250 Chapter 3 | The Tales Strychnine 1 2 After following Strychnine’s map to the northwestern mountains, the characters descend into the mysterious caverns. However, as they begin to piece together the puzzle pieces of a tragedy, it soon becomes clear that Strychnine hasn’t been entirely forthright with her story. Entering the Caves The party can easily follow Strychnine’s map to the specified area in the northwestern mountains. Patches of overgrown cobblestone line your path as you trek deeper into the mountains, cold fog lingering around your ankles the higher you climb. Following the markings on Strychnine’s map, you approach a weathered stone archway, though the path beyond seems to be blocked by a cave-in. (1A) The cave-in is actually the front door to the abode within the caverns, cleverly disguised through illusory magic. A successful DC 15 Wisdom (Perception) check spots a keyhole hidden among the crevices of the cave-in. In addition to the illusory cave-in, the front door is guarded by an arcane ward to prevent unwanted individuals from forcing entry. The runes inscribed on the archway that power this defense system can be found via a spell like detect magic or with a successful DC 20 Intelligence (Investigation) check. Attempting to pick the lock requires a successful DC 18 Dexterity check using thieves’ tools, triggering the arcane ward’s defenses on a failure. Alternatively, characters may attempt to brute force their way through, requiring a successful DC 15 Strength (Athletics) check. However, using brute force triggers the arcane ward’s defenses regardless of success or failure. If the arcane ward’s defenses are triggered: Three runes at the center of the archway suddenly explode with brilliant green light. With a low growl, two misshapen piles of mud beside the door start to shift, growing in stature until they resemble something grotesquely humanoid, with green eyes smoldering over gaping mouths. Caverns Below Two clay golems arise to attack the party. Upon their defeat, the arcane ward is dispelled, and the characters can continue their attempts to break past the door (using the same DCs as before) without any further interruption. The passage beyond the door leads into the Library (2). Tunnel Chute Characters surveying the area for alternate means of entry can make either a DC 20 Intelligence (Investigation) or Wisdom (Survival) check. On a success, the characters spot a slightly worn trail in the nearby grass leading towards a small tunnel chute into the caverns. The party can attempt to enter either through the front door or the tunnel chute. This small gap in the mountainside can fit a creature of Small size or smaller. When Strychnine and Foxglove lived together in these caves, Foxglove used this secret passage to surprise his wife. If a character uses the chute, they must succeed on a DC 15 Dexterity (Acrobatics) check or take 1d6 bludgeoning damage from the fall. The chute leads into the living quarters (3). Library The library serves as the primary hub of the cave system residence. Stale air fills the room, thick layers of dust collecting on the alternating rows of bookshelves and desks. An open passageway in the northwest corner of the room leads to the living quarters (3), and in the center of the room sits a 10 foot diameter raised dais, with four roughhewn purple crystals at the cardinal points. Dead Magic. The purple crystals ringing the central dais nullify all magic within both the Library and the Living Quarters, akin to the effects of an antimagic field. The purpose of the crystals can be deduced with a successful DC 14 Intelligence (Arcana) check. Destroying all four crystals breaks their enchantments and allows magic to return to these areas. Each crystal has 20 hit points and an AC 15. If hit with a melee attack, the attacker must succeed on a DC 16 Dexterity saving throw or take 7 (2d6) force damage, as arcane energy backlashes from the crystal. 1 B
Chapter 3 | The Tales Strychnine 251 Dais The various shelves in the library are jam-packed with various books and scrolls. Characters looking for useful items can make a DC 20 Intelligence (Investigation) check. On a success, roll 1d6 and consult the Bookshelf Discoveries Table. Bookshelf Discoveries d6 Discovery 1 A mimic that takes the form of a yellowing dustcovered tome. 2 1d4 arcanist seminar pamphlets, signed by the seminar’s featured speaker, each worth 5 gp. 3 A first edition collection of cheesy romance novels by Magnus Victorian Albreight Erikson III worth a total of 10d10 gp. 4 A spell scroll, containing one of the following spells: dimension door, fabricate, or private sanctum. 5 A spell scroll, containing one of the following spells: animate objects, modify memory, or wall of force. 6 One of the following books: a tome of clear thought, a tome of leadership and influence, or a tome of understanding. Desks Each desk is covered in a haphazard assortment of journals and blueprints. Characters looking to parse through these papers can make a DC 15 Intelligence (Investigation) check or a DC 17 Wisdom (Perception) check. On a success, the character notices at least one of the following things: • A leather-bound journal filled with half-finished potion recipes, with the name “Strychnine” written in slanted cursive on the inside cover. • Crumpled blueprints for a specialized iron golem with enchanted gem enhancements, the primary notations in neat print scribbled over with panicked alterations in slanted cursive. • A card made of thick yellowed paper, with neat print that reads, “Happy Anniversary, ‘Nine! Love, Foxglove” • Three wrinkled sketches depicting, in order: a young tiefling woman with horns like a musk ox sitting pensively over a cauldron; a gnomish man with wild curly hair on one knee in front of the same tiefling woman; the tiefling woman and gnomish man standing hand-in-hand beneath an archway of flowers. • A necromancy book titled Forever with Us, with multiple pages from the chapter regarding preserving the souls of the deceased missing. On closer inspection, the stone surface of the dais is inscribed with long strings of arcane runes. Usually, the central dais in the room houses a teleportation gate that transports those who step through to the Laboratory on the secondary level. However, this gate is currently inactive due to the purple crystals creating a dead magic zone. A successful DC 13 Intelligence (Arcana) check deduces the purpose of the dais. Once the crystals have been destroyed, the dais reactivates: The runes inscribed all around the edge of the dais burn with brilliant green energy, before flooding the stone with light. In the haze now hovering over the dais, you can see brief flickers of what looks like another cavern. Stepping onto the dais transports a character to the Laboratory (4). Living Quarters Attached to the Library via a narrow side passage, the Living Quarters occupy a single room. A simple double bed with rumpled grey sheets sits on one side of the room, opposite a small kitchen set-up coated in a thick layer of dust. Bed The bed itself is built on top of a set of drawers, with a small nightstand to the right. Examining this area reveals that most of the drawers’ contents were hastily emptied a while ago, though a successful DC 15 Intelligence (Investigation) check or DC 18 Wisdom (Perception) check reveals a false bottom in the nightstand that hides an empty ring of spell storing. Kitchen Similar to the area around the bed, it appears as though most of the contents of this kitchen have been emptied a while ago. Various sketches dot the walls: some depict only a young tiefling woman with horns like a musk ox, sitting thoughtfully with flowers in her hair, while others show that same tiefling with a gnomish man with lush curly hair. A successful DC 12 Wisdom (Perception) check notices that each sketch is signed in the bottom right corner with the words, “For my love. From, Foxglove.” Bookshelves 2 A 3
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Chapter 3 | The Tales Strychnine 253 Be Careful What You Wish For When attempting to bind her husband’s soul to the golem, Strychnine cast wish using a spell scroll (the remains of which the characters find in the laboratory). However, the spell went awry, warping Foxglove’s soul beyond recognition and corrupting the golem. This resulted in Strychnine sealing away the laboratory, using the dead magic crystals found in the library, to prevent the golem from doing any more damage. As such, the golem emits a combined aura of conjuration and transmutation magic, and if characters attempt to release Fovglove’s soul from the golem using a spell like dispel magic, it should be treated as dispelling a 9th-level spell. The Golems The corrupted arcanist golem (see Appendix B: Stat Blocks) stands inactive at the far side of the room. As characters approach, they notice a small golden heart-shaped object hanging around its neck, with a small opal—matching the gem in the golem’s chest—set in the front. Characters can recognize this as the locket matching Strychnine’s description without needing to make a check. Attempting to remove the locket from the arcanist golem’s neck requires a DC 25 Dexterity (Sleight of Hand) check. On a success, a character is able to remove the locket from the golem’s neck before it awakes. However, on a failure, the golem awakes before the character can unclasp the locket, gaining surprise on the characters. A harsh metal creak suddenly grates in your ears, and the eyes of the golem’s helm flare with pale spectral light. From deep within the construct’s chest rumbles a shattered man’s voice, “Y-You...You did this.” One heavy boot lurches forward, then the other. “You BROKE me.” The sword in its hands flips upright, and the gem at the center of its chest begins to pulse. “I loved you. I trusted you. AND YOU BROKE ME.” Soulbound As the adventurers descend into the unsealed laboratory, they encounter the wreckage of Strychnine’s final failed experiment, and must help make peace with a grave tragedy to lay her beloved’s soul to rest at last. The Laboratory When you step onto the reactivated dais, you are teleported onto a similar dias at the edge of a secondary cavern where the laboratory is housed. This room is slightly larger than the library, with a radius of about 30 feet and sharp stalactites hanging about 90 feet above the ground. Between broken stalagmites, overturned tables and misshapen arcane equipment litter the area, amidst deep scorch marks gouged into the ground. The dais remains active even after you step away from it. Disassembled stone and iron golems ring the edge of the room. At the southern side of the cavern, directly opposite of the dais, stands a particularly large golem crafted from dull blue metal. Its gauntleted hands, each with three rubies embedded in the wrist, hold a jagged longsword pointed downwards, and a flickering iridescent opal sits embedded in its chest. The golem seems inactive at the moment, as the eyes of its fierce helm are devoid of any glow. A successful DC 13 Wisdom (Perception) check catches a small golden object clasped around the golem's neck. Broken Equipment Most of the remaining laboratory equipment left in the cavern has been destroyed beyond salvageability, though a successful DC 17 Intelligence (Investigation) check finds 1 potion of resistance and 1d4 potions of healing hidden in the rubble. Closer to the metal figure, scorched scraps of an expended spell scroll are scattered on the ground. A successful DC 20 Intelligence (Arcana) check identifies this as a used wish spell scroll. 4
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Chapter 3 | The Tales Strychnine 255 Throughout the encounter, Foxglove’s soul battles against the corrupted magic binding him to the golem, which results in Foxglove’s voice breaking through the golem and glitching the construct’s enchantments—for better or for worse. At the start of the arcanist golem’s turn, roll 1d6 and consult the Golem Glitch Table. Golem Glitch Table d6 Glitch 1 Purple lightning crackles around the golem’s neck, and Foxglove yells, “Stop—hurting—them!” For the next round, roll 1d4 and subtract the number rolled from every melee attack roll the golem makes. 2 For a second, Foxglove’s voice warbles in pitch, suddenly growing more robotic. “How could you hurt me like this?” it asks. For the next round, roll 1d4 and add the number rolled to every melee attack roll the golem makes. 3 Foxglove cries out, “This isn’t me! Stop!” For the next round, the golem’s movement is halved. 4 Foxglove’s voice stutters. “Broken. Broken. BroBroken.” The golem immediately recharges its Arcane Blast. 5 The golem jerkily lashes out. “I trusted you. Stop— STOP!” For the next round, the golem can make one extra melee attack. 6 Foxglove yells, “Let me out! Please!” For the next round, the golem makes one fewer melee attacks. Since the dais remains active, characters may choose to retreat without completing the encounter. However, if the characters do choose to stay and defeat the corrupted golem, proceed to “Letting Go.” Letting Go Reducing the corrupted arcanist golem to 0 hit points, or successfully dispelling the wish spell binding the soul to the golem, frees Foxglove and ends the encounter. When this happens: The golem shudders, then lurches to a stop, and the pale glow starts to fade from its eyes, trickling down until it forms the small spectral shape of a gnome standing in front of you. Wild curly hair halos his face, and wide round glasses sit in front of kind eyes. He smiles at you and says in a soft voice, “Thank you. Thank you so much.” If the characters have yet to retrieve the locket, add the following: He then steps forward and holds out his hand. Nestled in his palm is the locket, glinting faintly in the soft light of his form. “Tell her I forgive her.” Foxglove’s soul shimmers for a moment before fading away— at peace at last. Characters may attempt to harvest some gems from the defeated arcanist golem. Removing the arcane opal from the golem’s chest requires a DC 18 Dexterity (Sleight of Hand) check. On a success, the opal is removed from the golem with its enchantment intact (see appendix A: Magic Items); on a failure, the gem is still lifted from the chassis but loses its enchantment, instead becoming a mundane jewel worth 150 gp. The blood rubies are much smaller and require a DC 22 Dexterity (Sleight of Hand) check to remove them from the gauntlets, recovering 1d4+2 rubies on a success (see appendix A: Magic Items). Strychnine’s locket is shut with a complex puzzle lock that requires a successful DC 30 Intelligence (Investigation) check to open. Inside is a small sketch of Strychnine dancing with the same gnome that arose from the chassis of the golem, bright smiles on both their faces.
