin' like he'd been lost in the waves for weeks on end. He called out for me to lower the ropes and let 'em climb aboard. But I say, 'Nay, first ye tell me what yer doin', and where ye hail from?' "He said that he were fishin' on the lake for weeks and had no luck. He'd heard from some fool that he'd find some catch in Broken Top. He took a rowboat through the old Crooked Fingers. It's the only way to be gettin' through that narrow passageway. Larger ships get dashed against the rocks. He got through with some luck, but that luck soon gave out. A storm surged, and the waves capsized his boat! "By then, I were believin' the man was telling the truth. He were cold and shiverin' and had no reason to lie. I let the rope down, and he was barely able to climb aboard. He was sickly thin, and his beard had grown longer than a late summer shadow. I wrapped him in one of my furs and gave 'em a swig of my rum. "He said he'd felt the water pullin' his legs under like something were stirring out in the pitch-black night. Soon he was in the center of the chaos, and waves swelled around him, and the vortex began to suck 'em down. He closed his eyes. The maelstrom had caught him. Down, down, down, he spun. "He could still breathe, but every once in a while, his head would be pushed into the water swirlin' around him, and he'd see into the deep. They say Chrysal Lake has no bottom, and they be right. There's deep shadows down there, he said, loomin' and horrible. Terrifyin' things so big you couldn't fathom 'em. Fish larger than any of the tall tales down at the Bluefin. These things were monsters, their tails rumblin' the dark with their sheer enormity. For years, the poor soul swirled in that tempest. "I was confounded by his tale and asked, 'How did ye survive?' "He told me he'd plucked fish from the wall of water around him, and when it rained in Broken Top, he drank from the drops. He'd sleep and wake and eat and drink and loathe and sleep again, swirlin' down the maelstrom and descendin' into the madness. He eventually closed his eyes, ready to give up the ghost, and that's when he found himself floatin' on a plank out here. 'So it be a dream?' I said, questionin' how much rum I had given him since he climbed aboard. "'Nay!' he said through a thick beard, 'It be real! I were clean-shaven when I set out to brave Broken Top Bay!'" MEYFYRE HETHERIA Regarding the Mission If the characters ask Meyfyre about the mission, she will freely share the following: • Meyfyre says that Fawn Lee has become like a second mother to her and cherishes the time that Fawn has spent mentoring her. • Fawn taught Meyfyre that the Allianders, a sect lost to the annals of time, once mastered the ability to harness aether to enhance their strength and power. One by one, they began to disappear, and now you can't find even a mention of them in any of the books at the Waterleaf. • If Fawn is correct, when Gilgazo returns, the ancient technology built into the very walls of the city could come alive. Meyfyre has spent years walking the streets of Fano, making careful notes about all the deactivated ancient tech lying around.
ACROSS THE DEEP 95 Regarding the Merqua Glow Tower If the characters ask Meyfyre about the Merqua Glow Tower, she will freely share the following: • Meyfyre says she was swimming around the tower once and found that the water felt like a warm bath. She has heard that young kids use the rocky outcropping around the tower as a hot spring during chilly nights. • Meyfyre says that even on the clearest day, she could still faintly see the tower and the dim glow of the crystal pinnacle from her childhood home in Henda. Every time she sees the merqua at the top, it makes her long for home. Additionally, Meyfyre may be convinced to share a story with the characters if they make a DC 15 Charisma (Persuasion) check. If successful, read: "One of my first assignments as a recruit for the Order of Indos involved traveling out to the tower. I was with Thio Brers, a young recruit eager to work his way up the ranks. It was simple. All we had to do was row out and make sure the tower was secure and its doors locked. "We went at night, veiled under the starless sky. While we were rowing, I questioned why the Order would be concerned about the tower's security. From what I knew, the tower was just an ancient abandoned column, overtaken by merqua and used as a dim beacon. But I also knew that an Indosian never did anything without a reason. Everything was a secret. Everything is shrouded in riddles. But as I pondered, Thio grew angry and tried to silence me, saying I shouldn't question the Order. "I wanted to smack the kid into the water, but I thought better of it and kept rowing. And I was glad I didn't react like that, for if I had, I likely wouldn't have seen what happened next. We arrived at the tower to find that each of the hundred locks on the door had been broken! Thio stood there frozen, holding the keyring he had been entrusted with, and began shaking violently. The sound of keys jangling in the midnight air still sends a shiver down my spine. "His eyes grew wide, then he dropped the keyring, ran to the boat, and fled. I ran after him, but it was too late; he was already frantically paddling toward the mountains. I called out for him to stop, but he was so spooked he didn't respond. I retrieved