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

Fables: Pirates of the Aetherial Expanse Vol. 5: For Whom the Bell Tolls by Ghostfire Gaming

Discover the best professional documents and content resources in AnyFlip Document Base.
Search
Published by knightquill, 2023-11-16 00:24:18

Fables: Pirates of the Aetherial Expanse Vol. 5: For Whom the Bell Tolls

Fables: Pirates of the Aetherial Expanse Vol. 5: For Whom the Bell Tolls by Ghostfire Gaming

5.3: Ancient Foes And Ancient Woes 49 This cavern, which is 25 feet wide and 75 feet long, has a magical barrier erected in its very center. The barrier cannot be destroyed or dispelled by conventional means, disrupts magical teleportation intended to bypass it, and extends into the Ethereal Plane. An opening to the left of the entrance leads to areas B3 and B4. A narrow passage to the right of the entrance leads to areas B5 and B6. Tolling the Way. To bring down the barrier, the characters must collect and repair the broken bells in areas B3, B5, and B6, then simultaneously toll all three bells in front of the barrier. If only one or two bells are rung in front of the barrier, the wall shivers but doesn’t fall. The tolling of the bells resonates against the sigil maintaining the barrier, and the aether writhes as though repelled. However, after the sound reaches its crescendo and fades, the barrier stills and remains intact. When all three bells are rung in front of the barrier, the way forward opens. The chiming of the three bells deepens and echoes as they layer over each other, until the tolling resonates against the sigil maintaining the barrier. The grotto quakes and the barrier writhes until the sigil shatters and the splatters onto the chamber’s floor. As the tremors still, a voice shrieks from a giant’s skull entrenched in the far wall: “Look at what the traitor brings before me: presumptuous mortals! You think yourselves harbingers of my doom? Fie! Flee, or die!” The room buckles as a great serpent made of bone, barnacles, and coral comes together from the chamber’s walls—and descends. The amalgamate serpent uses behir statistics with the following changes: • Its type is Elemental. • It can’t speak or understand any languages. • It has the following new trait: Amorphous Body. Opportunity attacks made against the behir are made with disadvantage. Tactics. The serpent prioritizes attacking characters carrying the bells. It always tries to end its turn close to the exit to area B7 to prevent creatures from moving farther into the grotto. Once the serpent is dead, the room grows still, and nothing else prevents the characters’ passage into area B7. B3: The Bone Hollow This circular ingress is encircled by a wall made of patched-together bones and rock. It appears empty, save for the skittering of crustaceans in the stagnant water pooling at the bottom of the chamber. Through the murky surface, you catch the glint of a tarnished compass amid the picked-clean bones of a humanoid. This 30-foot-diameter room with a 10-foot ceiling is occupied by a cloaker. Its frame is festooned with coral to disguise itself, and it resembles a deep-sea creature more than a cloak. Water. The murky water that covers the chamber’s floor is 1 foot deep. The bone hollow’s floor is difficult terrain to creatures, aside from the cloaker, without a swim speed. A Lurking Threat. A character with a passive (Wisdom) Perception of 15 or greater, or one who succeeds on a DC 18 Wisdom (Perception) check, notices the cloaker lurking in the shadows of the ceiling. If it goes unnoticed, the cloaker gains a surprise round on the characters. Several inorganic objects are tied to the cloaker’s body: the uneven halves of a broken bell and a magical talisman in the shape of an ornamental coral knife. The cloaker, which calls itself Darz if communicated with, is a cunning, malicious creature that is fiercely loyal to Akaste. It attempts to subdue intruders by suffocating them into unconsciousness so that the sea-witch can directly feast on their souls—and so it can feast on the remains. Bone Shards. During combat, the cloaker’s haunting moans splinter the bone walls. At the start of the cloaker’s turn, each creature must make a DC 17 Dexterity saving throw, taking 11 (2d10) piercing damage on a failed save, or half as much on a successful one. Treasure. The broken bell, which mends itself when the two pieces are held together, is one of three necessary to open the barrier in area B2. The magical talisman frees Nyx, the prisoner in area B4, from his restraints. A character who succeeds on a DC 15 Intelligence (Arcana) check understands that the talisman is a key. The tarnished compass can be plucked from the water and, if restored, is a collector’s antique worth 350 gp.


50 Fables: For Whom The Stars Toll B4: The Prisoner’s Chamber In this cramped, claustrophobic chamber, a bed of bonewhite coral creates a cruel and organic table for prisoners, its restraints made of curling seaweed and crawling coral that creeps down the arms of its occupants. On a table, small bones and razorblade rocks and shells create thin and sinister knives. A black dragonborn with massive frills tipped with gold is bound upon the table, his breaths coming shallowly, edged with pain. He tilts his head toward the entrance of the room, rasping out, “Please.…” The prisoner is Nyxalthil Eshwyn, or Nyx (N, male dragonborn). Nyx uses gladiator statistics and has 3 levels of exhaustion. He has the following additional action: Acid Breath (Recharge 6). Nyx exhales acid in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 14 Dexterity saving throw, taking 27 (6d8) acid damage on a failed save, or half as much damage on a successful one. His spear and shield lie discarded in the room, and unnatural coral growth slowly creeps over them. He coughs, necrotic ichor dribbling from his lips, and says in a hoarse, grating voice: “What fresh torture is this? Get away from me, phantoms, I need no more reminders of my foolhardy shame.” Nyx willingly imparts the following information: • Nyx is a paladin of Qoz who sees Akaste as a false harbinger of the end. Whatever apocalypse she has planned is not in the cosmic symphony his god has orchestrated. He zealously believed he could defeat this pretender alone. He was captured quickly, to his embarrassment. • Akaste seemed distracted and busy, and hastily imprisoned him rather than killing him outright. Visions of potential rescuers have haunted him for the past week. • His holy symbol was taken by Akaste and he’s desperate to get it back. He asks the characters to either escort him to retrieve it or find it and bring it back to him. • Akaste is deeper in the grotto, but Nyx can’t pass an arcane barrier to retrieve his holy symbol. He has no idea what will make the wall fall. Freeing Nyx. Nyx’s restraints, which are primarily formed of hardened coral and thick seaweed, require a talisman that can be found in area B3. The talisman, a coral knife, shatters the restraints at a touch. If the restraints are attacked or damaged in any way, they grow back twice as large; after three regrowths, Nyx is completely encased in bony coral. Once freed, Nyx agrees to aid the characters if asked, as he feels his reclusive hermit-god would approve and he is particularly eager to get his holy symbol back. Journal. If the players search the prison, they find a massive page torn from a giant-sized journal in its shadowy corners. Give players the journal page handout titled “Wretched Envy.” Wretched Envy Ha! She is human! Gods strike me, but she is HUMAN, pitiful and weak and pathetic as all the rest! She will let me rot in here until she is starving, but it is worth it. Today I have discovered she is weak. The envy she feels for the titans—I can’t stop laughing. I caught her throwing aside the bottles for a failed ritual, seething, “The titans could do it! Despite their hubris, my wretched kin could do it!” A tantrum. From an immortal witch—a childish tantrum! Gods! She still envies the titans. Even though they’re our own flesh and blood, she hates that we were mere storm giants and they were rulers of Astrium. When first she made me her Reaper, she told me it was her wisdom that made her the survivor. The reliance on herself and her magic, not this plane and its crystals. Her power, not this plane’s. Now I have seen her fit of pique—she is not as untouchable as she claims. She is mortal. She falls short of what she wants. And that means she can be killed. B5: The Coral Garden This terraced chamber is dimly illuminated by cold blue wisps of light encaged in dangling skulls and small ribcages. Hollowed bones chime haunting notes that echo amid sprawling and unnaturally cultivated growths of bright crimson coral. An acrid scent hangs sharply on the air. The coral garden is a 40-by-45-foot room divided into three terraces, each half a foot lower than the one that comes after. The first is 40-by-20 feet, the second is 40- by-15 feet, and the third is 40-by-10 feet. Each terrace has its own garden of crimson coral, shaped to allow narrow paths to navigate and tend to the growths. Bone lanterns and chimes decorate the room. The bone lanterns cast dim light throughout the entire room.


5.3: Ancient Foes And Ancient Woes 51 A character who has a passive Wisdom (Perception) score of 16 or higher or who succeeds on a DC 16 Wisdom (Perception) check realizes that the acrid scent in the air is blood. Three corpses, their souls sucked dry by Akaste, are tangled at the base of the coral growths—one on each terrace. Their blood nourishes the coral. Near each corpse is a tightly knit cage of coral containing one fragment of a broken bell. The profane magic and dark rituals that cultivates this coral makes it impervious to most magic and weaponry. To destroy the coral and reach the bell, the characters must determine what weakness the coral has inherited from the blood it has been feeding on. A character who succeeds on a DC 15 Intelligence (Arcana) check clues in to how the creature’s blood would influence the coral’s structure. A friendly NPC like Desdemona (if contacted through magic) or Nyx (if saved from area B4) could offer hints to guide the characters. First TerraceThe largest body, a troll, has several stalks of coral blossoming from its body. This coral has AC 8, 5 hit points, and immunity to all damage except acid and fire damage. Second Terrace The burning body of a salamander from the Elemental Plane of Fire is tangled within sinuous growths of coral. This coral has AC 8, 5 hit points, and immunity to all damage except cold damage. In addition, the elemental wields a flametongue longsword that can be broken free from the coral alongside the bell fragment. Third Terrace A marble statue veined with shimmering golden light is pierced with coral. The statue is a masterpiece of form, and appears lifelike, idealized, and angelic. A successful DC 13 Intelligence (Religion) check reveals that this statue resembles a celestial deva, particularly one of the Flame Empress Asteth (see “Gods” in the Aetherial Expanse Setting Guide). Investigating the statue shows withered, lifelike golden feathers sprouting from their shoulder blades. This coral has AC 8, 5 hit points, and immunity to all damage except necrotic damage. The characters can collect the broken bell fragments after destroying the coral. The broken bell, which mends itself when the three pieces are held together, is one of three necessary to open the barrier in area B2. B6: The Decayed Den The putrid scent of death and decay wafts from the pit at the center of this room. A gruesome array of fresh stripped and splintered bones litters the ground, while blotches of diseased barnacles encrust the coral walls, dirty stone, and ancient skeletons. Three creatures with massive jaws and thick shells fight over bones with pickings still left on their ivory surfaces. This 50-by-80-foot cavern has a 20-foot-diameter pit, 10 feet deep, at its center. Within the pit are three bulettes with the following changes: • They have a swim speed of 40 feet. • They have the following trait: Blood Frenzy. The bulette has advantage on melee attack rolls against any creature that doesn’t have all its hit points. Several freshly devoured corpses lie in the pit alongside the bulettes. A character who succeeds on a DC 14 Wisdom (Perception) check notices the fragments of a broken bell scattered among the bones. The bulettes heedlessly attack any creature they notice, eager for another meal. Tactics. The bulettes are ravenous and competitive. They prefer to attack creatures with low hit points, but if two bulettes are already attacking one creature, the third picks a different target to avoid fighting for the meat after the kill. B5 B6


