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Great Wyrms of Drakha

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100% found this document useful (1 vote)
3K views320 pages

Great Wyrms of Drakha

Uploaded by

Axel Draco
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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Alejandro Maroto (Order #37771216)

Alejandro Maroto (Order #37771216)


Alejandro Maroto (Order #37771216)
Alejandro Maroto (Order #37771216)
A HIGH-LEVEL ADVENTURE COLLECTION FOR 5E

Introducing the Dragonbond Universe


by Draco Studios

Alejandro Maroto (Order #37771216)


Based on the universe created by Daniel Servitje

Additional Worldbuilding: Tom Babbey, JC Alvarez,


Daniel Ehrli, Rubén Bañuelos, Bernardo Álvarez,
Txabier Etxeberri

Publisher: Draco Studios

Creative Director: Daniel Ehrli


Writers: JC Alvarez, Daniel Ehrli, Txabier Etxeberri,
Jerónimo Arellano
Special thanks to Mythos Foundry, Nikoloz
Game Design: JC Alvarez, Alastor Guzmán Elbakidze and to all our 1408 Kickstarter backers!
Epic Fighting System: Alastor Guzmán
Editing and Proofreading: Jordan Boschman ISBN: 978-1-7360664-2-3
First Printing: June 2021
Art Direction: Tom Babbey PDF VERSION 2.0
SKU: DAO-23100
Cover Art: Lucas Graciano
Interior Illustrations: Tom Babbey, John Tedrick, © 2021 Draco Gaming Inc. DRAGONBOND and
Adam Wesierski, Aldo Domínguez, Todd Ulrich, Anna
Khudorenko, Anton Ninov, Darko Kreculj, Doruk their respective logos Great Wyrms of Drakha,
Golcu, Irene Aretia, Fernando Martínez, Jorge Fares, Battles of Valerna, Lords of Vaala are trademarks of
Odysseus Stamoglou, Ramón Puasa Jr., Joel Chaim Draco Gaming Inc in the USA and other countries.
Holtzman, The Creation Studio, Pedro Sena
All characters and their distinctive likenesses are
Concept Art: Aldo Domínguez, Tom Babbey property of Draco Gaming Inc. This material is
Maps: Fernando Martínez, Daniel Ehrli protected under the copyright laws of the United
States of America. Any reproduction or unauthorized
Layout Design: Heidi Badillo, Corazón Martínez use of the material or artwork contained herein is
Logo and Brand Design: Heidi Badillo, Tom Babbey, prohibited without the express written permission of
Renato Escalante Draco Studios and Draco Gaming Inc.

Head of Marketing: Caroline Pritchard-Law Printed in China.


Marketing Services: Moisés Rivera, Angel Lira Ramos,
Valeria Hernández, Gabriel Viveros © 2021 Draco Gaming Inc 848 Brickell Avenue,
Product Supervision & Project Management: Pamela
Suite 950, Miami, FL 33131 USA.
Forzán Represented in Mexico by Draco Gaming SA de CV.
Production Services: William Burgos, Alejandro Reyes
Varela Contact us:
www.dracostudios.com
Playtests: Abraham Cruz, Alejandro Vázquez, Alejandro
info@dracostudios.com
Olea, Roberto Calderón, Bernardo Alvarez, Daniel Ehrli, Join the talk on Discord!
Daniel Servitje, Javier Quintero, JC Alvarez, Renato
Escalante, Rubén Bañuelos

Additional contributions: Gabriela Alavez, Sebastián


Ferreira, Juan Antonio Mercado, Rodrigo Martínez, Juan
Mendivil, Itzel Flores, Mónica Lastiri, Raquel Palafox

Alejandro Maroto (Order #37771216)


CONTENTS
Getting Started . . . . . . . . . . . . . . . . . . . 4 Nixis
To be in the Shadows
Aureus Fulgen
The Voice of Dissent Introduction . . . . . . . . . . . . . . . . . . . . .160
Introduction . . . . . . . . . . . . . . . . . . . . . 12 The Edge of Existence . . . . . . . . . . . . . 164
Prologue: In the Shadow of Radiance . . .18 The Nature of Strife . . . . . . . . . . . . . . . 170
Act 1: From Tail Tip to Horn Point . . . . . 21 Legacy of the Void . . . . . . . . . . . . . . . . . . 175
Act 2: Small Favors . . . . . . . . . . . . . . . . 28 It That Waits Beyond . . . . . . . . . . . . . . 178
Act 3: Neither Daggers nor Shields . . . . .39 Nixis, The Veilbreaker . . . . . . . . . . . . . 183
Act 4: To Rise and Die . . . . . . . . . . . . . .42
Rawraxxa
Aureus Fulgen, His Radiant Majesty . . . . 49
The Scent of Creeping Death
Baastherox
Introduction . . . . . . . . . . . . . . . . . . . . 188
The Primordial Shard
Resolve . . . . . . . . . . . . . . . . . . . . . . . .191
Introduction . . . . . . . . . . . . . . . . . . . . . 54 Gloom . . . . . . . . . . . . . . . . . . . . . . . . 198
The Audience . . . . . . . . . . . . . . . . . . . . 57 Rancor . . . . . . . . . . . . . . . . . . . . . . . . . . . 205
The Inkling . . . . . . . . . . . . . . . . . . . . . . 62
Rawraxxa, Apex Huntress . . . . . . . . . . 215
The Cave of Defeat . . . . . . . . . . . . . . . . 68
Mandate of Strength . . . . . . . . . . . . . . . 73 Sivax Magnifex
The Great Death . . . . . . . . . . . . . . . . . . 78 The Crystal Haunts
Baastherox, The Mightiest . . . . . . . . . . . 85 Introduction . . . . . . . . . . . . . . . . . . . . 220
Ashen Fractures Hazards . . . . . . . . . . . . 88 The Unseen Reflection . . . . . . . . . . . . .223
Artistry, at What Price? . . . . . . . . . . . . .232
Dehrilya
Secrets of the Forge’s Core The Architect’s Lament . . . . . . . . . . . . 240
Sivax, Prince of Perfect Ecstasy . . . . . . 247
Introduction . . . . . . . . . . . . . . . . . . . . . 92
The Commons Run . . . . . . . . . . . . . . . . .95
Appendix A
Tempers Blazing . . . . . . . . . . . . . . . . . .103
Monsters & NPCS . . . . . . . . . . . . . . . . 250
Riffle Resplendence, Dwimmer Darkness. . 109
To Bring a Mountain Down . . . . . . . . . . 115 Appendix B
Dehrilya, The Forge Queen . . . . . . . . . . 122
Artifacts & Items . . . . . . . . . . . . . . . . .289
Kuxcoatl
The Hearts of Permutation Appendix C
Introduction . . . . . . . . . . . . . . . . . . . . 128 Tales of Drakha . . . . . . . . . . . . . . . . . .294
Strangers in a Room . . . . . . . . . . . . . . 130
Stepping Through the Endless Stars . . .136
The Pyramid of Enlightenment . . . . . . . 141
Illusion Unveiled . . . . . . . . . . . . . . . . . 149
Kuxcoatl, The Arcane of Power . . . . . . .153

Alejandro Maroto (Order #37771216)


GETTING STARTED

W You Have the Last Word


elcome to the first complete RPG product
published in the Dragonbond Universe, our
upcoming, massive fantasy setting. Besides You know your group best, and can probably adapt best to
introducing you to Dragonbond, this book intends the players you’ll be sharing the adventure with. Remember
to provide established 5e gamemasters with various that this adventure provides a guide, but ultimately, you
high-level challenges, including original creatures and can improvise or go off script if it feels right, as long as the
environments guaranteed to freshen up your campaign spirit of the adventure is maintained.
or at least surprise your most advanced players.
All seven of the adventures presented herein feature a Challenge Your Players
final encounter with an epic-level dragon; bigger, meaner, Because these are high-level adventures, your players will
and harder to beat than even the toughest legendary be equipped to deal with most of what you can throw at
creatures. Each of the adventures includes a series of them. Gauge their experience and knowledge early on
short encounters that lead up to the final confrontation, and adjust the adventure to cater to them as players while
intended to be played as several game sessions but which also challenging them where it seems most beneficial. The
you can also run as a single long, epic session. 5e rules contain many broad yet useful guidelines on how
While each of the adventures included in this book to balance encounters according to the number of player
is a complete story, the focus is doubtlessly on the final characters involved.
encounter and the epic dragon battle awaiting the player Give different players the ability to shine and always
characters at the end of the road. In fact, we care so reward creative thinking and complex ideas, even if they
much about that final encounter that we have created are not directly referenced in the adventure itself. Always
an additional rules system to make the battle that make room for the players to think of unique ways to
much more involved and challenging. Every dragon boss solve problems.
fight in this book follows our Epic Encounters combat
system, detailed in the “Fighting the Great Wyrms” section,
which adds unprecedented layers of complexity, variation, Keep the Adventure Moving
and fun to every encounter.
If you feel the players are getting bored or stuck on a
puzzle or problem, feel free to provide clues or shake
things up with unplanned encounters. Try to keep the
How to Use This Book pace flowing and the adventurers moving while also
letting them explore alternative options and have a full
You do not need to know everything about Drakha or play experience.
the Dragonbond setting to run the adventures. Most
places and situations, as well as NPCs and creatures, will
be explained throughout the text, and you will have all
You Have All the
the information you need to focus on telling a fun story. Information Required
While we recommend these adventures for more All the creatures we created for our adventures, as well
experienced gamemasters, there’s nothing to stop you as most of the content you need to run them other
if you have recently decided to make the switch from than spells and similar 5e general rules information, are
being a player to running your first games as a GM contained in this book, whether it is in the adventure’s
or if this is your first time playing at all. Just keep the text itself or in the creature or item stats which can be
following points in mind. found in the pertinent sections within the appendices.

Alejandro Maroto (Order #37771216)


Getting Started

Drakha, the Red Moon The Red Moon Environment


Compared to Rhaava, Drakha is a barren, dismal
landscape, with dry terrain, reddish skies, and strange
Drakha, also known as the Red Moon to the Valernians, rock formations. Natural hazards, extreme weather,
is a moon of Rhaava, the most important world in the and other environmental features are exceedingly
Dragonbond setting, and the place from where the hostile to humanoid life. Every lifeform is predatory or
characters in these adventures originate. dangerous in some way, as the whole world evolved to
The most important landmass on Rhaava is Valerna. challenge—and survive—a large dragon population.
It is the biggest continent and where the first sentient Only the toughest creatures survive on Drakha, and
beings appeared out of Vaala, the Prime Magic, which even the most insignificant bugs of a dragon’s world are
only manifests in the world of Rhaava. These beings were frightening threats to mortal life.
the Protogons, massive creatures of limitless power. They
shaped the world, not out of a clear objective but simply by
how their immense size and power caused the landscape to
The Draconic Hierarchy
be altered wherever they walked. Amongst these Protogons While dragons are not native to Drakha, having been
was the great Kadmos, the Primordial Dragon, who learned exiled from Rhaava at the dawn of time, they have
to multiply itself, giving birth to the dragon species. Fearing become the moon’s dominant species after decimating the
Kadmos’ power and ambition, the other Protogons exiled titans that used to inhabit the Red Moon, replacing them
all dragons to Drakha. There, without access to Vaala, the as supreme beings.
dragons were doomed to eventually perish.
The wyrms of Drakha organize themselves in
But the Protogons’ plan failed, for dragons thrived broods—that is, a differentiated branch of the dragon
in Drakha, even forming different broods and naming species and their common ancestor—and revere one of
azhurma dragon lords to rule their budding civilization their brood elders, known as azhurma, as their parent,
in the Red Moon. Furthermore, as Kadmos and their ruler, and master. The azhurmas of each brood are the
progeny were stranded on Drakha, they managed to mightiest dragons in Drakha, and thus, the mightiest
create a tear in the fabric of the material plane through beings in existence.
sheer will and power, forging a temporary portal between
After the azhurma come their brood dragons, whose
Valerna and the Red Moon. Every twenty-seven years
relative power and rank varies mostly by the amount of
since, this tear would again open this portal, allowing the
Vaala they have consumed. These form the upper echelon
dragons to return to their ancestral home and unleash their
ruling over the rest of the creatures on Drakha. Their
anger against those who exiled them.
subjects, or “commoners,” are their far-removed relatives,
So the dragons would henceforth wait for the opening known as dragonkin.
and raid Valerna, mainly to gather Vaala to secure their
The dragonkin are weaker, medium-sized offshoots of
existence but also for their personal glory, using it to climb
dragons with a high level of diversity in their evolutionary
the hierarchies within their particular broods.They ravage,
and physical traits. Most dragon broods have adopted at
destroy, and plunder the realms of Valerna, and during these
least one specific dragonkin species as their subjects and
incursions, all dragons feast on the vast sources of Vaala
followers, and they tend to share a few traits, or at least a
to be found there. Once satiated, most seek to bring back
superficial physical resemblance, to their master brood.
gifts for their azhurma to further increase their standing and
Dragons universally regard dragonkin as lesser beings, and
individual power. More often than not, these gifts end up
each brood treats their dragonkin with varying degrees of
being live Valernians.
condescension.
Those native to Valerna—or anywhere in Rhaava—tend
to not last long on the Red Moon, as the dragons are quick
to eat them for their Vaala, empowering and invigorating The Eye of Kadmos
them. In rare cases, some of them escape captivity, or with While dragons are kept apart from most mortals
the opportunities presented by the Golden City, they can by the cosmic gap between their worlds, a magic
be awarded some sort of livelihood as servants or low-class phenomenon known as the Eye of Kadmos allows
citizens. That is not to say that Valernians don’t have a dragons to cross into Rhaava, so that every 27 years,
chance to lead longer lives elsewhere. In the various regions for a few days, they can literally fly from one world
of Drakha, some will find further uses as agents, spies, to the other. In Valerna, Rhaava’s largest continent
or choice test subjects for the dragons’ usually macabre, and the site where most Dragonbond adventures take
ongoing experiments.

Alejandro Maroto (Order #37771216)


place, the days of dragon incursions are known as Red Valernians are aware of. The most common are finding a
Moons, for Drakha shines big, bright, and crimson in cave that connects to the underground, where there is a
the sky during this time. vast cavern system with water, or digging a deep well to
find the natural water level, usually about thirty-to-sixty
During a Red Moon, dragons raze mortal
feet deep and taking about an hour to dig.
settlements across Valerna, killing at their leisure and
gorging on the abundant Vaala, then take countless You can simply ask your players to succeed at a DC
prisoners to live under the dragons’ yoke back at 25 Wisdom (Survival) check to find water too. When
Drakha. These Valernian prisoners constitute the lowest water is magically created, the spell always yields half
caste in the Drakhan power structure. A few of them the spell’s capacity. The liquid is usually murky with a
become serfs or servants, at best, but the majority end certain bitter taste, but it is otherwise drinkable.
up stored for food or test subjects. While most mortals
on Drakha have been abducted from Valerna during a
FINDING FOOD ON DRAKHA
Red Moon raid, there is a growing number of those who
are born on Drakha, having known no life other than Food is difficult to come by on Drakha. Adventurers
that under dragon rule. can find roots and some plants on the surface nutritious
enough to keep them alive. For protein, the small, rodent-
Playing on the Red Moon like vyr is the most common edible animal on the Red
Moon. These creatures are hard to catch, but one adult
Some game terms and rules work differently on Drakha specimen can provide enough food for a six-person meal.
than in other worlds, be they official game supplements, Alternatively, insects are present in many shapes and
other licensed third-party content, or those of your own sizes, and can all provide adequate nutrition if consumed
creation. The most important differences are listed below. in enough numbers, after disposing of any venomous
appendages or sacks some of them have, of course.
DAY/NIGHT CYCLE
FAUNA ON DRAKHA
Drakha is a satellite of Rhaava; thus, all measurements
are relative to a standard Rhaavan day. Drakha completes Few non-draconic species remain on the Red Moon.
one revolution, a full rotation on its own axis, every These species all avoid dragons, but some can hunt and
twenty-seven days. This means that using a normal day kill dragonkin—and Valernians too. Most creatures
on Rhaava as a metric, the Red moon has three days of are very territorial and will fight to the death if
sunrise, ten days of daylight, four days of twilight, and confronted near their lair, hunting down whatever they
ten days of night. Players should keep this in mind when find intruding in the area around it. Throughout the
they plan their actions. Since days and nights are longer, adventures, you will find several mentions of creatures
planning for a night raid or tactical attack might be a bit with their names printed in bold. This indicates that
more complex than usual. you can find their stat blocks in appendix A.
Player characters can tell the actual time relative to a
Rhaavan day by looking at Rhaava in the sky, which also DIVINITY AND SPIRITUALITY
turns on its own axis at a much greater speed, revealing Creatures in the Dragonbond Universe do not have
different portions of itself throughout the day. Mortals on souls, and there are no deities whatsoever. Vaala is the
Drakha have learned to tell time by which side of Rhaava essential source of the universe, and it infuses every
they are looking at. If a player asks what time it is, assume living being except for dragons and their kind. Vaala
that they look at Rhaava and know an approximate time, is the origin of all magic in Rhaava and the most
or have them try a DC 20 Intelligence (Nature) check if coveted resource on Drakha, one the dragons devour
you want to add a challenge. to empower themselves and store in Va’ra crystals for
Valernians and other player characters on Drakha later consumption or to power their experiments and
still need to take a long rest every twenty-four hours creations.
to avoid exhaustion, as well as to replenish their class Prayers by clerics from other worlds are answered
skills and abilities. by the corresponding Draconic Rune representing the
essence of the cleric’s faith, and perhaps by one of the
WATER ON DRAKHA azhurma themselves, which can be the embodiment of
one of the aspects assigned to or controlled by those
Water is very scarce on the surface of Drakha. However,
alien deities residing on some other world or plane
there are a few established methods for finding or obtaining
elsewhere in the endless corners of the Omniverse.
naturally occurring water, which most Drakha-bound

Alejandro Maroto (Order #37771216)


Getting Started

MAGIC ON DRAKHA Character Creation


Some magic works differently on Drakha than in any
other standard fantasy setting. As the Red Moon is
cut off from Vaala and as draconic magic is fueled by Players can create their character using any available
Kadmic runecraft, the effects of certain spells are either 5e-compatible content you allow them to or bring any
diminished or non-existent. pre-made 17th-level character from such a source. As
long as you as the GM allow it, the players can use any
Revivify, raise dead, resurrection, true resurrection and character, race, or class that they prefer.
similar spells only work on bodies that did not have
their Vaala completely taken at the moment of their If your players want to create a character from
death. Any dragon that consumes a sentient Valernian scratch to play on the Red Moon, we recommend the
instantly absorbs their Vaala. Similarly, all Va’ra crystal following steps:
weapons absorb Vaala when injuring a Valernian, • Use the basic character creation rules. That is to say,
meaning a Valernian killed by one of these weapons choose the character’s race and class (or multiclass)
cannot be revived by any means. then level the character up to 17th level, giving it all
Teleportation and similar magic is very unstable on the class abilities, spells, and ability modifiers allowed
the Red Moon. Only Coatl dragons have perfected for said character.
teleportation through their extensive studies. Thus, • Choose the starting equipment, then add three
when determining the success of a teleport spell, any uncommon, two rare, and one very rare magic items.
“on target” result is considered ”off-target” unless
the caster is a dragon of the Coatl brood. Other • As part of a character’s background, consider giving
teleportation effects can function normally if they Draconic as a known language since adventurers are
have a short range. However, when teleporting greater assumed to have lived on Drakha long enough to be
distances, such spells and effects don’t quite work as semi-literate in it.
usual, or at all. • Any new equipment exclusive to Drakha, offered to
Create water yields are cut in half, and they produce the player characters throughout the adventure or as
lukewarm, murky water, with a sour taste to it, as it part of the adventurers’ starting loadouts, will have
is not created as much as it is brought forth from the all of its relevant information in appendix B.
underground reservoirs crisscrossing the Red Moon.
Any magically created water overheats and noisily
evaporates if left exposed for 1 hour or more. On the
other hand, destroy water will make it go out with a Fighting the Great
bang and create a thick cloud of steam lasting 1 minute. Wyrms of Drakha
Control weather, control winds, and similar effects
require the caster to succeed on a DC 30 Wisdom
saving throw to maintain concentration for each round Great Wyrms are gargantuan, intimidating creatures.
of the effect’s duration. Fighting them isn’t easy, especially if you rely on a
disordered strategy and enter the fray without any
All dragons have advantage on saving throws information about your opponent. Finding the correct
against spells and spell-like abilities, and dragons of approach to each encounter and emerging victorious
any brood are immune to the maze spell. will always prove to be a challenge.
Magical constructs that are typically immune to most Great Wyrm combat is slightly differently from normal
damage or that normally cannot be dispelled, such as the 5e encounters, especially regarding the monster’s actions. In
forcecage and wall of force spells, can be normally damaged this system, the GM and the players participate in a battle
or dispelled. Such magical structures are considered to of wits where the players must discover the weaknesses of
have an AC equal to 10 + the spell’s level and resistance to their foe and apply the correct strategy while the GM uses
all types of damage, and each of their sides has hit points a wide range of attacks and actions that make every fight
equal to 10 × the spell’s level. (E.g., each side of a prison or truly unique.
box made with a 9th-level forcecage spell has 90 hit points,
and it has an AC of 19.) The new rules provide an alternative to traditional
battles against frighteningly powerful creatures wherein—
despite the power of legendary actions—players could still
easily overwhelm the opponent, creating the sensation that
the encounter was not challenging enough or simply too

