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Published by DutchPDX, 2023-08-26 18:35:19

Journey Around the Radiant Citadel

720588-Journey_v1.1

Foreword from the Author hank you, , supplement. It has been a labour of passion for me over the past few months. In October of last year, I embarked on running Journey Through the Radiant Citadel for my group of players. While I thoroughly enjoyed the intricate lore and unique nature of all 13 modules, as well as the visually stunning citadel, I found myself somewhat underwhelmed by the city’s practicality. Upon my initial perusal of the book, I knew that I wanted to run it as a comprehensive campaign, wherein the citadel wouldn’t merely serve as a resting place for my players between modules but as a part of the adventure itself. Within this supplement, several entries offer players engaging activities during their downtime, while others present enticing opportunities to invest their hardearned gold. Most importantly, it grants players agency. Allowing players more control of their time in the Citadel. You are welcome to utilize as much or as little of this supplement as you desire. However, I highly recommend introducing Tish Tosh Brimble, as they hold a special place in my heart as my personal favourite. Once again, I extend my deepest gratitude for your support and trust in my work. I sincerely hope that this supplement enhances your gaming experience, providing you and your group with countless memorable moments within the fascinating realm of the Radiant Citadel. DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Spelljammer, Forgotten Realms, Greyhawk, Dragonlance, Ravenloft, Eberron, Ravnica, the dragon ampersand, and 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. This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the Community Content Agreement for Dungeon Masters Guild. All other original material in this work including the Owl Preservation Logo is copyright 2023 by David Aspall, Peter Leet and The Owl Preservation Society, and published under the Community Content Agreement for Dungeon Masters Guild. The following members of the O.P.S. worked on this document: Peter Leet Author and Creator Dave Aspall Editor 2


Table Of Contents A City of Possibilities 4 An Empty City 4 Little Pozole 5 Maquiladora 5 Downtime 5 Rates of Pay 5 Boots 6 Tiskir School of Performing Arts 6 The Moorwood 7 The Cobalt Sibling 8 Little Amy’s Phase Rat Rehoming Centre 8 Phase Rat 9 Totchi’s Bar (& Grill) 9 Joining Grills Band 10 Earning Renown (Grills Band) 10 The Passage of Respite 11 Gem of the Deep 11 Drink Specials 11 The Clavigers Club 12 The Spicy Brothers (Citadel Branch) 12 Leira Trading Company Ethereal Storage 13 Rosy D. Vice 14 The Concord Jewels 14 Missing Person Board 15 The Fate Ambassadors 15 The Star Arcade 16 The Remista Residents 16 The Evigt Ung 16 Researching at The Cobalt Sibling 16 The House of the Flowering Sun 17 Orion’s Orrery’s 18 Ethereal Delights 18 Ethereal Delights (Drugs) 18 Fairy Apple Tree 19 Madam Drusill Incredibly Accurate Fortunes 19 Incredibly Accurate Fortunes 19 Tish Tosh’s Useful Things 20 Magic Items? 20 The Gith Quarter 21 The Dont Die 21 Pit Fighting at the Don’t Die 22 How it Works 22 Becoming the Champion 22 Qoron’s Otherworldly Ore (Head Office) 22 PPP Potions 23 Potions, Potions, Potions 24 Netheril Times 26 Jousting At The Netheril Times 26 How it Works 26 Netheril Times Score Board 26 Custodian of Strife Mouseion 27 Githyanki Hatchery 27 Astral Baths 27 The Trade Discal 28 Hawkins Bazaar 28 Community Nook 29 Running A Stall In The Nook 29 How it Works 29 Hiring Staff 29 Mays Marvellous Magical Mantraps 30 How the Magical Mantraps Work 30 Arms of Hadar 31 Firearms Proficiency 31 Paws For Thought (Mount Shop) 32 Kingdom Scrols 32 Patricia West’s Employment Agency 33 3


A City of Possibilities ou find yourself situated within the spacious interior of a house-sized Jasper, feeling a mix of nervousness and anticipation. This marks your maiden voyage beyond the boundaries of Promise, and your first experience aboard a Concord Jewel. Despite the novelty of the journey, your fellow passengers, all seasoned travellers, display an air of nonchalance as they adapt effortlessly to the ever-shifting hues and luminosity. The Jewel is skilfully guided by the Claviger towards your ultimate destination: The Radiant Citadel. Legends and tales have reached your ears, painting vivid pictures of colossal beings known as the Dawn Incarnates. These majestic entities, composed of countless floating crystals, are said to encapsulate the souls of the long passed members of the founding civilizations. Intriguingly, you ponder whether your beloved Uncle Kumber’s essence resides within the arm or leg of one such Incarnate. As the transitions in light gradually subside, the amiable Claviger, an Earth Genasi named Lance, informs you and your fellow passengers that the time to disembark is fast approaching. The Concord Jewel smoothly docks within the Passage of Respite, and you step off the vessel. Casting your gaze to the left, you witness several more floating Jewels gracefully docking —each a distinct gemstone like pale moonstone, resplendent fire opal, and glimmering yellow quartz. However, it is the sight that unfolds before you that steals your breath away, the magnificent and aweinspiring Radiant Citadel. A city of unparalleled beauty, it stands against the backdrop of the deep ethereal sky, imbued with soft pastel hues. Above all else, the Auroral Diamond looms, an imposing structure reaching staggering heights of two, no, perhaps three hundred feet. Overwhelmed by excitement, you hasten toward the nearest person, an elderly dwarf, eager to seek guidance on how to make the most of your time in this wondrous city. “Pardon me, madam. I am curious to know what activities I should engage in first within this marvellous city.” The elderly dwarf’s response leaves you perplexed. “Well, love, you could depart from here and explore the diverse civilizations that exist beyond the confines of the Citadel… Honestly, there isn’t much to do within these walls once you’ve taken in the splendour of the Diamond.” An Empty City One particular issue becomes evident within this adventure: While the writers dedicated themselves wholeheartedly to crafting captivating narratives and intricate lore for the 13 modules encompassing this book, they regrettably neglected to infuse the Citadel itself with substance. Undeniably, the Citadel boasts stunning visual aesthetics, yet its purpose seems limited solely to serving as a conduit for reaching one of the founding civilizations. For those, like myself, who aspire to run this book as a coherent campaign, considerable effort must be invested in expanding the scope of the locations, the individuals, and the stories woven within the citadel. Fortunately, this supplement addresses precisely that need. Contained within the following pages, you will discover an abundance of meticulously documented information concerning five distinct districts residing within the citadel. This invaluable resource encompasses fresh locales, noteworthy NPCs, engaging downtime activities, intriguing adventure hooks, and even the potential for an otherworldly BBEG 4 Lance Surname (Not a typo) Claviger for Godsbreath


Little Pozole ometimes insensitively referred to as the poor quarter, Little Pozole is one the most densely populated residential zones in the Citadel. The majority of the residents arrive in the citadel as refugees, carrying with them little more than the clothes on their back. The district takes its name from the soup often fed to newcomers to the citadel, newcomers who need assistance from the volunteers at a community hub known as the Palace of Exile. Maquiladora “Maquiladora” is a term originating from Exandria, which translates to “workhouse.” When refugees seek shelter within The Radiant Citadel, they are often directed to the Maquiladora via the Palace of Exile. Once the dedicated volunteers at the palace ensure that the refugees have received nourishment, clean clothing, and bedding, they guide them toward the Maquiladora. Individuals who pledge a mere two hours of work per day at the workhouse are provided with accommodation and sustenance for the duration of their stay in the Citadel. Workers have the flexibility to choose their preferred working hours, as long as they fulfil a minimum of 20 hours per week. Should they desire, they can opt to work additional hours, with a cap set at 40 hours per week. Furthermore, they receive a modest salary in compensation for the extra labour they undertake. The primary responsibility of the Maquiladora lies in the processing of imported raw food supplies originating from the founding civilizations. These supplies include Hopi-Maize and Soybeans from Godsbreath, as well as Jelli Fruit from Zinda. In response to the recent infestation of Phase Rats in Little Pozole, the Maquiladora has expanded its operations to include butchery. Workers now have the opportunity to learn the skills of a butcher or engage in the vital task of rat catching. Downtime Players who wish to spend their downtime engaging in work at the Maquiladora have three options available to them. They can choose to participate in the processing of incoming grain, assist in addressing the phase rat issue, or undertake the task of butchering phase rats for meat Rates of Pay Grain Processing. - 1gp per day (no roll required) Phase Rat Butcher. - 2gp per day (DC 5 Survival, half pay on a failure) Phase Rat Hunter. 4gp per day (DC 10 Survival, if you fail that check by 5 or more you are bitten by a phase rat and take 1d4+2 piercing damage) NPC - Goody Tallfoot (Lawful Good, Rock Gnome) Goody arrived at the Citadel as a refugee, his parents being revolutionaries in San Citlán. When the civil war reached their humble treetop village, Goody was sent to the Citadel aboard the next available Concord Jewel. Although his parents were supposed to join him, they never arrived. Goody suspects that the Trecena had a hand in their presumed demise. During his initial days at the citadel, Goody became acquainted with Socorro the Exile, who oversaw the operations of the Palace of Exile. Goody developed a close bond with Socorro, who imparted upon him the values of compassion and selflessness. Ever since, Goody has been working diligently in the Maquiladora, dedicating himself to its tasks. DM Notes. Goody is softly spoken and is very much a yes man, if he can help he will. . 5


Boots Run by an abrasive Bugbear named Boots, this establishment stands as one of the citadel’s rare dedicated cobblers. The shop itself bears the shape of an oversized Monk Strap Boot, leading tourists within the Citadel to speculate that Boots designed it to reflect the wares she sells. However, the truth differs. Boots merely took up residence in an abandoned structure, and the locals assumed she was a cobbler. Determined to prove them right, Boots Sought out the Cobalt Sibling and taught herself the craft. Curiously, neither Boots nor anyone else can ascertain the origins of the shop or the reason behind its peculiar shoe-like form. NPC - Boots (Chaotic Neutral Bugbear) Just like many individuals in Little Pozole, Boots arrived with scarce possessions. In fact, the Citadel’s Shield bearers discovered Boots adrift in the ether, unconscious within a spelljamming row boat. Her air envelope had become contaminated and was rapidly approaching a perilous state. As for Boots, she either possesses no recollection of her life before arriving at the Citadel or deliberately chooses to suppress those memories. Either way, it is advisable not to delve into such matters. DM Notes. Boots speaks in short broken sentences, she doesn’t understand humour or sarcasm Tiskir School of Performing Arts The Tiskir School of Performing Arts, named after a renowned bard from Exandria, serves as a comprehensive destination for all your bardic aspirations. The school is divided into eight distinct colleges: Creation, Eloquence, Glamour, Lore, Spirits, Sword, Valor, and Whispers. However, it’s primary focus revolves around the Lore and Eloquence majors. Anyone can enrol in the ten-week seminar, which spans a total of ten workweeks (five days per week), for a fee of 25gp per workweek. Alternatively, prospective students who pass the entrance audition have the opportunity to apply for a scholarship, thereby reducing the admission fee to a mere 1gp per workweek. It is worth noting that the ten-week seminar specifically caters to players whose Charisma score is lower than 13. Upon completion of the seminar, their Charisma score will increase to 13, thereby granting them the ability to multiclass as a bard. The Entrance Audition Players can choose to prepare a performance. They then roll 5 consecutive performance checks, if the cumulative score is equal to 90 or above they are awarded a scholarship. NPC - Loose Barklee (Chaotic Neutral Halfling) Loose is a 15th Level Eloquence Bard with a +6 to Charisma, the Inspiring leader feat and a Reveller’s Concertina Loose, a self-proclaimed bard of bards, idolized Imir Tiskir and studied the College of Lore, venturing through other colleges like Valor and Whispers to expand his knowledge. He mastered the arts taught in all eight colleges. Confident in his abilities, Loose answered an “Adventurers Wanted” ad near the Passage of Respite. However, despite his theoretical prowess, he proved timid and apprehensive during his first assignment with an adventuring party. Facing the daunting size and ferocity of giant rats, he retreated to the citadel, dejected. He chose to establish the Tiskir School of Performing Arts, redirecting his talents toward a different path. Dm Notes. Loose Barklee is your typical flamboyant bard, however he is incredibly insecure about his inability to perform on the battlefield. 6