the keys then swam back to Lakeport Docks — I'm a decent swimmer, and I don't mind the cold. I returned the keys to my contact at the Order and explained what had happened. Shortly after, I was placed on assignment with Fawn Lee." Regarding the Fringe of Orrien If the characters ask Meyfyre about the Fringe of Orrien, she will freely share the following: • Lately, Meyfyre has spent mornings walking along the borders of the Fringe and travels to a distant silver elm tree to practice her shooting skills. She watches an expert archer try to shoot an arrow over the wall but fail — even someone with their skill has no chance of reaching the top. • Meyfyre has copied several of the Novarian symbols engraved into the stones of the wall. She translated them back at the Waterleaf and found that they mean, "Where everything is quick." Additionally, Meyfyre may be convinced to share a story with the characters if they make a DC 15 Charisma (Persuasion) check. If successful, read: "I found a book at the Waterleaf containing the history of the Fringe's construction. I skimmed most of it, but something did catch my eye. While sturdy, the wall has a hollow core. A vent just below the rim extends the entire length of the wall. I've talked to many people about the Fringe, and no one mentioned anything about it being hollow. I asked Fawn if we could trust the book's author and showed her the passages I had found. She was intrigued and said she would look into it more. A few weeks later, I asked if she had learned anything about the passages or the author. Fawn said she hadn't had any time to do so and quickly changed the subject. She was acting a bit suspicious, but I didn't press her about it." Regarding the Dimlight If the characters ask Meyfyre about the Dimlight, she will freely share the following: • One of the famous Gwyther family shipwrights built a ship of lumber harvested from the Dimlight. He went mad and disappeared. Rumors say the ship sunk in Chrysal Lake, near Audowhenda. • While on a morning walk, Meyfyre noticed a thin gap in the wall and peered through. Nothing seemed out of the ordinary, but the woods were unnaturally calm. Her spying was put to an end when a Fringe guard on the other side frantically filled the gap.
96 LOREOFAETHERRA.COM/DEEP Additionally, Meyfyre may be convinced to share a story with the characters if they make a DC 15 Charisma (Persuasion) check. If successful, read: "One night, Fawn Lee went to a secret meeting at the Order — recruits like me don't get invited to any important meetings. Later on, a ranking member gives us our assignments. I was alone in the shop, so I sifted through her desk to find the book on the Fringe's construction. I didn't have much time, as I didn't want to get caught rifling through Fawn's personal items. "I opened the bottom drawer of her desk and found a small bundle of books. They were bound by twine, with a note attached that read,"TO BE BURNED." "Just then, I heard the shop's front door being unlocked. I managed to get the bundle back in place and close the drawer, but not before glancing at the second book from the top. It was titled Secrets of the Dimlight." MEYFYRE'S POEM Playing to her disguise, Meyfyre will attempt to reveal as little as possible of what she knows about Gilgazo. However, if the characters press her for information, she will share an enigmatic refrain with them about the lost druid. Play the included audio, or read: In the place where the windows fall over the floorboards In the house of Azure, trails blood to the lake There's a woman who's fallen that the old man can't feel warmth But he does not tremble, and he does not shake So he follows the artery up to the orchard Where the blaze under earth makes its glory expel And the particles all lining up for its torture But he does not falter; no, he does not fail To the walls of great moss and the gardens of glow light Where the frames of great archers such power to wield And he whispers in bellows with sparks in his sight But he loses his footing cause he doesn't yield And so into the caves, they made blue into blurry And the seasons they slowed like the depths of the lake And the ones that all love him, they started to worry But he does not tremble, and he does not shake YISHA, THE FIRST MATE Originally from the mainland, Yisha shaves her head bald and maintains order with her strict demeanor. Not known for her courage, she will hide at the first sign of real danger. Regarding the Mission If the characters ask Yisha about the mission, she will freely share the following: • During the crew's leave, Yisha works as an aspiring burglar. She spends most of her spare time sneaking around and breaking into empty buildings. She recalls a time when a friend told her where a druid named Gilgazo once lived. She broke into his abode but didn't find much more than some furniture covered with a thick layer of dust. • Yisha once kicked a big "aether" addiction and claims that a magic powder shop called Sneazer's Magic Dust, located in Fano, initially got her hooked on the stuff. She says it's green-colored and causes intense drowsiness. Redfall made her seek treatment before coming back aboard the ship. • Yisha believes that the deactivated ancient tech lying around Fano will one day come together to form an enormous mechanical beast and destroy the city.