256 Chapter 3 | The Tales Strychnine Conclusion Strychnine awaits the party inside A Trip Away Inn, nursing a small tankard of ale. Their successful retrieval of her locket is met with extreme gratitude, and the tiefling potion maker gladly adds the characters to her roster of clients. Returning the Locket When the characters give the locket to Strychnine: Strychnine’s cold black eyes immediately soften, and she takes the locket from you with trembling hands. “Thank you,” she whispers. Her weathered fingers move in practiced patterns along the edge of the locket, and it swings open with a faint click. Inside, you glimpse a small sketch of a much younger Strychnine dancing happily with a gnomish man. And, for the first time since you’ve met her, you see the tiefling smile. If pressed, Strychnine admits that she did initially warp the truth about the locket and the caverns, but only because she herself still couldn’t face what she had done in her foolish attempt to keep Foxglove with her. Now that the adventurers have retrieved her beloved’s locket, she freely shares the full story of Foxglove’s tragedy with them, and admits her mistake in attempting to cheat death. Informing Strychnine of her husband’s freedom from the golem (and his forgiveness of his wife) brings joyful tears to her eyes. Rewards For a successful retrieval of her locket, Strychnine provides each character with either one vial of any poison or one rare potion of their choice. Strychnine also allows the characters to keep any magic items they recovered during their exploration of the caverns. Appendix A: Magic Items Blood Rubies Wondrous item, very rare You can spend a long rest affixing one of these deep red gemstones to a melee weapon of your choice. After, whenever you hit with this melee weapon, you can immediately expend the blood ruby’s charge to deal an extra 11 (3d6) force damage. A single melee weapon can have up to three blood rubies affixed to it. Blood rubies regain their expended charges after a long rest. Appendix B: Stat Blocks Strychnine Strychnine is a chaotic neutral Tiefling Archmage, with the following changes: • Strychnine has darkvision out to 60 feet. • In addition to the archmage’s existing damage resistances, Strychnine also has resistance to fire damage and immunity to poison damage. She is also immune to the poisoned condition. • Once per day, Strychnine can innately cast hellish rebuke at 2nd level. Charisma is her spellcasting ability for this trait, and the spell deals poison damage instead of fire damage. Arcane Opal Wondrous item, very rare This fist-sized opal flickers with iridescent arcane light. As an action on your turn, you can release a 15 foot cone of destructive magical energy outward from you. Each creature within the affected area must make a DC 19 Dexterity saving throw, taking 45 (10d8) damage on a failure and half as much on a success. The type of damage is determined by rolling 1d10 and consulting the table below. The opal recharges after a long or short rest. d10 Damage Type 1 Acid 2 Cold 3 Fire 4 Radiant 5 Lighting 6 Poison 7 Psychic 8 Necrotic 9 Force 10 Thunder
257 Corrupted Arcanist Golem Large construct, chaotic evil Reactions Arcane Absorbtion. When the golem is subjected to damage from a spell, it can use its reaction to absorb that magical energy to fuel itself. The golem takes no damage, instead regaining a number of hit points equal to the damage dealt. Additionally, when this feature is used, the golem recharges 1d6 blood rubies. Legendary Actions The golem can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time, and only at the end of another creature’s turn. The golem regains spent legendary actions at the start of its turn. Detect. The arcanist golem makes a Wisdom (Perception) check. Slam Attack. The arcanist golem makes a slam attack. Command (costs 2 Actions). If the arcanist golem has used a lair action to activate at least one allied golem, the arcanist golem can command one allied golem to make a single melee attack. Lair Actions On initiative count 20 (losing initiative ties), the golem takes a lair action to cause one of the following effects. The golem can’t use the same effect two rounds in a row: Ceiling Collapse. Part of the ceiling collapses above one creature that the golem can see within 120 feet of it. The creature must succeed on a DC 15 Dexterity saving throw or take 10 (3d6) bludgeoning damage and be knocked prone and buried. The buried target is restrained and unable to breathe or stand up. A creature can take an action to make a DC 10 Strength check, ending the buried state on a success. Flare. A flare of light erupts in a 20 foot-sphere centered on a point the golem can see. Each creature in that space must succeed on a DC 15 Constitution saving throw or be blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Lightning. Lightning arcs from the arcanist golem’s chest and strikes a stone golem at the edge of the room, activating it. This golem acts on its own initiative, protecting the arcanist golem as best it can. Challenge: 16 (15,000xp) | Initiative: -1 | Prof. Bonus: +6 armor class hit points speed 20 (natural armor) 210 (20d10 + 100) 30 ft. str dex con int wis cha 24 (+7) 9 (-1) 20 (+5) 10 (0) 12 (+1) 16 (+3) Damage Immunities necrotic, poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t adamantine Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned Senses Darkvision 120 ft., passive Perception 10 Languages Common, Gnomish, Infernal Immutable From. The golem is immune to any spell or effect that would alter its form. Magic Resistance. The golem has advantage on saving throws against spells and other magical effects. Magic Weapons. The golem’s weapon attacks are magical. Blood Rubies (6/day). When the golem hits a creature with a melee weapon attack, it can automatically expend a charge from one of its blood rubies to deal an additional 11 (3d6) force damage. The golem has six blood rubies total. Each ruby has one charge, and once expended, a ruby can only regain its charge via the golem’s arcane absorption feature. Actions Multiattack. The golem makes two melee attacks. Slam. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 20 (3d8 + 7) bludgeoning damage. Sword. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 23 (3d10 + 7) slashing damage. Arcane Blast. The golem releases a wave of arcane energy in a 15 foot cone from the opal embedded in its chest. Each creature in that area must succeed on a DC 19 Dexterity saving throw or take 45 (10d8) damage, half as much damage on a successful save. The damage type is determined by rolling 1d10 (1: acid, 2: cold, 3: fire, 4: radiant, 5: lightning, 6: poison, 7: psychic, 8: necrotic, 9: force, 10: thunder). Author’s Notes Makenzie De Armas is an independent tabletop game designer and writer. Known for her work as co-designer of MCDM Productions’ Kingdoms & Warfare and co-host of the podcast One On One: A D&D Duet Campaign, Makenzie also serves as the lead writer for The Islands of Sina Una and appears in various streamed TTRPG campaigns on Scratticus Academy. You can usually find her screaming into the void on Twitter at @MakenzieLaneDA.
258 Chapter 3 | The Tales Mist
Chapter 3 | The Tales Mist 259 Mist (They/Them) Doppelganger • Gambler Assumes the personality of whomever they impersonate. Confident, generous, and gregarious as Lord Léanin Eiriander. Otherwise anxious, insecure, and quick to make a poor bargain. As a doppelganger, Mist is rarely seen in their own form but can take the form of anyone. Mist first appears in the guise of Lord Léanin Eiriander, the male high elf form of a local silver dragon. Written by: Jessica Marcrum Adventure Level: 12-13 | Players: 4-6 Content Warnings: Gambling, Identity Theft, Mind Control The adventurers are hired by the noble elf Lord Léanin Eiriander, who is actually the doppelganger named Mist in disguise, to help him move his massive fortune from his forest home. Unbeknownst to Mist, Lord Léanin is the disguise of the local silver dragon, who is less than thrilled to return to his home mid-robbery. Pleading their case, Mist begs the party and the dragon to assist them with their large debt to an angry rakshasa. Silver dragons are known for their wealth and forgiveness, but Mist’s fate is ultimately in the party’s hands. Background Mist is their own worst enemy. They are constantly in debt, but are convinced that their next scheme is all it takes to get them back on their feet again. They are a wanted criminal in several towns, though no one knows their true shape and few know their name. Most recently, Mist cheated Ashira, a rakshasa who wants retribution through money and blood. Ashira has been tracking Mist, who believes that, if they can accrue enough money, she will forgive the debt entirely. Note that there is no real Lord Léanin Eiriander, at least not in this part of the world. Lord Léanin is an invention of the silver dragon, Mitusmons Risunix. Tavern Behavior Mist, in disguise as Lord Léanin, is drinking the finest wine at the tavern and gambling with a lively group. They are gambling unseemly amounts of coin, with no real regard for how much they lose or gain. Mitusmons Risunix, the silver dragon who appears as Lord Léanin, is a regular who rarely gambles but does appreciate a fine wine, and is known to be incredibly wealthy. Only Dreet and the ghost of Eddawyn know Lord Léanin and Mitusmons Risunix are the same creature, though many are aware of Mitusmons living somewhere in the mountains. Dreet is in awe of Mitusmons Risunix, and keeps his secret close. Hook Mist, in disguise as Lord Léanin, invites the party over for a game of dice. If the party refuses, Mist arranges for fine drinks to be sent to their table. Eventually, “Lord Léanin” asks them to help him sell some of his priceless possessions to cover his gambling debts. As payment, each member of the party may take a favorite piece of art or weaponry from Lord Léanin’s home.
