The words you are searching are inside this book. To get more targeted content, please make full-text search by clicking here.

1368722-Radiant_Citadel_Enterprises_

Discover the best professional documents and content resources in AnyFlip Document Base.
Search
Published by DutchPDX, 2023-09-30 23:22:30

Radiant Citadel Enterprises

1368722-Radiant_Citadel_Enterprises_

Draft copy for review only. Page 1 ENTERPRISES RADIANT CITADEL 10 fantastic shops, services & organisations complete with adventure hooks and NPCs for your Radiant Citadel campaign


1 RADIANT CITADEL ENTERPRISES 10 FANTASTIC SHOPS, SERVICES & ORGANISATIONS FOR YOUR RADIANT CITADEL CAMPAIGN ABOUT THIS BOOK Welcome to the Radiant Citadel, a hopeful outpost in the Deep Ethereal, first introduced in Journeys Through the Radiant Citadel (JTRC) and then elaborated in Journeys Beyond the Radiant Citadel (JBRC), available on DMs Guild. The supplement you are reading extends the information about the Citadel itself by providing 10 new enterprises: shops, services, and guilds. Each shop comes complete with NPCs and adventure hooks that tie into the different civilisations and to each other. In these pages you’ll meet a genteel crime boss, emancipated elemental restauranteurs, and a retired cult leader, among others. New rules for surfing the Deep Ethereal, connections to freedom fighters everywhere, and a colossal bounty board are also on offer, as well as 100 trinkets found in the Citadel’s own second-hand shop. Stat blocks for all monsters not in the Monster Manual/JTRC are given in Appendix 1, and magic item descriptions for all items not in the Dungeon Master’s Guide are given in Appendix 2. CREDITS Design, Writing & Layout: Elizabeth Van Couvering Copyediting: Chad O’Bryhim Cover art: Blacksmith and helper ©2020 Vagelio Kaliva, used with permission. Cartography: some original cartographic assets by Map Effects Builder for City Maps, used with permission. San Citlán map from DM’s Guild Radiant Citadel Creator’s Pack, used with permission. Radiant Citadel location map inspired by original Radiant Citadel map by Mike Schley in Journeys Through the Radiant Citadel. Interior Artwork: Some artwork © 2020 Vagelio Kaliva, used with permission. All rights reserved. Some artwork © 2022 Rori Montford, used with permission. All rights reserved. Some artwork courtesy of Wizards of the Coast DM’s Guild creator packs, used with permission. All rights reserved. Special thanks: Simon Clark and Henrik Örnebring for reading drafts and giving valuable suggestions and comments. And of course to Ajit George & Wesley Sneider & all the Radiant Citadel authors for creating such a wonderful place to visit. CONTENTS AUTHOR BIO Fiendishly clever and constantly plotting, the author has published adventures and encounters on DMs Guild, as well as DMs Packs for Radiant Citadel adventures. Contact me at [email protected], ideally with offers for lavishly paid writing contracts. Intertextuality alert: Some small easter eggs referencing my other work are scattered here and there in the text. These are available on DMs Guild (click the link if reading online). They are as follows: Fire Spider Egg Hunt: An Encounter in Tletepec Swallowed! An Escape Room Adventure for Tier 1 Characters featuring Moniboop Pintipple, the inventor of Pintipple’s Untippable airships and Pintipple’s Foldable Airships. Ashkarland Gazetteer describes a lost Radiant Citadel civilisation with a garnet dragonfly Dawn Incarnate, and was written originally for r/RadiantCitadel’s Gazetteer Jam on Reddit, then revised for DMs Guild. Enterprises in the Radiant Citadel 2 Cartographers’ Collective 3 The Elemental Plate 5 Ethereal Surf Club and Tattoo Parlour 7 Four Spades Traders 9 Freedom Fighter Fundamentals 11 House of Chike 13 Jimson Jeli Bar and Nightclub 15 Monster Hunters’ Guild 17 Parfumerie Ætheréale 19 The Quiet Spirit 21 Appendix 1: Stat Blocks 25 Appendix 2: Magic Items 31 DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers League, all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinctive likenesses are property of Wizards of the Coast. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of Wizards of the Coast. All other original material in this work is © 2022 by Elizabeth Van Couvering and published under the Community Content Agreement for Dungeon Masters Guild.


2 ENTERPRISES IN THE RADIANT CITADEL “The unlikely miracle of architecture, arcana, and mystery that floats in the endless Ethereal has no equal on the planes.” — Socorro the Exile Shops in the Radiant Citadel Establishment Goods Proprietor Origin 1 Four Spades Traders General Goods Amado Resio Dayawlongon & Yeonido 2 Freedom Fighter Fundamentals Arms & Armour Citlali Gallegos San Cítlan 3 House of Chike Clothing Azmi Chike Sensa Empire 4 Parfumerie Ætheréale Perfumes, Potions & Poisons Canna Brightbane Atagua 5 The Quiet Spirit Trinkets & Curiosities The Hooded One Tletepec Services in the Radiant Citadel Establishment Service Proprietor Origin 6 Elemental Plate Restaurant Bisash, Nasa, Kung & Raki Elemental Planes & Siabsungkoh 7 Jimson Jeli Bar & Nightclub Bar and nightclub Winter Riveridge Godsbreath & Zinda Organisations in the Radiant Citadel Organisation Purpose Director Origin 8 Cartographers Collective Scientific society focused on mapmaking Jayvyn & Jia Meng Mei Janya & Yongjing 9 Monster Hunters’ Guild Eradication of monsters & member support Barham Nasri Akharin Sangar 10 Ethereal Surf Club and Tattoo Parlour Having fun in the Deep and looking rad doing it Amrapali Bhatiyali Shankhabhumi RADIANT CITADEL LOCATIONS


3 CARTOGRAPHERS’ COLLECTIVE In a beautiful house near the Passage of Respite, a loose grouping of interested geographers holds lectures and keeps a library of maps relating to all the Radiant Citadel civilisations for reference. Collective members wear small brass pins showing thirteen small jewels orbiting a diamond. JAYVYN greets any guests and introduces them to the collection. Jayvyn is a scholarly spirit unmoored from his home and stranded in the Ethereal. He founded the Collective in order to help him find his lost home. There are thousands of maps at the Collective now so Jayvyn acts as a librarian. The Cartographer’s Collective can act as a Guild Patron for the party (see Tasha’s Cauldron of Everything, p. 93). The Collective is well-known throughout the Radiant Citadel civilisations and is affiliated with different local organisations, for example, the Trail Keepers of Tletepec, and boasts about 500 members. A Fellow of the Cartographers’ Collective (FCC) can expect meeting space and local information at affiliated organisations. A temple to a god or goddess of knowledge (such as Ioun or Ogham) adjoins the Collective. At the temple, characters will meet JIA MENG MEI from the Ministry of Diplomacy in Yongjing, who is serving a tour of duty in the Radiant Citadel, heading the temple scriptorium and organising the archives. Jia Meng Mei has another clandestine role as an Imperial Ghost or spy collecting information. Copies can be ordered of maps from Jia Meng Mei, although they will take several days to prepare. These cost 200 gp each (the fee is waived for Collective members, to a limit of three maps per year). Collective members also have access to the map library (via Jayvyn) and the various meeting and study facilities maintained by the Collective. JAYVYN NE haint (male) master sage* *use the master sage stat block for Jayvyn, but his type is Undead and he adds the abilities of Unusual Nature and Incorporeal Movement and the action Change Shape from the haint stat block. Jayvyn presents as a tall, incorporeal light-skinned old man with long, white hair, dressed in beautiful dark robes edged with fur. His eyes are deep and hooded and difficult to look into. What They Want: Jayvyn wants to find his lost home on the Material Plane and wreak revenge on whatever or whoever sent him to the Ethereal and prevented him from passing on. His need for new maps is a compulsion, and he trades in money and influence in exchange. Dangerous Scholar: Jayvyn is very old and very powerful. Before his passing, he was a scholar and magic user, and he has had several incorporeal lifetimes of study. He will often take promising party members under his wing, but his interest in them is purely instrumental. He will not hesitate to trade a party member for a new map. Quote: “In the end, knowledge will prevail.” Price List for Cartographers’ Collective FEES Joining fee (waived with map contribution) 500 gp Annual membership fee 1000 gp Map reproduction (per map, 3 maps free with membership) 200 gp SUNDRIES Cartographer’s tools 15 gp Navigator’s tools 25 gp Calligrapher’s supplies 10 gp Painter's supplies 10 gp Magnifying glass 100 gp Map case 1 gp JAYVYN


4 JIA MENG MEI LG human (female) spy Small and slight with dark hair and eyes, Jia Meng Mei wears a robe of green silk figured with bamboo grasses that wave in the wind, a symbol of ever-growing life and longevity. Round spectacles perch on her nose, and two hair sticks topped with elephants adorn her hair. What They Want: Meng Mei wants to prove herself on this assignment to the Radiant Citadel. She is diligent, thorough, and incorruptible. She has a weakness for dance and performance and can often be found at the Jimson Jeli Bar when not at work. Patriotic Spy: Meng Mei understands that her work in the Radiant Citadel as an Imperial Ghost is important to the preservation of Great Xing. She believes firmly in the values of Yongjing society: harmony, tradition, longevity. Quote: “It is always a pleasure to meet those interested in exploration. Where are you planning to go?” Cartographers’ Collective Hooks d4 Adventure Hook 1 Jayvyn hires the party to retrieve a map from ruins in Umizu, sending them along with a token. However, the map is guarded by a spirit naga, with whom Jayvyn has made a bargain: the souls of the adventurers bearing the token in exchange for the map. 2 Jia Meng Mei contacts the party in a state of desperation. Maps have gone missing from the collections, and if they are not found, she will face expulsion from the Collective and public humiliation for dereliction of duty, and very likely have her career in Yongjing ended. The party must find the reason for the disappearances and return the maps. 3 With a new Concord Jewel awakening, the Collective is keen to get maps and information about the new civilisation. Anyone submitting such a map and giving a public lecture will have their joining fee waived and be given two free years of membership. 4 Jia Meng Mei suspects foul play in the Cartographer’s Collective, after overhearing Jayvyn in discussion with a stranger about forging a map. However, she can prove nothing. She contacts the party with an invitation to the Cartographer’s Ball, a grand event that happens once a year, and commissions them to uncover the plot. ONE OF THE MANY FINE MAPS IN THE CARTOGRAPHERS’ COLLECTIVE MAP LIBRARY


5 THE ELEMENTAL PLATE This restaurant near the Court of Whispers is a large, airy, cafeteria-styled room with tiled floors and dark long wooden tables for communal eating. The opening to the kitchen at the back is wreathed in decorative but real flames, and you can see bright orange fire completely surrounding the chef. A series of open waterways carry water around the dining room and a long channel runs through the centre of each table. At one table you can see a woman's form appearing from the water. A whirlwind seems to surround the pastry case. A statue rolls a boulder at the door back and forth to admit guests. The atmosphere is friendly and loud. The restaurant is run by four elemental friends who were once bound in servitude for centuries to the same dragonborn wizard in Siabsungkoh. On his death, they elected not to return to their respective elemental planes, but instead to travel the world together. Eventually they settled in the Radiant Citadel, where they use their long experience to create unique dishes. RAKI is in charge of the kitchen, NASA works the dining room and bar, BISASH handles pastries and desserts and KUNG oversees security. BISASH NE air elemental It’s difficult to see Bisash’s face through the blowing long hair that always surrounds them, but they usually have blue skin and manifest elaborate tattoos. What They Want: Bisash enjoys whirling around the restaurant but what they really love is surfing the Deep Ethereal which is so like and so unlike air. They are not really concerned about other people’s problems and would never go out of their way to help someone, except Raki, Nasa, or Kung. Surfing Pastry Chef: After blowing air though a range of heartbreakingly beautiful foams, mousses, steamed buns and soufflés, Bisash doesn’t hang around. Instead they head out to the Ethereal Surf Club to ride the Deep. Quote: “Gotta go!” BISASH, RAKI, KUNG, AND NASA


