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King of The Wastes v1.1

mini resource for rpg
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100% found this document useful (2 votes)
842 views14 pages

King of The Wastes v1.1

mini resource for rpg
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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- King of the Wastes v1.1 | Published 12.10.

2023 -

Credits
Director, Co-Writer & Editor
Nadav Brand

Head Writer
Daniel Smith

Head 3D Sculptor
David Pereira

Graphic Design
Callum Dare

Editor
Zane Messina

Co-Writer
Mitchell McLaughlin

Battlemaps
GoAdventureMaps

Content Consultants & Proofing


Brandon Hofmeister, Rob Leonard, Zane Messina

Thank you to all our Patreons, Tribers & Kickstarter Backers!

For more adventures & miniatures:


www.mammothfactorygames.com

King of the Wastes is Copyright © 2023 Mammoth Factory Games, LLC All rights reserved. All characters and their distinctive likenesses are property of
Mammoth Factory Games, LLC in UK, Canada, US, and other countries. Any reproduction or unauthorized use of the material or artwork contained herein is
prohibited without the express permission of Mammoth Factory Games, LLC. Reference to other copyrighted material in no way constitues a challenge to the
respective copyright holders of that material. King of the Wastes and its associated logos are trademarks of Mammoth Factory Games, LLC.
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Adventure Overview
Introduction Part I - A City On Fire. (Investigation, Stealth, Roleplaying).
The characters learn of the kidnappings and sneak a prisoner
out of jail.

H owling desert winds cry for vengeance! The encroaching


city-state of Beripet has pushed the local desert elves to
the brink. Now the elves are waging a campaign of terror and
Part II - Sacrifice. (Combat, Exploration, Puzzle Solving).
The characters must rescue the kidnapped townsfolk and solve
an illusory puzzle.
kidnapping, whisking people away in the night. But are these
hostages meant as bargaining chips, or living tribute for the Part III - Akhaddon Rising. (Boss Battle). Akhaddon emerges
King of the Wastes? and attacks.

Plug-in or Campaign Part I - A Land of Fire and Sand


This module is a 5e one-shot adventure designed for a In this section, the players will learn of the Ekrothari raids on
party of five level 13 characters. It can plug easily into an Beripet and receive the specifics of their diplomatic mission.
existing campaign or be run as a short stand-alone adventure.
Additionally, this adventure can also act as a short follow-up to
the standalone adventure Everdune: Wrath of the Ekrothari.
The Hook(s)
The players have been summoned to Beripet by its leader,
Background Bashaw Haman. The bashaw hopes to use the oases as a
bargaining chip. He has offered an Ekrothari emissary access
The Everdune is a sprawling sea of sand notorious for its to the oases again in exchange for his missing citizens and the
scorching heat, vicious beasts, and tribes of elvish raiders. location of the fabled Waters of Life: a desert spring whose
Unfortunately, it is also the most direct route between several waters can cure any illness. Control of these would be far more
major trading regions wishing to avoid a circuitous sea lucrative than a string of rest stops. Whatever Haman’s angle,
voyage. The trading town of Beripet has positioned itself as a he invites the players to his palace with the offer of a lucrative,
waypoint and resupply hub along this blistering trek and now if vague, assignment.
seeks to increase its influence (and wealth) in the region. To
accomplish this, Beripet has been fortifying nearby oases and A Neutral Party. The bashaw hopes that a team of outsiders
charging merchant caravans for their protections. By sealing will have better luck negotiating with the tribes given the bad
off these precious waters behind stone walls, Beripet has also blood between Beripet and the Ekrothari.
dealt a crippling blow to the elven bandit tribes known as the Hired Muscle. At this point, the players are a known quantity,
Ekrothari. These nomadic elves are the original inhabitants with songs being sung of both their heroism and their knack
of the Everdune, and are not taking the loss of precious water for slaughter. It is also possible that soldiers of the bashaw
sources lightly. have witnessed the characters’ skills first-hand as they fought
Unwilling to gamble the lives of his entire tribe against off some desert beast. Either way, Haman hopes that their
Beripet’s new fortifications, one Ekrothari priest, Sezi, has reputation might cow the Ekrothari into a more favorable
decided to go with the nuclear option. At his direction, deal. Or, should the negotiations go sour, that their swords and
Ekrothari warriors have been kidnapping citizens of Beripet spells might accomplish what words cannot.
under the cover of darkness. These captives are being spirited Return to the Everdune. If the characters have already played
away into the desert for sacrifice. With these offerings, Sezi through Everdune: Wrath of the Ekrothari, the summons could
plans to unleash the horrific force of destruction, and cause of be from one of that adventures previous NPCs. Rather than
the Everdune’s blasted landscape, Akhaddon. His hope is that being summoned by Bashaw Haman, the players might instead
once freed, Akhaddon will scour Beripet and its outposts from be summoned by an older Kalim, now the governor of Beripet
the land, allowing the Ekrothari to once again rule unopposed. and looking to again combat Ekrothari extremists. Conversely,
Given Akhaddon’s tremendous destructive potential, this will the characters’ patron could once more be Duke Edgar
likely be the outcome should the characters fail. Wralthorne, trying to further extend his days with the Water
of Life.