52 Fables: For Whom The Stars Toll After the bulettes are killed, the room can be safely searched. The broken bell, which mends itself when the fragments are held together, is one of three necessary to open the barrier in area B2. Characters can find additional scraps of inedible treasure—tarnished jewelry, bloody fabric, and broken gemstones worth 400 gp total. B7: The Sanguine Altar Areas B7, B8, and B9 are ritual rooms that require intruders to ready themselves before they face Akaste. Like her myth, they must anoint themselves three times. A swath of skulls of humanoid creatures have been embedded into the coral and rock and bone of this eerie sanctum, and all of them alight when you enter, their eyes burning with ghostly blue light and voices hissing from their decaying teeth. “Blood partaken from ancient life, drunk on the first dawn. Runes of ichor anointing the body, drawn on the second dawn. Starblood guzzled from the core, partaken on the third dawn.” Behind you, a keening scream shakes the chambers, a horrible reminder of that first encounter at sea. “Anoint yourselves,” the skulls command. “Walk her forsaken path or drown with all the rest.” The sanguine altar is a 50-foot-wide circular room. A shrine in the middle of the room has indents where people have kneeled before, and dried blood covers the floor before it. The rest of the room is decorated with skulls, talismans, and bottles of putrid liquid. The characters should recall Akaste’s ritual and pay attention to the words from the skulls; a character who succeeds on a DC 15 Intelligence (Arcana) check can piece together that they are being commanded to walk Akaste’s path, which means drinking giant blood, painting themselves with runes, and drinking the light of a star. Spiteful Dominance. A zombie storm giant under Akaste’s thrall has risen in area B3, and it stalks from room to room, roaring as it drags its greatsword over the stone. If Nyx was left behind, it immediately attacks Nyx and tries to slaughter him before the party can save him. The storm giant’s type is Undead, and it has the following additional trait: Undead Fortitude. If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead. To complete the first ritual, at least one character must drink the storm giant’s congealed, necrotic blood. The storm giant is a mockery of the astral titans that Akaste once envied. This undead creature, dredged up from the depths of Astrium, is kept under her thrall, and it loathes her command. It speaks to the characters as it tries to kill them, snarling the following phrases: • “She was jealous of our power and ingenuity. You stand in a monument to envy.” • “Our power made us strong, but we used it to create and build and protect. Jealousy drove her to seek a power that could only destroy.” • “End my servitude! Drink deep of my blood, mortals! I know not what you will do with her power, but please, at least end my suffering!” Once a character drinks the blood, the way to B8 opens. B8: The Runic Font Twisting up in the center of this room is a profane font formed of crimson coral, hundreds of small bones, and pure white stone. It is empty, but the bottom of its basin is stained gray. A sheet of white stone stained with blood acts as an altar at its front. The door to the next room has four symbols gouged deep into the ivory surface. B7 B8 B9


5.3: Ancient Foes And Ancient Woes 53 The runic font is a 30-foot-wide circular room with a massive basin in the center, which forms the font. To open the door, each character must use ichor to paint four runes on themselves, which are found on the door leading out. They should recall that Akaste slaughtered an algol and painted herself with its blood, which turned to ichor. Alternatively, an inscription under the runes reads the following words in Common: “Make ready your flesh.” The runes can be removed only by a greater restoration spell. Otherwise, they disappear when Akaste is defeated. The runes are from Akaste’s civilization, ancient and forgotten. A character who is proficient in Arcana and History who succeeds on a DC 18 Intelligence (Arcana) check knows the meanings of these four ancient runes: Undeath, Eternity, Power, Thief. Understanding the runes is not required to fulfill the ritual. However, the font is currently empty. Filling the Font. A character who takes a corpse from any of the previous rooms and places it on the altar sees black festering spread over the corpse’s form, withering it, rotting it, and eventually disintegrating it. The font fills with black ichor that wells up from the bottom of the basin until a sludgy black pool is still and waiting. The character who placed the corpse finds that their lips move against their will, and their voice rattles out a blasphemous prayer: “Life for life, the gods denied, fate outrun, and death defied.” Once the characters anoint themselves, the way to B9 opens. The Odd Omen Out In areas B7 and B9, only one character needs to complete the ritual to progress. This is a test of memory and willpower—being willing to drink the blood of a creature and the light of a star, which is sacrilege and offensive to many, is enough to progress. In area B8, however, every character must paint themselves before the door will open. This is because they are, like the civilians in chapter 1, preparing their bodies for Akaste to feast on their power. “Undeath” to consecrate their soul for its purpose of granting her immortality. “Eternity” and “Power” to denote what their soul will grant her. “Thief” to accept Akaste’s entry, to make ready for thieving. This doesn’t have a mechanical effect, but if you wish, you can narrate during the final fight that Akaste’s spells and magic feel as if it is draining their souls through the runes. It is meant to be an eerie and flavorful addition. If a player is sensitive to having their character’s body changed against their will or giving another person control over their body, you can change this room to require only one person to do it, or have the runes disappear after they cross through instead of lingering. B9: The Supernal Sacrament The circular chamber holds an unholy fusion of beauty and power. Floating stars brighten this room with splendorous awe, pockets of glacial light that were gifts from the hermit-god Qoz. Turning your eyes downward takes your gaze from shining divinity to blasphemous massacre. The ground is littered with dead stars, drained and left as decrepit husks, their listless gray glacial and stone cores cracked and seeping crimson across the coral. Seven giant feather stars float in this 30-foot circular chamber, burning with light and power. They are a familiar sight to characters that battled such a star in episode 3 of this Fable. Unlike the wrathful star they fought, however, these stars are placid and do not react to the characters’ presence. A character who succeeds on a DC 18 Intelligence (Religion) check knows that worshippers of Qoz believe that these are gifts from the deity. A character who worships Qoz knows this automatically, and also knows that worshippers have highly sacred and prolonged rituals to drain power from these stars and use them for the greater good. The way these stars have been slashed and guzzled of their power is a blasphemous betrayal of that holy process. However, to proceed, the characters must do the same. By now, the characters should realize what is required of them. A character who pulls a glowing, placid feather star down from where it hovers must succeed on a DC 16 Constitution saving throw, taking 21 (6d6) fire damage and 21 (6d6) radiant damage on a failed save, or half as much damage on a successful one. The limbs of these placid stars have AC 14 and 15 hit points. Once it is broken, a character can drink its light. An ornamental ritual dagger lies in the middle of the room. It is a +3 dagger that deals double damage against the star and ignores the damage immunities of coral in this dungeon, but the character who takes it from the coral must succeed on a DC 16 Wisdom saving throw or develop the following flaw as long as the knife is in their possession: “I will do anything for power and crave it insatiably.” Once a character drinks the star’s light, the way to B10 opens.


54 Fables: For Whom The Stars Toll B10: The Cove of Eternity Now anointed as the sea-witch once was, the characters can enter Akaste’s domain. The circular cove is an organic, natural throne room; colors and light pour in through the hollow whale bones and thin coral that encase the room, and an ivory seat rises in the middle, ornamented with red and pale, chilling blue. The woman draped across it regards you lazily. Long, black nails tap the side of her face. She radiates power. Her adornments are coral and bone and sharp edges, and magic infuses her appearance as if it is part of her, adorning her, ornamenting her. “Mortals… here at the final hour. And guided by my truant Reaper, no less. Welcome. I admit this is the most entertaining cycle to date.” Akaste (see appendix A) is an ancient evil, a woman who saw potential in death and, to become immortal, has wielded it mercilessly. Crafty, selfish, and cruel, she does not do anything that does not benefit her a hundredfold. Akaste does not approach the party. Sitting unmoving on her strange throne of coral and bone, she regards them from above. Each movement she makes emits a hollow creak, each word she speaks has a deep and off-pitch resonance. “The occasional treasure-seeker finds my abode and skulks about before they die. But you...you are here with purpose. I can see it in your eyes.” Her smile reveals too many teeth and does not reach her eyes. “What is that purpose? Do you envy my power?” Akaste is willing to talk, though she is cryptic, impatient, and does not suffer irritations. If she is attacked, she answers violence with surprising ferocity. If the characters are willing to talk, however, she offers a bargain. Akaste’s Runes. If the characters identified the symbols from the “Profane Runes” encounter or has an expert explain them and are proficient in the Arcana skill, they realize Akaste has painted herself with the same symbols inverted, making her the hunter, the ravenous, the enjoyer of the feast. Bargaining with Akaste. Akaste offers bargains that barely resemble any form of partnership—and only to the foolish. Her primary offer is to let the characters survive Desdemona’s upcoming apocalypse for “a millennium of service or so,” in which she plans to trap them in Desdemona’s place and nurture them into powerful avatars of death. Any suggestion by the characters to stop the upcoming calamity would have to be very tempting. Allowing her to drink the souls of the Karelagne navy and helping her reach the Material Plane so that she might devour the souls of that world, for instance. Otherwise, Akaste is simply not interested, and attacks. B10