6 RAKI CN fire elemental Dark red skin, muscular build, and legs of literal fire is how Raki chooses to shape their essence. What They Want: Although they no longer set everything ablaze, Raki does love to see things burn and feel the fiery essence trapped in all matter. It's possible they're not always as careful as they should be. Fiery Jokester: Since his consciousness developed after exiting the Elemental Plane of Fire, Raki has discovered that he enjoys pranks and practical jokes. Quote: “The House of Convalescence can fix that right up for you.” KUNG LN earth elemental Kung usually shapes their physical form to look like their favourite weathered statue. What They Want: Kung wants to understand the new world in which they find themselves. Deep Thinker: Kung has a love of philosophy and will often debate questions of morality and ethics with patrons. Quote: “Let me ask you a question.” NASA NG water elemental Nasa usually takes the shape of a sea elf with lightly scaled turquoise skin and long watery hair. What They Want: Nasa is very social and enjoys the restaurant and hearing the stories of people who come to the bar. She’s absolutely fascinated by people crying. Watery Barkeep: Nasa has a new cocktail every week and a new story to go with it. She’s considering leaving the restaurant to attend the Cerulean Lyceum in Janya to learn more about storytelling and perhaps become a bard. Quote: “That sounds very sad. Have a drink and tell me all about it.” Elemental Plate Menu STARTERS Fire buns to share 5 sp Bread with pickled sea grass chutney 2 sp A selection of raw crudités 2 sp MAIN DISHES Elemental Plate of Fire — mixed vegetarian grill with a hot chill sauce 5 sp Elemental Plate of Water — hearty pozole soup with toasted seaweed 5 sp Elemental Plate of Air — light and airy egg soufflé 3 sp Elemental Plate of Earth — root vegetable dumplings in a onion gravy 6 sp DESSERTS BY BISASH Marshmallow cloud pudding 3 sp Cinnamon fried honey ants 3 sp DRINKS Dawn Eternal — a cactus-juice-based nonalcoholic mixed drink 1 sp Diamond Light — a clear cocktail served with colour-changing ice cubes 2 sp Ancestors’ Preserve craft beer 5 cp Aged Ataguan rum 7 sp Ale, tankard 4 cp Cider, tankard 4 cp Elemental Plate Adventure Hooks d4 Adventure Hook 1 Raki thinks it would be a great idea to start an underground fight club in the restaurant’s basement, and has promised a Flame Tongue Blade to anyone who can beat him. 2 Nasa falls in love with a famous bard and is determined to pursue them. They want to hire the party to track down the bard and bring them back. They will be extremely angry if the party refuses. 3 A magic user with a Ring of Air Elemental Command forced Bishash to abduct a Speaker for the Ancestors. Since then, Bisash has refused to return to the Radiant Citadel from the Deep Ethereal. Raki, Nasa, and Kung contact the party to help retrieve their friend. 4 Kung swears he saw the former master of the four friends on the streets of the Radiant Citadel, but the others aren’t sure. They contact the party to verify Kung’s story and to ascertain the wizard’s intentions. The DM chooses whether the wizard is returned from the dead, a simulacrum seeking to regain the power of the original wizard, or an arcane trickster using the wizard’s likeness for another purpose.


7 ETHEREAL SURF CLUB AND TATTOO PARLOUR At the edge of the Radiant Citadel, furthest away from the Auroral Diamond, the Ethereal Surf Club and Tattoo Parlour caters to adventurous Citadel folk and tourists alike. The owner of the tattoo parlour and manager of the club is AMRAPALI BHATIYALI, a surf champion and tattoo artist from Shankhabhumi. Inside, characters can join the Surf Club and rent Etherboards (Amrapali’s own invention) for expeditions into the Deep Ethereal. Characters using an Etherboard can surf the ever-changing waves of planar movement in the Deep Ethereal and ride them to the edge of the Border Ethereal, where they can walk. Most club members do not use the Ether for travel, however, but rather simply enjoy the unique sensation of floating and surfing in any direction, dodging and doing tricks through the Ethereal curtains. When she’s not communing with the Deep, as she calls the Deep Ethereal, Amrapali offers magical tattooing services, imbuing her tattoos with magic as she works. Common tattoos are fast, though expensive, uncommon tattoos take at least a week. AMRAPALI BHATIYALI CN weretiger (female) bard Amrapali has medium-brown skin and very long dark hair that she wears in a braid tied with yellow silk. She wears colourful clothing and a dragon’s tooth necklace. She has many tattoos and usually wears brightly coloured tunics and trousers. What They Want: Amrapali's greatest desire is to ride the Ethereal waves around the Keening Gloom. She wants to put in a performance so epic that songs will be sung for generations. She very much does NOT want to be reminded of Shankhabhumi, and she is ashamed of her tiger form. Exiled Competitor: Amrapali was once a champion diver at the Shankha Trials in Shankhabhumi, but a competitor spotted her changing from her weretiger form in the forest and she was disqualified. Unable to stand the shame, she relocated to the citadel where she found work with a tattoo artist and found a new way to perform through surfing the Deep. Quote: “I take all my troubles to the Deep. You should too.” Ethereal Surf Club & Tattoo Parlour Hooks d4 Adventure Hook 1 A club member returned dead on his Etherboard. Amrapali asks the party to investigate since she is worried about the safety of other club members. 2 Amrapali is organising the first ever Etherboard exhibition and is offering a rare magical tattoo as a prize. Can the party surf in style and win the competition? 3 A visitor from Shankhabhumi contacted Amrapali for an evil tattoo and threatened her with exposure as a weretiger if she ever mentioned it. Now they are back for another tattoo and she wants out. She asks the party for help. 4 As Amrapali was surfing near the Keening Gloom, she suffered some kind of psychic attack. Now she cannot recall how to make her magic tattoos, and even the Healers at the House of Convalescence are stumped. They ask the party to surf out near the Gloom to see if they can gather more information that can help them restore Amrapali to health. AMRAPALI BHATIYALI IN FRONT OF A CUSTOM ETHERBOARD


8 ETHERBOARD An Etherboard allows a Medium or smaller to ride the edge of a constantly waving Ethereal Curtain in the Deep Ethereal without passing through into the Border Ethereal, giving a sensation not unlike surfing. A homing beacon on each board shows the direction of the Radiant Citadel. While aboard the Etherboard, you can reliably travel in the Deep Ethereal, reducing travel time to 1d6 x 2 hours (as opposed to 1d10 x 10 hours). An ethereal amplifier warns of the presence of an Ether Cyclone by giving a deep hum 1d4+2 rounds before the arrival of the Cyclone. To have the players use an Etherboard, the DM might structure it as a series of skill checks. For example, Strength (Athletics) to mount the board; Dexterity (Acrobatics) to keep standing on the board or do tricks; Intelligence (Arcana) or Wisdom (Perception) to find a specific Ethereal Curtain or predict or exit at the desired Curtain, and so forth. If an Ether Cyclone approaches, the DC of any check can be increased the closer the cyclone comes, for example: 3 rounds away +2 to DC, 2 rounds away +5 to DC, 1 round away +10 to DC. A SURFER’S GUIDE TO THE DEEP ETHEREAL* Visibility: Visibility in the Deep Ethereal is limited to just 30 feet in the roiling mist. Travel time: It’s impossible to measure speed and track time in the Deep Ethereal. Normally, trips take 1d10 x 10 hours between any origin and destination, although an Etherboard reduces this time. Destinations are marked by Ethereal Curtains of various colours which mark the Border Ethereal regions. Hazards: Ether Cyclones are quite dangerous and getting caught in one can, at best, extend a journey and, at worst, force you into the Border Ethereal or even the Astral Sea. Be careful and listen for the warning hum on the Etherboard. *for more on the Deep Ethereal, Ethereal Curtains, and Ether Cyclones see Dungeon Master’s Guide, p. 49 Price List SURF CLUB Joining fee free Annual membership fee 5 gp Etherboard rental - 1 hour 1 gp Etherboard rental - 1 day 20 gp Etherboard purchase 2000 gp Custom Etherboard 5000+ gp TATTOO PARLOUR Non-magical tattoo (depending on size) 5 - 100 gp Illuminators Tattoo 250 gp Masquerade Tattoo 250 gp Coiling Grasp Tattoo 1000 gp Eldritch Claw Tattoo 1000 gp Spellwrought Tattoo, cantrip, bard list 25 gp Spellwrought Tattoo, 1st level, bard list 50 gp


9 FOUR SPADES TRADERS Four Spades Traders is a general goods store at the edge of the Trade Discal run by AMADO RESIO, an older man who hails from Dayawlongon. The storefront is spotlessly clean and the door is painted a friendly shade of bright blue. Inside, the shop smells of herbs, tobacco, and soap and is positioned so that the changing colours of the Auroral Diamond light up the displayed goods. Out back you glimpse a small and well-tended garden. Inside, everything is scrupulously organised and labelled, and the selection is amazing — even if it’s not on the price list, most likely Amado can find it in the stockroom or direct you to where you can purchase it. Most stock here is more expensive than in the Player’s Handbook, and Amado never gives discounts or haggles. He remembers all his customers. He is recently retired from the Saintsgrave Company, a huge corporate trading company (see Dayawlongon Gazetteer in JBRC). Amado also deals in jewellery, though not of any great value, and will buy gemstones and jewellery. In fact, however, the store is mostly a front for criminal activity; Amado is the new leader of a crime empire headquartered in Yeonido with branches in Dayawlongon and Siabsungkoh. The shop is often used for criminal meetings, disguised as game nights. JEWELLERY Ring, silver 5 sp Ring, gold 5 gp Necklace, silver 25 sp Necklace, gold 6 gp Bracelet, silver 15 sp Bracelet, gold 15 gp GEMSTONE INCLUSIONS Azurite, banded agate, blue quartz, eye agate, hematite, lapis lazuli, malachite, moss agate, obsidian, rhodochrosite, tiger eye, or turquoise + 10 gp Bloodstone, carnelian, chalcedony, chrysoprase, citrine, jasper, moonstone, onyx, quartz, sardonyx, star rose quartz, or zircon + 50 gp Amber, amethyst, chrysoberyl, coral, garnet, jade, jet, pearl, spinel, or tourmaline + 100 gp SUNDRY Crystal of sufficient quality to be a spellcasting focus 10 gp Price List for Four Spades Traders SUPPLIES Barrel 25 sp Basket 6 sp Blanket 6 sp Bottle, glass 2 gp Bucket 5 cp Candle 1 cp Chalk, 1 piece 2 cp Clothes, common 6 sp Clothes, costume 6 gp Fishing tackle 12 sp Flask or tankard 2 cp Hourglass 28 gp Ink (1 oz. bottle) 11 gp Journal, soft-bound, 25 sheets 7 gp Jug or pitcher 2 cp Ladder (10 foot) 12 cp Lamp 6 sp Lantern, hooded 6 gp Mess kit 22 cp Mirror, steel 6 gp Parchment (one sheet) 1 sp Pole (10 foot) 6 cp Pot, iron 2 gp Pouch 5 sp Rations (1 day) 5 sp Rope, hempen (50 feet) 1 gp Sack 1 cp Shovel 2 gp Tinderbox 6 sp Torch 1 cp TOOLS Carpenter's Tools 22 sp Cobbler's Tools 6 sp Cook's Utensils 2 gp Leatherworker's Tools 6 gp Mason’s Tools 6 cp Potter's Tools 1 cp Woodcarver’s Tools 2 cp