ACROSS THE DEEP 97 YISHA HUMAN SCOUT, FIRST MATE Personality Dodgy, athletic, sharp, and strict. Physical Has a shaved head and piercing eyes, strapped with packs and satchels. Longings To be an infamous burglar. "Don't respect authority if they don't respect you." WIX GNOME BANDIT, QUARTERMASTER Personality Funny, faithful, and reliable. Physical Has big eyes and feathered hair, always smirking. Longings To be a tour guide for the Flickering Fingers district. "It's okay to laugh at a funeral, unless you're the corpse, then that's really not okay." SUNE LIZA HUMAN ACOLYTE, COOK Personality Friendly, mellow, and quirky. Physical Very thin, wobbly, has pretty blonde hair. Longings To grow in power so that she can use her powers to mother the world. "To be a powerful witch or to be invited into any home to cook a warm meal, I suppose in this world I must choose one or the other." WIX, THE QUARTERMASTER A spritely gnome from Lakeport, Wix serves as both the ship's quartermaster and bosun. Additionally, his shenanigans serve as the crew's comic relief, especially during dangerous or high-pressure situations. Regarding the Mission If the characters ask Wix about the mission, he will freely share the following: • On his days off, Wix spends a lot of time at the Library of Indos. Once, he managed to sneak around a few guards and saw a beautiful chandelier on the second floor. • Wix has heard that Gilgazo is a stage actor on a binge, and the theater needs him cleaned up to perform in this season's upcoming musical rendition of the classic The Echo of the Gods. • Wix overheard a tavern patron mention something called The Reverie Fantastica. That it's either an infinity party or has an infinity pool. SUNE LIZA, THE SHIP'S COOK A rail-thin witch from north Fano, Sune Liza once worked as Prince Airon's apothecary and currently serves as the ship's cook. Although she never tastes her own food and rarely eats anything, the crew trusts her to cook delicious and hearty dishes. Sune's soft-spoken words bring motherly comfort to those around her. She also wears a small chest around her neck everywhere she goes. Inside are various insects she calls "my bugs.” Regarding the Mission If the characters ask Sune Liza about the mission, she will freely share the following: • Wherever you find merqua, you're going to see some weird anomalies in nature. Sune fed a few particles of merqua to one of her bugs, and the following day it had grown to the size of a flagon. She set it free east of the lake, over by Henda, to munch on wood. • Sune doesn't believe that Gilgazo is real and thinks this whole mission is a ploy to get rid of her because her magic has grown in power. She assumes Meyfyre will throw her into the maelstrom. • Sune claims she has a copy of the Aundi Chronicle, the ancient text explaining how the Allianders wield the power of aether. She just needs the original document to see if they match up.
ACROSS THE DEEP 99 THE SEVENTH SHIP Redfall skippers the Moxi VII, the latest in a series of finely crafted Hendan vessels that have met their doom under the captain's hand. The oak planked hull wears several scars from collisions with rocks, and the lake's harsh weather has discolored its canvas sails. Nonetheless, the stout Moxi sails true. Ornately crafted golden hardware embellishes the quarterdeck's railing, running to the ship's stern, a signature feature of Hendan ships. SHIP FEATURES Size. The Moxi VII is a gargantuan vehicle (60 feet by 20 feet). The hull has 300 hit points. The ship has a main deck, a lower deck, a quarterdeck. Lights. Several lanterns around the ship provide a 30- foot radius of bright light and dim light for an additional 30 feet. A larger lantern hangs from the bowsprit and casts bright light in a 60-foot cone and dim light for an additional 60 feet. Rigging. Those wearing medium or light armor can climb the rigging of the ship without any issue. Anyone wearing heavy armor must pass a DC 12 Strength (Athletics) check to climb the rigging. Crew. The ship's crew of eight consists of the captain, the first mate, quartermaster, cook, and four deckhands. Harpoons. Prepared for any eventuality, Redfall has equipped the Moxi VII with a harpoon launcher (range 150/300) on each side of the main deck. These bulky machines require a passive Strength score of 12 or higher to aim properly. The harpoons themselves deal 9 (1d12 + 3) piercing damage and take a full round to reload. A rope can be attached to the harpoon, allowing a character (or group of characters) to drag their target back to the ship if they succeed on an opposed Strength check (and the rope doesn't break). The ship carries only ten harpoons, so make each shot count. THE MAIN DECK While on the main deck, a character can access the lower decks from a hatch midship on the starboard side or enter the Bluefin Annex from twin doors at the rear of the ship. In addition to the sightseeing opportunities it provides, the main deck gives the characters a chance to wield a rod and catch some fish with Wix (see the following pages for more information). M1. QUARTER DECK A short flight