The Moorwood Scattered throughout The Radiant Citadel are small groves of woodlands, believed to have been planted by the original settlers. Amongst these wooded areas, Moorwood stands out due to the presence of a cavern that leads inside a massive fossil that the Citadel was carved into. However, this particular region remains largely unexplored, primarily due to the substantial population of Moorbounders (EGtW p. 295) that inhabit it. It is these Moorbounders that have bestowed the woods with their name. Moorbounders are not native to the Citadel, just as nothing else truly is, except perhaps the Gith. All Moorbounders in the Citadel are said to be descendants of a pair that were once domesticated and brought over by Socorro the Exile. However, Socorro made the decision to release his “pets”, believing they had faithfully served him in San Citlán and deserved their freedom. This occurred before the complete excavation of the Auroral Diamond and the establishment of the preserve. The Moorbounders settled within the forest closest to the Palace of Exile and began to reproduce. At some point, they discovered the entrance to the inner fossil, leading to a rapid increase in their numbers due to the additional free space it offered. However, all of their offspring were feral, unlike their domesticated parents. It’s important to note that not all of the Moorbounders in the Citadel are descended from Socorro’s former “pets” (refer to NPC - Cazadora & Acosador). The Moorbounders residing in Moorwood tend to remain within their wooded habitat. Nevertheless, over the years, there have been instances where tourists have mistakenly ventured into the woods, with unfortunate consequences. The Moorbounders are a protected species within the Citadel. Any individual who intentionally harms one of the pack is promptly expelled from the Citadel. NPC - Cazadora (F) & Acosador (M) (Domesticated Moorbounders) Cazadora and Acosador, the pair of Moorbounders brought to the Citadel by Socorro the Exile when establishing the Palace of Exile, hold a unique secret. In reality, they are Socorro’s parents who have been subjected to the effects of the true polymorph spell. Socorro alone possesses this knowledge, while the rest of the Citadel remains unaware, resulting in all the offspring of the Moorbounders being considered Socorro’s siblings. Cazadora and Acosador were once members of the now disbanded druid circle in Onyx Springs, located east of San Citlán. The druids of Onyx Springs shared a deep affinity with Moorbounders, often assuming the form of these creatures through wildshape. When trouble arose in San Citlán, the druid circle made a pact to abandon the realm of humans, choosing to spend their remaining days among the Moorbounders of Onyx Springs. Socorro, understanding that there would be no one left to carry out his transformation, cast True Polymorph on each druid one by one, making their wildshape permanent. For a time, Socorro tended to the grove and cared for his circle. However, their peaceful existence was disrupted when a mining company from San Citlán discovered a lucrative Mithral ore vein beneath Onyx Springs. The mining companies seized the land, forcing Socorro and the Moorbounders out of their home. They became exiles, forever separated from the place they held dear. 7


The Cobalt Sibling Established by a former employee of the Cobalt Vault in Vasselheim, the Cobalt Sibling is a smaller branch of the Cobalt Reserve. Serving as the primary repository for books from and about Wildemount, it boasts an extensive collection. The library specializes in arcane arts, with a particular focus on the schools of Chronurgy and Graviturgy. The librarian, a meticulous Pachydan named Bisna, dedicates herself to the meticulous organization of the books, claiming to know the title of every single volume in the library. However, deciphering Bisna’s unique system proves challenging for anyone other than herself. Similar to the Cobalt Vault, most of the books within the Cobalt Sibling are not permitted to leave the library premises. This measure aims to safeguard the preservation of the ancient tomes, some of which date back thousands of years. To ensure protection, the books can only be read within one of three designated antimagic chambers. While this policy safeguards the texts, it poses a limitation for wizards who seek to copy or practice the spells inscribed within the vast collection of spell books. Bisna’s housemate, Camila, assists in the library, but struggles to comprehend Bisna’s intricate organizational system. NPC - Bisna (Neutral Good Pachydan ) Bisna, hailing from an affluent family in San Citlán, continues to reside with her family there. However, she does own a modest cottage located just outside the Gith Quarter, where she shares her living space with Camila, an Olvidados, a unique type of skeleton folk found primarily in and around San Citlán. Bisna divides her time equally between the two locations, allowing her to pursue her passion for the written word. Despite her refined taste in literature, Bisna harbors a fondness for teenage halfling fiction. One particular book holds a special place in her heart— “New Selune.” This captivating tale narrates the love story between a halfling girl and an extraordinary duo: a half-elf Dhampir and a Firbolg lycanthrope. Bisna finds herself enchanted by the captivating narrative and themes explored within this cherished novel. Dm Notes. Bisna always talks in whispered tones, even when she isn’t at work. She is naïve to things such as war and conflict, but loves history and literature. Little Amy’s Phase Rat Rehoming Centre Little Amy has established a rehoming center located just west of the Maquiladora. Their primary objective is to capture, tame, and find new homes for the various “pests” that inhabit the area. However, despite their efforts, Little Amy has yet to successfully rehome any of the 15 rats that they have taken in. NPC - Little Amy (Lawful Good Wererat Plasmoid) Little Amy’s arrival in the Citadel occurred when the Spelljamer they were sailing on became disoriented within the deep ethereal. While the ship underwent repairs, the rest of the crew decided to move on, but Little Amy made the decision to remain in the citadel. Utilizing their share of the Sweet Katherine’s haul, they purchased a modest one-story cottage in Little Pozole. One significant factor that influenced their choice to stay was the absence of a moon, a crucial element considering their affliction with lycanthropy, which causes them to transform into a Wererat during a full moon. This condition posed challenges during their travels across the astral sea. However, Little Amy still retains the ability to polymorph into a giant rat once per day, albeit in a unique form of an ooze-based opaque giant rat. Despite this unusual transformation, the core nature of being a Plasmoid allows them to choose their size and shape. More often than not, they prefer to assume the appearance of a non-binary Kender due to their spirited attitude, which resonates with Little Amy. When in their giant rat form, Little Amy possesses the ability to communicate with the Citadel’s Phase Rats. This connection facilitates the process of domesticating these creatures, making it easier for Little Amy to achieve their goal of rehoming them. DM Notes. Little Amy speaks excitedly about everything, but always trys to get the conversation back round to her rats. 8


Phase Rat The Phase Rats made their way into the Citadel fairly recently, less than 200 cycles ago. It all began when the crew of a Damselfly called the Sweet Katherine found themselves disoriented in the vast expanse of the Astral Sea. Unintentionally traversing an ethereal tear, they emerged in the depths of the ethereal plane. Among the crew was Little Amy. While navigating through the deep ethereal, they stumbled upon the fossilized remains of an enormous ancient beholder. Being opportunistic, they decided to explore the ancient relic, hoping to discover something of value to sell. To their disappointment, the only living creature they encountered was a heavily pregnant phase rat, which scurried onto an unused section of the lower deck. Upon reaching the Radiant Citadel, the Sweet Katherine docked, and the crew took the opportunity to explore the city while their ship underwent necessary repairs. Meanwhile, the newly born Phase Rats seized the chance to establish themselves within the Citadel. In appearance, a Phase Rat closely resembles an ordinary rat, with the key distinction being their Chromeflair fur. Depending on the angle, their fur can exhibit a striking blue or pure white hue. While they possess the innate ability to ethereal jaunt, this particular skill becomes redundant in the deep ethereal, rendering them essentially fancy-looking rats. Totchi’s Bar (& Grill) Totchi’s Bar (& Grill) is a standout establishment in Little Pozole, its elegant glass-fronted building standing in contrast to the stone shacks, wooden huts, and Marquesan architecture that surrounds it. Above the entrance, a prominent sign in bold, blocky lettering reads “Totchi’s Bar,” while the keen observers may notice a smaller, secondary sign discreetly indicating “& Grill.” Managing this unique establishment are a married couple: Totchi, a Fairy, and her husband Grill Percussive, a Satyr. Totchi’s is normally very quiet, and there are 2 main reasons for this Firstly, the bar finds itself situated within the impoverished quarter of the citadel. While Totchi initially had her sights set on an empty building in the Passage of Respite, she was ultimately outpaced by Gemma Stardust, who established the Gem of the Deep in that location. However, the main reason for Totchi’s quiet atmosphere lies with Grill. Despite being a highly skilled percussionist, Grill lacks the necessary members to form a complete band. Nevertheless, this does not deter him from performing solo six times each night, without fail. His unwavering dedication to his craft provides a consistent musical backdrop within Totchi’s Bar, even in the absence of a full ensemble. 9 Phase Rat tiny beast, Unaligned Armor Class 10 (natural armour) Hit Points 1(1d4-1) Speed 20ft. STR DEX CON INT WIS CHA 2 (-4) 14 (+2) 9 (-1) 4 (-3) 10 (0) 4 (-3) Senses Darkvision 30 Ft., passive Perception 10 Languages — Challenge 0 (10 XP) Keen Smell. The Phase Rat has advantage on Wisdom (Perception) checks that rely on smell. 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: +1 to hit, reach 5ft., one target. Hit 1 (1) peircing damage


NPC - Grill (Chaotic Neutral Satyr) Grill, along with his wife Totchi, originates from the enchanting realm of the Feywild in Toril. With aspirations of achieving fame and embarking on a grand tour across the worlds surrounding the founding civilizations, Grill holds onto his dreams tightly. Standing at an impressive height of 5 feet 10 inches, he is considered quite tall for a Satyr. His attire always includes a refined black suit, accentuated by a belt adorned with dual scabbards positioned on each hip. These scabbards serve as the storage space for Grill’s prized drumsticks, which he keeps within easy reach at all times. Joining Grills Band The musically minded amongst the group (a proficiency in a musical instrument/performance) can audition to join Grill’s Band. DC 15 with there preferred instrument (Performance = Voice) Players Can Spend 1 work week (5 Days) practicing to give themselves advantage on the audition. Players can only audition once per every 10 days. Anyone that joins Grill’s band will earn 10d20 worth of copper each performance. This will go up once they reach certain milestones, see table to the right. Band Earnings Renown Roll Gold Convertion 0-100 10d20 Copper Min - 20 Copper, Max - 2 Gold 101 - 220 10d20 Copper x2 Min - 40 Copper, Max - 4 Gold 221 - 350 10d20 Silver Min - 2 Gold, Max 20 Gold 350 - 500 10d20 Silver x2 Min - 4 Gold, Max 40 Gold 501 - 675 10d20 Gold Min - 20 Gold, Max 200 Gold 676 and over 10d20 Gold x2 Min - 40 Gold, Max 400 Gold Earning Renown (Grills Band) Renown is a resource you can track on your character sheet. After each performance with Grill’s band roll a skill check using your chosen instrument (voice = performance). Whatever you roll is added to your Renown total, if you roll a critical success the total roll is doubled before being added to your Renown total. When you reach one of the milestones on the table above, your pay goes up to reflect your musical draw. 10