10 AMADO RESIO CE dragonborn (male) noble Amado is a tall older dragonborn with incongruously large white eyebrows, a very impressive white beard and long moustache, and a long gleaming tail. His scales are iridescent and seem to flash between red and gold. He dresses richly and impeccably in fine suits from the House of Chike and seems to have a weakness for jewellery. He comes from Kalapang in Dayawlongon. What They Want: Amado, formerly one of the directors of the Saintsgrave Company, was approached as a young man by a criminal from Yeonido who saw a kindred spirit and an opportunity. Amado was quick to agree, and used his connections within the trading conglomerate to fuel his criminal activities, siphoning funds and creating a vast network of contacts. He recently retired from legitimate business, murdered his old contact and friend, and replaced him as the top man in the extensive criminal empire. Now, he wants to expand into Umizu as a top priority. He’s always on the lookout for new recruits and for law enforcement. He despises the naïve people of the Radiant Citadel but finds it a useful place to work. Finally, he wants to give his favourite sister’s boy Estanislao a chance to succeed him in the business. Unfortunately Estanislao is not showing much promise. Genteel Supercriminal: Amado adopts the persona of a harmless elderly shopkeep retired from corporate business. Amado is busy around the shop, although he moves slowly. He speaks softly and is extremely knowledgable about all the goods in his store, justifying his higher prices with the difficulty of obtaining goods locally in the Radiant Citadel. He can tell many stories and is always willing to share a cup of sweet iced gelatin with tapioca pearls, called sago gulaman. Amado’s arm is long: if players cross him, they will find themselves pursued across civilisations. Quote: “That’s all right, my friend, you come back when you have a little more to spare and I’ll still be here.” Amado and the Resio family are potential Criminal Syndicate Patrons for the party (see Tasha’s Cauldron of Everything, p. 91). Four Spades Traders Hooks d4 Adventure Hook 1 Amado asks the party to rid his basement of phase rats, which he suspects originate at a location in the Dyn Singh Night Market on the Prime Material plane, requiring a coordinated effort on two planes. This is partly true, and partly an excuse for him to check on a rival’s business and/or evaluate the party. 2 Amado asks the party to be his emissaries to a jewellery auction in Umizu. He uses his age and health as an excuse, but he suspects the piece is cursed. 3 Amado has disappeared and his feckless nephew Estanislao is letting the store go to rack and ruin. Worried neighbours contact the party to find him. Amado has in fact been abducted by a rival gang in Siabsungkoh. Estanislao is beside himself with worry, not knowing who to trust, and asks the party to fetch the old man. He doesn’t tell the party about Amado’s criminal connections though. 4 Known evil-doers have been seen frequenting the Four Spades. The Shieldbearers send the party to investigate. The twist: these evil-doers are unrelated to Amado and don’t realise his shop is a front. © Rori Montford


11 FREEDOM FIGHTER FUNDAMENTALS This smithy is run by CITLALI GALLEGOS, a bright-eyed metalworker from San Citlán. She occupies a spacious shop at the very bottom of the Radiant Citadel, and is assisted in all her work by her magical Unseen Servant and her giant red bull, Paz (at least, Paz thinks he's assisting). She retired from the front lines of the revolution some time ago, and now makes her living supplying freedom fighters in all the various Radiant Citadel civilisations. She also has a collection of revolutionary books (tactics and the histories of various revolutions). The store is disorganised and hot and smells of iron, but all the weapons and armour are pristine. Almost nothing is available to purchase on the day, because she is highly sought after and booked up in advance. However if you are a freedom fighter or assisting in a cause she knows, she has emergency supplies available at excellent prices. Given enough time, Citlali can make magic armour or weapons. Once in a while Citlali might have other magic items, Citlali can act as a Military Force Patron for groups interested in acting as a mercenary company for revolutionaries (see Tasha’s Cauldron of Everything, p. 96).. CITLALI GALLEGOS CG tiefling (female) veteran A small, light-skinned, mixed-race tiefling/dragonborn/ human/elf with red wings, tiny horns and light brown hair, Citlali hammers at the forge with reckless abandon. Her quick eyes see everything and she speaks loudly and passionately. She generally wears a leather apron covered with burns and scorch marks. What They Want: Citlali has never felt like she fit in anywhere. Her family moved to San Citlán from Tletepec when she was a child, and she was drawn into the revolution as a teenager with her uncle, Tío Ofredo. In the Radiant Citadel she has found some measure of peace. She wants to settle down, maybe have a family… maybe, when the fighting is over — but so many places need people to stand up for what’s right. Revolutionary Smith: Citlali learned to smith in the armed camps and quickly found she was more help there than on the battlefield. She moved to the Radiant Citadel both for easier access to arcane materials to create some of her more complex projects and to serve as a link between freedom fighters everywhere. Quote: “The battle for freedom is never over.” CITLALI GALLEGOS AND SERVANT AT HER FORGE


12 Citlali can help characters get in contact with revolutionary factions in the various Radiant Citadel civilisations. Organisations marked with a * are mentioned by name in JTRC or JBRC. Freedom Fighter Fundamentals Hooks d4 Adventure Hook 1 An old revolutionary compadre of Citlali’s has been abducted in the borders of the Llanos of Atagua while conducting a military raid on an extraplanar encampment for the Green Doctors. Can the party rescue them? 2 The Old Sickles from the Tayyib Empire have contacted Citlali and hope she can find someone to help them with something recently discovered under the city — the tomb of a mummy lord. 3 A bunch of magma mephits have decided Citlali’s forge is the perfect place to live, can the party convince them to go elsewhere? 4 An old enemy of Citlali’s, part of the government of San Cítalan, has come to town, and she wants them dead. It’s up to the party to help her or talk her out of it. (note this could be an NPC introduced in Fiend of Hollow Mine, or an underling of Itzmin del Prado, or a follower of Pazuzu). Revolutionary Contacts Location Group Purpose Siabsunkoh Dragon’s Teeth Break the magic encirclement created by Phi Maymoon which created the Guardian Mountains and angered the land. Godsbreath Rejuvenators Rejects the Covenant in favour of a single god. Visions have revealed to charismatic leaders that the Covenant must be brought down and a god’s blood shed to restore health to the Ribbon. San Citlán La Revolucíon Drive the greedy colonists from the land and return it to the people Zinda Bloodletters* Anti-aristocrat group, free the people from elite oppression like draining blood from a wound Yeonido Dragon's Pearl Seek to restore the throne of Yeonido to the a branch of the royal family that was unfairly passed over a century ago. Adherents mostly live outside the city of Yeonido proper. The powerful gwishin of the passed-over prince is the leader. Sensa Empire The Iron Pickaxe Militant wing of the Aurum Guild*, protesting conscription and mistreatment in the goldmines Tletepec Ashrise Movement Replace corrupted religious leadership that doesn’t see the need for radical change Shankhabhumi Joltara People’s Front Free the people in the Joltara Bay from the corrupt rule of Tippurika Dayawlongon Utang Ng Loob Based in Kontanglawu. Keep the skills alive that freed Dayawlongon from the five foreign masters and resist the rapaciousness of the Saintsgrave Company*. Akharin Sangar Silent Roar* Return Akash to the Sunweaver and restore mortal rule Djaynai Night Revellers* Break the ruling power’s obsession with Djaynai’s past and build a new future Great Xing Dragon’s Breath Extend human lifespan and break the domination of the dwarf emperors Atagua Green Doctors* Resist invasion from the Far Realm Tayyib Old Sickles* Restore Bijabad and reclaim it from undead Umizu Safe Oceans Society* Improve life in the city and undermine an uncaring bureaucracy, and finance it with crime FREEDOM FIGHTERS FROM GREAT XING


13 HOUSE OF CHIKE A beautiful house at the upper end of the Trade Discal, This fine tailoring establishment outfits Speakers, Clavigers, visiting nobles, performers and occasionally even adventurers with the very best in sartorial elegance. AZMI CHIKE rules over a large workshop of pixies (who do much of the clothing construction and design) and sprites (who fetch all manner of materials and decorations from the different Radiant Citadel civilisations). It is unknown what type of bargain Chike struck that obtained his fey workforce for him, but rumours abound. Some say charms are woven into every outfit — and certainly they do seem to fit more comfortably, wrinkle less, and show less dirt than other garments. Chike imports fine cotton from Godsbreath, tutkrogh silk from Siabsungkoh (but NOT from Madam Kulp), brocades from Yeonido, fine voile veils from Akharin Sangar, and linen and laces from Djaynai, embroidery silks from Yongjing, gold thread from the Sensa Empire, elaborate tassels from Dayawlongon, pearls and beads from Shankhabhumi, gems from Tletepec, and dyes from San Citlán. He has contacts everywhere. He himself is resolutely neutral, taking no side in any political debate and never revealing anything about his beliefs. The only thing known about him is that he has a fierce rivalry with Madam Kulp of the Dyn Singh Night Market in Siabsungkoh. Characters wearing clothing by Madam Kulp will not be welcome in his shop. Characters will be able to order anything from Chike's, including magical garments, providing they wait and pay, although Chike will direct them to Four Spades if they request ordinary garments. He also sources various make-up and disguise elements for his clientele who are performers, and will have disguise kits on hand. Chike can also provide uncommon magical items although they don’t appear on the price list and aren’t available to ordinary customers. Price List for House of Chike FINE CLOTHING Fine shirt 5 gp Fine trousers 15 gp Fine jacket 30 gp Fine cloak 50 gp Fine boots 15 gp Fine robe 60 gp Fine gown 100 gp GLAMERWEAVE ADD-ONS Common glamerweave + 250 gp Uncommon glamerweave + 1000 gp MAGICAL FASHIONS Cloak of billowing inquire Cloak of many fashions inquire Clothes of mending (full set including trousers, shirt and cloak or robe and cloak or gown and cloak) inquire SUNDRIES Disguise kit 25 gp Pixie dust (one bag) 10 gp CLOAK OF BILLOWING & CLOAK OF MANY FASHIONS


14 AZMI CHIKE LN human (male) noble A softly spoken, older man with dark skin and dark, greying curls, Chike wears the same uniform of a plain dark burgundy suit with gold trim every day. He leans on an ornate gold cane. He sizes everyone up professionally, looking them up and down and judging the worth of their garments to the nearest copper. What They Want: Chike is an artist and wants nothing more than to see his visions realised and being worn on the backs of the most beautiful people in the multiverse. He reveres beauty and sees both it and ugliness in even measure. Master of His Trade: Chike had a hard upbringing in his native Sensa Empire and has risen to his present level of comfort by accounting for every needle and yard of thread and pinching every copper until it bled. Nothing has come easy to him, and he will not let any advantage escape him. He is constantly innovating in both design and materials. He’s a fair man and will stick to his bargain but he neither gives nor takes excuses. He never allows purchase on credit except for royalty. He does sometimes take trade in materials, but they must be exceptional. Quote: “Fashion is fleeting, but style is forever” House of Chike Adventure Hooks d4 Adventure Hook 1 The party arrives at Chike’s premises only to find it in disarray — he has been missing for a week after he left on a planned visit to one of his merchant connections in Godsbreath and the spites and pixies are beside themselves with worry. Can the party find the missing tailor and return him safely? 2 One of Madam Kulp’s customers was badly injured by poison added to the embroidery threads in one of her robes. Madam Kulp suspects Chike of using his fey helpers for sabotage and he asks the party to clear his name. 3 Chike requires both unicorn and pegasus tail hairs for his glamerweave garments, and his supply is running low. His sprites refuse to have anything to do with unicorns since one was mauled years ago. He will pay the party 50 gp per unicorn hair and 20 gp per pegasus hair. Possible locations: Akharin Sangar, where Atash is known to have a herd of pegasi; the Celestial plane; or Ghost Orchid Tepui in Atagua. 4 Once a year Chike’s pixies and sprites feel the call of the Feywild and attempt to return. Any who do are gone forever. Any who stay remain for another year. Chike hires the characters to prevent them from leaving, and promises a rare cloak called the Wings of Flying if they remain when he returns in the morning. AZMI CHIKE


