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Published by necrosando, 2022-09-07 16:36:05

Galder's Gazetteer

Galder-s-Gazetteer

Keywords: 5e,galder's,gazetteer,dnd,dungeons and dragons

Triple Team Followers

When a creature and two or more of its allies have an From Jarred Landry
enemy in reach, melee attack rolls against that enemy A follower is an important NPC that befriends, travels
are made with advantage. Ranged attack rolls against with, and even fights alongside a party of player
that enemy are made with disadvantage. characters. A follower can be any creature, but their
CR cannot exceed that of the lowest level among the
Called Shots player characters.

Once per turn if you have advantage on an attack roll, A follower obeys the commands of player
you can roll only one die instead of two to make a characters to the best of their ability. In combat, a
called shot. follower rolls its own initiative.

Choose a called shot from those described below. A follower gains upgrade points it can use to gain
If you hit the creature with your called attack, it only new abilities, increase its hit points and roll bonuses,
takes half damage from your attack but also suffers or even gain access to unique features created by the
the first effect listed in the shot’s description. If a GM and players. A follower gains an upgrade point
creature is bloodied, or if it is hit with another of the each time the player character in the party who is the
same called shot before the start of its next turn, it lowest level gains a level. Possible options for upgrade
also suffers the second effect. points are listed below.

arm Shot • Increase hit points by 1 HD (cannot exceed the

You strike at the target’s arms, hands, or other lowest number of HD among the party).
forelimbs in order to weaken its capabilities.
Creatures that are more than one size larger than you • Increase proficiency bonus by 1 (cannot exceed the
cannot be affected by this called shot.
lowest proficiency bonus among the party).
Bruised. Until the end of its next turn the target
cannot do one of the following: benefit from a shield, • Increase an ability score by 1 (cannot exceed 20).
use a weapon with two hands, or use two-weapon • Gain a cantrip or cast a 1st level spell once per day
fighting.
(additional spells can be gained by spending a
Broken. On its next turn, the target cannot make number of upgrade points equal to the spell level).
more than one weapon attack.
• Gain an uncommon magic item. Additional magic
hearing Shot
items can be gained by doubling the upgrade point
You aim for the target’s ears or other hearing orifice in cost for each rarity 2 for rare, 4 for very rare. A
an attempt to deafen your foe. follower can only gain 3 magic items in this way.

Impair. Until the end of its next turn the target has • Gain a unique feature (work together to decide on
disadvantage on Wisdom (Perception) checks that
rely on hearing. a new trait or feature, pulling from other statblocks
or creating your own)
Deafen. Until the end of its next turn, it is deafened.

eye Shot

You aim for the target’s eyes or similar sensory organ.
Creatures that are immune to being blinded or have
blindsight cannot be affected by this called shot.

Deprive. Until the end of its next turn the target
has disadvantage on Wisdom (Perception) checks
that rely on sight.

Blinded. Until the end of its next turn, it is blinded.

Leg Shot

You aim to strike the target’s legs, hips, knees or
other appendages in order to hinder its movement.
Creatures that cannot be knocked prone or are
incorporeal cannot be affected by this called shot.

Slowed. Until the end of its next turn the target’s
speed is halved.

Stopped. The target’s speed is reduced to zero until
the end of its next turn and it is also knocked prone.

151

Galder's Gazeteer: GM Toolkit

Harvesting Monsters a usable amount of hide from a larger creature, but
it takes more time. Failing the check by less than 5
From Tim Hettler results in a low quality hide. A failure of 5 or more
These rules give players an opportunity to turn irrevocably damages the hide, ruining it.
the corpse of a slain monster into treasure. An
unexpected encounter on the trail might turn Pristine hides can be sold to a trader or
into a windfall. Or, if a blue dragon is terrorizing leatherworker for gold equal to 10 times a creature’s
the kingdom, the party might hunt through the challenge rating. Low quality hides that can be sold
wilderness for a behir knowing it can be used to craft sell for 2 times a creature’s challenge rating.
armor or potions of lightning resistance.
Skinning hiDeS tabLe
Skinning hiDeS
Size Time (hours) DC
Exotic hides can be acquired from any beast, 18
monstrosity, or dragon of challenge rating 3 or higher. Medium 1 15
Harvesting the hide from such a creature requires 12
an intact carcass, hours of work, and a successful Large 2 10
Wisdom (Survival) check. The table below outlines
the amount of time and the DC of the check to Huge 4
preserve it in “pristine” condition. It is easier to get
Gargantuan 8

CraFting armor potion CraFting tabLe

Hides from creatures with an AC of 14 or less from its Comp. Potion Min Days to Crafting
natural armor can be used to craft light armor, and Spell Rarity CR Craft DC
hides from creatures with an AC from 15 to 18 from
natural armor can be used to craft medium armor. 1st uncommon 2 2 12
The time and cost follows the standard crafting rules.
2nd rare 73 15
Some extraordinary craftsmen have discovered
methods to create heavy armors using hides of 3rd very rare 10 5 17
the toughest monsters. Others are said to use the
hides of creatures with resistance to the elemental 4th very rare 16 10 20
energy or forms of magic to make enchanted armors
that impart those defenses to the wearer. Typically 5th legendary 20 30 25
adventurers need to seek out such a master and earn
the right to their skill for any chance of these armors Hoard Combat
being crafted. Even these experts need a pristine hide
from a creature with an AC of at least 19 from natural From Jared Rosenau
armor to create heavy or magical armor. This rule allows the GM to quickly run mobs of
creatures as a single entity, whose threat gets
extraCting FLuiDS diminished as the hoard is damaged.

Blood, ichor, and other fluids can typically be acquired Hoards are groups of identical creatures that GM
from monstrosities, aberrations, oozes, and other combines into a single unit in combat, and the rules
creatures the GM allows. Extracting the material from treat as a single creature. The number of creatures in
the corpse of such a creature requires 10 minutes a hoard determines its hoard number.
of work, and a successful Dexterity check using a
poisoner’s kit or an alchemy kit. The DC is equal to 8 In combat, a hoard uses the stat block of its
+ the creature’s CR. On a failure, the corpse is ruined composite creatures, with the following exceptions:
and no further attempts can be made. If the extracted
fluid is a poison, it may be preserved and used as a • A hoard number of 2-10 means it is one size
poison with the same statistics. category larger than its composite creatures. A
hoard number of 11-20 means the hoard is two size
The extracted fluid can be sold for gp equal to categories larger. (Groups of 20 or more should be
5 times a creature’s challenge rating, but only split into two or more hoards.)
alchemists and traders of exotic items would be • A hoard starts with hit points equal to the sum of
interested in purchasing it. the hit points of its composite creatures.
• A hoard gains a bonus to its attack rolls equal to its
CraFting potionS hoard number.

The extracted fluid may be usable to create a potion For example, an orc has 15 hit points and is a
that imbues the drinker with some of the essence of Medium creature, and adds +5 to hit with their attack
that creature. For example, the ichor of a spider might rolls. Thus, a hoard of 6 orcs would be size Large,
be usable to craft a climb potion, or the extracted fluid have 90 hit points, and have a +11 to hit.
of a beholder could be used to craft a potion of flying.
Whenever a hoard scores a hit, instead of rolling
What potions, if any, can be created using extracted damage once, it rolls damage a number of times
fluids are at the GM’s discretion. However, here are equal to the difference between the attack roll and
some guidelines to follow. First, determine what spell its target’s AC, up to its hoard number. For example,
produces a similar effect to the creature’s ability that if the same hoard of orcs scored a total of 22 on the
the potion will emulate. Next, determine the duration attack roll versus an AC of 18, the hoard would roll an
and exact nature of the effect when the potion is orc’s damage (1d12+3) 4 times (4d12+12). However,
drunk. Then assign the potion rarity based on the if the 6 orc hoard scored a 27 on the attack roll, it
similar spells level on the Potion Crafting table. The could only roll damage 6 times instead of 9 because
table gives the DC of the Intelligence check using the number of damage rolls can’t be greater than its
an alchemy kit to make the potion, and the length hoard number.
of time to brew it. The table also gives the suggested
minimum CR a creature should be to have its Each time a hoard’s hit points is reduced by the
extracted fluids produce magic of that power. If the amount of the hit points one of composite members
potion is significantly more powerful or lasts longer has, reduce its hoard number by 1. For example, after
than the comparison spell, you may need to adjust the orc hoard takes 17 damage, its hoard number
the rarity. becomes 5. When a hoard has a hoard number of 0, it
is destroyed.

153

Galder's Gazeteer: GM Toolkit

Challenges Dagger of Orpheus

Cursed Items Weapon (dagger), very rare
The rippled steel of this finely made knife hint at its
The Blind Eye magical nature. A single eye emblazons the pommel,
sometimes appearing open, other times appearing
Wondrous item, very rare closed.
This hooded lantern features a glass lens masterfully
shaped to resemble a three-dimensional human You gain a +1 bonus to attack and damage rolls
eye, peering lidlessly outward to shine the lantern’s you make with this weapon. In addition, a creature
arcane light. damaged by this weapon must succeed on a DC 14
Intelligence saving throw or fall unconscious for 1
The lantern is identical to a bullseye lantern, except hour, until they take damage, or until someone uses
that it does not require oil. In addition, while casting an action to shake or slap them awake.
light from the lantern, you benefit from the effects of
a true seeing spell within the cone of light. Curse. Each time you kill a creature using this
dagger, the next time you sleep or fall unconscious,
Curse. While the lantern sheds its light, an invisible you experience horrific nightmares and wake with the
stalker hunts the wielder. When the lantern is lit, and despondent condition.
for each minute it is lit thereafter, the GM must roll a
d6. On the roll of 2-6, nothing happens. On the roll Mantle of Valguus
of 1, the invisible stalker immediately appears in an
unoccupied space adjacent to the wielder and attacks. Wondrous item, legendary (requires attunement)
This shimmering, black length of cloth appears as
The invisible stalker remains, even if the lantern’s smoky shadows when worn. Imbued with a fragment
light is doused, until it dies or the lantern’s wielder of the power of Valguus, an ancient shadow deity,
dies. If the invisible stalker dies, a new one is the mantle bestows some of this power to its wearer.
summoned the next time the lantern is used. While wearing the mantle, you gain the following
benefits:
Broken Heartstone
• You can cast control flames (at-will) and darkness
Wondrous item, very rare
This shattered Heartstone of a night hag appears (3/day) without the need for material components.
as two pieces of stone, designed to fit together but Charisma is your spellcasting ability for these spells.
broken through calamity or negligence. As an action,
a creature wielding one or both halves of the broken • Once a day you can summon 1d4 shadows in
Heartstone and six additional willing creatures can
become ethereal as with the etherealness spell. unoccupied spaces you can see within 30 feet of
you as an action. The shadows act on your initiative
Curse. A creature who uses one half of a broken and follow your commands, which you can deliver
Heartstone to become ethereal cannot return to the telepathically. The shadows remain for 1 hour or
Material Plane without the other half. until dismissed (no action required).

Coin of Twisted Fate Curse. Once you don the mantle, you are sensitive
to light, and suffer the dulled condition while in
Wondrous item, uncommon sunlight. You must succeed on a DC 20 Charisma
A simple silver coin, seemingly mundane, features check to remove the mantle, and take 5d10 psychic
an hourglass on one side, and a grinning skull on the damage upon doing so.
other.

Once per day, as an action, you can flip the coin. If
the coin comes up heads (the hourglass), you wind
back time 6 seconds, negating any effects of a single
round of combat only for yourself. You regain any hit
points lost since the end of your last turn, and any
conditions inflicted are removed.

If the coin comes up tails (the grinning skull), you
immediately age 1d4 years. Your hit point maximum
is reduced by the maximum result of a single hit die
(if you have multiple sizes of hit dice, use the largest),
and you suffer from the doomed condition until you
finish a long rest.

Ring of Molten Steel • Resistance to bludgeoning, piercing, and slashing
damage from nonmagical weapons that aren’t
Ring, very rare (requires attunement) adamantine.
This ring of banded gold and silver glows red-hot • You have advantage on Strength and Constitution
during combat, but does not burn the wearer. saving throws.
••• Your movement speed increases by 10 feet. die.
While wearing this ring, the edge of your bladed Your melee attacks deal one additional damage
melee weapons glows red-hot. You deal an additional Your standing jump and long jump distances
1d6 fire damage with melee weapons that deal double.
piercing or slashing damage. This fire damage also • You count as one size larger when determining your
counts as magical for the purposes of overcoming carrying capacity and the weight you can push,
damage resistance. drag, or lift.
•• You can wield two-handed weapons using one hand.
Curse. While wearing this ring, any time you score a You take no damage from falling fewer than 60 feet.
critical hit with a melee weapon, the weapon melts in
your hand after dealing its damage. You must succeed Curse. When you roll a 1 on an ability check,
on a DC 16 Dexterity saving throw to drop the molten attack roll, or saving throw, the armor’s arcane
metal or take 11 (2d10) fire damage and are burned. energy diminishes. You lose the above benefits, and
instead become restrained until they doff the armor
(requiring 10 minutes). The armor regains its benefits
after 8 hours of not being worn.

Heartseeking Arrow Thorn Bangle

Weapon (arrow), uncommon Wondrous item, very rare
This black-shafted arrow features a razor-sharp When you touch this brightly colored rose, it affixes
arrowhead of blood-red metal, crafted in the shape of itself to you as a bangle. You can use an action to
a heart. The fletching, too, is blood-red in color. remove the bangle, at which point it turns back into a
long-stemmed rose.
You gain a +1 bonus to attack and damage rolls
you make with this magic ammunition. In addition, While you are wearing this bangle, it extrudes 2d4
a creature damaged by one of these arrows must thorns per day, and can hold up to a maximum of 12.
succeed on a DC 16 Charisma saving throw or become When wearing this bangle, if you deal damage with
charmed for 1 hour or until you or your companions an unarmed attack, one of the thorns impales itself
do anything harmful to it. into the target. The impaled creature must succeed
on a DC 13 Constitution saving throw or be poisoned.
Curse. When you roll a 1 on the d20 when making While poisoned in this way, they also are inflicted
an attack roll using this ammunition, the arrow with the wounded condition.
diverts and strikes you instead. You take maximum
damage and become dulled until you complete a long Curse. If you fall asleep while wearing the bangle
rest. with any thorns remaining, you become poisoned as
the bangle and thorns dig into your flesh. You cannot
Mecha Armor wake while poisoned, or until the bangle is removed.

Armor (plate), legendary (requires attunement) Uncanny Down
This massive suit of heavy armor features thick steel
plating covering complex arcane mechanisms that Wondrous item, very rare
aid the wearer’s power and mobility. The armor fully These feathers from an otherworldly creature are
encases the wearer, giving them the appearance of incredibly soft. If you spend a long rest sleeping on
a construct. While wearing the armor, you gain the a pillow or with a blanket made from this down, you
following benefits: gain the rested condition when you wake. This down
only grants this condition once per every ten days.

Curse. The down also gives those who sleep using
it wonderful, vivid dreams. If you sleep using the
down three nights in a row, it becomes harder for
you to tell the dream world from the real world. You
have disadvantage on ability checks and saves to see
though illusions and to avoid being charmed. The
curse ends if you spend a night sleeping under a full
moon without the down.