5.3: Ancient Foes And Ancient Woes 55


56 Fables: For Whom The Stars Toll What Akaste Knows. Akaste has a long and storied history. She is willing to talk to the characters about it, as she is confident she can slaughter them after if she needs to—and she delights in their horror and disgust. She knows the following information: Astrium. Akaste and Desdemona were from an ancient civilization of planesfaring storm giants called Astrium. Their leaders were shepherded into prosperity by gods (see “Gods of the Expanse” in the Aetherial Expanse Setting Guide) and became masters of the power of the aether. They became “astral titans,” and became obsessed with unlocking further secrets of the aether until their greed destroyed them in a single, apocalyptic wave. Akaste’s Power. Akaste was disgusted with their methods of seeking power and magic. Instead of depending on aetherium, Akaste preferred ritual magic and arcane power, and she was gleeful when their search for aetherium destroyed them all. She doesn’t fully know what happened, but it was vindication enough that it happened at all. Now. Akaste is content to survive, to feast on souls and grow her power, and to seek ways to further her power. She refuses to be like the astral titans, devoting herself to one pursuit until it is her undoing. She has found a god of her own, Qoz the Hermit, she has mastered arcane rituals, and she has bolstered herself with the blood of demigods. She would do anything to gain more power. Fighting Akaste Akaste is a merciless fighter and a spellcaster of great prowess. She commands eerie powers and undead minions to defend her to the death. Tactics. Akaste uses her lair actions to raise undead minions that she can use to both assault the characters and later replenish her vitality. She uses Curse of the Witch, especially in conjunction with her legendary actions, to guarantee debilitating effects on her foes. A clever and ancient being, Akaste focuses important opponents and baits her enemies into opportune positions to be caught in her area of effect actions—such as Mythical Doom, or the skulls in her lair. Akaste’s Defeat When Akaste is reduced to 0 hit points, she gasps in shock and clutches at the wound which killed her. She blearily mutters, “But the titans died. I’m better than them…I can’t die...I’m…better…” Her voice trails away, and her body rapidly calcifies into bleached coral, which topples to the ground and shatters.” Once Akaste is defeated, the characters can explore her grotto for themselves. They find a hoard of magical treasure taken from the many cycles of the expanse, as well as a surviving prisoner (see below). Treasure. Within Akaste’s lair are 5,000 gp in coins from ancient civilizations, 10,000 gp more in objets d’art like golden candelabras and crystal goblets, 100 strips of aetherium with the seal of the Karelagne Navy stamped upon them, and the following magic items: • A quiver containing 20 arrows of slaying (Giant) and 20 arrows of slaying (Humanoid) • An efreeti bottle containing Haloq, a minor prince of the Elemental Plane of Fire • A Silver Unicorn figurehead (see “Ship Upgrades” in the “New Mechanics” part of the setting guide) • A Multiversal Orrery (see “Ship Upgrades”) • A set of Drakewing Sails (see “Ship Upgrades”) Foreshadowing the Finale At the back of Akaste’s grotto are four bodies chained to the wall, each wearing the regalia of the Karelagne Empire. Three are stone dead; the fourth is alive. The survivor speaks when one of the characters comes within 10 feet of the bodies. You hear a sound, a greeting so exhausted it’s barely a word. The elven man lifts his head, his skin pale and bruised, his eyes unfocused. His cracked lips bleed when he tries to mouth words, but he is desperate to speak them through the flecks of blood. “She spoke…with…the vice…roy…” If the elf is healed, fed, and otherwise aided, he introduces himself as Donovan Jhorix, a noble from Karel, the imperial capital city on the Material Plane. He spent time enjoying the luxuries of Port Majeure before learning a horrible truth that he shares with the characters in exchange for his freedom: Viceroy Caturix gave Akaste an entire island of people to feed on in exchange for information about “something terrible.” If aided, Donovan shares his knowledge: His eyes focus more easily now, but Donovan leans heavily to the side, drained and weary. It is stubborn and desperate, the way he clings so tightly to consciousness and focus to speak to you. “She called it… a weapon… a weapon that would give him unfathomable power. You have to… if no one stops him… it will be too late.” The viceroy’s plan is the plot of episode 6, Legends of the Seas. The characters must race to stop Viceroy Caturix, a man willing to sacrifice his own people for power.


5.3: Ancient Foes And Ancient Woes 57 Conclusion This episode can end with a seamless transition into episode 6, “Legends of the Seas,” or it can divert wildly if the characters bargained with Akaste. Akaste and Desdemona Now that Akaste has been slain, Desdemona is free. She and her crew aid the characters in episode 6 if they request it, through her crew is much smaller now, as anyone receiving warlock-like powers through Akaste now lack the sea-witch’s power. If the characters bargained with Akaste, it’s likely they end up in her service. They must reap souls or further her might, hunting down new and promising sources of power for her. If they finagled a kinder bargain with Akaste, the sea-witch finds the worst possible way to come out on top. Viceroy Caturix Donovan explains to the characters that he heard from Akaste that something bad was about to happen with the Isle of Drakes. He tells them to go to the Seven Stars Tavern and seek a bard named Oceane, whom he has trusted with gathering information for the Karelagne Empire and who may know what’s coming. Reputation Advancement This section explains impacts on the characters reputation following their actions and performance during this chapter. Defeating Akaste If the players defeat Akaste, the characters gain 5 good reputation. Striking A Bargain If the players make a deal to with Akaste to survive the upcoming apocalypse, the characters gain 5 evil reputation.


58 Fables: For Whom The Stars Toll APPENDIX A: NEW MONSTERS This appendix details the new creatures that appear in this episode of Pirates of the Aetherial Expanse. Aetherbeasts Aetherbeasts are creatures that swim within the seas of the Aetherial Expanse. They are beautifully nightmarish sea creatures, and countless theories abound as to their origin. Some scholars believe them to be native creatures of the Astral Plane adapted to the oceanic environment of the Aetherial Expanse. Others believe that they are beasts brought to the expanse from the Material Plane that have been mutated over the centuries of exposure to the aether. Regardless of their origin, aetherbeasts were given names by people from the Material Plane familiar with the beasts of their homelands. A creature called an aetherwolf, for example, is called a wolf not because it particularly resembles a wolf—it more closely resembles a voracious, technicolor sea serpent—but because it behaves similarly to a wolf. It has a carnivorous predator that hunts in packs, and uses vicious claws and fangs to tear its prey apart, while somehow manipulating the aether to dazzling attackers with bursts of magical power. Aetherwolves Aetherwolves bear little resemblance to terrestrial wolves, due to the adaptations their bodies have underwent to survive near the surface of the aether. They swim in deadly packs through shallow aether, preying upon small ships and other aetherbeasts. Giant Aetherwolves. Aetherwolves which consume sapient creatures touched by the aether, such as astral merfolk, astral merrow, or astral emergents, undergo a transformation. They gain increased intelligence and cunning, and double in size, making them ferocious and bloodthirsty predators, and feared leaders of aetherwolf packs.


59 Giant Aetherwolf Large Beast (Aetherbeast), Unaligned Armor Class 12 Hit Points 32 (5d10 + 5) Speed 10 ft., swim 50 ft. STR DEX CON INT WIS CHA 19 (+4) 14 (+2) 12 (+1) 6 (-2) 10 (+0) 3 (-4) Skills Perception +2, Stealth +4 Damage Immunities cold Senses blindsight 10 ft., passive Perception 12 Languages Aetherian Challenge 3 (700 XP) Proficiency Bonus +2 Aetheric Adapation. The aetherwolf can breathe aether, and is immune to the effects of aether poisoning. Keen Hearing & Smell. The aetherwolf has advantage on Wisdom (Perception) checks that rely on hearing or smell. Pack Tactics. The aetherwolf has advantage on attack rolls against a creature if at least one of the aetherwolf’s allies is within 5 feet of the creature and the ally isn’t incapacitated. Actions Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be grappled (escape DC 14). Prismatic Breath (Recharge 5–6). The aetherwolf exhales a blast of dazzling radiation in a 15-foot cone. Each creature in that area must make a DC 12 Dexterity saving throw, taking 18 (4d8) radiant damage on a failed save, or half as much damage on a successful one. Aethercasting (1/Day). The aetherwolf casts the magic missile spell at 3rd level. Variant: Aethercasting Aetherbeasts have the ability to cast spells chaotically, as they draw their power directly from the aether itself. Instead of the spell this creature has available to it in its stat block, you can choose another spell that would be available to it based on its challenge rating. (See “Aetherbeasts” in the Aetherial Expanse Setting Guide.) Aetherwolf Medium Beast (Aetherbeast), Unaligned Armor Class 13 (natural armor) Hit Points 11 (2d8 + 2) Speed 10 ft., swim 40 ft. STR DEX CON INT WIS CHA 12 (+1) 15 (+2) 12 (+1) 6 (−2) 15 (+2) 6 (−2) Skills Perception +3, Stealth +4 Senses passive Perception 13 Languages understands Aetherian but can’t speak Challenge 1/2 (100 XP) Proficiency Bonus +2 Aetheric Adapation. The aetherwolf can breathe aether, and is immune to the effects of aether poisoning. Keen Hearing & Smell. The aetherwolf has advantage on Wisdom (Perception) checks that rely on hearing or smell. Pack Tactics. The aetherwolf has advantage on attack rolls against a creature if at least one of the aetherwolf’s allies is within 5 feet of the creature and the ally isn’t incapacitated. Actions Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) piercing damage. Aethercasting (1/Day). The aetherwolf casts the magic missile spell at 1st level.