4
Read out: “The odd carriage glides over the sand dunes Some think he should be ransomed as a bargaining chip for
on skids rather than wheels. The speed of the carriage peace while others think that he should be executed and made
pushes a cool breeze through the cabin, a relief for an example of to prevent further attacks on the town.
your sweat soaked skin. The breeze is a mixed blessing, 4. No one in the town has been killed as far as anyone knows,
though, as it also brings with it the smell of the camels just spirited away.
pulling the carriage along. Between the heat and the
As the players move through the city, they soon hear the shouts
smell, you’re already beginning to regret taking this job. of a large crowd, accompanied by the loud clanging of people
Hopefully the bashaw’s generous offer is as good as it beating pots, pans, blowing horns, and generally making
seems and not some desert mirage.” an angry uproar. Several hundred people stand outside the
bashaw’s palace. At your approach, a horn blows and the gates
Heated Politics open.

A column of heavily armed soldiers emerges to part the


Read out: “The small dusty buildings are painted with shouting, angry mob for you. Apparently their arrival has not
colorful murals of oases, desert animals, and other lavish gone unnoticed.
depictions of desert life. Most houses have beautifully
patterned silks and linens as decorative awnings, creating Meeting Haman
a chaotically colorful patchwork that is nevertheless a
beautiful sight to behold. White towers capped with The Bashaw. The gates are quickly shut and the palace’s
majordomo leads the characters up to a large drawing room on
light blue domes in the city’s western portion mark the
the second floor where they will meet the bashaw.
location of the bashaw’s palace.
Read out: “You are ushered into a large room on the
Tense Times. It does not take the players long to gauge that
the mood in Beripet is tense. Shouted debates and dark looks second floor. At least a dozen sets of wooden shutters
are the norm in every market and coffee shop. Players who ring the room, all of them open to allow in a breeze.
wish to eavesdrop or engage the locals in conversation discover Several low tables have been arranged around the room,
the following: each surrounded by large, overstuffed sitting pillows. A
1. It seems the Ekrothari have been infiltrating the town at bronze skinned man with shrewd, dark eyes, a full salt
night and kidnapping the townsfolk. and pepper beard, and close cropped black hair rises from
one of the pillows to greet you. ‘Ah, hello friends! I can
2. The Ekrothari have been marking houses in blood with
tell by your appearance that you are the ones promised
some sort of symbol. A successful DC 14 Intelligence
(Investigation) check locates one of these symbols, a scorpion to aid us. I am Haman, and I welcome you to my humble
painted in Ekrothari blood. A character who views the symbol city.’”
and makes an Intelligence (History or Religion) check knows
Changing the Terms. After laying out some dried figs and tea
the following. Information known is cumulative.
for the party as refreshment, Haman gets right to business. He
explains that he initially hired the players to find out who was
- Tense Times - responsible for the kidnappings, but since then things have
Roll Result become more complicated. Several nights ago, an emissary
from the Ekrothari chieftain, Sezi, openly approached the
In Everdune culture, scorpions are often symbols palace and allowed himself to be taken prisoner. He brought
12 or less
of evil or betrayal. word that Sezi wishes to negotiate for usage of the oases, but
In several Everdune cultures, those who injure will only do so in person.
or murder members of their own tribe are pun-
13 - 21 A New Wrinkle. Though the prisoner, an Ekrothari named
ished with scorpion brands or even death by way
of a deadly scorpion sting. Elhiz, is supposed to act as a guide to meet Sezi, word has
This particular scorpion depiction is associated leaked out about his capture and the citizens are outraged.
with a specific legend. The story is of an ancient Some demand that the elf be held hostage until the kidnapped
king so warlike that, once he had destroyed all citizens are returned while others are calling for his immediate
22+ execution.
of his neighbors, he then slaughtered his own
people. Supposedly the Everdune was the result
of his wanton destruction.

3. Last night, an Ekrothari was captured, and the townsfolk are


debating on what should be done with him.