260 Chapter 3 | The Tales Mist A Simple Job Near the back of the tavern, an exquisitely dressed high elf diverts a group of gamblers. He calls for another round, and one of the twins rushes over with the finest wine A Trip Away serves. Dramatis Personae Mist (they, them) Chaotic Neutral, doppelganger, currently under the guise of Lord Léanin Eiriander. They do not have Lord Léanin’s legendary resistance and can only cast cantrips. Lord Léanin Eiriander (he, him) Neutral Good, high elf sorcerer (see Appendix: Stat Blocks), a wealthy and carefree noble who lives in town, and is actually the silver dragon, Mitusmons Risunix, in disguise. Mitusmons Risunix (he, him) Neutral Good, adult silver dragon (see Appendix: Stat Blocks), a kind and wealthy dragon on vacation. Ashira (she, her) Lawful Evil, rakshasa, a fiend with a vendetta, assuming the form of a female human. Bartleby (she, her) Lawful Neutral, kobold, head servant of Lord Léanin’s home, knows Lord Léanin is actually Mitusmons Risunix, highly attentive to detail. A New Friend The high elf introduces himself as Lord Léanin Eiriander, and asks the party to join him for a round of drinks and a game of Liar’s Dice (see Pub Games pg. 41). Lord Léanin is casual with his money and friendly to everyone in the tavern. Mist frequently utilizes Read Thoughts when speaking with the party, but is too anxious to use it when gambling against hardened adventurers. Any adventurer currently having their thoughts read by Mist makes Charisma (Persuasion, Deception and Intimidation) and Wisdom (Insight and Perception) checks against them at disadvantage. If the adventurers turn down drinks, or do not join in the game, Lord Léanin approaches them directly. Reading their surface thoughts, he compliments them on something they are particularly proud of, or insecure about. Adventurers must succeed on a DC 25 Wisdom (Insight) check to realize their thoughts are being read. Failure leads them to believe Lord Léanin is merely highly perceptive. After attempting to ingratiate himself with the party, Lord Léanin asks them to assist him with a secret but important task: to help him quickly sell several of his prized possessions. He admits that he has several deep gambling debts and needs a few extra sets of hands, ideally attached to those who can maintain secrecy. Lord Léanin stresses the shame that would befall his family if his debt was uncovered. The adventurers must succeed on a DC 20 Wisdom (Insight) check to discern that his gambling debts are very real, but that there is more to the story. If pressed for more information, Lord Léanin reveals he has several buyers lined up already, who have each sworn to secrecy. Buyers include Izak Lott (magic items), Florence Neverbee (jewelry), and Ciriloth Faelunn (weapons). If adventurers choose to question any of them, all state they have known Lord Léanin for a long time and he seems like a kind, trustworthy elf. They’ve never known him to have money problems before, but they know misfortune can happen to anyone and they’ve learned not to pry. If the adventurers speak to other patrons, and succeed on a DC 15 Charisma (Persuasion) check, they learn that other patrons suspect they were recently cheated by Lord Léanin at Liar’s Dice and Tavern Dice. They note that this is very out of character for him. Lord Léanin offers that, in return for their quick service and discretion, each adventurer may take their favorite item from his home. He offers to take them to his estate, providing directions if they decline the offer to accompany him, and notes that he has some unusual servants on hand to assist with packing up.
Chapter 3 | The Tales Mist 261
262 Chapter 3 | The Tales Mist The Eiriander Estate After traveling through the woods, the path turns to a winding road lined with pines, widening to reveal exquisitely manicured grounds with lush gardens and marble fountains. Just beyond is an elegant manor, guarded by pines and statuaries. Every window is brightly lit from the inside, and movement is visible through the massive windows. Packing Up If the adventurers arrived with Lord Léanin, they are greeted by six well-dressed kobolds wearing matching servants’ uniforms. The kobolds bow deeply to Lord Léanin as Bartleby, an elegantly dressed kobold with a massive waxed mustache, presents herself, saying everyone has been hard at work since Lord Léanin left. If the adventurers arrive unescorted, they are greeted at the door by Bartleby, who invites them in and insists they begin work immediately. Bartleby has no patience for dilly-dallying and hands each character a bag, instructing them to begin by packing the jewelry. The house is massive and ornately furnished, with marble staircases, diamond chandeliers, and gilded vases holding exotic flowers. Kobolds are scurrying everywhere throwing jewelry, sculptures, and luxurious clothing haphazardly into sacks. Adventurers with Passive Perception of 15 or higher overhear several kobolds whispering to each other. If confronted alongside Lord Léanin, they bow and share that they are overjoyed to see his face. If confronted without Lord Léanin, adventurers who succeed on a DC 15 Charisma (Persuasion) check can convince them to share their confusion regarding Lord Léanin’s sudden return. They explain that he only recently departed for the mountains on an extended trip. Lord Léanin thanks the party for their assistance and happily provides them with a tour of his home, noting several priceless paintings, sculptures, and pieces of jewelry he is willing to part with. He also points out several magic items as possibilities for rewards (see Rewards section in the conclusion). Characters who succeed on a DC 18 Intelligence (History) check realize that the information Lord Léanin is sharing about the items in the house is generally accurate, but he is getting the details wrong for almost every item. The doorframes are massive and the ceilings are absurdly high in Lord Léanin’s home, though characters without experience with immense wealth may believe this is typical for nobility. Adventurers who succeed on a DC 18 Intelligence (History) check realize the rooms are larger than is fashionable for even the most ostentatious nobles. Adventurers who dawdle while packing receive a stern talking-to from Bartleby, and must succeed on a DC 20 Wisdom (Insight) check to notice Bartleby is unnerved beneath her steely exterior. Succeeding on a DC 18 Charisma (Persuasion) check, away from Lord Léanin convinces her to express her concern regarding Lord Léanin’s erratic behavior over the last several days. Succeeding on a DC 22 Charisma (Persuasion) check convinces Bartleby to share that she contacted Lord Léanin three days ago, using sending, to ask about his sudden return. The fact that he hasn’t mentioned it has her concerned for his wellbeing. If pressed for further information, she reveals that, as a longtime trusted servant of Lord Léanin’s, he taught her the spell in case of emergencies. If the adventurers continue to press the issue, proceed immediately to: Honey, I’m Home. The home takes several hours to pack, during which time Lord Léanin repeats how appreciative he is for the assistance, while reminding the adventurers that he is massively wealthy. The entire manor with its armory, safe, art gallery, greenhouse, and more is open to the party, as “everything must go.” Bartleby is close at hand, sternly overseeing the proceedings. Once several sacks are filled, proceed to: Honey, I’m Home. Honey, I’m Home The front door opens with a bang, and a second Lord Léanin walks into the manor. He demands to know who the party is and why they are robbing him. The Lord Léanin who hired the party is nowhere to be found, but in the place where they were last seen is a friendly tavern-goer of the GM’s choice, who is familiar to the party, wearing Lord Léanin’s robes. Mist, disguised as the tavern-goer, screams for help from Lord Léanin, crying that the party kidnapped them, dressed them up in Lord Léanin’s clothes, and planned to rob the Lord as part of a sick game. Lord Léanin is highly dubious but, if the party backs Mist’s claim, he is convinced. He informs the adventurers that, if they release their captive and return his treasures, he’ll forget the whole thing, as long as they leave town immediately. Adventurers who inform Lord Léanin of Mist’s deception must succeed on a DC 10 Charisma (Persuasion) check to convince him they meant no harm and were duped. Characters who enlist Bartlebys’ assistance in convincing Lord Léanin automatically succeed on this check. If she hasn’t previously informed everyone, Bartleby proudly shares she used sending to message Lord Léanin, informing him something was wrong at home.
Chapter 3 | The Tales Mist 263 Adventurers who succeed on a DC 15 Intelligence (Arcana) check know that the person who hired them is a doppelganger. If they fail this check, Lord Léanin shares his suspicion that the person pretending to be a kidnapped friend in his home is a doppelganger. He demands to know what kind of idiot would rob a sorcerer. Mist reveals their true name, but not their true shape, and shares that they have a massive debt to a southern woman named Ashira. Ashira is determined to get her money in either blood or gold. Mist hoped that, by robbing a wealthy elven noble, they could either pay her off or buy enough powerful magic to ensure they stayed hidden. Adventurers who succeed on a DC 18 Wisdom (Insight) check know Mist is holding information back. If pressed, Mist admits Ashira is more powerful than most sorcerers they’ve encountered, and they regret scamming her. Adventurers must succeed on a DC 20 Charisma (Persuasion or Intimidation) check for Mist to reveal Ashira is a rakshasa. If further pressed, Mist reveals they scammed Ashira by reading her mind at multiple gambling games, eventually bilking her out of 200,000 gp. She is less angry at the loss of income than she is at being beaten at her own game, as mental manipulation is a rakshasa’s prerogative. She demanded the full amount, plus damages, for the public humiliation this has caused her. If Mist reveals Ashira’s true rakshasa nature, the real Lord Léanin becomes notably angry and insists on intervening on Mist’s behalf. “Despicable creatures,” Lord Léanin hisses. “I’ve had dealings with them in the past. Unpleasant dealings. And if one is sniffing around here, then it serves everyone best if they’re gotten rid of.” He claps his hands and Bartleby orders the kobolds to begin unpacking at once. Lord Léanin casts a disdainful eye at Mist. “You’re a liar, a cheat, and a thief. However, what threatens you is a far greater evil. I will help you.” He cannot be swayed from this, going so far as to reveal his full dragon form if the party insists he stay behind. If Lord Léanin is unaware that Ashira is a rakshasa, he defers to the party’s wishes as to how to handle Mist’s situation. He argues that the party has been just as damaged by Mist’s shenanigans as he was, though he first commands the kobolds to begin unpacking his valuables and putting them away. He offers to act as a mediator, but does not insist on taking part unless Ashira is revealed to be a rakshasa. If the adventurers attack or kill Mist at any point, Lord Léanin demands they leave his home for acting violently. Characters can loot a hastily scrawled note from Mist’s body that reads, "Ashira is coming...the inn...have the coins... TONIGHT." Lord Léanin, actually Mitusmons Risunix in disguise, has been living for centuries as a kindly high elf sorcerer. While his kobold servants are aware of his true dragon form, he is loathe to assume his draconic form in front of strangers. If attacked, he fights as Lord Léanin Eiriander until reduced to 170 hit points, at which point he assumes his draconic form. If further reduced to 125 HP or fewer, Mitusmons Risunix disengages, casts greater invisibility, and flies away to escape. If characters refuse to leave, Lord Léanin attacks, utilizing legendary actions. Debt Collection The sun sets around A Trip Away Inn, and an elegant carriage pulls up to the front. A femme-presenting human, dressed in lush silks and velvets, daintily steps out of the carriage, accompanied by four knights. Ashira has arrived. There are at least 10 commoners in the bar as patrons, and all take note of her presence. She radiates power and elegance. Intimidation checks made by the party only work if they are accompanied by Lord Léanin. Due to her ability to read minds, Ashira is aware Lord Léanin is a dragon in disguise and has no desire to trifle with him. Otherwise, she finds attempts to intimidate her hilarious. In case of combat, if reduced to 55 HP or fewer, Ashira uses plane shift to flee. Based on how the party decide to handle the situation, there are multiple ways this encounter can go. Choose from one of the following options: Fair Payment, A Friendly Discussion, or Monster Fight.