Alejandro Maroto (Order #37771216)


similar to others of its kind. In order to break out of this The unique actions available to the dragon from this
mold, we’ve introduced a few new systems which are all pool can be performed on its turn, but they can also work
explained in the “Battle Mechanics” section below. similarly to legendary actions, in that the dragon may use
these actions after any other creature has taken an action.
Battle Mechanics However, unlike legendary actions, the dragon can use
more than one of these actions in a row after another
The large-scale combat encounters against the dragons creature’s turn. Most of a dragon’s abilities require more
in these adventures utilize a series of new mechanics to than one action to be spent from the action pool to be
provide a dynamic, and threatening, experience for performed, reducing the number of actions currently
the players. available in the dragon’s action pool accordingly. The
different unique actions Great Wyrms can take are specified
in their stat block at the end of each adventure.
SCALABILITY
The Great Wyrms can, of course, still use any of
The encounters herein use a scaling system that adapts
the regular actions available to any creature, such as
to the number of adventurers in the party. Many of the
Dash, Disengage, Ready, etc. These actions can only be
characteristics of the fight, such as a dragon’s hit point
performed on the dragon’s turn, and they each cost one
maximum and number of actions, are determined by the
action from its action pool.
number of player characters in the encounter. Whenever
an N appears in a formula in the rules text, it refers to
the number of adventurers currently participating in the UPKEEP
encounter. Upkeep is the moment when an azhurma replenishes
Although the scalability rule is intended to adapt its action pool and can use special passive abilities called
the Great Wyrms to various gaming group sizes, all the upkeep actions. An azhurma’s upkeep happens every round
encounters in this book are optimized for a party of four at the beginning of its turn based on its initiative.
player characters. The difficulty of various encounters in Any unspent actions in the dragon’s action pool are lost
the adventures can be modified, however, by adjusting the at the beginning of a dragon’s upkeep. That is, the action
number of enemies. pool never exceeds its maximum as defined in the details of
the fight’s current phase. Keep track of any of the dragon’s
PHASES abilities or lair effects that activate during upkeep.
Great Wyrms are fought through a series of phases.
These are specific to each dragon and determine not only EXPLOITS
the behavior and state of the creature but that of the Fighting a Great Wyrm is a difficult and highly perilous
environment as well, both setting a stage and moving the endeavor. Exploits are specific materials, situations, or
combat forward. Whenever there’s a change of phase, new actions available to player characters, if they can figure
mechanics and actions may become available, while others them out, that can debilitate an azhurma or otherwise turn
might no longer be usable. Additionally, the behavior of the tide in the adventurers’ favor.
the monster changes.
A party that wants to have any hope of survival should
Each phase specifies the number of actions per round investigate the creature beforehand, over the course of the
that the Great Wyrm can perform, any special actions or respective adventure, to find its exploits. If the adventurers
situations that exist during that phase, and the conditions attempt a course of action that aligns, or mostly aligns,
that must be met in order to end the current phase and with one of the exploits available to use against the Great
transition to the next phase. Wyrm they are fighting, use the mechanics detailed in that
exploit to resolve their efforts.
ACTIONS AND THE ACTION POOL
Great Wyrms have an action pool consisting of a number BODY PARTS
of actions currently available to the dragon, defined by The azhurma are so massive that their hit points and
the phase of the fight and the number of characters they statistics are divided into separate body parts, standard
are facing. A dragon’s available action pool is equal to N among all seven of the dragons: upper and lower torso, left
(the number of player characters) + a phase modifier listed and right claws, left and right legs, wings, tail, and head.
under the specific details for the current phase of the battle. Each body part has its own specifications, which affect only
The cost in actions for each of the dragon’s actions is listed that body part.
in parentheses after the name of the action. In some cases,
an ability may add extra actions to the pool.

Alejandro Maroto (Order #37771216)


Getting Started

Whenever a player attacks a Great Wyrm, they should SPECIAL PLAYER ACTIONS
choose the specific part they want to target. It could
The system also allows for some new actions that player
make sense to assume that some attacks automatically
characters may perform during combat to gain an
target one specific body part, if you decide. For example
advantage against the Great Wyrm.
a halfling’s sneak attack could be required to target one
of the legs, one of the claws, or the tail, or psychic attacks
Mount
have to target the head.
On their turn, any character may use the Mount action
Area of effect attacks and spells damage all the body
to attempt to climb a Great Wyrm in an effort to deal
parts that are caught in the area effect, as if they were
direct melee damage to a body part that’s higher or out
separate targets. However, the azhurma is allowed only
of reach.
one collective saving throw per attack, spell, or effect for
all targeted body parts. Additionally, spells and effects that The character must start on a low body part (legs,
may kill or destroy a target outright, may only destroy or arms, or tail) and use their movement to get to other
affect an azhurma’s individually targeted body part, rather body parts by using a Strength (Athletics), Dexterity
than the entire creature. (Acrobatics), Wisdom (Animal Handling), or Wisdom
(Survival) check against that body part’s shake DC.
Scores and Statistics While mounting the dragon, characters cannot be
targeted by its melee attacks, but they are still subject to
Great Wyrms use a normal 5e creature stat block but
effects that target an area.
with a different action structure and increased hit points
divided among separate body parts with varying ACs. Shake DC. A body part’s shake DC is the DC
Some body parts have specific saving throw bonuses of the Strength (Athletics), Dexterity (Acrobatics),
stated; if not, they use the saving throw bonus listed in Wisdom (Animal Handling), or Wisdom (Survival)
the dragon’s main stat block. Additionally, some may check required to climb the corresponding body part via
have special rules that override those in this section. the Mount action. If the dragon uses the Shake action
described in their list of actions, or certain other actions
Hit Points. Each of the azhurma’s body parts has
available to them as defined there, this is also the DC of
a set amount of hit points. The hit point maximum
the Strength or Dexterity save the character must make
for each of their body parts is expressed as N × a base
to avoid falling.
hit point value for the body part, which helps scale the
encounter according to the group’s size.
Examine
Breaking Body Parts. When a body part reaches
If you allow it, a player character may use the Examine
zero hit points, it is considered broken. Either the
action to make a DC 25 Intelligence (Arcana),
dragon can’t use it in combat anymore, or it otherwise
Intelligence (History), Intelligence (Investigation),
becomes heavily impaired. When a body part is broken,
Intelligence (Nature), or Intelligence (Religion)
the text listed under that part’s broken condition
check to obtain information on the Great Wyrm. If the
provides a short, flavorful description in italics to read
check succeeds, the character learns the details of one
aloud to the players and establishes the effects of that
of the Great Wyrm’s actions or abilities and their rough
body part being so severely injured.
action pool percentage at the moment (e.g., the dragon
Armor Class. AC works exactly the same as it does has “almost all”, “about 50%” or “almost none” of its
in traditional 5e systems. It is the number required to action pool still available).
get a successful hit on the body part.
Damage Reduction. Each dragon has a damage
reduction (DR) trait equal to its Constitution modifier.
After applying resistances and vulnerabilities, any
damage from an individual source, whether physical or
magical, is reduced by the dragon’s DR. For example, a
dragon with 8 DR who is resistant to fire and who takes
5 bludgeoning damage and 10 fire damage from a single
source will only receive 2 damage total.

Alejandro Maroto (Order #37771216)


Alejandro Maroto (Order #37771216)
THE VOICE
OF DISSENT
A four-session adventure for
17th-level characters

“Be witness thus to your Brood Sire


As shining sun, my glorious fire!
We be His Radiant Majesty!
A ureus Fulgen, greatest among the
azhurmas, founded and rules the
Golden City, a beacon of civilization
unique on Drakha, its dream-like landscape
glimmering atop the Advent Peaks.
Follow, share my glory, see
Here, dragonkin and Valernians swarm
How I bring order, light the way its busy streets, finding safety within its
And hold Drakha’s darkness at bay.” walls. Still, the city is not perfect, and
not everyone is equal. Valernians are
low-class citizens, and the pressure has
—Aureus’ Promise, been mounting over many centuries.
etched upon the Golden Gate Now, a group of brave warriors decides the
time has come to put an end to the dragons’
rule, as they intend to claim their freedom.

Alejandro Maroto (Order #37771216)


INTRODUCTION

W elcome to “The Voice of Dissent,” a


Dragonbond adventure and part of the
Great Wyrms of Drakha adventure series.
The Golden City is the most developed settlement in
Before Playing at the Table
Before you start to play, consider the following
all of Drakha, and the only true foothold of civilization in and let the players adjust accordingly:
the desolate surface of Rhavaa’s red moon. Monumental • Read through the adventure, taking notes
barely describes the proportions, size and scope of its of anything you want to highlight or even
creator’s project. Swarming with Fulgen dragons and change to better fit your narrative style. Read
their dragonkin, their mark can be felt in every nook and through the nonplayer characters to know
cranny. Then, at the end of the base of this pyramid, are how they would act and react off script if
the Valernians—the luckiest of all of the abductees taken your players do something different. Prepare
by the dragons—who carry on with their lives under the any handouts you want to include and read
rule of the wise and powerful Azhurma Aureus Fulgen. through the encounters and the creatures’
stat blocks.
• If your players are making new characters for
Running the Adventure this adventure, ask them to provide you
with their character details, making sure to
“The Voice of Dissent” is an epic adventure meant for provide them the necessary information
three to five characters that will start at 17th level. During for their characters to fit the adventure with
the course of the adventure, the characters will advance to an appropriate backstory and motivation for
20th level through the use of milestones before entering the setting.
the final battle against Aureus Fulgen, His Radiant Majesty.
For additional information on the Red Moon and other
notes in general refer to the “Getting Started” section at the
beginning of this book.
If you need some specific details on how time and
some magic work in this setting, the “Drakha, the Red
Moon” section near the start of this book provides valuable
The Golden City
information. The “Adventure Background” section below The only real jewel amid the Drakhan wastelands, the
tells you everything you need to know to understand this Golden City is a cultural and architectural wonder, its
adventure’s immediate setting. The “Adventure Overview” monolithic beauty shining across the landscape for dozens
section describes how the adventure is expected to run, of miles around, as Aureus intended. Although, over the
giving you a broad sense of the events involved and how ages, the Golden City has become a melting pot of sorts,
they will unfold throughout the adventure. it was built with dragons in mind, so almost everything in
it is truly enormous in size. This means that moving from
one place to another can take several hours and most of its
architecture is of gargantuan proportions.

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Introduction

The city’s layout is perfectly circular and divided into Of one mind over their ultimate goal, but not on how
three concentric rings. The Outer Ring is where most of best to achieve it, there are several splinter groups with
the dragonkin and Valernian populations take residence, particular ideas regarding the Charred Claw’s mission.
toil away, trade, train, and tend to their needs. Thus, Still, all of these cells are working from the shadows to
this is where the adventurers will find houses, inns, bring victory forth, requiring them to be engaged in
warehouses, and other places of economic activities. myriad activities vital to the Golden City’s daily life. This
Dragons present in this area usually are on patrol or is how they spread their insidious presence, and none will
visiting with a specific purpose in mind. rest until Aureus Fulgen is brought low and his dream of
coexistence with lessers goes up in flames.
The Middle Ring and Center Ring are where most
dragons live and train. These sections house the six most
notorious locations in the city: the Scriptorium, the
Academy, the Gardens of Healing, the Court of Trials, the
Adventure Background
Repository, and the Gilt Library. Only Valernians provided
with special dispensations are allowed inside either of these A plot to overthrow Aureus is being devised by a group of
two rings, and they’ll be closely watched upon entering. At influential Valernians and their dragonkin allies. If they
the heart of the Center Ring stands the Golden Palace, the succeed at their goals, they will have enough resources
highest landmark in the city, visible from many miles away. and muscle to stage their uprising. However, should their
That is where Azhurma Aureus Fulgen watches over his plans fail or be discovered, the authorities in the Golden
mighty and breathtaking creation. City will swiftly round up all those found to be involved
in planning or helping to further sedition in any capacity.
This adventure includes the Golden City map
Needless to say, they will be arrested and sentenced to
indicating the areas the players are most likely to visit.
death after a trial by Aureus.

Valernians in the Golden City Prasimun


A renowned water-broker by trade, Prasimun was taken
Although they greatly contribute to the city’s wealth and
at a very young age from a settlement in Valerna two
serve the Fulgen dragons in almost every capacity, Valernians
Red Moons ago.
are always considered second-class citizens at best. While
many of them were captured on Rhaava and brought back Although he is a very well-known and successful trader,
to the Golden City, the majority were born on Drakha, he has never stopped thinking about ways to return to
descendants of Valernians captured during one of the Tyveria or, failing that, striking back at the dragons who
previous dragon raids. caused him so much grief over his long life.
Although Valernians have some rights under Aureus’ Azarax
rule, many still dream of finding a way to return to their
ancestral home one day, while a small-yet-growing group A Valernian porter working at the Golden City’s
seeks ways to overthrow their dragon oppressors. Commerce Court, Azarax was one of the first
individuals to support Prasimun’s plans and, now, is
one of the leaders in the uprising.
The Charred Claw
Luuthara
A vast, secretive network with tendrils reaching far into
several places on Drakha, the Charred Claw has roots A tinker and artisan, well known and well liked
burrowed deep into the Golden City. Their main goal among both local Valernians and sympathetic
is to exile all Valernians from their lands, which itself dragonkin, Luuthara is living proof of Valernian
requires the secondary goal of overthrowing Aureus willpower and courage. Her greatest asset is the rare
Fulgen and seizing power in the Golden City. skill that dragonkin refer to as mechanicism, as she is
the greatest mechanician in the Golden City.
The Charred Claw’s ranks are exclusively made up
of dragonkin led by dragons, and its membership is Xinlei
known for its sheer viciousness, resourcefulness, and
secrecy. They all take pride in never letting themselves An Ellari illusionist who was moved by Prasimun’s
be captured alive to face judgment. talk of rebellion, Xinlei was a servant to an Allarian
alchemist prior to her capture and transport to
Drakha. She has been commissioned by the rebel
leader to design explosives and find discreet ways
to acquire all of the necessary components to craft them.

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The insurgents’ plan is to use her explosives to blow up Zunrüs
a section of the city’s Middle Wall, turning the guard’s A dragonkin veteran, Zunrüs is a former member of
attention there and allowing a separate infiltrating the Goldclaws, the elite dragonkin guard in the Golden
force to reach the Inner Ring relatively unimpeded. City. When Zunrüs’ zeal caused an indiscriminate
massacre against a group of quarreling Valernian traders,
Dhu’Myr he was dismissed from the Goldclaws, which vexes him
Posing as a Fulgen dragonkin art broker from the to his day.
Golden City, Dhu’Myr is, in truth, a shapeshifted Zunrüs festering, increasing hatred against the “illogical
Magnifex dragon. For decades her true mission has and unjustifiable value that Aureus sees in Valernians,
been to secretly obtain runes and powerful artifacts to the detriment of dragonkind,” made him an ideal
from Fulgen territory, which she smuggles among candidate for the Charred Claw. He is the Claw’s
the art she sends to brood Magnifex. She has built a current intermediary between them and Solimarnex,
and should the High Counselor begin to deviate from
vast network of contacts all over town, with whom their plans, Zunrüs is to remove Solimarnex for good.
she has mostly cordial and mutually beneficial
business relationships. Zunrüs is behind the sabotage of the adventurers’ first
missions, and he is also the one that gathers all of the
Solimarnex the Cunning evidence against the party for Solimarnex, who intends
to frame the PCs as the sole instigators of a traitorous
A young, ambitious Fulgen dragon who supports rebellion, accusing them before Aureus himself.
the Charred Claw and their conspiracy to topple
Aureus, Solimarnex the Cunning has a place
among His Grand Majesty’s High Council of
Advisors. He is nothing if not opportunistic,
and once he found out that his political enemy,
the dragonkin Sulakkos, was entertaining many
of the Valernians’ complaints and demands for
better treatment, he immediately set his agents
to spy on Sulakkos’ contacts.
This. however, attracted the attention of a
certain group of very resourceful individuals
who struck a deal with him: Solimarnex was
to feed both the rebels and Aureus himself
with misinformation aimed at delaying both
the actual Valernian uprising and Aureus’
prompt response to the growing unrest, all
in exchange for “a position of far greater
privilege in the regime soon to come.”
Already a counselor, Solimarnex
could only wonder what this position
could be and readily accepted the deal.
While he is not being considered to
become a full-fledged member of the
Charred Claw, the group has found in
him a well-connected ally and a perfect
scapegoat

Sulakkos the Agreeable


A high dragonkin representative in the Inner
Ring, Sulakkos the Agreeable is absolutely loyal to
Aureus but very sympathetic to the Valernian cause,
and he supports their uprising as long as it leads to a
positive result and a better quality of life with as little
violence and destruction as possible.
Sulakkos possesses information crucial for the
adventurers, which is why the Charred Claws want
him silenced. Sulakkos

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Introduction

Adventure Overview Unbeknownst to the conspirators, the Charred


Claw’s agents are furthering dissension and backing the
rebellious Valernians, intent on sabotaging the deliveries
“The Voice of Dissent” consists of five sections, including to arm their own revolt against Aureus while also drawing
a prologue and four acts. attention to Prasimun’s Valernian insurgents.
The adventure leads the party into helping various If the player characters succeed, they are tasked
NPCs within the Golden City, which in turn gradually with meeting Sulakkos, Prasimun’s ally at the Golden
involves the adventurers more and more in the uprising City council, for some very important information
plot, until they are forced to confront Aureus himself, about the uprising.
the lord of the city and self-styled ruler of the Red Moon.
Whichever way this final confrontation may go, it will
seal the future of all Valernians living in the Golden City. ACT 2: SMALL FAVORS
You will be using map 1.1: The Golden City both to As they wait for the day of their meeting with Sulakkos,
lead your players through the adventure and as a reference the adventurers receive an invitation from Dhu’Myr, a
for timekeeping. When the adventurers move between city well-known and respected dragonkin merchant, who
areas, use the numbered locations on the map to find the is unconvinced by Prasimun’s plan and remains mostly
relevant section in the text. neutral in the coming revolt. Yet, she has a proposition
for them, based on their “unmatched skills and
distinguished careers.”
PROLOGUE: IN THE SHADOW OF RADIANCE Dhu’Myr presents the adventurers with a copy of an
The opening of the adventure where the player characters arcane tablet. She explains it is a masterful forgery of the
get acquainted with life in the Golden City and first Golden Codex, Aureus’ code that rules over every aspect
encounter the personalities behind the coming uprising, a of life in the Golden City. The forgery was commissioned
few days before the Founding Festival, the Golden City’s by a third party, interested in acquiring the original tome,
most important celebration. who tapped Dhu’Myr as an intermediary. Dhu’Myr
wants the adventurers to take the forgery and replace the
The human merchant Prasimun seeks out the original codex with it, which is currently sitting at Aureus’
adventurers, hoping they share his ideal of freedom from Scriptorium, being prepped for its regular exhibition
Aureus. Over the past several years, he has been staging a during the week-long Founding Festival.
plan to rebel against the rule of His Radiant Majesty. Little
by little, he—along with other hidden allies—has managed Dhu’Myr promises a very enticing reward for the task
to gather support and obtain weapons to back his plan. Its and provides the adventurers with a map to the Forlorn
main thrust is to attack strategic points within the city and Lanes, the half-hidden network of abandoned streets
take temporary control over them, fending off the dragons between the Golden City’s three rings. If the adventurers
and guards long enough for Prasimun and his people to accept the job, they must do their best to go in, complete
reach the Court of Trials and invoke their right to duel as their task, and get out undetected, or else they may
stated in the Golden Codex, thus forcing Aureus to face jeopardize the uprising by drawing undue attention.
their challenge and, at least, hear the Valernians out.
ACT 3: NEITHER DAGGERS NOR SHIELDS
The adventurers have now, hopefully, completed both prior
ACT 1: FROM TAIL TIP TO HORN POINT missions and established an indisputable reputation with
To succeed at their goal, the insurgency needs to have both the leaders of the uprising and certain other NPCs
enough weapons and alchemical components to secure with positions of power or influence within the Golden
control over the chosen key locations, both within City. They also have managed to attract the Charred Claw’s
the Outer Ring and in the Barrier Quarter next to the attention, which strikes simultaneously at two fronts.
Middle Ring’s wall.
First, the player characters are informed that an
The resources for carrying this task out are obtainable, important city dignitary has marked Sulakkos for
but the insurgents need to get them to key points within assassination during his meeting with the PCs. Second,
the city to make these easily accessible to their forces once the party has left some evidence behind in their previous
the uprising begins. Thus, whoever accepts this task must escapades, and Dhu’Myr has been informed that the same
go about it unnoticed, quickly, and with no unnecessary dignitary is in possession of this evidence, which singles
questions asked. them out as being behind a revolt against the city’s ruler.
If the uprising takes place, His Grand Majesty Aureus
will doubtlessly mark the adventurers as its sole instigators.