5
Best of Both Worlds. Haman, though, has plans of his own. ! Waste Not, Want Not. Elhiz knows relatively little about
He explains to the players that, while he does want to see the Sezi’s plan. His selection as emissary was not because of
hostages returned to satisfy the rabble, his main agenda is diplomatic skill, but for the fact that Elhiz was an outcast
acquiring access to the fabled Waters of Life. Legend holds that Sezi discovered in the desert. Life without a tribe is hard
water from this spring can cure any injury or disease and would in the Everdune, and Elhiz’s loyalty was bought with a tent
be ten times more valuable than the string of oases he currently and a canteen of water.
controls. The players are to meet with Sezi, secure access to
the Waters of Life, and if possible, return the prisoners. In
exchange, Sezi and his tribe will be allowed access to the seven Diplomacy at Knife Point. As the players near the next
oases which Haman has taken. encounter, Elhiz cups his hands to his mouth and lets out a
long, haunting whistle. He explains to the characters that this
Read out: “ Haman slides a sealed letter across the table. is to signal nearby sentries who might otherwise attack, as
‘This letter instructs my jailer to release the elf dog into instructed by Sezi. In truth, this is to signal the Ekrothari ahead
to begin the slaughter of the prisoners.
your custody to act as your guide. Unfortunately, the
more ignorant citizens do not see the opportunity this Read out: “You emerge from a rocky gorge above a sandy
affords us and are calling for blood. Might I suggest gulch. The crumbling ruins of an ancient city, scoured
removing the prisoner secretly, under cover of night? down to low walls and foundations, is visible through
But what am I saying? You know your business. Here, the sand and scree below. Blood stains the sands beneath
my friends, take these sapphires with you. Stones such one particular flat stone, along with the bodies of several
as these are a symbol of luck and prosperity here in the townsfolk. A fresh victim is currently being lashed to the
Everdune. May they bring you luck as we work to bring stone by a pair of desert elves, while several others, hands
an end to these trying times.’ Kalim hands each player a soaked in gore, carry large coptic jars into a nearby cave.
lucky sapphire (pg.10).” Over a dozen more frightened townsfolk huddle against a
The People’s Justice. If the players follow Kalim’s request crumbling pillar.
and remove Elhiz at night, they are able to safely and quietly There are currently 4 Ekrothari Elite Warriors, led by
extract the prisoner without incident. If the characters attempt 1 Ekrothari Chaindancer. Knowing that the players are
to remove him during the day, they may attempt a group DC nearby and highly attuned to their desert environment, the
16 Dexterity (Stealth) check to avoid detection during the Ekrothari have advantage on all Wisdom (Perception) checks
daylight hours. If they are discovered, one of the characters against any characters attempting to approach unseen. If Elhiz
must succeed on a DC 20 Charisma (Diplomacy) check or else is still at the head of the party, he will hail his brethren, alerting
each player takes 2d8 bludgeoning damage as they are chased them to the characters’ presence. He will not try to attack his
and pelted with rock, garbage, insults, and pleas for justice. captors if he remains in his manacles. If he is free of them, treat
Players who make no attempt at disguising their activities are him as a Tribal Warrior (Basic Rules) who makes unarmed
automatically discovered. attacks for 3 (1d4+1) bludgeoning damage. If he is talked down,
sees the fight turning against his people, or his brethren are
! Benevolent Ruler. If you are playing this adventure as slain, he no longer resists and may be able to help guide the
a sequel to Wrath of the Ekrothari and want to replace party further into more treacherous situations. Unless the
Haman with Kalim, then Kalim’s only concern is for the characters attack immediately, the current sacrifice will be
well-being of his people. Conversely, Duke Edgar might slaughtered, their organs removed and placed in coptic jars.
not even think of the hostages unless reminded by the A new captive will be killed every 5 rounds until the players
players. attack. Those who are rescued know only that these Ekrothari
fanatics planned to kill them regardless of Beripet’s response.
Their leader resides somewhere within the cave.
Part II - Look on My Works and Despair Treasure. Each of the Ekrothari holds a gold scorpion
medallion worth 25gp each. Additionally, one of the elite
The Prisoner. Manacles shackle Elhiz’s hands and feet, and
warriors has a Rekari Scale Shield (pg.10).
you hold the only key. He is gruff but not insulting, refusing
to be drawn into an argument about his people’s actions. If
pressed, he will simply declare such decisions are not for him to
make. Over two days, Elhiz guides the party across the desert
and into a series of bone-dry hills of rock and sand. He leads
the party along near invisible paths to Akhaddon’s fallen city.

6
Blinded by Greed. The players must place something of value
in the eye holes of the statue to open the door to signify how
the king was blinded by greed. Examples may include the gold
scorpion medallions worn by the Ekrothari, the lucky sapphires
(pg.10) they were given, or simply gold coins carried by their
characters.

! Make Yourself Useful. If the players get stuck and


Elhiz is with them, he may be persuaded to help with a
successful DC 15 Charisma (Intimidate) check, at which
point he will encourage the characters to “show the great
king Akhaddon the riches he desires.” One of the rescued
townsfolk could also provide information, or a character
who succeeds on a DC 20 Intelligence (History) check
might also glean the answer.