264 Chapter 3 | The Tales Mist Ashira is surprised that her prey is so easy to catch, but grateful to the party for assistance. Licking her lips, she assures the party that Mist has whatever is coming to them, and offers them 5,000 gp (or equivalent at GM’s discretion) apiece. If asked why, she explains that she isn’t nearly so angry about the money as she is about the damage to her reputation. She cannot allow someone to cheat her and live. Ashira Revealed If Lord Léanin is present, he immediately senses Ashira’s fiendish presence and demands she say who she truly is. Otherwise, adventurers must succeed on a DC 20 Intelligence (Arcana) check to discern that Ashira is hiding her true nature as a rakshasa. Alternatively, they may make a DC 15 Wisdom (Insight) check to know there is more to Ashira than meets the eye, followed by a DC 20 Charisma (Persuasion or Intimidation) check to convince Ashira to divulge her true nature. Ashira is reluctant to reveal her true form as a rakshasa, but only because she doesn’t want to cause a scene at the inn. She only becomes hostile in selfdefense, utilizing her knights as protection, and attempts to turn party members against each other. If Lord Léanin is present, he is furious at the presence of a rakshasa in his territory. The party must succeed on a DC 20 Charisma (Persuasion) check to prevent him from attacking Ashira immediately. If this check fails, proceed to Option 3: Monster Fight. A Friendly Discussion (2: Bargain on Mist’s behalf) Adventurers who agree to bargain with Ashira on Mist’s behalf are accompanied by Mist in the shape of a previously encountered tavern patron. If characters give 10 SP to Flip, Mist is allowed to hide behind the bar instead. Lord Léanin may be present or not, depending on the result of the discussion in The Eiriander Estate. Ashira is courteous to adventurers who approach her, and reads their thoughts to determine who and where Mist is. She maintains poise and composure during discussion with the characters, seeing them as the simplest route to finding Mist. She additionally offers the adventurers triple what Mist offered to keep them safe, as a reward for handing Mist over to her. Characters who wish Ashira to leave Mist unharmed must offer Ashira something better. This could include a year of servitude, an unspoken promise to be fulfilled at a later date, a child of great importance, royal peerage, or all happiness experienced for the next five years (this can be a link to future adventures). If Lord Léanin is present, or adventurers wish to determine Ashira’s true nature, refer to Ashira Revealed in Option One. Lord Léanin, now revealed as Mitusmons Risunix, accompanies the characters and Mist to A Trip Away. Mitusmons Risunix continues to wear his Lord Léanin disguise and Mist disguises themself as a kobold servant. Lord Léanin is openly hostile to Ashira upon meeting her, cutting off any possibility for bargaining. He denounces her as an evil creature and demands she leave his realm forever. Ashira asks the party for help, stating she is a fellow injured party of Mist’s shenanigans and, once she has them, she will leave. Characters who succeed on a DC 15 Wisdom (Insight) check see she is serious, but intends deadly harm to Mist once she has them. The adventurers must succeed on a DC 20 Charisma (Persuasion) check to prevent Lord Léanin from attacking Ashira. If this check fails, Lord Léanin commands the party to protect the tavern-goers from Ashira and evacuate the tavern. Proceed to Option 3: Monster Fight. Monster Fight (3) Mitusmons Risunix and Ashira are determined to fight. The party has several options: 1. Aid Mitusmons Risunix. 2. Aid Ashira. 3. Help Mist escape in the chaos. 4. Evacuate A Trip Away Inn. Tactics: Mitusmons Risunix spends the first round of combat in the form of Lord Léanin, in order to prevent a panic in the tavern. Ashira calls upon her knights for aid and utilizes dominate person to force the adventurers to fight on her behalf. She reveals her true form as soon as the fight begins. Once Mitusmons Risunix and Ashira reveal their true forms, all bar patrons panic and attempt to flee. Flip and the staff rush to escort the patrons safely out of danger. Characters wishing to aid them may act as guides, to prevent their being crushed, frozen, or mind-controlled by the combatants. Mist, if not restricted, changes form to blend in with the crowd and escape. Characters wishing to prevent their escape must identify Mist by succeeding on a DC 15 Intelligence (Investigation) check at disadvantage, due to the chaos. If the adventurers let Mist escape, they offer the party an IOU for letting them escape and promises to do them a favor once they’re back on their feet again. The Dragon and the Fiend (Mitusmons Risunix revealed in Part Two) Fair Payment (1: Hand Mist Over)
Chapter 3 | The Tales Mist 265 Dead Doppels Have Debts (Mist is dead) Lord Léanin does not accompany the adventurers to A Trip Away if he witnessed them kill Mist. Despite Mist being dead at the adventurer’s hands, Ashira is still determined to collect on Mist's debt. She deems their killers responsible. She is irritated Mist is dead, remarking that she had plans to get her money’s worth out of them. She asks what the adventurers can do to appease her instead. Mist owed her 1000 gp, plus additional recompense for publicly humiliating her, plus interest. Ashira is happy to take money or services from the adventurers or the townsfolk in repayment for this debt. The adventurers must succeed on a DC 18 Charisma (Persuasion) check or roleplay exceptionally well to convince her to accept 1500 gp or two very-rare-or-better magic items in return. Otherwise, she demands political clout (this can be a link to future adventures). Attempting to use Intimidation on Ashira makes her laugh. She utilizes detect thoughts to ensure bargaining goes her way. To discern Ashira is a rakshasa, the adventurers must succeed on a DC 20 Intelligence (Arcana) check. Succeeding on a DC 15 Wisdom (Insight) check reveals she is hiding something important about her nature. To force Ashira to admit she is a rakshasa, characters must succeed on a DC 20 Charisma (Persuasion) check or share their knowledge from the previously met Arcana check. If characters refuse to give Ashira anything as payment, she turns hostile, calling upon her knights and casting dominate person on the adventurers. As soon as combat begins, Ashira reverts to her true form, which starts a panic in the tavern. Characters wishing to aid tavern patrons may act as guides to prevent their being mind-controlled or injured by Ashira and her knights. Development Whether Mist, Lord Léanin, and Ashira live or died at the inn, the matter of Mist’s debt has been settled in some fashion. Conclusion Due to the events in Part Three, adventurers may have gained powerful enemies or allies in both Ashira and Mitusmons Risunix. Mist, if alive, may need rescuing from Ashira or may owe a great debt to the party. Because this can end so many ways, here are a few options: Mist given to ashira; everyone is alive. Ashira views the characters as trustworthy and hints she may call upon them in the future. Her power continues to grow. She offers the party the cape of her trusted knights, implying it, like herself, is more than it seems. Characters can identify this cape as a Cape of the Mountebank. Mitusmons Risunix, if aware of the party’s actions, is disgusted at their willingness to deal with fiends. In the future, he will be far less courteous. Ashira agreed to a compromise; everyone is alive Mist gratefully offers characters an IOU for 2000 gp and a promise to perform a great service, once they’re back on their feet. Mitusmons Risunix is pleased to have foiled a fiend and offers them each a prized object from his home (broom of flying, deck of illusions, robe of stars, folding boat, or a magic item of the GM's choice.). In addition, characters have earned both the favor of a dragon and a rakshasa, which is no small thing. Mist dies before seeing ashira; a compromise was met Mitusmons Risunix is appalled at the party’s willingness to resort to violence and comport so willingly with fiends. They have earned the enmity of a dragon. Ashira finds them clever, if rash, and may call upon them in the future for an odd job. Ashira dies -orMist escapes with the party’s help Mist, if alive, is grateful to be free of their burden. They offer the party an IOU for 2000 gp and a promise to perform a great boon for them in the future. If Ashira is dead, a Pearl of Power can be looted from her body, along with 500 gp. The patrons of A Trip Away Inn, having seen Ashira’s true form, either revere the party as heroes for helping them evacuate the inn and escape a fiend, or curse the characters for bringing a rakshasa to them. They are either granted free room and board for a year or banned for a month.