60 Fables: For Whom The Stars Toll Algol Jagged spines with runic markings line the long, muscular body of the algol, an ancient aquatic beast with a gaping maw. With a few flowing tendrils around its face that trail starlight, thin fins, and hungry, beady eyes, this predator was a hunter with few equals, dominating the food chain and terrorizing mortalkind with the magic that let it hover over dry land. Now extinct, it is talked about only in legends—until this legendary hunter appears to feed again. When it opens its gaping jaw, its innards emanate an eerie, beautiful, colorful glow, revealing this hunter to be far more than it appears. Arcane Predator. The shimmering body of the algol shivers with colors and eerie reflections of its surroundings, allowing it camouflage as it navigates to hunt. In addition, the runic markings connect these creatures to Desdemona, allowing her limited ability to sense through them. When Desdemona connects to a group of algols, she gains their sight and their hunter’s sense of how many humanoid creatures are nearby, plus an inkling of their thoughts, though their thoughts are impressions and images more than words. From Ancient Graves. An algol doesn’t require water, air, drink, or sleep. It feeds—though some wonder if it is feasting on flesh or feasting on whatever it can find that burns bright in its core. Magic. Souls. Aether. Whatever it can take. Algol Huge monstrosity, unaligned Armor Class 17 (natural armor) Hit Points 178 (17d12 + 68) Speed 30 ft. STR DEX CON INT WIS CHA 24 (+7) 16 (+3) 18 (+4) 4 (−3) 12 (+1) 12 (+1) Skills Perception +5, Stealth +7 Damage Immunities radiant Senses darkvision 90 ft., passive Perception 15 Languages — Challenge 11 (7,200 XP) Proficiency Bonus +4 Aura of Withering. Any creature that starts its turn within 10 feet of the algol has its speed reduced by 20 feet until the start of that creature’s next turn. In addition, the creature must succeed on a DC 16 Constitution saving throw, taking 10 (3d6) radiant damage on a failed save. Actions Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 40 (6d10 + 7) piercing damage plus 10 (3d6) radiant damage. If the target is a creature, it is grappled (escape DC 17). Until this grapple ends, the target is restrained, and the algol can’t bite another target. Swallow. The algol makes one bite attack against a Medium or smaller creature it is grappling. If the attack hits, that creature takes the bite’s damage and is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the algol, and it takes 21 (6d6) acid damage at the start of each of the algol’s turns. If the algol takes 30 damage or more on a single turn from a creature inside it, the algol must succeed on a DC 15 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the algol. If the algol dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 15 feet of movement, exiting prone. Desiccate (Recharge 6). The algol spews putrid light from itself in a 60-foot cone, infusing the area of effect with rotting aether. Each creature in that cone must make a DC 16 Constitution saving throw, taking 66 (12d10) radiant damage on a failed save, or half as much damage on a successful one. A creature that fails the save becomes afflicted with the astral delirium stage of aether poisoning. A creature that fails the save by 5 or more becomes afflicted with the aether decay stage of aether poisoning.


Appendix A: New Monsters 61 Akaste Akaste loves nothing more than feeling powerful. There is no secret justification behind her actions, no sympathetic reason for her gorging on suffering. She delights in others’ pain, thrives off their fear, feasts on their weakness for her strength. In battle, she taunts her enemies, drains them, terrifies them—she is merciless and unreasonable, choosing cruelty at every turn, ceaselessly ravaging her enemies until they beg for release. They gain release only when Akaste is satisfied. And Akaste is never satisfied.


62 Fables: For Whom The Stars Toll Akaste Huge Giant (Storm Giant), Chaotic Evil Armor Class 16 (natural armor) Hit Points 127 (15d8 + 60) Speed 30 ft., swim 30 ft. STR DEX CON INT WIS CHA 15 (+2) 19 (+4) 18 (+4) 12 (+1) 12 (+1) 20 (+5) Saving Throws Dex +8, Wis +5, Cha +9 Skills Deception +9, Insight +5, Perception +5 Damage Resistances necrotic, radiant; bludgeoning, piercing, and slashing from nonmagical attacks Damage Vulnerabilities cold, poison Damage Immunities charmed, frightened, paralyzed, petrified, poisoned, stunned Condition Immunities paralyzed, poisoned Senses darkvision 120 ft., passive Perception 15 Languages Abyssal, Celestial, Common, Giant, Primordial Challenge 12 (8,400 XP) Proficiency Bonus +4 Curse of the Witch. As a bonus action, Akaste chooses a creature she can see within 30 feet of her and curses it. This curse activateslegend at the start of the target’s next turn unless it is removed by a remove curse spell or similar magic before then. When the curse activates, its target suffers Akaste’s choice of one of the following effects: Horrified. If the target is frightened, it drops to 0 hit points. Withered. If the target doesn’t have all its hit points, it has a disadvantage on attack rolls and creatures have advantage on attack rolls against it until the start of its next turn. Drained. The target takes 11 (2d10) damage, and Akaste regains an amount of hit points equal to the damage taken. The target can’t regain hit points until the start of its next turn. Legendary Resistance (3/Day). If Akaste fails a saving throw, she can choose to succeed instead. Magic Resistance. Akaste has advantage on saving throws against spells and other magical effects. Sea-Witch. Akaste can breathe air and water. Actions Multiattack. Akaste makes two ritual kris attacks. Ritual Kris. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) piercing damage plus 6 (2d6) necrotic damage. Souleater (Recharge 6). Each creature within 60 feet of Akaste that is not an undead or construct must make a DC 17 Constitution saving throw, taking 27 (6d8) necrotic damage on a failed save, or half as much on a successful on. Akaste gains temporary hit points equal to half the damage rolled. Legendary Actions Akaste can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. Akaste regains spent legendary actions at the start of her turn. Curse. Akaste uses Curse of the Witch. Siphon Energy (Costs 2 Actions). Akaste destroys an undead creature under her command and regains 25 hit points. Mythical Doom (Costs 3 Actions). Each creature within 30 feet of Akaste must make a DC 17 Wisdom saving throw. On a failed save, a creature takes 27 (5d10) psychic damage and is frightened for 1 minute. On a successful save, a creature takes half as much damage and isn’t frightened. A frightened creature can repeat the saving throw and the end of each of its turns, ending the effect on itself on a success. Lair Actions On initiative count 20 (losing initiative ties), Akaste can take a lair action to cause one of the following magical effects; Akaste can’t use the same effect two rounds in a row: • Akaste channels magical energy through one of the skulls along the perimeter of the room. The skull spews magic in a 30-foot cone. Each creature in that area must make a DC 17 Dexterity saving throw. On a failed save, a creature takes 19 (3d12) damage of one of the following types (Akaste’s choice): acid, cold, fire, lightning, poison, or thunder. On a successful save, a creature takes half as much damage. • Akaste animates the bones strewn throughout her lair into one minotaur skeleton or four skeletons. The skeletons appear in unoccupied spaces within 30 feet of Akaste and obey her commands. • Akaste conjures a 30-foot cube of water that fills an unoccupied space she can see within 60 feet of her. Any creature inside that area is considered underwater. The water dissipates at initiative count 20 the next round.


Appendix A: New Monsters 63 Desdemona Time, practice, magic, and sheer will to survive have honed Desdemona into a formidable foe. Her two blades afford her speed and precision, and Akaste’s reaping magic lashes out at her command. At times, it is hard to tell where Desdemona’s power ends and Akaste’s power begins, but none believe that Desdemona would be helpless without her connection to the sea-witch. She is too ancient, too skilled, too levelheaded, and too stubborn to die. Desdemona fights with her two blades for speed, pulling out Carina (see appendix B) only for reaping.


64 Fables: For Whom The Stars Toll Desdemona Huge Giant (Storm Giant), Neutral Armor Class 17 (studded leather armor) Hit Points 119 (14d8 + 56) Speed 30 ft. STR DEX CON INT WIS CHA 29 (+9) 20 (+5) 18 (+4) 15 (+2) 18 (+4) 16 (+3) Skills Acrobatics +9, History +10, Intimidation +7, Perception +12, Religion +6, Survival +8 Damage Immunities radiant Condition Immunities charmed, exhaustion, frightened Senses darkvision 120 ft., passive Perception 18 Languages Celestial, Common Challenge 11 (7,200 XP) Proficiency Bonus +4 Innate Spellcasting. Desdemona’s innate spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). She can innately cast the following spells, requiring no material components: At will: bane, bless, chill touch (2d8), sacred flame (2d8) Legendary Resistance (3/Day). If Desdemona fails a saving throw, she can choose to succeed instead. Magic Resistance. Desdemona has advantage on saving throws against spells and other magical effects. Startouched. Desdemona gains 10 temporary hit points at the start of each of her turns. Actions Multiattack. Desdemona makes two melee attacks. Deathblade. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 18 (2d8 + 9) necrotic damage. The target must succeed on a DC 16 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. Starblade. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 18 (2d8 + 9) radiant damage and the next attack roll made against the target before the end of Desdemona’s next turn has advantage. Reaping (Recharge 5–6). Desdemona unleashes a fraction of reaping magic in a 15-foot cone. Each creature in that area must make a DC 16 Wisdom saving throw. On a failed save, the creature takes 27 (6d8) necrotic damage and on the next attack roll or saving throw the creature makes the creature must roll a d6 and subtract the number rolled from the attack roll or saving throw. On a successful save, the creature takes half as much damage with no additional effects. Resize. Desdemona magically transforms between Medium and Huge size as she desires. Her equipment resizes to match her new form. When she is Medium sized, the reach of her weapon attacks becomes 5 feet. Other than her size and reach, her statistics are the same in each form. If Desdemona dies, she reverts to her true form, and her equipment reverts to its normal size. Reactions Parry. Desdemona adds 4 to her AC against one melee attack that would hit her. To do so, Desdemona must see the attacker and be wielding a melee weapon. Legendary Actions Desdemona can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. Desdemona regains spent legendary actions at the start of her turn. Starcast. Desdemona casts an at will spell. Starstep. Desdemona magically teleports, along with any equipment she is wearing and carrying, up to 30 feet to an unoccupied space she can see. Weaken Soul (Costs 2). One creature Desdemona can see within 60 feet of her must make a DC 16 Wisdom saving throw. On a failed save, the creature takes 18 (4d8) necrotic damage and on the next attack roll or saving throw the creature makes the creature must roll a d8 and subtract the number rolled from the attack roll or saving throw. On a successful save, the creature takes half as much damage with no additional effects.