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But before worrying about that, the party must race In any case, once they read the letter, the PCs are
against the Charred Claw, both literally and figuratively, transported to the Golden City, a metropolis where
to stop the assassination attempt and acquire Sulakkos’ human-sized, biped dragons seem to be the majority
information to help the uprising. population, and other humanoid peoples seem to be
their inferiors. Let the player characters take the city
in, describe it a bit, and proceed with the prologue as
ACT 4: TO RISE AND DIE soon as they enter an inn or tavern.

Despite the uprising’s outcome, which in the canon of


the Dragonbond setting’s history failed spectacularly, Timekeeping
the actual events during the final confrontation against
Time is an important factor in “The Voice of Dissent.”
Aureus Fulgen are up to the player characters through The party has under three standard days, 64 hours to be
both their previous actions and their choices during precise, to fulfill a series of complex missions before the
this final act. Founding Festival, and the time they take to carry out
The Charred Claw’s constant meddling is finally each task will reflect on their ultimate success or failure.
revealed and the adventurers will have a more complete Be sure to keep a careful tally of the number of hours
view, and hopefully a clearer understanding, of the real the player characters take to fulfill their missions during
intentions behind the Claw’s various machinations. the adventure, and use the Golden City Map to calculate
the time they spend moving from one area to the next.
Be it as hard-pressed saviors or willing agents of chaos, This has many consequences throughout the story, and
the adventurers will finally come face to face with Aureus. the free hours they may enjoy to rest and prepare before
The battle’s aftermath, and the fate of Drakha, depends on Act 4 can make a great difference in their final battle
the party. Do they really support the uprising? Were they against Aureus.
forced into confronting Aureus? Will the Golden City fall? Remember that, while time in the Golden City
Or will it stand proud, shaken from the recent events but passes differently, adventurers still need to take a long
still a beacon of law in the Drakhan Mountains? rest for 8 hours out of every 24, or risk exhaustion.

Adventure Hooks
This adventure assumes that the party is made up of
Valernian residents of the Golden City, brought to Drakha
as prisoners but now respected because of their skills.
If the characters have specific variant backgrounds,
assume they were in fact summoned to Drakha, or to the
Golden City, by one of the interested parties—Dhu’Myr
and Solimarnex both have contacts and artifacts with the
power to summon help from other worlds—to aid them
in their plans to destabilize Aureus’ rule:
During their normal adventures, the adventurers have
noticed a strange red moon, an unusual event in the sky
of their world. Shortly after the rise of this red moon, the
characters encounter a scroll, a letter inviting them to be
part of an event that will change an entire world, for a
glorious cause, and reap exorbitant rewards.
The letter is actually a magical scroll, intended to spirit
the adventurers away to Drakha upon reading. It was, of
course, planted on their world by Dhu’Myr, Solimarnex,
or one of the Charred Claw leaders, hoping to snatch an
adventurer that is skilled enough and unfamiliar enough
with Drakha to serve as a tool, and patsy, for their scheme.
You may make the scroll’s power obvious, or you may hide
it to trick the player characters into reading it.

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Introduction

MAP 1.1: THE GOLDEN CITY

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PROLOGUE: IN THE
SHADOW OF RADIANCE

T
he player characters begin their adventure taking Also, the adventurers notice that the population
a stroll around the Golden City. Describe the is preparing for a major event coming in a few days:
city briefly to them, pointing out the strange the Founding Festival, a citywide commemoration of
differences in time from the adventurers’ homeworld. Aureus' grandest creation—the Golden City itself. It
Daylight on Drakha lasts for roughly ten Rhaavan days, is the only festivity in the city that non-dragons may
and currently the city is in the last days of its night cycle. attend, and Aureus uses it to mark the time when he
inscribed the Golden Codex, which serves as the city’s
written law book, and commanded his brood to begin
the construction of his city.

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Prologue: In the Shadow of Radiance

1. East Neighborhood 2. The Broken Fang


The adventurers begin in the Outer Ring’s East A well-known but utterly discrete “Valernian Only”
Neighborhood, which is filled with humanoid-size tavern in one of the many market plazas across the
dwellings, lanes, stores and businesses. As they walk, Outer Ring, the Broken Fang has functional and
a lean man approaches them, smiling warmly. unremarkable interiors, even if certain important
Valernians are rumored to come here and trade in
“luxury items and choice information.”
“Forgive me for approaching you thus, kind
heroes.” The man’s voice is low-pitched and calm. Once the adventurers enter the building, the familiar
His face is angular with sharp cheekbones and a noises and warmth of a “normal” tavern greet their
strong, if a bit pointy, chin, and his hair is a bit senses. The place is cozy and well-furnished, and the
matted, dirtied from hard work. As he smiles at player characters notice its patrons are all Valernian, that
you, once more, you notice he is missing a couple is, humans, elves, gnomes, halflings, and other non-
of teeth and that, even though he looks slender, draconic peoples. They are mainly businesspeople and
he has visibly wiry muscles. traders, and seem at least moderately successful. Most
of the patrons mind their business, but a few look at the
“You sure are quite… noticeable individuals. I
won’t dally with long explanations: Prasimun, the party with mild curiosity.
water broker, would like to see you as soon as you The adventurers notice the man that approached
have time. He’ll be waiting at one of the private them earlier to deliver the invitation to meet Prasimun
rooms over at the Broken Fang. Come as you will, here. He stands from his table and greets them, leading
but don’t keep him waiting for long. He’s an old them to a more private part of the hall. There, an old
man and needs his rest.” man in fine robes is sitting on a cushioned high chair.
Without sudden moves, the lean trader slowly He addresses the player characters directly.
stands up and walks away, raising his hands to
show he means the adventurers no harm, and “I’m pleased you agreed to come. Your reputations
dismisses himself saying, “Until we meet again, precede you and, of course, speak for themselves. This is
mak’tir ur’hrah.” the reason that I dare present you with a… proposition
that requires utmost discretion.”
The old man looks at the man standing next to
the table, who nods. “Idannlor here is a requisition
Any character that understands Draconic recognizes that collector. He knows everyone in the trader squares and
the last phrase means “beloved of the same brood” or “the those dragonkin most willing to do business with us.
same dear people as me.” Especially those who are most sympathetic to Valernian
If the party has spent at least a few days in the Golden concerns regarding our… station in the order of things.
City, they have heard of this old trader Prasimun. He Tell me, what do you know of the Golden City?”
is a harmless and well-liked human merchant in the
Outer Ring, brought here during a raid on the world of
Rhaava decades ago. Otherwise, a DC 22 Intelligence Prasimun (N male human commoner) and Idannlor
(Investigation) check will confirm this information. (LN male human commoner) tell the party all about the
Golden City. Let the player characters ask any question
Asking any citizen, dragonkin or otherwise, about the they wish, but mostly take this opportunity to explain
Broken Fang reveals that it’s a well-known Valernian-only the city and its class struggle between dragons and their
inn, meaning that, for the most part, dragonkin don’t Valernian subjects. Prasimun and Idannlor assume the
frequent it, down in Matharek Square, a good half hour’s adventurers will, of course, automatically side with
walk away from the East Neighborhood. As soon as Valernians on this issue.
the adventurers proceed to the Broken Fang, mention
the preparations for the Founding Festival again as they When the party more or less understands the situation,
Prasimun explains how a growing number of influential
walk to their meeting. Valernians have become fed up with their lot as second-rate
citizens and want to do something to change it. Knowing
negotiations for improved conditions will ultimately end
in a stalemate, if they even reach Aureus' High Council,
the “league” has agreed that it is time to move on to a more
active way of having their demands met.

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If the adventurers question him further, he will answer After giving these instructions, Prasimun leaves.
their questions and make it quite clear that yes, this thing Idannlor can debrief the party on Luuthara, Xinlei, or
they are planning is an uprising, and they have the means Azarax, as described in the “Adventure Background”
to carry it out. section, and discreet paths to their respective locations.
Prasimun wants the party to help some of his allies He also suggests meeting with Luuthara first. She
prepare for the uprising before the Founding Festival. Once may have something to help the other two tasks move
the player characters are satisfied with the information considerably faster.
provided, he presents them with three missions. If the Idannlor estimates that all errands should be completed
player characters ask what’s in it for them, he tells them within 24 hours, depending on how the party handles
that, being so “notorious and capable,” they will most the transportation. They can take longer if they wish to
likely be among the first to be considered for positions carry lighter loads or be more cautious, but Idannlor
of leadership in the “new order of things'' to come. If suggests they don’t, as the Founding Festival is barely
that doesn’t seem to interest the party, Prasimun also three Rhaavan days away.
promises they will be rewarded for their efforts.
Once the party is ready to perform any of the three jobs,
Prasimun doesn’t care which mission they chose to carry the prologue ends and the adventure proper begins.
out first, as long as they complete all three of them. These
are the missions, as he explains:
• “Try to get in touch with Luuthara, the mechanicist. Roleplaying Prasimun
She has unique skills that could help the cause Old for a human, the water-broker Prasimun was offered a
but is… reluctant to directly cooperate place in the Golden City after he created a small emporium
with us. Her partner Meerynna is more by himself in the outskirts of Aureus' vast territory, which
agreeable to our ideals, but she will
support Luuthara first and foremost. gained him a reputation as a careful developer and
She might help you change her partner's aggressive competitor, something the Fulgen dragons
mind or at least find a way to help you.” found pleasing and worth preserving.
• “Also, my old friend Azarax from the Despite his professed loyalty to the
porters guild is ready to provide us with Golden City, he believes in freeing
a load of magical weapons, supposedly Valernians from their second-rate status
good against dragons, and other and, perhaps some day, creating a law
smuggled goods, but he needs that allows them—or at least those
your help carrying them to that will come after him—to
the warehouses he has near return to their lost homeworld.
the Middle Wall, where His plan is to instigate
our people can readily
access them.” a grassroots movement, a
people’s revolt, that spreads
• “Then there’s Xinlei, a very across the Golden City during
smart elf alchemist and a loyal the Founding Festival, forcing
supporter. She has developed a Aureus to meet him and his
powerful explosive which she keeps people in the Court of Trials,
in a secret storage area. However, the ceremonial challenge arena,
this place is no longer useful. The and to listen to their reasonable
explosives need to be moved to a demands.
safer, more convenient location.”
Whichever of the three missions the
adventurers choose to fulfill first, it’s
up to them; however, Prasimun and
Idannlor stress that it must be done
quickly and, above all, discreetly.
Prasimun points at where his associates
operate on the Golden City Map: Luuthara’s
workshop is in an industrial district in Area 3,
Azarax can be found at the Commerce Court
in Area 4, and Xinlei has a laboratory in Area 5.

Prasimun

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ACT 1: FROM TAIL TIP
TO HORN POINT

T
he adventurers are free to decide who they want RANDOM ENCOUNTERS DURING ACT 1
to visit first between Azarax, Xinlei, and Luuthara,
While the adventurers are still virtual unknowns at this
so we suggest you read this section beforehand
point, it is possible for their activities to draw the wrong
to prepare for any decision by the player characters.
kind of attention. When the text calls for it, or when you
Should anything unexpected happen, a couple of random
consider the player characters to have been too careless,
encounters (see the “Random Encounters During Act
roll once on the Golden City Encounters table and run
1” sidebar) can be easily accommodated here to get the
the indicated encounter. The stats for all listed creatures
player characters back on track.
can be found in appendix A.

Timekeeping
Many of the missions during Act 1 indicate the number
of hours they take to carry out. Keep a tally of these
hours, adding any hours spent in short or long rests, and
make a record of the total when the party finishes Act 1.

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Golden City Encounters
1d10 ENCOUNTER NOTES
1 Dragonkin Thugs Some drugged dragonkin looking for trouble with “filthy Vh’lernians”; if the
adventurers let themselves be provoked into a fight, a troop of Fulgen guards
(see result 4–6) arrives to round everyone up
2-3 Dragonkin Snoop Sent by the Charred Claw or Dhu’Myr to tail the adventurers from a distance; if the
party detects him with a DC 22 Wisdom (Perception) check, he tries to escape.

4-6 Fulgen Guards A common dragonkin patrol, looking for anyone acting suspicious around the city;
the adventurers may convince them they are not “acting suspicious” with a
DC 21 Charisma (Intimidation or Persuasion) check
7-8 Fulgen Goldclaws An elite patrol, warned about a “group of dangerous radicals” that match the
adventurers’ description

9 Charred Claw Assassin An elite agent of the Charred Claw, sent to kill one of the adventurers and escape;
she flees if forced to face more than one adventurer at the same time
10 Adult Fulgen Dragon A dragon passes overhead, ignoring the adventurers unless provoked

3. Luuthara & Meerynna’s “So, what can we do for you?” A woman’s voice
Mechanicism Workshop comes from behind a pile of planks. A second voice,
the one you heard cursing as you entered, chimes
in, “And better be quick ‘bout it! We’re ‘bout to test our
If the party has already visited both locations 4 and 5, latest prot’type!”
they have drawn some attention to their activities. Roll “So…?” the human woman, presumably
for a random encounter on the Golden City Encounters Luuthara, asks as she slides around the piled planks
table while the adventurers travel to this location. and stops before your eyes. She’s sitting on a… chair
Luuthara and Meerynna’s workshop is in one of the that’s set atop treads. She has short auburn hair
busy warehouse and industry districts of the Golden City. and muscular arms. Next to her, you see a pepper-
blonde pint halfling, smiling coyly while caressing
Take note of the time the players spend reaching this point, the back of Luuthara’s chair, filled with pride. This
and read the following as they approach the location: must be Meerynna.
“Yeh, so geddit out already! What can we do for
You arrive at a busy part of the City’s main youse, huh?” The pint says.
trading square. At the end of a tidy cobbled
street, you spy several parked carts of unusual
design, with porters flexing their muscles or These are Luuthara (female N human commoner),
relaxing nearby. They are in front of the open the neighborhood’s only mechanicist, and her partner
gates of a square building from which you hear Meerynna (female NG halfling commoner). The party
hammering, sawing, creaking, and mild yet is to try and convince them to aid the uprising by
heartfelt cursing in a sweet, feminine voice. lending whatever equipment they can. Try to nudge the
adventurers into using real arguments and deploying their
own diplomacy instead of resorting to die rolls to gain the
mechanicists’ help
The place is a midsized warehouse outfitted with
several workstations where saws, workbenches, and If convinced, the couple take the adventurers to the
strange-looking contraptions are placed. Many assistants end of their shop to show them their latest innovation:
come and go carrying wooden planks, rods, or sections the treadcart. This is a gloriously awkward contraption,
of insect shells or pushing unattached wheels. Others made of wood and shells, like most Fulgen-made carts,
busily tend to boiling cauldrons in which they place a but furnished with two sets of treads. One is a triangular
gelatinous, three-inch-thick membrane given to them by treadmill that replaces the usual two-wheel axis, and the
still other shop hands who scrape it from the inside of other is a powered treadmill at the front, which allows for
the chitinous insect shells. The air in this section of the an operator to carry three times the load at three times
workshop is thick with a pungent cinnamon-like smell. the usual speed.

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Act 1: From Tail Tip to Horn Point

Luuthara has four prototype treadcarts that she may As her mechanicist skills developed, Luuthara came
sell to the uprising, but the adventurers must pay 500 gp up with a system of pulleys which allowed for lifting and
for each of them with their own gold, since Prasimun gave moving bigger loads onto and off of the carts used to
them no advance. The player characters may halve the transport grain sacks around the city. That was around the
amount with a successful DC 16 Charisma (Persuasion) time when she met Meerynna, a lithe, enthusiastic, and
check, or pay only 50 gp per cart if they sign a voucher and skilled pint who entered her workshop as an apprentice
promise to return the prototypes later. and, over the years, chose “Chief Mechanician Luuty” as
her partner and lifelong companion. It was between them
Regardless of the deal struck, the adventurers need to
that they came up with the idea of the tread cart, allowing
“steal” the carts out of the workshop, so that Meerynna
even a pint to move heavy loads at speeds faster than the
and Luuthara have plausible deniability if they are caught
fastest courier could on foot.
with the carts. They let the party break in and steal the
prototypes later that day while the workshop is closed.
The player characters must wait 1 hour before the shop is
closed, after which it remains closed for eight more hours. 4. Commerce Court
Sneaking into the closed workshop requires a
successful DC 16 Dexterity (Stealth) check. If it fails, the Possibly the busiest part of the Outer Ring, Commerce
party makes enough noise for the GM to roll once on the Court is where Valernians, dragonkin, and dragons all
Golden City Encounters table. If the check succeeds, the meet to swap, trade, and offer almost all manner of legal
adventurers need do nothing else, as Meerynna leaves the goods and regulated services.
workshop open for them. If the PCs try to rob anything
else, or actually steal the prototypes without dealing with As the adventurers approach Commerce Court, read
Luuthara first, they do raise an alarm, calling 6 Fulgen them the following:
guards to the scene.
With or without the treadcarts, once the adventurers
leave this area having tried to arrange a deal with Luuthara Commerce Court is an enormous decagon
and Meerynna, the player characters’ task is complete. If surrounded by buildings of all sizes and dotted
the party has already visited both locations 4 and 5, you with tents on all its ten sides—a few of the
can proceed to the “Rewards” section at the end of this act bigger ones are closer to its center—and teeming
before moving on to Act 2. with Valernians, dragonkin, and dragons, all
peddling, haggling, or looking for all kinds of
goods and services. Torches illuminate the stalls
Roleplaying Meerynna and and the walkways between them, leaving few
places in shadow.
Luuthara An enormous statue of Aureus, made of the
Meerynna and Luuthara are a couple of sympathetic and same rock as the city’s walls, stands majestically
supportive women, but not quite willing to risk their lives amid the busy plaza, lording over the court. Its
or livelihood by getting directly involved in the uprising. base has all of its ten sides inscribed with the
Meerynna is particularly adamant about not doing dictum that rules every transaction held here:
anything that might put Luuthara in danger. “For honest trade, forge a fair deal.”
Luuthara lost the use of her legs during the raid that You also notice several units of Steelclaws,
brought her to Drakha. However, Rivo Saego, a gnomish Valernian city guards, patrolling the place, and
warehouse worker, took in the crippled child and helped a couple of dragonkin watchers sporadically
her survive her injuries. He made sure to teach his craft interacting with them. All seem very relaxed and
to Luuthara and that she never forget “the power of her unsuspecting, used to the busy yet uncomplicated
willing mind applied to tools.” Once Luuthara was strong and cordial environment of Commerce Court.
enough to work, Rivo designed a couple of crutches and
a skid she could use to move around their small hovel and
If the party has already visited both locations 3 and 5,
inside the grain warehouse where they worked. they have drawn some attention to their activities. Roll
As she grew older, she began modifying her skid to for a random encounter on the Golden City Encounters
have it become a bench first, and then, after much trial table as the adventurers walk across Commerce Court.
and error, the ubiquitous trademark treadchair everybody The party’s mission is to find Azarax, gather his hidden
associates her with nowadays. weapons and gear, and transport them to secret stashes
around the city. While they look for Azarax, this is a good
opportunity for them to buy some equipment.