The Passage of Respite he Passage of Respite serves as the sole designated entry point to the Radiant Citadel. Adjacent to it, the Concord Jewels dock, ensuring seamless access for those arriving via said Concord Jewels. Individuals utilizing alternative means of transportation are directed by guards to enter through this gateway. A total of six guards are stationed at the Passage of Respite, entrusted with the responsibility of maintaining security. They are led by a mage who oversees the collection of tolls from visitors. In instances where the guards harbor suspicions regarding a visitor’s intentions, they may employ magical items, such as helms of telepathy, to aid in their assessments. Furthermore, a priest hailing from the House of Convalescence is present at the gate, readily available to offer aid and support to those who are unwell or in need of care. Gem of the Deep The Gem is a renowned establishment that holds the status of a “must-visit” location for anyone venturing to the Citadel for the first time. This captivating cocktail bar is the brainchild of Gemma Stardust, a remarkable 900-year-old Astral Elf. Upon her arrival in the Citadel, Gemma brought with her an impressive collection of libations, carefully amassed from various corners of the Astral Sea, filling forty massive crates to the brim. A unique and enticing offer awaits those who step foot in the Gem: Should a patron bring Gemma a bottle she does not already possess, they are granted the privilege of indulging in complimentary drinks for the entire evening. Gemma’s passion for offering an extraordinary drinking experience is evident in her curated selection, ensuring that each visitor can immerse themselves in the exquisite flavors and ambiance of the Gem. Additionally, it’s worth noting that the Gem offers karaoke entertainment from the twilight shift until end shift. If you prefer a quieter atmosphere or are sensitive to loud music, it might be advisable to bring along a pair of earplugs NPC- Gemma Stardust (Lawful Good Astral Elf) Despite being 900 years old, Gemma possesses an incredibly youthful appearance. This can be attributed partially to her meticulous skincare routine, but primarily stems from her adventurous life spent hitchhiking across the vast expanse of the Astral Sea. However, Gemma possesses a distinctive feature that sets her apart from other elves: her ears. They appear to be clipped short, leading some to assume it was a deliberate act, but in reality, Gemma was born with these unique ears. This characteristic caused her to feel as uneasy around other elves and half-elves as they did around her, ultimately driving her decision to embark on her extensive travels. Now though, Gemma embraces her distinctive ears wholeheartedly and demonstrates no shame or hesitation in showcasing them. She even cuts her bright auburn hair short, ensuring that her unique ears are always on display. Gemma’s self-assurance and confidence radiate as she embraces her individuality, a testament to her resilience and acceptance of her own unique beauty. Drink Specials Orion’s Cove Zombie. 95% abv Glowing Mushroom Rum made on Retinae (One of the moons that orbit Garden) mixed with tropical juices and syrups. (Dark Vision for 10 Minutes) Ribbon Bourbon High Ball. A blended Bourbon made From 95 % hopi corn, rye and malted soy from Godsbreath, mixed with a mole nut soda from San Citlan. (Advantage on Con Saves for 10 Minutes) Phlogiston - A little bit of everything from the bottom shelf, the taste varies from shift to shift. (Roll on the Wild Magic Table) Sparking Chandos - None alcoholic, literally just unfiltered, carbonated water from the planet Chandos. Jelli Wine Spritz - Jelli Wine from Zinda mixed with Sparkling Chandos and Prosecco from this weird planet called Earth. (+2 to Performance Checks for 10 Minutes) Stardust - A bitter aperitif made from persimmons, mixed with neutral grain spirit flavoured with peppercorns and coriander seeds, and a sweet herbal liquor made by the druids in the Preserve of the Ancestors. Finished with very fine dust harvested from the core of a collapsed star. This drink cost 10,000gp (Instantly give the drinker the benefits of a long rest) 11


The Clavigers Club The Clavigers Club is a highly exclusive members-only clubhouse located within the Passage of Respite. Membership is restricted solely to those who serve as Clavigers, the elite navigators and pilots of the Concord Jewels. Speculations and rumours surrounding the activities conducted within the confines of the Clavigers Club have circulated for as long as the Clavigers themselves have existed. Some believe it to be a sanctuary of indulgence and pleasure, while others suspect that the Clavigers engage in mysterious rituals dedicated to the enigmatic Keening Gloom. Adding to the intrigue, mages and other spellcasters claim that magic behaves oddly in the vicinity of the club. In reality, the club serves a more practical purpose as the break room for the Clavigers. The building itself consists of three rooms: a kitchen, a common room, and a dormitory designed in a hostel style. Here, Clavigers can take respite between their shifts, socialize with their colleagues, and grab some much-needed rest. With no windows and a perpetually locked door, the Clavigers Club remains an intriguing presence within the Passage of Respite. NPC - Ridley Kadis (Chaotic Good Githyanki) Ridley, a 13-year-old street urchin without a permanent home, finds himself frequenting the Passage of Respite, particularly the Clavigers Club. Intrigued by the rumours circulating about the club, which he heard from another vagrant, Ridley becomes consumed by his curiosity. Unfortunately, his fascination leads him to make several ill-advised attempts to break into the club, nine times in this year alone. Undeterred by the repeated failures, Ridley remains determined to uncover the secrets hidden within the club’s walls. In addition to his daring escapades, Ridley has a loyal companion in the form of a pet ferret named Dog. However, Dog is a peculiar sight indeed. Unusually unattractive for a ferret, Dog is simultaneously gaunt, bony, and overweight, an unusual combination that adds to the creature’s distinct appearance. Despite Dog’s unconventional looks, Ridley values the ferret’s companionship and relies on their bond as they navigate their challenging life on the streets. The Spicy Brothers (Citadel Branch) The Citadel Branch of the Spicy Brothers is under the management of Vi Aroon and his newlywed wife, An’Nasha Aroon. While An’Nasha hails from a respectable local family, the Largos, Vi takes charge of selling their unique chilli peppers at significantly higher prices compared to the original Siabsungkoh Branch. These exceptional chilli peppers, known to flourish in the shade of the Guardian Mountains located to the west of the Dyn Singh Night Market, have become an enormous success within the Citadel. The demand for these chilli peppers has grown so much that several taverns, including the renowned Don’t Die in the Gith Quarter, have started hosting mini versions of the Spicy Brothers’ chilli eating competition as weekly events. These contests provide participants with a thrilling challenge and have become popular attractions, drawing enthusiastic crowds eager to test their spice tolerance. The Spicy Brothers’ venture has truly made its mark within the Citadel, captivating the taste buds and igniting the adventurous spirit of its residents. Price List and Effects Name Price Effect Sweet Heat Pepper 2cp No Effect Burning Waves Pepper 1gp Speed +5 Charisma Checks Made at Disadvantage (1 hour) Flamethrower 5gp Gives the eater a 1d4 Breath Weapon (Single Use within 1 hour) Constitution Checks Made at Disadvantage (1 hour) Skull-Face Pepper 10gp Gives the eater DT5 for (10 minutes) Must succeed a DC14 Wisdom Save or become frightened of everyone (10 minutes). Suffers 1 level of exhaustion after the effect ends. NPC - An’Nasha Aroon (Ni Largo) (Neutral Evil Succubus/Pallid Elf) An’Nasha, whose true name is Shyola, has been assuming the identity of An’Nasha for the past decade. The original An’Nasha met a tragic fate at the hands of cultists who worshipped Shyola, seeking to forge an unholy pact with her. In a twisted turn of events, Shyola rewarded the cultists by mercilessly slaying them all and assuming the persona of An’Nasha. This dark secret remains concealed from the denizens of the Citadel. Throughout her time in the Citadel, Shyola, disguised as An’Nasha, has entered into matrimony four times, each marriage ending with her previous husbands mysteriously disappearing. Unbeknownst to those around her, Shyola has sacrificed these spouses, as well as countless others, in the name of her patron, Graz’zt, the Prince of Pleasure. The sacrifices serve to appease her dark lord and fuel her own insatiable desires. If players interact with Vi or An’Nasha they will tell them that they plan to travel to the Rock of Bral in a few days time, looking to set up another branch of the Spicy Brothers. An’Nasha Plans to sacrifice Vi to Graz’zt while they are there, then blame his death on Neogi Pirates from Journey’s Legg (a Neogi stronghold located in the tears in Selune) 12


Leira Trading Company Ethereal Storage When the CEO of the Leira Trading Company first caught wind of the Radiant Citadel, he felt as though he had struck gold. The company’s ships were already traversing the vast expanse of the Astral Sea, engaging in trade and transporting various goods, supplies, and commodities. The prospect of gaining access to the Radiant Citadel opened up a world of possibilities, a chance to trade with individuals from different time periods, beings from other planes such as Ravnica, and even counterparts from alternate realities. Years ago, the CEO forged an agreement with the Speakers of the Ancestors, establishing an outpost within the citadel. In exchange for the privilege of trading freely with all the founding civilizations, the Leira Trading Company committed to the transportation of essential goods from the founding civilizations to the citadel. This included items like food, raw materials, and tools and equipment. Through a collaboration with ingenious scientists from Eberron, the Leira Trading Company successfully constructed a Spelljammer vessel that emulates the Concord Jewels’ ability to phase through time and space. However, they currently rely on being tethered to a Concord Jewel during the phasing process and have yet to achieve independent travel. Taking over a row of large, previously unused warehouses in the Passage of Respite, the Leira Trading Company swiftly established their presence. They simply affixed a sign to the front of the warehouses and began their operations in the bustling trade hub of the Citadel. NPC Cid Swift (Lawful Good Kenko Star Druid) Cid, a Kenku with an unusual appearance resembling a massive yellow Canary, possesses a pair of wellmaintained wings despite their nonfunctional state. These wings serve as a testament to his mixed heritage, his mother being an Aarakocra and his father a Kenku. Raised within a druid commune located on Selune/Leira, Cid developed a lifelong fascination with space. As soon as he reached the appropriate age, he eagerly joined the ranks of the Leira Trading Company, dedicating his entire career to their endeavours. Now in the twilight of his life, Cid’s responsibilities within the company are gradually winding down, and for the past decade, he has assumed the role of managing the warehouses in the Passage of Respite. Throughout his years, Cid always harboured a secret desire to become a Spelljamming captain, an aspiration that, unfortunately, remained unfulfilled. Though his dreams may not have materialized, his dedication to the Leira Trading Company and his integral role within their opthroug13