of stairs behind the mainsail leads up to a square platform holding the helm. A small dinghy hangs behind the platform next to a wooden sign bearing the words, in carved red, "HAVE NOT FEAR.” Redfall will allow a character proficient in vehicles (water) to work the helm, allowing him to retreat to the Bluefin Annex for a drink. Before departing, he will give the character 3 gp. Lowering the dinghy to the water by rope requires two people, who must both succeed on a DC 13 Dexterity check. Upon failure, the dinghy crashes to the water with a 50 percent chance of survival. Characters with a passive Perception score of 13 or higher notice the outline of a trap door near the dinghy, but it will not open from this side. M2. THE BLUEFIN ANNEX A sign above the door reads, "BLUEFIN ANNEX." Inside, brightly colored canvases and banners hang from the ceiling, harkening back to the look of the Bluefin Tavern in Fano. Black caged lanterns illuminate several small tables and chairs, and a pipe extends out of the floor and is topped with a large shell. The starboard side of the room hosts a full bar with latticework caging on the shelves; no spilled rum on this ship. A strange-looking weapon reminiscent of a harpoon hangs above the bar. Constructed of wood grafted through the iron, the gaps of which pulse with a dim blue glow. Rumor has it that this was the weapon used to kill the monstrous Bluefin hanging back at the docks. A Skellin Shoot board hangs between the barrels on the wall opposite the bar. This private minibar brings a taste of the Bluefin ever where Captain Redfall goes. A character may challenge an NPC or another party member to a match of Skellin Shoot, using the rules outlined on page 54. If asked, Redfall can be persuaded to let a character fire the glowcannon (see page 100) if they succeed on a DC 16 Charisma (Persuasion) check. When fired, the weapon emits a blinding flash of light as it fires a metal bolt at incredible speed, dealing 2d8 piercing damage. If someone tries removing the harpoon from the wall, an alarm will sound (DC 16 Dexterity (Sleight of Hand) check to disarm), summoning Redfall, who will rip it from the character's hands and attempt to smack them upside the head (+5 to hit), dealing 1 bludgeoning damage. Ammunition is rare, and Redfall keeps his limited supply on his person. FLOORPLAN OF THE MOXI VII
100 LOREOFAETHERRA.COM/DEEP FAILS D20 RESULT D20 RESULT 1 A monstrous sea beast snags your lines and threatens to drag you off of the boat unless you succeed on a DC 12 Dexterity saving throw. 2 Your big catch turns out to be a skellin with a mean streak who jumps off of the line and bites you on the nose before flopping off the deck. Take a -2 penalty on all Charisma checks for the rest of the day. 3 You cast your line, not noticing it caught on the mainsail behind you. You must succeed on a DC 12 Dexterity saving throw in order to shake it loose without tearing the sail. Redfall won't be happy if you tear his sail. 4 Your pole breaks, and Wix gives you a stern lesson on the importance of keeping costs down before lending you another one. 5 You reel up what appears to be a bulging coin purse. Once opened, hundreds of baby lake roaches pour out and swarm the deck. 6 Somehow, you manage to dredge up a small doll that inexplicably looks exactly like you, down to the clothing you are wearing. Only you can hear the gibberish it whispers. 7 You caught the ancient, one-of-a-kind crested owlbass! Unfortunately, the slippery varmint flopped back into the lake to live another day. 8 A tiny magic portal opens in the path of your cast. Splink peeks out and giggles while he grabs your bait, and the magic portal shuts. 9 Your catch just breaks the surface of the water when a massive falcon dives and steals it from your line. Adding injury to insult, it showers the deck with its droppings as it flies overhead. 10 Looks like it got away. Better luck next time. Wix gives you a special piece of bait that gives you advantage on your next cast. fishing with wix Chrysal Lake holds more than its fair share of exotic underwater life, and Wix wants to help the party pull in a mighty catch of their own. After directing potential anglers to the cargo hold for a pole and tackle, Wix encourages the characters to cast their line into the deep. Roll 1d20 and consult the tables below. Results 1-10 are considered fails while 11-20 are considered successes. Characters proficient in Wisdom (Survival) or Intelligence (Nature) make their roll with advantage. When the characters are ready to begin, Wix clears his throat and begins his awkward lesson, read: "The most important thing to remember when fishing is to think like a fish — slimy and scared out of your mind! It’s a good idea to check your surroundings, make sure you’re somewhere near water, not in a desert or a stranger’s cupboard. But if you find yourself in a privy, go ahead and drop a line down there and see what happens. Final piece of advice: never let your anger get the best of you. Okay, who's ready to fish?!" Wix gingerly hands you a rusty fishing rod and nods toward the open water.