15 JIMSON JELI BAR AND NIGHTCLUB The JJ Bar is famous for the quality of its musical entertainment and for its jeli wine, imported directly from Zinda. Its proprietor is WINTER RIVERIDGE, who as a teenager relocated from Godsbreath to Zinda to study at the Elucidarium, Zinda’s famed bardic college. While at the Elucidarium, Winter struck up a friendship with the Ruba family who control the taverns in Zinda and was able to get backing to open the Jimson Jeli Bar at the Radiant Citadel. JJ’s is one of the few new buildings in the Radiant Citadel, purpose built to be a magnificent dance palace. Made of sculpted glass set with gemstones to evoke the Elucidarium in Zinda, JJ’s boasts an incredible spectacle in the light of the Auroral Diamond. The very best bards from all the Radiant Citadel civilisations come to JJ’s to perform, while the powerful and ambitious come to listen and watch, to see and be seen, and to make deals. WINTER RIVERIDGE N human (non-binary) bard Winter is a striking figure, with extremely dark skin and eyes and close-cropped hair that they dye into a rainbow. They wear near-transparent robes whose colour is always changing. They have a deep, mellow voice. What They Want: Winter rejected the agricultural society of Godsbreath to pursue their artistic vision, but their childhood taught them the value of hard work and resourcefulness. Multitalented Philanthropist: Winter is a hugely talented performer. Some say they once won a viol contest with a devil — whatever the story, their viol plays like no other instrument (it is in fact an Instrument of the Bards (Elucidarium Viol)). Although they live in the Radiant Citadel, Winter funds a performing arts school in Godsbreath (the Riveridge Academy in Promise) as well as several charitable efforts aimed at helping young people from Godsbreath. In short, he does what’s needed, and he does it with style. Quote: “We’re all part of the great chain so you got to give to receive.” Jimson Jeli Bar Hooks d4 Adventure Hook 1 The Speaker’s Ball is to be held at the JJ Bar this year. Shieldbearers have received information that someone will try to assassinate the new Speaker for the Tayyib Empire. The party must protect the speaker from the assassin, who is the Empress’s own nephew. 2 Winter needs to step out for the night, and hires the party to keep order at JJ’s while they’re away. Guests include a pushy tiefling who is hassling a performer, a group of drunken monster hunters, an artist with an existential crisis, and a group of ghosts who have stationed themselves at the bar, demanding the last drink that they were promised in life. 3 The Shieldbearers would like for Winter to work for them as a confidential informant. The party must try to convince them. 4 JJ’s is running the annual Radiant Citadel talent contest, with first prize a rhythm-makers drum. Can the party beat the odds and score the magic instrument?. Price List for Jimson Jeli Bar & Nightclub FOOD & DRINK Bar snacks 5 sp Cocktail 3 gp Jeli wine, glass 5 gp Jeli wine, bottle 25 gp Vintage jeli wine, bottle 100 gp MUSICAL INSTRUMENTS Bagpipes 30 gp Drum 6 gp Dulcimer 25 gp Flute 2 gp Horn 3 gp Lute or Sangarian barbat 35 gp Lyre 30 gp Pan Flute 12 gp Shawm 2 gp Viol or Sangarian kamancheh 30 gp MAGICAL INSTRUMENTS Instrument of Illusions inquire Instrument of Scribing inquire


16 CAROUSING AT JJ’S You can use JJ’s to make contacts in various Radiant Citadel civilisations or within the Citadel itself. Characters can use their downtime to Carouse at middle-class or upper-class levels (see Xanathar’s Guide to Everything, p. 127). Middleclass carousing costs 50 gp and a week of downtime, and contacts could be shopkeepers, performers, ordinary Shieldbearers, or visitors from Radiant Citadel civilisations. Upper-class carousing in the VIP Lounge costs 250gp and a week of downtime and requires a character with the noble background or some type of disguise and a Charisma (Deception) roll to pass as noble. Contacts could be Speakers, Clavigers, or visiting nobles, royals, or important traders. There is a 10% chance of complications, see Complication of Carousing at JJ’s (* marks complications that might involve rivals). GAMBLING AT JJ’S The back room of JJ’s hosts a gambling parlour, and characters can use their downtime to Gamble (see Xanathar’s Guide to Everything, p. 130). The stakes can be money or the DM can set alternative stakes. The parlour has a range of tables and games, and is surrounded by an anti-magic field. On any given night, there are a mix of Radiant Citadel and visiting folk. There is a 10% chance of complications - see table below (* marks complications that might involve rivals). Complications of Carousing at JJ’s d8 Complication 1 You accidentally insulted a guild master such as Barham Nasri, Jayvyn, Azmi Chike or Amrapali Bhatiyali, and only a public apology will let you do business with the guild again.* 2 You swore to complete some quest on behalf the Cartographer’s Collection, collect a bounty for the Monster Hunter’s Guild or to enter a local competition, such as the surfing competition. 3 A social gaffe (such as asking Jayvyn where he is from, Amripali why she left Shankhabhumi, or Barham Nasri to drink or gamble) has made you the talk of the town.* 4 A particularly obnoxious person (possibly Nasa from the Elemental Plate) has taken an intense romantic interest in you, or you have become the target of a variety of embarrassing rumours.* 5 You have made a foe out of a local spellcaster (such as Canna Brightbane or The Hooded One) or noble (such as a Speaker or Claviger).* 6 You have been recruited to help run a local festival, play, or similar event - for example, one of the local competitions or the Speaker’s or Cartographers’ Ball. 7 You made a drunken toast that scandalized the locals. 8 You spent an additional 100 gp (middle-class) or 500 gp (upper class) trying to impress people. Complications of Gambling at JJ’s d6 Complication 1 You are accused of cheating. You decide whether you actually did cheat or were framed.* 2 The Shieldbearers raid the gambling hall and throw you in jail.* Alternatively, if gambling is legal in the Radiant Citadel, you become the target of a cheating ring and have disadvantage on all your gambling checks. 3 A Speaker or Claviger or visiting noble loses badly to you and loudly vows to get revenge.* 4 You won a sum from Amado Resio’s no-good nephew Estanislao, and Amado wants his money back. 5 Amado Resio himself insists you start frequenting his gambling parlor and no others. 6 A high-stakes gambler from the Sensa Empire comes to town and insists that you take part in a game. PERFORMERS AT THE JIMSON JELI BAR


17 MONSTER HUNTERS’ GUILD The Monster Hunters' Guild is a loose company of adventurers helmed by BARHAM NASRI from Akharin Sangar. The Guild headquarters are located very close to the Passage of Respite, inside a small building furnished with its own armoury, arcane storehouse, and alchemist quarters. The building is decorated with stuffed heads of various monsters, including a huge purple worm maw over the gate to the inner courtyard. Guild members see themselves as righteous protectors, while other citizens of the Radiant Citadel — many of whom have been branded monsters in their time — see them as a dangerous force of vigilantes. Although the Guild has their headquarters in the Radiant Citadel, the Shieldbearers have prohibited them from undertaking quests within in the Citadel itself, fearing unrest. Guild members wear discs of hammered gold and other sun symbols. All are welcome at any Guild house to attend the various weapons training and sparring sessions they conduct. There is also a small Guild shop for adventuring sundries. The Guild holds trials for admission, which are extremely rigorous, testing physical prowess, moral uprightness, and mental acuity. Guild members have access to the armoury and magic item collection of the Guild. The Guild maintains a list of monster sightings and posts bounties for particularly dangerous monsters, which any Guild member may collect. Bounties are not given to nonGuild members; however, the slayer of a fearsome monster may be invited to apply for membership. It is said that Atash, the angelic ruler of Akharin Sanghar, provides the funding himself for the Guild. The Guild maintains guildhouses in all the Radiant Citadel civilisations except Atagua, where rumour has it that they cannot stomach the acceptance of thri-keen in society. BARHAM NASRI LG human (male) champion Barham is a brown-skinned, brown-haired man of powerful build. A gold pseudodragon named Dhahab is always near him and helps him in his hunts. He is a knight of the Brightguard of Akharin Sangar. What They Want: Barham’s own family died to the attack of a marauding blue dragon who burrowed under the sands of his village to reach the treasures in the Sunweaver’s temple. This dragon was never caught and Barham now pursues all monsters with the same fury he felt the night when he saw his house collapse and his family perish. His position is simple: monsters are dangerous and must be destroyed. Kindly Killer: Barham is a kind and inspirational leader. He is straightforward, open, honest, and believes in his cause. He donates all the the treasure he collects in various monster lairs to an orphanage in Akharin Sangar. For Barham, the world is black and white — you are either on the side of the monsters or the side of the gods. Quote: “Wherever there are monsters, we’ll be there to stop them.” BARHAM NASRI


18 EARNING BOUNTIES The Bounty board is visible inside the Guild. Bounties are only available for Guild Members. An entry with a * means that the monster is listed in the Adventures table in JTRC for the appropriate civilisation. DMs may wish to provide a vague description instead of the monster name. Bounties are 100 gp times the monster challenge rating. Monster Hunters’ Guild Hooks d4 Adventure Hook 1 A dragon’s lair has been found in the Border Ethereal. The Shieldbearers receive word that the Monster Hunters have posted a bounty for it. They commission the characters to get to the lair and warn the dragon before the Guild arrives. Alternatively the characters want to get the bounty and must destroy the lair without leaving a trace before the Shieldbearers arrive. 2 A member of the Guild has been found dead in the Citadel, evidently the victim of a monster attack. It’s up to the party to find out who killed them before the Guild take revenge on their favorite suspect, a thri-keen assistant Claviger for Atagua named Pik-ik-cha, who vocally opposes the Guild and its goals. 3 One of the Guild approaches the party with an offer to join on a hunt in one of the Radiant Citadel civilisations. However, it’s a trap — the Guild member has been offered a bounty on one of the party members by an enemy. The PC in question is ideally a of a non-human who might be considered a monster by some Guild members. 4 A series of deaths are linked to reports that the Guild is pursuing monsters within the Citadel itself, in contravention of their agreement with the Shieldbearers. The party must infiltrate the Guild — can they prevail in the admission trials? DM chooses whether the deaths are the work of a rogue member, a Guild faction, a rumour planted by enemies of the Guild, or something else entirely. Bounty Board LOCATION MONSTER BOUNTY Siabsungkoh, Temple of Ember revenant* 500 gp Godsbreath, Ribbon pack of giant coyotes (use dire wolf stat block) 100 gp per coyote San Citlán, Calaveras River banshee* 400 gp Zinda, harbour area Tikoloshe the giant caiman (use giant crocodile stat block)* 500 gp Yeonido young red dragon* 1000 gp Sensa Empire, borders of Tarikh giant scorpions* 300 gp per scorpion Tletepec fire spiders 300 per spider Shankhabhumi, Forest of Hands tree sap ooze (use black pudding stat block) 400 per ooze Dayawlongon bakunawa 1200 gp Akharin Sangar, desert adult blue dragon* 1600 gp Djaynai coast sea hag coven* 400 gp per hag Great Xing, under Yongjing dragonflesh abomination 600 gp Atagua, in the Llanos shambling mounds* 500 per mound Tayyib Empire, ruins of Churapoor nothics* 200 gp per gothic Umizu, near the coast dragon turtle* 1 700 gp