155

Galder's Gazeteer: GM Toolkit

Faction Play FaCtion turn

Larger than any one individual, temples, royal houses, At the start of a game session, the GM chooses
guilds, secret orders, and other organizations one faction, and one of the issues presented in its
are an integral part of societies, and often a key Development section. Unless the player character’s
point of interaction between the player characters’ actions prevent that course of events from occurring,
adventures and the wider world. Factions offer the that issue is resolved at the end of the next game
heroes an opportunity to be a part of a larger force session. The faction might accomplish a goal by
in the world, or to face a threat greater than a single logical use of their resources, or some ill might befall
foe. Party members who belong to or are sympathetic them due to the heroes’ inaction.
towards different factions can be a source of
dramatic tension, especially when the factions’ goals As the player characters progress through
are in conflict. their adventures they can impact the fortunes of
organizations in the world. When the PC’s actions
All factions exist to increase their own power and affect a faction’s access to resources or present a new
influence, and try to prevent it from being taken away. issue for it to face, update that factions Resource and
This rule set gives GMs a simple way to abstract the Development sections to reflect it. Those sections
dynamics of factions of their worlds. As a GM, this should also be revised as a result of resolving a
is also a tool that can help set the pacing of your previous Development issue.
campaign or apply time pressure to the party.
This leaves faction play mostly as an in-between
Faction Components sessions activity for GMs. Following these rules
allows the GM to have many faction in the world, but
When creating factions for use with these rules, they is only actively managing the plans of two factions
have the attributes listed below. at a time: the one chosen at the start of the session,
and the one to be resolved at the end of the session,
Situation chosen last time. Likewise, the players have two
game sessions to intervene in the wider affairs of the
This section puts faction’s interests and objectives in world.
context of the player characters and their adventures.
When creating this background information think Example Faction: The Palmers
about what bonds does the faction share with any
of the PCs that could make them allies. Alternatively, The Palmers are the guardians of the Ashlands, a 20
what conflicts are there between the faction’s mile stretch of burned wasteland that stands as a
goals and what one of the characters is trying to barrier between the blighted jungle and rest of the
accomplish? world. They strive to keep the blight quarantined, and
to keep hidden the terrible secret that lead to the
reSourCeS destruction of the jungle and its people. The bravest
members wear gilded palm branches, trophies of
Resources represent the key assets the faction has crossing the wastelands and going into the cursed
available to use to achieve its goals and grow its forest.
influence. Petty street gangs might have a certain
number of thugs to serve as muscle, or an amount of Situation
gold pieces coming in each week from racketeering.
More sophisticated factions have wealth and power With its sources of funding dwindling, the order
in other forms: land and mineral rights, control of is in need of new patrons and cheap recruits. One
church coffers, access to arcane knowledge, or the hero has sworn a paladin’s oath to stay true to the
ability to legally collect taxes or conscript armies. Palmer’s mission, and is actively seeking to win a
new sponsor for the corps. Meanwhile, a rival of the
DeVeLopmentS wizard player character thinks the Palmer’s plan of
containment is misguided, and is working to uncover
This section has the current opportunities and the forbidden lore in hopes of ending the blight.
threats facing the faction, and what plans the faction
is going to carry out. How are they reacting to the reSourCeS
situation using their resources? For example, a group
of merchants might want to pool their gold to hire In addition to the corps of wardens that are always
some sell swords to clear bandits off the road or a occupied patrolling the Ashlands, the Palmers
noble house could send out spies to infiltrate a rival’s have other warriors in reserve. Their greatest asset,
court. Sometimes, these points can be time sensitive, however, is a strong alliance with the Cult of Gaia and
and if not addressed, the issues come to a head on its access to their network of clerics and patrons. The
own. Palmers have the following resources:

• 3d6 veterans,1d6 knights, and 1d6 scouts can be reSourCeS
fielded anywhere the Palmers have influence within
3 days The Bones are led by a family of fire giants who keep
• Priests of the widespread Cult of Gaia are generally out of the city proper. They prefer to exert influence
friendly towards member of the Palmers, and and project their power from afar, utilizing the
perform favors such as requisitioning supplies or resources below:
passing along helpful information
• What remains of the decedents of those who • The Bones can send gangs of hired muscle to do
dwelt in the jungle and other nobles with ties to
their clans think it their duty to assist the Palmers their bidding. A typical gang is made up of 2d4
in their mission to protect the wider realm. The thugs led by 1 bandit captain. If the gang gets into a
Palmers receive 4d10 x 10 gp in surplus donations confrontation anywhere in the city, 1d4 more gangs
every 30 days comprised of the same members will show up each
within 10 minutes.
DeVeLopment
• The Bones exploit the local population out of fear,
The following issues might be resolved for the
Palmers: and can get most NPCs to perform actions on their
behalf, even ones that carry minor risk (such as
• The Palmers host a large banquet to woo new lying to powerful adventures).

donors. They plan on inviting many priests of Gaia • Through some treachery, the Bones also have
and adventurers to the event. If the banquet fails,
it limits the number of patrols the Palmers can significant influence over two important figures:
perform and occasionally blighted monsters might the chief advisor to the city’s ruler and the party’s
slip into the civilized world. patron. The advisor willingly conspires with the
Bones, but the patron is cooperating under duress.
• A priest of Gaia starts protesting that the funds Both use their position to further the organization’s
goals.
from the local temple are being given to a
mercenary band at the edge of the world. That DeVeLopment
gold should stay to help the local people, the priest
insists. If nothing is done to silence the priest in In their ruthless pursuit of power, the Bones have
3d10 days, the amount of gp the Palmer receive is these plans and challenges:
halved as the message takes hold.
• The Bones move to complete their purge of the old
• The wizard’s rival succeeds in learning some bit of
thieves guild. If successful, all remaining members
forbidden lore. A priest of Gaia learns of this, and are completely loyal to the new organization.
moves to inform the Palmer’s leadership that a
danger needs to be dealt with. • The increase in crime, caused by the Bones

Example Faction: The Bones themselves, leads to mass unrest among the lower
classes. Members of the Bones aim to start a riot to
A group of mountain dwelling raiders led by a circle further destabilize the city.
of giants, Bone’s conducting a hostile take over of
the local criminal underworld. Underestimated by the • The leaders of the Bones start to seek out another
area’s thieves guild as unsophisticated, the Bone’s
use both brutality and cunning to supplant them. influential member of the city’s social order to
Now, they seek to expand their shadowy power by exploit. Eventually, they will find someone with a
throwing the city into chaos. weakness, and either cajole or threaten that person
into service.

Situation

The patron of the player character’s adventuring
party is getting blackmailed by a new recruit of the
villainous Bones. As such, the patron soon will no
longer be able to fund the party’s expeditions. The
rogue player character used to be close with some
members of the local thieves guild, but ever since the
Bones killed the leadership and took over, the rogue
has been iced out. If the Bones can keep finding ways
to defund do-gooders and the royal guard, the vicious
criminal enterprise will thrive in the anarchy.

157

Galder's Gazeteer: GM Toolkit

Traps The statue remains until initiative count 20, then
disappears back into the wall of vegetation. Any
Hedge Maze Trap creature who attacked a Fey Statue becomes the
target of a hideous laughter spell (spell save DC 15)
Complex trap (level 1–4, dangerous threat) before the statue disappears.
Unlike a pit trap, deadfall, or snare, the Hedge Maze
Trap is naturally occurring – a confounding response Dynamic Element. The longer the maze stands, the
by the wilderness to ward off intruders and capture stronger its effects become.
prey for the forest’s more nefarious predators. A
complex and maddening web of roots, vines, shrubs, • Madness and Mischief. The DCs for the Shifting
thorns, and branches trap creatures, separate them Tunnels, Thorny Vines, and Fey Statues each
from one another, and force parties to coordinate increase by 1 for each round (to a maximum of 20).
over distance to overcome the trap’s many perils. The • Mischief Makers Arrive. On initiative count 20,
Hedge Maze itself can occupy an area of any size – the GM rolls a d6. On a roll of 6, 1d4+1 goblins with
from a small clearing to the width and breadth of a the mischief maker monster template emerge from
forested expanse. the walls of vegetation to attack a group.

Trigger. The trap activates when a non-fey creature Constant Element. The walls of vines, roots, and
steps on a triggering root or touches a Fey Statue. As plants create a dark and confusing space.
soon as it activates, walls of impenetrable vegetation
spring up and form tunnels 5 feet wide and 10 feet • Walls of Vegetation. The walls of the maze are 3
high, complete with a ceiling, building the maze in a
matter of moments. The tunnels completely block out feet thick. They are completely soundproof and
any daylight. block daylight with a thick canopy. The maze fights
back against cheaters or destruction of the walls.
Initiative. The trap acts once on initiative count 20
and once on initiative count 10. Countermeasures. There are three ways the trap
can be overcome. A group of creatures who succeed
Active Elements. The trap targets nearby creatures four times on the points listed before failing an equal
with a myriad of magical effects. The GM should number safely exit the maze. Doing so causes the
alternate between the Shifting Tunnels and Thorny walls of vegetation to disappear into the ground, and
vines every other round. the trap immediately deactivates.

• Shifting Tunnels (Initiative 20). The walls of A creature that utilizes a countermeasure can also
choose to rejoin a group of companions if previously
vegetation forming the maze shift and reshape separated by the shifting tunnels.
themselves, changing the layout of the labyrinth.
Each creature within the trap’s area must succeed Fey riDDLeS
on a DC 13 Dexterity saving throw or become
separated from the rest of the party. The walls d8 Riddle
of vegetation are completely soundproof, and
creatures separated from one another cannot 1 What breaks but never falls? (dawn/
communicate non-magically. daylight)

• Thorny Vines (Initiative 20). 1d4 vines lash out 2 What can you catch but not throw? (cold/
illness)
from the walls, targeting nearby creatures. Each
vine grabs at a creature within the trap’s area. The 3 What has roots nobody sees, is taller than
creature must succeed on a DC 14 Strength saving any trees, yet it never grows? (mountain)
throw or take 6 (1d10) piercing damage from the
thorns and become restrained (escape DC 12). It runs but never walks, has a mouth but
A creature restrained in this way takes 6 (1d10) 4 never talks, has a head but never weeps,
piercing damage at the start of each of its turns.
has a bed but never sleeps. (river)
• Fey Statues (Initiative 10). A stout, impish statue
5 What grows when it eats, but dies when it
emerges from the walls of vegetation within 10 drinks? (fire)
feet of each group of creatures within the trap’s
area and begins speaking gibberish. Each creature At night, I come without being called; by
within 30 feet of the statue who can hear it must 6 day, I am lost without being stolen – what
succeed on a DC 12 Intelligence saving throw or
magically become dulled for a number of rounds am I? (stars/moon)
equal to 6 minus their Wisdom modifier (minimum
1 round). Creatures that speak Sylvan have 7 Footless and handless it knocks on the
advantage on this saving throw. door and scratches at the window. (wind)

8 What breaks as you name it? (silence)

Failing to overcome the maze causes all the Necrobelisk
creatures within to become lost for 1d4 hours before
they emerge and suffer from being fatigued. Complex trap (level 5–10, deadly threat)
The Necrobelisk occupies a square, stone chamber
• Answer the Riddles. A creature who succeeds 40 feet wide on each side, with a ceiling 20 feet high.
on its saving throw against the Fey Statues makes Two steel doors lead into the room opposite walls.
sense of the gibberish. That creature knows the Skeletal, humanoid remains are set into the floor,
statues are speaking a mixture of Sylvan and walls, and ceiling.
another language they know backward, and ask
riddles each time they emerge (see the Fey Riddles A stone pillar that seamlessly spans the chamber
table below for ideas). Creatures who answer a from floor to ceiling, the Necrobelisk itself dominates
riddle appease the statue, which then points to the the center of the room. The Necrobelisk is jet-black
right way to go. with six sides, each etched with Abyssal runes that
• Navigate the Maze. On their turn, a creature can glow a vivid, sickly green while the trap is active
use an action to make a DC 12 Intelligence check, or (these runes read “Join us to open the door”).
a DC 15 Wisdom (Survival) check, then accurately Channels of matching black stone set into the floor
navigate the maze as part of their movement. extend from the pillar to the four corners of the room,
• Cheat the Maze. Any attempt to cut though, jump terminating in four squat pedestals, atop which rests
over, burn down, or otherwise thwart the maze four black humanoid skulls.
causes the Thorny Vines to strike. However, passing
the Strength saving throw by 5 or more allows the Trigger. The trap activates as soon as the last
creature to slip through and make progress through creature in a group enters the room, or when a
the maze. creature takes a skull from a pedestal.

Initiative. The trap acts on initiative count 20 and
initiative count 10.

Active Elements. While active, the trap seals the
room, pulses with necrotic energy, and summons
undead enemies for the player characters to contend
with.

• Sealed Doors (Initiative Count 20). The two steel

doors slam shut and magically seal themselves in
the first round. The doors remain sealed until the
trap is deactivated.

• Necrotic Pulse (Initiative Count 20). A wave of

sickly green necrotic energy emanates from the
Necrobelisk. Each non-undead creature in the room
must succeed on a DC 18 Constitution saving throw
or take 17 (3d10) necrotic damage and becomes
fatigued until it finishes a short rest; a creature
who rolls a 1 on the d20 when making this save also
becomes cursed and suffers the doomed condition.

• Skeletal Guardians (Initiative Count 10). For each

skull present in the room, a skeleton formed of the
bones in the floor, walls, and ceiling appears in an
unoccupied space and immediately moves to attack
the nearest non-undead creature. If all four skulls
remain on their pedestals, a minotaur skeleton also
appears instead, using its charge trait if possible.

Dynamic Elements. The skeletons grow stronger
with each necrotic pulse.

• Invigorate Undead. Each time the Necrobelisk

emits its Necrotic Pulse, each undead creature
in the room regains 1d10 + 2 hit points and has
advantage on its next attack roll or saving throw.

Constant Elements. The skulls, doors, and the
Necrobelisk itself saps the strength of any creature
who touches them.

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• Chilling Touch. A creature who touches one of the creature within 40 feet of the doorway must
succeed on a DC 20 Dexterity saving throw or
skulls, the doors, or the Necrobelisk itself must become restrained by a gate tendril (escape DC
succeed on a DC 18 Constitution saving throw or 20). At the start of each of their turns, an affected
take 11 (2d10) necrotic damage and cannot regain creature is moved 20 feet closer in a straight line
hit points until the start of its next turn. toward the doorway.
• Wave of Force (Initiative 10). A wave of concussive
Countermeasures. The trap can be neutralized by
shattering the skulls, or by joining the dead. energy emits from the doorway, hurling nearby
creatures backward. Each creature within 30 feet
• Shattering the Skulls. The pedestals in the of the doorway that is also not restrained must
succeed on a DC 20 Strength saving throw or be
corner holding the skulls resemble the stone hurled backward 20 feet. An affected creature takes
of the Necrobelisk – jet black and etched with 33 (6d10) force damage plus 4 (1d6) bludgeoning
Abyssal runes that glow a sickly green. Reducing damage for every 10 feet they were hurled before
a skull to 0 HP (AC 16; 20 HP; resistance to fire, falling prone. If they strike a solid object (such as
piercing, and slashing damage from nonmagical a wall or pillar), they take an additional 11 (2d10)
sources that aren’t adamantine; immune to bludgeoning damage.
necrotic, poison, and psychic damage) or making
a successful DC 20 Strength check to break it Dynamic Element. The longer the doorway remains
shatters the skull into fragments (keep in mind the active, the more virulent and deadly its arcane
Chilling Touch element of the trap when handling energies become.
the skulls). If all four skulls are destroyed, the trap
deactivates, and all undead enemies in the room • Increased Energy. The damage from the Wave
crumble to dust.
of Force increases by 11 (2d10) each round after it
• Joining the Dead. If a non-undead creature dies activates, to a maximum of 55 (10d10). In addition,
the distance a creature is hurled by the Wave
in the room, the trap deactivates, and all undead of Force increases by 10 feet each round after it
enemies in the room crumble. If the dead creature activates, to a maximum of 60 feet.
is not raised and their corpse remains in the room,
their bones soon join the legions of undead bound Constant Element. The doorway itself presents the
to the Necrobelisk. largest threat to nearby creatures.

Shimmering Doorway • Shimmering Doorway. Any creature that ends

Complex trap (level 11–16, deadly threat) its turn in the same space as the doorway must
The Shimmering Doorway is an ancient and altogether succeed on a DC 22 Charisma saving throw or take
confounding arcane trap. The trap is a large archway, 28 (5d10) force damage and become dulled until it
10 feet tall by 5 feet wide, with arcane runes etching finishes a long rest.
its stone frame. A translucent field of blue-violet
energy hangs in the doorway like a curtain, giving Countermeasures. There are two ways the trap can
off a soft, diffused light and giving the trap its name. be overcome.
Typically found as a way to guard an inner sanctum in
a shrine or an arcane site, the door can easily be made • Shatter the Doorway. If the doorway itself is
harmless if one knows how to deactivate the runes reduced to 0 hit points (AC 18; 40 hp; resistance to
which fuel the barrier’s magic. bludgeoning, piercing, and slashing damage from
non-adamantine weapons; immune to fire, poison,
Trigger. The trap activates when a creature passes and psychic damage), it immediately releases a
through the doorway or touches one of the runes. final Wave of Force (affecting each creature within
range, even if they are restrained). The trap then
Initiative. The trap acts on initiative count 20 and deactivates.
initiative count 10. • Disable the Runes. 1d4+2 arcane runes line the
stone doorway. A successful DC 20 Intelligence
Active Elements. The trap targets nearby creatures (Arcana) check identifies and deactivates a single
with myriad magical effects. rune. For each rune disabled, the damage of
both the Wave of Force and the doorway itself is
• Magic Missile Barrage (Initiative 20). A hail of reduced by 1d10. If all the runes are disabled, the
doorway immediately releases a final Wave of Force
arcane energy emits from the door’s shimmering (affecting each creature within range, even if they
field. Each creature within 120 feet of the doorway are restrained), and then the trap deactivates.
becomes the target of a magic missile spell cast
using a 4th-level spell slot (6 darts total for each
instance of the spell).