Rosy D. Vice The Rosy D Vice, affectionately known as Rosy, proudly serves as the flagship Spelljammer for the esteemed Leira Trading Company. This remarkable vessel was developed in collaboration with the scholars of Morgrave University in Sharn, Eberron, and received special permission from the Speakers of the Ancestors in the Radiant Citadel. Equipped with cutting-edge technology, Rosy possesses the ability to emulate the planar shifting capabilities of a Concord Jewel. However, to utilize this power, it must remain tethered to the Jewel through the use of a magical rope known as Planar Hitch. Rosy plays a crucial role in delivering vital supplies from the founding civilizations back to the Radiant Citadel. Simultaneously, it engages in trade with the worlds connected to the founding civilizations. Manned by a skilled crew of 26 individuals, the vessel is captained by Creed Opus, an Aarakocra Pilot known for his expertise in navigating the Astral Sea and beyond. Under Captain Creed’s leadership, Rosy sails through the vast expanses of space, forging new connections and ensuring the flow of trade and resources for the Leira Trading Company. NPC - Creed Opus (Lawful Good Aarakocra) Creed, a young and ambitious individual, rapidly ascended the ranks within the Leira Trading Company, demonstrating exceptional skills and potential. At the age of 27, he assumed the prestigious role of captain for the Rosy D Vice, the esteemed flagship of the company. Following in the footsteps of his father, Kin, who previously held the captaincy, Creed seamlessly inherited the responsibilities and expertise associated with commanding the vessel. Despite the potential for accusations of favouritism in such circumstances, Creed’s capabilities and aptitude for piloting were widely acknowledged and respected. The Opus family’s longstanding connection with the Swifts, particularly Cid Swift, who manages the warehouses in the Passage of Respite, further strengthened their ties within the company. Both Kin and Creed advocated for Cid to be appointed to a highranking position aboard the Rosy, recognizing his talents. However, on two separate occasions, he was overlooked for these positions due to his age, sparking disappointment within the Opus family. Nevertheless, Creed’s determination and commitment to his role as captain have solidified his standing as a capable leader within the Leira Trading Company. The Concord Jewels Below is a list of the concord jewel, where they go, which module they are linked to, and also the current speaker of the ancestors Concorde Jewel Module Civilisation Speaker World Suggestion Turquoise Shadow of the Sun Akharin Sangar Omid Setar (Aasimar) Elemental Plane of Fire Yellow Quartz Orchids of the Invisible Mountian Atagua Ara Zaratai (Tabaxi) Garden Serpentine Between Tangled Roots Dayawlongon Dalisay (Dabus) Outlands, Tir Fo Thuinn Lake Water Opal The Nightsea’s Succor Djayna Lakarai (Sea Elf) Chandos Jasper Written In Blood Godsbreath Emeline Longkin (Human Dread Domain, Tepest Fire Opal The Fiend of Hollow Mine San Citlán Azul Alpancho (Hill Dwarf) Exandria, Marquet Amber Gold for Fools and Princes Sensa Rafi Emen (Drow) Ebberon, Menechtarun Dessert (Xen’drik) Moonstone In the Mists of Manivarsha Shankhabhumi Kobi Manivarsha (Leonin) Selune/Leira Ruby Salted Legacy Siabsungkoh Detch Dunedow (Kobold) Toril, KaraTur Sard Beyond the Radiant Citadel Tayyib Unelected Abeir, Laerkong Obsidian Trail of Destruction Tletepec Yolzin Paleflower (Halfling) Anadia, North Pole Pearl Beyond the Radiant Citadel Umizu Unelected Mystara Amethyst Sins of Our Elders Yeonido Chun YuMin (Red Dragonborn) Krynn, Enstar White Jade Buried Dynasty Yongjing Sun Meng Jie (Githzerai) Nerath Bastite Wages of Vice Zinda Messer Pirro Aran (Half Elf) Oerth, Lordship of the Isles 14


Missing Person Board Attached to the side of one of the warehouses in the Passage of Respite is a poignant display, the missing persons board. The board is filled with approximately 30 posters, each representing a desperate search for lost loved ones. Strikingly, more than three-fourths of the posters feature elf children, underscoring a troubling trend. Many of these posters have weathered due to the test of time, their edges frayed and colours faded. However, amidst the aged notices, there is one poster that stands out—the ink still fresh, the image vivid. This particular poster is for a 12-year-old astral elf named Enastra Remista (Forestbear). Enastra vanished without a trace from her home in the star arcade, disappearing during daylight hours. The recent posting reveals the continued efforts of her family and loved ones to locate her, bringing renewed hope and urgency to the search. The presence of this updated poster amidst the sea of older ones serves as a reminder that the pain of loss remains ever-present, and the quest for answers persists. Players can delve deeper into the mystery surrounding Enastra Remista’s disappearance by visiting the Remista residence in the Star Arcade. NPC - Enastra Remista (Forestbear) (Lawful Evil Astral Elf) Enastra has been kidnapped by a group calling themselves the Fate Ambassadors. By now, she has likely been brainwashed by the entity known as the Keening Gloom, and her training will have commenced. She was chosen to join the ambassadors by her aunt, Sovenis Ruahir, also known as Foreverstar. Sovenis mysteriously disappeared under similar circumstances over 30 years ago. The Fate Ambassadors Adding a BBEG to the Radiant Citadel The Fate Ambassadors hold a strong hatred for the existence of the Radiant Citadel. They oppose the notion of individuals defying death by residing in a plane where aging is halted. Ironically, the Fate Ambassadors are comprised solely of Astral Elves, a race that dwells in the Astral Sea and does not experience aging. The entity known as the Keening Gloom exerts control over the Fate Ambassadors. Scholars speculate that the Keening Gloom is an ethereal storm that poses a threat to the Citadel, but in truth, it is an ancient elder evil that poses a significant danger to the Citadel’s well-being. 15


The Star Arcade he Star Arcade serves as the Astral Elf Quarter within the Citadel, predominantly inhabited by individuals of Elven heritage. The architecture of the buildings reflects the distinct Elven style, with a notable centrepiece being The House of the Flowering Sun, a temple dedicated to Corellon, the revered deity of all elves. Unlike other quarters, the Star Arcade lacks bustling businesses. This is because the astral elves residing here have accumulated their wealth over thousands of years and no longer seek financial pursuits. The Remista Residents The players would have a reason to visit the Remista residence only if they are investigating the disappearance of their daughter, Enastra (Forestbear). The house is one of the smaller homes in the Star Arcade, with simple and modest decorations. If your players want to play detective, they can gather the following information at the Remista residence: What Mr and Mrs Remista Know Enastra’s parents, Mr. and Mrs. Remista, reveal that both they and Enastra left early in the morning to volunteer at the House of the Flowering Sun. Enastra was still in bed when they departed, and when they returned, she was mysteriously gone. There were no signs of a disturbance in Enastra’s room or the house. It appears that she vanished without a trace. Enastra’s parents emphasize that she had not been acting strangely or showing any signs of wanting to run away prior to her disappearance. They firmly believe that something out of the ordinary happened to her. Enastra had recently developed a keen interest in her own history and the history of the Astral Elves. This newfound fascination may have some connection to her disappearance. The Remistas reveal that Enastra’s aunt disappeared under very similar circumstances approximately 30 years ago. They find this similarity concerning and believe there might be a connection between the two incidents. The players notice an unusual smell in Enastra’s room, but the Remistas don’t mention it unless the players inquire further. This detail could potentially be significant in the investigation. Investigating Enastra’s Room Mr. and Mrs. Remista inform the players that they haven’t touched Enastra’s room since her disappearance. The room itself is well kept, much like the rest of the property, and it is simply decorated. The bed is neatly made, and an owl bear teddy bear rests on the pillow. All of Enastra’s clothes are hung neatly in the wardrobe, and there doesn’t appear to be anything missing. On the desk, the players find several handdrawn pictures depicting the Astral Sea. Among the items on the desk, they also find a book titled “The Evigt Ung,” which has a note indicating that it has been borrowed from the Cobalt Sibling. If the players spend a few hours reading the book, which is written in Elven, they will discover details about the history of the Astral Elves and their connections to the Astral Sea and the Ethereal Plane. The tone of the book is elitist and exclusive. Players can roll a History or Intelligence check. If they roll a natural 20, they will gain all the information listed below. If not, they will need to speak to Bisna in the Cobalt Sibling to obtain further details: The Evigt Ung “The Evigt Ung” is a book that was discovered in a destroyed library in the ruins of the sky city Aeor. Copies of the book have been made and distributed throughout Exandria, with some people believing that it holds the secret to immortality hidden within its pages. However, for most readers, the book appears to primarily detail the history of the Astral Elves. Researching at The Cobalt Sibling Bisna possesses other books on the Astral Elves. Among them is a journal written by Faril Sal, a High Elf scientist from Aeor. In his journal, Faril Sal recounts his search for a cure for his daughter, who suffers from a degenerative condition. The journal references “The Evigt Ung” numerous times, sometimes referring to it as a collective rather than a single book. Interestingly, the journal dates back to the last year of Aeor, just before the city crashed into Eiselcross. However, the journal entries continue for hundreds of years after the event, albeit becoming more sporadic and less coherent over time. Due to it’s peculiar nature, this book cannot be taken out of the Cobalt Sibling and remains within it’s confines. 16


The House of the Flowering Sun The House of the Flowering Sun is a grand temple dedicated to Corellon, the revered patron god of the Elves. It is prominently built into the outer stone wall of the Citadel, and it’s golden yellow bricks make it visually striking amidst it’s surroundings. The temple features a magnificent 30-foot domed roof, with a small observatory incorporated at its apex. Like most temples, the House of the Flowering Sun welcomes anyone who wishes to offer prayers and devotion to Corellon or any other deities within his pantheon. While Elves form the majority of visitors, the temple also attracts bards and occasional members of the Harpers from Toril. Due to the presence of the observatory within the roof, the temple frequently bustles with scholars and mages utilizing the telescope to study the Keening Gloom. Visitors to the House of the Flowering Sun can expect a serene and welcoming environment to engage in spiritual practices and seek guidance from the divine. The temple serves as a centre for cultural and religious activities, fostering a deep connection to Corellon and encouraging the pursuit of knowledge among its worshippers. Services offered by the clerics of Corellon Spellcasting Service Cost Cure Wounds 10 gp Identify 20 gp Lesser Restoration 40 gp Prayer of Healing 40 gp Dispel Magic 90 gp Remove Curse 90 gp Speak with Dead 90 gp Divination 210 gp Greater Restoration 450 gp Raise Dead 1,000 gp Resurrection 3,000 gp True Resurrection 30,000 gp Despite the House of the Flowering Sun’s advantageous proximity to the healing properties of the Auroral Diamonds, the temple charges high prices for their clerics’ healing services. However, it is important to note that the temple’s financial practices are driven by a philanthropic mission. The lofty prices collected from their healing services are channeled into various charitable projects across the Astral Sea. The House of the Flowering Sun utilizes these funds to support initiatives such as constructing temples in distant towns, where access to healing and spiritual guidance may be limited. By establishing these temples, the House of the Flowering Sun extends its reach and provides assistance to communities in need. 17