19 PARFUMERIE ÆTHERÉALE Near the Palace of Exile, this tiny potion shop is nearly always shut. A sign on the door says, “Hours by Appointment.” The characters will either need to be extremely lucky, or get someone to introduce them. The shop is lined on three sides with shelves of various jars and ingredients, it is dark, and the air is heavy with scent. The proprietor is a woman named CANNA BRIGHTBANE. In addition to a large selection of ordinary perfumes, Canna’s stock-in-trade are “scents that bedazzle” which in reality are perfumes of bewitching. She also sells the much more dangerous and powerful philtre of love. Canna carries a full range of common poisons, and can mix other potions and poisons, although custom mixes are very expensive. She is a frequent consultant with the House of Convalescence. In addition to potions and perfumes, she sells alchemical and druidic supplies, and trains people in their use. She is the inventor and only supplier of the rare oil of materiality, which allows those in the Border Ethereal to see and interact with the corresponding location in the Inner Planes, in much the same way that the oil of etherealness works when on the Prime Material Plane. Note: the oil of materiality does not work in the Deep Ethereal where the Radiant Citadel is located, only in the Border Ethereal. CANNA BRIGHTBANE LE human (female) druid Canna Brightbane is a tall brown-skinned woman from Atagua, whose dark hair is arranged very elaborately, often with gold or jewelled pins. Canna dresses richly, colourfully, and somewhat eccentrically, and speaks slowly and with a faint accent. She enjoys making an impression and making people just a little uncomfortable. What They Want: More than anything, Canna wants to do whatever she thinks is interesting in the moment. She is always mixing and experimenting, and she’s very curious about what makes people do the things they do. Canna is impulsive and can be easily tempted. Curious Poisoner: Canna is an oddball and has always gone her own way and done her own thing. Perhaps she is not as frightened of things as she should be, but the danger has always thrilled her rather than worrying her. She mixes and keeps potions because she thinks they are interesting. She is not particularly interested in who uses them and for what. Although she grew up in Atagua, she left as soon as she could and has few connections there. She prefers life in the Radiant Citadel, where she can always see something interesting. Quote: “Of course I can make it for you, darling, if you’re sure you really want it. But be careful with it, won’t you?” CANNA BRIGHTBANE


20 TRAINING WITH CANNA BRIGHTBANE Characters can use downtime to receive training from Canna Brightbane in various tools: alchemist’s supplies, herbalism kit, or poisoner’s kit. Training costs 25 gp per workweek, and characters gain a Tool Proficiency in the kit after spending time equal to 10 weeks minus their Intelligence modifier (see Xanathar’s Guide to Everything, p. 131). Of course, there is a chance of complications (10% chance per 10 workweeks). A * indicates that the complication may involve a rival. See Dungeon Master’s Guide p. 258 for poison descriptions and effects. Parfumerie Ætheréale Hooks d4 Adventure Hook 1 Someone has been poisoned and it looks like Brightbane’s wares were used. She is under suspicion and hires the party to find the real poisoner. 2 Brightbane needs the fang of a basilisk for a potion, and hires the party to retrieve it. 3 Brightbane wants to test an experimental potion on the party (a Potion of Unpredictability). Will they agree? 4 A set of Brightbane’s potions have been rendered magically inert and she asks the party to investigate. Complications of Training with Brightbane d6 Complication 1 Brightbane disappears for two weeks on a mysterious errand, delaying your training.* 2 Brightbane instructs you in rare, archaic methods, which draw comments from others. 3 Brightbane has only accepted you as a student because she wants something from you - information or supplies. If you don’t give it to her, she will end your training.* 4 Brightbane is a wanted criminal in Atagua, and is spotted by a visiting Ataguan noble. She threatens to pack up and disappear, unless you help divert suspicion. 5 Brightbane is a cruel taskmaster and her constant petty comments drag out your training by 1d4+1 weeks. You may decide to abandon your training, but if you do, she will mock you and spread rumours about you. In addition, everything you buy from her shop will cost 25% more. 6 Brightbane asks for help dealing with a threat. Price list for Parfumerie Ætheréale PERFUMES Floral perfume 5 gp Musky perfume 5 gp Spicy perfume 5 gp Perfume of bewitching 50 gp POISONS Assassin’s blood 150 gp Carrion crawler mucus 200 gp Drow poison 200 gp Essence of ether 300 gp Malice 250 gp Pale tincture 250 gp Serpent venom 200 gp Truth serum 150 gp POTIONS, OILS & PHILTRES Oil of materiality 500 gp Philtre of love 5000 gp Potion of healing 50 gp Potion of climbing 75 gp Potion of animal friendship 100 gp Potion of greater healing 100 gp Potion of water breathing 100 gp Potion of superior healing 500 gp ALCHEMICAL SUPPLIES & SUNDRIES Acid (vial) 25 gp Alchemist’s fire (flask) 50 gp Alchemist’s supplies 50 gp Antitoxin 50 gp Component pouch 25 gp Flask 2 cp Glass bottle 2 gp Herbalism Kit 5 gp Oil (flask) 1 sp Poisoner’s Kit 50 gp Vial 1 gp


21 THE QUIET SPIRIT The Radiant Citadel’s shop of miscellaneous wonders, knick-knacks, and items of dubious value is run by THE HOODED ONE, a warlock originally from Tletepec who operates the shop according to their own mysterious rules. The shop itself is built at the Deep edge of the Trade Discal, and the round windows look into constantly-changing Ethereal fog. An illusory fog often rises from the shelves, mirroring the Deep. The Hooded One conjures this for amusement. The Hooded One rarely speaks and usually can be found reading behind the counter unless disturbed by a daring customer. They wear outrageous clothing that varies from day to day, but they always carry their large double-headed baboon staff and a hood and are accompanied by their imp familiar (which may look like a bird or a rat). Prices in the shop are uncertain and subject to change depending on The Hooded One’s mood. The Hooded One does, from time to time, get more valuable goods. They also have some customers who ask them to watch for certain items, and aren’t always particular about their origin. In short, they sometimes act as a kind of trans-planar fence. However this trade is low-level, as the Hooded One isn’t particularly interested in money or power. They are known to and tolerated by the Shieldbearers, who receive information from The Hooded One from time to time. THE HOODED ONE CG human (non-binary) warlock of the Great Old One The Hooded One seems to be a brown-skinned human, but all other details are somewhat obscure and subject to change. They often use prestidigitation and minor illusion to create dramatic effects. Their imp familiar, Tiz-Pizsh, also changes shape often. What They Want: Despite their unsettling presence, The Hooded One is genuinely happy running the little store in the Radiant Citadel. They see all manner of interesting things, observe a great many people, and have a constant companion in Tiz-Pizsh. The Hooded One loves sets of objects, which fulfil some deepseated need for order in their chaotic head. Incomplete sets annoy the Hooded One, and they may be willing to extend favours or pay over the odds for missing pieces to sets they have. Retired Cult Leader: Originally from Tletepec, the Hooded One had a difficult childhood, with a brain full of too many ideas and a family that despised dreaming. One day a voice promised them something different, an agreement of sorts. In exchange for their name and their family (no great loss, according to them), they became The Hooded One. For a period afterwards, they led a local cult with indeterminate aims, but they decided it was far too much work and leading them into some “uncool” things. After that, they wandered, collecting items here and there until ending up at the Radiant Citadel. To relax, they spend time at the Elemental Plate, talking philosophy with Kung. Quote: (telepathically) “So, you are drawn to that piece. Interesting.”


22 100 Items Adventurers Might Find in the Quiet Spirit d100 Item 1 A fine antique iron tea set from Yeonido. 2 Three feathered offering dolls, slightly singed. 3 An Iron Flask that imprisons the demon lord Pazuzu. Stoppered with a sapphire. Cold to the touch, sickly sweet smell, aura of immense evil. Stopper cannot be removed; cannot be opened. 4 Table-laying Cloth. A homely red-and-white checked cloth. Place it on a table and say the magic word to conjure a feast (as if you had cast the spell Heroes’ Feast), and another magic word to remove the feast, dishes and all. One use per day. The magic words are unknown, and cannot be discovered though the use of the Identify spell. 5 Twelve strings of painted wooden beads from the March of Vice in Zinda. 6 A pewter plate with a pepper relief and the words “Spicy Brothers” engraved around the edge. 7 Dinara (gold coin) from Anisa with a hinge and a hollow space inside that can be used to conceal a message. The coin shows the Tomb of the Faceless. 8 A small crystal ball. Can be used as a spellcasting focus. 9 Two tiny Remembrance dolls from Godsbreath. Curiously, one of them looks just like one of the party! 10 A bit of obsidian with “Hello from Itzimico” carved on it. 11 The fabled leather belt of Paloma the outlaw. Wearers get +1 to Charisma score during sunrise and sunset. 12 A fine bottle of aged jeli wine. A suitable gift for a king or emperor, freakishly inexpensive. 13 Two loaded dice (d6). They always show one random combination of seven if rolled together. The 6 face shows a jeli flower. 14 A beautifully carved wooden staff showing a magic-user raising a ring of mountains. Can be used as a spellcasting focus. 15 Ingredients for common potions - probably taken from an herbalism kit. 16 A Seashell of Encouragement. Requires attunement. Hold it to your ear and you hear “You can do it!” in your best friend’s voice. Grants 1d6 inspiration on an ability check, attack roll, or saving throw in the next 10 minutes. 17 A blue glass vial complete with stopper. It is empty but still smells amazing. 18 A set of two handmade potholders with a charm of fire resistance worked in, which can be used once per potholder. 19 “Book of Famous Insults” by Adesola the Bard, published by the Cerulean Lyceum. Grants the reader +1 to damage from Vicious Mockery cantrip for 24 hours after reading. 20 A small oil painting of the Palace of Exile. 21 A guitar missing most of its strings. 22 A tiny working model of the tram system of San Citlán, with trains whose movement is timed to the real trams. A label identifies the maker as Rosa Castillo. 23 Three full potion bottles with no labels, containing Potions of Unpredictability. 24 A bottle of bright red earth with “Souvenir of the Ribbon” on it. 25 A beautiful long fine robe in hammered grey silk woven with birds, with a small tear near the hem. The maker’s label reads “Madam Kulp, Dyn Singh." 26 A set of five dwarven toy nesting hammers, from hand size down to pinkie size. 27 An intricate dragonchess set with each piece meticulously carved like a small miniature. The white pieces are made from ivory and the black from obsidian. Missing a black dragon piece; there is a standard wooden dragon in its place. 28 Dagger of Peace. -1 to attack and damage rolls. 29 Nostalgic Music Box. A finely crafted music box that plays a tune that you seem to recall but can’t quite put your finger on. Succeed on a DC 14 Wisdom save or play it one more time trying to remember where you’ve heard it before. 30 A dormant stick of beating (uses flying sword stat block, with slashing damage replaced by bludgeoning damage). If you touch it, it will awaken and attack. It can be pacified by saying its name, which is carved into it: THUNDER. A pacified stick of beating can be ordered to attack a creature as a bonus action. 31 A necklace with a beautiful fire opal pendant. 32 A small transparent globe with a miniature Auroral Diamond in the centre. Shake the fist sized globe to make the diamond change colours! 33 A set of pots and pans for camping, slightly dented. 34 “The Bonesinger.” A fictional book about a battle on a bridge in the sky. 35 "A History of Socorro, the Exile.” Poor condition. The only legible part tells how Socorro met his horse, Triumph. d100 Item