• Gate Tendrils (Initiative 20). Amorphous limbs

of arcane energy emerge from the doorway and
attempt to pull nearby creatures closer. Each

Mechanical Dragon • Intense Heat. The mechanical dragon’s fire causes

Complex trap (level 16–20, deadly threat) the corridor itself to become unbearably hot. Each
A mechanical dragon construct lurks at the end of an round, beginning with the second, after the Flame
180-foot long corridor that is 10 feet wide with a 15- Breath deals its damage, each creature in the
foot ceiling. Every 60 feet, two 5-foot-square alcoves corridor must succeed on a DC 12 Constitution
each provide enough cover for a creature of Large size saving throw or become fatigued. The DC increases
or smaller. A steel portcullis lies within the dragon’s by 2 each round (maximum DC 24).
throat, providing the only path of salvation beyond
disabling the complex arcane mechanism. Constant Element. The corridor is riddled with
additional traps, but also possible sanctuary.
Trigger. The trap activates as soon as a creature
steps within 120 feet of the mechanical dragon. The • Pit Traps. A hidden pit trap lies hidden at each
corridor then seals them in and forces them toward 20-foot interval in the corridor (three total at
the mechanical dragon. 20 feet, 40 feet, and 60 feet). The trap is 15 feet
wide by 5 feet long and 20 feet deep. A successful
Initiative. The trap acts on initiative count 20 and DC 18 Wisdom (Perception) check identifies the
initiative count 10. concealed pit. A creature who steps on the cover
activates the pit trap – it swings open and the
Active Elements. The trap spews fire down the creature plummets into the pit below, taking 22
hallway and forces the characters forward with a (4d10) piercing damage from the iron spikes below.
moving stone wall. Sanctuary Alcoves. A pair of 5-foot-square alcoves

• Flame Breath (Initiative 20). The dragon spews • lie at each 20-foot interval in the corridor (parallel
fire down the full length of the corridor. Each
creature not standing in a Sanctuary Alcove must to the Pit Traps). Each alcove provides enough cover
for a creature of Large size or smaller to avoid the
succeed on a DC 20 Dexterity saving throw, taking damage from the Fire Breath.
55 (10d10) fire damage on a failed save, or half Dragon Claws. A creature who moves within 10
as much damage on a successful one. If the fire •
causes a creature to become bloodied, the creature feet of the end of the corridor must immediately
avoid a swipe from the mechanical dragon’s claws.
• is also burned until all its hit points are restored. It must succeed on a DC 22 Dexterity saving throw
Crushing Wall (Initiative 10). In the first round, a or take 22 (4d10) slashing damage.
stone wall 15 feet high and 2 feet thick drops from
the ceiling at the end of the 180-foot corridor. A
creature standing in this area when it falls must Countermeasures. There are three ways the trap can
succeed on a DC 18 Dexterity saving throw or take be overcome.

33 (6d10) bludgeoning damage and be forcibly • Sabotage the Dragon. A creature within reach of
shunted into the nearest unoccupied space, taking
an additional 1d10 of bludgeoning damage for every the mechanical dragon can use its action to attempt
to disable the complex mechanisms making it tick.
5 feet they are pushed. Each round after, the wall With a successful DC 20 Dexterity check using
slides forward 30 feet, reducing the overall length
of the corridor. A creature standing in this area thieves’ tools, the mechanical dragon reduces the
damage of its Fire Breath by 2d10. Three successful
when the wall moves forward is forcibly shunted checks using thieves’ tools disables the trap entirely.
into the nearest unoccupied space. If a creature is Disable the Fire Crystal. The mechanical dragon is
standing in a Sanctuary Alcove or a Pit Trap as the •
powered by an arcane crystal containing elemental
wall passes, they are crushed as the space seals fire. A creature within reach of the mechanical
itself, taking 132 (24d10) bludgeoning damage, and
are shunted into the nearest unoccupied space. dragon can attempt to disable or remove the crystal
with a successful DC 22 Intelligence (Arcana)
check, or by breaking it (AC 17, 18 hit points,
Dynamic Element. The hallway holds greater dangers immune to psychic and poison damage). Breaking
than the mechanical dragon alone. or disabling the crystal unleashes the spirit of
the bound elemental in a flash of fire, and every
• Flaming Arrows (Recharge 5–6). At the top each creature within 10 feet must succeed on a DC 20
Constitution saving throw or take 55 (5d10) fire
round after the first, the GM rolls a d6. With a damage or half as much on a success.
successful recharge roll, arrow-sized slits slide open • Scale the Dragon. A creature can attempt
in the walls and ceiling and emit a hail of flaming to scale the mechanical dragon and exit the
arrows. Each creature in the corridor must succeed corridor through the doorway in its throat. Doing
on a DC 22 Dexterity saving throw, taking 9 (2d8) so requires two successful DC 20 Strength
piercing damage plus 11 (2d10) fire damage on a (Athletics) or Dexterity (Acrobatics) checks in any
failed save, or half as much damage on a successful combination.
one. A creature who is in an alcove or pit trap has
disadvantage on the saving throw.

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Chapter 4

Adventures

Lo i c v t eh r g c
i x rn o l s o i e i
l .I E u r e t r rt n !
Th e mr ps t m
r e ai ei r
a n D w. e t h a e o t e,
rp c s y, h ah n
e ea i s . n f d
e u s. T r e i n a i t ta
et b t i p, t m i y
sa a n’ a a c u, l
I o d’ r i i !). S n a n E s a
or a rn ne
en d n r s, e m h o l,
o ar e d nt r m!



The Twilight Games The Strange Truth of Twilight Forest

The Twilight Games is suited for four player characters The enchanted woodland of the Twilight Forest
of 5th level. The party starts on a well travel trail, stands on a planar leyline, with multiple planes
whose proximity to the nearby Twilight Forest has overlapping and mingling to create a mishmash
never been an issue – until now. With children of arcane and extraplanar effects. The Feywild,
missing, and fey creatures plaguing travelers, the for instance, bleeds through at several points
party must venture into the woodland and the planes within the forest.
beyond to uncover the truth of the disappearances.
Two young siblings, Seline and Antwerp
Running this Adventure – along with their trickster fey friends – are
responsible for the recent uptick in strange
The Twilight Games should run for a single session of activity. They played a cruel prank on a local
gameplay comprising roughly four to five hours. night hag, Lady Spider Hair, and stole her
precious Heartstone, which allows her to
• In Part 1: Mischief Afoot, the party stops an become ethereal. The children disappeared
ambush in progress by cruel tricksters, and learn with this relic, and now wander, stranded,
of strange happenings in the nearby Twilight Forest within other planes of existence.
culminating in pair of missing children.
• In Part 2: Into the Woods, the party enters the ghosts, goblins, an evil witch, and many who stray
Twilight Forest and finds themselves in the Feywild, into its dim depths find themselves forever changed.
encountering Lady Spider Hair, a night hag with a
missing Heartstone. • The same group of goblins has been pestering
• In Part 3: Stuck in the Mud, the adventurers
journey between the Elemental Planes of Earth and the caravan for days, but they’ve never attacked
Water – through the aptly named Plane of Ooze. like this. Worse still, yesterday two children of a
• In Part 4: Ghostwalking, the party navigates the merchant, Antwerp and his little sister Seline,
Ethereal Plane at the edge of the Twilight Forest to went missing! Likely, the goblins lured them into
recover the missing children. the woods and they never returned.

The Adventure • Some in the caravan have ventured into the Twilight

Part 1: Mischief Afoot Forest to find them, but go missing themselves for
hours, returning with only vague recollections.
The adventurers arrive just in the nick of time!
They hear the sounds of a fight, and soon come • The children’s parents rushed ahead of the caravan

upon a strange sight in the road. A small trade to reach aid from town as soon as possible.
caravan – consisting of several wagons laden with Everyone feared it might take to long for help to
goods, their drivers, and a handful of lightly armed arrive. But then the adventurers came!
escorts – has come under attack by a mob of goblins.
• The caravan would be forever grateful for the
These goblins use the mischief maker creature
template and are fey instead of their normal type. children’s safe return, and offer to pool their profits
There are two for each player character initially, and at as a reward.
the start of the second round of combat an additional
goblin for each player character comes out of hiding. Venturing into the town or questioning the caravan
further turns up no additional details. However,
The goblins are more interested in amusing if the party manages to successfully capture and
themselves at the caravan’s expense than doing interrogate a goblin, some or all of the following
violence. They cackle wickedly as they carry out information is revealed.
their raid, smashing vases, spooking animals, and
conjuring minor spells that fizzle and pop on the air. • The children ventured into the woods to play with

When more than half the goblins are defeated, the the fun-loving fey they had seen trailing the caravan.
rest flee into the woods. The merchants are incredibly
grateful for the assistance, and the leader, a brawny • The goblins used their magic to make toys and other
man named Jack D’Killa, is happy to provide the
characters with the following information. things from the children’s imagination real.

• Locals of the area know never to venture into the • In keeping with the fun, the brother and sister

Twilight Forest without a guide. Whispers swirl of agreed to help play a joke on the old spider lady
who lives in the woods.

• The old spider lady has a favorite rock she likes to

play with. If it were go missing, it would be funny to
watch her struggle to find it. In the meantime, they
could play with the toy.

• That game didn’t work out. Having fun with the

entire caravan, instead of just the small travelers, is
the new game.

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TwilighT EncounTEr

d10 Challenge Ability Check

1 You must spot growths resembling grinning faces or animals peering outward DC 14 Wisdom
from the trees – their eyes point the right way to travel. (Perception)

2 Several of the trees seems to be made of ginger bread, and the grass is spun DC 13 Wisdom
sugar. There seems to be a trail of what has been licked and nibbled on. (Survival)

3 Roots move imperceptibly to snag your feet and impede your movement. DC 12 Wisdom
(Survival)

4 Mushrooms glow and hum discordant harmonies resembling children’s songs. DC 16 Charisma
Singing along with the right songs opens up the path. (Performance)

5 Glittering spores float in the air, forming shapes. Decoding the pattern yields a DC 15 Intelligence
map of the area. (Investigation)

6 A call – something between human and beast – echoes through the woods. If DC 15 Intelligence
you can understand the call, you’ll learn the territory. (Nature)

7 A familiar voice whispers your name. It starts to whisper the way to go, but the DC 14 Wisdom
wind picks up. (Perception)

8 You find a large pile of toys. A bit of a dolls hair is blown about several possible DC 13 Intelligence
trails. (Investigation)

9 An ancient, moss-covered statue resembles one of the party members. You ask DC 17 Charisma
it for directions. (Persuasion)

10 The path leads the party back to a familiar spot. Or does it? DC 10 Wisdom
(Survival)

Part 2: Into the Woods way and each becoming fatigued; failing two checks
imposed disadvantage on the first ability check each
A strange mist seems to hang over the Twilight Forest, character makes against the hedge maze trap (see
despite otherwise clear skies. below); and failing all three checks leads the party
into a group of territorial satyrs (equal in number to
When the party crosses the threshold into the the party plus one).
Twilight Forest, the change in their surroundings is
almost instant. The light dims to an unnerving glow, By some combination of luck, skill, and
the distant sounds of the city fade into silence, and determination, the party finds the path the children
the air becomes close and heavy with the smell of took through the forest. However, the trail leads them
loam and rot. The trees huddle closely, surrounded into a wall of thorny bushes, magically impassible
by foliage, and thick, insulating moss covers every except for an archway of vines dotted with roses.
surface. This is the entrance to a hedge maze trap, and the
adventurers must overcome its challenge to proceed.
As the adventurers delve deeper into the forest, they
notice the gradually shifting landscape. A character Exiting the hedge maze, the party finds themselves
who succeeds on a DC 15 Intelligence (Arcana) check in a dark forest clearing, and encounters a night hag
realizes the party has phased into the Feywild, and calling herself Lady Spider Hair. True to her name,
are no longer present on the Material Plane. Combat the slouched fiend shrouds herself in a brilliantly
encounters in the Twilight Forest uses the whimsical colored cloak of webs, spiders writhing in her
environment template, and all creatures within use scraggly hair. Observant adventurers might notice
the mischief maker monster template. the shadow of a pair of massive spiders lurking in the
trees high above.
For each party member, choose or roll a challenge
on the Twilight Encounters table. Each player Strangely enough, Lady Spider Hair appeals to the
character faces that specific challenge in the forest, adventurers’ good nature, and doesn’t appear hostile
and must attempt to pass the associated ability check. – in fact, she tells them she knows where to find the
Failing one check results in the party losing their missing children, and requires the adventurers’ help.

• The Twilight Forest is a leyline of sorts, and the barter for further rewards for the party (offering
veil between planes is incredibly thin. The planes thorn bangles and uncanny down from her private
overlap and criss-cross at this location, creating stores), but her patience soon wears thin, and she
a strange and maddening labyrinth of magical demands the party retrieve her Heartstone or become
dimensions. If they’re not already aware, Lady trapped here in the Feywild.
Spider Hair informs the party of their current
location – the Feywild. If the party decides to threaten or outright attack
• Recently, a pair of children entered the Twilight Lady Spider Hair, she uses plane shift to teleport away.
Forest to play. Aided by fey tricksters, the children
played an awful prank and stole Lady Spider Hair’s Part 3: Stuck in the Mud
precious Heartstone, which allows the hag to enter
the Ethereal Plane. The party takes the foul-smelling path, soon finding
• The children can’t comprehend the power themselves in a woodland bog. The path becomes
contained in the Heartstone, and now find sodden and clogged with gnarled roots. Soon, the
themselves wandering the planes, lost until they adventurers struggle through knee-deep mud,
can be guided home. stinking and grasping. They travel now through the
• Lady Spider Hair greatly desires the Heartstone Plane of Ooze, situated between the Elemental Planes
returned to her – if the adventurers find the of Water and Earth.
Heartstone, surely they will also find the missing
children. This section of the Plane of Ooze uses the
• She points the party down a nearby path, shrouded carnivorous swamp environment template.
in foul-smelling mist. That, she explains, leads
through the Plane of Ooze, where she knows the The adventurers quickly find two separate
children fled after stealing her Heartstone. sets tracks leading through the mud, obviously
small and humaniod. Examining these two sets
A successful DC 14 Wisdom (Insight) check of tracks further, a successful DC 14 Intelligence
reveals the hag’s genuine concern over her missing (Investigation) or Wisdom (Survival) check reveals
Heartstone. She is reluctant to leave her cottage whatever was making the tracks was moving with
herself for fear that the goblins will return and wreck haste – likely Seline and Antwerp fleeing from Lady
more havoc on her home. She’s willing to haggle and Spider Hair.

While tracking, an earth elemental rises from
the muck to accost the party. It uses its earth glide
ability to navigate the thick mud with ease, striking at

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the adventurers before disappearing again beneath Aided by the will-o’-wisp song, the party learns that
the muck. The elemental’s movement also covers Antwerp shifted into the Ethereal Plane, but is unable
the tracks, forcing the adventurers to find their way to return due to it being broken. The only way to
through the swamp. A DC 17 Wisdom (Survival) recuse him is to go there themselves.
check allows the characters to pick the trail back up.
Otherwise, they trudge through the swamp aimlessly If the players are at a loss for how to proceed, the
and become fatigued. GM can have Seline tell the party the goblins wanted
the stone to go to the ghost world to play. She
The characters eventually hear distant, muffled suggests the party use her half of the stone to go to
sobbing. Following the sound, the party comes upon the ghost world and find her brother, then fix the
a young human girl, huddled beneath a tree and stone and return home.
covered in mud and grime. The girl, though frightened
at first, eventually warms to the characters, and The party can use their half of the Heartstone
introduces herself as Seline. to become ethereal, as with the etherealness spell,
except that they cannot return to the Twilight Forest
Her brother, Antwerp, asked her to wait here and until the Heartstone is made whole.
hide while he sought help. That was yesterday, and
he hasn’t returned. Seline and Antwerp snuck into Within the Ethereal Plane, the adventurers again
the Twilight Forest to make friends with the funny find Antwerp’s tracks, which glow subtly against
goblins that followed the caravan. Once in the forest, the ground. The trail leads through the bog and
those fey sometimes used their magic to make the back into the dense woods, where the characters
children’s imagination come to life, much to their come upon thick, ghostly webbing that blocks the
amazement. path. A creature entering a space with webbing must
succeed on a DC 13 Dexterity saving throw or become
The fey goblins convinced Seline and Antwerp to restrained as with the web spell.
steal Lady Spider Hair’s Heartstone – they told them
it would make their games even more fun. While Passing through the webs, the party come to a
fleeing Lady Spider Hair, they ran right into another clearing that they might recognize as the same one
world! in which Lady Spider Hair resides in the Twilight
Forest. Across the clearing they see a tree draped with
In the Plane of Ooze, they were chased by a “mud these webs, and within, a small figure with a red scarf
monster” (she likely refers to the earth elemental struggles to free themselves.
the party just defeated) and the Heartstone broke in
their flight. Seline picked up the a broken half of the Before Antwerp can warn the characters, two phase
Heartstone, and has it in her possession; Antwerp spiders ambush the party from the Material Plane,
has the other half. appearing behind them. The party can free Antwerp
by twice using an action to make a successful DC 15
Part 4: Ghostwalking Strength (Athletics) check. The spiders defend their
dinner from intruders until bloodied, at which point
Seline is happy to lead the characters down the they retreat to the Twilight Forest.
path Antwerp took, though she’s unsure where he
disappeared to. Antwerp happily reunites with Seline and gives up
his half of the Heartstone with little hesitation – he’s
A successful DC 12 Wisdom (Survival) or tired, and ready to go home.
Intelligence (Investigation) reveals a solitary set
of prints through the muck, as well as a torn bit of Once the two halves of the Heartstone are reunited,
cloth from Antwerp’s bright red scarf, hanging on a the characters, along with Seline and Antwerp, phase
nearby branch. The tracks suddenly stop at a certain back into the clearing with Lady Spider Hair. Lady
point, seemingly disappearing. At this point, astute Spider Hair thanks the party gladly for returning with
adventurers might realize that Antwerp used the the Heartstone, but insists that, in addition to her
Heartstone to phase into the Ethereal Plane. Heartstone, she requires the troublemaking children.
“Their souls smell scrumptious,” she says. “And bad
As they investigate the area, a will-o’-wisp appears children must be punished.”
and speaks in a rhyming sing-song voice as it bobs
along the swamp. If the party refuses, Lady Spider Hair attacks. At
the start of her first turn, the two phase spiders
The boy ran here, the boy ran there descend from the tree tops to join in the fight, unless
Red scarf trailing, he ran everywhere killed earlier. If Lady Spider Hair starts her turn
But the stone he clutched was half, not whole with 20 hit points or fewer, she escapes using her
So the boy went away, now a ghost on a stroll Etherealness feature (if she has her Heartstone) or
plane shift spell. If she survives the encounter, or if
If approached, the will-o’-wisp flees into the bog, the party recovers the Heartstone but never returns
singing its rhyme as it goes. If attacked, 1d8 + 2 to the clearing, she might just become an ongoing
additional will-o’-wisps rise from the bog to surround thorn in the party’s side.
the party, all signing similar songs.