Appendix A: New Monsters 65 Sailor An experienced sailor is familiar with all facets of working on a functioning ship, and has the knowledge and physical strength to competently work across the vessel from serving as lookout in the crow’s nest to swabbing the poop deck to firing the artillery. A ship can’t run without sailors; they secure payloads, clean the ship, and follow the quartermaster’s and the first mate’s orders. Sailor Medium or Small Humanoid, Any Alignment Armor Class 13 (heavy leather coat) Hit Points 11 (2d8 + 2) Speed 30 ft. STR DEX CON INT WIS CHA 12 (+1) 12 (+1) 12 (+1) 10 (+0) 10 (+0) 12 (+1) Skills Acrobatics +3, Athletics +3 Senses passive Perception 10 Languages Common Challenge 1/8 (25 XP) Proficiency Bonus +2 Sea Legs. The sailor has advantage on ability checks and saving throws to resist being knocked prone. Actions Belaying Pin. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) bludgeoning damage. Starscourge Pirates Akaste raised undead pirates to serve Desdemona in her reaping in past millennia, and most are deeply loyal to the pair. Typically recruited from necromancers, warlocks, worshippers of the devourer-god Qoz, or people seeking immortality in any form, these undead are stronger than they were in life, strengthened by Akaste’s magic. Her enchantments shield them from some of the typical weaknesses of undead, ensuring Desdemona is never without a loyal crew. Blessings of the Sea-Witch. The bodies of Akaste’s pirates are well preserved through magic; instead of rotting, they manifest features echoing Akaste’s form. Varying coral extensions, typically pale blue, crimson, ivory, and brown, grow from their bones, extending their faces, crowning their heads, and jutting from their shoulder blades and arms. Barnacles sprout in small areas of their skin, expunging puffs of tainted glittering light. Lost Identities. Time is cruel to the memory; most pirates have forgotten themselves and serve Akaste and Desdemona with unerring loyalty. However, several pirates on Desdemona’s ship stubbornly cling to their identities. See appendix C for named pirates who recall the person they were before, and who may have requests related to their old life.


66 Fables: For Whom The Stars Toll Starspeaker Akaste blessed those most ambitious and eager for power with access to her cruel magic, so they could sap the strength of mortals and prepare them for Desdemona’s reaping. Starspeakers accompany their martial allies, staying back in combat to weaken and harass. Starspeaker Medium Undead (Warlock), typically Neutral Evil Armor Class 15 (natural armor) Hit Points 71 (11d8 + 22) Speed 30 ft. STR DEX CON INT WIS CHA 10 (+0) 16 (+3) 14 (+2) 14 (+2) 16 (+3) 20 (+5) Skills Arcana +5, Deception +8, Perception +6 Damage Immunities radiant Senses darkvision 60 ft., passive Perception 16 Languages Common plus any two languages Challenge 5 (1,800 XP) Proficiency Bonus +3 Magic Resistance. The starspeaker has advantage on saving throws against spells and other magical effects. Actions Multiattack. The starspeaker makes three attacks. Eldritch Blast. Ranged Spell Attack: +8 to hit, range 120 ft., one target. Hit: 10 (1d10 + 5) force damage. Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 3 (1d6 + 3) piercing damage plus 10 (3d6) necrotic damage or radiant damage (starspeaker’s choice). Spellcasting. The starspeaker casts one of the following spells using Charisma as the spellcasting ability; its non-cantrip spells are all cast at 5th level: At will: chill touch, eldritch blast (see above), mage hand 1/day each: fear, hold person, inflict wounds, ray of enfeeblement,


Appendix A: New Monsters 67 Starblade Those dread swashbucklers who serve as Akaste’s main force are bolstered for battle, wielding weapons that leave persisting, draining gouges across her enemies. Rarely traveling without starspeakers and other starblades, they work together to corner and devastate enemies, a loyal crew even in death. Starblade Medium Undead, typically Neutral Evil Armor Class 18 (scale mail, shield) Hit Points 75 (10d8 + 30) Speed 30 ft. STR DEX CON INT WIS CHA 20 (+5) 16 (+3) 16 (+3) 11 (+0) 13 (+1) 14 (+2) Skills Athletics +7, Intimidation +4, Perception +3 Damage Immunities radiant Senses darkvision 60 ft., passive Perception 13 Languages Common plus any two languages Challenge 4 (1,100 XP) Proficiency Bonus +2 Turn Resistance. The starblade has advantage on saving throws against any effect that turns undead. Actions Multiattack. The starblade makes two melee attacks. Shortsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) piercing damage plus 10 (3d6) necrotic or radiant damage (starblade’s choice). If the target is a creature, the starblade can choose to deal no damage with the attack to disarm the target. The target must succeed on a DC 15 Strength saving throw or drop one item it is holding on the ground. Sweep the Leg. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) bludgeoning damage, and the target must succeed on a DC 15 Dexterity saving throw or be knocked prone.


68 Fables: For Whom The Stars Toll APPENDIX B: NEW ITEMS This appendix details the new magic items and spells that appear within this adventure. Azrah’s Spyglass Wondrous Item, Very Rare This gold spyglass embedded with onyx gems around its two outmost rings was made for navigating the sea under a starry sky. While looking through this spyglass, you have advantage on Wisdom (Perception) checks made to find land. In addition, you can see the stars regardless of weather conditions. Once per day while holding the spyglass, you can speak a creature’s name and look through the spyglass. For 1 minute, you can see the creature as if you are standing 5 feet away from them, witnessing everything they’re doing at that time. Once you use the spyglass in this way, you can’t do so again until the next dawn. Carina, Reaper of the Firmament Weapon (Sickle), Artifact (Requires Attunement) Desdemona wields Carina, a shifting reaper’s weapon that was once a simple sickle she brought with her to face Akaste. Imbued with power, it is both her devastating arm and her reminder of the life she had at the beginning of time. When the Lady Death bestows her weapon to another, it is a sign of great trust, as well as hope that she might be free of this calling. The Reaper’s Reach. If you are holding the sickle and have proficiency in martial weapons, you can spend 10 minutes in ritual meditation with the sickle to transform it into a scythe. The artifact reverts to its sickle form if you complete the ritual again or end your attunement to it. The Gleaner’s Star (Sickle Form). As a sickle, Carina is a magic weapon that grants a +3 bonus to attack and damage rolls made with it, and you gain a +3 bonus to spell attacks and to the saving throw DCs of your spells. The Harvester’s Star (Scythe Form). As a scythe, Carina is a magic weapon that grants a +3 bonus to attack and damage rolls made with it, deals 2d6 slashing damage on a hit, and has the Heavy and Two-handed properties.


Appendix B: New Items 69 When you hit with an attack using Carina in its scythe form, the target takes an extra 2d8 necrotic or radiant damage (your choice). Starlight. As an action, you can cast dancing lights from Carina at will. When cast through Carina, dancing lights lasts for 1 hour (no concentration required). Blessing of the Firmament. Carina has 6 charges and regains 1d4 charges daily at dawn. While holding Carina, you can expend the necessary number of charges to activate one of the following properties: • You can expend 1 charge as an action to cast guiding bolt (+9 to hit) from Carina. In sickle form, you cast the spell at 3rd level. In scythe form, the spell can be cast instead of an attack if you have a feature that gives you extra attacks, but it only deals 2d6 radiant damage. • You can expend 2 charges to cast bane or bless (spell save DC 17). When cast from Carina, the spell requires no concentration. • You can expend 3 charges to inspire nearby allies with celestial light. Each creature of your choice within 30 feet of you has advantage on its next ability check, attack roll, or saving throw. Destroying the Sickle. To destroy the sickle, it must be coated in a mixture of fiendish and celestial blood, sprinkled with corpse dust, then cast into the void of the Astral Plane, at the very edge of the Aetherial Expanse. Empyrean Compass Wondrous Item, Very Rare This compass is engraved with a map of the stars above the Aetherial Expanse. While resting on your palm, the compass always points to the nearest fallen star. In addition, the compass has 3 charges, and it regains 1d3 expended charges daily at dawn. While holding this compass, you can use an action cast one of the following spells from the compass, expending the necessary number of charges: faerie fire (1 charge), moonbeam (2 charges), daylight (3 charges). Sparrow’s Spoils Wondrous Item, Rare These palm-size gold coins show scenes of a long-feathered bird flying along an aurora in the sky. When the coins are both held by you, you can use an action to cast the find familiar spell, summoning a blue-and-purple macaw whose name you understand to be Sparrow. Sparrow uses owl statistics and grants you advantage on ability checks made to search for treasure. The spell doesn’t work if you lose one of the coins.