1000 gp and several random gems can be looted from Mitusmons Risunix’s body in the form of Lord Léanin. If killed in draconic form, silver dragon scales may be harvested. If killed in service to Ashira, she views the characters as trustworthy and hints she may call upon them in the future. She offers the party the cape of her trusted knights, implying it, like herself, is more than it seems. Characters can identify this cape as a Cape of the Mountebank. Any patrons witnessing the death of Mitusmons Risunix are horrified and afraid of the party. It will take a lot of gold and convincing to get back in their good graces. The kobolds running Lord Léanin’s house are hostile to the party and attack them on sight. Mist dies and the party leaves town before Part Three The characters now have a disappointed dragon and a bloodthirsty rakshasa after them. Good luck. Mitusmons risunix dies Author’s Notes/Acknowledgments Thank you so much to Escape Plan Games for this wonderful opportunity and especially to Paige Ford for her endless patience. Thank you to my coven and team tabaxi for keeping me going. Thank you to my wonderful spouse and fluffy cats for all the love in the world. Particular thanks to the playtesters of this adventure: Andrew Sinsheimer, Catherine Evans, D.W. Dagon, Julia Corrin, and Liz Gist. I appreciate you all more than you know. Author Bio Jessica Marcrum, also known as angrynerdgirl, is a social worker and adventure creator who dreams of crushing the patriarchy and recycling the wealthy. A brain witch and social justice bard by day, she spends her evenings creating games, supplements, and other TTRPG nonsense including the Book of Seasons, Uncaged Anthology, Eat the Rich, and the College of Caterwauling. Find her and see amazing cat pictures @Miss_Jess03 on Twitter, watch her stream at angrynerdgirl on Twitch, or learn more about her work at www.jessicamarcrumwrites.com. Rewards Action XP Helping Mist Escape 1000 Killing Mist 700 Evacuating the Inn 50 per person evacuated Killing Ashira 10,000 Bargaining with Ashira 12,000 Killing Ashira’s Knights 700 Befriending Mitusmons Risunix 13,000 Killing Mitusmons Risunix 16,000 Items Gold IOU from Mist 500 gp from Ashira’s body Cape of the Mountebank 1000 gp from Lord Léanin’s body Pearl of Power Gems from Lord Léanin’s body Broom of Flying Deck of Illusions Robe of Stars Folding Boat Silver dragon scales 266
Chapter 3 | The Tales Mist 267 Appendix: Stat Blocks Lord Léanin Eiriander (Mist’s polymorphed form) Medium humanoid (high elf), neutral good Challenge 15 (13,000 XP) | Initiative: +3 | Prof. Bonus: +4 armor class hit points speed 13 Robes 16 Mage armor 99 (18d8 + 18) 30 ft. str dex con int wis cha 10 (0) 16 (+3) 12 (+1) 16 (+3) 13 (+1) 21 (+5) Saving Throws Con +5, Cha +9, advantage on saves against being charmed Resistances Cold Skills Arcana +7, History +7, Perception +11, Stealth +7 Senses Darkvision 60ft., passive Perception 21 Languages Common, Draconic, Elvish Legendary Resistance (3/Day). If Lord Léanin Eiriander fails a saving throw, he can choose to succeed instead. Change Shape. Lord Léanin Eiriander polymorphs into a humanoid or beast that has a challenge rating no higher than his own, or back into his true draconic form. He reverts to his true form if he dies. Any equipment he is wearing or carrying is absorbed or worn by the new form (the dragon's choice). In a new form, Lord Léanin Eiriander retains his alignment, Hit Points, Hit Dice, ability to speak, Proficiencies, Legendary Resistance, Lair Actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. His statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form. Trance. Lord Léanin Eiriander doesn’t require sleep. Instead, he meditates deeply, semiconscious, for 4 hours a day. After resting in this way, he gains the same benefit that a human does from 8 hours of sleep. Spellcasting | Save DC: 16 | Attack Bonus: +9 Lord Léanin Eiriander is a 10th-level Charisma based spellcaster. Action Spells Cantrips (at will): chill touch*, dancing lights, mage hand, mending, prestidigitation, true strike 1st level (4 slots): detect magic, mage armor, sleep 2nd level (3 slots): detect thoughts, knock 3rd level (3 slots): dispel magic, hypnotic pattern, sleet storm* 4th level (3 slots): dimension door, ice storm* 5th level (2 slots): cone of cold* Elemental Affinity. Lord Léanin Eiriander adds his Charisma modifier (+5) to damage for cold spells, marked with an asterix. Meta Magic (Recharge 3-6). Lord Léanin Eiriander can use this ability to modify a spell in one of the following ways: Empowered Spell. Lord Léanin Eiriander may re-roll up to 3 of a spell's damage dice. Heightened Spell. When Lord Léanin Eiriander casts a spell that forces a creature to make a saving throw to resist its effects, he may give one target of the spell disadvantage on its first saving throw made against his spell. Quickened Spell. Lord Léanin Eiriander may use a bonus action to cast a spell with a casting time of 1 action. Actions Shortsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage. Hand Crossbow. Melee or Ranged Weapon Attack: +7 to hit, range 30/60 ft., one creature. Hit: 6 (1d6 + 3) piercing damage. Reactions Bend Luck (Recharge 6). Lord Léanin Eiriander can add or subtract 1d4 to another creature's attack roll, ability check, or saving throw after the roll, but before any of its effects are realized.
268 Chapter 3 | The Tales Mist Mitusmons Risunix Huge dragon, lawful good Paralyzing Breath. The dragon exhales paralyzing gas in a 60 foot cone. Each creature in that area must succeed on a DC 20 Constitution saving throw or be paralyzed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Change Shape. The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice). In a new form, the dragon retains its alignment, Hit Points, Hit Dice, ability to speak, Proficiencies, Legendary Resistance, Lair Actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form. Lendary Actions The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. Detect. The dragon makes a Wisdom (Perception) check. Tail Attack. The dragon makes a tail attack. Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 21 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed. Challenge 15 (13,000 XP) | Initiative: 0 | Prof. Bonus: +5 armor class hit points speed 19 (natural armor) 243 (18d12 + 126) 40 ft. fly 80 ft. str dex con int wis cha 27 (+8) 10 (0) 25 (+7) 16 (+3) 13 (+1) 21 (+5) Saving Throws Dex +5, Con +12, Wis +6, Cha +10 Resistances Cold Skills Arcana +8, History +8, Perception +11, Stealth +5 Damage Immuninties Cold Senses Blindsight 60 ft., Darkvision 120 ft., passive Perception 21 Languages Common, Draconic Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead. Actions Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. Bite. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 19 (2d10 +8) piercing damage. Claw. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 15 (2d6 +8) slashing damage. Tail. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 17 (2d8 +8) piercing damage. Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. Breath Weapons (Recharge 5-6). The dragon uses one of the following breath weapons. Cold Breath. The dragon exhales an icy blast in a 60 foot cone. Each creature in that area must make a DC 20 Constitution saving throw, taking 58 (13d8) cold damage on a failed save, or half as much damage on a successful one.
Chapter 3 | The Tales Mist 269269
Player Options Chapter 4
Chapter 4 | Player Options: Backgrounds 271
272 Chapter 4 | Player Options: Backgrounds You have spent your life traveling with the circus as the resident fortune teller. You delight in the wonder-filled eyes of patrons, as you make predictions about their future and offer insightful glimpses into their past. You love to make an extravagant performance, gazing into a crystal ball, laying out tarot cards, or reading palms to make your predictions. Predicting one’s future can be a heavy burden, but you know it’s just as much about the spectacle as it is the art itself. Skill Proficiencies: Insight, Performance. Languages: Two of your choice. Equipment: A non-magical crystal ball, a deck of tarot cards or a small bag of bones, a set of traveller’s clothes, and 5 gp. Feature: Uncanny Insight You’ve spent years studying the hopes and desires of others. This study offers you an almost otherworldly ability to read people. As long as a creature is not hostile towards you, you can make Wisdom (Insight) checks against that creature at advantage. Suggested Characteristics Being a fortune teller takes a special sort of person. Whether their power is mystical or manufactured, their goal is always to offer insight into life beyond what is readily apparent. d8 Personality Trait 1 My gentle attentiveness offers a calming presence. 2 I take pleasure in offering others hope and excitement for the future. 3 I have a part to play in the lives of those I encounter. 4 I am used to constant travel, staying in one place for too long makes me uneasy. 5 I can easily empathize with others, and hope that my guidance brings them comfort. 6 The only way to be sure is to consult the bones. 7 I believe in many possible futures; anything I predict is not concrete until it has come to pass. 8 If I am uncertain about the future, then answers can sometimes be found in the stars. d6 Ideal 1 Faith. I know what I have seen must be true: it is my gift. (any) 2 Tradition. If there is a traditional way of doing things, I must adhere to that order. (lawful) 3 Freedom. My talents allow me to come and go as I please. Obligations are a distraction. (chaotic) 4 Mastery. I must refine my abilities to predict the future, no matter the cost. (evil) 5 Live and Let Live. It is not up to me to pass judgement on my visions, only to communicate what I have seen. (neutral) 6 Entertainer. My life is a show and I must keep others entertained. (any) d6 Bond 1 If I believe I can help, then I must. 2 I will make sure my name inspires awe in others. 3 It is my duty to guide others to an ideal future. 4 My only true family is the one I made traveling with the circus. I owe everything to them. 5 I am always learning, and everyone I meet has something they can teach me. 6 What I have seen will come to pass; it must. d6 Flaw 1 My devotion to my craft has taught me to always express my true opinion, even if that may be painful to hear. 2 If I am unsure about what I have seen I will lie, to protect my reputation. 3 My gift feels more like a curse which sometimes overwhelms me. 4 I would rather face exile than admit that I am wrong. 5 Once I have made up my mind about a course of action I will not be swayed. 6 If I can divine your heart’s desires, I will not hesitate to use them to exploit you. Fortune Teller