Orion’s Orrery’s This educational facility is operated by Orion, a Deep Gnome with a deep passion for knowledge and expertise in the field of Wildspace. Located in an outbuilding adjacent to his home, the facility houses a wealth of resources such as orreries, star maps, and textbooks. Although these items are not available for sale, Orion serves as a valuable source of information for anyone seeking knowledge about wildspace. Orion takes great pride in the collection and creation of the materials within the facility. He personally crafted or acquired each item, ensuring their accuracy and relevance. While he believes that everything in the store is up to date, it’s important to note that Orion has not embarked on a Spelljammer expedition in over 30 years. Therefore, the information he provides may not account for recent developments or discoveries. NPC - Orion Cleverclogs (Lawful Good Rock Gnome Cartographer) Orion is a retired Spelljammer Cartographer and former Captain who dedicated countless years to sailing the vast expanse of the Astral Sea. Throughout his extensive travels, he diligently documented the sights, sounds, and even the distinct aromas he encountered along the way. According to Orion, the universe often emanates a peculiar mix of burnt toast and rotten eggs, a unique olfactory experience that has become a nostalgic reminder of his time spent among the stars. Now settled in the Radiant Citadel, Orion spends his days reminiscing about his adventures and eagerly shares his wealth of knowledge with anyone who shows the slightest interest in his cartographic expeditions or voyages. He has a deep longing for the stars and the vastness of the cosmos, which motivates him to embark on short excursions to some of the founding civilizations that boast clear skies, allowing him to relish in the beauty of the night sky once more. In retirement, Orion resides in the Citadel alongside his wife Astrid, an Astral Elf with family ties to the star arcade. Together, they cherish the tranquil life they have built within the bustling city. Ethereal Delights Ethereal Delights, overseen by the Wood Elf triplets Colo, Gal’Colo, and Cola’Kia Seminarian, stands as an otherworldly plant nursery within the star arcade. Having retired to the Radiant Citadel with a wealth of goods accumulated over centuries of traversing the Astral Sea, the trio’s crates brim with an assortment of plants, cuttings, fungi, spores, and more, each possessing unique properties when consumed. In simpler terms, they cultivate and distribute drugs. While Ethereal Delights does not operate as a traditional shop, the Seminarians generously offer a small selection of “samples” to the public. These samples provide a glimpse into the extraordinary effects and experiences that their cultivated plants can offer. However, it is important to note that their offerings may have psychoactive or mind-altering properties, catering to those seeking unique sensations or alternate states of consciousness. NPC’s - Colo, Gal’Colo & Cola’Kia Seminarian (Chaotic Good Wood Elves) These triplets are basically stoned 24/7. They are a prime example of home testing. Their attitude varies from visit to visit, depending on what crop they have ‘harvested’ that day. All three of the Seminarians are Land (Forest) Druids and occasionally unintentionally wildshape into cats. Ethereal Delights (Drugs) All drugs require a DC 5 Constitution saving throw after the effects wear off. On a successful save, nothing adverse happens. If the player fails, they develop an addiction. They must roll a d10 to determine how many days they have before they need another dose. If the player doesn’t get their fix, they have disadvantage on all rolls for 1d10 days (this disadvantage is nullified if their drug of choice is taken). After this period, if they have stayed clean, they will have gone through withdrawal, and the addiction will be gone. Drug addictions cannot be removed by magical means. Drugs Drug Cost Save Description and effect Edder 20gp DC10 Arcana A fine blue powder that can be inhaled or smoked, that restores a 1st level spell slot. You lose a 1st level spell slot on a failed arcana check Wyrmwood 5gp DC10 Intellidence This herb can be steeped into tea, allowing the drinker to understand Draconic. On a failed Intelligence save they ‘THINK’ they can understand Draconic Anadian Poppy Milk 20gp DC10 Constitution This milky fluid heals 1d4 hit points. It the drinker fails their Constitution save however, they fall asleep for 1d4 hours Cordycep Mushrooms 30gp N/A When this thin orange mushroom is consumed it gives the effects of a barbarians rage for 1d4 rounds Fizzy Lifting Wine 30gp DC10 Constitution After consuming this over fermented wine you levitate at a rate of 10 feet per round for 1d4 rounds at which point you descend at the same rate. If you fail the save you throw up when you land. Stormrock 10gp N/A If you chew this sulphurous clover for 30 seconds you voice become deep and booming for 10 minutes, as per the Thaumaturgy spell 18


Fairy Apple Tree In the heart of a wooded area in the Star Arcade stands a seemingly ordinary apple tree. This tree produces a single apple each day, and that apple contains only one seed. The apple itself is exceptionally juicy with a purple-tinted skin, reminiscent of a Chinese pear. When consumed, the apple is incredibly delicious, and most individuals won’t notice anything unusual. However, if the apple is eaten next to the tree on the first day of the month, something remarkable happens. Eating the apple near the tree on the first day of the month grants the consumer the ability to see portals to the Feywild. Additionally, on that specific day, a portal to the Feywild opens within the trunk of the tree. Stepping through this portal transports the individual to an alternate version of the Radiant Citadel. In this alternate version, the entire surface is covered in lush forests and greenery, including the Auroral Diamond itself. Although there are no buildings or people, various animals can be found, such as deer, badgers, elks, and more. When looking up, instead of the pastel fog of the Deep Ethereal, one can see a breathtaking starry sky with countless stars. Furthermore, enormous creatures resembling prehistoric sea creatures populate this version of the citadel, adorned with vibrant green foliage. Madam Drusill Incredibly Accurate Fortunes This gaudy purple and gold storefront conspicuously stands out amidst the surroundings of the Star Arcade. Positioned just beyond the entrance to the arcade, every visitor must pass by it, much to the dismay of the local residents. The storefront belongs to Drusill, a mystic who offers fortune-telling services for a nominal fee. However, like many practitioners of the mystical arts, her predictions tend to be vague and cryptic. It remains uncertain whether she truly possesses the ability to see into the future or if she is merely a purveyor of empty promises. NPC - Drusill Raerardir (Whiteunicorn) (Neutral Evil Great Old One Warlock, Astral Elf) Clad in an ensemble of purple and gold, Madam Drusill presents herself with a distinct style that mirrors the appearance of her store. Her exact age remains a mystery, but it is widely speculated that she has surpassed the millennium mark. In her earlier years, Drusill led a life of adventure, predominantly exploring the realms of the planet Natune. This planet, resembling a half-sphere and bearing resemblance to Eberron, served as her primary adventuring grounds. Despite skepticism from others, Drusill firmly believes in the authenticity of her predictions, unwavering in her conviction. Incredibly Accurate Fortunes d20 Fortune 1 Do not trust your thoughts. They will hinder your victory. 2 A helping hand will come from an unlikely place. Trust it at your own peril. 3 Seek the Egg of Stone; Face the Dragon! 4 Greed is a poor man’s compass, and I see gold and riches in your future. 5 Your money, here, have it back. The fortune you’ve asked me to read, never shall I speak of it in this life or any hereafter. 6 Your hands will taste of orange in the near future. 7 One for the fire, two for the clouds, and three for the knights. 8 Don’t move when the night song comes, or you’ll gain something you don’t want, and lose something you wanted to keep. 9 The poison of the moon lies only once. 10 Today was possibly the most important day of your life! Congrat.. oh… you missed it… tsk tsk tsk… What a shame… A do-over, then! Tomorrow you will wake up and it will be today. Make sure you return or that decree will stay. OK, Bye! 11 Speak Not The Name Unspoken; They Listen, Always. 12 Gaze through the cracked window, and only then will you see clearly. 13 If you believe in telekinesis, raise my hand. (Madam Drusill then proceeds to raise their hand). 14 The truth will come from a child’s toy. The lie will come from a weapon. 15 A copper for the maid, a silver to the beggar, and a gold for a lonely tune, may the vault of riches open to you. 16 When the leaves fall from the trees so too shall the stars fall from the sky. 17 A single wolf is slaughtered by many enemies that surround it. Let this be a warning sign of danger that is preventable by the pack. 18 You will find the answer to a long, mysterious riddle in your family bloodline buried between two oak trees, west of the village you grew up in. 19 Between silver and gold, choose evil’s bane. Between fire and chill, the lady’s kiss. 20 Your actions have had unintended and unforeseeable consequences, and have placed into action the final piece of that which now approaches you. You are the harbinger of your own death 19


Tish Tosh’s Useful Things Tish Tosh’s Useful Things is a mobile shop that lacks a fixed abode, constantly shifting it’s location within the Radiant Citadel. However, it is frequently spotted in the bustling Star Arcade. The proprietor of this unconventional establishment is Tish Tosh Brimble, a shrewd individual who strategically positions the cart near the ancient Astral Elves residing in the arcade. Tish Tosh firmly believes that these Elven residents possess a surplus of disposable income. At Useful Things, a range of items are offered for sale, each carrying a distinct air of usefulness…useful to someone anyway, I’ll let you know when I find them. It is worth noting, however, that every item available for purchase has been acquired through less-than-legal means. Tish Tosh is keenly aware of the potential consequences of attempting to sell stolen goods back to their rightful owners within the Citadel walls, but they’ve not been caught yet. Although gold is the preferred payment, Tish Tosh is often hesitant to part with the pilfered items, valuing them more than the currency itself, and gods know they need the money! NPC - Tish Tosh Brimble (Chaotic Neutral Kender) Tish Tosh Brimble, originally hailing from Enstar on Krynn, has had a nomadic journey before settling in the Radiant Citadel. After a brief stint on Yeonida, Tish Tosh found the penalties for thievery in that realm too severe for their liking. As a passionate devotee of theft, Tish Tosh prefers a more lenient environment to pursue their illicit activities. They split their time between the citadel and the founding civilizations, dedicating two out of every ten days to exploring and pilfering valuable items. Tish Tosh possesses a particular fondness for magical items, despite lacking the inherent understanding of their true capabilities. They are drawn to the allure and potential value of these enchanted objects, although their comprehension of the practical applications may be limited. Tish Tosh tends to focus on acquiring items that offer substantial value but are relatively easier to steal, opting for low-hanging fruit rather than riskier endeavors. Examples of such items include a ring of invisibility that helpfully becomes invisible when worn or a cloak of disease immunity that confers protection from all illnesses, but only for the cloak. DM Notes. Tish Tosh is a Kender, so when roleplaying them, try to be as erratic as possible. When bartering for their wares, start at a ludicrously high price, gradually reducing it, and perhaps even stating a loftier price than your original one mid-negotiation. Magic Items? None of these items have a set price and must be bartered for, but Tish Tosh will generally let things go for around 20gp. However, they always starts with a high asking price. For example, they might say, “I’ll let that ring go for 9,000gp!” Cloak of Disease Immunity The cloak cannot be infected by any diseases. Solar Torch This magical torch is devoid of heat and will stay lit as long as it’s in bright sunlight. Invisible Ring When activated, the ring turns invisible. Boots of Extra Action You gain an Action by tapping the heels together… but it takes an Action to do so. Decanter of Endless Water Decanter included, endless water sold separately. Wand of Create Wand When used, creates a new Wand of Create Wand, previous wand disintegrates. Hearth Potion Deals 1d4 fire damage when consumed. Scroll of Fire Detection If the area around the scroll is on fire, then the scroll will warn you. By burning. Because it’s paper. Ring of Drowning Immunity A full sized orange floatation ring. You cannot submerge whilst wearing it. The Orb of Slope Detection It rolls down any slope present. Magically, of course. Fingerless Gloves The gloves make your fingers invisible. A Magic Spoon Anything eaten from this spoon has the effect of remove poison. However, any food eaten with this spoon always tastes awful. Fire Arrow Any creature hit is immediately and inextricably fired from any employment they have. Amulet of Detect Magic When the wearer concentrates on this amulet, it will magically detect the closest magical item: itself… Potion of Bravery It’s just a regular vial filled with ale. Stair of Extending A magical stair that can be comfortably carried on someone’s back and can extend up to 50ft. The only snag is that it’s really a mimic that each night (quiet time) tries to go back to its owner/feeder - the vendor. Goggles of Mind Reading When you wear these goggles, the world around you can hear your thoughts. Book for Dummies A book designed to learn the basics of a subject. Upon finishing it, the target can add +5 to the next roll made with disadvantage. However, all other rolls made within the next minute will also have disadvantage. Once read, it cannot be used again for this purpose. 20