Part III - Return of the King


Moving through the door, the players enter an antechamber
lined with stone shelves. Fragments of glass litter the floor,
the remains of bottles containing Akhaddon’s reserves of
the fabled “waters of life”. Most were destroyed in his fury,
but players who search the room find seven vials of thick
crystal containing the last of the unspoiled water. Drinking
the shimmering, blue liquid will fully heal any player who
consumes it, restore any missing spell slots and counts as
having a long rest. If the water of life comes within 150 ft of
Ruins - by Goadventuremaps Akhaddon, it turns black and becomes poisonous if consumed.
Any character drinking it must make a DC 18 Constitution
A Kingdom in Ruins. Even if the prisoners are not consulted,
saving throw. A character that fails takes 18 (5d6) poison
tracks from heavy activity will lead the players into a nearby
damage, or half as much on a success. A short hallway on the
opening in the rock. Even a cursory examination reveals that
other side of the room leads to a large cavern where Priest Sezi
this “cave” entrance was once a proper archway. The tunnel
awaits.
winds 300 ft through massive piles of rubble. Bits of worked
stone and statuary poke out from the debris. Eventually, the Wiping the Slate Clean. Sezi stands atop a sealed well
hallway ends before a sealed door. The 10-foot-tall statue of a surrounded by more than a dozen organ jars and accompanied
powerfully built man stands to the left of the door. by 2 Ekrothari Elite Warriors.

Read out: “The devastated hallway ends at 2 heavy bronze Read out: “What may have once been a tier walkway
doors. Before them is a statue of a great king wearing or promenade has been so damaged and worn that it is
golden armor, wielding a gleaming bejeweled sword and a barely recognizable as such. Below you, sitting cross-
crown of gilded spear points. The base of the statue reads: legged atop a massive stone seal, waits a tall elf in dun-
“The great king Akhaddon will bring the water of life to colored robes. At your arrival, he rises smoothly to his
his people and restore them to glory.” feet. ‘You must be Haman’s lackeys. A pity. I had hoped
The doorway is magically sealed, the first defense against to deliver this message to him personally. You see, I
intruders hoping to awaken Akhaddon from his torpor. have decided that negotiation is no longer possible. The
Surrounding the statue is an illusion hiding the true statue, that desert spoke to me, reminded me that there is no stain
of a king made of crumbling sandstone missing its eyes and it cannot scour away. Haman thinks he is king of the
wielding a shattered sword. The players can dispel the illusion
with Dispel Magic, but simply touching it reveals the statue’s
true construction.

Once the illusion has been broken, the true inscription reads,
“Blinded by greed and lust for power. Sealed is the once-king
whose hubris defied the gods.”

7
Everdune, but there has only ever been one king of the ! I Am Inevitable. If players manage to kill Sezi in round
sands: Akhaddon, Lord of Scorpions, The Great Leveller, one, the sacrifice is still made. Additionally, if your players
The Wasteland That Walks, King of the Wastes. And are the type to use “Banishment” or “Hold Person”, then
Akhaddon suffers no other rule but his. Unfortunately, one of the Ekrothari warriors sacrifices themself in Sezi’s
you will not deliver this message. But Haman will learn stead. Akhaddon’s awakening is inevitable.
all the same.”
The Risen King. Awakened, Akhaddon knows only madness
Sezi attacks by first casting insect plague (appearing as and rage. Sleep gave him some measure of peace, but now the
scorpions), never leaving his position atop the sealed well. world will face his wrath again. Akhaddon attacks players as
well as the Ekrothari mindlessly and will waste attacks to kill
At the end of round 2, Sezi sacrifices himself atop the well and
the Ekrothari that have stopped fighting to worship him as
wakes Akhaddon from his slumber. If the Ekrothari warriors
well.
are alive, they stop attacking to worship Akhaddon. The well,
now open, is filled with acid and a creature that falls in will
take 2d6 acid damage per round while in the acid. The well is ! Deadly Encounter. If the players are having a very
35 ft deep and requires a successful DC 18 Strength (Athletics) difficult time fighting Akhaddon, you may want to ignore
check to climb out. the “Summon the Swarm” ability or halve the amount of
scorpions that appear. Additionally, you may only want to
Read out: “Sezi ceases his attack and yells ‘BEAR use his poisonous breath no more than once. Some players
WITNESS’ as he plunges a dagger deep into his own also may have a hard time making the saves against “Aura
chest. The dozens of organ-filled jars begin to burst and of Desolation” and may be a very good opportunity for
decay, and the very flesh begins to rot away from the them to utilize their Lucky Sapphire.
priest. The great seal shakes and bucks, then explodes
into the air. Black slime bubbles up from the depths of
the well, and a colossal figure rises, dripping, from its
Conclusion
depths. Akhaddon has awakened from his long slumber The Players Defeated. A great evil is once again allowed
to unleash his desolation upon the world.” to walk the land. Destruction and chaos are the only things
the Everdune will know, and Beripet is condemned to fall
to Akhaddon. The Ekrothari, mobile and at home in the
Everdune, easily evade the brunt of his wrath and again
become the dominant force in the desert. After several months,
his bloodlust sated, Akhaddon returns to his fallen kingdom
and again slumbers in mad dreams.

The Players Victorious. A powerful evil is removed from the


land, and the people of Beripet are safe. More level-headed
Ekrothari, through increased aggression but also increased
diplomacy, are able to strike a bargain with Haman to bring
greater peace in the region.