Chapter 4 | Player Options: Backgrounds 273 Acrobatics are an integral part of any circus act. Whether you have mastered the trapeze, aerial silks, acro dance, or acrobalance, your mastery over your body is unmatched. You have traveled with the circus far and wide, displaying this mastery and entertaining crowds of people far and wide. You have learned to suppress your fear, facing dangerous stunts from heights that make others’ knees buckle; a trait that translates well to a life of adventure. Skill Proficiencies: Acrobatics, Athletics. Languages: Two of your choice. Equipment: A pouch full of chalk, a set of traveler’s clothes, 50 ft of hempen rope, and a pouch containing 10 gp. Feature: Fearless As an acrobat, danger is part of the job. You often face towering heights, death-defying stunts, and risks where one small move could mean your death. Any fears you may have had in the past have been numbed to a point that allows you to concentrate through even the deadliest of stunts. You gain advantage on any saving throws against being frightened. Suggested Characteristics Acrobats thrive on adrenaline: the greater the challenge, the more intense the rush. They focus on keeping themselves in peak physical condition, as well as a devotion to continually pushing themselves to the limits of their capabilities. d8 Personality Trait 1 I have a mentor, whom I idolize and strive to be like in every way possible. 2 I have a lust for attention; the bigger the crowd the more impressive I can be. 3 I’m following in my family’s footsteps and yearn to impress them. 4 I have to stay in peak physical condition. Allowing my discipline to lapse could have grave consequences. 5 In my travels I have learned to fit in wherever I go, adapting quickly to local cultures. 6 If I believe I’m capable, I will attempt any feat of athleticism, especially if there is a wager involved. 7 I live life as if tomorrow will never come, because the tiniest slip could end it all. 8 There is always a greater challenge for me to face. d6 Ideal 1 Independence. At the end of the day, only I am in control of my fate. (chaotic) 2 Aspiration. I yearn for mastery of any skill I learn. (any) 3 People. The awe of a crowd brings me ultimate joy. (neutral) 4 No Limits. Nothing can stop me from pushing beyond all expectations. (chaotic) 5 Greed. I never turn down a chance to turn a profit with my talents. (evil) 6 Inspiration. Perhaps seeing me can inspire others to push their limits. (good) d6 Bond 1 I owe everything to the ringmaster who lifted me out of squalor and took me on the road with them. 2 I lost a loved one in a tragic accident. They are remembered through our shared love of the acrobatic art. 3 Every time I perform for a crowd, I will give them everything I have to give. 4 I want to be known far and wide, no matter what it costs me. 5 Persevering through pain only makes me stronger. 6 If something frightens me, I will face it and persevere. d6 Flaw 1 I purposely injured a fellow acrobat to further my career. 2 My numbness to fear allows me to unquestioningly put others in danger. 3 I am weak to temptation and vices, especially a night in the local tavern. 4 I obsessively pursue my goals, yearning for perfection. 5 I can never return home because of what I’ve done. The circus offered me an escape. 6 I pass judgement quickly, and often unfairly. Acrobat
274 Chapter 4 | Player Options: Backgrounds The life of a tent master is an unforgiving one. They are a necessary part of the circus, but never get a chance to enjoy the spotlight. It’s their job to build the tents and maintain them, repair games and rides, and handle any of the rigging that needs to be done for the acrobats. They often work behind the scenes, even during live events, without ever making their presence known. They live a simple, nononsense life and take great pride in their work. Skill Proficiencies: Athletics, Stealth. Languages: One language of your choice. Tool Proficiency: Artisan’s tools. Equipment: A climber’s kit, a crowbar, 50 ft. hempen rope, 100 ft. silken rope. Feature: Behind the Scenes You are accustomed to working in the background, whether that’s checking an acrobat's harness for safety, or making sure that the dunk tank is functioning properly. Your work surrounds the patrons of the circus, but is almost never noticed. You have advantage on Stealth checks made when a performance is happening within 50 feet of you. Suggested Characteristics Tent masters are used to a rugged life. They travel far and live hard, scarcely noticed while working, but often the life of any party. They are hardened by the physical demands of their work, but secretly love to lie down for the night with aching muscles. d8 Personality Trait 1 I don’t care how others perceive me, or if they perceive me at all. 2 The only way for a job to get done right is if I do it myself. 3 I have no aspiration for greatness, just a desire to keep the show going. 4 I’ve seen it all before and done it all twice. 5 If there’s a problem that needs to be solved, I’m the one people come to. 6 If something has to be done, it needs to be done safely. 7 If I’m presented with a problem I believe I can solve, I will not rest until the task is complete. 8 If someone notices me working, I make a display of how hard my work is. d6 Ideal 1 Creativity. There is no single correct way to go about solving a problem. (chaotic) 2 Tradition. There is a way things are supposed to be done, and that’s how I’m going to do them. (lawful) 3 Sincerity. I am, what I am and I’m comfortable with that. (neutral) 4 Respect. I respect those that have come before and every person has a role to play, none greater than another. (good) 5 Retribution. The wealthy should be made to understand how hard life can be. (evil) 6 Aspiration. I deserve a life better than this one. d6 Bond 1 The show must go on, even if I have to sacrifice to make it happen. 2 I’ve learned from those before me, and I hope to continue to grow my skills. 3 It is my duty to keep things running and my companions safe. 4 I must accept responsibility for my failings. 5 I would lay down my life for my circus family. 6 My worth is proven by how hard I’m willing to work. d6 Flaw 1 Once I start drinking, I find it hard to stop. 2 I put my work before my well-being. 3 If I’m wronged I will never trust you again. 4 I’m jealous of anyone that can do a job better than I can. 5 I’m very slow to trust others. Trust needs to be well earned. 6 Sometimes my concentration on my tasks can blind me to the world around me. Tent Master
Chapter 4 | Player Options: Backgrounds 275 Clowns are an integral part of the circus experience, entertaining crowds with singing, dancing, trick riding, juggling and more. Their job is to elicit laughs and joy from the crowd, sometimes at their own expense. The life of a clown is not easy, and the burden of others' joy can sometimes weigh heavy. The best clowns persevere, and give everything they have to make sure others feel the joy they lack. Skill Proficiencies: Performance, Intimidation. Languages: One language of your choice. Tool Proficiency: Land vehicles. Equipment: A disguise kit, a set of traveler’s clothes, a horn, a set of juggling pins, 5 gp. Feature: Showstopper When wearing your clown makeup and costume, you have advantage on Intimidation checks. You bring joy to some, but when you use your appearance to cause the contrary, you have an almost otherworldly presence. Suggested Characteristics It takes a certain kind of person to be a clown. These raucous comedians need to be comfortable with being the brunt of the joke, while also being ready to fire one back. They are truly the backbone of any circus, keeping the patrons dazzled and distracted enough to have even the most hardened individuals entertained. It should be said, though, never cross a clown: they can be terrifying if wronged. d8 Personality Trait 1 I use comedy to ease tension, both others' and my own. 2 I use humor as a way of forming relationships and gaining acceptance. 3 I am always ready with a snappy comeback to any insult. 4 I can find a funny angle to any situation. 5 What I do is an art, and it is how I express myself to the world. 6 I have expert timing, whether it be with a joke, a witty retort, or introspection. 7 I am an extreme extrovert; the energy of a crowd inspires me. 8 Sharing the spotlight is often key to putting on a good show. d6 Ideal 1 Selflessness It is my duty to spread joy to others. (good) 2 Sincerity. I put myself on display, for better or worse. I am unapologetically me. (neutral) 3 Self Knowledge. Understanding who I am is the key to unlocking others. (any) 4 No Limitations. A good joke can come from anything, even making fun of myself. (chaotic) 5 Responsibility. It is up to me to understand boundaries and never cross them. (lawful) 6 Community. We can all be brought together by laughter. (good) d6 Bond 1 I learned from the best, and I aspire to be as great as they are one day. 2 No one will ever discover why I had to leave home so suddenly. 3 I will learn to feel the joy I’m able to share with others. 4 I will never let anyone see the real me. 5 It is my duty to stand up for those that can’t stand up for themselves. 6 When I wear my clown face I can be whoever I choose to be. d6 Flaw 1 I’m quick to anger if someone doesn’t find me funny. 2 I secretly find joy in the fear some people have of me. 3 I’m sometimes oblivious to how hurtful my humor can be. 4 I use sarcasm to mask my aggression. 5 I require constant admiration and acknowledgment that I’m funny. 6 I paint on this smile to mask my frown. Clown
Chapter 4 | Player Options: Subclasses Owlbear Tamer Owlbear Tamer Features Ranger Level Feature 3rd Monstrous Ward, Shared Vitality 7th Growth Spurt (Yearling), Infused Attacks 11th Growth Spurt (Adolescence), Shared Initiative 15th Improved Shared Vitality, Growth Spurt (Adulthood), Coordinated Attack The Owlbear Tamer Ranger To tame an owlbear takes a special kind of ranger. Owlbears are considered to be one of the forest’s most dangerous creatures, and many consider them unnatural monstrosities. You are different, however. You see that this is a beast like any other, and as such you can tame its wild nature. The bond formed with an owlbear is one that is lifelong and nigh unbreakable. When this creature is bonded to you, it will fight to protect you with the very essence of its being. Monstrous Ward At 3rd level, you magically bond with an owlbear cub. The owlbear cub uses the game statistics in the stat block below. These stats will be improved as you level up, and you will always use the adjusted version of the stat block equivalent to your ranger level, even if your companion dies and you need to find a new owlbear. The owlbear obeys your commands and takes its turn before or after your initiative; you choose when initiative is rolled. If you are incapacitated, the owlbear continues to act, but will attempt to fiercely protect the you. It regains all hit points on a long rest and can spend hit dice on a short rest. If the owlbear dies, you must find a new owlbear cub, spending 8 hours bonding with the creature. 277 Owlbear Cub Medium Monstrosity, neutral Initiative +1 armor class hit points speed 10 + PB (natural armor) (-) 30 ft. str dex con int wis cha 14 (+2) 12 (+1) 14 (+2) 3 (-4) 12 (+1) 14 (+2) Hit Points = (Ranger Level) d10 + PB + (Con Bonus x Ranger Level) Saving Throws Con = (Con Bonus + PB), Str = (Str Bonus + PB) Skills Athletics = (2 + PB), Perception = (1 + PB) Senses Darkvision 60 ft., passive Perception = (10 + Wis bonus + PB) Actions Beak. Melee Weapon Attack: + (2 + PB) to hit, reach 5 ft., one target. Hit: (1d10 + PB) piercing damage. Claws. Melee Weapon Attack: + (2 + PB) to hit, reach 5 ft., one target. Hit: (2d8 + PB) slashing damage. *PB = Your Proficiency Bonus