The Gith Quarter nlike most of the people in the Radiant Citadel, the Gith (Githyanki and Githzerai) do not consider any of the founding civilizations their ancestral homes. The Gith reside in the in-between spaces, such as the deep ethereal and the astral plane, making their homes on the remains of long-dead creatures or deceased Gods. When the founding civilizations rediscovered the Citadel, the Gith were already there. They had discovered the citadel, which had been abandoned approximately 15 years prior. During their time in the citadel, they began to learn about the founding civilizations, so when the concord jewels started to arrive, it did not come as a surprise to them. Initially, the Gith were hostile towards the newcomers, but they eventually made a deal with the speakers. As part of the agreement, the Gith were granted the most luxurious district in the Citadel, as well as free access to the rest of the Citadel and the concord jewels. The Gith in the Gith Quarter tend to keep to themselves, operating their own private Spelljammer dock beneath the offices of Qoron’s Otherworldly Ore. The Dont Die Just like the posters plastered all over the Citadel say, The Don’t Die is under new ownership. Up until a few months ago, the massive tavern had been closed for business, with the previous owners leaving the Citadel for unknown reasons. The size and complexity of managing a tavern of this scale led to it’s prolonged closure. However, the new owners, a partnership between several businesses in the Citadel, have taken up the challenge of refurbishing and reopening the tavern, along with the reinstatement of the fighting pit. The fighting pit now hosts daily bouts, as well as competitions every tenday, monthly tournaments, and special events. The unique healing properties associated with the Auroral Diamond ensure that fatalities in the pit are almost unheard of, and injuries tend to heal up to 10 times faster than they normally would. 21


Pit Fighting at the Don’t Die A player can spend a portion of their downtime days participating in pit fighting. Players have the option to choose between competing in a single bout or entering a competition. In a competition, the player engages in three consecutive fights and must emerge victorious in all three matches to claim the prize. If they fail to win all three matches, they will not receive any rewards. How it Works For each fight players rolls 3 checks: 2 Skill checks and a Fortitude Check (See below). The skill checks are Athletics and Acrobatics and the DC for both is 2d10+5. Fortitude Check To make a fortitude check the play rolls a dice equal to the highest hit dice, they then add their Costitution Modifier and any levels they have in any of the martial classes (Fighter, Babrberian, Monk, Paladin). The DC for the fortitude check is also 2d10+5. For example, a 5th level Barbarian with a +3 Consituition Modifier would roll 1d12+5+3. The DM rolls the DC (2d10+5) for each check individually then compares the results to the players checks. Once you have the results consult the table below. Result Outcome Winnings 0 Successes Lose Your Bout 0gp 1 Successes Draw/Timed Out 10gp 2 Successes Win Your Bout 20gp 3 Successes Flawless Victory 40gp Becoming the Champion If a player wins 5 consecutive fights they are crowned the champion. Until they are defeated all of their winnings are doubled. Winning a competition counts as 2 wins in relation to being crowned the champion Qoron’s Otherworldly Ore (Head Office) This office building serves as a frontend for Qoron’s Otherworldly Ore, a mining company specializing in extracting ores from asteroids in the Qoron Belt using specially adapted Void Crushers. While the majority of the harvested raw materials are transported throughout the Astral Sea, a small portion is routed through the Citadel and distributed to the founding civilizations. This arrangement was established between the initial Speakers and the Gith who inhabited the Citadel prior to it’s reconnection with the founding civilizations. There is a hidden elevator within the office complex that provides access to a private Spelljammer dock located beneath the citadel. Despite the vast size of the office complex, it only employs three permanent staff members, one of whom is an elderly Githzerai named Sweet Marg. NPC - Sweet Marg (Neutral Good Githzerai) Sweet Marg, a Githzerai, has vivid memories of the Citadel before the arrival of the founding civilizations. She was a member of the Gith exploration party that first discovered the abandoned Citadel. Following the establishment of the Otherworldly Ore Head Office, Sweet Marg has taken on various roles within the company, including receptionist, accounting, and Gith Resource management. Sweet Marg was deep into her twilight years when she had a brief stint as an adventurer but found it unfulfilling and decided to pursue a more stable occupation. However, she overlooked the fact that she wouldn’t age while residing in the deep ethereal. As a result, she has been awaiting her death for hundreds of years, a fact she openly shares with anyone who is willing to listen. DM Notes Sweet Marg, with her morbid sense of humour and lack of filter, takes pleasure in making the players feel uncomfortable. She doesn’t shy away from sharing dark and unsettling jokes or making unsettling comments. Her blunt and sometimes inappropriate remarks can catch the players off guard and create an uncomfortable atmosphere. She seems to derive amusement from pushing boundaries and observing people’s reactions. 22


PPP Potions You can detect the aroma of PPP Potions even before setting your eyes on the shop. The captivating scent wafts from the kitchen, overpowering enough to prompt Giths in the vicinity to give the shop a wide berth. At times, the smell can be so potent that it causes your eyes to sting… or go blind, depending on what Bee is cooking. The shop is owned and operated by Bee Larson, an extraordinary woman who stands out even in a city as culturally diverse as the Citadel. Bee is a Thri Kreen, but she possesses distinct characteristics that set her apart from the average Thri Kreen. Her name, Bee, is a bit of clue, she has yellow and black striped carapace, compound eyes, and a set of fragile wings that unfortunately do not serve a functional purpose. Due to her unique appearance, more than half of her “customers” visit merely to stare or ask inappropriate questions about her stinger, oh yeah, she has a stinger. PPP Potions specializes in unique potions from Bee’s home world, a place she dreams of returning to one day. Bee Larson (Neutral Good Thri Kreen) Bee’s arrival in the Citadel remains a mystery to her. She vividly recalls concocting a potion of etherealness in her shop on her home world, and the next thing she knew, she was drifting through the pastel mists of the deep ethereal. Eventually, she was picked up by one of the Gith Void Crushers, which transported her to the Citadel. This occurred before the founding civilizations rediscovered the Citadel, adding to the enigma of her journey. Bee is a tall Thri Kreen woman with delicate wings resembling tissue, insectoid legs, and an abdomen resembling that of a bee, complete with a stinger. Unlike a bee, her stinger is not connected to her spinal column, so if she chooses to sting someone, she won’t face a mortal consequence. Her long black hair cascades down to her waist, but when she is diligently working, something she frequently does, she ties her hair up into a beehive. Although she longs to return to her home, the planet she calls home remains unknown to even the most seasoned Spelljammer captains. DM Notes Leaving Bee’s home world as a mystery adds an intriguing element to her backstory. It opens up possibilities that her world may be one of the founding civilizations that have yet to rediscover the Radiant Citadel. This unknown connection adds an air of anticipation and curiosity, leaving room for exploration and discovery in future adventures. Bee’s longing to return to her home world becomes a compelling motivation, fueling her desire to uncover the truth and find her way back. 23


Potions, Potions, Potions Potion of Virtue - 25gp Duration - 1 Minute Once consumed the drinker gains 1d4+1 temporary hit points Incense of Stability - 25gp Duration - Instantaneous This incense can be placed under a dying creatures nose, the magic within the salts will instantly stabilises the creature at 0hp. Endure Elements - 50gp Duration - 8 Hours A creature protected by endure elements suffers no harm from being in a hot or cold environment. It can exist comfortably in conditions between -50 and 140 degrees Fahrenheit without having to make Constitution Saves, or suffering a level of exhuastion. The creature’s equipment is likewise protected. Endure elements doesn’t provide any protection from fire or cold damage, nor does it protect against other environmental hazards such as smoke, lack of air, and so forth. Vanish Duration - Up to 6 Rounds This potions works as the invisibility spell, but the effects only lasts a number of round equal to the drinkers proficiency bonus Magic Fang - 50gp Duration - 1 Minute Magic fang gives one natural weapon of the subject a +1 magical bonus on attack and damage rolls. The spell can affect a slam attack, fist, bite, or other natural weapon. Magic Weapon (Oil) - 50gp Duration - 1 Minute Magic weapon gives a weapon a +1 magical bonus on attack and damage rolls. This bonus does not stack with other bonus’s Improved Magic Weapon (Oil) - 200gp Duration - 1 Minutes Works as Magic Weapon, but does stack with other magical bonus’s, up to +3 Bless Weapon (Oil) - 100gp Duration - 1 Minute For the duration your weapon is considered Holy. While Holy, the weapon has a +1 magical bonus against, evil aligned creatures, it also bypasses any damage resistances (not immunity’s) the evil aligned creature may have. Shillelagh (Oil) Duration - 1 Minute Your nonmagical club or quarterstaff (any wooden weapon) becomes a weapon with a +1 magical bonus on attack and damage rolls. Additionally the damage dice increases by 1 factor (so a d6 would become a d8, and a d12 would become 2d8) Refine Improvised Weapon (Oil) Duration - 10 Minutes You transform an improvised weapon into an equivalent simple or martial weapon . This effect does not alter the weapon’s shape or appearance in any way. For example, if this spell is cast on a chair leg, a butter knife, or a pitchfork, the items function as a club, a dagger, or a trident, respectively, but the items look no different than they did before the oil was applied. Acute Senses - 300gp Duration - 10 Minutes The drinker gains a +10 magical bonus on Perception checks. Bulls Strength - 300gp Duration - 1 Minute The drinker becomes stronger. The spell grants a +4 magical bonus to Strength, adding the usual benefits to melee attack rolls, melee damage rolls, and other uses of the Strength modifier. Bear’s Endurance - 300gp Duration - 1 Minute The affected creature gains greater vitality and stamina. The spell grants the subject a +4 magical bonus to Constitution, which adds the usual benefits to hit points, Constitution Saves, Constitution checks, and so forth. 24


Cat’s Grace - 300gp Duration - 1 Minute The transmuted creature becomes more graceful, agile, and coordinated. The spell grants a +4 magical bonus to Dexterity, adding the usual benefits to AC, Dexterity Saves, and other uses of the Dexterity modifier. Eagle’s Splendour - 300gp Duration - 1 Minute The transmuted creature becomes more poised, articulate, and charismatic. The spell grants a +4 magical bonus to Charisma, adding the usual benefits to Charisma-based skill checks and other uses of the Charisma modifier. Paladins (and other spellcasters who rely on Charisma) affected by this spell do not gain any additional bonus spells for the increased Charisma, but the save DCs for spells they cast while under this spell’s effect do increase. Fox’s Cunning Duration - 1 Minute The transmuted creature becomes smarter. The spell grants a +4 magical bonus to Intelligence, adding the usual benefits to Intelligence-based skill checks and other uses of the Intelligence modifier. Wizards (and other spellcasters who rely on Intelligence) affected by this spell do not gain any additional bonus spells for the increased Intelligence, but the save DCs for spells they cast while under this spell’s effect do increase. Owl’s Wisdom Duration - 1 Minute The transmuted creature becomes wiser. The spell grants a +4 magical bonus to Wisdom, adding the usual benefit to Wisdom-related skills. Clerics, druids, and rangers (and other Wisdom-based spellcasters) who receive owl’s wisdom do not gain any additional bonus spells for the increased Wisdom, but the save DCs for their spells increase. Keen Edge (Oil) - 750gp Duration - 10 Minutes This spell makes a weapon magically keen, improving its ability to deal vicious blows. This transmutation doubles the threat range of the weapon. A threat range of 20 becomes 19-20, a threat range of 19-20 becomes 17-20, and a threat range of 18-20 becomes 15-20. The oil can only be applied on piercing or slashing weapons. If applied on arrows or crossbow bolts, the keen edge on a particular projectile ends after one use, whether or not the missile strikes it’s intended target. Countless Eyes - 750gp Duration - 1 Minute The drinker sprouts extra eyes all over it’s body, including on the back of its head. They cannot be surprised, and they have a +4 magical bonus on Dexterity Saves. Rage - 750gp Duration - 1 Minute For the duration the drinker enters into a Rage, they have advantage of strength based attacks and are resistant to bludgeoning, piercing and slashing damage. When the effects of the potion wear off the drinker gains 1 level of exhaustion. Flame Arrow (Oil) - 750gp Duration - 10 Minutes This oil allows you to turn ammunition (such as arrows, crossbow bolts, shuriken, and sling stones) into fiery projectiles. Each piece of ammunition deals an extra 1d6 points of fire damage to any target it hits. A flaming projectile can easily ignite a flammable object or structure, but it won’t ignite a creature it strikes. 25