Ruins 2 - by Goadventuremaps

8
NPCs
Elhiz
Sezi Read out: “Elhiz is whip-thin, and like most elves,
it is difficult to guess his age. His face is as soft
Read out: The elf rises to his feet, his long, lean form and smooth as week-old jerky, but his movements
unfolding in one smooth motion. The brass discs sewn are as quick and precise as a man in his prime. He
into the sleeves and hem of his sand-colored robes wears tattered, sand-colored robes that almost
twinkle in the torchlight. He throws back his hood, hide a jagged scar and missing ear on the left side
revealing a shaved pate scrawled with swirling tattoos, of his head. A gold scorpion medallion bounces
and grins wolfishly. His eyes burn with the mad light of around his neck.”
a zealot.” Once a fierce raider, Elhiz committed one of the worst
Sezi is a child of legacy. His father was Sezan the Daybringer, crimes an Ekrothari can commit: stealing from another
one of the Ekrothari’s most celebrated heroes and greatest Ekrothari. Driven into the wastes, friendless, alone, and
champions. But his father’s death has led to hard times for the dying of hunger and thirst, Elhiz was easily persuaded
sand elves who are now under constant pressure from Beripet to join Sezi’s cause.
and wracked by schisms between the various tribes. Sezi
hopes to continue his father’s work and lead his people once
more to greatness.

Like Father, Like Son. Just as ruthless as his father, Sezi


has risen to a place of power by forming his own tribe
Monster Lore
and preaching a return to the long forgotten glory of the
Ekrothari. Unlike his father, Sezi shuns secrecy and would
rather raise an army to conquer the lands like the ancient
Akhaddon the Desolator
Ekrothari King, Akhaddon. He believes Akhaddon can give
In ages past, Akhaddon was once a mighty king, ruling over
his people eternal life and the power to restore the Everdune
to a paradise, and so does everything in his power to see his
a vast realm. His wealth and power were unmatched by his
rule come once again.
peers, and his kingdom thrived under his governance. Long
before that, his father’s father had discovered a natural spring
of enchanted waters that cleansed disease, healed wounds,
and extended life, building his palace over it, and these waters
of life had ensured that their people would prosper like none

Haman others. Akhaddon was talented, but vain, and dreamed of


forging an empire to engrave his name in history. One by one,
his armies put the surrounding nations to the sword, salting
Read out: Though an older man easily in his fifties, the the earth and poisoning the waters of those that defied his
bashaw moves with an intensely focused energy, his demands—until, one day, an emissary of the gods came to his
sharp, dark eyes assessing you in an instant. His face is palace, demanding that he cease this pointless brutality and
lined, sporting prominent worry and frown lines, but put aside his aspirations of empire. Akhaddon turned away the
his thick beard is lustrous and dark, without a trace of divine herald, and, as punishment, was struck with a terrible
sickness: his blood turned to poison, his lungs filled with rot,
silver.”
and his strength waned rapidly. The celestial messenger told
Hailing from one of the nomadic bands that eke out a sparse him that only when he mended his foolish ways would he be
existence in the dry lands surrounding the Everdune, Haman cured.
is a survivor. He clawed his way into his current position as
bashaw from nothing, and he has no intention of ceasing his Endless Pride. Rather than repent and obey, Akhaddon sought
assent. He speaks quickly and confidently, leaving no question out every witch doctor, medicine man, and alchemist his
about who is in charge. wealth could buy. He tried every concoction, downed every
Just Getting Started. In Haman’s eyes, the Ekrothari are draught, and suffered through any dark ritual, but none of it
nothing but an obstacle in his way. Officially his string of could stave off his illness—even drinking from the waters of
new forts are to protect travelers, but Haman’s true ambitions life could only slow his inevitable decline. Eventually—his body
are obvious to all: bring the Ekrothari to heel. As their twisted and bloated by dark alchemies—he hurled himself into
water supplies are cut off, Haman believes they will have no the life-giving spring at the heart of his palace.
choice but to swear fealty and offer their services to him.
More importantly, the Water of Life, that most guarded of
Ekrothari secrets, will be firmly in his grasp.