278 Chapter 4 | Player Options: Subclasses Shared Vitality Starting at 3rd level, as an action you can choose to spend any number of hit dice to heal your owlbear a number of hit points equal to the dice rolled, transferring your own vitality into the creature through your touch. Growth Spurt (Yearling) At 7th level, your owlbear grows into a yearling, gaining 10 feet of movement, its Strength and Constitution scores become 16, and it gains the Pack Tactics ability: the owlbear has advantage on an attack roll against a creature if the owlbear’s tamer is adjacent to it. In addition, you also gain advantage on melee attacks when your owlbear is adjacent to you. Infused Attacks Starting at 7th level, as a bonus action you can burn a hit die, infusing your owlbear’s attacks with magical energy, channeling your essence into the creature through your touch. The owlbear’s attacks are considered magical for the next minute. Growth Spurt (Adolescent) At 11th level, your owlbear grows into adolescence. Its Strength and Constitution scores become 18, and its size becomes large. It also gains Multiattack. Owlbear Yearling Medium Monstrosity, neutral Initiative +1 armor class hit points speed 10 + PB (natural armor) (-) 40 ft. str dex con int wis cha 16 (+3) 12 (+1) 16 (+3) 3 (-4) 12 (+1) 14 (+2) Hit Points = (Ranger Level) d10 + PB + (Con Bonus x Ranger Level) Saving Throws Con = (Con Bonus + PB), Str = (Str Bonus + PB) Skills Athletics = (3 + PB), Perception = (1 + PB) Senses Darkvision 60 ft., passive Perception = (10 + Wis bonus + PB) Pack Tactics. The owlbear and tamer have advantage on attack rolls against a creature if they are adjacent to one another. Actions Beak. Melee Weapon Attack: + (3 + PB) to hit, reach 5 ft., one target. Hit: (1d10 + PB) piercing damage. Claws. Melee Weapon Attack: + (3 + PB) to hit, reach 5 ft., one target. Hit: (2d8 + PB) slashing damage. *PB = Your Proficiency Bonus Owlbear Adolescent Large Monstrosity, neutral Initiative +1 armor class hit points speed 10 + PB (natural armor) (-) 40 ft. str dex con int wis cha 18 (+4) 12 (+1) 18 (+4) 3 (-4) 12 (+1) 14 (+2) Hit Points = (Ranger Level) d10 + PB + (Con Bonus x Ranger Level) Saving Throws Con = (Con Bonus + PB), Str = (Str Bonus + PB) Skills Athletics = (4 + PB), Perception = (1 + PB) Senses Darkvision 60 ft., passive Perception = (10 + Wis bonus + PB) Pack Tactics. The owlbear and tamer have advantage on attack rolls against a creature if they are adjacent to one another. Actions Multiattack. The owlbear makes two attacks: one with its beak and one with its claws. Beak. Melee Weapon Attack: + (4 + PB) to hit, reach 5 ft., one target. Hit: (1d10 + PB) piercing damage. Claws. Melee Weapon Attack: + (4 + PB) to hit, reach 5 ft., one target. Hit: (2d8 + PB) slashing damage. *PB = Your Proficiency Bonus
Chapter 4 | Player Options: Subclasses 279 Shared Initiative Starting at 11th level, your bond with your owlbear becomes so strong that you can anticipate each other’s moves and act as one. If you choose to do so, you share the same initiative and act in tandem. If you are using your owlbear as a mount you must share movement speed for the round. Improved Shared Vitality At 15th level, your bond has strengthened to the point that you can quickly transfer your life essence to your owlbear. You can now use the Shared Vitality ability as a bonus action, and can now be cast at a range of 30 feet. Growth Spurt (Adulthood) At 15th level, your owlbear reaches its full strength and durability. Its Strength score becomes 20 and it gains resistance to bludgeoning, piercing, and slashing damage. In addition, its claw attack is replaced with: Claws. Melee Weapon Attack: + (5 + your proficiency bonus); reach 5 ft., one target. (2d8 + your proficiency bonus); slashing damage and the target must succeed on a DC 14 Strength saving throw or become grappled and prone. Until this grapple ends, the creature is restrained, and the owlbear cannot attack another target. Coordinated Attack At 15th level, if you attack any creature that is restrained by your owlbear, you can use your reaction to make any hit from a melee or ranged attack a critical hit. You can use this feature a number of times equal to your wisdom modifier. You regain all uses of Coordinated Attack after completing a long rest. Owlbear Adult Large Monstrosity, neutral Initiative +1 armor class hit points speed 10 + PB (natural armor) (-) 40 ft. str dex con int wis cha 20 (+5) 12 (+1) 18 (+4) 3 (-4) 12 (+1) 14 (+2) Hit Points = (Ranger Level) d10 + PB + (Con Bonus x Ranger Level) Saving Throws Con = (Con Bonus + PB), Str = (Str Bonus + PB) Skills Athletics = (5 + PB), Perception = (1 + PB) Damage Resistances bludgeoning, piercing, slashing Senses Darkvision 60 ft., passive Perception = (10 + Wis bonus + PB) Pack Tactics. The owlbear and tamer have advantage on attack rolls against a creature if they are adjacent to one another. Actions Multiattack. The owlbear makes 2 attacks: one with its beak and one with its claws. Beak. Melee Weapon Attack: + (5 + PB) to hit, reach 5 ft., one target. Hit: (1d10 + PB) piercing damage. Claws. Melee Weapon Attack: + (5 + PB) to hit, reach 5 ft., one target. Hit: (2d8 + PB) slashing damage and the target must succeed on a DC 14 Strength saving throw or become grappled and prone. Until this grapple ends, the creature is restrained, and the owlbear cannot attack another target. *PB = Your Proficiency Bonus
Chapter 4 | Player Options: Subclasses The Ink Devil Warlock Your patron is a devil composed entirely of ink. It thrives on insight into beings on the primary plane, through the self-expression manifested in tattoos or through the words that people attempt to make permanent with ink. It thirsts for a taste of the most wicked temptations of the living. The powers that this devil manifests in you appear as tattoos that magically form on your skin. Your skin itself becomes your arcane focus; your tattoos ignite with arcane energy as you cast spells. Any spell you learn manifests itself as a tattoo on your body, and any spells you may change magically shift to a new form. 281 Expanded Spell List Ink Devil Features Spell Level Spells Level Feature 1st color spray, grease 1st Eyes of the Scribe, Devilish Insight 2nd enhance ability, illusory script 6th Transmutable Mark 3rd glyph of warding, phantom steed 10th Spell Leech 4th black tentacles, death ward 14th Evoke Patron 5th teleportation circle, insect plague Expanded Spell List The ink devil lets you choose from an expanded list of spells when you learn a warlock spell. The spells added to the list are featured in the table above. Eyes of the Scribe Starting at 1st level, you gain the ability to read anything you can touch that is penned in ink, even if it is written in a language you do not understand. In addition, you are able to tell the alignment of the author at the moment it was penned. Devilish Insight Starting at 1st level, your connection to your patron allows you to gain insight into others. Once per long rest, you may touch a single creature. They must succeed on a Charisma saving throw versus your spell save DC. A willing creature can choose to fail this check. Failing the check reveals a creature’s true desire, even if it is unknown to them.
Aspect of the Ink Devil Large Fiend (Devil), lawful evil Challenge 8 (3,900xp) | Initiative: +3 | Prof. Bonus: +3 armor class hit points speed 16 (natural armor) 65 (10d10 + 10) 30 ft. str dex con int wis cha 14 (+1) 16 (+3) 12 (+1) 18 (+4) 10 (+0) 18 (+4) Proficiency Bonus +3 Saving Throws Con +4, Wis +3, Cha +7 Damage Resistances cold, bludgeoning, piercing, and slashing from nonmagical attacks that aren’t silvered Damage Immunities fire, poison Condition Immunities poison Senses darkvision 120 ft., passive Perception 10 Languages Infernal, telepathy 120 ft. Devil’s Sight. Magical darkness doesn’t impede the devil’s darkvision. Magic Resistance. The devil has advantage on saving throws against spells and other magical effects. Liquid Form. The ink devil can move through a space as small as 1 inch wide but must spend an extra foot of movement for every foot moved this way. Aspects Aura. Any ink devil warlock within a 20 ft. radius of the aspect of the ink devil has their spellcasting abilities enhanced, gaining a +2 to their spell attack bonus and spell save DC. Actions Multiattack. The ink devil makes two attacks with its claws. Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (2d8 +2) slashing damage plus 7 (3d4) necrotic damage. Spew Ink. Ranged Spell Attack: +6 to hit, range 20/60 ft., one target. Hit: 14 (4d6) necrotic damage, and the target must succeed on a DC 12 Constitution saving throw or be poisoned until the end of its next turn. Transmutable Mark Starting at 6th level, you gain the ability to form new tattoos at will. These new tattoos can emulate simple, non-mechanical items and can be no larger than 1x1 feet (for example, a knife, key, or piton). This object can be an exact replica of any other non-mechanical object you are touching. You can pull these tattoos off your skin and into reality, forming a solid object composed of swirling black ink. The object stays solid for 1 hour, before melting away into a non-magical black ink, losing its form. You can use this feature a number of times equal to your Charisma modifier (minimum of 1). Any weapons created in this way are considered magical. After a long rest, any tattoo created with this feature fades away, and all expended uses are regained. Spell Leech Starting at 10th level, as an action you may permanently swap one of your known spells with another spell in either a spellbook or on a scroll, as long as it was penned in ink. When you use this feature, all of the ink used to pen that spell is drawn off the page into your skin, forming itself as a tattoo on your body. Using this ability permanently erases it from where it was written. The spell you consume must be equal to or lower than the highest level warlock spell slot you have. You may never swap out spells from your expanded spell list. Once you have used this feature you cannot use it again until you’ve completed a long rest. Evoke Patron Starting at 14th level, as an action you can call an aspect of your patron into existence, costing you one level of exhaustion. You touch your hands to the floor, as ink flows out of your body to form the creature. It acts of its own accord unless given specific commands. The aspect of the ink devil melts away into a puddle of ink after 10 minutes. You cannot use this ability again until you have taken a long rest. Description This aspect of the ink devil is a being of pure ink, shifting and glistening as it moves. The ink devil can solidify the edges of its claws as a weapon, or fire off particles of itself, covering its target in a necrotic liquid. This creature, although a shadow of the ink devil, is intelligent and conniving, always looking for the weakest foe to prey on first. 282
Additional Magic Items
284 Chapter 5 | Additional Magic Items Lute of the Trickster Wonderous item, very rare (requires attunement) This intricately designed lute is made of a smooth wood stained in a subtle green. The rose of the lute is a carving of eight arrows pointing in different directions in a radial pattern. Each peg on the pegboard is a small grinning man with horns made of gold. The Lute has 2 charges and regains 1 charge each day at dawn. While playing this lute you may expend a charge and become invisible, at the same time an exact illusory duplicate of yourself replaces you. The illusion remains for an hour but disappears if you attack or lose your invisibility. You can see and hear through your illusion while it exists. Although your illusion may continue to play music you do not have to. You can use your bonus action to control your illusion, including allowing it to speak or change the music it is playing. A Trip Away Inn Tablet Wonderous item, uncommon These small writing tablets contain 30 pieces of parchment bound together with stitching that allows a sheet to be easily pulled out and taken. The tablets look unassuming, however anything written in it will appear in Flip's Codex exactly as it is written or drawn. Flip's Codex Wonderous item, artifact (requires attunement) It is rumored that flip created this tome and its accompanying tablets by reverse-engineering the magic of one of the Arbiter's Bibles. Anything written on one of the A Trip Away Inn Tablets is magically transferred to Flip's codex provided the tablet and the codex are on the same plane of existence. The entry will appear with the date, time, and room number associated with the pad. The writing appears in real-time in the codex as the tablet is being written on and is an exact replica of anything written or drawn on the tablet.