Netheril Times When your players first enter the Netheril Times read the following: The Netheril Times is a spacious and open room with a prominent long walnut bar spanning the entire back wall. Behind the bar, numerous large oak barrels can be seen, their number rivaling the bustling staff pouring drinks for the numerous patrons. On the left and right sides of the bar, two large tables, approximately 60 feet in length and 4 feet in height, stand prominently. The individuals seated at these tables are adorned in a haphazardly assembled uniform. Those seated at the left table feature accents of white in their attire, while those at the right table display splashes of black. In the center of the room, a continuous wooden beam has been placed to enclose a rough rectangle of trampled earth, creating a designated area. Additionally, another wooden beam bisects the rectangle, running almost the entire length of the space. The Netheril Times is not just a typical tavern but also a venue for an entertaining spectacle. While patrons can certainly visit for a drink and a meal, the main attraction is the jousting show. At the heart of the tavern is a dedicated area where jousting tournaments take place. Two teams, the Dark Knights and the Light Sabres, have been participating in these tournaments since the establishment of the tavern over five years ago. While the teams remain the same, the individual combatants change regularly, allowing anyone with the necessary skills to join by paying the sign-up fee. Participating in the jousting tournaments brings various benefits. Apart from the chance to win a substantial amount of gold for triumphing in their bouts, the competitors enjoy a significant discount on food and drinks if their team is currently leading in the cumulative score. This score has never been reset since the inception of the tournaments, adding a sense of ongoing competition and excitement to the atmosphere of the tavern. Jousting At The Netheril Times Prerequisite : Proficiency with Martial Weapons/Lance & proficiency in Animal Handling A player can spend a number of days Jousting. Players wishing to compete must pay a one off 50gp singing on fee, and then choose which team they wish to represent, The Dark Knights or The Light Sabres. How it Works Players rolls 3 checks, 1 Skill check, 1 attack roll, then an Fortitude Check (See below). The skill check is Animal Handling and DC is 2d10+5. The attack roll is made with a Lance, players do not need to own a lance, but if they have a lance with additional bonus’s (such as a +1), these bonus’s can be added to their attack roll. The AC they are aiming to beat is 2d10+5. Fortitude Check To make a fortitude check the play rolls a dice equal to the highest hit dice, they then add their Costitution Modifier and any levels they have in any of the martial classes (Fighter, Babrberian, Monk, Paladin). The DC for the fortitude check is also 2d10+5. For example, a 5th level Barbarian with a +3 Consituition Modifier would roll 1d12+5+3. The DM rolls the DC (2d10+5) for each check individually then compares the results to the players checks. Once you have the results consult the table below. Result Outcome Winnings 0 Successes Lose Your Bout 0gp 1 Successes Draw/Timed Out 15gp 2 Successes Win Your Bout 30gp 3 Successes Flawless Victory 60gp After each bout you will need to update the Netheril Times score board (see below). Additional, if your team is currently in the lead, (see score board). You are given a massive discount on food, drink and accommodation (50% off) at the Netheril Times. Netheril Times Score Board The Dark Knights - 4756 The Light Sabres - 4731 Each Victory adds one to the scoreboard for the Jousters team. 26


Custodian of Strife Mouseion This grandiose building serves as a museum, documenting the Gith’s long history of war against the Mind Flayers. Within the building, there is also a small chapel dedicated to Vlaakith, the Lich Queen. While the Gith are not a religious species, this chapel helps the Gith of the Radiant Citadel feel closer to Tu’narath, their spiritual home. NPC - Arc Bromide (Chaotic Githzerai) Arc serves as the closest thing to a cleric you will find in the Gith Quarter. He essentially lives at the chapel of Vlaakith, often forgetting to return to his own home. Arc comes from a mixed heritage, with his father being a Githzerai and his mother being a dwarf. While he inherited his mother’s height and skin tone, the rest of his features are distinctly Gith. Arc was born in Whitechapel, a dwarven stronghold located in the Tears of Selune. His birth coincided with the Citadel being attacked by a massive asteroid spider. Due to the unconventional circumstances of his birth, Arc suffered some knocks and bumps that left a lasting impact on his mental faculties. He speaks of people, ancient heroes, demi-gods, and deities as if he personally knows them, going as far as claiming to be good friends with AO himself. Most people dismiss his ramblings as the imaginings of a deranged man, never bothering to factcheck his claims. However, if they were to investigate, they would discover that much of what he says is actually true. DM Notes. Arc is known for speaking in riddles and proverbs, making it challenging to engage in straightforward conversations with him. However, he possesses a deep knowledge of Vlaakith and is more than willing to assist anyone who seeks to learn about her. Githyanki Hatchery The Hatchery is exactly what it’s name suggests, but it encompasses much more than that. Egg Mothers take care of Gith eggs until they are ready to hatch. Once hatched, the Egg Mothers accompany the newborn Gith to one of the nurseries in the founding civilizations. Most of these civilizations have their own nurseries, with the exception of Godsbreath. The destination of each Gith is predetermined by their parents. In the nurseries, the Gith are raised by individuals known as Guardians. This is where the Gith of the Citadel differ from their astral counterparts. Instead of being raised by Gith, those born in the Citadel are raised by the people of the founding civilizations, as part of the agreement made between the original Gith and the speakers. When Gith reach maturity, usually around the ages of 14 or 15, they return to the Citadel. The Egg Mothers are exclusively Gith, though not exclusively female. Siabsungkoh Nursery Located within the Temple of Ember, the Guardians responsible for raising the young Gith are a diverse group consisting of Kobolds, Gnomes, and Humans. These Guardians are all members of the Order of the Ember, devout followers of Kossuth, the Lord of Flames. The Gith raised in this environment tend to have a stronger connection to spirituality, although it should be noted that it does not necessarily make them religious. While it is uncommon for a Gith to choose to join the Order, it is not entirely unheard of. Astral Baths The Astral Baths in the Radiant Citadel are a popular destination for the wealthier residents as well as species native to the Astral Sea, such as the Gith and Astral Elves. Instead of traditional water, the baths are filled with a substance called Phlogiston, which permeates the Astral Sea. Because of its flammable nature, the bathhouse is protected by wards that inhibit fire, similar to those used in Candlekeep. These wards prevent species like Fire Genasi and creatures from the Elemental Plane of Fire from approaching within 500 feet of the baths. The Phlogiston used in the baths is not harvested from the Astral Sea; rather, it is created by a group of three Gith artificers who closely guard the formula. Natives of the Astral Sea often find the baths reminiscent of their home, experiencing a sense of euphoria and bliss. Some users of the baths even believe that it possesses rejuvenating properties, although this may seem peculiar in a city where people do not age. The possibility of a cataclysmic event targeting the Astral Baths during the campaign could be a dramatic and impactful twist. The Keening Gloom’s attack on the city, combined with a sphere of antimagic, would disable the antifire wards protecting the bathhouse. This catastrophic explosion would cause significant destruction, potentially affecting almost half of the Gith Quarter. The establishments, including The Don’t Die, Qoron’s Otherworldly Ore, and the Githyanki Hatchery, would be particularly vulnerable and could be destroyed in the process. This event would have farreaching consequences and create a major turning point in the campaign, forcing the players and inhabitants of the Radiant Citadel to deal with the aftermath and rebuild their lives. 27


The Trade Discal he Trade Discal, encircling the Auroral Diamond, stands as a massive marketplace facilitating fair trade among the founding civilizations. It primarily caters to the needs of cities, nations, and major trading companies rather than individual sellers or producers. The marketplace operates under strict regulations, including high taxes and fees, to ensure equitable trade practices. One of the unique features of the Trade Discal is its ability to transport large quantities of goods through the Concord Jewels swiftly and securely. This allows for the rapid movement of goods such as entire herds of animals or tons of metal ore. The Trade Discal plays a crucial role as a vital outlet for trade. Any disruption or harm to its functioning would have severe consequences for both the Radiant Citadel and the civilizations reliant on its trade. As a result, adventurers are occasionally hired to oversee the transportation of commodities to and from the Citadel or to negotiate on behalf of major trading companies or governments. While the process is generally smooth, the involvement of significant amounts of gold always carries some level of risk. Hawkins Bazaar The Bazaar serves as the central hub for mundane goods in the Radiant Citadel, acting as a crucial stop for trade goods en route to their final destinations. Amarann Hawkins, an Illuskan Human, leads the trade guild overseeing the operations of the Bazaar. As part of their role, Amarann negotiates prices for the market, setting a standardized price for all sellers. This ensures that everyone pays the same price for goods within the Bazaar. To maintain fair trade practices, strict regulations are enforced by the trade guild. Vendors are prohibited from inflating their prices or undercutting other vendors. Violations of these regulations can lead to severe consequences, including the revocation of their trade license by the trade guild. By implementing these measures, the Bazaar fosters an environment of fair competition and ensures a level playing field for all traders and customers within the marketplace. DM Notes Use Hawkins Bazaar as a way to bypass needless haggling for mundane items. Any non-magical weapon, set of armor, or piece of adventuring gear can be bought here for the price listed in the Player’s Handbook or Dungeon Master’s Guide. NPC - Amarann Hawkins (Lawful Good Human) Amarann was originally the head of the trade guild in Waterdeep. He was then headhunted by one of the Spelljammer captains who sailed to Toril via Selune/Leira. He is fiercely dedicated to his work, and because of this, he has never had a family. He is not sad about this; he doesn’t have the time to be. Hawkins introduced the universal price codex to the Bazaar, a market that was rife with corruption before. Visitors to the Bazaar are likely to spot Amarann darting from stall to stall. Just don’t try to start a conversation with him; he’s far too busy for that. 28


Community Nook Much like Hawkins, the Community Nook is another bazaar. But unlike Hawkins, the vendors that sell their wares in the Community Nook have rejected the Universal Price Codex. These sellers can sell what they want at whatever price they want. However, because they rejected the Universal Price Codex, they don’t have access to the goods brought into the citadel by the Leira Trading Company, the main company that transports goods between the founding civilizations and the citadel. As a result, prices in the Nook tend to be higher than in the Bazaar. Anyone wishing to sell in the Nook simply has to pay a 1gp rent for their stall, and then 5% of their profit goes towards maintaining the Nook. Running A Stall In The Nook Players wishing to run a stall in the Nook must possess the necessary skill or tool proficiency to create a product. Additionally, they must have the ability to gather sufficient resources to produce the item. This can be achieved through various means, such as having contacts inside or outside the citadel or utilizing other available resources. If they are the sole employee at the stall, they will need to make two quick checks to determine their daily earnings. If they spend multiple days working at their stall, the total gold earned will be multiplied by the number of days spent working. How it Works The first check is your Crafting Check, which determines how well you make your product. Roll a d20 check with the tools you are using to craft your product. The result of the roll will determine which dice you use for the final two rolls. Please refer to the table below for the corresponding dice: Skill/Tool Check Dice 1-3 d4 4-7 d6 8-11 d8 12-15 d10 16-18 d12 19 or above d20 Example. If you are producing Ethereal Ale and your crafting check result is 15, you would roll your bartering check with a d10. The second check is the Barter Check, which determines how well you can sell your product. Example. Using the previous example, if you roll a 5 on the barter check, you would earn 5 gold pieces from selling your product. If you spend 3 days of downtime selling your product, you would multiply this amount by 3, resulting in a total of 15 gold pieces earned. Hiring Staff A stall in the Nook is only able to accommodate one member of staff. You can earn gold passively if you have an employee working your stall; however, they must be paid a signing-on fee and will then take a share of your profits (on top of the Nook’s share and rent). When you have an employee, they make the rolls on your character’s behalf. Their skill and ability to sell the product differ wildly, as do their costs. See table below Name Signing on fee Wage/Share of Gold Skill Modifier Ciliren Aesatra 50gp 5% +1 Mannas Pughalath 100gp 10% +3 Jhirvis Dugalmath 200gp 20% +5 Vum 500gp 30% +7 Pimvias Bullroarer 1000gp 40% +10 Roll your employee’s check whenever you return to your stall, and multiply the result by the amount of time you have been away. Remember to subtract your employee’s wages from the final earnings. Example. You have employed Vum. Upon returning to your stall after being away for 5 days, roll the crafting check and add Vum’s +7 modifier to the result. Let’s say the result of the roll was 21. This means you will now roll a Barter check using a d20. Multiply this result by the number of days you have been away (5), and then subtract 30% (Vum’s wages) from the final earnings. 29