The Mysteries of the Forrest

This section is presented as an alternative scene for when the party encounters Antwerp.
Instead of a boy, across the clearing, the party finds a grizzled figure is struggling to free himself from

thick webs hanging from a nearby tree. His clothing is ragged and a threadbare red scarf flutters as he
works against the restraints.

This is Antwerp, now a grown man. This area of the Ethereal Plane overlaps with the Feywild and is
subject to occasional alternative flows of time. Antwerp started to wait for his sister to catch up with him,
but he was caught in a time flux which has caused 20 years to pass for him.

If the phase spiders are defeated and Antwerp is freed, he regards his sister and the party as though
they are from a dream. Being stuck in the Ethereal Plane for decades has warped his mind. Antwerp
believes keeping vigil at this spot to be his destiny. If asked about his family, or his life before hand, he is
dismissive “That was a long time ago…” he muses.

Antwerp now mistakenly believes his half of the Heartstone is now defective, and keeps it only as a
symbol of his fate. He can be convinced to give it to Seline with a DC 12 Charisma (Persuasion) check,
allowing her and the party to return to the Twilight Forest and from there home. However, he himself
give up his guarding his post (as he puts it) and go unless convinced with a DC 17 Charisma (Persuasion)
check. A character who reminds Antwerp of the games played that initially brought him here makes the
roll with advantage.

Once out of the Twilight Forest, Antwerp reverts to his childhood self as time reverses itself. He has
only foggy recollections about his time spent in the other planes.

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Heart of the Lion The Adventure

Heart of the Lion is an adventure suited for four Part 1: Nightmares Made Real
player characters of 15th level. The party arrives in
the port town of Foley at the behest of the local The adventurers arrive in Foley, an idyllic seaside
adventurer’s guild as an ancient feud between two settlement with colorful, fluttering flags lining its
godlike entities – the shadowy Valguus and righteous port and circling the lighthouse. Immediate draws
Azaduun – comes to a head. The party soon becomes to visitors include the Brown Dragon Tavern, home
the only hope to stop the return of a great and terrible of the local adventurer’s guild. The party received
darkness, and must seek out magic relics to save summons some time ago from Alexander the Grey,
Foley – and the world – from imminent destruction. a grizzled paladin and head of the guild, who spoke
of a dire situation befitting adventurers of their
Running this Adventure reputation and prowess.

Heart of the Lion includes a number of encounters The Brown Dragon Tavern stands at the edge
tuned for a single session of gameplay comprising of Foley’s bustling port. Inside, an ornate shield
roughly four to five hours. rests upon the mantle, distinct in these rather drab
surroundings. Faded tapestries, depicting great
• In Part 1: Nightmares Made Real, the adventurers battles and legendary feats of adventures past, drape
learn that an ancient evil, Valguus, has awakened, the walls. The tavern’s owner and operator, Brown,
and terrorizes locals in their dreams. The is an old human who readily shares stories from his
adventurers encounter the shadowy form of life as an adventurer. He also happily hosts Foley’s
Valguus in a shared nightmare. adventurer’s guild within his establishment, and
• In Part 2: The Laughing Dolphin, The adventurers the tavern has become a sort of hub for travelers,
encounter an ominous storm at sea and contend mercenaries, and adventurers looking for work.
with the guardian of the Azaduun’s secrets.
• In Part 3: Azaduun’s Cove, The adventurers delve The guild operates in the tavern’s loft, tucked away
into an underwater temple which is actually the from the common area. Upon entering the tavern,
body of a titan lion turned to stone. the adventurers are quickly summoned upstairs by
• In Part 4: The Pirate’s Blade, the adventurers Alexander, who introduces himself as the guild’s
encounter a pirate and her enchanted sword. leader. Alexander is a human with grizzled grey
• In Part 5: Clash of the Titans, the adventurers hair, fine plate armor, and a greatsword at his back.
confront Valguus for the last time and attempt to Alexander thanks the adventurers for answering his
save Foley. summons, orders a round of drinks from Brown, and
describes Foley’s dire situation.

Of late, residents in Foley have experienced vivid The adventurers wake after they all die in combat,
and nightmarish dreams – visions of some reptilian after Valguus reaches half their maximum hit
humanoid creature with haunting eyes and a maw points, or after four rounds, whichever comes first.
bristling with teeth. The nightmares are shared, and A character who drops to 0 hit points in the dream
grow in both frequency and intensity with each wakes with the wounded condition. In addition, each
passing night, beginning roughly two weeks prior. character who experiences the dream must make
a DC 22 Wisdom saving throw after waking. On
Alexander has put his guild to good use asking a failure, a creature suffers from the despondent
around the town and consulting with sages about condition for 4 hours.
these nightmares. His details are scant, but Alexander
provides the following information. Part 2: The Laughing Dolphin

• The figure in the dreams resembles a mythic Alexander has chartered a ship, the Laughing Dolphin,
villainous entity called Valguus. to ferry the party to Azaduun’s Cove. He trusts the
• Legend says Valguus wreaked havoc until captain Jim implicitly, and reassures the party that
“consumed” by a massive lion called Azaduun. they are in good hands.
• Four adventurers who wielded mighty relics helped
defeat Valguus eons ago. What exactly these The Laughing Dolphin is a cog painted a striking
artifacts are has been lost to the ages. metallic blue hue captained by a wild looking dwarf
• Azaduun’s Cove, nearby, is said to house the magic called Houseless Jim. When the light hits it just
items wielded against Valguus. right, the vessel seems to shimmer, almost like a
• Sailors whisper that some terrible beast guards the gem against the sea. Strangely, the ship sports a fin
cove, warding off intruders. extending up from the center, giving it the look of
a submersible. Jim expertly gets the ship underway,
Alexander fears that whatever bonds have kept manning the sails and helm himself. The captain,
Valguus at bay all these years have weakened. His while uncultured, has the gift of gab and easily
guild can handle the local brigands and pirates, like endears himself to the party, going as far as to offer a
Captain Isabelle and her magic sword, but he can’t plug from Galder’s Glorious Pipe Weed Pouch.
fathom standing against such entities as Valguus.
That, he says, is where the party comes in. Alexander The adventurers notice a roiling storm brewing
promises the party a king’s ransom if they can on the horizon, unnaturally dark and wracked with
emulate the heroes from legends past: recover the lightning. Investigating further, a character who
artifacts and bring them back to defend the city if succeed on a DC 13 Intelligence (Nature) check
Valguus comes again. realizes that the black clouds are moving against the
wind toward Foley. If they ask Jim about it, he shivers
Alexander has arranged for rooms for the party, as and says, “Aye, strange thing, that. Been growing
well as an experienced sailor, Houseless Jim, to ferry worse and worse. I hate to wonder what’ll happen
them. He urges them to rest up before heading to when it hits Foley.”
Azaduun’s Cove.
After three hours, the Laughing Dolphin arrives at
Shared Nightmare Azaduun Cove, wherein a strange cavern yawns. A
mist rolls out from the mouth of the cavern where it
That night, adventurers who sleep are thrust into a rises to up to meet the storm gathering overhead.
horrific, shared nightmare, wherein the towering,
shadowy form of Valguus appears, wreathed Soon, the dracodile makes its presence known,
in lightning, pursuing them through a blasted pushing the ship from below. The dracodile uses the
ruin resembling Foley. The ruined Foley uses the turtle dragon statistics with the primordial template.
dreamscape environment template. The adventurers With a successful DC 22 Wisdom (Perception) check,
can evade the monster for a time with successful the adventurers spot the dracodile’s long, spiny tail
DC 18 Dexterity (Acrobatics), Strength (Athletics), disappearing beneath the water, allowing them time
or Dexterity (Stealth) checks, but no matter how to prepare. Otherwise, the beast catches them by
desperately they flee, Valguus eventually appears surprise.
before them and attacks. The best the heroes can
hope for in this nightmare by using their skills is As the party prepares to disembark, the dracodile
to gain a momentary benefit, such as advantage appears and shouts in Draconic: “I warn you, turn
on their first attack or being able to start combat away – this place holds only death for mortals now.”
hidden.
The party can attempt to negotiate with the
Valguus uses the statistics for an ancient blue dracodile with a two successful DC 18 Charisma
dragon with the following modifications: they use (Persuasion) check to convince the creature they
the primordial template, are size Gargantuan, and have arrived to help. If an attempt fails by 5 or more,
are Chaotic Evil. the DC of subsequent attempts increases to 21. If any
check fails by 10 or more, the dracodile assumes the
characters are trying to trick it, and it attacks.

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If negotiation fails or the party disembarks by a band of pirates who made off with the Sword
without the dracodile’s permission, the draconic of the Fated (although some of them died inside, it
creature gives one final warning before attacking. notes with satisfaction).
If negotiations succeed, the dracodile warns the
adventurers of a magical doorway within the cavern, The drocodile knows that Valguus is reforming and
and that it can be disabled by way of a special switch greatly fears their return. It knows that the relics
deeper within. inside are the key to defeating the ancient evil, but is
warry of letting them fall into the wrong hands. Its
roleplayiNg the dracodile primordial nature makes the dracodile reluctant to
change its lifelong patrol of the cove. It plans simply
The dracodile is an ancient creature, spared the to defend Azaduun when Valguus returns.
wrath of Valguus by Azaduun at a young age. Over
time, the dracodile grew stronger and smarter, and It assigns no blame and harbors no resentment
took up guarding the resting place of Azaduun’s either to itself for failing to secure the cove, or to
body and the relics that hold his spirit. For centuries the people of the coast for forgetting Azaduun. Its
people paid tribute to the titan who saved the coast cold reptilian logic is trained on the present, and not
from destruction. With time, though, Azaduun was emotions from past events like guilt.
forgotten and passed into legend, but the drocodile
remained. If asked about awakening Azaduun or the nature
of the relics, the dracodile declines to provide more
Only twice has the dracodile been thwarted in it’s information. Believing navigating the lion provides
attempts to preserve the sanctity within. Ages ago a test of worthiness and wisdom, it simply tells the
the Shield of the Stalwart was lent out, but never adventurers that the answers they seek wait within
returned. And only recently the dracodile was tricked the cavern.

Part 3: Azaduun's Cove • Gnomish: The Chalice of Will embraces his inner
power.
After dealing with the dracodile, Jim drops anchor in • Orcish: The Bow of Pride unleashes his mighty roar.
the cove and directs the adventurers to the cavern at
its center, waves rolling into the cave’s mouth and Any writing in a language the adventurers do not
black fog seeping out. The cavern is ringed with sharp, speak requires 1 hour and a DC 18 Intelligence check
jutting formations along its entrance, almost like to translate.
massive teeth.
The round passageway on the other side of the
In actuality, the cavern is the gaping maw of room quickly spits in two.
Azaduun himself, a massive stone lion buried beneath
the sand and sea all these years. Azaduun sealed area B: azaduuS' throat
Valguus away inside himself, imprisoned deep within
his own form. Now the great lion slumbers, waiting to Beyond the entrance, the shadowy miasma and sea
be summoned once more. water slowly fill a small, circular tunnel, as it descends
a 600 feet downward and underwater to Area C. A
Slick algae covers most surfaces, and a thin, strange and unsettling feeling, almost claustrophobic,
shadowy fog shrouds the floor at ankle depth. Strange dominates the area.
whispers seem to emanate from every direction, and
the adventurers often catch sight of shadowy figures A creature with a speed of 30ft and without a swim
at the edge of their vision. The eeriness is caused by speed needs a Constitution modifier of at least +1
Valguus’s escaping essence – they are the fog! to hold their breath until the end of the passage, a
modifier of at least +2 to make it to the end and
Inside, the adventurers might be surprised to find back, and a modifier of at least +3 to spend 1 minute
it’s less of a cavern and more of a temple, adorned investigating Area E before surfacing.
with ancient statuary, murals, and offerings. This
place may have once been beautiful and serene, but area c: ValguSS' priSoN
it’s now far from it.
This room is underwater, and the dark mist is thickest
The cave’s walls and floor don’t look like a naturally here, making the entire area lightly obscured. Valguus’
formed stone, but also clearly not made by the hands essence also causes this area to be under the effects
of mortals. A character who succeeds on a DC 20 of the tainted environment template.
Intelligence (Medicine) check realizes that the stone
resembles the texture of living tissue, but petrified. An epic mural adorns the far wall, depicting
the reptilian abomination Valguus. A strange and
As the character’s progress through the temple, abrasive hum emanates from the fresco, and it looks
they are going deeper into an underwater cavern. It as though the shadowy cloth draping the thing’s
starts with ankle-deep water in the mouth of the shoulders can be removed (this is a cursed magic
cave, and fully is submerged by the end. The dark mist item, the Mantle of Valguus).
also grows more prominent the deeper in the cavern,
closer to the source of its release. An enormous crack in the stone bisects the
mural, from which pours the dark miasma prevalent
From Area A, an open archway leads to two steeply throughout the temple. Even as the adventurers
sloping corridor. One, Area B, leads underwater to the watch, the crack widens, and more of the inky
lion’s stomach where Valguus is imprisoned (Area C). miasma flows from it. Clearly, the adventurers don’t
The other is blocked by a magical doorway, then runs have much time before Valguus manifests completely.
for 120 feet through Area D and ends with Area E.
Closer inspection of the fresco reveals an inscription.
area a: WritiNg oN the WallS This warning magically shifts itself to be readable in
whatever language comes naturally to the reader.
A shadowy miasma shrouds the floor of the entrance
chamber. The room resembles a temple with gold Kept to keep the swallower swallowed
filigree running through the carved stone. Magical If the danger is greater, only then to be taken
torches, glowing blue, line the walls, which are also Reunite to awaken
adorned with writing in several different languages. His great heart so hallowed

• Celestial: The lion’s heart will awaken when his Reading the inscription magically reveals a glowing
virtues are gathered. silver rod in the wall. If the switch is pressed, there’s
• Draconic: Together they bind what is swallowed, an audible pop as the shimmering doorway trap to
apart the stomach is weakened Area D disappears. It remains inactive for 1 hour, after
• Elfish: The Sword of the Fated holds the embrace of which point it shimmers back into existence.

• his fangs. The Shield of the Stalwart channels his
Dwarfish:
strength.

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area d: StoNe luNgS Inside the room lies a bloated corpse with large
darling earnings that immediately suggest a pirate. A
This passage is protected by a shimmering doorway DC 15 Wisdom (Medicine) check on the body reveals
trap until deactivated by the switch in Area C. It leads it died no more than two weeks ago. A glowing
to two large chambers connected by the continuing light can be seen through the tattered clothing and
corridor. Each side houses a series of stone lions in shifting through yields a prize in the form of a fine-
various poses, and on the walls visible from the center looking longbow of enchanted to softly glow blue.
passage are murals. This is the Bow of Pride, one of the four magic items
required to wake Azaduun and defeat Valguus.
The entire area slopes down steeply and is partially
filled with water. The water is only 3 feet deep nearest If the characters enter, there is a deafening roar
the passage to Area A, but the open archway to Area as the very walls of the cavern shake. Each creature
E is completely submerged under 30 feet of water, that can hear must make a DC 14 Constitution saving
leaving only a small gap on that side between the throw or take 3d10 thunder damage, or half as much
water’s surface and the ceiling. on a success. Then, 2d6 + 3 lions using the stone
beast template spring to life and attack. When
Murals on each wall, though faded with age, depict destroyed, the statues crumble to dust.
a gigantic stone lion facing off against a towering
reptilian being resembling Valguus. Black and blue area e: heart chamBer
flames surround the lion, who the adventurers can
assume is Azaduun. Following along the walls, the This area is entirely underwater, and is composed of
murals show Azaduun rising, the two clashing, flames four interconnected chambers, each roughly a 30 foot
bursting from the lion’s mouth and surrounding cube. There are two upper chambers and two lower
Valguus, and ending with Azaduun eating Valguus. chambers, and each chamber is connected to two
others by stone doors in the walls. The doorways are
The other mural depicts an elf, a dwarf, a gnome round, and open and close rhythmically on their own.
and an orc holding items aloft (a sword, shield, This causes the water to be pushed around the area in
chalice and bow, respectively). Rays of light shoot clockwise pattern with substantial force.
from the items and hit a heart engraved on a giant
lion. The heroes are pictured next to a lighthouse, the
lion standing in water.