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There are all kinds of food, tools, clothes, healing
potions, and alchemical items on sale. If the player As you reach the spot known as Azarax’s Corner,
characters look for weapons, armor, or magic items you see a man with a deep tan and long black hair
other than scrolls or potions, they can find them tied into a tight knot in the fashion of the Primalian
through unlawful channels by succeeding on a DC mountainfolk of Valerna. His frame can best be
26 Intelligence (Investigation) check, but successful
or not, this draws attention, requiring a roll on the defined as muscled without being imposing. His
Golden City Encounters table. face is rugged, and his gaze deep. But his smile
seems sincere. He’s sitting atop a cart’s box and
No violent interactions are allowed in Commerce placidly sipping his mukura tea.
Court, but there is some aggressive wheeling and dealing
between the Valernians and some dragonkin, all under With a side glance, he notices you as you
the amused scrutiny of the Steelclaws. However, there are approach his place of trade and raises a hand.
certain places where bets are placed on fighting cricket' “I’m on my break, friends,” he tells you and takes
matches, with the mild cursing and shoving that another sip of his tea. “A man needs his rest. Still,
comes with losing. should you need to move something heavy… to
If the player characters succeed on please your older relative and his big, big family…
a DC 16 Wisdom (Perception) or I’m all ears.”
Intelligence (Investigation) check
or if they ask for Azarax by name,
they find their way to the farthest Azarax (NG human male commoner) says the last words
corner of Commerce Court, with a wink, indicating he knows why the adventurers are
where the activity is less frantic here and hinting at the fact he’s referring to Prasimun and
and the space is less crowded. his league. If the party fails to catch on, you may allow
them a DC 12 Wisdom (Insight) check to understand
his meaning.
He leaps off his box, and leads the party to where he’s
stashed his empty carts and their porters. If the party has
secured the treadcarts from Luuthara and Meerynna, they
don’t actually need these, but they still need Azarax’s map
of where the smuggled weapons are and where they
must be taken.
Azarax has a map that shows a cave just outside the
city, where the weapons his people have been smuggling
for years remain hidden. The map also shows the three
warehouses near the Middle Wall where the weapons
need to be taken so that they will be ready for the
insurgents when the time comes. He gives this to the
adventurers and offers his carts and the service of his
colleagues to accompany the party to the marked places.
If the party doesn’t already have Luuthara and
Meerynna’s treadcarts, they must pay Azarax 90 gp for the
use of six carts. This is non-negotiable, as Azarax needs
it all to look like a lawful transaction to the dragonkin
inspectors. Azarax and a few of his porter friends offer to
pull the carts for free, however, unless some adventurers
volunteer for the job.
Once the deal is sealed, Azarax loudly addresses one of
the adventurers, asking them to “Come up with a more
reasonable offer if you want my associates’ services,” and
bidding them a good day, so that the meeting raises no
suspicion among onlookers.

Azarax

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Act 1: From Tail Tip to Horn Point

Roleplaying Azarax 5. Xinlei’s Compromised


Azarax is Valernian from Sabaar, where humans are Laboratory
considered second-class citizens. After being kidnapped,
taken to a different world, and finding himself in the
exact same position, he has finally become fed up with Xinlei’s makeshift laboratory is in one of the living quarters
it. He joined Prasimun’s conspiracy as a representative of closest to the Outer Wall. If the party has already visited
the common folk, the porters, the market workers, and both locations 3 and 4, they have drawn some attention to
everyone who makes a living by working for people like their activities. Roll for a random encounter on the Golden
Prasimun. City Encounters table while the adventurers head to
Azarax is a renowned porter, one of the several their destination.
hundreds of Valernians who sell their physical strength,
vital to the transportation needs of Commerce Court Read the following when the adventurers finally reach
merchants, and he is popular among the Commerce the Outer Wall dwellings:
Court porters.
He is also one of the few Valernians ever granted As you are walking toward the address that
the rare Maerush’knat (“Trusted One”) dispensation by Prasimun gave you for Xinlei’s lab, a cowled figure
dragons, allowing him regular access to the Inner Ring turns the corner, surprising you.
without needing to renew it for every trip. This has won
him status among his colleagues, turning him into a leader “My friends!” The hooded figure tells you and
of sorts among the porters and couriers, and helping his raises her hands to show she means you no harm.
“side jobs” go unnoticed, so far. “I’m glad I found you here and didn’t have to walk all
the way to your quarters.” Under the cowl, the figure
This helps Azarax remain both liked by the city’s turns out to be an Ellari woman, a silver elf with a
Valernians and largely ignored by dragonkin. He can pale complexion and white eyes that seem to have
manage to pass largely unnoticed by the Golden City’s
security forces, the Steelclaws (Valernians loyal to Aureus, no pupils. Even though she looks happy to see you,
which Azarax despises as “sellouts and collaborators”) and her eyes betray long hours of worry.
the Goldclaws (the dragonkin elite guard). “Come, let me walk with you.” The elf’s voice is
polite, but no longer tinged with joviality. “Give no
hint of surprise. Chat casually among yourselves and
The Delivery ask no questions. I’m Xinlei. I can’t meet you at my
laboratory.”
When the party is ready to travel to the smugglers’ cave,
explain to them they must proceed to the hidden stash
at the smugglers’ cave in the Dried Banks, a ravine in the Xinlei (CN female elf Mage) is Prasimun’s alchemist
city outskirts (Area 6 in the Golden City Map), take friend. Allow the player characters to react to her sudden
the weapons, and bring them back to the Middle Wall appearance. Any attempts to reveal her motives or
warehouses (Area 7 in the Golden City Map). The staff uncover her true identity confirm that she is telling the
at both locations have been briefed of the adventurers’ truth. She continues:
arrival, so no questions will be asked at either the pickup
or any of the dropoff points, especially if the party has
Azarax with them. The elf exhales as she leads you away from the
widest avenues. “I’ll explain. I fear my cover is
Use the Golden City Map to make a note of the
time required to make the run from Area 4 to Area 6 going to be blown soon. Bolgo, that smelly saltrock
and back to Area 7. The adventurers require at least one picker, is as ambitious as he is a gossip. In his
short rest during the operation, which adds at least 1 obsession to collect the largest load before returning
hour to their timetable (or more if they choose to take a to the city, the gnome wandered too far from the
long rest instead). The players may perform the delivery walls while looking for saltrock and too near to
on foot, by using Azarax’s carts, or use faster means of where I was testing another of my mixtures. You
travel if they have them; however, Azarax insists that the need to act fast. Here’s the key to my lab. Act before
sight of Valernians pulling carts is quite normal in the that lumper warns the guard, or worse.”
city, so that method would draw minimal attention. With that, Xinlei claps and loudly laughs as
In the event the adventurers have secured Luuthara and she stops walking. “I’ll be sure to remember that
Meerynna’s treadcart prototypes, they may halve the time one, my friends! It was my pleasure to meet you. Be
required to reach the stash and bring it back, plus they can well!” The elf then turns away and shuffles into
perform the entire operation without requiring a rest. the crowd, vanishing as quickly as she arrived.

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Again, any efforts to determine the truth of what All characters in the area, which may include innocent
Xinlei is saying reveal that, while she is indeed a bit passersby, must succeed on a DC 18 Dexterity saving
paranoid, she is being honest. The talkative gnome she throw or take 90 (20d8) fire damage and begin to burn,
mentioned has been gossiping about strange goings-on in taking an additional 9 (2d8) fire damage every round. A
her lab, and it’s only a matter of time before the rumor, successful saving throw halves the initial damage and
or Bolgo himself, reaches the authorities. The party needs negates the ongoing damage. Any character who was
to be both quick and careful about taking the explosives carrying one of the exploding crates gets disadvantage
out of Xinlei’s lab and to Prasimun’s warehouses along the on this save. A burning creature may use an action to
Middle Wall (Area 7 in the Golden City Map). put their flames out and stop receiving fire damage. This
Once the adventurers have the key that the frightened can also be achieved by dowsing the flames with water.
elf gave them, retrieving the explosives is straightforward The destabilizing load in a crate can be restabilized by
enough. She left the substance neatly packed in two large
leaving it stationary for one hour, as revealed by a successful
crates and labeled them simply “these.”
DC 18 Intelligence (Arcana) check. Without success on
As the adventurers exit the warehouse, they see a gnome such a check, however, the noises coming from the crate,
that runs quickly away. If they give chase, they can stop or even if it is left alone, make it difficult to discern when the
kill him easily (AC 12; 10 hp), but this draws attention, load has become stable again. After one hour of waiting,
forcing a roll on the Golden City Encounters table. Let the a successful DC 20 Wisdom (Perception) check will
adventurers know that the guard has been alerted to them, inform the adventurers that the load in the stationary
and they must transport the explosives as fast as they can to crate has restabilized, but failing that check provides
avoid being caught. them with no information besides the various nerve-
Taking the explosives to the Middle Wall requires at wracking sounds from within, which subside after two
least one short rest, which adds 1 hour to the required hours of the crate being stationary.
travel time. However, if the adventurers have secured the
For every 3 hours that the adventurers spend carrying
treadcarts from Luuthara and Meerynna, they halve the
time required and need no additional rest. their load, roll once on the Golden City Encounters
table. If they blow up a crate, 4 Fulgen Goldclaws arrive
The party may further halve the time required for within one minute and quickly single out any adventurers
transport by running, but this would risk destabilizing remaining in the area as responsible for the explosion.
the explosives.
Once the party arrives at the Middle Wall safehouses
For every hour that the adventurers lug the at Area 7 and delivers the explosives, or the news that
explosives through the city, each adventurer hauling they have exploded, their task is complete. If the party
one of the crates must succeed on a DC 14 Dexterity has already visited both locations 3 and 4, you can
check, adding their proficiency bonus if they have the proceed to the “Rewards” section below before moving
land vehicle proficiency. If the player characters are on to Act 2.
running to halve the time spent, the DC of this check
increases to 22. If the save fails, the crate’s loaded vials
begin to rattle, and hissing and bubbling sounds can
be heard, indicating that the load is destabilizing. 6. The Dried Banks
For additional flavor and tension during this
scene, you may describe how the sides of the carts
dangerously bump into walls, have the adventurers The weapons await at the Dried Banks, a ravine and canal
trashing stalls as they speed through them, or have the network located just outside the Golden City.
carts jumping down stairs or ramps or diagonally from This is where the insurgency has been hoarding
atop ledges and onto a lower terrace. Do not, however, whatever weapons they have been able to scavenge, steal,
put the adventurers in a situation where their carts or improvise over the years, including a prized collection
will unavoidably roll over, catch fire, or have a head on of thirteen dragon slayer weapons obtained from the black
collision against some unmovable object, unless they market, in preparation for the uprising to come.
willingly make it happen.
As the players arrive, a few insurgents posted at the
If the adventurers continue to move a crate with site lead them to the weapons cache. They have the
a destabilizing load, it will become apparent that the adventurers’ descriptions and were warned of the plan,
noises are growing louder, and the crate will begin so they offer no obstacle to the mission.
to shake mildly. If the adventurers continue moving
a load in this state, it explodes, causing everything
within one city block, including the other crate if it is
present, to explode as well.

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Act 1: From Tail Tip to Horn Point

The stash is not too big, but it will arm at least 300
rebels with masterwork axes, scythes, and spears in good
condition; about a dozen elite warriors with dragon slayer
swords; and several hundred more with common weapons.
The area is dotted with caves of usually small size, yet most
have enough room to accommodate hidden caches… or
several living creatures.
Prasimun and his allies don’t dare dream that a
thousand armed people, even with dragon slayer
weapons, will be enough to challenge draconic rule, but
perhaps it will be enough to incite a good portion of the
Valernian population to join the uprising as it spreads
along the Outer Ring. In fact, the plan depends on that.

7. The Warehouses
These are three nondescript warehouses at the edge of
the middle wall, chosen specifically for their unassuming
appearance and location.
Bringing the weapons cache or Xinlei’s explosives back
to this area should be pretty straightforward, unless the
players used faster means of transportation than simply
carrying Azarax’s carts.
If the party used only the carts rented from Azarax,
they draw little attention to themselves. However, the
sight of Luuthara’s strange carts, or more outlandish
means, draws far more attention, requiring two rolls on
the Golden City Encounters table as the adventurers
deliver the load between warehouses.
Once the adventurers have delivered the load, their
task is complete. If the party has already visited both
locations 4 and 5, you can proceed to the “Rewards”
section at the end of this act before moving on to Act 2.

Rewards
For the successful completion of this portion of
the journey, award all player characters a milestone
advancement to bring them to their next level, which is
typically 18th level, unless they skipped some portion of
this adventure.

Lawbreaker Weapons

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ACT 2: SMALL FAVORS

A
ct 2 begins when the player characters report their • If it took the adventurers more than 36 hours to
success, or failure, to Prasimun and leads to an finish Act 1, dawn surprised them halfway through
unexpected, and potentially dangerous, side quest. their missions, and Act 2 begins in broad daylight.
It won’t be night again for nearly 10 Rhaavan days.

Timekeeping
As Act 2 begins, tally the total number of hours the party
Payment
has spent performing the tasks in Act 1. When the characters head back to Prasimun, he gives
them 1,000 gp if they successfully fulfilled at least one
• If it took the adventurers 24 hours or less to finish
of the three tasks.
Act 1, it is still deep in the night when Act 2 begins.
The streets remain dark and lit by torches. If the party fulfilled all three tasks successfully, Prasimun
also presents them with one dragonslayer sword, set
• If it took the adventurers between 24 and 36 hours
aside from Azarax’s special delivery. The characters can
to finish Act 1, the sky gradually cleared without them
request any sword type, as the cache contains different
noticing, and Act 2 begins in a clear, sunless twilight.
weapons, and he will graciously offer whichever sword
style they ask for.

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Act 2: Small Favors

After this, Prasimun leans back in his chair and


addresses the player characters gravely: This should be enough to convince the player
characters that whoever sent the letter is, at least, not
fooling around. If the adventurers question Prasimun
“You have proven to be resourceful, and we or Idannlor about this Dhu’Myr, they tell them she
are in dire need of resources,” Prasimun says, is a rich and very well connected merchant from the
softly coughing into a napkin. “One of our upper-class neighborhoods and would be a priceless
supporters in the highest spheres of the city, a asset to the uprising; trying to win her over would be
dragonkin magistrate from Aureus’ council, has time well spent for the cause.
promised us certain maps, showing quick routes
and patrol blockades, so we can avoid Aureus’
guards during the festival. He was supposed to
send these maps to us days ago, but he has been 8. Procurers’ Lane
under constant surveillance. He has promised
to meet us at the Silver Wing inn but only four
hours before the Founding Festival. This leaves us When the player characters decide to seek the sender of
very little time to prepare.” the mysterious letter, they may follow the directions on it
to Procurers' Lane, a neighborhood known for housing
the most reputed and expensive shops in the Outer Ring.
Allow the party to intervene or comment if they wish,
before Prasimun continues: To reach this neighborhood, the adventurers must take
the Outer Ring's High Street, marked by an increased
presence of dragonkin merchants and customers, all of
“At that date, I will be needed to coordinate the which seem to have a much higher social status than the
various groups readying the attack. We need to attack most successful Valernians. There are three guard posts
not only Aureus but also his sense of law by attacking across the wide avenue, and while it looks busy, the crowd
the city, its citizens, and its structures; and I need to here is not as big as in any of the other parts of the Outer
check on the bombs, the mob movements… I need Ring.
someone to be at that meeting and retrieve those plans Dhu'Myr's business, a mix of a parlor, shop, and
for us right before the Festival. Someone trustworthy. gallery, is a massive building dominating the corner of
Someone resourceful.” Procurers’ Lane and High Street, with an ornate sign that
reads Suur’lansche (“Pleasant Respite” in Draconic).
Read the following aloud when the adventurers enter
If the party agrees to this mission, Prasimun thanks the building:
them even further, and tells them the contact’s name is
Sulakkos, known as “the Agreeable.” They are to meet
him in the Silver Wing inn in the Mid Ring (Area 11 in
As you enter the shop, the sheer amount of
the Golden City Map), four hours before the Founding
luxurious and varied items overwhelms you.
Festival. After thanking the party again, Prasimun
Armor pieces of the highest quality for both
dismisses them and goes back to his business.
dragonkin and Valernians are fixed for display
In timekeeping terms, the meeting with Sulakkos takes on the wall to your right. The left one is adorned
place at hour 60. Let the adventurers know how much with fabrics and tapestries of myriad colors, but
time they have until then, and inform them they may all tastefully placed to create a huge, abstract
do anything they wish in the meantime. mosaic pleasing to the eye. Bottles of perfume sit
As soon as the adventurers leave Prasimun’s presence, over an exquisitely carved bone table, opposite the
a hooded courier approaches them and hands them a spirits in transparent vials and corked decanters
letter, claiming it comes from “the parties responsible presented on a table hewn out of a single rock.
for their presence in the city” (which, if they arrived by Wealth is both apparent and everywhere, yet
the teleporting letter-scroll trap, is the truth). somehow, there's neither excess nor lack of taste
The letter politely requests that the party meet with in how it is displayed. Everything is precisely set
a well-known and respected dragonkin merchant going to please and entice the onlooker.
by the name of Dhu'Myr. This person claims to be A beautiful Fulgen dragonkin, wearing a taaba
unconvinced by Prasimun’s plan. Yes, she knows about silk gown patterned to look like mauve cobwebs,
it, but she intends to remain neutral during the coming makes her way toward your group and greets you
revolt. Yet, Dhu’Myr has a proposal for the adventurers, effusively. “At long last, you are here!” Dhu'Myr
as she’s aware of their reputation and… "certain courier nods and slowly extends her hands.
activities they likely want to keep secret."