9
Destroyer of Kingdoms. The poison in Akhaddon’s veins mixed
with the magical waters, corrupting them forever. His body Magic Items
swelled and boiled and transformed, turning into something
monstrous. Akhaddon rose from the waters as a horrific titan,
a living embodiment of poison and death. His kingdom died
that night—every man, woman and child either killed by the
Lucky Sapphire
corrupted waters or murdered by their former monarch. Wondrous item, uncommon
Master of the Wastes. Akhaddon’s old realm—once a center of This sky blue gem looks just like any other sapphire,
learning and development—is now a great wasteland. Its cities though its facets sparkle equally bright, whether in
are immense, silent grave markers, populated only by the kinds bright light or shadow.
of monstrous creatures that can tolerate a land poisoned by
hubris. At its heart, in the ruins of his once-magisterial estate, Before making a skill check, attack roll, or saving throw,
Akhaddon writhes in the grip of a never-ending nightmare, his you may instead roll 1d20. If the result is an even
mind utterly broken by his transformation. number, treat it as if you had rolled a natural 20. If the
result is an odd number, treat it as if you had rolled a
Wake of Ruin. Akhaddon lives in a constant fugue state, his natural 1. You must accept this as the final roll, and it
mind dominated by spite and madness, and he sometimes cannot be used with advantage or disadvantage. After a
imagines himself as he once was, while other times he is lucky sapphire is used in this way, it loses it’s magic and
gripped by even grander delusions. He hates everything: his reverts to a normal sapphire worth 50gp.
long-dead enemies, his unforgiving gods, even the people
that were once his subjects—and in his darkest, most lucid
moments, himself. Part of him, though, remembers his dreams
of conquest, and from time to time, when his mind is more
coherent, he rises from his nightmare to go out into the world
and play out those old fantasies. Rekari Scale Shield
Where he walks, crops spoil, waters turn to poison, and Armor (shield), very rare (requires attunement)
animals succumb to sickness. In his madness, he seeks only
to annihilate all before him, his ancient desires for an empire Camel leather has been lashed to a bone frame, creating
perverted into a simple need to scour the lands of the living a light and flexible shield. In the center, a large rusty
and leave them utterly ruined. brown scale has been fixed to the shield with loops of
copper wire.

Ekrothari Wielding this shield increases your Armor Class by


2 and you may redirect spell attacks aimed at you.
To an outsider, the sands of the Everdune appear to be a lifeless Whenever you are targeted by a spell attack that misses,
waste. Which is exactly how the Ekrothari want it. These grey- you may use your reaction to designate another creature
skinned elves are as connected to the dunes and arroyos as their within the spell's range as the target instead. Regardless
sylvan cousins are with their forests. You would have as much of whether this new attack hits or misses, spend one of
luck catching an Ekrothari tribe on the move as you would a the shield’s charges. The scale shield starts with 1d4-1
mirage. charges and regains 1d4-1 charges each day at dawn, to
a maximum of 3. When the last charge is expended, roll
Desert Warriors. Life on the Everdune is hard, and often 1d20. If the result is a 1, the scale falls off and the shield
when supplies or shelter cannot be found, they must be taken. loses all magical properties.
And though fierce, the Ekrothari are not the most dangerous
things lurking in the desert. Because survival for an Ekrothari
is never guaranteed, they are schooled in the ways of combat as
soon as they can hold a blade.

Read out: “Clad from head to toe in light, flowing, white


desert garb, the humanoid creature’s face is hidden save
for a slight glimpse of its grey, harshly-featured face and
pitch black eyes. It moves with shocking speed, the sand
seeming to flow and dance under its feet, and the elegant
weapons in its hands move like blurs of silvery steel.”

10
Read out: “Reeking, dark ichor spills from the creature’s immense bulk as it pulls itself up, searing
the ground where it falls. Covered in glisten black chitin like that of a desert scorpion, it is a
titanic, stooped figure, veins of sickly-green flesh pulsing between the armoured plates that
segment its form. Its immense arms end in jagged talons, and two great, barbed tails sway
in the air behind it, a thin green mist trailing from the stingers at their tips, each one large
enough to skewer an ox. The thing’s face is a sheer, featureless monolith of dark chitin,
impassive and expressionless, and it twitches back and forth as though trying to somehow
force a snarl through its mouthless surface.

As it rears up to its full height, you feel the air thicken and the fluid churn in your stomach, a
palpable wall of nausea emanating out from the titanic monster, as if some terrible, invisible
sickness radiates from its very presence…”