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The three chambers are empty. The fourth chamber Part 4: The Pirate's Blade
is furthest from the entrance to Area D, and on the
floor there is pillar with a small statue of Azaduun at Upon emerging from the cavern, the adventurers
its center. Surrounding him are four pedestals, three find an unwelcome sight – a vessel flying a pirate flag,
of which stand empty. The other holds an ornate and pirates holding Jim hostage aboard the Laughing
chalice – this is the Chalice of Will, one of the four Dolphin. A half elf female named Captain Isabella
magic items required to wake Azaduun and defeat Lightwood (assassin) and eight of her cutthroat
Valguus. pirates (veterans) make themselves known.

A creature can attempt to navigate against the A curved sword, giving off a soft glow, hangs at the
flow of the water to reach the pedestals on the captain’s hip. The party member with the highest
floor, but doing so requires a successful DC 20 passive Intelligence (Investigation) score notices this
Strength (Athletics) check unless the creature has a is the Sword of the Fated, one of the relics needed to
swim speed of at least 30 feet and a Strength score wake Azaduun.
of at least 13. On a failure, a creature is pushed by
the water back to the first chamber by Area D. If The pirates’ previous expedition into Azaduun’s
the creature fails by 5 or more, they instead suffer Cove turned fatal after the drocodile discovered their
some calamity in the turbulence and are knocked treachery and attacked. While her previous first mate
unconscious and begin to drown. Subsequent died, Isabelle escaped with her life and a new sword.
attempts cause the creature to suffer becoming Having later attuned to it, she and her crew fought off
fatigued, regardless if they succeed or fail. the drocodile outside using the Sword of the Fated’s
primordial-slaying magic. Isabelle knows nothing
aWakeNiNg the lioN of Valguus or what Azaduun truly is; she merely
assumed the dracodile was guarding something of
By the time they leave the cavern, the adventurers value.
should know that the separation of these relics likely
weakened the wards keeping Valguus contained They are eager to claim more of the treasure from
within, and by reuniting them they can awaken the within.
great lion who defeated Valguus in the past.
“Nice of you to do the hard part for us,” Isabella
The adventurers might also recall (or Houseless Jim says. “Now, hand over the loot, and ol’ Jim here lives
might mention back on the ship) the shield on the to sail another day.”
mantle in the Brown Dragon Tavern exuded an air
of enchantment and it closely resembled the mural Isabella is willing to hear the party out and make
depictions. And the sword – didn’t Alexander mention a trade, but her pirates gradually surround the party
a pirate with a magic sword? during the conversation in anticipation of a fight.
Isabella does not accept gold for her weapon, but
parts with it in exchange for a very rare or greater
magic item (such as the Mantle of Valguus found
in Part 4). Completing the trade requires a DC 21
Charisma (Persuasion) check.

If negotiations fail, or if the adventurers act with
aggression, Captain Isabella and her pirates attack
with ruthless means. She wields the Sword of the
Fated and utilizes its abilities to their full effect.

Once the pirates are defeated or otherwise dealt
with, the characters return to Foley with Jim, and find
it besieged by a roiling storm.

GM Tip

You can interject this scene inside the cavern
if the characters try to leave via magic, or if
the players are stuck. Simply have Isabella
interrupt the party with a knife at Jim’s throat.
Between the two captains, they know the
locations of the other two sacred items (Jim
being a regular at the Brown Dragon). Either
will also urge the party to return to Foley to
fight off Vulguus using the artifacts once the
situation is made clear.

Part 5: Clash of the Titans And not a moment too soon! The roof of the
tavern is ripped off as Valguss finds their prey. The
The storm being fed by the black mists overtakes adventures of the guild rush the townsfolks to safety.
Foley, and as lightning cracks and thunder rumbles,
the town is in a panic. “If you can’t defeat this evil like the heroes of old,
please just buy us some time!” Alexander pleads as he
“Quickly!” Jim exclaims. “Get to the Brown Dragon – runs off with a child under him arm. Roll for initiative!
what are adventurers good for if not fighting monsters!
Didn’t Alexander say you could to stop this thing?” At the end of the first round of combat, a great roar
sounds in the distance. And when Valguus is reduced
As the adventurers arrive, a darkness surrounds to half their maximum hit points, the party hears a
them, and the shadowy form of Valguus manifests, louder, closer roar! Emerging from the sea, Azaduun,
this time in the form of an inky, black storm. Until the great stone lion, appears to battle his nemesis.
Valguus is defeated, Foley is warped by their presence,
and the entire town is lightly obscured by fog. For the rest of the encounter, on initiative count 20,
Azaduun acts, dealing 6d10 damage to Valguus. On
As the party progresses through the darkness to each of their turns, Valguus directs at least one attack
reach the tavern they each must complete one of the at Azaduun. When Valguus drops to 0 hit points,
following tasks, as determined by the GM: black and blue flames surround Azaduun, who roars
thunderously, and Valguus vanishes into an inky mist
• Face Your Fears: A nightmare unique to the which is swallowed by the lion. Azaduun turns, seems
character manifests within the darkness, pursuing to regard the party thoughtfully, then sinks below the
them. The character must succeed on a DC 17 sea to sleep once more – until he is needed again.
Charisma saving throw to break the illusion
and best their fear. On a failure, the character is With Valguus once again imprisoned, and Foley safe
frightened until Valguus is bloodied as their illusory from their ire, the party must decide if they wish to
nightmare antagonizes them. return the four relics to the pedestals inside Azaduun.
• Defeat the Darkness: Tendrils of shadow whip If not, in time, Valguus rises again.

at the character. The character must make three
successful attack rolls (AC 16) to move on. For each
failed attack roll, the character takes 2d10 necrotic The Boss Fight

• damage and gains the fatigued condition. visage Depending on how the party handled the
Test Your Will: The character faces a shadowy dracodile and the pirates, they could be at full
of Valguus, staring into the abyssal pits of their eyes. strength or significantly drained of resources.
The character must succeed on a DC 18 Wisdom As GM, you may have to be judicious in your
saving throw and a DC 20 Intelligence saving use of Valguus’ powers if you want to challenge
throw to repel the psychic influence of Valguus. If the players without killing all the characters,
a character fails the Wisdom saving throw, they or if you want them to face the full wrath of an
suffer from the dulled condition until they next take elder evil. Below is a list of suggestions that
damage. If a character fails the Intelligence saving you can use to reasonably vary Valguus’ threat
throw, they take 3d10 psychic damage. without tipping your hand to the players:

After pushing through the shadow of Valguus, the • Make use of Vulguus’ flight speed. Swooping
party reaches the solace of the Brown Dragon Tavern.
Inside, they find Brown and Alexander, along with in, attacking a lone character, then flying off
dozens of other townsfolk, boarding up windows.
When asked about the Shield of the Stalwart, Brown out of range at the cost of a single opportunity
explains that he came across the item in his younger
days as an adventurer, and that it saved him from attack makes for a harder fight than having
death many times. He hesitates to part with it, but –
• Valguus land and stay in melee range.
Here, Brown is interrupted by a sickening wail that When to use their Legendary Resistance
echoes throughout the harbor. The stormy darkness
coalesced, and Valguus appears in their final form. feature plays a key role in encounter difficulty.
They began wreaking havoc and destruction on the
town, and are heading right for Brown Dragon Tavern! For an easier fight, it’s generally a good

Now, Brown of course relents, and willingly gives idea to pass a failed save against damage.
the shield to save Foley from the darkness of Valguus.
In contrast, saving the uses as a safeguard
The party now holds all four items, and as they are
brought together, they shine with a radiance that cuts against encounter winning effects like
through the storm roiling outside, a white beam of
light streaking toward Azaduun’s Cove in the distance. forcecage makes the fight more difficult. They

• have lots of hit points, but only one turn.
Redirect more of Vulguus’ attacks against

Azaduun. Azaduun has no stat block, and

hence can absorb an infinite amount of

damage. The use of Azaduun isn’t even a deus

ex machina because the lion’s presence is a

direct result of the hero’s actions.

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Galder's Gazeteer: Heart of the Lion

Magic Items Shield of the StalWart

BoW of pride Shield, legendary (requires attunement)
This +2 shield bestows the following benefits:
Longbow, legendary (requires attunement)
This +2 longbow bestows the following benefits: • Your movement speed increases by 15 feet.
• If a creature within 5 feet of you is hit with an
• This bow deals an additional 1d8 thunder damage.
attack, as a reaction, you can force the attack to
This extra damage is increased to 3d8 against target you instead.
creatures with the primordial template.
• All creatures with the primordial template have
• The wielder of this bow gains immunity to thunder
disadvantage on the first attack they make against
and lightning damage. you each turn.

chalice of Will SWord of the fated

Wondrous item, legendary (requires attunement) Shortsword, legendary (requires attunement)
This +2 shortsword has 5 charges for the following
Once per day, when liquid is poured into this chalice, effects. It regains 1d4 + 2 expended charges daily at
you can cause one of the following effects to be dawn. A charge may be spent for one of the following
applied to the liquid: effects:

• It is purified, any poison is removed, and it is turned • Deal an additional 1d12 radiant damage on a hit.
into holy water.
• It becomes a poison that when ingested requires This extra damage is increased to 3d12 against
a DC 22 Constitution saving throw. On a failure, a creatures with the primordial template.
creature suffers 8d10 poison damage and gains the
doomed condition. • Cast the shield spell.
• It becomes a potion of greater healing. • Gain advantage on your next attack roll using this

weapon.

Only one dose of liquid can be effected at a time.
If you use the chalice to transform a second dose
of liquid before the first it used, the first loses the
properties it gained.

galder'S gloriouS pipe Weed pouch

From Greg Rycerz
Wondrous Item, Legendary

This pouch is decorated with intricate knots, and has
a flap with a silver clasp. Any dried leaves placed are
transformed after 1 hour into the recipe concocted
by Galder. The resulting smoking leaves are smooth
and rich with a heady aroma reminiscent of strong
whiskey and a warm hearth. The pouch can hold up
to 10 plugs of the smoking leaves.

A creature, as an action, may ignite a plug of leaves
and inhale the smoke in whatever manner they
choose. The creature gains a +2 bonus to Wisdom
checks and Wisdom saving throws until they finish
a short or long rest. A creature can only benefit from
this effect once per day.

As a bonus action on the same turn, a creature
who has inhaled a full breath of the magical smoke,
can exhale the smoke into the smoky shape of the
smoker’s choosing. The smoky shape lingers for 10
minutes or until it is dismissed by its creator. The
smoky shape is full color, translucent, and can
occupy a space up to a 10-foot diameter sphere. The
smoker can make the shape move dynamically.

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Galder's Gazeteer: Heart of the Lion

Appendix A: Complication
Random Tables
d12 Complication
Fetch Quest Generators 1 The object has been incorporated in a giant
wasp nest
Location of Objective 2 The object has been replaced with a phoney
3 Rival adventurers are after the same object
From Jason Heart 4 There is a hostile force between the party and
d12 Location the location
1 A castle overlooking a dead lake 5 The location isn’t where the party thinks it is
2 A small commune in a tree perched atop a cliff 6 The location has been infected with fungus
if the middle of a field of toxic flowers 7 A special key is needed to unlock the object,
3 A church in a town that was buried in a but the party doesn’t know until they arrive
mudslide 8 The puzzle that is supposed to be used to
4 The skull of an ancient beached sea monster access the object is broken
5 A forest where the flora and fauna are 9 The object has attracted the attention of
abnormally large extraplanar entities
6 A keep, repurposed through the ages, retaining 10 Only creatures of a specific alignment can
a part of each era that came before enter the location or touch the object
7 A tower that is perpetually on fire 11 The location is in a boundary between planes,
8 The basement of a forgotten library and the party phases over
9 A cave on the side of a mountain beset by a 12 The location requires the death of a person to
tempest access
10 An underground petrified fungal forest
11 An ancient death trap dungeon built by a mad NPCs
king
12 Under a sulfuric waterfall near an active Favorite Holiday
volcano
The NPC can’t wait to celebrate their favorite day.
What You're Seeking d10 Holiday
1 Nameday: celebrate the holy day of the saint
From Jason Heart they are named after
d12 Location 2 Cosmic event: Two stars align, which the NPCs
1 An amber amulet encasing a small ancient considers to be of great personal significance
insect 3 Foundling day: All the orphans have their
2 A distilled magical concoction that becomes birthday on the same day, and for the NPC it’s
increasingly potent with age a big deal.
3 An orb that can cast visions from other planes 4 Art Day: a day for everyone to be as creative
4 An anti-magic arrowhead that can break and take risks
through magical shields and barriers 5 Day of the Departed: Morn the loss of
5 A shield belonging to a dead king everyone who has passed in the past year
6 An ornate hairbrush used by a deity 6 Day of Recompense: The NPC makes amends
7 A ring that puts the wearer to sleep indefinitely to gods for the ways they’ve failed them by
but stops aging refusing to speak all day
8 A walking stick carved from an otherworldly 7 Arbor day: They celebrate they day the treents
tree came and saved their village
9 The plans to a devastating weapon in use by 8 Hero’s Day : A holiday that memorializes fallen
the villain adventures by writing about them on pieces of
10 An archeologist who went mad and abandoned paper, then tearing it up
his work after an alarming discovery 9 Last King’s birthday: The NPC was especially
11 The ghost of a dead priest, recently observed fond of the last monarch, and still reveres their
wandering birth (or mourns the day of their death)
12 A vial of viscous liquid from the “Sea Between 10 Rites of Spring: men and women must cover
Worlds” themselves and be apart for the day.

Names Dungeon Dressing

From Jason Heart Odd Doors

You can use this table to generate titles for your NPCs. d12 Door
Roll a d12 twice to determine the NPC’s first name 1 The knob moves when you try and open it;
and title. For example, “Viden the Gnarled”. creatures must succeed on a DC 12 Dexterity
(Slight of Hand) check to open the door
d12 Name Adjective 2 Lights around the door blink red, blue, green,
1 Groganus Nebulous then gold; there is nothing on the other side
2 Altreyus Loquacious 3 The door is a magical plant that has to be cut
3 Elenore Melancholic away, or talk to plants if know command word
4 Cerinthia Virulent or succeed on a DC 13 Charisma (Nature) check
5 Hazareth Chthonian 4 Door with eyes; looks into eyes to read
6 Mazirian Zymotic intention of opener; persuasion of deception
7 Karela Gnarled check DC 13
8 Nesesh Elegiac 5 The door is made out of living rats that keep
9 Zathras Hedonic climbing over each other; music can lure them
10 Lambert Keyless away with a DC 16 Charisma (Performance) or
11 Viden Tartarean Wisdom (Animal Handling) check.
12 Turjan Acephalous 6 The door smells of roses and mint.
7 The door is a fake book shelf and a DC 12
Mundane Needs Intelligence (Investigation) check is needed to
spot the fake book which opens the door.
Not every denizen of the world needs saving from a 8 The door has a carved face that asks you for a
fantastic threat or a supernatural problem solved. joke; if it laughs it swings open (it only laughs
Here are some everyday problems NPCs might face. at knock-knock jokes)
9 Ordinary looking door that telepathically asks
d6 Mundane need you to swoon it (it’s lonely); a DC 12 Charisma
1 Halfling male: he has a pregnant girlfriend, and (Persuasion) or Charisma (Deception) check
succeeds in making the door believe a creature
he needs money for the baby, but he has no job is being genuine
and is a known criminal 10 Metal banding that gets red hot when pushed;
2 Half elf female: she wants to go to the temple it takes for 1d4 hours to cool down
across town and find land deed kept in the 11 The door is made out of ice and needs to be
basement, but rector dislikes her melted; it will freeze over again in 2d4 hours
3 Half giant male: he wants to get into a corner 12 The door is split horizontally,with one hinge
club, but the members find him distasteful attached to either half; opening just the
4 Human female: she wants to get in with a bakers bottom and going through sends creatures
guild, but her family is in debt to the head baker into a different room
5 Dwarf female: wants her dad to go see a healer,
but he is too stubborn about his health Slightly Magical Objects
6 Non-binary human: wants to take a ferry/
wagon back home, but the vehical is broken d8 Object
and owner can’t afford to fix it 1 A cracked and dirty mirror that laughs when

Scars you look into it
2 Torches that flares blue when you pass it
Every scar has a story behind it. 3 An empty bucket that vanishes whatever is put
d8 Scar
1 Scar on the neck in the shape of a half moon in it
2 Barely noticeable scar on their finger that they 4 Giant cages that squawk like birds
subconsciously rub 5 A magical book that changes languages when
3 Huge lightning shaped scar that goes all the
way down their legs you try and read it
4 Missing a chunk out the buttocks 6 A rug that changes colors when walked on
5 Disfigured nose 7 A statue that goes invisible when no one is in
6 Long stripes of scarring across the font of the
stomach caused by giant claws the room
7 Iris and retina are scarred, but the eye is still in 8 A chest that appears empty , but jangles if
the socket
8 Missing the upper part of the ear kicked or shook

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Galder's Gazeteer: Appendices