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After the introductions, Dhu’Myr welcomes them warmly
and politely and invites them to the back of the shop, where “As I said, there is a certain… interested party,
she has “something that should catch your eye and appetizers who wants to acquire The Golden Codex. They
sure to please your palate.” Then, she gracefully makes her way offered a stunning reward for it and honored me and
to the back of her emporium and effortlessly opens a heavyset my information network with their trust to carry out
door into her office. Even a dragonkin should not be moving a the plan. They, however, suggested I tap… outsider
door that heavy with such ease. talent for the most unsavory part of the sting. That
you got involved with Prasimun’s little rebellion
Dhu’Myr slides a shelf to one side, revealing a hidden,
before I could reach you is of no consequence to me.
descending stairwell. She bids the party to follow her
What I care about is your ability to approach the
down, amused at any reaction of wonder or surprise. When
Scriptorium undetected, switch The Golden Codex
the party follows, the stairwell leads down to an archway
with my copy, and bring the original back here. I
and then to a wide storage room. When the last of the
have never received such a formidable or dangerous
adventurers enters the room, the arch slams shuts behind
commission… But I never fail a customer.”
them. Dhu’Myr asks them not to be alarmed. This is only
to protect their privacy. Then, she cuts to the chase.
Dhu’Myr reveals that she is well aware of both Once her real objective is exposed, Dhu’Myr proves
Prasimun’s plot and the adventurers’ association with to be a cold and exacting negotiator. She makes it clear
him, including most especially their activities so far. She that she is more than willing to use what she knows about
is quick to assure the party that she does not intend to act the adventurers if they refuse or back out. However, she
on that knowledge. Her interests have always been more sweetens the deal with 20,000 gp in coin and jewellery
artistic than political. In fact, the tidbit about Prasimun, as the player characters’ take in this joint venture, if they
as well as the idea of contacting the adventurers, came play their part satisfactorily.
“from a third party, one well outside my regular circle of
friends. But don’t fret, my darlings… A very interesting Finally, Dhu’Myr admits that she sees the planned
deal sprung from this exchange of information, which is uprising as both viable and game-changing, so “it is in
what brought you to my shop and into my private vault.” my best interests to actively protect your reputation. It
wouldn’t do to have the revolution crippled before it
Any spell or effect aimed at detecting falsehood or had a chance.”
evil intent reveals Dhu'Myr is being fully honest with
the player characters. She’s telling the truth. However, Dhu'Myr remains polite and calm during the whole
she is hiding something. The aforementioned spell or meeting, never showing any sign of aggression or any
effect, or a successful DC 28 Wisdom (Insight) check, pleasure in the idea of her blackmailing them. If the
gives the adventurers the feeling that there is something adventurers confront her about being cajoled into stealing
slightly odd about her. This, of course, is the powerful for her, Dhu'Myr reveals that she is, in fact, the reason that
shapechange spell that makes the cunning Magnifex their identities have not become public knowledge yet and
dragon appear like a Fulgen dragonkin. A detect magic that the guard is not hot on their heels right now. She has
spell also reveals her intricate ring has a very powerful used her considerable influence and contact network to
transmutation effect. distract the authorities and make the law of the Golden
City, a mighty adversary indeed, look the other way while
Once she feels she has calmed the adventurer’s the party blundered about.
misgivings, Dhu’Myr produces a breathtaking tablet,
radiating an aura of order. She explains it is a masterful If the adventurers agree to her terms, Dhu’Myr nods
forgery of The Golden Codex, Aureus' book of law. She politely, turns around and takes a small box from a
wants the adventurers to take this forgery and put it in bloodstone bookshelf.
place of the original, which is currently sitting in the city’s
Scriptorium. The Codex spends most of the long season
secreted away in a vault. It is only before the Founding
Festival that they take it out and prepare it for public
exhibition. And this is the best time to make the switch.
Then, Dhu'Myr gives the adventurers a map detailing
the Scriptorium's exterior and interior. She nods lightly
and continues:

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Alejandro Maroto (Order #37771216)


Act 2: Small Favors

Then, Dhu’Myr gives the adventurers three silk ropes,


“There is one last favor I require of you, in fact, a dark cloak for each character (counts as a cloak of
the actual reason I agreed to do this, although the elvenkind), and a map of the city, seemingly sketched by
reward offered by my client is rich indeed… I'd like a child. She insists that these items are gifts. “Consider
you to bring me something else from the Scriptorium. them a gracious downpayment for your service.”
It entails no additional risk, and you can solve both
matters in a single trip. Dhu’Myr’s map shows the location of the Atrium plaza
What I desire is a rune… a written rune… a (Area 10 in the Golden City Map), where the Scriptorium
beautiful carved piece and supposedly one of Aureus' is, and the directions to it through the Forlorn Lanes
most cherished mementos. Yet, His Grand Majesty (Area 9 in the Golden City Map), a semi-hidden section
never visits it or has it in a proper display… And of the city. The lanes look like a confusing, multicolored
it bothers me to no end to have such exquisite mishmash of lines, but Dhu’Myr’s map makes the way
pieces of craftsmanship merely lying there, utterly across them clear.
unappreciated. This rune you'll bring me will
be kept here, along with the unfounded rumors Dhu’Myr’s map also shows a small bureaucratic
of your involvement in anything related to… building across the plaza from the Scriptorium, which she
unlawful activities… within the Golden City.” mentions as a possible lookout spot.

Dhu' Myr

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Dhu'Myr also shares the following information: 9. East Forlorn Lanes
• The guard changes roughly every twelve hours.
• There are two patrols making rounds on the Not even Aureus or his builders could foresee such a quick
Atrium, the ample plaza outside the Scriptorium. expansion of his majestic project once the Valernians that
• The building’s upper terraces remain mostly were brought to the Golden City began breeding, and
unguarded and are the best option for gaining certain city sectors quickly became unfit to offer decent
entry and remaining unnoticed. living conditions. Thus, the overpopulated and decaying
structures were promptly vacated and demolished in order
• There will likely be traps and other security
to create better housing facilities.
measures within.
This millennia-old renewal practice resulted in
• The Vaults hold many relics, but most are useless
more than a few alleys and backstreets left amid the
mementos or gifts, which Aureus keeps out of
bigger housing complexes or buildings, meant for the
public sight. Dhu’Myr advises against stealing
building crews to efficiently move between construction
anything other than the book. It could alert the
sites while leaving the streets for the pedestrian and
guards to the switch of the Codex.
merchant everyday traffic. These hidden lanes quickly
Finally, Dhu'Myr reminds the adventurers to do their became sparsely used as the construction projects came
best to get in, complete these tasks, and get out without to an end, and then were entirely discarded in favor of
being detected. “There's only so much one can do once the wider, better lit side streets, main walks, and grand
discretion is no longer an imperative.” avenues. Thus, these narrow “ghost paths” remain
mostly forgotten by the taller dragonkin and largely
You can give the adventurers a few minutes to plan
ignored by the dragons flying above them.
how they will proceed before their trip down the Forlorn
Lanes to the Atrium and the Scriptorium. While not quite an example of urban decay, the
Forlorn Lanes are dark, very narrow passages and remain
utterly abandoned. There is a thick layer of dust almost
Roleplaying Dhu’Myr everywhere the characters look.
The dragonkin art collector is in fact a shapeshifted Adult When travelling across the Forlorn Lanes, the players
Magnifex dragon, who has been spying in the Golden may ignore the wall in that section of the Golden City
City for Brood Magnifex for more than a century. During Map, indicating that the Lanes allow access between
this time, she has built a strong network of contacts, very the Outer and Mid Ring through forgotten, half-
few of which know her true nature. condemned paths.
To the adventurers, Dhu’Myr plays the part of the If the player characters managed to complete Act 1
delightful host, displaying great taste and care in every before sunrise, the Forlorn Lanes are almost pitch black
word and motion. If the player characters came to Drakha as the tall buildings completely block any light coming
by using the mysterious teleporting scroll described in the from the inhabited portions of the city.
“Adventure Hooks” section, she starts off by admitting she
If it is morning or predawn, a dim light reaches
did write, and enchant, the letter herself, costing her a lot
them as they make their way to the Scriptorium. Also,
of vaala and paying a lot of people to get the materials and
during pre-dawn or morning you should roll once on
knowledge to make such a powerful item, because traveling
the Golden City Random Encounters table, as the
to and from Valerna to the Red Moon is no small feat. She
adventurers’ movements are more noticeable.
needed “skillful agents, who were unknown in the Golden
City, and as you know, hiring Valernians outside of the Red Otherwise, the party reaches the buildings on the
Moon is, well, such a chore… So, here we are.” northern side of the Atrium after a mostly uneventful
journey. If the players have Dhu’Myr’s map, crossing the
Forlorn Lanes maze takes half the time indicated in the
Golden City Map.

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Alejandro Maroto (Order #37771216)


A

E B

Start
Here
C

1 square = 5 feet The Atrium

MAP 1.2: THE ATRIUM

10. The Atrium The Scriptorium is a huge, 80-foot-tall building on


one side of the great plaza. While a massive building,
it feels more serene and academic than most of the
The secret route shown on Dhu'Myr's rudimentary Golden City’s grand architecture, with a more sober
map ends in an outer staircase that, in turn, leads to and subdued facade. Its walls are a bit rough, quite
unlike the usual smoothness of most other buildings
the rooftop of a large bureaucratic building facing the you’ve seen here, and they slightly sparkle when
Scriptorium's eastern facade. There is no one guarding under sources of direct light.
this rooftop, so the player characters have no problem
There is a smaller dome at the top of the front
watching the Atrium from it. wall, with twelve vents spread along its base and a
wide circular skylight instead of a ceiling. You could
climb the walls and enter through there.
There is a guard post at the entrance with two
sentries, and three other dragonkin are outside.
A Fulgen dragon flies overhead, watching the
Scriptorium from the air.
The three dragonkin don’t stand by the entrance.
Instead, they make their rounds of the building.
The sentries don’t have their attention fixed on the
exterior at all times. Similarly, the dragon keeps
making rounds, flying into and out of sight.

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A. The Scriptorium E. Dome
The Scriptorium is a huge building with monumental If the adventurers reach this area, they can enter the
walls made of blocks of Drakhan granite, a very dense building through any of the twelve ventilation shafts
and slightly porous stone with pyrite-like growths, which around it.
make climbing a complicated yet feasible task. There are
two Fulgen Goldclaws working as sentries inside the
gate’s guard post, three Fulgen guards patrolling the THE SCRIPTORIUM
perimeter, and one Fulgen dragon overhead. Once the players enter the building, use map 1.3: The
If they time their actions right, the adventurers have Scriptorium to guide their exploration.
roughly one minute to cross the Atrium and enter into the
Scriptorium without being seen. But, if the party finished
Act 1 at predawn, between 24 and 36 hours, they witness
the changing of the guard, which occupies the outside
F. Stairwell
guards and gives them a full five minutes to attempt the This staircase leads down from Area E in map 1.2: The
infiltration between the dragon’s rounds. Atrium. According to Dhu’Myr’s information, the Golden
Codex is kept in the Preservation Room, a special chamber
on the east side, while the trinket Dhu'Myr wants is in a
B. The Atrium Crossing storage room to the west, in another level further down the
stairs.
If the adventurers wish to secretly cross the Atrium
on foot, they must succeed on a DC 16 Dexterity
(Stealth) check. If it is daylight, this check is made with
disadvantage. Then, they must succeed at two DC 16
Strength (Athletics) checks to climb the outer walls of
the Scriptorium and reach the top ledge, where they can
enter the building through the twelve ventilation shafts
in the dome.

C. Ledge Access
If the adventurers want to instead reach the Scriptorium
and the dome across the rooftops, they must succeed at
one DC 14 Strength (Athletics) or Dexterity (Acrobatics)
check, plus one DC 16 Dexterity (Stealth) check (made
with disadvantage during daylight) to avoid detection.
Should a character fail the Strength (Athletics) or
Dexterity (Acrobatics) check, they can make a DC 16
Dexterity saving throw to keep their hold.
An adventurer that fails both the check and the
saving throw takes 8d6 bludgeoning damage from
the fall and must make a successful DC 16 Dexterity
(Stealth) check to avoid making too much noise and
attracting the guards.

D. Sentry Post
If the player characters fail any of the Dexterity (Stealth)
checks, the two sentries warn the patrol of 3 Fulgen
guards, who arrive within 1 round. The patrolling
Fulgen dragon arrives within 1 minute. Make it clear
to the party that they have a very short window to flee, Fulgen Guard
unless they want to stay and fight. If the adventurers
win the battle, the sentries sound the alarm, and the
Scriptorium is now on alert. In that case, all Dexterity
(Stealth) checks made while inside the Scriptorium will If the players arrived undetected, and it was still
be made with disadvantage. night or predawn at the end of Act 1, the adventurers
may move around freely without incident.

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Alejandro Maroto (Order #37771216)


H
G

The Scriptorium
1 square = 5 feet J

MAP 1.3: THE SCRIPTORIUM

If the players arrived undetected, but finished Act 1


in full daylight, the adventurers must succeed at a DC
H. Preservation Room
16 Dexterity (Stealth) check to prevent the Scriptorium’s When the adventurers reach the Preservation Room, read
dragonkin scribes and staff from raising the alarm while they them the following:
move around this level.
If the alarm has been sounded, the party must
succeed at a DC 16 Dexterity (Stealth) check, made The preservation room is ample and has
with a disadvantage, to move from Area F without several long tables and shelves filled with
drawing the attention of three more Fulgen guards. miscellaneous tools to craft, restore, and repair
artwork. On a small pedestal at the back of
the room sits the Golden Codex, a large stone
G. Courtyard tablet made from the same white stone as the
The party can spy on the Scriptorium’s inner patio city walls. On it, incredibly detailed and fine
through the vents. There are three Fulgen guards inside, draconic runes state Aureus' six founding laws.
more relaxed than the outside patrol, plus the two Fulgen
Goldclaw sentries from the entrance, who barely pay any
attention to the Scriptorium’s interior. If the alarm has
been sounded, however, both guard groups are alert and
watchful, ready to spot the adventurers as soon as they move.

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Alejandro Maroto (Order #37771216)


There is a set of chime alarms that will trigger as the
characters cross the room to reach the Codex. A DC 16
I. Lower Level Stairs
Wisdom (Perception) check is required to find the trap. These stairs come down straight from Areas E and F. If the
Thieves’ tools and a DC 18 Dexterity or Intelligence check players arrived undetected, they may move around freely
are required to disable it, or a successful DC 22 Dexterity and without incident.
(Acrobatics) check can allow a creature to cross the room
without triggering the alarm. Failure at any of these checks If the alarm has been sounded, the party must
means the adventurers trigger the alarm when they reach succeed at a DC 16 Dexterity (Stealth) check, made with
for the Codex. disadvantage, to move from Area I without drawing the
If the adventurers trigger the attention of three more Fulgen guards.
alarm, it makes a loud ringing
noise that can be heard throughout
the building. They have 1 minute
J. The Storage Room
before three Fulgen Goldclaws The storage room,
arrive at the chamber, and all containing the rune that
further encounters within Dhu'Myr requested, is
The Scriptorium should be behind a locked double
treated as if the alarm has gate. The locks can be
been sounded and the picked with a DC 19
guards are alert. Dexterity check using
thieves’ tools or broken
with a DC 24 Strength
check. If the adventurers
search the body of any
guard, they find keys to
this room.
If the adventurers
take more than 1
minute to open the
storage door, they
must succeed on a
DC 16 Dexterity
(Stealth) check,
made with
Fulgen disadvantage if
Goldclaws the alarm has been
sounded, or draw the
attention of a guard patrol
and have to fight three Fulgen Goldclaws, one of
which will have the keys to the storage room.
Once the player characters can enter the storage room,
read them the following:

The room is a large octagonal structure with


shelves lining the walls, filled with crates and
Any character that knows Draconic can read the six coffers and with several smaller boxes and cases
laws written in the tablet: on various small rectangular tables. This room
is incredibly tidy. Everything is stored in an
My will is absolute orderly fashion and with a clear system in place.
The Voice of the Fulgen Brood is law
Honor the might of dragons and our kin
The trinket Dhu'Myr wants is a shining carved rune,
Obey the wisdom of your betters clearly visible in one of the display cases, sitting alongside
Protect the value of those lesser various jewels, baubles, and strange looking pieces of
jewelry. It emits a faint violet light.
Kill only the enemies of the Fulgen; never strike against the Brood

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Alejandro Maroto (Order #37771216)


Act 2: Small Favors

There seem to be no traps, but a successful DC 28 If the adventurers have a legendary item in their
Intelligence (Arcana), Intelligence (Investigation), or possession, including the scarab of protection or the
Wisdom (Perception) check reveals that there is a magical cursed armor of vulnerability, the rune starts glowing
alarm that will go off if any intruder remains in the room with an intense purplish light and emits a low hum
for more than 1 minute. A detect magic spell points to that gradually increases in volume until it becomes a
many objects inside the room as being magical, including dissonant, loud screech that alerts every guard inside
the Scriptorium to the party’s presence. This effect only
the rune. It also reveals divination magic on the threshold ends if the rune remains at least ten feet away from
to the room and transmutation magic on all of the any legendary item or someone succeeds on a DC 28
containers in the room. Intelligence (Arcana) check to deactivate it.
If the adventurers remove the trinket from the case, it
ceases to shine, but it glows again as soon as it is moved LEAVING THE SCRIPTORIUM
near a very rare or legendary magical item, including
the adventurers’ own gear and some of the other items on If the adventurers caused any alarm while in the
display. A successful DC 22 Intelligence (Arcana) check Scriptorium, they must succeed on a DC 16 Dexterity
reveals that the rune attunes itself to strong magic and is in (Stealth) check made with a disadvantage to return to Area
E. If the check fails, they must face 4 Fulgen Goldclaws
fact a powerful artifact itself. If the character that succeeds and, if it has not yet been defeated, the Adult Fulgen
on the check also knows the Draconic language, they dragon as they leave the building. If they did not
realize it is a Rune of Truth belonging to the Magnifex activate the alarm or if they succeed on the save, they
dragon brood. exit with no trouble.
If the party remains for more than 1 minute in the Once back outside at Area E, the player characters
storage room, the magical alarms go off, and all remaining must succeed on a DC 16 Strength (Athletics) or
guards in the complex rush to the scene. The player Dexterity (Acrobatics) check to leave across the rooftops,
characters have 1 minute before two Fulgen Goldclaws taking 8d6 bludgeoning damage from the fall if they
and three Fulgen guards, plus three more Fulgen fail. The adventurers must also succeed on a DC 16
Goldclaws if the party has not yet encountered any guards Dexterity (Stealth) check, made with disadvantage if the
inside the Scriptorium, arrive. alarm was sounded, or be pursued by the same 4 Fulgen
Goldclaws and Adult Fulgen dragon mentioned above
If the adventurers try to snatch any of the other as they try to leave.
items in the storage room, consult the Storage Room
Items table to determine what they find. Forcing boxes
or display cases open to acquire these requires a DC 28
BACK IN DHU'MYR'S EMPORIUM
Strength, Dexterity, or Intelligence (Arcana) check to Take note of the time the players take to return from the
break them open, pick their locks with thieves’ tools, or Scriptorium to Dhu’Myr’s store, remembering that using
get around the magic sealing them, respectively. If the the Forlorn Lanes path halves the time required.
adventurers trigger the magic alarm, however, it seals all If the adventurers return to Dhu'Myr with the stolen
the cases, boxes and crates, increasing the DC to open any items, she receives the party in her private offices and leads
of the containers to 40. Any item the player characters them to her sanctum, where she asks for the Codex, first
have already secured remains in their possession, however. and foremost, and then for the rune.
If the characters' hand her both of the items, read them
Storage Room Items the following:
d12 ITEM FOUND
1-3 Jewelled tiara or necklace (20,000 gp value) “I see you got the deal done,” Dhu'Myr
4-6 Animated shield
tells you and proceeds to place the tablet on
a pedestal and caress the rune with a fixated
7-8 Marvelous pigments glance. “Thus, we savor the small victories,” she
9-10 Carpet of flying murmurs as she handles the rune.
11 Scarab of protection
12 Roll Again In return for the Golden Codex, Dhu’Myr rewards
the adventurers with 20,000 gp in exquisite jewelry, a
*Should the roll be yet another result of 12, the object fraction of her commission. For the rune, she gives them
found is a cursed armor of vulnerability, providing resistance to a lawbreaker short sword (see appendix B) and some very
bludgeoning damage but vulnerability to piercing and slashing valuable information. Read the following if the adventurers
damage, made from the scales of a dragon that once challenged give the rune to Dhu’Myr, allowing them to interrupt with
Aureus and failed. questions or comments as needed:

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Alejandro Maroto (Order #37771216)


If the adventurers came to Drakha thanks to Dhu’Myr’s
"Well, tell Prasimun I am sorry I cannot letter-trap, she gladly gives them another marked scroll,
provide direct assistance, but my heart goes with which should return them to their homeworld. However,
him. However, I will share this much with you: the scroll will not work until Aureus is weakened. He
One of my sources informs me that Solimarnex has erected mighty wards around the city, preventing
the Cunning, a member of Aureus' High anyone from escaping. Since he is distracted by disorder,
Council—one that especially hates Valernians— sufficient chaos should allow the party to activate the scroll
has obtained evidence of your… involvement in and return home. If the player characters read this scroll at
several illegal activities while in the city. any moment after defeating Aureus, it immediately whisks
them back to their homeworld. It doesn’t work before that.
Now, Solimarnex has a rival, Sulakkos the
Agreeable, a dragonkin merchant who is also Once the adventurers leave Dhu'Myr’s store, their task
a member of the council and is a supporter of is complete. You can proceed to the “Rewards” section
your… peoples. He is the one that has been below before moving on to Act 3.
providing Prasimun with inside information for
his planned uprising.
To dispose of his rival for good, Solimarnex Rewards
has sent his agent, a coarse lout of a dragonkin
called Zunrüs, to assassinate Sulakkos under the
pretense of a ‘very urgent meeting…’ Then, they For the successful completion of this portion of
will use the evidence they have against you to the journey, award all player characters a milestone
discredit both Sulakkos and the Valernian cause, advancement to bring them to their next level, which
thus justifying the assassination before Aureus, is typically 19th level, unless they skipped some
perhaps even pinning it on you. portion of this adventure.
One last thing. It is becoming more and more
obvious that whoever stands behind Solimarnex
wants to pit you against Aureus, which is not
good news for you I’m afraid. I can count with
one hand the beings, between my world and
yours, that can stand up to Aureus in his glory.
So, should push come to shove, remember this:
Order is Aureus' greatest strength but also his
greatest weakness. Chaos, unruliness, these things
distract him. I don’t know if it will be of any use,
but it’s what I know.
Do with this information what you will,
but know that Solimarnex's agent, this Zunrüs
character, will be ambushing Sulakkos during a
meeting at the the Silver Wing, four hours before
the Founding Festival."