Chapter 5 | Additional Magic Items 285 Conch of Poseidon Wonderous item, very rare (requires attunement) This conch shell has been fashioned into a kind of horn instrument. The shell glows with a soft blue luminescence which pulses along with the tune you play. When any of its charges are spent, the conch begins to crackle, with lightning crawling across its surface as you play. The conch has 4 charges and regains (1d4 - 1) charges at dawn. You may use your action to begin playing the horn. While playing the horn you are considered to be concentrating; failing a concentration check interrupts your playing. Any concentration checks made use charisma as your spellcasting modifier. You may expend a charge to cause one of the following effects in a 150 ft. radius sphere, centered on a point up to 100 feet from you: • Flood: You cause the water level of all standing water in the area to rise by as much as 20 feet. If the area includes a shore, the flooding water spills over onto dry land. If you choose an area in a large body of water, you instead create a 20-foot tall wave that travels from one side of the area to the other and then crashes down. Any huge or smaller vehicles in the wave’s path are carried with it to the other side. Any huge or smaller vehicles struck by the wave have a 25 percent chance of capsizing. The water level remains elevated until you stop playing. If this effect produced a wave, the wave repeats on the start of your next turn while the flood effect lasts. • (1 charge) Part Water: You cause water in the area to move apart and create a 5 ft. wide by 100 ft. long trench. The trench extends across the spell’s area, and the separated water forms a wall to either side. The trench remains until you stop playing. The water then slowly fills in the trench over the course of the next round until the normal water level is restored. • (1 charge) Redirect Flow: You cause flowing water in the area to move in a direction you choose, even if the water has to flow over obstacles, up walls, or in other unlikely directions. The water in the area moves as you direct it, but once it moves beyond the spell’s area, it resumes its flow based on the terrain conditions. The water continues to move in the direction you chose until you stop playing. • (3 charges) Whirlpool: This effect requires a body of water at least 50 feet square and 25 feet deep. You cause a whirlpool to form in the center of the area. The whirlpool forms a vortex that is 5 feet wide at the base, up to 50 feet wide at the top, and 25 feet tall. Any creature or object in the water and within 25 feet of the vortex is pulled 10 feet toward it. A creature can swim away from the vortex by making a Strength (Athletics) check against your spell save DC. When a creature enters the vortex for the first time on a turn or starts its turn there, it must succeed on a DC 14 Strength saving throw. On a failed save, the creature takes 2d8 bludgeoning damage and is caught in the vortex until the spell ends. On a successful save, the creature takes half damage, and isn’t caught in the vortex. A creature caught in the vortex can use its action to try to swim away from the vortex as described above, but has disadvantage on the Strength (Athletics) check to do so. The first time each turn that an object enters the vortex, the object takes 2d8 bludgeoning damage; this damage occurs each round it remains in the vortex. • (3 charges) Call Storm: You call a strong thunderstorm to manifest in the affected area. Storm clouds appear causing the water to become violent, causing any area caught in the radius to be considered difficult terrain. As a bonus action, you can call a lighting bolt down, striking a point within the storm. Any creature within a 5 foot radius of that point must make a DC 14 Dexterity saving throw or take 14 (2d10 + 3) lightning damage on a failed save, and half as much damage on a successful one.
286 Chapter 5 | Additional Magic Items Hypnotic Viol Wonderous item, rare This unassuming-looking viol is imbued with the ability to entrance those that listen to it. Carved out of a single piece of oak, the viol is finely made but not extravagant, with subtly inlaid runes on the fingerboard. When played, the viol sends out waves of magical energy that can be focused on a number of targets equal to your charisma modifier. The Viol has 3 charges and regains (1d4 - 1) charges daily at dawn. While performing with the Viol, you may choose to make a performance check and expend one charge, choosing a target or a number of targets equal to your charisma modifier, and consult the table below. Performance Check Effect 1 The discordant melody laced with the magic of the strings makes the targets of the magic hostile towards you for (1d10 + 4) minutes. They are not driven to immediate violence, however they will try to force you to stop playing. 2-10 The music from the viol acts as a calm emotions spell on the target(s) rather than affecting a radius. The target(s) must succeed on a DC 14 Charisma save or be affected by the spell. 11-19 The music from the viol causes a charming effect on the target(s). The target(s) must succeed on a DC 16 Charisma save or be charmed for 1 hour. The charmed creature is enamored with your musical talents, and is eager to gain your notice. The target(s) remain unaware of being charmed when the effect has ended. 20+ The music from the viol causes a hypnotic effect on the target(s). Each target must succeed on a DC 18 Charisma save or become hypnotized by the music for 1d4 hours. A hypnotized creature acts normally but is susceptible to commands you give to them. If any command they are given will result directly in their physical harm, they may make the check again before following your command.
Chapter 5 | Tracking Sheets 287 Tracking Sheets Merchant-Run Stall Sheet Shop Name Merchant’s Name Shop Type Shop Discount Additional Notes Shop Inventory Item Quantity Price Discount Price 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24
288 Chapter 5 | Tracking Sheets *Note: You must offer 20 different items at the beginning of each week, but each item can have a quantity of up to 5. Shop Name Stall Rental Price Per Week Shopkeeper’s Name Shopkeeper Archetype Boon Bane Customer Die Mishap Die Shop Inventory*: List your items from least to most expensive in ascending order. Item Quantity Price Discount Price 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 Player-Run Merchant Sheet
Chapter 5 | Tracking Sheets 289 Weekly Profit: Don’t forget to visit the shop each week to claim your profits! Week Number of Successful Sales Number of Mishaps Weekly Sales GP (-30 GP Shopkeeper Wages) Running Total GP 1 2 3 4 5 6 7 8 9 10 11 12 Dice Pool Successful Sales: resulting die of 5 or 6 Mishaps: resulting die of 1
290 A Special Thank You to our Early Bird Backers. Aaronn McCoy, Adam Gilmour, Adam Deming, Adrian Money, Adrien Baudraz, Alex Teunis, Alexander Erwin, Alexander Neumann, Alex Otis, Alexis Jeffries, Alex Stone, Allan, Alton C. Capps, Alycia Icenroad, Amanda Swank, Amy Limpinyakul, Andrew Matthias, Anthony Markesino, April George, Ashley, Augustus Whitaker, Austin Carroll, Benjamin Charlet, Benjamin Jeffery, Benjamin Lindsey, Benjamin Speck, Benjamin Pisani, Bill Sindelar, Blake Roth, Bob Waters, Brandon A Reuter, Brandon Ashcraft, Brandon Witmer, Breanna Deen, Brent Garripee, Brian Schultz, Brian Waltersdorff, Caralyn Hosler, Chuck Moore, Chris Adams, Chris Black, Chris Haskins, Chris Prynoski, Christie Standiford, Christopher Heck, CJ Kalleevig, Collier Gladin, Corinne Damsch, Buffy RipHagen, Damian Adams, Daniel Pérez Fernández, Danny Awalt Jr., Danny Kiregbaum Laursen, Dave Johnson, David Staggs, David Nix, David Tomita, David Waselko, Delana Gifford, Denelle Cimarusti, Dillon Olney, Dina Cimarusti, Don Crawford, Donnie Noland, Doug “Dhomal” Raas, Drew Morales, Edward Sanders, Ellen Gordon, Eric Alexander Michaels, Eric Lapointe, Erik Runge Madsen, Evan Johnson, Gissela Baker, Gary Oak, Gayle Sauer, Hayden Roberts, Hillary Schrooten, HttPaladin, James Churchill, James Juden, James Gryder, Jim Marko, James Tuttle, James Witten, Jared Nesi, Jason Gabel, Jean-Francois Hamel, Jeff Bennett, Jeff Stoke, Jennifer Nielsen, Jesse Gilmour, Jess Kohler, Jim Mack, Joe Bennett, Joe Tolitano, Joel Lajeunesse, John ‘Jake’ Enrique Lyde, John Hazouri, Jordan Schreck, John Orleans, John Skinner Jr., John Valdez, John Zanath, Jonathan W. Kromrey, Joseph J. Leonard Jr., Josh Blick, Josh Knapp, Josh Green, Justin Coffran, Justin Prazen, Jym Coke, Kayla Ekstrom, Keith Huffmeier, Ken Perry, Kevin Freeman, Kevin Pagliarini, Kevin Peeters, Kevin Reginetz, Kit McClelland, Kostas Mavridis, Kyle Steven, Kyle Andrew, Lance G. Buttars, Landon Jamieson, Laura DiFiglio, Lawrence Warwick, Leah Downey, Lee Yakiwchuk, Liam O’Sullivan, Lidia Coe, Liz Siewerth, Lorenzo Grompone, Mads Jakobsen, Marcia Gates, Marc Menet, Marc Veiolleux, Mark Lintott, Matthew Crook, Matthew Harris, Matthew Howells, Matthew Atkins, Matti Leinonen, Matt McMahon, Matt Ross, Matt Sikora, Megan Savannah Lehr, Michael Gadd, Michael Gamboa, Michael Gionfriddo, Mike Graham, Michael Haley, Michael Schwab, Michael Spredemann, Michel Körfgen, Mike Popek, Mirco Jöns, Mitchel Wilsen, Morgan Cook, Damian Phillips, Muriel Allen, Emily Finch, Natalia, Nathaniel Bonifas, Nicky Ray Harris, Norma Kuhling, Paul Newnham, Paul P. Amrine, Paul Shotwell, Patrick Dooley, Pete Wilcox,Peter Dorney, Phillip Fortner, Piergiorgio Tesini, Rachael Goodier, Rachel Mahoney, Ralph Bennett, Ray Bensley, Rebecca Blake, Ric Mori, Rick Barry, Robert Bellot, Rob Stegers ter Haar, Ze Doudou, Ryann Padilla, Sabino Padilla, Scott Moberly, Scott Olman, Shelby Watkins, Simon Leslie, Sinja Melissa Spinger, Steffan-rene Cowan, Stephen Golubieski, Stephen Stewart, Steve Capezza, Steve Fletcher, Steven Cairnduff, Tadek Nelson, Tamarack The Werewolf Survivor, Terrance Marpoe, Theresa Bodach, Thimo Wilke, Thomas Dahmen, Thomas Petford, Timothy Heller, Tom Dodson, Toni Tisch, Travis V. Tipton, Tristan Salazar, Paige Ford, Volodymyr L. Revenok, Wade Gerald Sullivan, Weronika Dudek, William Crewe, William J. Hummel, William Richardson, Zachary Alexander
291 Original Concept Art
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296 This material is being released using the Open Gaming License Version 1.0a and you should read and understand the terms of that license before using this material. The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved. 1. 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COPYRIGHT NOTICE Open Game License v 1.0a Copyright 2000, Wizards of the Coast, LLC. Tome Of Beasts © 2016 Kobold Press System Reference Document 5.1 Copyright 2016, Wizards of the Coast, Inc.; Authors Mike Mearls, Jeremy Crawford, Chris Perkins, Rodney Thompson, Peter Lee, James Wyatt, Robert J. Schwalb, Bruce R. Cordell, Chris Sims, and Steve Townshend, based on original material by E. Gary Gygax and Dave Arneson. END OF LICENSE