23 36 “World’s Best Noodles Forever!” An everlasting calendar with pictures of delicious-looking noodle dishes. “Tyenmo Noodles, Dyn Singh Night Market” is printed on the back. 37 “The Life-Changing Magic of Packing Up.” Despite the title, this book is not magical, but instead instructs adventurers on how to keep their backpacks organised for quick access in life-ordeath situations. Adventurers who read it can get +1 to Initiative rolls for the next 24 hours if they roll Initative while carrying a backpack. 38 Set of six decorative food skewers with leekshaped handles that say “The Trusty Leek” on them. 39 An explorer's pack missing the lantern, with a “Trail Keepers of Tletepec” patch and “Mixtli” name tape. 40 Broken Immovable Rod. Will not stay still but constantly twirls wherever it is placed. 41 Sewing kit, containing needle, threads, tape measure, and pins. This functions as a set of Weaver’s Tools. 42 Disguise kit with dried out cosmetics, missing the hair dye. 43 Climber’s kit. Note: anchor and pitons will not work on the Auroral Diamond. 44 Healers’s kit with one use left. 45 “Tourist Guide to Zinda - Land of the Jeli Flower” — a few years out of date, and with the city map ripped out. 46 A single gold hoop earring with a ruby carved into the shape of a flower. 47 A bag of chalk dust. 48 Belt of holding. Your pants will stay up. Yep, it’s that good. 49 Revealing Candle. Light this candle and drip its wax onto a creature to dispel illusions, disguises, and seemings and reveal its true form. 20 uses remain. 50 Silver chime. An silver orb about the size of an egg that makes a beautiful chiming sound when rolled or shaken. 51 A pamphlet about the Shankar Trials giving profiles of the competitors, including Amrapali Bhatiyali. Twelve years out of date. 52 A huge, ornate tin of Tippurika Tea, nearly empty. The remaining tea, if drunk, is the best you have ever had. 53 A small silver box with a ship’s wheel and “Pintipple’s Untippables” engraved on the front. 54 A large, smooth, hot egg, with a label attached explaining that this is a perfectly normal egg and not anything to worry about. d100 Item 55 A Silver Bag of Tricks - similar to a Grey, Rust or Tan Bag of Tricks but it produces a random puppy, kitten, duckling, lamb, chick, kid goat, baby rabbit or fawn. 56 An ornate clock divided into 37 hours on the face. In perfect condition. 57 A commemorative Concord Jewel stand in the shape of a wooden Auroral Diamond with fifteen mini jewels present and twelve empty spaces. 58 A snow globe containing a perfect miniature replica of the thrift shop and everyone in it. 59 A ceramic mug with a picture of a cactus on it and “Etizalan means Paradise” on the side. 60 A carved and painted wooden model of a beautiful building, with the name “The House of Doors, Qaragarh,” carved at the base. 61 A set of 15 semiprecious polyhedral dice. The stones are those of the Concord Jewels. 62 An engraving of a truly enormous tree with the words “Bathanlang Puno” under it. 63 Wooden shoes with pointed curled toes, each adorned with a ribbon. 64 A boomhailer (JTRC, p. 150) - a sound-amplifying clockwork funnel. Amplifies the user’s voice by three times but also emits a loud, irritating buzzing sound for one minute after use. Breaks after ten rounds use. 65 A large drum with turtle-shaped decorations and “Thunder Festival” painted on the inside. 66 A coat of woven and quilted silk in tones of blue in which an orange quilted fish can be seen moving. 67 A small foldable four-room dollhouse, complete with furniture which stores neatly inside. A brass plaque on the bottom reads “Pintipple’s Foldables.” 68 “The Dwarf and the Dragon of Heavenly Blessings,” a children’s history of Great Xing. 69 A spyglass that shows the insides of people’s bodies in full, disgusting colour. 70 An empty wooden box with “Greetings from Atagua” stamped on it, which smells of chocolate. 71 A set of compact metal spice tins full of fresh spices. Food made with these spices grants 2 temporary HP which last until the next short rest. 72 A pocket flask in silver with one of the character’s name’s engraved on it. The engraved name changes depending on who is holding it. 73 “The Book of Correct Living” by Artash. Contains rules for living a virtuous life. A gold sun is stamped on the red leather cover. 74 A small braided bracelet made from ten strands of unicorn hair, clasped in a series of golden beads. d100 Item


24 75 An engraving of a city of outsized towers in a frame of what appear to be glittering insect wings. The label reads “Along the trail in Ashkarland.” 76 A medal reading “Hero of Yeonido City” inscribed with the name Dae Won-Ha. 77 A pair of thigh-high, bright red Boots of Fire Immunity, too small for an ordinary-sized humanoid. 78 A black half-mask on a stick tied to a small drawstring silk bag that says “March of Vice.” The bag contains two double handfuls of purple glitter. 79 A small ornamental figurine of an obsidian eagle. It seems to watch you. 80 A small figurine of a flowering tree worked in jasper. A faint scent seems to surround it. 81 A small figurine of some type of animal with a long nose and scales made of ruby. 82 A small figurine of a dog created from a single huge fire opal. You seem to see a beating heart inside. 83 A small figurine of a lion in turquoise. It is warm to the touch. 84 A beautiful small figurine of a mighty tree, worked in yellow quartz. 85 A banyan tree figurine made of serpentine. 86 The figurine of a scorpion poised to strike, made of amber. You can swear it changes position when you’re not watching. 87 A water lily ornament fashioned of moonstone. 88 A small water salamander figurine made of opal with silver eyes. 89 An adorable tiny elephant made of a dark reddishbrown translucent stone (sard). 90 A carp figurine made of mother-of-pearl. Its scales glisten as if wet. 91 A small tiger figurine made of amethyst. 92 A beautiful tree of white jade, about the size to fit into a hand. Its stone leaves flutter in any breeze. 93 An cayman figurine in a polished variegated green stone (bastite). 94 A dragonfly ornament made of garnet. The wings vibrate slightly from time to time. 95 A beautiful hand-carved cabinet in dark wood that has niches for about two dozen figurines. (The figurines above fit in this cabinet, but there are spaces left.) 96 A curtain made of cut crystal beads strung on thin threads. 97 A thick bronze torc (a kind of heavy necklace). Looks amazing on you. 98 A very fetching beret, embroidered with crystals. d100 Item 99 A deck of cards, each of which contains a prompt for starting a conversation, such as “What makes a place feel like home to you?” and “What is something you lost that you wish you could have back?” 100 A recipe book for baked goods called “An Afternoon at Ghorbani’s Bakery.” d100 Item The Quiet Spirit Adventure Hooks d4 Adventure Hook 1 A ghost dragon wyrmling has appeared in the back room of The Quiet Spirit, claiming it as her hoard since it includes a precious treasure from her life. Can the party locate the treasure and convince the dragon to move on? 2 A beautiful map has come into the shop. The Cartographers’ Collective wants it, but The Hooded One doesn’t want to give it up, because it’s part of a set.. Also, they dislike Jayvyn, who they think is “creepy.” It’s up to the party to mediate. 3 An evil item (for example, the Iron Flask imprisoning Pazuzu, item 3) has found its way into the shop. The Hooded One asks the party to escort it to the Anisa Academy in the Sensa Empire, where it can be dealt with. Along the way, the party face many dangers from those who want the item for themselves. 4 The Hooded One realises that one trinket — the garnet dragonfly (number 94) — doesn’t belong to any known Radiant Citadel civilisation, although it is shaped like the other figurines of the Dawn Incarnates. The party must take it to the Preserve of the Ancestors to try to find out more. GARNET DRAGONFLY, DAWN INCARNATE OF AN UNKNOWN CIVILISATION


25 APPENDIX 1: STAT BLOCKS STAT BLOCKS FROM THE MONSTER MANUAL AND JTRC Below you can find a listing of stat blocks with page numbers from the Monster Manual and Journeys Through the Radiant Citadel referenced in this supplement. It is assumed you have both these books so these NPCs and monsters are not described further. Adult Blue Dragon, p. 91 Air Elemental, p. 124 Basilisk, p. 24 Black Pudding, p. 241 Dire Wolf, p. 321 Druid, p. 346 Earth Elemental, p. 124 Fire Elemental, p. 125 Flying Sword, p. 20 Giant Crocodile, p. 324 Giant Scorpion, p. 327 Imp, p. 76 Magma Mephit, p. 216 Mummy Lord, p. 228 Noble, p. 348 Nothic, p. 236 Pegasus, p. 250 Phase Spider, p. 334 Pixie, p. 253 Purple Worm, p. 255 Pseudodragon, p. 254 Revenant, p. 359 Sea Hag, p. 179 Shambling Mound, p. 270 Spirit Naga, p. 234 Spy, p. 349 Sprite, p. 283 Unicorn, p. 294 Veteran, p. 350 Water Elemental, p. 125 Weretiger, p. 210 Young Red Dragon, p. 98 Stat blocks from Journeys Through The Radiant Citadel referenced in this supplement: Bakunawa, p. 147 Haint, p. 185 STAT BLOCKS FROM OTHER PUBLICATIONS A list of stat blocks with page numbers from other publications is given below. These stat blocks have been reproduced in full in the pages that follow as a convenience for DMs who may not have access to them. Mordenkainen Presents: Monsters of the Multiverse is abbreviated as MPMM. Bard, MPMM, p. 59 Champion, MPMM, p. 74 Dragonflesh Abomination, Fizban’s Treasury of Dragons, p. 187 Master Sage, Candlekeep Mysteries, p. 9 Warlock of the Great Old One, MPMM, p. 256


26 BARD Medium humanoid, any alignment Armor Class 15 (chain shirt) Hit Points 44 (8d8 + 8) Speed 30 ft STR DEX CON INT WIS CHA 11 (+0) 14 (+2) 12 (+1) 10 (+0) 13 (+1) 14(+2) Saving throws Dex +4, Wis +3 Skills Acrobatics +4, Perception +5, Performance +6 Senses passive Perception 15 Languages any two languages Challenge 2 (450 XP) Proficiency Bonus +2 ACTIONS Multiattack. The bard makes two Shortsword or Shortbow attacks. It can replace one attack with a use of Spellcasting. Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage. Cacophony (Recharge 4–6). Each creature in a 15- foot cube originating from the bard must make a DC 12 Constitution saving throw. On a failed save, a creature takes 9 (2d8) thunder damage and is pushed up to 10 feet away from the bard. On a successful save, a creature takes half as much damage and isn't pushed. Spellcasting. The bard casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 12): At will: dancing lights, mage hand, prestidigitation 1/day each: charm person, invisibility, sleep BONUS ACTIONS Taunt (2/Day). The bard targets one creature within 30 feet of it. If the target can hear the bard, the target must succeed on a DC 12 Charisma saving throw or have disadvantage on ability checks, attack rolls, and saving throws until the start of the bard's next turn. CHAMPION Medium humanoid, any alignment Armor Class 18 (plate) Hit Points 143 (22d8 + 44) Speed 30 ft STR DEX CON INT WIS CHA 20 (+5) 15 (+2) 14 (+2) 10 (+0) 14 (+2) 12(+1) Saving throws Str +9, Con +6 Skills Athletics +9, Intimidation +5, Perception +6 Senses passive Perception 16 Languages any one language (usually Common) Challenge 9 (5000 XP) Proficiency Bonus +4 Indomitable (2/Day). The champion rerolls a failed saving throw. ACTIONS Multiattack. The champion makes three Greatsword or Shortbow attacks. Greatsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage, plus 7 (2d6) slashing damage if the champion has more than half of its total hit points remaining. Shortbow. Ranged Weapon Attack: +6 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage, plus 7 (2d6) piercing damage if the champion has more than half of its total hit points remaining. BONUS ACTIONS Second Wind (Recharges after a Short or Long Rest). The champion regains 20 hit points.