Repurposed Rooms Mystical Fungi

d6 Old Use New Use From George Taray
1 Galley Alchemy lab d8 Fungus
2 Work shop Treasure vault 1 Fuzzy Earthstar. A small white puffball with
3 Guardhouse Boss’s private room brown growths around it in the shape of a
4 Chapel Kennel star. When crushed and powdered, the fuzzy
5 Gaming room Crematory earthstar can be used as a potent fertilizer for
6 Food Cellar Fighting pit plants, causing it to grow and bloom 10 times
faster than normally. If used as a material spell
Overland Travel component for a spell that causes plants to
grow, increase the area of the spell by half.
Dynamic Terrain Hazards 2 Blood Nettle. A mesh-like weave of delicate
fungus that can be placed on the wounds of
d8 Terrain a creature at 0 hit points. When done, the
1 An area of the battlespace is elevated, but it mesh rapidly fuses to the skin and creates a
protective layer over it, immediately stabilizing
collapses in the second round the creature. Can be brewed into healing
2 A sink hole with a radius of 10 feet and is 20 tonics or made into restorative balms.
3 Satyr’s Beard. A clump of stringy fungus hairs
feet deep; it expands 5 feet every round that is renowned for its medicinal uses, and
3 Noxious gas, extreme heat, or bitter cold often touted as a cure-all for venereal diseases.
Can be eaten to remove one poison and
keeps growing more intolerable; at the start disease, or made into a paste that cures one
of each of their turns, a creature must make curse of magical affliction.
a DC 12 Constitution saving throw, or take 4 Pixie’s Parasol. A tiny iridescent blue
1d10 damage (poison, fire, cold); the save DC mushroom with a cute little cap. The oil of
increases by 2 each round this mushroom can be applied to your skin
4 Terror! On initiative count 20, the GM chooses to prevent skin damage due to sun exposure,
one creature that must make a DC 10 Wisdom as well as suppress the effects of sunlight
saving throw or be frightened of a random sensitivity for 8 hours. Those skilled with
feature in the area until the end of its next turn poisons can also use these cute mushrooms to
5 Part of the terrain moves; on initiative count create an ingested poison that instead causes
20, every creature must make a DC 14 Dexterity sunlight sensitivity.
saving throw or be shifted 5 feet 5 Mana Cap. This strange blue mushroom glows
6 A long chasm opens, 80 feet long, 10 feet wide, with a soft white light and its spores seem
and 40 feet deep; it gets 10 feet longer at the to flutter and float in unnatural ways. Can
start of each round be ground and processed into a fine silvery
7 Mud swells, flood waters roll in, vines grow, powder that, when inhaled, causes the damage
rocks fall, or the void expands. A 5 foot dice of spells you cast to explode for 1 minute.
area adjacent to a space of difficult terrain, 6 Mermaid’s Breath. This cluster of tubular
becomes difficult terrain of the same type. fungi resembles multi-colored coral
8 The area is blessed with a divine boon granting formations. If the tubes are filled with sea-
creatures in the area 1d4 temporary hit points water, anyone that drinks the water then gains
on the start of their turn; each round the the ability to breath underwater per the water
amount goes up by another d4 to a maximum breathing spell. One clump of this fungi has
of 4d4 enough magic for six creatures to drink from it.
7 Fruits of Nang. A strange gourd-like fungus
that holds pink fluid that can be squeezed into
the mouth of a corpse to cause it to speak, per
the speak with dead spell.
8 Amethyst Deceiver. A vibrant purple stalk
topped with silvery gills. When steeped in
spring water overnight it dissolves into a tea
that can be ingested to gain the effects of the
disguise self spell.

Slightly Magical Animals d20 Slightly Magical Animal (cont.)
18 A chameleon that can cast Detect Magic.
From Ryley Miller
Some slightly magical animals to sprinkle into a When placed upon an object, it will change
magical forest, wizard’s study, or otherworldly bazaar! colour corresponding to the school of magic it
senses, if any.
If an animal on this table can cast a spell, it does so 19 An ermine that casts ray of frost when
at its lowest level, can cast it only once per short rest, cornered or frightened.
does not require components, has an attack bonus of 20 A clam that, when opened, fires an eldritch
+5, and a save DC of 13. It may or may not be able to blast at the nearest creature in front of its
be trained. opening.
d20 Slightly Magical Animal
Monsters
1 A tiny bluebird that will cast guidance targeting
the creature it alights upon. Monster Activities

2 A hamster that can cast goodberry. It fills its This table lists some potential activities for monsters
cheek pouches with the berries, but could be to be engaged in when the party encounters them.
convinced to part with some if offered even 2d6 Activity
more appetising food.
2 Performing for a potential mate
3 An adorable mouse that will cast cause fear on 3 Building a nest
creatures larger than itself that get too close. 4 Guarding the corpse of a recent kill
5 Protecting younglings
4 A koi carp that can cast create or destroy water, 6 Hunting
though only ever uses the ‘create water’ option, 7 Foraging
and does so routinely to freshen up. 8 Eating
9 Running from larger prey!
5 A fat slug that will cast grease at random. 10 Marking territory
6 A sugar glider that will cast feather fall on 11 Sleeping
12 Undergoing a magical transformation
falling creatures it sees within range. It will
lazily loop-de-loop around those who are Monstrous Humanoids Activity
feather-falling if it can.
7 A scrawny monkey that can cast meld into This table gives a list of activities goblins, orcs, and
stone. It will cast the spell on those that feed it. other monstrous humanoids are engaged in when the
8 A cocksure stag that will cast compelled duel party encounters them
on anyone that looks remotely like they’re 2d6 Activity
challenging it for dominance.
9 A firefly that can cast dancing lights and does 1 Performing a religious ritual, and don’t want to
so in areas of dim light and darkness. be disturbed
10 A large bulbous toad that can cast acid splash
by regurgitating bile from its gut. 2 Protecting injured young, want to keep anyone
11 A young pig that will cast find familiar and at bay
always choose the form of a small grey spider.
Pig and familiar are inseparable, and the pig 3 Running from a previous encounter, and
will recast the spell as soon as it can if the they’re wounded
spider should be destroyed.
12 A sloth that will cast sanctuary upon whoever 4 Cooking, digging latrines, setting traps, or
is carrying it. some other mundane work for their bivouac
13 A fist-sized snail that can cast cure wounds
when allowed to slide over injuries. 5 Tracking prey for the hunt
14 A small crab that will dutifully cast the Alarm 6 On a warpath and looking for loot – no
spell each night, using the audible option, and
warding against creatures other than you and problem killing to get it
your allies. 7 Hostile and looking for fight
15 An old one-eyed cat with patchy grey fur that 8 On patrol guarding their territory, and there
will cast Disguise Self to appear as a sleek
young cat with a shiny coat. others within earshot
16 A beautiful iridescent beetle that will cast 9 Setting up an ambush or camp
Colour Spray if disturbed. 10 Sleeping, one is on guard duty
17 A tiny friendly ooze that can cast Purify Food 11 Tracking a rival group of monsters
and Drink by harmlessly passing food and 12 They found some treasure!
drink through itself.

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Monster Disposition Extraordinary Weapons

2d6 Disposition From Jaakob Maunula
2 Enraged; immediately attacks d12 Material and property
3 Confused 1 Glass: Attack rolls made with this weapon
4 Shy and nervous score critical hits on an 18, 19, or 20. If the
5 Cautious and flighty wielder has disadvantage on an attack roll and
6 Hostile rolls a 1, the weapon breaks
7 Hungry 2 Bone: The wielder can choose to have this
8 Fearful and feeling threatened weapon deal necrotic damage instead of its
9 Neutral and ignoring the party normal type whenever not in bright light
10 Wary but curious 3 Pink crystal: Made from shards of crystal from
11 Lazy and uninterested a caverns in the Feywild. The wielder can cast
12 Friendly; helps in whatever way it can fairy fire once per day
4 Ice: 1d3 times per day, the wielder can choose
Treasure to have the weapon deal cold damage instead
of its normal type. If this damage is dealt, the
Art objects Value target’s speed is reduced by 10 feet until the
50 gp end of its next turn
d12 Art object 80 gp 5 Obsidian: In addition to it’s normal damage,
1 A trio of cat statues, exquisitely 450 gp this weapon does 2 extra points of slashing
carved from rare wood damage on a hit
2 A jeweled brooch that looks 100 gp 6 Dwarf Mastercraft: The wielder gains a +1
like a spider eating a fly 10 gp bonus to attack rolls with this weapon, and it
3 An agate sphere, inlaid with jade 50 gp deals 3 extra damage on a hit. The damage is
splotches, set on a gold base so thunder damage
that it can rotate freely 75 gp 7 Meteorite: When wielding this weapon, the
4 Gloves made of silk with fine 230 gp user’s darkvision range increases by 30 feet
needlework flowers 1500 gp 8 Elven Mastercraft: The wielder gains a +1
5 A pair of delicate marble arms 20 gp bonus to attack and damage rolls with this
6 A painting done by a historical 500 gp weapon, and a +1 bonus to initiative rolls
figure (they were not famous for 9 Orcish Mastercraft: The wielder gains a +1
their painting skills) 5000 gp bonus to attack and damage rolls with this
7 A stone statue of a evil-looking fish, weapon. When hit with this weapon, the target
marbled with veins of pure gold takes 1d4 damage of the same type start of
8 The skull of a drake, their next turn
covered in gold leaf 10 Plant: The weapon has 2d4 buds on it. The
9 A war bonnet made with wielder can choose to have a bud bloom and
the feathers of a coatl have the weapon deal poison or acid damage
10 A silver teapot, sugar bowl, (the wielders choice) instead of its normal type.
and cream pourer One new bud grows each day
11 Extravagant boots trimmed with 11 Paper: You can choose to use your intelligence
cheetah fur and a matching hat modifier for attack and damage rolls with this
festooned with a long feather weapon. If you suffer damage from fire or
12 A statue of a tree; the trunk and water, the weapon is destroyed.
branches are one diamond, and 12 Blood: When the wielder is bloodied, if the
the leaves are emeralds wielder scores a critical hit, the user can add
a hit dice to their damage roll. This does not
consume a hit dice.

Heroic Boons d20 Notes (cont.)
15 Us? Why are YOU here? - Use this when
Use this table to give players the power to manipulate
the narrative of your game in powerful ways. you’re discovered somewhere you’re not
d20 Notes supposed to be. Those that discovered you
have no business being there either.
1 If Only We Had a - Choose one mundane item 16 Compelling Argument - Make a compelling
that you could reasonably carry. You have one argument for why an NPC should listen to you.
of those “for just such an occasion.” That NPC provides you with information or an
item, even if the NPC didn’t actually have the
2 Battle Souvenir - Use this when you would information or item in question.
be reduced to 0 hp. You are instead reduced 17 Nemesis - Choose an NPC that you have
to 1 hit point, but gain a permanent battle scar interacted with previously. That NPC becomes
instead. a recurring villain.
18 Mysterious Stranger - A mysterious
3 Charming - One non-hostile NPC of your individual comes to your aid, but may require
choosing takes a particular liking to you. They something in return.
are likely to agree with you, take your side in a 19 Traveling Merchant - A strange and
conflict, or give you discounts. mysterious traveling merchant appears before
you, willing to sell you their wares. One of the
4 Born Ready - You may use your reaction as things he’s selling is exactly what you need,
if you had readied an action for the exact but you didn’t know you needed it before this.
scenario you’re in. 20 Cameo - A famous or notorious NPC (from
this setting or another) makes a brief
5 Better Things to do - Choose a group of appearance.
minor NPCs. Those NPCs are preoccupied with
one thing or another, diverting their attention Minor Loot
until their suspicion is roused.
From Yordi Schaeken
6 All or nothing - Use this before you roll a d20. d10 Loot
If you roll 10 or lower, treat the roll as if it were 1 A pair of very well made boots
a natural 1. If you roll 11 or higher, treat the roll 2 A small, wax-sealed tube of grease
as if it were a natural 20. 3 A 10 x 10 foot oilcloth tarpaulin
4 A silk hammock
7 There’s Something I Ought to Tell You - An 5 A pair of heavy duty leather gloves
NPC confesses something important to you, 6 A tea kettle painted with kittens
possibly out of guilt, reverence, or fear. 7 1d4 quality cigars
8 A pouch filled with roasted acorns that are
8 Guesswork - You have a hunch about what’s pleasantly salty
coming next. The DM describes to you what 9 A cowbell
you can expect to happen in the short-term 10 A candle with 2d4 stripes; each stripe burns for
future should you continue on your current exactly 30 minutes
path.
Unusual Coins
9 Strife - Choose two enemies. They now
consider each other enemies. These coins are worth the same standard copper,
silver, gold.
10 On the Run - An NPC you are familiar with
turns up and is revealed to be on the run from d8 coin
someone. 1 The coin is cut in a spiral shape
2 The coin has a small radius, but much thicker
11 You Again!? - Use this as soon as a new NPC
is revealed or an encounter begins. That NPC than a normal coin
(or a creature in the encounter) turns out to be 3 The coin is shaped like a chevron
someone you’ve met before. 4 The details of the engraving are painted in

12 Expected Assistance - An creature that color
would normally be neither hostile nor friendly 5 The coin is struck in a figure 8
towards you helps you in an unexpected way 6 The portrait is of someone picking their nose
7 The coins smell like roasted meat
13 Connections - You know an NPC in the area 8 Rubbing two coins together makes the holder
that could assist you in some way. You may
choose for the DM to create the NPC, or you think about sharks
may create the NPC yourself.

14 Stomping Grounds - You may invent a nearby
establishment (inn, tavern, shrine, guildhall,
etc). Treat this invented establishment as if it
was an old haunt of yours or a place where you
will be quickly accepted amongst its patrons.

185

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Appendix B : Astrid NightweAver
Memorialized NPCs
A dark elf rogue that was abandoned then orphaned,
This appendix is a list of characters from deceased she eventually got revenge on the people who killed
players. As an act of remembrance, try incorporating her adopted parents. But the experience changed
these characters as NPCs in adventures and her forever in more ways than one: in the assault she
backstories through all RPG worlds. was cursed with lycanthropy. However, she viewed it
as a wonderful blessing and thoroughly enjoys being
Alex Normelius, CleriC of the forge a werewolf. She prefers being in hybrid form and
relished the reactions she gets from passersby. Her
A hulk of a cleric of both human and giant lineage, most prized possession is the elegant Moonblade.
Alexander is known to “run in there, get beaten, run
back out, build better stuff, and then run back in with CArmiCheAl
a battlecry.” He can be recognized by his ever iconic
smile. “That’s a BAD Carmicheal” can often be heard when
this hot-headed human rogue is around. While
possessing a penchant for getting his buddies
into all sorts of trouble, he is loyal to his crew and
his friends. He is a bad Carmichael, but he is our
Carmichael. He’s most likely to end up working as the
mischievous henchman, rather than being the real
evil behind a plot.

dee

This gnome alchemist brings warmth and sunlight
to her world, both through her personality and her
bright clothes. She heals those in need with delicious
pastries with help from her homunculus Timmy, a
biomechanical wolpertinger. She is a force for good,
if a bit chaotic and unconventional in her methods –
her weapon of choice is a deck of magic playing cards!
She can be found in her log cabin which travels the
multiverse, offering weary travelers throughout the
endless world food and lodging.

dArkhANi forgedAwN

Early in life, this half-fey trained as an armorer and
loved the spark of beauty in items made to protect.
After losing the use of her legs in an adventure, she
became a cavalier, and rode a dire boar named Pearl.
Darkhani protected her team as their heart, shield,
and armorer.