May’s Marvellous Magical Mantraps May’s would be best described as quaint. If you didn’t know it was there, you might miss it, tucked down a small side street just off of the Hawkins Bazaar. To those not in the know, May’s looks like a florist, and I suppose it is. She does sell flowers and plants from every one of the founding civilizations. But that’s not the unique selling point of May’s Marvellous Magical Mantraps. Mays specializes in carnivorous plants, specifically mantraps. But not just any mantraps, guard mantraps. With the help of her wife Cody, May figured out a way to magically bind a mantrap to a creature. Before they plant the bulb, Cody performs a magical ritual that allows the mantrap to form a blood tie with up to 8 creatures at once. This ritual also inhibits the mantrap’s size until the bond is formed and a command word is spoken. Likewise, when the command word is spoken a second time, the bond is broken and the mantrap shrinks back down to the size of a mundane house plant. May sells these mantraps for the low price of 50gp but always makes sure her “babies” are going to a good home. Potential customers must correctly answer a few choice questions first (DC10 Nature Check). A lot of her customers use the mantraps like you would a guard dog. That said, with crime being so low in the Citadel, May doesn’t have many customers within the Citadel itself. Most of her clientele come from one of the founding civilizations. How the Magical Mantraps Work To begin with, the mantraps appear as regular potted plants or miniature harmless versions of mantraps. However, they have the potential to become formidable once up to 8 creatures bond with them. To bond with the mantrap, each creature must provide a drop of their blood and speak the plant’s specific command word. May will provide the command word upon purchasing the plant, as each mantrap has its own unique word. Once the command word is spoken, the plant will rapidly grow to the size of a fully matured mantrap. It remains stationary unless it needs to pursue an adversary, and it will consider anyone who has fed it blood as an ally. However, it will perceive everyone else as an enemy or potential meal. May designed these plants as deterrents, which is why she suppressed their Attractive Pollen ability (From the Mantrap Stat Block). Potential Command Words. Cutie. Sugarbo, Sweetie pie. Mr Biggles, Karen, lil’ Squish 30


Arms of Hadar This firearm shop is owned by a hippo-headed individual named Hadar. At first glance, one might mistake Hadar for a diminutive Giff, but in reality, Hadar is an Ardling with a hippo head. In addition to being a shop, the Arms of Hadar also serves as a shooting range. People from all over the citadel visit the establishment to learn how to use firearms. Hadar offers a wide range of firearms, starting from basic pistols all the way up to laser rifles. Hadar has a passion for discovering new weapons and is willing to pay a premium to acquire them. Price list Gun Cost Pistol 250gp Revolver 500gp Shotgun 500gp Musket 500gp Pyroconverger 500gp Automatic Pistol 750gp Hunting Rifle 750gp Automatic Rifle 1000gp Laser Pistol 1000gp Laser Rifle 1500gp Antimatter Rifle 50000gp Specialist Guns Dragons Bane Shotgun - 1000gp Requires attunement (optional) Weight 7lbs Damage 2d8 piercing Range 30/90 feet Tags - Reload - Two Handed - Heavy This shotgun is imbued with special properties that grant it additional damage against creatures of the dragon subtype. It deals an extra 2d6 damage when used against dragons, wyverns, drakes, and similar creatures. Furthermore, it inflicts an additional 1d6 damage against creatures that follow or worship dragons, such as members of the Cult of the Dragons. Once attuned to the shotgun, you gain the ability to summon the gun to your free hand using a bonus action. However, this feature only works if the shotgun is located on the same plane of existence as you. Spell Sniper Pistol - 750gp Weight 5lbs Damage (Depends on the spell) Range 30/90feet This firearms looks like a normal pistol, but instead of a traditional bullet barrel, it features an arcane cartridge. This unique ammunition allows a spellcaster to infuse it with a chosen offensive cantrip they know. To imbue the cantrip into the cartridge, the spellcaster must dedicate between 4 and 8 hours (duration determined by rolls or circumstances). It’s important to note that the cantrip chosen for infusion should not involve a saving throw DC. Once the cantrip is imbued, the cartridge can hold up to 10 charges, each representing a single use of the cantrip. When the trigger is pulled, the arcane energy within the cartridge is unleashed, unleashing the power of the infused cantrip upon the target. Named Bullets - 100gp for clip of 10 Before firing the gun, you must whisper the actual name of the target, not a nickname or creature type. Line of sight is not required, but the target must be within the firearm’s normal range. When taking this shot, you have advantage, and the bullet has the uncanny ability to navigate around people and objects, ensuring it only hits the named target (unless you roll below the target’s Armor Class). This unique feature allows for precise targeting and increases the likelihood of successfully striking the intended individual. Firearms Proficiency Players wishing to gain proficiency in Firearms can spend fifty days training at the Arms of Hadar. Each training session lasts two hours and costs 5gp per session. It is not necessary for the training to take place in one continuous fifty-day block but must be completed within a year. Furthermore, a player cannot train more than once a day. Alternatively, if another player with proficiency in firearms is willing to teach them, the number of days needed to gain proficiency can be reduced by a number equal to the trainer’s Dexterity score. This allows for a faster acquisition of proficiency under the guidance of an experienced individual. Example Suppose you are being tutored by a Giff player character with a Dexterity score of 18. In this case, the total time and gold required to obtain proficiency in firearms would be 32 days, at a cost of 160gp. This reduction in training time and cost is due to the expertise and guidance provided by the Giff tutor, making the learning process more efficient. 31


Paws For Thought (Mount Shop) Paws for Thought is an eccentric pet shop, unlike any other. Stepping through it’s doors, one would feel as though they have entered a nature reserve rather than a commercial establishment. What makes Paws unique is the absence of human staff. Instead, there are nine cats who possess the ability to communicate telepathically. These feline assistants are more than capable of helping customers find their perfect mounts. It remains a mystery as to how these cats manage to feed and maintain the extensive menagerie within the shop, as well as why the animals coexist peacefully without aggression. All the animals roam freely throughout the shop, allowing patrons to interact with them, even the elephants. Mounts acquired from Paws are known to exhibit exceptional loyalty, often obeying basic commands without the need for animal handling checks. Animal Companion Prices Mount Price Axe Beak 50gp Camel 50gp Donkey 8gp Draft Horse 50gp Elephant 200gp Mastiff 25gp Moorbounder 500gp Mule 8gp Pony 30gp Riding Horse 75gp Warhorse 400gp Wolf 50gp Kingdom Scrolls You may have come across the expression, “Give an infinite number of monkeys an infinite supply of parchment, and eventually they will write the complete works of Volo.” Well, the owners of Kingdom Scrolls took that idea and turned it into a business. To the public, this shop appears to be a simple kiosk nestled against the side of a warehouse. Customers can approach the clerk, request a specific scroll, pay the fee, and in an instant, the scroll appears in a hatch below the serving window. It seems convenient and straightforward. However, if you were to venture through the door at the back of the kiosk, you would witness the somewhat unethical truth. Inside, you’d find rows of long tables, with hundreds of apprentice wizards diligently working day and night to curate scrolls for the public. These wizards are not being held against their will; they have willingly chosen to be a part of this arrangement. The pay they receive from Kingdom Scrolls is meager, but many of these wizards are students in need of funds for costly spell components and tuition fees at the numerous colleges in the Citadel. Despite the low wages, there is a constant influx of apprentices eager to work these demanding shifts. The reason behind this lies in the invaluable knowledge they gain from their fellow wizards. Working alongside others who possess different spells and magical expertise provides an opportunity for mutual learning. By observing their colleagues as they meticulously draw arcane symbols, perform specific movements, and utter incantations, the apprentices gradually absorb these techniques into their own subconscious minds. Price List Rarity Spell Level Cost Common Cantrip 30gp Common 1st 50gp Uncommon 2nd 500gp Uncommon 3rd 1,000gp Rare 4th 5,000gp Rare 5th 10,000gp Very Rare 6th 30,000gp Very Rare 7th 50,000gp Very Rare 8th 100,000gp Legendary 9th 500,000gp It is worth noting that spell scrolls of 6th level or higher are not readily available at Kingdom Scrolls. Instead, they are made to order. Several skilled wizards collaborate and work in conjunction for an extended period, often up to one month, to meticulously create these rarer and more powerful scrolls. 32


Patricia West’s Employment Agency If you’re seeking employment opportunities in the citadel and don’t mind getting your hands dirty, there are two recommended establishments to consider: The Fat Chance Saloon located in the Court of Whispers, and Patricia’s. For those in need of hired help, Patricia’s employment agency is the place to go. They offer a wide variety of adventurers for hire, available in 5-day blocks to assist you with all your adventuring needs. The prices for hiring these “Hirelings” vary greatly depending on their skills and expertise. Untrained workers are available at a rate of 2 silver pieces per day (1 gold piece per work week), while skilled spellcasters such as mages or warlocks can be hired at a cost of 50 gold pieces per day (250 gold pieces per work week). NPC - Patricia West (Lawful Good Human) Years of experience and a heavy heart have etched deep lines on Patricia West’s face, giving her a weathered and tired appearance. Her once vibrant eyes now carry a hint of sadness, a constant reminder of her son’s disappearance. Her silver hair, streaked with strands of gray, is usually pulled back in a practical bun, with a few loose wisps framing her face. Despite the weight she carries, Patricia remains a pillar of resilience and determination. She dresses in practical attire, donning a worn leather vest over a simple blouse and trousers. A pendant with an engraved symbol of hope, a memento from her son, hangs around her neck, serving as a bittersweet reminder. With a voice that holds both weariness and a hint of underlying strength, Patricia continues to run the agency, connecting adventurers with quests and offering a glimmer of opportunity amidst the uncertainty of the adventuring world. Though jaded, she still harbours a spark of hope, keeping vigil for her son’s return and serving as a beacon of caution to those who venture into the unpredictable realm of heroes and quests. Hireling Prices Experience/Trade Price Untrained (commoner) 2sp per day Bard 20gp per day Berserker 10gp per day Priest 30gp per day Druid 10gp per day Soldier 10gp per day Monk (Githyanki) 20gp per day Knight 40gp per day Scout 10gp per day Spy 20gp per day Sorcerer (kobold) 40gp per day Mage 50gp per day Warlock 50gp per day 33


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