70 Fables: For Whom The Stars Toll APPENDIX C: NEW SHIPS This section details new ships in this adventure. INS Ambuscade Karalagne Brigantine Size: Medium Speed: 7 (base 5; +2 from Astral-Oak Reinforcements) Mobility: Balanced Hit Points: 15 Explosion DC: 16 Crew Manifest Unranked Crew: 40/40 Maximum Crew: 40 (+1 speed) Skeleton Crew: 20 Mettle Pool: 8d4 Upgrades • Astral-Oak Reinforcements (+2 Speed) Prize 5,000 gp, 4x Small bottled elemental motes (air), 2x Medium bottled elemental motes (air), 15 Grub, 6 Grog, 10 Gear Armaments Port Weapons: 1. Long gun (d10) 2. Long gun (d10) 3. Long gun (d10) 4. Long gun (d10) 5. Carronades (d12) 6. Carronades (d12) Starboard Weapons: 1. Long gun (d10) 2. Long gun (d10) 3. Long gun (d10) 4. Long gun (d10) 5. Carronades (d12) 6. Carronades (d12)


Appendix B: New Items 71 Adumbral End Reaper’s Galleon Size: Gargantuan Speed: 8 Mobility: Balanced Hit Points: 75 Explosion DC: 22 Crew Manifest Unranked Crew: 64/64 Maximum Crew: 64 Skeleton Crew: 32 Mettle Pool: 10d4 Unique Traits Reaping Blow. When this ship collides with another ship, 1d4 ranked crew members of the target ship are reaped, becoming casualties. Shriek of the Damned. When this ship rolls its Mettle pool, roll 1d4 and steal that many Mettle dice from its opponent’s mettle pool. Soul Harvester. On a turn when this ship deals damage to another ship, the target ship glows for 1 round with ghostly energy. While glowing, the Adumbral End’s captain always knows the exact location of the afflicted ship is. Prize 0 Grub, 12 Grog, 10 Gear Armaments Bow Weapons: 1. Long gun (d10) 2. Long gun (d10) Port Weapons: 1. Coil gun (d10) 2. Coil gun (d10) 3. Carronades (d12) 4. Carronades (d12) 5. Carronades (d12) 6. Carronades (d12) 7. Carronades (d12) 8. Long guns (d10) 9. Long guns (d10) 10. Long guns (d10) Starboard Weapons: 1. Coil gun (d10) 2. Coil gun (d10) 3. Carronades (d12) 4. Carronades (d12) 5. Carronades (d12) 6. Carronades (d12) 7. Carronades (d12) 8. Long guns (d10) 9. Long guns (d10) 10. Long guns (d10) Stern Weapons: 1. Long gun (d10) 2. Long gun (d10) Ammo Items: 5x Chainshot, 4x “Hullbusters”


72 Fables: For Whom The Stars Toll APPENDIX D: CREW OF THE ADUMBRAL END This section contains background info on Desdemona’s crew, providing details for roleplay with these important nonplayer characters, as well as guidelines for their personal side quests. Desdemona Rank 5 Captain (Storm Giant) Desdemona is the captain of the Adumbral End and has led it since time immemorial. Her life before, as simple as it was, is something she has never forgotten despite the countless cycles of reaping. She was a young cleric on an island near Astrium, devoted to the faith of Qoz the Hermit, a god of slumber, stars, and prophecy—and the cycles of the growth and destruction that govern the planes. Skilled with a sickle but new to faith and magic, she naively followed the Qoz’s signs to Akaste’s grotto, sealing her fate as Akaste’s reaper. Her first few cycles were spent heartbroken, furious, and bitter. The next—depressed, listless, and agonized. She felt betrayed by Qoz, used by Akaste, abandoned by mercy. Every time Akaste bound someone to her service, she devoted herself to remembering their name, their history, and their circumstance as a self-loathing penance for leading them through murder and slaughter. She has never forgotten a single name or face. With time to grieve, Desdemona has turned to planning. She looks for people who might free her from Akaste’s command, though she knows her hands are stained with countless sins and endless blood. She would do anything to prove she is worthy of a second chance at life, though she is tired, heartbroken, and barely hanging onto hope. But surely she deserves a life better than this. Surely fate could not abandon her for eternity. Desdemona’s Request If Desdemona is freed from Akaste’s service and Akaste is defeated, Desdemona only has one request: she quietly asks the characters to show her the most beautiful thing they have ever seen. The thing they love the most. The thing they would do anything to protect. After she basks in their joy, peace, and happiness, Desdemona promises she will help them any time they need an ally until the day she dies. “But as my choice,” she says softly. “Not bound to, but choosing to. What an incredible feeling.” Inzeh Ahime Rank 3 Helmsman (Black Dragonborn) Inzeh is the dread vessel’s helmsman. Inzeh was a clothing maker from a small but close family. In the last cycle, he was modestly wealthy and well loved. He was particularly close to his sibling, Azrah. But when their fortune was stolen by pirates and their parents kidnapped and held hostage, Azrah decided to turn to piracy to exact revenge. Inzeh never agreed with the decision. And then, one day, Azrah didn’t come back. The rest of the story, as Inzeh tells it, is a cautionary tale. Inzeh learned to sail to look for his sibling, Akaste offered Inzeh the chance to see Azrah again, and Azrah was reaped before his very eyes. Despite this, he serves Desdemona loyally, sensing her kindness underneath all the horror, and obeys Akaste’s every command out of fear. Inzeh’s Request Inzeh is preoccupied with thoughts of his sibling, Azrah. If he ends the conversation on friendly terms with the characters, he gives them a key and tell them of a handcrafted gold spyglass embedded with onyx gemstones on its two largest rings. They ask the characters to go to Calderé Island, which was once the siblings’ home, and bury that key in the trees—but not before using it to unlock a box they buried at the eastern bottom of the volcano. The spyglass was crafted by Azrah, an accomplished smith as well as a merchant sailor, as a gift to Inzeh. Inzeh is willing to let the characters have it if they bury the key in its place and pass on Inzeh’s respect to their beloved sibling. The area has two pillaging salamanders wandering it. However, if the characters fulfill this request, they receive Azrah’s spyglass (see appendix B).


Appendix D: Crew Of The Adumbral End 73 Johilde Blackbone Rank 4 Gunner (Dwarf) Johilde is the galleon’s gunner. In a past age, she part of an infamous crew of bloodthirsty pirates who were known for taking no prisoners and showing no mercy. Her particular brand of cruelty and chaos drew Akaste to recruit her for Desdemona’s crew. The prospect of eternal mayhem and slaughter was enough to convince Johilde to betray her former crew, giving them up to Desdemona for reaping, before allowing herself to be turned into a starscourge pirate. Johilde’s Request The warlike gunner Johilde refuses to treat with invaders— therefore, she has no requests to make of the characters. Makagul Rank 4 Quartermaster (Half-Orc) Makagul is the galleon’s quartermaster. During his age, he was the leader of an aetherial community with a storied history and rich culture. More than that, however, he was a family man—a devoted husband to his partner, Akahur, and loving father to his son, Orakh. When calamity came, Makagul tried to preserve the traditions of his people, afraid their memory would be swept away in the tides of death, but his striving ended in despair when he lost his family to Desdemona’s reaping. Desperate to keep the memories of both his community and his family alive, he swore himself over to Akaste and the Adumbral End. Though he is now complicit in the death that sweeps other civilizations from the annals of time, his persistent care and devotion now extends to Desdemona’s crew. In him, he carries the memories of not only the age he was born into, but the stories of each and every soul aboard the Adumbral End who would otherwise lose themselves to the cycles.


74 Fables: For Whom The Stars Toll Makagul’s Request An unparalleled devotion to preserving memories means Makagul is one of the few crewmembers of the Adumbral End to retain his sense of self—though it is not the only reason he has the willpower to do so. If the quartermaster feels he can trust the characters, he reveals to them an urn containing his son’s ashes. He has preserved the last physical memory of his past life through countless cycles, and it has kept him tethered to his own memories, for he won’t rest until his son does. He entrusts the urn to the characters and requests they lay his son to rest. As the island that was home to him and his people no longer exists on the Aetherial Expanse, he asks they find a location with rich cultural significance and scatter Orakh’s ashes there. While the characters might have already been to a location that would fit, if they haven’t, a suitable location—a great aether waterfall with significance to the locals who live there—can be found on the small isle of Makara. The characters must succeed on a DC 16 Charisma (Intimidation or Persuasion) check to get the locals’ permission to spread the ashes. If the characters are willing to do this, Makagul tells them they can keep the urn when it is emptied. After this many cycles, it is infused with the latent magic that suffuses the Adumbral End. Once Orakh’s ashes are spread, the urn acts as a brazier of commanding fire elementals. Nethiri Rank 4 First Mate (Tiefling) Nethiri is the galleon’s first mate. A powerful wizard in life, Nethiri’s arcane prowess and skill has exponentially increased in the ages of her undeath. She studied the school of evocation extensively at an arcane university in a past age, though her focus over the millennia has turned to abjuration—the better to protect herself, Desdemona, and the crew she cares for from Akaste’s manipulations. Unfortunately, she has not been immune to the weathering of her memories, though she has endured it better than most. The faces of her family and her friends have slipped through the sieve of the years, fading to mere blurs that she recalls only by the emotions attached to their memories. The slow, trickling death of her old life has hastened her pursuit of a solution to free Desdemona and the crew of the Adumbral End. Though she must work in the shadows to avoid Akaste’s ire, time is on her side, and she follows whatever threads she can pull to draw closer to her goal. Nethiri’s Request While the greatest request Nethiri could ask of the characters is to free Desdemona, there is another task she would have them handle in the meantime. Akaste cannot be defeated in a day, and Nethiri would have the characters care for the crew. She has concocted a tincture that should bolster the minds of her fellow crewmates. Most of the regular sailors will take it from her, the higherranking crew may not—especially not without explanation, which she cannot give without alerting Akaste. She entrusts the characters with three vials: one for Inzeh, Makagul, and Zilro. If asked about Johilde, Nethiri shakes her head. “A fool’s errand.” The crewmembers in question drink the tincture if a character convinces them with a successful Charisma (Persuasion) check: DC 14 for Inzeh, 16 for Makagul, and 18 for Zilro. Alternatively, a convincing and logical cover story, alongside a successful Charisma (Deception) check— DC 12 for Inzeh, 14 for Makagul, and 16 for Zilro—also persuades the crew to drink the tincture. Failing to convince the crew causes them to question the tincture, and characters with loose lips can endanger Nethiri. For each successful tincture given, Nethiri rewards the characters with a potion of superior healing. If all three crewmembers drink the tincture, Nethiri also gives the characters a ring of protection. “Thank you,” she says. “Every little bit helps keep the witch at bay.”