Akhaddon the Desolator Stinger. Melee Weapon Attack: +17 to hit, reach 20 ft., one target.
Hit: 17 (2d6 + 10) piercing damage, and the target must succeed on a
Gargantuan monstrosity, chaotic evil DC 21 Constitution saving throw or take 20 acid damage.
— Acid Shot. Akhaddon projects a stream of acid at one creature it can
Armor Class 22 (Natural Armor)
Hit Points 487 (25d20 + 225) see within 60 ft. of it. The target must succeed on a DC 21 Dexterity
Speed 60 ft. saving throw or take 21 (6d6) acid damage.
— Poison Breath (Recharge 5-6). Akhaddon exhales poison gas
STR DEX CON INT WIS CHA
30 (+10) 11 (+0) 29 (+9) 16 (+3) 14 (+2) 12 (+1) in a 90-foot cone. Each creature in that area must make a DC 21
Constitution saving throw, taking 72 (16d8) poison damage and
— becoming poisoned for 1 day on a failed save. They take half as much
Saving Throws Dex +7, Con +16, Wis +9, Cha +8
damage and are not poisoned on a successful save. A creature can
Skills Athletics +17, Intimidation +8, Perception +9
repeat the saving throw at the end of each of its turns, ending the
Damage Resistances Fire; Bludgeoning, Piercing, and Slashing from
effect on itself on a success.
Nonmagical Attacks
Damage Immunities Acid, Poison
Condition Immunities Charmed, Exhaustion, Frightened, Petrified, Reactions
Poisoned Summon the Swarm (1/Day).  When Akhaddon is reduced to
Senses Darkvision 120 ft, Passive Perception 19 less than half its total hit points, it summons 10 giant scorpions.
Languages Primordial, Telepathy 120 ft. Giant scorpions summoned this way have 20 hit points, and follow
Challenge 22 (41,000 XP) Proficiency Bonus +7 Akhaddon’s telepathic commands. They erupt from the ground
— at any point within 30 ft. of Akhaddon. The giant scorpions share
Legendary Resistance (3/Day).    If Akhaddon fails a saving Akhaddon’s initiative count, but take their turns immediately after its.
throw, it can choose to succeed instead.
Legendary Actions
Magic Resistance. Akhaddon has advantage on saving throws
against spells and other magical effects. Akhaddon can take 3 legendary actions, choosing from the options
below. Only one legendary action option can be used at a time and
Unusual Nature. Akhaddon does no need to eat, sleep, or breathe. only at the end of another creature’s turn. Akhaddon regains spent
legendary actions at the start of its turn.
Aura of Desolation. Any creature that starts its turn within 120 ft.
of Akhaddon must succeed on a DC 21 Constitution saving throw Claws. Akhaddon makes a claws attack.
or become poisoned for 1 hour. A creature can repeat the saving
throw at the end of each of its turns, ending the effect on itself on a Swarm Form (Costs 2 Actions). Akhaddon transforms into a
success. If a creature’s saving throw is successful or the effect ends swarm of tiny scorpions and moves up to 60 ft. in any direction,
for it, the creature is immune to Akhaddon’s Aura of Desolation for ignoring difficult terrain and intervening creatures. In this form
the next 24 hours. Akhaddon has a climbing speed equal to its walking speed, and is
resistant to all types of damage. Creatures whose spaces Akhaddon
Living Plague. Food and drink within 1 mile of Akhaddon is moves through must make a DC 16 Constitution saving throw, taking
contaminated with a deadly corrruption. Any creature that eats or 30 (12d4) poison damage on a failed save, or half as much damage on
drinks it must succeed on a DC 21 Constitution saving throw or take a successful one. At the end of this movement, Akhaddon returns to
11 (2d10) poison damage. its primary form.

Parasitic Burst (Costs 2 Actions). Poisoned creatures within 1


Actions mile of Akhaddon retch and vomit up a wriggling scorpion, taking
Multiattack. Akhaddon makes four attacks: two with its stinger 10 piercing damage. They must then make a DC 16 Constitution
and two with its claws. It can substitute Acid Shot for any of its saving throw, becoming stunned until the end of their next turn on a
stinger attacks. failed save.

Claws. Melee Weapon Attack: +17 to hit, reach 10 ft., one target.
Hit: 21 (2d10 + 10) slashing damage, and the target is pushed 10 ft.
directly away from Akhaddon.

11
Read out: “Clad from head to toe in light, flowing white desert garb, the
humanoid creature’s face is hidden save for a slight glimpse of its grey, harshly-
featured face and pitch black eyes. It moves with shocking speed, the sand
seeming to flow and dance under its feet, and the elegant weapons in its
hands move like blurs of silvery steel.”

Ekrothari Chaindancer
Medium Humanoid (elf), Chaotic Neutral

Armor Class 17 (Studded Leather)
Hit Points 80 (12d8 + 26) Ekrothari Elite Warrior
Speed 35 ft., 25 ft. climb Medium Humanoid (elf), Chaotic Neutral
— —
STR DEX CON INT WIS CHA Armor Class 19 (Studded Leather, Shield)
14 (+2) 20 (+5) 14 (+2) 13 (+1) 14 (+2) 12 (+1) Hit Points 70 (11d8 + 21)
Speed 35 ft., 25 ft. climb

Saving Throws Dex +8, Con +5 —
Skills Perception +5, Stealth +8 STR DEX CON INT WIS CHA
Damage Resistances Fire 14 (+2) 20 (+5) 14 (+2) 13 (+1) 14 (+2) 12 (+1)
Damage Immunities Acid, Poison
Condition Immunities Poisoned

Saving Throws Dex +8, Con +5
Senses Darkvision 60 ft., Passive Perception 16 Skills Perception +5, Stealth +8
Languages Common, Elvish Damage Resistances Fire
Challenge 5 (1,800 XP) Proficiency Bonus +3 Damage Immunities Acid, Poison
Condition Immunities Poisoned
— Senses Darkvision 60 ft., Passive Perception 16
Fey Ancestry. The ekrothari has advantage on saving throws
against being charmed, and magic can’t put the ekrothari to sleep. Languages Common, Elvish
Challenge 4 (1,100 XP) Proficiency Bonus +3
One With the Dunes. While on sand, the ekrothari can use —
its bonus action to take the Dash, Disengage, or Hide action, Fey Ancestry. The ekrothari has advantage on saving throws
and has advantage on Dexterity saving throws and Dexterity against being charmed, and magic can’t put the ekrothari to sleep.
(Stealth) checks.
One With the Dunes. While on sand, the ekrothari can use
Sand Assassin. During its first turn, the ekrothari has advantage its bonus action to take the Dash, Disengage, or Hide action,
on attack rolls against any creature that hasn’t yet taken a turn. Any and has advantage on Dexterity saving throws and Dexterity
hit the ekrothari scores against a surprised creature is a critical hit. (Stealth) checks.