If the characters inquire about how to incite


chaos in the city, she tells them that killing
citizens, destroying buildings, and inciting riots
are some examples that Aureus would certainly
find displeasing.

Zunrüs

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Alejandro Maroto (Order #37771216)


Act 4: To Rise and Die

ACT 3: NEITHER DAGGERS


NOR SHIELDS

T
his act involves the adventurers dealing with the Idannlor or Prasimun can let the party know how
trap against Sulakkos, where their intervention much time they have left. It is likely that they have a few
could decide the fate of the Valernian uprising, and hours to rest and prepare before the meeting. However, it
then leads into the uprising, which pits the party directly is entirely possible they have blundered enough to spend
against the master of the Golden City, Aureus himself. more than 60 hours in the first two acts, thus missing the
meeting entirely.

Time Keeping
As Act 3 begins, it is already full daylight and the Founding Preparing for the Meeting
Festival looms near. It is time to make the final tally of The player characters may choose to do several things
hours passed since the beginning of the adventure, as the if they still have time before the scheduled meeting
Founding Festival begins at hour 64, and the meeting with with Sulakkos.
Sulakkos takes place at hour 60 at the Silver Wing in the If they head to an inn to take a long rest, allow it if they
Middle Ring (Area 11 in the Golden City Map). have time. Prasimun will see their lodging expenses covered.
This takes at least 8 hours.

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Alejandro Maroto (Order #37771216)


If the players want to tour the city and do some
shopping, they can find any item in the standard The Silver Wing is a gigantic building divided
equipment list at the listed price. This takes at least 2 into three main areas. After crossing the massive
hours or wandering the Golden City’s stores. welcoming hall, you take a glance at the Roost far
If the adventurers seek out Prasimun at the Broken above, where only dragons in true form are allowed,
Fang, he congratulates them on their help so far and and enter the Commons, an immense chamber the
warns them to be ready for action. If they warn Prasimun size of a small town, where shapeshifted dragons,
about the attempt on Sulakkos’ life, he becomes very dragonkin, and Valernians of middle and high rank
worried. Zunrüs is a mad radical, a hater of humans and can meet and have luxurious meals and taste exotic
other non-dragonkin, and a dangerous enemy. He urges beverages.
the party to run to the Silver Wing if they can. Sulakkos
is one of the uprising’s most important supporters. The Commons is packed and busy at this time of
Prasimun’s people are not a match for Zunrüs, but day, the din of a hundred conversations permeating
hopefully the adventurers “can still save our people.” the enormous five-storied chamber. There's thick,
sweet-smelling smoke coming from braziers and
communal pipes have been placed in several “puffing
11. The Silver Wing pits” with a mix of long rectangular tables and
smaller octagon-shaped ones to accommodate the
many and varied patrons' sitting predilections. The
The Golden City's most famous open-to-all inn, the Silver overall ambiance is one of relaxed yet sophisticated
Wing is a huge compound where two massive halls branch merriment.
off of its foyer—one a large dome-like structure and the As you enter the room, a server greets you and
other a gathering of towers of different size growing from a offers you your choice of a table.
main rectangular structure. This is a place renowned for its
fine dining and exotic beverages, its many-terraced floors,
and its supposedly enforced tolerance policy regarding
Valernians of what they would call “some standing.” According to Dhu’Myr and Prasimun, Sulakkos is a
When the adventurers go to the Silver Wing, middle-aged Fulgen dragonkin with sapphire scales who
describe how the city is abuzz with the favors robes of white and bronze. However, picking out
last preparations for the Founding a single Fulgen dragonkin, regardless of description, is a
Festival. Magic floating lights dot feat in such a packed room.
the streets, glowing liquid runes If the adventurers arrive before hour 60, they have time
are spread across walls and for some idleness and enjoyment before the meeting. The
gates, and street performers
and government officials alike inn remains packed and bustling in preparation for the
recite speeches and colorful Founding Festival. After hour 60, however, Sulakkos
illusions. is somewhere among the crowd, and Zunrüs
probably is too.
Take note of how long
it took for the players to To spot Sulakkos among the crowd,
reach Area 11 from their the adventurers need to succeed at a DC 18
previous location; the Wisdom (Insight or Perception) check. Conversely
party should be here by they may ask around for him, which requires only a
hour 60 if they want to DC 14 Intelligence (Investigation) check as everyone
intervene in the trap knows him here; however, openly asking for Sulakkos
against Sulakkos. entails its own risk.
Read the following If the party fails to find Sulakkos, they hear cries from
when the adventurers one of the upper balconies: Sulakkos was found murdered.
reach the Silver Wing: There’s a brief panic before the guard arrives to take the
body, but the player characters’ mission has failed. Proceed
to Act 4 right away.
If the check succeeds, the adventurers notice two
dragonkin leaving a table and walking up a stairwell to
a private balcony. One of them is dressed in subdued-
yet-luxurious garb, while the other is dressed more in
the style of a commoner with a noticeable militaristic
Assassin Daggers air. That one must be Zunrüs.

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Act 3: Neither Daggers nor Shields

If the adventurers follow these dragonkin into the They all believe that they are under Zunrüs’ direct orders,
stairwell, they can hear bits and pieces of the conversation and he only admits his association with Solimarnex if the
between them, each speaking about their ideas regarding player characters specifically mention him by name.
social order and station. The player characters must succeed
on a DC 16 Dexterity (Stealth) check and understand If questioned, Sulakkos tells them he only knew Zunrüs
from his days as a member of the Goldclaws, who lost his
Draconic to eavesdrop on the whole conversation: position due to his prejudice against and indiscriminate
killing of Valernian workers. He adds that Zunrüs appeared
and told him “something urgent” had come up regarding
“So, this vision, which we both so readily the Valernians he expected but little else. He also gives the
defend as Aureus' greatest achievement, is truly adventurers the plans Prasimun was waiting for, with secret
worth living for,” a soft voice says in Draconic, his routes and patrol schedules for the Festival.
tone emphatic and to the point. “Nevertheless, Sulakkos leaves quickly to apprise Aureus of what
it was your… vehemence in defending our great happened, and the adventurers may now leave the Silver
ideals that caused your loss of station, and for that Wing. If the party asked openly about Sulakkos, they
I'm truly sorry.” drew attention to themselves, which requires a roll on the
After a pause, a sharper, deeper, more jagged Golden City Encounters table as soon as they leave the inn.
and raspy voice replies, “That is what I both Now, the adventurers have completed this task, and they
contend and resent, Councilor. To be elevated have barely 4 hours to rejoin Prasimun at the Broken Fang
in this regimented charade entails increasing before the Founding Festival begins. You can proceed to the
submission to the azhurma’s deluded whims and…
tolerance of these… animals which you are so keen “Rewards” section below before moving on to Act 4.
to support, even over your own kind.”
Then, the unmistakable noise of steel leaving Rewards
the sheath, more than once. “What is this?” says
the gentler voice, trembling. “So, tell me Sulakkos,”
replies the raspier voice. “Is this vision you claim For the successful completion of this portion of the journey,
to… vehemently serve, even when we have proof of award all player characters a milestone advancement to bring
your crimes, also worth dying for?” them to their next level, which is typically 20th level, unless
they skipped some portion of this adventure.

Sulakkos has been surrounded by Zunrüs and his four


Charred Claw assassins who climbed into the stairwell
from the balcony. If the party doesn’t intervene within
1 round, they will kill him outright, and the player
characters will have failed their task for Act 3. If they
intervene, the attackers focus on the most dangerous
enemies before turning back to their original victim.
If the adventurers win the battle, Sulakkos thanks
them profusely, and deduces they must have come on
Prasimun’s orders. If the adventurers leave one or more
enemies alive for questioning, they are willing to die
before giving any information, but a successful DC 30
Charisma (Intimidation) check or magic such as zone of
truth or domination makes them confess they are part of
the Charred Claws, a group that opposes the freedom,
rights, or even citizenship of Valernians. They stand
against both Aureus and the uprising.

Charred Claw Symbol Charred Claw Assassin


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Alejandro Maroto (Order #37771216)


ACT 4: TO RISE AND DIE

T
he final act begins at hour 64, as the adventurers The Middle Ring’s streets are packed as thousands of
return to Prasimun for the last preparations of the citizens flock to terraces and balconies to witness Aureus'
uprising, right as the Founding Festival begins. inaugural act and the commencement of the celebration.
There is a tense atmosphere as time passes more slowly It’s likely the adventurers have never seen so many people
the closer the hour gets. gathered within sight. There are unsuspecting, happy
onlookers mixed with detached passersby and stern-faced
Prasimun is in an intense, active mood, dispatching
workers. There is no way to know who is preparing to act
some more orders to his allies and a handful of threats
as the uprising is called for, or whether the population
to other merchants and groups by way of calling in
will actually join the first skirmishes.
their substantial debts with the intention of making
them join in the revolt. As the party approaches the Inner Ring gate, where
the crowds make it gradually harder to advance, they
The festival inauguration will take place in a specially
can see some dragons circling over various sections of
prepared terrace near the East Inner Ring gate. Prasimun
the city before perching atop buildings along the Inner
heads there in a rust-and-gold carriage, and offers the
Wall, while many others pass in front of it as they
adventurers transportation on one of the many carts
land in the Middle Ring’s numerous plazas. It is both
headed to the Inner Ring for the main event.
inspiring and threatening.

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Alejandro Maroto (Order #37771216)


Act 4: To Rise and Die

12. The Court of Trials Someone detonated explosives earlier and closer than
Prasimun called for, throwing the expectant rebels off and
threatening to ruin the plan. Let the player characters tell
you their actions and move to any area of the city they
This huge plaza is where Aureus dispenses justice on the wish to. Then, they see Prasimun’s cart on its side, burning.
worst offenders against the Golden City’s “continued The clashing crowds prevent access, but if the party finds
peace and prosperity.” This is the place from where Aureus some way to circumvent the mob and examine the wreck,
proclaims his newest dicta for all inhabitants to hear and they can confirm Prasimun was killed, presumably by
so follow. Of course, most Valernians can only hear the an explosion.
proceedings from far away atop the public ramparts built
in the Outer Ring specifically for this purpose. A dragon strafes overhead, bathing the street just behind
the party in a rain of fire.
Due to its significance, the leaders of the uprising
want to reach the Court, invoke their collective right to Then, the adventurers witness Aureus hovering over the
duel, and publicly challenge Aureus, thus forcing him to Middle Wall and roaring commands over more explosions
listen to the demands of the Valernians. and a growing number of smoke clouds. He is flanked
by several elder Fulgen dragons, whose metallic glint is
When the adventurers approach a suitable vantage blinding in the sunlight yet seems dull in comparison to
point over the Court, read the following: that of the Golden One. Stern and commanding, Aureus
demands humanoid citizens subdue and submit their
armed kin to the Steelclaws or otherwise sit on the floor to
Suddenly, the crowds’ murmuring begins to evidence that they are not taking part in the fighting. He
turn into a cheer, and your attention is pulled also orders every dragon around to stop using their breath
toward a bright flash coming from the Golden weapons against the Valernian population at large and
Palace as the majestic Aureus appears on the focus only on the armed groups.
balustrade, his scales reflecting the early sun’s Neither the frightened crowds nor the dragons will
light. be as cooperative and obedient now that there is a sort of
Then, His Grand Majesty spreads his wings open season on Valernians and obtaining their lifeforce
would mostly go unnoticed in the chaos.
and takes flight, circling around the palace and
then slowly flying down toward the Court of As the fighting gets worse, it becomes evident that
Trials as the crowd’s cheers turn into a droning the uprising failed before it began, even though several
sound. “Aureus, lawmaker,” the crowd repeats hundred citizens spontaneously joined in in response to
over and over, in a reverberating choir of the dragons’ wanton killing, and the widespread chaos
Valernian, dragonkin, and draconic voices. has caused Aureus' control over the situation to fade.
But if His Radiant Majesty feels it, he doesn’t let it show.
You all then feel the impact of rushing,
hot wind before hearing a loud boom that The party comes across Azarax, wounded and limping,
drowns out the multitudinous choir’s litany as who informs them that all rebel cells have lost contact
an explosion rocks a nearby building. Quickly among themselves. The uprising is unraveling. It falls
enough, the nearby chanting turns into cries on them, the adventurers, to seek and challenge Aureus
as originally intended, at the Court of Trials beyond the
of terror and rising confusion, and you barely
Inner Wall.
recover from the shock when a second and
then a third explosion sound somewhere in the
distance. “The rebellion’s done for. It depends on you now,
From among the desperate voices, your all of it. If anyone can take on the Dragon Lord of
mildly ringing ears are able to pick out a sound Drakha, it’s you people. And the time is now, for it is
you all know too well: clashing weapons, angry said that disorder distracts him. The more chaos, the
roars, and open combat. weaker he will be…” he chuckles, as if he just said
something silly.
“Well, if anyone can cause more chaos than this,
it’s also you, I guess.” Then, Azarax runs down the
street and disappears from sight.

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Alejandro Maroto (Order #37771216)


At almost the same time, one of the dragons flanking Afterward, or instead if no party member speaks
Aureus points at the adventurers. If at least one of the Draconic, read the following aloud:
adventurers speaks Draconic, read the following to them:

“There, my lord!” the silver-colored dragon After the dragons confer and his lesser aides pull back
roars. “Those are the ringleaders of this uprising… to handle the rest of the rebellion, you barely have
the ones who stormed the Scriptorium and directed time to register their retreat as Aureus lands before
the rebellion from the start!” you with a smash that shakes the earth and shatters
The dragon prepares to rush you, but Aureus crystals. His majestic form stands proud and furious
stops him. “No, Solimarnex. This is mine to deal amidst the rising dust clouds as he challenges you, as
with. You quell this revolt. Keep casualties to a he places the blame of this on you.
minimum.” “Yes, my liege!” hisses Solimarnex, and
with a triumphant roar flies away with the rest of
the Fulgen cadre. The party now must fight Aureus, His Radiant Majesty,
the great dragon lord of the Red Moon.

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Alejandro Maroto (Order #37771216)


City Square
1 square = 5 feet

MAP 1.4: CITY SQUARE

Palace Coutyard
1 square = 5 feet

MAP 1.5: PALACE COUTYARD

Alejandro Maroto (Order #37771216)


The Fight with Aureus PHASE CHANGE
The encounter continues in this phase until one of
these conditions is met:
The battle against Aureus begins when Aureus singles out • One of Aureus’ body parts is broken.
the player characters as the cause of the disturbances across
the Golden City and challenges the instigators. • The characters have caused at least two disturbances
during the fight (see the “Aureus Exploits” section).
When one of the above conditions is met, the city
First Phase begins falling into chaos of its own accord, understanding
Aureus is filled with righteous fury. Understanding someone has challenged Lord Aureus.
the adventurers are here to stir up trouble, he attacks
immediately, warning them to cease and desist. If the
adventurers try to convince him of their innocence or Second Phase
the attenuating circumstances of their involvement, he Aureus’ attacks become more violent and thorough. He
asks whether they intended to aid an uprising against his realizes he needs to stop these troublemakers as quickly and
rule or not. As the truth is that the adventurers did, and finally as he can.
Aureus will know it, he dismisses all other arguments
as flimsy excuses and unleashes his anger on the closest
culprits he can find. LAIR CONDITIONS

LAIR CONDITIONS The city is in turmoil, with frightened citizens


trying to avoid the battle area.

The city is busy, with citizens roaming, fighting, There are no more than 11 (2d10) noncombatant
or fleeing all about the place. citizens in the city square, trying to get as far away as
they can.
For this phase, use map 1.4: City Square provided Any surviving guards leave the area, understanding the
in this module. If the player characters wish to move battle is above their pay grade. The adventurers may still
between city squares, causing more disturbances, use the cause disturbances during this phase of the fight.
same map for other areas they enter.
There are still 22 (4d10) noncombatant citizens in Aureus' Actions
the city square, perhaps incited to riot or perhaps just Actions per Round: N + 4
curious to see the party arrested. The party may still
cause disturbances during the fight, as described in the
“Aureus Exploits” section. PHASE CHANGE
Six Fulgen Goldclaws appear to help their master, The encounter continues in this phase until either one
acting on their own initiative and attacking the party to of these conditions is met:
the best of their ability. • Three of Aureus’ body parts are broken.
• Two of Aureus’ body parts are broken, and the
characters have caused four or more disturbances.
Aureus' Actions
When one of the above conditions is met, Aureus
Actions per Round: N + 2 retreats to his palace to end the battle there.
Any breath weapon attacks by Aureus affect his own
soldiers if they are caught in the area. Aureus tries to avoid
hitting his people. Final Phase
Aureus is enraged by the chaos brought to his
beloved city.