Appendix D: Crew Of The Adumbral End 75 Zilro Rikter Rank 5 Surgeon Zilro is the galleon’s surgeon. He was once known as Vicktir Hartlein, a renowned doctor from a past age who selflessly pursued the advancement of medicine and nonmagical healing practices. During the apocalypse of his age, he strove until his last breath to find a way to restore reaped souls and forestall the end; it was cruel irony that Akaste raised and bound him to the Adumbral End. Unfortunately, as the cycles wore at his memory, so too did they wear at his morality as he fell into darker and darker methods of medicine and reconstruction. For a time, he remember himself and be horrified at his actions. Soon enough, memory was no longer a mercy but became a burden to the loosened shackles of constricting morals. Vicktir willingly forgot himself, renamed himself anew as Zilro Rikter, and gave himself up entirely to his depraved methodology. Under normal circumstances, Zilro either does not remember these details or never speaks of them. The characters can instead learn his past from Makagul’s journal or the quartermaster himself. Zilro’s Request Infuriated by the recollection of his past, Zilro requests the characters retrieve the quartermaster’s historical record journal from area A10 of the Adumbral End. A character who succeeds on a DC 12 Wisdom (Insight) check knows that Zilro intends nothing good by asking this. If the characters met Makagul and know where he stores the book, they can find it easily. Otherwise, a character must succeed on a DC 15 Intelligence (Investigation) check to find the journal in Makagul’s quarters. While the book can simply be taken if Makagul is dead, the characters have to either distract the quartermaster or convince him to give the book up if he is still alive. A character with a convincing argument and a successful DC 20 Charisma (Persuasion) check can persuade Makagul to hand the records over, though if they are never returned they earn the quartermaster’s ire. Handing the book over to Zilro means the surgeon burns it. As he stares into the pyre he makes of his crewmates’ names and stories, he remarks, satisfied: “And now, they stay dead.” He rewards the characters with a set of iron bands of binding, a robe of eyes, and three potions of poison, disclosing what the potions are as he gives them to the characters.


76 Fables: For Whom The Stars Toll APPENDIX E: HANDOUTS This appendix contains handouts that the GM can give the players at certain points in the adventure. The Song of the End (Prologue) Skylight Omens (Chapter 2) [Verse] When the deep awakens from sleep And summons the screams of her bones, Jaws will await, our towers to break And wash all the land with her foam. [Chorus] So say no farewells, for we’ll none go alone When sweet Lady Death calls us all to her home. Hunted above and pursued from below, We’ll follow when Lady Death comes. [Verse] Of those left to stand we’ll grieve in our hands. In sorrow, the flesh of men weeps, And thus she will soothe, our limbs not to move, And quiet our hearts with her sleep. [Chorus] So say no farewells, for we’ll none go alone When sweet Lady Death calls us all to her home. Hunted above and pursued from below, We’ll follow when Lady Death comes. [Verse] Then in her thrall, the stars will all fall In fury, all remnants they’ll mark And thus, for the last, all waiting is past; Skylit Omens I tire of titles. I miss my name. Captain. Reaper. Lady Death. The one for whom the stars toll. The end of all things. The beginning and dawn of the Expanse. I miss when my brother called me “Des.” She was the first. Of course she was. I crawled up to her cavern, young and reckless and such a fool, and I brandished my sickle at her with such fervor that she laughed. “So you follow the skylit omens, girl?” she said. “Then you shall become one.” It became her favorite. “My little omen. How they will fear your name.” And they do. Reaper. The Lady Death. Captain of the oncoming end, harbinger of the last days, destroyer. I asked Nethiri last week to call me by my name. The real one. The forgotten one. The sound was so sweet that I retreated to my chamber and wept. Devereux Morley The 7th cycle, I remember my name. I repeat it three times when she awakens us: Devereux Morley. Devereux Morley. Devereux Morley. Me mates call me ‘Dev.’ I remember that. I remember me. The 8th cycle, I remember my name. It’s Dev, I think. I remember how much I hate storms. I remember I get seasick. The 9th cycle is when it starts to sour. I check my journal for my name. I ask Makagul if it’s Dev and wave if off when he looks worried. I remember I hate storms and that my favorite drink is— I ask the lady which drink. She knows I’m scared, sees the shaking in me hands, and takes them gentle and quiet. “Devereux Morley,” she says, “your favorite drink is aether stout and you’re the finest shot I’ve ever seen.” It all comes back. I’m Devereux Morley. She calls me ‘Dev’ when I leave and all’s alright. I can’t tell her I’m forgetting again. That I’m forgetting and afeared of cycle ten. Devereux's Journal (Chapter 2)


Appendix E: Handouts 77 Starspeaker’s Journal. (Chapter 2) Maryam (Chapter 2) Wretched Envy (Chapter 3) Ambition Such power! I have never felt so untouchable! I need more —I need more from her, I need to prove I am what she needs. More than anyone else. More than her ridiculous pet. I will be more useful this cycle. She will see me. She will give me everything I crave. She must. Iwill make her see. I will ravage the Expanse, with such resolve that the gods will weep. She will see me. She will. Maryam Maryam is her one kindness. I didn’t find Maryam. Maryam found me after I reaped a jungle island in my third cycle. She followed me back to the ship, drank my wine, stole my food. My name was too hard for her to say, so she called me Lady. She brought a levity to the galleon we hadn’t known before. I told my first mate she would never sit on my shoulder. But she liked to play with the bones in my hair. And eventually… I wanted to let her. I did let her. She would nibble my ear. “Lady’s Maryam. Food for Maryam?” My Maryam. The one bright spot in my hell. When she died, the crew left me alone for three days while I wrapped her body, wept into the blanket, and tried to determine where to bury her. I had become so used to death. To unglorified, simple, unceremonious death. I didn’t know how to honor her—no, thank her. Thank her right. After three days, she raised Maryam and told me to get back to work. I am no fool. I know she could have commanded me to work. But I also know she thought Maryam would help with MORALE—whatever morale can be found here. It was not true kindness. But I still have Maryam. She still plays with my hair. Wretched Envy Ha! She is human! Gods strike me, but she is HUMAN, pitiful and weak and pathetic as all the rest! She will let me rot in here until she is starving, but it is worth it. Today I have discovered she is weak. The envy she feels for the titans—I can’t stop laughing. I caught her throwing aside the bottles for a failed ritual, seething, “The titans could do it! Despite their hubris, my wretched kin could do it!” A tantrum. From an immortal witch—a childish tantrum! Gods! She still envies the titans. Even though they’re our own flesh and blood, she hates that we were mere storm giants and they were rulers of Astrium. When first she made me her Reaper, she told me it was her wisdom that made her the survivor. The reliance on herself and her magic, not this plane and its crystals. Her power, not this plane’s. Now I have seen her fit of pique—she is not as untouchable as she claims. She is mortal. She falls short of what she wants. And that means she can be killed.


78 Fables: For Whom The Stars Toll APPENDIX D: PRONUNCIATION GUIDE This guide suggests pronunciations for many of the non-English names found in this Fable, along with a reference to the first episode it was referenced. (SG = Setting Guide) Name Pronunciation Description Ref Abrexta Kathinel ah-BRECKS-tuh KATHin-el Tiefling Karelagne admiral commanding the INS Thunderchild E6 Adumbral End AH-dum-brawl Desdemona’s spectral galleon E5 Aesphodel AS-foh-dell Pirate crew based on Maladell Island E2 Aether EE-ther (or AY-ther) The magical substance making up the seas of the Aetherial Expanse. E1 Aetherium ee-THEER-ee-um (or ay-THEER-ee-um) The rare crystalline form of aether E1 Ailing Grog Ay-LING Retired astral emergent pirate owning a tavern of the same name E6 Akaste ah-KAHS-tay An ancient storm giant sea-witch who acts in secret E5 Akora ay-KOR-uh A gynosphinx librarian in the Sunken Palace E4 Alaric Concord al-uh-RICK Infamous half-orc Karelagne privateer captain E6 Alfonce Arvide AL-fahns ahr-VID Starblade crewmember on the Adumbral End E5 Algol AL-gohl An eldritch beast from the deep aether E5 Amil Markhoff ah-MEEL MARK-ov Once a renowned merfolk captain, now transformed into a merrow haunting Shipgrave Reef E1 Anka ANK-uh Dragonborn shipwright on Velstarrón Island E2 Areyca uh-RAY-kuh Wood elf wizard leader of Fosfior Town E2 Ariadne AWR-ee-ad-nay Astral merfolk scavenger E4 Asteth, the Empress AS-teth Fiery goddess from the Aetherial Expanse SG Astrium AS-tri-um Mythical civilization of planefaring giants E1 Atakora a-ta-KOR-uh An island named after the sharp bladed grass that covers it E4 Ayris EY-riss A powerful material plane kingdom vying for control of the Aetherial Expanse E1 Bathyal Chariot BATH-yawl Akaste’s grotto lair E5 Beliene Delaney bel-EEN del-a-NAY True captain of the Fanged Stallion pretending to belong to the Sistren of the Isle E3 Belnorae bel-NOR-ay Dragonborn child of Karelagne officer Zrafarn Sheccac E5 Brighid BRIG-id Captain of the INS Loyalty E6 Bulwark Island BULL-wark Jungle covered island in Shipgrave Reef E1 Calderé Island cawl-duh-RAY A volcanic island in the Isle of Drakes E2 Calladin Thorn KAL-a-din Half-elf captain of the Knight’s Corsair E5 Centaris Sen-TAWR-is An island with powerful aether geysers in the Constellation Isles E4