AlexANder the grey diNoroAr

Now the aging head of an adventurers guild, many An avian humanoid with the mannerisms of a crow,
assume his appellation is a reference to his grizzled Dinoroar made a pact with a powerful vampire lord
mane. But this human paladin was known as ‘the and became a warlock. A specialist in hunting hags
Grey’ long before. Alexander was the one known to and demons, Dinoroar always wears a black coat, top
do the hard but necessary acts, and then submit hat, and plague doctor mask.
himself for judgement. He has spent time in prisons
for things he’s done, and he’s been lauded a hero, elmer, guArdiAN of the forest
too. He’s made many difficult decisions, and is on a
constant quest for redemption that he may never find. Elmer is a forest sprite who guards the woods from
He appears as the party’s patron in Heart of the Lion. those who would harm it. Alchemists, mages, and
anyone who destroyed the land make him a bit
curmudgeonly, and often get a not so friendly visit
from him. Those who respected the land and helped
his endeavors would find him quite friendly and he
may just lead you to a secret grove where the rarest
plants and animals reside.

fliNt the stoNe kiNg kAANyr the triCkster

A half-giant barbarian, Flint is proof that throwing A high elf rogue, Kaanyr was full of hope, wanting to
your great sword always works. For many years, he fight the good fight and save the world, preferably
said he did not have a name. After being banished while experiencing a few laughs at the expense of
from his tribe, he could no longer say he was that his party members’ dignities. His favorite pranks
person. But After being inspired by the spirit of a are subtle, aiming to convince the less cunning to
paladin trapped inside one of his swords, he took willingly do something that would result in a lot of
down the usurper and reclaimed his rightful place, embarrassment, a few laughs, and the chipping away
and name, as leader of the clan. Now, he sets out to of whatever dignity the party still had.
lead his people back into the mountains as the Stone
King. kosiChAr

g'rAiNklir Ko is stalwart rogue with some infernal heritage deep
in his bloodline. He was an assassin out of necessity,
A mighty and renowned goblin paladin, G’rainklir but got sick at the sight of blood. He swore off “the
spreads justice over the land armed only with a murder thing” when he threw away a sizable contract
club and shield. Always a lover jokes, G’Rainklir was directly in a sulfurous pit in his home town. Unless it
known to be able to see the funny side of even the was directly helping us save the world or a friend, he
most grim situations. But be warned! His small and is done killing for money.
playful demeaner hides a paladin of epic power, who
is always itching to smite evil! Ko always has at least four daggers on him at all
times, including the Dragon Dagger, forged from the
houseless Jim scales and claws from a dragon he nearly died trying
to kill and coated with a custom toxin.
Short, stout, and a little shaggy, Jim is a wild dwarf
with a love of chaos and the seas. Never one for Ko is awkward, and bad at making new friends, but
following decorum, Jim can easily be picked out at was fiercely loyal and protective of the friends that
parties by his duel hand axes and distinct lack of he does have. He is the kind of guy who would take
clothing. While his manners are coarse, he is loyal half the bones from a naga’s corpse and then have
and trustworthy to his friends. Jim doesn’t have a jeweler fashion you a necklace with the fangs. He
a house, because he makes his home wherever he earned the honor of having his horns coated in gold
goes: caves, forests, ships, or even the belly of might
beasts. Houseless Jim makes a special appearance as mAryA the godsmith
the captain of the Laughing Dolphin in the adventure
Heart of the Lion. A member of the Council of Selora, Marya fell in love
with a woman named Ilina whom she traveled the
isAbelle lightwood world with in search of a way to ascend to godhood.
After many years of fruitless searching Ilina and
This half-elf sorceress of the red dragon bloodline Marya were ready to settle down with their two
adored toying with her friends, but she also protected adopted children when Marya found it: The Rite of
them fiercely. She loves to sow chaos, and has Ascension.
a very high opinion of herself. After a career as a
troublemaker, smuggler, and adventurer, she nearly The pair worked diligently to gather the required
single-handedly defeated a powerful, god-like enemy. materials. When the moment came, they focused
That caused her to ascend to near divine power their energy and cast the ritual. Ilina had called forth
herself, and she now exists as a humble and playful the now forgotten god of death.
trickster across the multiverse. She appears as a
jaunty pirate in the adventure Heart of the Lion. Marya called forth Selora, goddess of nature. The
pair fought these former gods, now bound to mortal
JACk the killA limitations. Marya had almost bested Selora when
she looked over and saw Ilina about to be stuck down.
Human barbarian who sometimes went by just In that moment Marya let Selora flee and channeled
D’Killa, Jack carries a massive elephant axe. He can her energy to help Ilina. Ilina won her fight and
kill most anything in a single cleft, except goblinoids successfully ascended into godhood.
which are his one weakness. After a string of defeats
from bugbears and goblins, he gave up fighting to But Marya had failed. She let Selora live.
become a beer trader. After a hard day on the trail, As punishment for their treason Selora destroyed
Jack is known to dance and frolic with the wild spirits the texts containing the rite and cursed Marya never
he sees all around. He appears as a merchant in the to see Ilina again. For their souls to never meet. After
adventure The Twilight Games. three years without her love, Marya died of a broken
heart. Ilina watching in agony as her beloved’s soul
was courted off to the Lower Planes, the only realm
Ilina could never visit.

187

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Two thousand years later, Ilina would nearly kill remus the rANger
Selora to end a war between the Gods, sparing her
only through a deal to end her curse and finally unite Remus is a wood elf with unmatched longbow skills,
with Marya once more. and a face only a mother dire wolf could love. Though
he never learned to read books, he could read the
Marya came to forever be known as “The Godsmith” woods, and always knew when it was time to provide
and was worshipped and feared as a great mage with covering fire for his friends to retreat. Remus’s slain
unparalleled power. Many believe Marya didn’t truly foes have been known to blow away like dandelion
die and that she and Ilina both succeeded. The duality seeds on the wind.
of Ilina being seen as the pure merging of the two
souls. One governing life, the other death. roNAN

miNisteriAl Despite the ferocious appearance, this bugbear is a
well-known and respected folk hero hailing from The
Always a tricky devil, Ministerial prevented the City of Beasts. Typical of barbarians, he is the type
ascension of an evil demigod, stealing a shred of to act before thinking. Ronan is fiercely loyal and
divinity in the process. Now he gives tasks and boons protective of his family.
to those brave enough to climb his tower, in exchange
for a vampiric handshake zap. rorkA

NebbiCk Rorka is a dwarf barbarian who is feared by her
enemies and loved by her allies. She is just as likely to
Nebbick is a sentient suit of Animated Armor, whose be drinking Ale in a tavern as she is to be defending a
true goal in a life of confusion and mystery is to find town from bandits. Rorka isn’t too much of straight
out who created him and to get a body of him own to shooter, she is ok with bending the rules a little. She
enjoy food and wine like his comrades did. Not the never backs down from a fight, and is always the first
most upbeat or carefree individual, Nebbicks gets to act in battle. Swing axe first, ask questions later.
along surprisingly well with adventurers who enjoyed Rorka has a soft spot for people and always tried to
playing little tricks and pranks on him in an effort to do the right thing. With her heart of gold, she may be
hear a walking suit of armor laugh. among the noblest of heroes. She can be seen in the
illustration opposite Chapter 2.
NeestrA the grANd CleriC
sAh-kAJul
The epitome of virtue and justice, Neestra is a cleric
of the highest order. For over 40 years, his miracles A lizardfolk paladin, he instills fear with creative uses
have been wonderous displays of the goodness of the the create food and water spell, and knows how to
divine and the power of their authority. He can be brighten everyone’s day. Sah-Kajul loves when the
seen in the illustration opposite Chapter 2. storms reign on, keeping the swamps never dry. He
has a Sack of Jewels where he keeps his collection
odessAh the uNdyiNg of various gemstones. He appears in the illustration
opposite the paladins section.
Odessah is a human warlock who made a pact with a
lich lord of secrecy and whispers. And while she has termiNAtur
sworn loyalty to such a dreadful master, she is still
someone with a very fiery personality. In combat, she Terminatur (who’s name is a mix of “termite” and
says things like “Imma hex em. Boom. You’re hexed.” “nature”) is a gnome druid who loves and protects
Her grimoire is brightly decorated with rainbow nature with all his heart. A jeweler and founding
colored unicorns, leopards, and tigers. She loves member of the Bijoutiers Fantaisistes, he made a new
messing with clerics by asking silly questions about fruit, known as cipal, and joins many nature groups.
their gods such as “Is he cute?” Terminatur can be seen fighting alongside Galder in
the illustration opposite Chapter 2.
rANdAll, fire elemeNtAlist
Da h Fo e w
Randall is more interested in procuring a bit of
mood mellowing tobacco than in learning spells,
and feels other in society do not fully appreciate
his contributions. For example, after finding magic
saddles that gave horses wings while worn, he
understood that learning to fly on horseback when
the horse was also new to flying was a daunting idea.
So Randall created rechargeable rings of feather fall,
and wanted everyone to appreciate his innovation.
The verbal activation? “Thank you Randall!”

Appendix C:
Laurence's Campaign

Laurence had gone to the doctor complaining of
internal pain. They ran some tests, and after finding
nothing he was told that he was young and healthy,
and not to worry, nothing serious could be wrong.
But something was wrong, and by the time they
found the tumor, it was too late. Tragically, Laurence
had a rare cancer, and died a few months later.

Laurence’s campaign aims to increase youth
patient advocacy and communication with
medical professionals. You can read more on
laurencescampaign.blog and everyone is encouraged
to help promote the following objectives:

1. Create a confident voice for Young Adults aged
18-30 who are needing to access Primary or
Acute Care, enabling them to use their right
to challenge a health provider’s diagnosis if
necessary.

2. Improve signposting for young adults,
including to support services such as Patient
Liaison (PALS), Health Watch, Advocacy
Services, and Young People Health Alliance

3. Aid medical professionals at all levels and
points of contact (i.e. surgery appointment,
A&E) to consider and explore potential serious
diagnosis sooner (i.e. running tests), without
being penalized for doing so, and responding to
patient or family concerns.

4. Work to improve referral pathways for young
adults making them more timely and accurate.

189

Galder's Gazeteer: Appendices

Index Chalice of Will ............................ 178 Dungeon Dressing Tables ............ 181 Gnostic Soul ...............................84
Challenges ................................. 153 Dynamic Terrain Hazards Table ..... 181 Gray-Winged............................. 108
Aberrant Mutant ........................143 Channel Divinity.......................... 74 Eidolon.......................................92 Greater Draconic Magic................64
Absorb .......................................66 Channel Divinity: Burst of Inspiration Eidolon Unleashed.......................93 Grim Bargain...............................66
Abyssal Maw ............................... 35 Elemental Aura............................63 Grim Visage ................................ 35
Abyssal Wave ..............................66 ..............................................53 Elmer, Guardian of the Forest...... 186 Grip of Stillness...........................69
Aegis of Reconciliation ................. 55 Channel Divinity: Censure Violence.. 55 Emberhides .............................. 104 Guard......................................... 14
Aerial Build ................................. 37 Channel Divinity: Torrent of Peace ... 55 Emblazoned Spell ........................ 27 Guardian ...................................145
Aerial Warrior .............................122 Cheater of Death ........................122 Empowered Voices.......................29 Guardian of the Marches .............. 67
Aerie .......................................... 37 Choke Hold................................ 60 Empty body.................................70 Half-Vampire ............................. 113
Aggressive.................................. 60 Chronomancy .............................96 Enchanted Dances....................... 52 Hard Fall.....................................45
Alex Normelius, Cleric of the Forge . 186 Chronomatics ............................. 97 Encumbrance Slots.....................149 Hardened in the Ring ................... 42
Alexander the Grey..................... 186 Chronoshift ...............................126 Enduring Form ............................ 35 Harmony Domain ........................54
All Eyes on Me .............................49 Circle of Tides.............................. 57 Enhanced Presentation ................48 Harry ......................................... 14
Alteration Versatility ....................84 Circle of the Harvest ....................56 Environment Templates...............135 Harvesting Monsters................... 151
Alternative Self ............................ 97 City Thrum................................. 112 Escape ....................................... 14 Haunted ................................... 140
Ambush Hunter........................... 38 Clash of the Titains ..................... 176 Escaping..................................... 15 Haunted Soul..............................86
Ancestry ....................................101 Claw and Tail...............................63 Ethereal Defense .........................93 Hauntnig Spirit ...........................88
Animal Instincts ......................... 40 Cleric ......................................... 52 Ethereal Jaunt ............................. 87 Headfirst Charge ........................ 40
Another Way of Remembrance ...... 74 Clumsiness ................................126 Evasion ..................................... 60 Hearing Shot.............................. 151
Antique Appraiser .......................122 Coin of Twisted Fate....................154 Eviscerating Wit ..........................48 Heart Chamber (Heart of the Lion) . 176
Apex Predator ............................. 34 College of Fame ...........................49 Example Faction: The Bones ........156 Heart of the Lion ........................170
Apostate’s Endurance .................. 22 College of Spoons ........................ 51 Example Faction: The Palmers ......156 Heartseeking Arrow ....................155
Appellations Table...................... 180 College of the Playwright ............. 50 Existential Resonance ..................84 Hedge Maze Trap ........................158
Aquatic Form............................... 35 Combat Options.......................12,14 Expanded Conditions................12,13 Herbalist ...................................122
Arcane Arbitration ......................125 Combat Valor ..............................59 Expert Influence..........................20 Heretic ....................................... 22
Arcane Assassin...........................95 Combined Magic Defense.............99 Expert Snipe ............................... 15 Heroic Training.......................... 150
Arcane Assassination ...................96 Compel Distance .........................99 Expert Tracker ............................. 78 Hide in Shadows......................... 80
Arcane Bulwark ...........................28 Complication Table .................... 180 Extended Possibilities ...................71 Hoard Combat ...........................154
Arcane Conduit ........................... 83 Condemn .................................. 127 Extracting Fluids ........................153 Horrifying Visage ......................... 38
Arcane Interference ..................... 27 Controller ...................................62 Extraordinary Weapons Table .......184 Houseless Jim ............................ 187
Arcane Memory ...........................86 Converse Performance ................. 47 Eye Shot .................................... 151 Hunter in the Deeps .................... 35
Arcane Traditions.........................95 Conviction ..................................20 Faction Components...................156 Hymn of Healing .........................48
Arcing Slice ................................. 15 Coordinated Attack...................... 21 Faction Play ...............................155 Hyperbolic meditation .................70
Ardent Blade ............................... 75 Countercurse.............................. 47 Faction Turn...............................156 Hypnotic Sway ............................ 53
Area Strike ..................................62 Counterstriker ...........................122 Falling Damage............................ 15 Ichor Ally .................................... 42
Arm Shot ................................... 151 Country Thrum........................... 112 False Miracle ............................... 22 Icy .............................................141
Armor Maven .............................. 61 Covert Operator .......................... 23 Fascinating Performance ..............48 Ignite .........................................89
Arts Domain ............................... 53 Crafting Armor ...........................152 Fathom Dweller........................... 35 Impervious Shield........................99
Ashen Beast ...............................143 Crafting Potions .........................153 Fatigued ..................................... 14 Improved Aerial Build................... 37
Astral Ascendance........................88 Create Thrall ...............................98 Favorite Holiday Table................. 180 Improved Disguise.......................96
Astrid Nightweaver .................... 186 Credits .........................................2 Fear Eater ..................................145 Improved Draconic Magic.............64
Aura of Acumen........................... 75 Crowd Favorite ............................ 42 Feast .......................................... 34 Improved Reflexes .......................59
Aura of Obedience ....................... 72 Cunning Form............................. 36 Feats .........................................122 Improved Reverberation ...............29
Aura of the Fallen......................... 74 Cursed ....................................... 33 Feint and Retreat ......................... 38 Incite Mutiny .............................. 23
Avian Form.................................. 37 Cursed Bite................................. 38 Fell Blade....................................66 Infernal Dragonfolk ................... 103
Awakening the Lion (Heart of the Lion) Cursed Items .............................154 Fell Knight ..................................64 Infernal Strike .............................66
Cut and Run ............................... 37 Feral Charge................................ 38 Inferno...................................... 90
.............................................175 Dagger of Orpheus .....................154 Feral Vampire ............................. 115 Infested Fortitude........................94
Azaduun’ Throat (Heart of the Lion) . Dark Armor.................................65 Ferocity ...................................... 34 Infinite Sight................................71
Dark Arts ....................................98 Fetch Quest Generators Tables .... 180 Influencer.................................. 50
.............................................173 Dark Flight.................................. 35 Fiery Barrage.............................. 127 Infused Being..............................29
Azaduun’s Cove (Heart of the Lion) .. Darkhani Forgedawn.................. 186 Fighter .......................................58 Ingrained Ferocity........................ 38
Dawnblade .................................117 Fighting Underwater .................. 150 Inherited .................................... 34
.............................................173 Dawnblade Traits........................ 118 Flesh-Ripper ............................... 36 Innate Magic...............................82
Baffling Rhapsody ....................... 47 Deadly Knockouts.......................149 Flexible Cantrips..........................82 Insidious Rhetoric ....................... 23
Barbarian ................................... 39 Deadly Vehemence ......................65 Flint the Stone King .................... 187 Inspire Dread ..............................48
Bard ........................................... 45 Dee.......................................... 186 Floating Sting............................. 60 Inspire Resolve ............................48
Bardic Colleges............................49 Deep Stab................................... 15 Flow........................................... 57 Inspiring Opus ............................54
Bardic Performance .....................46 Defender ................................... 60 Flowing Counter..........................69 Inspiring Performance ................ 50
Bardic Performances.................... 47 Defensive Magic ..........................98 Flurry Attack .............................100 Inspiring Speech ........................ 50
Bearicade ..................................144 Defensive Stance ........................ 60 Folk Groups ................................117 Instinctive Shift........................... 38
Beast Traits ................................. 34 Deflect missiles ...........................68 Folklore Repertoire ......................46 Insurectionist ............................. 22
Beast Traits ................................. 37 Deific Paragon ............................ 73 Followers................................... 151 Intertwined Echoes......................98
Beast’s Toughness .......................89 Despondent.............................. 130 Folly and Wit ..............................128 Into the Woods (The Twilight Games)
Befouled Nature ..........................98 Detect Emotion .......................... 127 For a Cause ...................................6
Blight Exorcist.............................56 Developments ............................156 Forbidden Necromancy ................98 ............................................ 166
Blood Kin.................................... 43 Diamond Soul .............................69 Force Hook ................................128 Intrusive Weapon ........................62
Blood in the Water....................... 36 Diminutive Form ......................... 38 Force Transfer .............................29 Invigorating Comradery................ 22
Bloodied................................... 120 Dinoroar................................... 186 Force of Will................................ 21 Iron Shirt....................................69
Bolstered by Nature .....................88 Dire Form ................................... 38 Forgedawn’s Armor of Warmth.....128 Iron Will .....................................59
Bonded to the Grave ....................98 Dirty Trick.................................. 80 Frenzied Fixation .........................86 Isabelle Lightwood...................... 187
Bonus Proficiencies .....................44 Displaced Room ......................... 127 Friends on the Other Side .............86 Island Halfling............................ 118
Bonus Understanding ..................84 Dissipating Performance .............. 47 Frog in Your Throat .....................128 Island Halfling Traits ................... 119
Boon of Peace .............................54 Divine Domain (Oath of Obedience) . From the Grave............................65 Jack the Killa .............................. 187
Bounding Assault ........................ 38 Frost Strike .................................70 Jotungrip .................................... 45
Boundless .................................. 78 .............................................. 72 Frostbitten ................................145 Kaanyr the Trickster .................... 187
Boundless Might ........................122 Divine Domains........................... 53 G’Rainklir .................................. 187 Kickstarter Backers......................20
Bountiful Harvest ........................56 Dominating Presence................... 21 Galder’s Candle ..........................129 Killer Weapon..............................44
Bow of Pride .............................. 178 Doomed ..................................... 14 Galder’s Chariot of Discreet Travel...129 Killer Weapon Improvement .........46
Brawler ..................................... 60 Draconic Magic ...........................63 Galder’s Fabulous Fizzbangers..... 130 Kindred Spirit.............................. 39
Breath of Building Heat................68 Draconic Tradition .......................62 Galder’s Friendly Summoning ........13 Know Thy Enemy ......................... 22
Broken Heartstone .....................154 Dragon Bound ............................62 Galder’s Glorious Pipeweed Pouch.. 178 Known Enemy ............................. 67
Brutal........................................144 Dragon Breath ............................64 Ghost Touched ............................86 Kosichar .................................... 187
Brute Form ................................. 36 Dragonfolk ............................... 102 Ghostly Warden......................... 130 Lancet ........................................ 63
Brutish Strikes ........................... 60 Dragonfolk Traits....................... 102 Ghostwalking (The Twilight Games).. Land’s Stride............................... 67
Bulk Evasion ...............................45 Dragonian ................................ 103 Last Word ................................... 61
Burned ........................................13 Dragoon Fighter .......................... 61 ............................................ 168 Laughing Dolphin (Heart of the Lion)
Burning Temptation..................... 52 Drakian .................................... 103 Giant Climber .............................44
Call of the Wild...........................125 Dread........................................144 Gift of the Wild............................ 78 ............................................. 171
Call the Beyond ........................... 87 Dreamscape...............................139 Gifted......................................... 33 Laurence’s Campaign................. 188
Call to Battle ............................... 47 Druid ......................................... 55 Giver of Life ................................ 57 Lavascape .................................. 141
Called Shots............................... 151 Druid Circles...............................56 Gloom...................................... 130 Lay Waste ...................................96
Carmicheal ............................... 186 Dry Desert .................................. 14 Glyphs of Power ..........................29 Learned Adaptability ...................101
Carnivorous Swamp....................138 Dulled ........................................ 14 Learning Runes ...........................26
Catch Spells..............................100
Cave Tribes ............................... 106
Celestial Shank...........................125
Chains of Hellfire........................125