27 DRAGONFLESH ABOMINATION Huge monstrosity, typically Neutral Evil Armor Class 15 (natural armor) Hit Points 66 (7d12 + 21) Speed 30 ft., fly 40 ft. STR DEX CON INT WIS CHA 18 (+4) 14 (+2) 17 (+3) 5 (-3) 12 (+1) 6(-2) Saving throws Str +7, Con +6 Condition immunities charmed, frightened, poisoned Senses passive Perception 11 Languages understands common and draconic but can’t speak Challenge 6 (2300 XP) Proficiency Bonus +3 Cloying Miasma. The abomination is surrounded by a noxious stench. At the start of the abomination's turn, any creature within 5 feet of it must succeed on a DC 14 Constitution saving throw or be poisoned until the start of the abomination's next turn. Regeneration. The abomination regains 10 hit points at the start of its turns if it has at least 1 hit point. ACTIONS Multiattack. The abomination makes three attacks using Claw, Acidic Spit, or a combination of them. It can replace one of the attacks with a Tail attack. Claw. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 8 (1d8 + 4) slashing damage plus 5 (1d10) poison damage. Tail. Melee Weapon Attack: +7 to hit, reach 15 ft., one target. Hit: 10 (1d12 + 4) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone. Acidic Spit. Ranged Weapon Attack: +5 to hit, range 60 ft., one target. Hit: 10 (3d6) acid damage. Acid Belch (Recharge 5–6). The abomination belches forth a cloud of acidic gas in a 30-foot cone. Each creature in that area must make a DC 14 Constitution saving throw, taking 28 (8d6) acid damage on a failed save, or half as much damage on a successful one. MASTER SAGE Medium humanoid (any race), any alignment Armor Class 10 (13 with mage armor) Hit Points 54 (12d8) Speed 30 ft. STR DEX CON INT WIS CHA 8 (-1) 10 (+0) 10 (+0) 20 (+5) 18 (+4) 11 (+0) Skills Arcana +11, History +11, Insight +7, Investigation +11, Medicine +10, Nature +11, Religion +11 Senses passive Perception 14 Languages Common plus any five languages Challenge 5 (1800 XP) Proficiency Bonus +3 ACTIONS Shocking Grasp (Cantrip). Melee Spell Attack: +8 to hit (with advantage if the target is wearing armor made of metal), reach 5 ft., one creature. Hit: 13 (3d8) lightning damage, and the target can't take reactions until the start of its next turn. Fireball (3rd-Level Spell; 3/Day). The sage creates a fiery explosion centered on a point it can see within 150 feet of it. Each creature in a 20-foot-radius sphere centered on that point must make a DC 14 Dexterity saving throw, taking 28 (8d6) fire damage on a failed save, or half as much damage on a successful one. The fire spreads around corners and ignites flammable objects in the area that aren't being worn or carried. Spellcasting. The sage casts one of the following spells, using Intelligence as the spellcasting ability (save DC 14, +6 to hit with spell attacks): At will: light, mage hand, mending, prestidigitation 3/day each: comprehend languages, detect magic, dispel magic, identify, levitate, locate object, Tenser's Floating Disk, unseen servant 1/day each: banishment, contact other plane, Drawmij's instant summons, legend lore, locate creature, planar binding, polymorph, protection from evil and good, scrying, sending, true seeing REACTIONS Shield (1st-Level Spell; 3/Day). When the sage is hit by an attack or targeted by a magic missile spell, it calls forth an invisible barrier of magical force that protects it. Until the start of its next turn, the sage has a +5 bonus to AC, including against the triggering attack, and it takes no damage from magic missile.


28 WARLOCK OF THE GREAT OLD ONE Medium humanoid (any race), any alignment Armor Class 13 (16 with mage armor) Hit Points 91 (14d8 +28) Speed 30 ft. STR DEX CON INT WIS CHA 9 (-1) 16 (+3) 15 (+2) 12 (+1) 12 (+1) 18 (+4) Saving Throws Wis +4, Cha +7 Skills Arcana +4, History +4 Damage Resistances psychic Senses darkvision 60 ft., passive Perception 11 Languages any two languages, telepathy 30 ft. Challenge 6 (2300 XP) Proficiency Bonus +3 Whispering Aura. At the start of each of the warlock's turns, each creature of its choice within 5 feet of it must succeed on a DC 15 Wisdom saving throw or take 10 (3d6) psychic damage, provided that the warlock isn't incapacitated. ACTIONS Multiattack. The warlock makes two Dagger attacks. Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 10 (3d6) psychic damage. Howling Void. The warlock opens a momentary extraplanar rift within 60 feet of it. The rift is a scream-filled, 20-foot cube. Each creature in that area must make a DC 15 Wisdom saving throw. On a failed save, a creature takes 9 (2d8) psychic damage and is frightened of the warlock until the start of the war lock's next turn. On a successful save, a creature takes half as much damage and isn't frightened. Spellcasting. The warlock casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 15): At will: detect magic, guidance, levitate, mage armor (self only), mage hand, minor illusion, prestidigitation 1/day each: arcane gate, detect thoughts, true seeing


29 ORIGINAL STAT BLOCKS Three original monsters are referenced in this supplement: fire spider (on the Monster Hunter’s Guild bounty board, p. 18), phase rat (on the adventures hooks list for Four Spades Traders, p. 9), and ghost dragon wyrmling (on the adventure hooks list for The Quiet Spirit, p. 24). The stat blocks follow. FIRE SPIDER Large elemental, unaligned Armor Class 14 (natural armor) Hit Points 26 (4d10 + 4) Speed 30 ft., climb 30 ft. STR DEX CON INT WIS CHA 14 (+2) 16 (+3) 12 (+1) 2 (-4) 11 (+0) 4 (-3) Skills Stealth +7 Damage Vulnerabilities cold Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities fire, poison Condition Immunities poisoned Senses blindsight 10 ft., dark vision 60 ft., passive Perception 10 Languages — Challenge 3 (700 XP) Proficiency Bonus +2 Spider Climb. The fire spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Web Sense. While in contact with a web, the fire spider knows the exact location of any other creature in contact with the same web. Web Walker. The fire spider ignores movement restrictions caused by webbing. Fiery Body. each creature within 5 ft of a fire spider at the start of its turn takes 3 (1d6) fire damage. Flammable objects are ignited. Web (Recharge 5-6). Ranged Weapon Attack: +5 to hit, range 30/60 ft., one creature. Hit: The target is restrained by webbing. As an action, the restrained target can make a DC 12 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to cold damage; immunity to bludgeoning, fire, poison, and psychic damage). ACTIONS Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 7 (1d8 + 3) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 9 (2d8) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way. Web (Recharge 5-6). Ranged Weapon Attack: +5 to hit, range 30/60 ft., one creature. Hit: The target is restrained by webbing. As an action, the restrained target can make a DC 12 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage).


30 PHASE RAT Small beast, unaligned Armor Class 12 Hit Points 7 (2d6) Speed 30 ft. STR DEX CON INT WIS CHA 7 (-2) 15 (+3) 1 (+1) 2 (-4) 10 (+0) 4 (-3) Skills dark vision 60 ft., passive Perception 10 Languages — Challenge 1/2 (700 XP) Proficiency Bonus +2 Keen Smell. The phase rat has advantage on Wisdom (Perception) checks that rely on smell. Pack Tactics. The phase rat has advantage on an attack roll against a creature if at least one of the rat's allies is within 5 ft. of the creature and the ally isn't incapacitated. Ethereal Jaunt. As a bonus action, the phase rat can magically shift from the Material Plane to the Ethereal Plane, or vice versa. ACTIONS Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage. GHOST DRAGON WYRMLING Medium undead, any alignment Armor Class 17 (natural armor) Hit Points 60 (8d8 + 24) Speed 30 ft., fly 60 ft., swim 30 ft. STR DEX CON INT WIS CHA 19 (+4) 14 (+2) 17 (+3) 14 (+2) 11 (+0) 16 (+3) Saving throws Con +6, Wis +3, Cha +6 Skills Perception +6, Stealth +5 Damage Vulnerabilities cold Damage Resistances bludgeoning, piercing, and slashing Damage Immunities acid, cold, necrotic, poison Condition Immunities charmed, exhaustion, frightened, grappled, paralysed, petrified, poisoned, prone, restrained Senses blindsight 60 ft., dark vision 120 ft., passive Perception 16 Languages Common, draconic, telepathy 120 ft. Challenge 8 (3900 XP) Proficiency Bonus +2 Incorporeal Movement. The ghost dragon can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. Unusual Nature. The ghost dragon doesn't require air, food, drink or sleep. ACTIONS Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) piercing damage. Terrifying Breath (Recharge 6). The ghost dragon exhales shadowy mist in a 90-foot cone. Each creature in that area must make a DC 15 Constitution saving throw. On a failed save, the creature takes 22 (5d8) cold damage and is frightened of the ghost dragon for 1 minute. On a successful save, the creature takes half as much damage and isn't frightened. While frightened of the ghost dragon, a creature is paralyzed. The frightened creature can repeat the sting throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to this ghost dragon's Terrifying Breath for the next 24 hours.


31 APPENDIX 2: MAGIC ITEMS Throughout this book there are mentions of magic items available at certain shops with included prices. These are merely suggestions for the DM who is under no obligation to provide these resources to players. After all, the shopkeeper may be out of stock. Most price lists include only common and uncommon magic items, but the DM may choose for a shopkeeper to have something rare in stock. It’s entirely up to you. ITEMS FROM THE DUNGEON MASTER’S GUIDE A list of magic items from the Dungeon Master’s Guide referenced in this supplement is given below with page numbers. It’s assumed you have the Dungeon Master’s Guide so these items aren’t described further. Flame Tongue Blade, p. 170 Immovable Rod, p. 175 Instrument of the Bards, p. 176 Iron Flask, p. 178 Philtre of Love, p. 184 Potion of Healing, p. 187 Potion of Animal Friendship, p. 187 Potion of Greater Healing, p. 187 Potion of Water Breathing, p. 188 Potion of Superior Healing, p. 187 Ring of Elemental Command, p. 190 ITEMS FROM OTHER PUBLICATIONS A list of magic items from other published sources referenced is given below. These have been reproduced in the section “Magic Item Descriptions” for your convenience. Tasha’s Cauldron of Everything is abbreviated as TCE and Xanathar’s Guide to Everything as XGE. Cloak of Billowing, XGE, p. 136 Cloak of Many Fashions, XGE, p. 136 Clothes of Mending, XGE, p. 137 Coiling Grasp Tattoo, TCE, p. 123 Eldritch Claw Tattoo, TCE, p. 126 Glamerweave, Common and Uncommon, Eberron: Rising from the Last War, p. 277 Illuminator’s Tattoo, TCE, p. 129 Masquerade Tattoo, TCE, p. 131 Perfume of Bewitching, XGE, p. 138 Pixie Dust, Wild Beyond the Witchlight, p. 212 Rhythm-Maker’s Drum, TCE, p. 134 Spellwrought Tattoo, TCE, p. 135 MAGIC ITEM DESCRIPTIONS CLOAK OF BILLOWING Wondrous item, common While wearing this cloak, you can use a bonus action to make it billow dramatically. CLOAK OF MANY FASHIONS Wondrous item, common While wearing this cloak, you can use a bonus action to change the style, color, and apparent quality of the garment. The cloak's weight doesn't change. Regardless of its appearance, the cloak can't be anything but a cloak. Although it can duplicate the appearance of other magic cloaks, it doesn't gain their magical properties. CLOTHES OF MENDING Wondrous item, common This elegant outfit of traveler's clothes magically mends itself to counteract daily wear and tear. Pieces of the outfit that are destroyed can't be repaired in this way. COILING GRASP TATTOO Wondrous item (tattoo), uncommon (requires attunement) Produced by a special needle, this magic tattoo has long intertwining designs. Tattoo Attunement. To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there