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Alejandro Maroto (Order #37771216)


Act 4: To Rise and Die

LAIR CONDITIONS Sparing Aureus


After the adventurers defeat Aureus, his dragon aides arrive
The city is in chaos seeing their lord challenged by to heal and restore him. He commands them not to harm
outsiders. New riots start erupting by themselves the party and to instead imprison them. If the adventurers
in several squares. Aureus has taken refuge in his saved Sulakkos’ life, he intercedes on their behalf and
palace. You’ll have to meet him there to finish the Aureus lets them go. They are free to leave the Golden City
battle. or, if they wish to maintain their right to stay, to help quell
You march across the streets of the once proud the disturbance.
metropolis, watching fires erupt in the distance. If the adventurers are able to find and present proof
This may be the end of the Golden City. of Solimarnex’s manipulation or involvement with the
Charred Claw, Aureus sentences Solimarnex and his closest
collaborators to death and pardons the adventurers and the
For this battle phase, use map 1.5: Palace Courtyard. surviving rebels, banishing them from the Golden City but,
otherwise, allowing them to go free.
There are no citizens here, but a new, fresh patrol
of ten Fulgen guards appears to fight at Aureus’ side, Regardless of the player characters’ actions, the uprising is
acting on their own initiative during the combat round. quelled with Aureus’ reign being reaffirmed that day. On the
The adventurers may no longer cause disturbances following days he will order the demolished buildings to be
during the fight. restored, the rogue dragons exiled, and the surviving leaders of
the rebellion (the adventurers, if they did not save Sulakkos’
life) imprisoned so that they can be judged at a later time.
Aureus' Actions
Whether the adventurers stay, leave, or are put in a cell,
Actions per Round: N + 5 Aureus approaches the adventurers for one more conversation:
Any breath weapon attacks by Aureus affect his
own soldiers if they are caught in the area. Aureus tries
to avoid hitting his people. But killing the adventurers “Leave us,” Aureus’ voice is warm and
is his priority, and he will readily sacrifice the guard if pleasant, but you cannot help but feel a little
necessary. That is the law. dread at his tone. “See that the rest of my advisors
start tending to the Valernian population’s needs
PHASE END and meeting the most immediate demands for better
treatment.”
The encounter ends when Aureus is defeated. This
requires fulfilling either one of the following conditions: Aureus’ aides, dragon and dragonkin alike,
leave the room without another word. “You all
• Four or more of Aureus’ body parts are broken, are brave, highly skilled combatants. I must thank
and the player characters managed to cause more
you for your service. You have tested several points in
than five disturbances before reaching this phase.
my grand scheme and, thus, helped me correct those
• Five or more of Aureus’ body parts are broken, most in need of improvement.”
and all of his remaining body parts are below their
maximum hit points. Then, Aureus takes the shape of Idannlor,
nonchalantly carrying the Golden Codex in
As soon as either of these conditions is fulfilled, Aureus one hand. “It’s the real one. I wouldn’t have hired
accepts defeat. Dhu’Myr to get me an imitation.” Aureus, in
Idannlor’s form, doesn’t open his mouth, yet
Conclusion you can clearly hear him chuckling to himself.
His mirthful laughter gradually turns into a
cavernous snickering.
Once Aureus is defeated, the adventurers have two “For your service to my grand plan, I will present
choices: to kill him then and there, as Aureus will offer no you with a proposal: Work with me to uncover the
resistance, or to spare his life, which allows him to recover truth behind the Charred Claw’s plot and organize
and restore order to the city. Proceed to the appropriate a better policing force with your more… subtle
section below depending on the party’s choice. skills… or leave the Golden City forever. Either way,
I remain pleased with the outcome.”

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Alejandro Maroto (Order #37771216)


Killing Aureus After Aureus' death, Solimarnex becomes the lord
steward of the Golden City, rounding up Valernian rebels,
As the adventurers deal the final blow to Aureus, he rises and eventually all non-dragon citizens, with the Charred
one last time, defiant, unbroken at his core. Claw becoming his trusted, ruthless secret police.
The adventurers are forced to join the desperate,
waning pockets of rebellion under Azarax, Luuthara,
“Enough!” Aureus' cry shakes the very and Meerynna, who become the new leaders of the
ground and walls of his palace. “Enough,” he underground resistance, or else leave the Golden City
repeats, raspingly. “My strength… is gone. My forever, along with thousands of refugees that cannot
city…” He looks away with sadness, focusing continue to live under the Charred Claw’s new reign
on the distant fires and the sounds of rioting. of terror.
“My pride. Now I understand… how— how
sma…” Aureus keels over mid-phrase, rolling
down the Great Staircase of his palace and
crashing into the courtyard fountain.
And there he lies, unmoving. His blood
slowly pools around the water. The Lord
has fallen. The Golden City is free.

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Alejandro Maroto (Order #37771216)


Aureus Fulgen, His Radiant Majesty

AUREUS FULGEN
HIS RADIANT MAJESTY

The self-appointed lord of the Great Wyrms, Aureus


of Brood Fulgen is the only lord of Drakha that has
Things of Chaos
attempted to achieve at least some semblance of a peaceful Chaos, unpredictability and randomness are anathema
society. His Golden City, his pride and jewel, is the only to Aureus.
bastion of established civilization on the unforgiving Red • Any weapon or spell attack that was rerolled by a
Moon of Drakha. luck-related effect (such as a halfling’s Lucky trait or
a wild magic sorcerer’s bloodline features) ignores
Aureus’ Damage Reduction if it hits.
Aureus Exploits • Aureus will not consciously target any creature
under a transmutation or illusion effect that was
randomly determined, such as mirror image or
The following exploits can be used to take advantage blink, or the results of a Wild Surge.
of Aureus during the battle if the characters discover • Aureus suffers disadvantage (cancelling his magic
them. resistance) on all saving throws against chaos-
related spells, such as confusion, and spells with
random effects, such as prismatic spray.
Disturbances in the Golden City • All chaos-aligned attacks, such as a chaotic-
The best and quickest way to weaken Aureus' power is to aligned intelligent item, a chaotic-aligned fiend
threaten the stability of his domain. During the battle, the or celestial's weapons, or a spiritual weapon
player characters can continue sowing chaos across the city conjured by a chaotic-aligned cleric, ignore
to weaken Aureus' pride and confidence. Aureus’ damage reduction if they hit.
To cause a disturbance during the battle against Aureus, • A lawbreaker weapon (see Appendix B) gains
which is only possible during the first and second phases advantage on its attack rolls against Aureus and
of the encounter, the party must do one of the following: ignores his damage reduction on a successful hit.
• Perform a successful DC 24 Charisma (Persuasion)
check to stir the people against their tyrant, inciting
a larger riot.
I Am Merciful
• Kill at least N × 2 citizens or guards during a The Golden Dragon prides himself in being just and
single round. fair. Aureus' attacks and harmful abilities will never
target a character that has not made an attack or used a
• Deal at least 40 total damage to any number of harmful ability against Aureus since the end of Aureus'
buildings or structures in the Golden City during previous turn.
a single round.

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Alejandro Maroto (Order #37771216)


Wing Flap (2 Actions). Each creature in a 20-foot radius around
AUREUS FULGEN Aureus must succeed on a DC 26 Strength saving throw or be
Gargantuan dragon, lawful neutral pushed back 40 feet and take 14 (4d6) bludgeoning damage.
Aureus can then move up to his flying speed in any direction. Any
creature mounted on Aureus' wings must succeed on a Strength
or Dexterity saving throw against the wings’ shake DC to avoid
Armor Class see “Aureus' Body Parts” falling as per the Shake upkeep action.
Hit Points see “Aureus' Body Parts”
Trial by Combat (5 Actions). Aureus attacks several enemies while
Speed 40 ft., climb 40 ft., fly 80 ft.
questioning their intent with the power of his voice. Aureus makes
one claw attack, one bite attack, and one tail sweep dealing normal
STR DEX CON INT WIS CHA damage, plus any creature targeted by this attack must succeed on
a DC 24 Charisma saving throw or doubt themselves, becoming
28 (+9) 16 (+3) 24 (+7) 18 (+4) 20 (+5) 24 (+7) incapacitated until Aureus' next upkeep. Any creature mounted on
any of Aureus' body parts must succeed on a Strength or Dexterity
Saving Throws Str +18, Wis +14, Cha +16 saving throw against that body part’s shake DC to avoid falling as
Skills Deception +16, History +13, Persuasion +16, Religion +13 per the Shake upkeep action.
Damage Reduction 7
Damage Resistances bludgeoning, piercing, and slashing from non- Breath Weapons
magical weapons Flame Tongue (1 Action). Aureus emits small bursts of fire in
Condition Immunities charmed, exhausted, frightened, and an arc around him. Each creature within 10 feet of Aureus must
stunned make a DC 24 Dexterity saving throw, taking 21 (6d6) fire
Senses darkvision 120 ft., passive Perception 15 damage on a failed save, or half as much damage on a success.
Languages Draconic, Common
Challenge 30 (155,000 XP) Dragonfire (2 Actions). Aureus breathes fire in a 60-foot cone.
Each creature in that area must make a DC 24 Dexterity saving
throw, taking 35 (10d6) fire damage on a failed save, or half as
Drakhan Resistance. Aureus gains advantage on saving throws much damage on a success.
against spells and magical effects, and he is immune to the maze
spell. Molten Stream (4 Actions). Aureus spews a stream of molten
gold in a line that is 120 feet long and 10 feet wide. Each creature
Legendary Resistance (3/Day). If Aureus fails a saving throw, he can in that line must succeed at a DC 24 Dexterity saving throw or
choose to succeed instead. take 49 (14d6) fire damage and become grappled (escape DC
Magic Weapons. Aureus' weapon attacks are magical. 26). A successful save halves the damage and avoids the grappled
condition. Aureus must spend one action during one of his future
ACTIONS upkeeps to use this breath weapon again.
Molten River (5 Actions). Aureus breathes a massive cloud of
flaming, molten gold. Each creature in an 80 ft. cone from Aureus
Upkeep Actions must make a DC 24 Dexterity saving throw or take 49 (14d6) fire
During Aureus' upkeep, he replenishes his action pool up to its damage and become grappled (escape DC 26). A successful save halves
maximum for the current phase, and he may take any of the following the damage and negates the grappled condition. For every round that
actions. a creature remains grappled, they take another 14 (4d6) fire damage.
Shake (1 Action). Aureus can shake all of his body parts. Any creature Aureus must spend one action during one of his future upkeeps to use
mounted on one of Aureus' body parts must make a Strength or this breath weapon again.
Dexterity saving throw against the shake DC of the body part they’re
holding onto in order to stay perched. On a failed save, the creature falls Special Actions
to the ground, takes 10 (3d6) bludgeoning damage, and becomes prone. Aureus Commands (1 Action). Aureus asks a question. Every
Hear My Voice (1 Action). Up to three targets that Aureus can creature that can hear him must succeed on a DC 24 Charisma saving
see must succeed on a DC 24 Charisma saving throw or become throw or answer the question truthfully.
restrained until Aureus' next upkeep. On a successful save, their Crowd Control (1 Action). Aureus targets a 60-foot cube within
speed is still reduced to 0 until Aureus' next upkeep. 120 feet. All disturbances in that square stop immediately (see
Regenerate (3 Actions). Once during each of his upkeeps, Aureus “Aureus Exploits” above), and any enemy of Aureus must succeed
can heal one body part that has not been reduced to 0 hit points. at a DC 24 Charisma saving throw to move into the area until
The chosen body part regains half of its hit point maximum. Aureus' next upkeep.
Judgement (3 Actions). Aureus declares a target that he can see
Melee Actions guilty of disturbing the peace of his kingdom. The target must
Claw (1 Action). Melee Weapon Attack: +18 to hit, reach 10 succeed at a DC 24 Charisma saving throw or take 44 (8d10)
ft., one target. Hit: 23 (4d6 + 9) slashing damage, plus any psychic damage.
creature mounted on Aureus' claws must succeed on a Strength Veto (3 Actions). Aureus selects one school of spells. Spells from
or Dexterity saving throw against the claw’s shake DC to avoid that school cannot be cast within sight of him for the remainder
falling as per the Shake upkeep action. of this round.
Tail Sweep (1 Action). Each creature in a 30-foot cone behind I am the Law (6 Actions). Aureus recites the laws of his city in a
Aureus must succeed on a DC 26 Strength saving throw or take booming voice. Any creature that can hear Aureus must succeed on a
14 (4d6) bludgeoning damage and 14 (4d6) slashing damage, DC 24 Charisma saving throw or be affected by dominate person for
plus any creature mounted on Aureus' tail must succeed on a
Strength or Dexterity saving throw against the tail’s shake DC the remainder of this round. Aureus must spend one action during
to avoid falling as per the Shake upkeep action. one of his future upkeeps to use this ability again.
Bite (2 Actions). Melee Weapon Attack: +18 to hit, reach 15 ft., one
target. Hit: 31 (5d8 + 9) piercing and slashing damage, plus any
creature mounted on Aureus' head must succeed on a Strength or
Dexterity saving throw against the head’s shake DC to avoid falling
as per the Shake upkeep action.

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Alejandro Maroto (Order #37771216)
Shake DC 24 (grounded)
Wings HP N × 40 AC 22 (natural armor)
or 26 (flying)

Broken. Aureus tries to flap his wings once, then twice, slumping to the ground
with a painful roar of frustration.

AUREUS' BODY PARTS If Aureus' wings become broken, he loses his flying speed and cannot use
his Wing Flap any longer.
If airborne, Aureus immediately falls to the ground, suffering 14 (4d6)
bludgeoning damage on a random lower body part. Any creature mounted on
Aureus' body must succeed on a DC 20 Dexterity saving throw to jump away
or suffer the same fall damage plus 66 (12d10) bludgeoning damage from being
crushed under Aureus. If the save is successful, the creature only takes 7 (2d6)
bludgeoning damage from the fall and no additional damage.

Head Hit Points N × 55 AC 25 (natural armor) Shake DC 26

Broken. Aureus looks upon you with indignation. “How dare you?!” he screams,
half his face gone.

If Aureus' head becomes broken, he has disadvantage on all Wisdom


(Perception) checks, his bite attack damage is reduced to 22 (3d8 + 9), and
the action cost of all of his special actions is increased by 1.

Upper Torso HP N × 70 AC 23 (natural armor) Shake DC 22

Broken. Aureus coughs, dramatically clutching his chest. “My subjects… my Left Claw HP N × 35 AC 23 (natural armor) Shake DC 26
heart is failing, but my loyalty to you never will…”
Broken. “This was the hand that smote down the Agazhanti rebellion with
If Aureus' upper torso becomes broken, all of his claw attack rolls are made one sweep! I shall mourn it after I punish you.”
with disadvantage, and all of his special actions have their action costs increased
by 1. If Aureus' left claw becomes broken, he can no longer use it for combat.
Aureus can no longer make more than one claw attack per round. If both of his
claws become broken, he cannot perform claw attacks.

Left Leg HP N × 25 AC 25 (natural armor) Shake DC 24

Broken. Aureus tries to move his leg, then looks at you with disdain. “A limp is
the mark of a fine bloodline.”

If Aureus' left leg becomes broken, his speed is halved. If both legs
become broken, his speed is reduced to 5 feet.

Lower Torso HP N × 65 AC 22 (natural armor) Shake DC 22

Broken. “Argh! You shall pay for this indignity!”

If Aureus' lower torso becomes broken, all saving throws to remain mounted
on Aureus are made with advantage, and no ability check is required to mount this
body part anymore.

Right Claw HP N × 35 AC 23 (natural armor) Shake DC 26

Broken. “This was the hand that wrote the Golden Codex! What a glorious
legacy you have defiled!”

If Aureus' right claw becomes broken, he can no longer use it for combat.
Aureus can no longer make more than one claw attack for round. If both his claws
become broken, he cannot perform claw attacks.

Tail Hit Points N × 40 AC 25 (natural armor) Shake DC 26 Right Leg HP N × 25 AC 25 (natural armor) Shake DC 24

Broken. Aureus drags his tail like a dead weight. “Ah! And for this I shall have Broken. “I’ll wear this wound with pride, acquired in the defense of my land
you quartered in the city square!” and the service of my people.”

If Aureus' tail becomes broken, he can no longer use his tail sweep attack, If Aureus' right leg becomes broken, his speed is halved. If both legs
and mounting this body part no longer requires an ability check. become broken, his speed is reduced to 5 feet.

Alejandro Maroto (Order #37771216)


Alejandro Maroto (Order #37771216)
THE PRIMORDIAL
SHARD
A four-session adventure for
17th-level characters

T
“Everything is inferior. here are rumors of an ancient
The only company worth keeping is myself. artifact found near the lair of one
of Drakha’s most feared dragons.
The rest fear my fury and power.” It could hold the secret to giving
Azhurma Aureus the upper hand in the
—Baastherox Red Moon’s power struggle. Will a party
of adventurers be able to retrieve the
artifact, securing their position inside the
Golden City, and prove that Valernians
are worthy, even among dragons?

Alejandro Maroto (Order #37771216)


INTRODUCTION

W
elcome to “The Primordial Shard,” a
Dragonbond adventure and part of the
Great Wyrms of Drakha adventure series.
Before Playing at the Table
Before you start to play, consider the following
Aureus Fulgen, the azhurma of the Golden City, has and let the players adjust accordingly:
heard a rumor of an artifact that could provide a clue
to unlocking the secret of travel between Drakha and • Read through the adventure, taking notes
Valerna. However, this artifact is thought to lie deep of anything you want to highlight or even
within the territory of Baastherox, the strongest and change to better fit your narrative style. Read
least sociable of all dragons. Not wanting to anger the through the nonplayer characters to know
Mightiest, Aureus plans on sending a group of Valernians how they would act and react off script if
to investigate and, if the rumor holds true, retrieve the your players do something different. Prepare
artifact. any handouts you want to include and read
through the encounters and the creatures’
While this adventure assumes the characters are stat blocks.
from the many realms of Valerna, this can be changed
to fit any other universe if it is being adapted into an • If your players are making new characters for
ongoing campaign. this adventure, ask them to provide you
with their character details, making sure to
provide them the necessary information
for their characters to fit the adventure with
Running the Adventure an appropriate backstory and motivation for
the setting.
“The Primordial Shard” is an epic adventure meant for
three to five characters that will start at 17th level. During
the course of the adventure, the characters will advance to
20th level through the use of milestones before entering
the final battle against Baastherox, the Mightiest. For
additional information on the Red Moon and other notes
in general refer to the “Getting Started” section at the Adventure Background
beginning of this book.
If you need some specific details on how time and Long have the azhurma dragon lords of Drakha, especially
some magic work in this setting, the “Drakha, the Red Aureus and Kuxcoatl, been in search of a way to end the
Moon” section near the start of this book provides valuable Curse of Kadmos and gain the power to travel between
information. The “Adventure Background”, next section Drakha and Valerna at will. Aureus has finally heard tell
tells you everything you need to know to understand this of a clue that could lead to a solution to this conundrum
adventure’s immediate setting. The “Adventure Overview” and is now searching for the information necessary to
section describes how the adventure is expected to run, locate it. He has been plotting how best to approach
giving you a broad sense of the events involved and how this situation, since the clue is believed to lie deep inside
they will unfold throughout the adventure. another azhurma’s territory, one he knows it’s not smart
to meddle with.