Leech Life ...................................93 Penumbra..................................107 Savagery ..................................... 32 The Oath of Remembrance............ 73
Leg Shot ....................................152 Penumbra Traits ........................ 108 Scalding Brand........................... 133 The Oath of Transcendence........... 75
Legacy of Love ............................ 118 Perfect Recall ..............................95 Scars Table.................................182 The Oath of Triune ....................... 75
Legendary Endurance................... 78 Perpetual Celerity ........................99 Scavenger ................................... 36 The Parasite ................................94
Legendary Resistance...................59 Perren’s Imperfect Portrait ..........132 Second Mind.............................. 133 The Pirate’s Blade (Heart of the Lion)
Life Drain .................................. 131 Petty Writ ...................................20 Seeds of Doubt ...........................48
Lightning Reflexes ...................... 80 Plague of Toads ..........................132 Seize the Zeirgeist ........................ 23 ............................................. 177
Lingering Adrenaline ................... 40 Planar Bond................................93 Self-Reliant................................. 67 The Twilight Games .....................165
Long Jumper ..............................122 Planar Form ................................ 39 Sensitive Content ..........................6 Therian Form............................... 34
Loyal Fury ................................... 76 Polyglottal...................................86 Sentient Symbiosis ......................58 Therian Forms ............................. 35
Lucius’s Dagger Vault ................. 131 Posse ......................................... 51 Seward’s Similar Structure ..........134 Therian Origin ............................. 33
Lurking Threat............................. 39 Potent Spellcasting ......................54 Shade Elf Traits.......................... 120 Therianthrope ............................. 32
Magic Items (Heart of the Lion) ... 178 Potent Spellcasting ......................56 Shade Elves................................. 12 Thick Hide ................................. 40
Magic Marksman........................122 Power from Within ...................... 22 Shade Summoner ........................ 87 Thorn Bangle..............................155
Magic Mine................................ 131 Prairie Tribes ............................. 105 Shaman..................................... 147 Threatening Presence...................70
Magical Monologue .................... 50 Predator ..................................... 39 Shamblefolk ............................. 109 Thrum ........................................111
Magnified Mage Armor .................99 Prepared Activation .....................28 Shamblefolk Traits ......................110 Tidal Crush..................................58
Major Writs................................. 21 Preternatural Being ..................... 36 Shared Nightmare (Heart of the Lion) Tigro ........................................ 104
Maleficia ....................................66 Preternatural Senses.................... 79 Tigro Traits ................................ 105
Maneuver ................................... 15 Primal Anatomy........................... 36 ............................................. 171 Tiny and ColorfulThrum Traits ...... 112
Mantle of Valguus.......................154 Primal Magic ...............................88 Shared Soul ............................... 119 Tongue of the Moon and Sun ........69
Martial Archetypes.......................59 Primal Might .............................. 40 Shield of the Stalwart.................. 178 Tontine....................................... 22
Martial Attacks............................ 15 Primal Paths .............................. 40 Shimmering Doorway ................ 160 Tooth and Wing ...........................64
Martial Fanfare............................ 47 Primal Soul .................................88 Sidhe ........................................148 Torrian Orc Traits ....................... 105
Marya the Godsmith ................... 187 Primordial ................................. 147 Situation ................................... 157 Torrian Orcs .............................. 106
Master Guide .............................. 79 Primordial Manifestation..............89 Skeleton Key ...............................96 Touch Blast ................................134
Master of Entertainment ............. 50 Psychic Bomb ............................ 133 Skinning Hides...........................153 Trample ......................................45
Masterful Adjustments.................98 Psychonaut.................................84 Skrix’s Miracle Paste ...................134 Tranquil Archery ..........................69
Matchless Slayer.......................... 79 Pugilism ..................................... 43 Slightly Magical Animals Table ......184 Transcendence ............................ 76
Materialize Eidolon ...................... 91 Purity of Body .............................69 Slinking Shadow.......................... 37 Traps .........................................158
Mecha Armor .............................155 Pyrokinesis .................................89 Slow fall .....................................69 Traveler’s Rest ............................101
Mechanical Dragon..................... 161 Pyromancer ................................89 Song of Creation .........................49 Treasure Tables ...........................184
Mechanical Menace .................... 147 Quicksilver ................................. 75 Sorcerer ..................................... 81 Tremorsense ..............................135
Meditative Insight .......................69 Rallying Performance ...................48 Sorcerous Arcanum .....................84 Triple Team................................. 151
Medverth’s Evacuation................ 131 Randall, Fire Elementalist ........... 188 Sorcerous Origins........................85 Unarmored Defense...................100
Memorialized NPCs.................... 186 Random Tables ........................... 178 Soul Covenant.............................20 Uncanny Down ..........................156
Mental Overload..........................70 Ranger ....................................... 76 Souleater ....................................66 Unflappable ................................48
Meowthias................................ 105 Read Form ..................................70 Sow Goodness ............................ 57 Unholy Sacrifice ..........................66
Mid-Vantage ............................. 150 Rebel.......................................... 15 Special Range of Runes ................26 Unmatched Bravery ..................... 61
Mighty Blow............................... 40 Rebel Commander ....................... 23 Spectacle Killing .......................... 43 Unrelenting ................................ 37
Mind Manifestation .....................84 Reflect Elements......................... 133 Spell Ferocity ..............................89 Unstoppable Force.......................70
Ministerial ................................ 188 Reflective Similarity .................... 118 Spell Memorization......................95 Unstoppable Power .................... 40
Minor Writs ................................20 Reinforced Voices ........................ 27 Spell Striker ..............................100 Unusual Coins Table....................185
Mischief Afoot (The Twilight Games). Relational Investiagation ..............20 Spell Striking...............................99 Using this Book.......................... 80
Remus the Ranger...................... 188 Spells ........................................123 Valguuss’ Prison (Heart of the Lion) .
............................................ 156 Repurposed Rooms Table............. 181 Spine of Torr .............................. 141
Mischief Maker ..........................146 Requiem Aeternam ...................... 74 Spirit Stampede...........................44 .............................................175
Mishwar’s Meaningful Words.......132 Resonant Metamagic ...................86 Spirit Tamer ................................44 Valorian.................................... 120
Momentum Transfer ....................70 Resources ..................................156 Spirit of the Phoenix ................... 90 Valorian Traits ............................ 121
Monastic Traditions .....................70 Rested........................................ 14 Spiritual Dice .............................134 Vampire Pureblood ..................... 113
Monk ......................................... 67 Revenge of the Faithless ............... 22 Spontaneous Casting ...................82 Vampire Traits ............................ 114
Monster Activities Table...............182 Revolutionary Paragon ................. 22 Staggering Bash ........................ 150 Vampires ................................... 113
Monster Disposition Table ...........184 Revolutionary Path .................... 180 Stalker.......................................8,9 Variant Barbarian ........................ 41
Monster Templates .....................142 Ring of Molten Steel....................154 Standard Bearer .........................123 Variant Bard................................ 47
Monsters Tables .........................182 Ringleader .................................. 22 Stealth Casting............................ 97 Variant Fighter ..............................6
Monstrous Crab .........................146 Rites of Maleficia .........................65 Stillness of Mind..........................69 Variant Monk ..............................69
Monstrous Humanoids Activity Table Roaring Flame ............................ 90 Stone Beast ...............................148 Variant Ranger ............................ 78
Rogue......................................... 79 Stone Lungs (Heart of the Lion) ... 173 Variant Rogue ............................. 81
............................................ 182 Roguish Scheme......................... 80 Storm Celestial.......................... 108 Variant Rules..............................149
Moon Beast ................................ 39 Roleplaying the Dracodile Storm Celestial Traits ................. 109 Variant Sorcerer ..........................82
Mundane Needs Table ................ 180 Stuck in the Mud (The Twilight Games) Variant Wizard ............................96
Mushroom Gnome ..................... 119 (Heart of the Lion) ................. 172 Velazora’s Ghostly Blade..............135
Mushroom Gnome Traits ............. 119 Ronan ...................................... 188 ............................................ 167 Venator ...................................... 67
Mystic Agronomy.........................56 Rorka ....................................... 188 Studious Metamagic ....................95 Vengeful Strike ...........................135
Mystic Blood............................... 41 Ruler of the Skies......................... 37 Stupendous Improvisation ...........49 Vessel of the Muse ....................... 55
Mystic Enhancement ...................29 Run with the Pack ....................... 39 Sucker Punch............................. 60 Vigilance..................................... 79
Mystical Fungi Table.................... 181 Rune Scribe ................................29 Sunder ....................................... 14 Vigilant Watcher.......................... 78
Mystical Tattoos ..........................28 Rune of Blood .............................29 Superior Archery .........................59 Virtuoso ....................................123
NPCs Tables .............................. 180 Rune of Fire ................................29 Superior Choke Hold................... 60 Voice of the Masses ..................... 24
Natural Exposure.........................70 Rune of Gravity............................30 Superior Defense.........................59 Wall of Roses .............................135
Naturally Captivating .................. 50 Rune of Ice .................................30 Superior Dueling .........................59 Wanderer’s Versatility ................100
Near-Future Vision ......................99 Rune of Lightning........................30 Superior Fighting Style .................59 Wandering Mage .......................100
Nebbick.................................... 188 Rune of Power..............................31 Superior Great Weapon Fighting ...59 War Reaper ................................124
Necrobelisk................................159 Rune of Speed ..............................31 Superior Maneuverability.............. 61 Warlock...................................... 91
Neestra the Grand Cleric ............ 188 Rune of Vision..............................31 Superior Opus.............................54 Water Wielder .............................59
Nightmares Made Real (Heart of the Lion ) Runecraft ...................................26 Superior Protection .....................59 Way of the Crushing Snow............70
Runeforged Weaponry .................28 Superior Two-Weapon Fighting .....59 Way of the Seeing Mind .................71
............................................ 170 Runes ........................................29 Supernatural Reflexes .................. 39 Wayfinding ............................... 102
Normelius’ Flaming Hammer .......132 Runewielder................................ 23 Suppressing Performance............ 50 Weapons of the Dragoon..............62
Numinous Sanguinity .................. 42 Runic Battlecry............................28 Supreme Form ............................69 Welcome! ...................................30
Oath of Obedience....................... 72 Runic Equipment.........................28 Surge of Wickedness....................66 Well Versed ............................ 27, 28
Obfuscation................................96 Runic Flare .................................28 Swarm Lord ................................ 38 Wellspring of Magic ..................... 83
Odd Doors Table ......................... 181 Runic Focus ................................26 Sword of the Fated....................... 18 Wereshape.................................. 35
Ode to Remembrance .................. 74 Runic Knight...............................28 Symbiotic Alteration ....................94 What You’re Seeking Table ........... 181
Odessah the Undying ................. 188 Runic Mystic ...............................29 Symbolic Language ...................... 27 Whimsical .................................143
One with Death...........................66 Runic Reverberation ....................29 Synaptic Blow ...........................100 Whirlwind attack.........................70
Opposed Eidolons ....................... 91 Runic Rituals .............................. 27 Table of Contents........................ 60 White-Winged............................110
Opposed Initiative ..................... 150 Runic Sage....................................3 Tainted ......................................142 Wild Regeneration ....................... 36
Otherworldly Patrons................... 91 Runic Spellcasting .......................26 Tenants of Obedience................... 73 Wildlander..................................68
Over Exertion ............................ 150 Runic Tradition............................ 27 Tenets of Remembrance ............... 73 Wiley Cunning ............................82
Overland Travel Tables ................. 181 Runic Voices ...............................26 Tenets of Transcendence............... 74 Withering Sermon ....................... 74
Pack Tactics ................................ 37 Runic tools ................................. 27 Tenets of the Triune...................... 75 Wizard .......................................95
Paladin ....................................... 72 Sacred Oaths .............................. 72 Terminatur................................ 189 Worldly Perspectives ...................101
Paradigm Strike ...........................70 Sacred Unity ...............................84 Terror in the Night....................... 40 Wounded.................................. 140
Partial Shift................................. 39 Sah-Kajul.................................. 188 Testudo Tactics ............................ 61 Wrecking Blow............................ 67
Path of Power..............................68 Sanguine Frenzy .......................... 35 The Abyss...................................139 Writ Improvement ....................... 23
Path of Serenity...........................69 Sanguine Spawn..........................94 The Blind Eye..............................155 Writ of the Covenant.................... 21
Path of the Blood Sage ................. 41 Sanguine Strike ...........................66 The Eidolon.................................92 Zhula ........................................ 115
Path of the Pit Fighter .................. 42 Sapience..................................... 42 The Mysteries of the Forrest Zhula Traits ................................ 116
Path of the Stallion ...................... 43 Zone of Aegis..............................138
Path of the Titan Slayer.................44 (The Twilight Games) ............. 169

191

Galder's Gazeteer: Appendices

Open Game License

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Reserved.

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3. Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License.

4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free,
non-exclusive license with the exact terms of this License to Use, the Open Game Content.

5. Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your
Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License.

6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the
COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright
date, and the copyright holder’s name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute.

7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly
licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate
compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content
except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of
any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any
Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity.

8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are
Open Game Content.

9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version
of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License.

10. Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute.

11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You
have written permission from the Contributor to do so.

12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open
Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected.

13. Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30
days of becoming aware of the breach. All sublicenses shall survive the termination of this License.

14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to
make it enforceable.

15. COPYRIGHT NOTICE
Open Game License v 1.0a Copyright 2000, Wizards of the Coast, LLC.
System Reference Document 5.1 Copyright 2016, Wizards of the Coast, Inc.; Authors Mike Mearls, Jeremy Crawford, Chris Perkins,
Rodney Thompson, Peter Lee, James Wyatt, Robert J. Schwalb, Bruce R. Cordell, Chris Sims, and Steve Townshend, based on original
material by E. Gary Gygax and Dave Arneson.

END OF LICENSE

The following items are designated Product Identity, as defined in Section 1(e) of the Open Game License Version 1.0a, and are subject
to the conditions set forth in Section 7 of the OGL, and are not Open Content: Galder’s Gazetteer, the Rebel, the Runewielder, the
Therainthrope, proper names (including those used in the names of spells, items, characters, game features and abilities, etc.), places,
Penumbra, Zhula, Shade Elves, Valorian, fear eaters, artwork, folio, and trade dress.


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