Appendix D: Pronunciation Guide 79 (SG = Setting Guide) Name Pronunciation Description Ref Cindra SIN-druh Elf starspeaker crewmember on the Adumbral End E5 Cozmara coz-MAW-ruh Drow Aesphodel pirate E2 Cyrill the Hierophant SEER-ill God of the Aetherial expanse and legendary creator of the aether. SG Dagodurne Gad DAG-o-dern GAD The dwarven Lord High Admiral commanding Karelagne’s military defense of Port Majeure SG Dameria Jules da-MAIR-ee-uh Dwarf cook on Nth Degree Island E3 Darissa da-RIS-uh Powerful Ayris merchant guildmaster secretly working with the Karelagne Empire. Mother of Ori. E5 Desdemona DES-duh-mow-nuh The immortal storm giant captain of Adumbral End. E5 Diego Madrix dee-AY-go MAD-ricks Inexperienced gnome Karelagne officer E6 Diyan dee-YAN An island named after the tar-like moss growing there. E4 Eldari el-DAW-ri Half-merfolk Sistren leader on Kesforth island E4 Eolicos Island ee-OH-lick-ohs A desolate wind-swept island in the Isle of Drakes SG Equino Duo eh-KWEE-no A pair of islands in the Constellation Isles E4 Erinaronda AIR-rin-a-RON-duh Astral emergent leader of the Keepers on the Blinking Island E3 Estamuel Chemelthary es-TAM-yoo-el KEM-elthere-ee Ayrissian Governor of Windcrown E6 Eydis Pearlsheen AY-dis Youngest member of the astral merfolk Trident leadership E4 Fearghal FEER-gull Elf garrison commander of Fort Bantor E6 Ferryn Jassan FAIR-in ja-SAHN Imprisoned Karelagne rogue on the Adumbral End E5 Floe Island FLOW A small island in Shipgrave Reef E1 Forge of Arganok AR-gan-ok A magical forge in Astrium E6 Fosfior Island FAHS-fee-or A jungle-covered island in the Isle of Drakes E2 Gemma JEM-muh The Fanged Stallion’s gnome quartermaster pretending to be the first-mate E3 Gruup Meistercut GROOP Dwarf astral emergent butcher at Bester’s Ring in Windcrown SG Hamelyn Ferralon HAM-el-in FER-ral-on Gunnery Chief Hamelyn. Half-elf proprietor of Steel for a Steal weapon shop SG Hikaru Davies hee-KAW-roo Human mage smuggler in Windcrown. SG Imayn IM-ayn Human wife of Aryssian officer Phryne Soulette Inzeh Ahime in-ZEH aw-HEEM-eh Dragonborn navigator of Adumbral End E5 Ithas EE-thas Last king of Astrium E6 Jarobe JAW-row-bae Human chef on the Fanged Stallion E3 Jem Aediobra JEM ee-di-OH-bra Astral emergent lightkeeper on the Blinking Island E3 Johilde Blackbone joe-HILL-duh Dwarf master gunner on the Adumbral End E5


80 Fables: For Whom The Stars Toll Name Pronunciation Description Ref Karabell KAIR-uh-bel Half-elf owner of the Treehouse Inn E2 Karel kuh-REL The capital city of the Karelagne Empire on its homeworld in the Material Plane. E1 Karelagne Empire KAIR-el-ayn A powerful material plane empire vying for control of the Aetherial Expanse E1 Kellis KEL-lis Half-orc gunsmith and owner of The Steel Barrel E2 Kesforth KES-forth Island home of the Sistren of the Constellation Isles E4 Kinsey Silt KIN-see An astral emergent citizen of the Blinking Isle E3 Larmeath LAR-meeth An island in the Constellation Isles home to astral merfolk E4 Leuca Albiones LOO-kah AL-bee-onz A human astral emergent citizen of the Blinking Isle E3 Liloyassa LEE-loh-yas-sa Dragonborn child of Karelagne officer Zrafarn Sheccac E5 Madam Sebria SEB-ree-uh Astral emergent mage owner of an upscale hostelry in Port Kaylo E6 Madame Isabeau’s iz-uh-BOH A bar and gambling establishment in Port Kaylo E3 Makagul MAK-uh-gawl Half-orc quartermaster on the Adumbral End E5 Maladell Island MAL-uh-dell An island in the Isle of Drakes home to the Aesphodel pirate crew. E2 Maledonna Ackles mal-eh-DON-na AK-les Leader of the Children of Asteth and pirate captain of the Avenging Angel E6 Manta “Seabear” Gunthorpe MAN-ta Karelagne governor overseeing Port Kaylo E6 Master Archifelt Spitz ARCH-ih-felt Human apothecary owner of Spitz’s Remedies in the Isle of Drakes SG Merhild van Dien MUR-hild VAN DEY-en Reckless human gunner on the Knight’s Corsair’s E5 Monstera Cluster Mon-STAIR-ah Set of islands many Ayrissians call home SG Nethiri neh-THEE-ri Tiefling mage first-mate on Adumbral End E5 Nyxalthil Eshwyn (“Nyx”) NIKS-al-thil ESH-win Dragonborn prisoner in Bathyal Chariot E5 Oceane the Bard oh-SEEN A human astral emergent and double agent selling information to Ayris and Karel E6 Olyran Bogbagin oh-LEE-ran BOG-bagin A halfling astral emergent citizen of the Blinking Isle E3 Oona Lyresmyth OO-nuh A half-elf astral emergent citizen of the Blinking Isle E3 Orabella Hylde or-uh-BELL-uh HILD Half-elf quartermaster on the Knight’s Corsair’s E5 Orglix OR-gliks Ancient kraken lurking in Astrium E6 Orivari (“Ori”) OR-ee-VAHR-ee Tiefling stowaway and daughter of guildmaster Darissa of Ayris E5 Parnetty PAR-net-ee Doctor Parnetty, gnome mage experimenting on astral emergents. E3 Phryne Soulette FRIN SOO-let Elf Ayrissian officer E5 Port Kaylo KAY-low Ayrissian merchant port under Karelagne control. E3 Port Majeure mawj-OOR Karelagne Empires main base in the Etherial Expanse SG Qoz, the Hermit KOHZ The destructive feather star god of the Aetherial Expanse said to sleep at the bottom of the aether SG Quoiya KOI-uh Dryad Aesphodel pirate E2 (SG = Setting Guide)


(SG = Setting Guide) 81 Name Pronunciation Description Ref Reiz RAYS Dragonborn foreman overseeing Fire Crystal Mining’s operations E2 Ronen ROW-nin Astral merrow leader on Scathiss. E4 Sartreus, Master of Knowledge sar-TREE-us Ghostly astral titan within Astrium E6 Scamallath SKA-mal-lath An island in the Constellation Isles home of the astral merrow E4 Scathiss SKA-this An smaller islands south of Scamallath, home to an astral merrow splinter faction E4 Shaenah SHAY-naw Dragonborn in charge of Fosfior Island docks E2 Tektite Island TEK-tight Jungle covered island in Shipgrave Reef covered by black glass objects of the same name E1 Terrol TER-rol Astral emergent tiefling, hired by Ayrissia to spy on Beliene. E3 Teruko TEH-roo-koh Pirate captain Teruko the Drake, deceased founder of the Isle of Drakes E1 Threx Starmine th-WRECKS Dwarven astral emergent leader of Starmine Key E6 Tortugon TOR-too-gon A legendary slumbering cosmic turtle said to watch over pirates in the Isle of Drakes. E6 Ugkin UCK-in Doctor Ugkin, a half-orc mage experimenting on astral emergent. E3 Unammon, the Chariot oo-NAM-awn God of wind in the Aetherial Expanse SG Vea Plumeria VAY-uh ploo-MAIR-ee-a The material plane capital of the Kingdom of Ayris SG Velstarrón Island vel-stuh-ROHN The bustling central island of the Isle of Drakes. E2 Viceroy Caturix CAT-yoor-icks Cruel half-elf commander of the Karelagne Navy from Port Majeure. SG Vicktir Hartlein VICK-teer HART-line Zilro Rikter’s forgotten identity. E5 Vitates, Vinan, and Vianti vi-TAY-tes, vi-NAHN, vi-an-TI An inhospitable line of islands in the Constellation Isles E4 Xivaine “the Sorrow” Sax zi-VAYN Wood-elf captain of the Dolor E5 Yaskara Dumik yas-KAW-ruh DOO-mik Half-orc first mate of the Knight’s Corsair’s E5 Zheng Yang Shi CHEN YAWNG SHIH Retired human pirate captain owner of the Sparrow’s Flight gambling den E1 Zilro Rikter ZIL-roh Ship surgeon on Adumbral End E5 Zrafarn Sheccac zra-FARN she-KAK Karelagne officer E5 Appendix D: Pronunciation Guide


OPEN GAME LICENSE Version 1.0a The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved. 1. Definitions: (a)”Contributors” means the copyright and/ or trademark owners who have contributed Open Game Content; (b)”Derivative Material” means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) “Distribute” means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)”Open Game Content” means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) “Product Identity” means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) “Trademark” means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) “Use”, “Used” or “Using” means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) “You” or “Your” means the licensee in terms of this agreement. 2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License. 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 © 2000, Wizards of the Coast, Inc. System Reference Document 5.1 © 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. Open Game License


Click to View FlipBook Version