Sand Dance (1/Day).  In a harmless blast of sand, the ekrothari Actions


teleports up to 30 ft. to an unoccupied space that it can see.
Multiattack. The ekrothari makes two attacks: one with its scimitar
and one with its dagger or two with its hand crossbow.
Actions
Multiattack. The ekrothari makes two attacks: one with its chain- Dagger. Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or
blade and one with its dagger. range 20/60 ft., one target. Hit: 7 (1d4 + 5) piercing damage, and the
target must succeed on a DC 15 Constitution saving throw or be
Dagger. Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or poisoned until the end of its next turn.
range 20/60 ft., one target. Hit: 7 (1d4 + 5) piercing damage, and the
target must succeed on a DC 15 Constitution saving throw or be Scimitar. Melee Weapon Attack: +8 to hit, reach 10 ft., one target.
poisoned until the end of its next turn. Hit: 12 (2d6 + 5) slashing damage..

Chain-Blade. Melee Weapon Attack: +8 to hit, reach 10 ft., one Hand Crossbow. Ranged Weapon Attack: +8 to hit, reach 5 ft. or
target. Hit: 8 (1d6 + 5) slashing damage, and the target must make range 30/120 ft., one target. Hit: 8 (1d6 + 5) piercing damage, and
on a DC 15 Constitution saving throw, taking 24 (7d6) poison the target must succeed on a DC 13 Constitution saving throw or be
damage on a failed save, or half as much damage on a success. poisoned for 1 hour.

Reactions Reactions
Sand Fling. When a creature within 5 ft. of the ekrothari makes Sand Fling. When a creature within 5 ft. of the ekrothari makes
an attack, the ekrothari flings a handful of sand at its eyes. The an attack, the ekrothari flings a handful of sand at its eyes. The
creature must succeed on a DC 15 Dxterity saving throw or be creature must succeed on a DC 15 Dxterity saving throw or be
blinded until the start of its next turn. blinded until the start of its next turn.

12
Priest Sezi
Medium Humanoid (elf), Chaotic Neutral
— Read out: The elf rises to his feet, his long, lean form unfolding
Armor Class 30 (Natural Armor)
Hit Points 120 (17d8 + 48) in one smooth motion. The brass discs sewn into the sleeves
Speed 35 ft., 25 ft. climb and hem of his sand-colored robes twinkle in the torchlight. He
— throws back his hood, revealing a shaved pate scrawled with
STR DEX CON INT WIS CHA
14 (+2) 18 (+4) 16 (+3) 14 (+2) 17 (+3) 20 (+5) swirling tattoos, and grins wolfishly. His eyes burn with the
mad light of a zealot.”

Saving Throws Con +7, Wis +7, Cha +9
Skills Insight +7, Perception +7, Religion + 6, Stealth +8
Damage Resistances Fire
Damage Immunities Acid, Poison
Condition Immunities Poisoned
Senses Darkvision 60 ft., Passive Perception 17
Languages Common, Elvish
Challenge 9 (5,000 XP) Proficiency Bonus +4

Fey Ancestry. Sezi has advantage on saving throws against being
charmed, and magic can’t put Sezi to sleep.

One With the Dunes. While on sand, Sezi can use his bonus action
to take the Dash, Disengage, or Hide action, and has advantage on
Dexterity saving throws and Dexterity (Stealth) checks.

Sand Dance (1/Day).  In a harmless blast of sand, Sezi teleports


up to 30 ft. to an unoccupied space that he can see.

Spellcasting. Sezi is a 10th-level spellcaster. His spellcasting ability


is Wisdom (spell save DC 15, +7 to hit with spell attacks). Sezi has
the following spells prepared:

Cantrips (at will): guidance, poison spray, thaumaturgy

1st level (4 slots):     cure wounds, detect poison and


disease, ray of sickness

2nd level (3 slots):    lesser restoration, protection


from poison

3rd level (3 slots):   dispel magic, conjure animals (2


Giant Scorpions)

4th level (3 slots):    divination, freedom of movement

5th level (2 slots):  mass cure wounds

Innate Spellcasting. Sezi’s innate spellcasting ability is Charisma


(spell save DC 17). Sezi can innately cast the following spells,
requiring no material components:

1/day each:  darkness,  insect plague (scorpions),  levitate


(self only)

Actions
Multiattack. Sezi makes two sand scourge attacks.

Sand Scourge. Melee Weapon Attack: +8 to hit, reach 5 ft., one


target. Hit: 7 (1d6 + 4) slashing damage plus 17 (5d6) poison damage.

13
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