32 throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin. If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space. Grasping Tendrils. While the tattoo is on your skin, you can, as an action, cause the tattoo to extrude into inky tendrils, which reach for a creature you can see within 15 feet of you. The creature must succeed on a DC 14 Strength saving throw or take 3d6 force damage and be grappled by you. As an action, the creature can escape the grapple by succeeding on a DC 14 Strength (Athletics) or Dexterity (Acrobatics) check. The grapple also ends if you halt it (no action required), if the creature is ever more than 15 feet away from you, or if you use this tattoo on a different creature. ELDRITCH CLAW TATTOO Wondrous item (tattoo), uncommon (requires attunement) Produced by a special needle, this magic tattoo depicts clawlike forms and other jagged shapes. Tattoo Attunement. To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin. If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space. Magical Strikes. While the tattoo is on your skin, your unarmed strikes are considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks, and you gain a +1 bonus to attack and damage rolls with unarmed strikes. Eldritch Maul. As a bonus action, you can empower the tattoo for 1 minute. For the duration, each of your melee attacks with a weapon or an unarmed strike can reach a target up to 15 feet away from you, as inky tendrils launch toward the target. In addition, your melee attacks deal an extra 1d6 force damage on a hit. Once used, this bonus action can't be used again until the next dawn. GLAMERWEAVE Wondrous item, common or uncommon Glamerweave is clothing imbued with harmless illusory magic. While wearing the common version of these clothes, you can use a bonus action to create a moving illusory pattern within the cloth. While wearing the uncommon version of these clothes, you can use a bonus action to create a moving illusory pattern within the cloth. Alternatively, you can have the pattern rise from the cloth. For example, a glamerweave gown might be wreathed in harmless, illusory flames, while a glamerweave hat might have illusory butterflies fluttering around it. When you make a Charisma (Performance) or Charisma (Persuasion) check while wearing the uncommon glamerweave, you can roll a d4 and add the number rolled to the check. Once you use this property, it can't be used again until the next dawn. ILLUMINATOR’S TATTOO Wondrous item (tattoo), common (requires attunement) Produced by a special needle, this magic tattoo features beautiful calligraphy, images of writing implements, and the like. Tattoo Attunement. To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin. If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space. Magical Scribing. While this tattoo is on your skin, you can write with your fingertip as if it were an ink pen that never runs out of ink. As an action, you can touch a piece of writing up to one page in length and speak a creature's name. The writing becomes invisible to everyone other than you and the named creature for the next 24 hours. Either of you can dismiss the invisibility by touching the script (no action required). Once used, this action can't be used again until the next dawn. MASQUERADE TATTOO Wondrous item (tattoo), common, requires attunement Produced by a special needle, this magic tattoo appears on your body as whatever you desire. Tattoo Attunement. To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the


33 ink that becomes the tattoo, which appears on the skin. If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space. Fluid Ink. As a bonus action, you can shape the tattoo into any color or pattern and move it to any area of your skin. Whatever form it takes, it is always obviously a tattoo. It can range in size from no smaller than a copper piece to an intricate work of art that covers all your skin. Disguise Self. As an action, you can use the tattoo to cast the disguise self spell (DC 13 to discern the disguise). Once the spell is cast from the tattoo, it can't be cast from the tattoo again until the next dawn. PERFUME OF BEWITCHING Wondrous item, common This tiny vial contains magic perfume, enough for one use. You can use an action to apply the perfume to yourself, and its effect lasts 1 hour. For the duration, you have advantage on all Charisma checks directed at humanoids of challenge rating 1 or lower. Those subjected to the perfume's effect are not aware that they've been influenced by magic. PIXIE DUST Wondrous item, uncommon As an action, you can sprinkle this dust on yourself or another creature you can see within 5 feet of you. The recipient gains a flying speed of 30 feet and the ability to hover for 1 minute. If the creature is airborne when this effect ends, it falls safely to the ground, taking no damage and landing on its feet. A small packet holds enough pixie dust for one use. RHYTHM-MAKER’S DRUM Wondrous item, uncommon (+1), rare (+2), very rare (+3), (requires attunement by a bard) While holding this drum, you gain a +2 bonus to spell attack rolls and to the saving throw DCs of your bard spells. As an action, you can play the drum to regain one use of your Bardic Inspiration feature. This property of the drum can't be used again until the next dawn. SPELLWROUGHT TATTOO (CANTRIP) Wondrous item (tattoo), common Produced by a special needle, this magic tattoo contains a single cantrip, wrought on your skin by a magic needle. To use the tattoo, you must hold the needle against your skin and speak the command word. The needle turns into ink that becomes the tattoo, which appears on the skin in whatever design you like. Once the tattoo is there, you can cast its spell, requiring no material components. The tattoo glows faintly while you cast the spell and for the spell's duration. Once the spell ends, the tattoo vanishes from your skin. A spell cast from this tattoo has a spellcasting ability modifier of +3, a save DC of 13 and an attack bonus of +5. SPELLWROUGHT TATTOO (1ST LEVEL) Wondrous item (tattoo), common This tattoo contains a single spell of first level, wrought on your skin by a magic needle. To use the tattoo, you must hold the needle against your skin where you want the tattoo to appear and speak the command word. The needle turns into the ink that becomes the tattoo, which appears on your skin. Once the tattoo is on your skin, you can cast its spell, requiring no material components. The tattoo glows faintly while you cast the spell and for the spell's duration. Once the spell ends, the tattoo vanishes from your skin. A spell cast from this tattoo has a spellcasting ability modifier of +3, a save DC of 13 and an attack bonus of +5.


34 ORIGINAL MAGIC ITEMS A list of original magic items that are mentioned in the text is below, including the shop where they are mentioned. Descriptions follow in the section “Original Magic Item Descriptions” below. Dagger of Peace, The Quiet Spirit, p. 22, item 28 Etherboard, Ethereal Surf Club & Tattoo Parlour, p. 8 Nostalgic Music Box, The Quiet Spirit, p. 22, item 29 Oil of Materiality, Parfumerie Ætheréale, p. 20 Potion of Unpredictability, Parfumerie Ætheréale, p. 20 and The Quiet Spirit, p. 22, item 28 Revealing Candle, The Quiet Spirit, p. 23, item 49 Seashell of Encouragement, The Quiet Spirit, p. 22, item 16 Silver Bag of Tricks, The Quiet Spirit, p. 23, item 55 Table-Laying Cloth, The Quiet Spirit, p. 22, item 4 ORIGINAL MAGIC ITEM DESCRIPTIONS DAGGER OF PEACE Weapon (dagger), uncommon (requires attunement) This beautifully silvered, ceremonial dagger is inscribed “Pax.” You gain -1 to attack and damage rolls made with the dagger. ETHERBOARD Wondrous item, rare An Etherboard allows a Medium or smaller creature to ride the edge of a constantly waving Ethereal Curtain in the Deep Ethereal without passing through into the Border Ethereal, giving a sensation not unlike surfing. A homing beacon on each board shows the direction of the Radiant Citadel. While aboard the Etherboard, you can reliably travel in the Deep Ethereal, reducing travel time to 1d6 x 2 hours, as opposed to the 1d10 x 10 hours without a board. An ethereal amplifier will warn you of the presence of an Ether Cyclone by giving a deep hum 1d4+2 rounds before the arrival of the Cyclone. NOSTALGIC MUSIC BOX Wondrous item, uncommon A finely crafted music box with a winding key on the side. As an action, wind the box and open it. It plays a tune that you seem to recall but can’t quite put your finger on. You must on succeed on a DC 14 Wisdom saving throw or play it one more time trying to remember where you’ve heard it before. A creature who has succeeded on the saving throw is immune to this effect for 24 hours. OIL OF MATERIALITY Potion, rare Curtains of colour seem to shimmer and change in this dark oil. The oil can cover a Medium or smaller creature, along with the equipment it's wearing and carrying (one additional vial is required for each size category above Medium). Applying the oil takes 10 minutes. The affected creature then gains the following effect for 1 hour: You step into one of the Inner Planes (the Material Plane, Feywild, Shadowfell or one of the Elemental Planes), in the area where it overlaps with your current position in the Border Ethereal. You remain in the Inner Plane for the duration or until you use your action to return. You can see and hear the Border Ethereal you originated from, but everything there looks grey, and you can't see anything more than 30 feet away. While on the Inner Plane, you can only affect and be affected by other creatures on that plane. Creatures that aren't on the Inner Plane can't perceive you or interact with you, unless a special ability or magic has given them the ability to do so. You ignore all objects and effects that aren't on the Inner Plane, allowing you to move through objects you perceive on the Border Ethereal you originated from. When the effect ends, you immediately return to the Border Ethereal you originated from in the spot you currently occupy. If you occupy the same spot as a solid object or creature when this happens, you are immediately shunted to the nearest unoccupied space that you can occupy and take force damage equal to twice the number of feet you are moved. This oil has no effect if used anywhere but the Border Ethereal.


35 POTION OF UNPREDICTABILITY Potion, rare The liquid in this flask seems to change colour as you examine it. It sometimes feels heavy, sometimes light; and at times it appears translucent, and at times opaque. These changes don’t seem to follow any pattern. When you drink this potion, roll on the Wild Magic Surge table, Player’s Handbook, p. 103. REVEALING CANDLE Wondrous item, common As an action, you drip wax from this lit candle onto a creature reveal the creature’s true form, dispelling any magical effect that alters its appearance, such as illusion, seeming, disguise self spell or invisibility. The creature is immediately aware that its disguise has been broken. Enough wax remains for 1d12 + 1 uses. The candle has no effect upon physical disguises such as those achieved with a disguise kit. The candle must be lit for one minute to produce enough usable wax to drip. The candle is extinguished immediately after the wax drips. SEASHELL OF ENCOURAGEMENT Wondrous item, rare (requires attunement) This large, conical seashell gleams with a beautiful lustre. Once per day, as a bonus action, hold it to your ear and you hear “You can do it!” or similar encouraging phrase in your best friend’s voice. You gain a d6 inspiration die. Once within the next 10 minutes, the you can roll the die and add the number rolled to one ability check, attack roll, or saving throw you make. You can wait until after you roll the d20 before deciding to use the die, but you must decide before the DM says whether the roll succeeds or fails. Once the the die is rolled, it is lost. SILVER BAG OF TRICKS Wondrous item, uncommon This ordinary bag, made from cloth with a metallic silver shimmer, appears empty. Reaching inside the bag, however, reveals the presence of a small, fuzzy object. You can use an action to pull the fuzzy object from the bag and throw it up to 20 feet. When the object lands, it transforms into a creature you determine by rolling a d8 and consulting the table. The creature vanishes at the next dawn or when it is reduced to 0 hit points. The creature is friendly to you and your companions, and it acts on your turn. You can use a bonus action to command how the creature moves and what action it takes on its next turn, or to give it general orders, such as to attack your enemies. In the absence of such orders, the creature acts in a fashion appropriate to its nature. Once three fuzzy objects have been pulled from the bag, the bag can't be used again until the next dawn. The creatures above have no attacks and 2 (1d4) HP each. They are extremely adorable. TABLE-LAYING CLOTH Wondrous item, legendary (requires attunement by a cleric, druid, or bard) A homely red-and-white checked tablecloth, sized to cover a moderately large rectangular table; close inspection reveals runes woven into the fabric. Once per day, as an action, you can place the cloth on a flat surface and say the magic word to conjure a Hero’s Feast (with the same properties as that conjured by the 6th level spell Heroes’ Feast) and another magic word to remove the feast, dishes and all. The magic words are unknown and cannot be discovered with the Identify spell. The cloth has 1d4 + 1 charges. When the last charge is expended, roll a d6. On a 6, another 1d4 charges are restored. Otherwise, the cloth becomes an ordinary tablecloth. d8 Creature 1 Kitten 2 Puppy 3 Duckling 4 Lamb 5 Chick 6 Kid goat 7 Rabbit kit 8 Fawn


Click to View FlipBook Version