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Introduction

Aureus’s plan, meticulous and convoluted, involves reach their goal in the best shape they can. When they get
using the Valernians he keeps in a military unit to collect there, they find that, unlike the previous cave, this one is
everything needed to test a dragonkin’s theory. By using inhabited. There is a cult of Fulgen dragonkin here, exiles
the Valernians, he has plausible deniability. In the event from the Golden City who have found a new azhurma
that they fail, he can simply declare that they escaped from to worship: Baastherox. As he only values strength, these
his city and deny any further involvement. The Fulgen dragonkin constantly fight to prove themselves worthy
azhurma has summoned a secret meeting in his palace to of the great wyrm, and eventually the strongest go on
bestow this quest on a specific group of worthy Valernians. to challenge Baastherox in the hopes of gaining his
favor. None have ever returned. After the party fights the
leader of this cult, they are allowed to enter the shrine,
Adventure Overview where they find another hint for their coming battle with
Baastherox. This hint reveals how he views challenges and
“The Primordial Shard” consists of five parts. The prologue, the worthiness of opponents.
“The Audience,” serves as an introduction to the adventure, Finally, “The Great Death” sees the characters finding
wherein the party will have an audience with Aureus their way out of the canyon and discovering the massive
Fulgen and will be given the quest to recover a piece of skull that serves as Baastherox’s lair in the distance. They
parchment and follow any directions it contains. They will traverse the worst environmental dangers here;
promptly receive equipment to aid in their quest and constant storms and brimstone explosions can be quite
leave the Golden City by night unnoticed. This prologue is dangerous. Finally, they will arrive at the great skull
intended to set the mood and theme for the adventure; the where the final piece of information about the upcoming
adventurers should be guided through it to understand why fight is carved on a plinth at the entrance. After this,
they are here and the task at hand. Characters’ interactions with their knowledge of Azhurma Baastherox and his
with the city and its elements will be limited since they will weaknesses, they will have a chance to succeed and recover
be required to depart hastily. a shard of Kadmos’ claw.
In the first segment, “The Inkling,” the adventurers try to After the fight is over, the adventurers will find the
track a caravan and recover the coveted parchment. They do missing piece of the parchment, which contains clear
not know what sort of caravan they are following and have directions to a location in the desert and instructions
little information, other than that the piece of parchment for a ritual that, using the shard, can open a portal there
will hold directions to what they are truly seeking. to Valerna. It will be up to the characters to decide if
They are led by Palan Ethen, their squad captain and they will return to Aureus or use the shard themselves to
long-time friend. Once they retrieve the torn parchment, return home.
they will be betrayed by Fannax, a fanatical Fulgen
dragonkin whose hatred for all Valernians is outdone only
by her envy for the favor Aureus promised if they prove to
Adventure Hooks
be successful. After this encounter, it’s likely that Palan will
die, leaving some hints about an alternate way to return This adventure assumes that the player characters belong
to Valerna and abandoning the adventurers to ponder the to the Steelclaws, a Valernian squad loyal to the Golden
possibilities presented by this quest. Dragon Aureus Fulgen, returning victorious from a quest.
Captain Palan Ethen is praised by the dragons of the
In “The Cave of Defeat,” the characters will have to
Golden City; many were unsure that a squad of Valernians
traverse a very inhospitable Drakhan desert, searching
would be able to carry out the task. Shortly after the
for the first clue in a cave marked on the map drawn on
characters return, a dragonkin general approaches Palan
the parchment. Here they will fight against a great desert
directly to inform them that they will be awarded the great
wurm, one of the few creatures to inhabit the desert; they
honor of meeting Azhurma Aureus Fulgen personally.
will also have to fight their thirst, the oppressive heat,
and various environmental hazards. Once they arrive at Alternatively, if the characters have specific backgrounds
the cave, the characters will find the first hint of how to other than belonging to the Steelclaws, simply assume
eventually fight the Great Wyrm Baastherox in their final the party has done something impressive to gain Aureus’s
encounter and also learn a bit about his weak spots if they attention, for humanoids of such power are not common
pay close attention. After getting some rest, they will have in Drakha. The Golden Dragon has requested that they
to make their way to the next cave. attend an audience with him. He has an important offer
for them to consider, and they know that his favor and
“Mandate of Strength” leads the adventurers to a crevice
whatever he has to give will likely be well worth it.
at the bottom of a canyon, where they again have to battle
the harshness of the environment and other challenges to If your player characters have formed a party that
comes from another setting and wish to run this adventure,

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you can make the following adjustments. The party was Escapee
captured by dragons and brought to the Red Moon. Since
You were originally taken from Valerna by a dragon
their arrival they have been kept in a magical prison, for
belonging to another brood. You managed to escape
their strength was obvious to their dragon captors. They
its grasp and wandered the Red Moon for some time,
will be taken to Aureus, who will assign Palan to keep them
eventually arriving at the Golden City, where all
in check and lead them on this quest. Palan will tell them
Valernians are given a chance to prove themselves. You
of the Golden City and its benefits and will push the idea
enlisted in the Steelclaws knowing that, even though
that by completing this quest they might have an easier
it is a dangerous profession, it remains the easiest way
time on Drakha. Make sure, if you use this option, to
to be allowed prolonged residence in the Golden City.
adapt other parts of the adventure to fit the characters.

SECOND GENERATION
Character Backgrounds Born on the Red Moon, these characters are well aware of
the power structure in which they are allowed to continue
The player characters can have a diverse range of living. Maintaining one’s current existence or striving for
backgrounds and stories, but for the sake of immersiveness a better station are both quite dangerous endeavors here,
in this adventure’s plot, each player should choose a reason however, forcing one to find a motivation above survival
that they are part of the Steelclaws in the Golden City from and let it fuel them, whether with rage or aspiration, to be
the options below. Player characters are, of course, allowed greater than those who came before.
to have their own reason for having joined the Steelclaws,
as long as their DM approves it. Also, when going through Revenge
this process, you can ask the players to what extent their
Born with diminished Vaala, you are mostly worthless
characters know each other and should make note of any
to the dragons. You grew up hearing stories of Valerna
relationships between them.
and your parents’ home. Your hatred of dragons led you
to enlist in the Steelclaws after discovering that, on rare
FRESH CAPTURE occasions, they actually get to fight and kill dragons
from other broods. You despise these creatures but
Characters from these backgrounds are quite new to
begrudgingly respect the Fulgen dragons who allow you
Drakha, having been captured fairly recently. Still adjusting
to at least try to fight back.
to this new world and their place in it, they are driven to
survive in this harsh place by any means necessary, eager Honor
for any chance to secure a better position.
Your parents have achieved high standing as aides to
Combat-Tested one of Aureus’s researchers and have been accepted as
citizens because of their knowledge of Valernian history.
You were captured during the last Eye of Kadmos and
However, citizenship is not inherited; it must be earned.
were lucky enough to be brought to the Golden City,
So you chose to join the Steelclaws in an effort to earn
where Valernians can stand a chance of surviving.
your citizenship in the Golden City, as your parents did.
After fighting in the pits, your dragon captor saw
your fighting prowess and recommended you join the
Steelclaws voluntarily. You have been a member of the
Steelclaws for some time now, and earned a high rank
inside the organization.

Worthy
Your dragon captor chose not to devour you, giving you
a second chance once it saw the potential in your mind
and body. You took the chance to help it in whatever
way it needed, always aiming for anything that could
win you your freedom. Eventually, they offered to
let you join the Steelclaws, the only official Valernian
organization on the Red Moon. You accepted, seeing
the opportunity to further prove the worth of Valernians
in the hope that more dragons, at least those of the
Fulgen brood, would allow them to live.

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THE AUDIENCE

T
he Golden City, Azhurma Aureus Fulgen’s Palace, visible from anywhere in the city, a constant
utopia, was founded on ideas and concepts reminder of the residents’ standing before and under
intended to transcend dragonkind and bring the gaze of The Lawgiver.
order to all civilizations. As it stands, it is the largest
The adventure begins as the party wakes up in their
city in both Valerna and Drakha, with incredible
barracks. They are members of a military organization
buildings and organized trade, the closest thing to
made up of Valernians called the Steelclaws. Palan Ethen
what Valernians would consider a “civilized” place
(see appendix A), their captain, is going to relay news
on the Red Moon. The circular city is divided into
of their impending audience with Aureus.
a series of rising rings. At the center is the Golden

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The adventurers should take this time to make
You wake up in the barracks of the Steelclaw short introductions of their characters, battle roles, and
Headquarters, inside the Golden City. Palan important notes. Palan also asks the characters to figure
Ethen, a tall, muscular Ysvalian who was picked out the best fighting formation for their group; this
up two cycles ago, stands before you. He is should be considered their formation when traversing
past his prime, but his fighting experience is the desert, unless they specify otherwise. After all of
unmatched by any Valernian in the Steelclaws. the introductions and first decisions are made, Palan
He speaks in a deep commanding voice. gathers the party and tells them it is time to go to the
“Fellows, turns out you have caught some Golden Palace.
dragon eye. The Big Golden’s summoning us to an
audience. At the Golden Palace no less.
“I expect it goes without saying this is not an The Golden Palace
invitation. And keep your wits once we’re there.
Aureus don’t normally deal with Valernians. I
should congratulate you, I guess, for at least it Palan guides the party through the first two districts. Once
means he thinks highly of you. the party enters the third district they are joined by a retinue
And whatever his business of Goldclaws, Aureus’s elite Fulgen dragonkin guard all clad
with you, we’re going in golden armor, to guide them the rest of the way.
to be in it together, so
please, tell me who The city itself is a huge circular metropolis, divided
you are and what into three major concentric rings. The Outer Ring is the
you bring to only one where Valernians have permanent residence and
the feast.” where most of them spend the rest of their lives. A select
few of them make it to the Middle Ring, where common
draconic life takes place and dragon liaisons meet with
outstanding Valernians who have earned the honor
and right to conduct temporary business within
its walls. Finally, the Center Ring is the city’s
upper district and is located around the Golden
Palace at its very heart. This is where only the
most accomplished dragonkin dignitaries and
influential dragons reside, regularly meeting
with their azhurma to advise on and direct
the destinies of the hundreds of thousands
citizens under their charge, all according to
Aureus’s wise and absolute rule.
While the Golden City by itself is a
breathtaking spectacle, every building
in the upper district is a work of art.
They all have golden decorations and
roofs, but the Golden Palace at the
center of the city is the tallest and
grandest of all. It is a beacon of light,
reflecting the sun with its curved walls
and intricately decorated facade. Just
outside of it is a great fountain with
a life-size sculpture of Aureus himself
made of pure gold; it is so life-like
that it looks about ready to take
Fannax flight on its own.

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The Audience

The party reaches the palace’s doorway


accompanied by their Goldclaw escort. Just outside “It is a desert… a barren waste, deadly to
the door awaits Fannax, a dragonkin general with your kind. You shall find no water except by
silver scales, known for her hatred of Valernians. She digging very deep. You shall endure unforseen
glares at the party as they arrive at the massive entrance. calamities, natural or otherwise, and you may
The gate opens as they approach, revealing a great even encounter stormwurms, giant pests that
circular hall surrounded by statues, with an expansive devour any moisture they can find, and call
mural depicting Aureus’s biggest triumphs. The door on what you refer to as
closes behind the party, leaving them in complete ‘lightning’ wherever
darkness. Read the next paragraph as the door closes. they settle.”

You arrive at the Golden Palace and enter its


colossal golden gate, through which you enter
a large circular atrium; as the gates close, the
room is left completely dark.
Suddenly a ray of golden light blinds you.
As you are able to open your eyes again, in the
center of the atrium you see Aureus, with his
scales of gold and silver shimmering from some
unknown light, illuminating everything with his
presence. He starts his speech, his voice echoing
throughout the chamber.
“Steelclaws, your latest achievements have
proven your worth, surprising even my ancient
self. Your… hmm… limitations as Valernians
do not diminish the role you’ll play in the
construction of our golden utopia. I’ve chosen
a pivotal and privileged role for you, one that
might see my radiant guidance expand to those
who have yet to benefit from it.
“March into the Titan Wastes, and find a
parchment that will direct you to your final
destination and the object of my desire… This
endeavor shall not be easy. Another… azhurma
might find your activities unpleasant, and he’s
not one known for being tolerant… Disguise
your relation to me to the best of your abilities.
I’m trusting you with this noble purpose. Fulfill
it and earn a place as full citizens of this
privileged society.”

Palan Ethen
When Aureus finishes speaking, he gestures at Palan
and asks him if he or any of the Steelclaws have any Aureus underlines the fact that they are on their own.
questions. The azhurma will be direct and blunt, his Any imprudent question will be met by a paralyzing gaze
answers concise and to the point. He avoids saying what and a chilling “Anything else?” by Aureus. When the dragon
the object is or where the search for it shall take them, but feels he has answered enough, he will signal them to leave.
he believes that they can complete the mission. If pressed,
he gives the party some hints of where they are headed:

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Preparing for the Journey Palan lets the party know that they must leave as soon
as daylight is gone. He instructs everyone to split up the
supplies and to be ready to depart when night arrives on
The party will be escorted by Goldclaws to the edge Drakha, in a couple of Rhaavan days.
of the Center Ring. After that, Palan will lead them
back to the Steelclaw Headquarters, where they are to
receive their final instructions on this task. The first is Treasure
to remove all Steelclaws insignia from their equipment. The party must split or share the supplies offered to
The party will wait there until they receive further them as they wish. They are given ten +2 arrows, five
instructions. They have been told not to talk to anyone +2 crossbow bolts, a bag of holding, one dungeoneer’s
or walk around the city proper. After a while, Fannax pack, three explorer’s packs and one scholar’s pack.
bursts through the doors with her two royal guards, They are also given a map of the Titan Wastes including
who start clearing the room and the adjacent corridors the path through the mountains, one spyglass, and the
to make sure they are alone. Fannax is a female Fulgen following consumables:
dragonkin. These dragonkin walk upright in their • 4 flasks of alchemist’s fire
hind legs, similar to a human, but using their tails for • 3 potions of greater healing
balance. Even female dragonkin like Fannax are taller • 2 potions of superior healing
than most Valernians, and with her armor on, she
• 1 potion of supreme healing
looks as tough as the toughest Valernian. She is built
for battle. • 4 weeks of rations
The two guards briefly exit the room and return Either (a) 500 gp worth of diamond dust, enough
carrying a simple wooden chest, which they place on for a spellcaster to cast greater restoration up to ten
the table. Then they leave and close the door behind times, or (b) 5 potions of greater restoration if the party
has no one to cast the greater restoration spell.
them. Fannax takes out two scrolls and says:

“Soft-blooded, I am here to relay His Radiant


Majesty’s instructions. Although it baffles me
that he chose such pathetic creatures to carry
out his wishes, I will complete the task that was
given to me.” She unties the first scroll, laying it
flat on the table, and continues.
“You will need to venture east through the
mountains for two days and then go south.
Once there, you should find traces of a Magnifex
dragonkin expedition. Our spies tell us they have
the parchment that we need you to collect first.
Your orders are to follow the directions in the
parchment to wherever they may lead you, and
if you were to fail, make sure the parchment is
lost with you.”
Fannax gestures to the chest on the table.
“We have prepared some supplies to aid your
weak bodies through the desert. There is enough
here for one week; after that, your survival is
up to you.” Va’ra greataxe
Then, Fannax unbinds the second scroll
and places it in front of Palan, urging him to
sign it. “I hope you die fast, so that Aureus
can reconsider and award the task to more
worthy hands.”

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The Audience

Departure That was twenty-nine years ago. Palan has braved


Drakha and its dangers for more than a full cycle, more
than most Valernians. His best years are behind him,
The characters gather outside their headquarters at the but he more than makes up for it with boldness and
start of the long night. When they are ready to leave, strategic awareness. When in combat he fights like a
man half his age.
read the following out loud:
Palan is very orderly and will pull rank if he needs to.
In this first part of the adventure, Palan should come
As you reach the last ring of the marvelous off as thankful that the Golden City exists,knowing
Golden City, you witness a crowd gathering full well that if it didn’t, all of the Valernians who
around a wooden structure. It is a set of gallows, serve in the Steelclaws would have been slaughtered
surrounded by hundreds of cheering dragonkin. long ago. He hopes for the success of any Valernians
Two guards make their way through the mob, on the Red Moon so that they can survive and maybe,
escorting a chained Valernian—a Tyverian vampyr. one day, thrive here. After the adventurers find that
there might be a way back to Valerna, he shifts his view and
The three make their way up the steps tells the adventurers he would give everything to go back.
and on to the platform. There, a dragonkin
executioner stands with a Va’ra greataxe. They When speaking, Palan is straightforward and bold;
place the criminal on the block, and he’s quickly he doesn’t care for small talk. He does, however, add in
dispatched. The crimson crystal axe glows as the some light-hearted jokes and smiles often as he speaks.
Valernian’s life escapes from its headless body, He knows the effectiveness of a stern command, but he
and the cheers from the crowd grow louder. also knows that a smile can sometimes be a lot more
effective. Even if he didn’t, he can’t really control his
Palan breaks the silence and whispers, smile. He has a way of finding the light in even the
almost to himself: “Light above, I’d forgotten darkest moments.
about this. I knew the lad, a good partner in Palan is very knowledgeable of dragon society and
sewer duty. Heard he bumped shoulders with a structure, especially inside the Golden City. He knows
dragonkin, got whipped for it and hit back. His that only a handful of Valernians have seen Aureus up
mistake was winning the scuffle. Easy to forget close, so he understands that something important
we’re one slip-up away from death, even in is happening. If questioned he offers the following
their damned Golden City.” He sighs. “What’s information:
the use in lamenting?” This quest could really • Aureus built the Golden City, the only known place
make a difference. on Drakha where a Valernian has any kind of rights.
• Fulgen dragons are among the few that see Valernians’
worth beyond that of a plate of fresh Vaala.
If asked further, Palan explains that, while Aureus • He misses Ysval, whale stews, his brother, and
is fair in most things, there are always some rules for his younger sister. Still, living in the Golden City
Valernians here that are very unfair. Still, on all the Red is not so bad; it lets him make a difference for
Moon, this is the best place to be; the only place where anyone else the dragons bring. The way he sees it,
they stand a chance to live out a full life, even if the the more of the dragons’ trust he earns, the more
conditions are far from favorable. If pushed more, he people he can save.
tells the adventurers that if he could go back to Valerna
he would not look back. • He considers himself more Drakhan than Valernian
now, at least when total time served is taken into
account. Nevertheless, he still feels that with one
Roleplaying Palan Ethen mistake he may end up on the gallows, so he
carefully toes the lines set for him by the dragons.
Palan Ethen was born on Ysval, trained as part of the
elite griffon riders. At the age of twenty-two he fought
against the mighty dragons that raided Valerna, but he was
defeated and captured by a Fulgen dragon and carried back
to Drakha. There, he quickly realized that he got the best
outcome possible. Speaking with other Valernians in
the Golden City, he quickly learned that most of the
others that were taken as gifts for the azhurma had likely
already been devoured.

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THE INKLING

T
he adventurers leave the Golden City behind From this point on, you should take note of what day it is.
and climb down to where the mountains stop Since day and night work differently on Drakha (see the
and the desert starts. It takes them four days “Day/Night Cycle” section presented near the start of this
to cross the mountains and enter the Titan Wastes. It book), you should keep track of what stage of the Drakhan
is still dark, as night on Drakha lasts for 10 Rhaavan month it is to manage time-related events and tasks.
days. Read the following text to the adventurers:
The party spends the first day traveling. Any character
with a passive Wisdom (Perception) score of 16 or above
The way down the mountains is harsh. From finds the caravan trail of the expedition they should be
time to time you see Fulgen dragonkin at a distance following and can inform Palan about it. Failing that, allow
guarding you or checking your progress. Palan them a DC 21 Wisdom (Survival) check instead. If no
keeps reminding you that this is the easy part of the character finds the trail, Palan manages to do it, but it’s at
journey. the cost of an extra day of travel.
You arrive at the foot of the mountains, the After finding the trail, Palan will insist on pushing
natural border between Aureus’s territory and forward until they find the caravan. If the adventurers
that of one of his most fearsome neighbors, choose to follow his orders and march day and night
Baastherox, the Mightiest. All have heard rumors in pursuit, it only takes two days to get close to the
of his legendary strength. expedition, but every character (including Palan) must roll
The air dries your mouth and throat; the a DC 19 Constitution saving throw for each day spent
change in temperature and humidity is evident. It is tracking the expedition caravan. For each failed save, the
still night as you march into the Titan Wastes. adventurers increase their exhaustion level by 1.

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The Inkling

If the party insists on resting along the way, they need


a DC 22 Wisdom (Survival) check at the start of every day You move up the dunes to the north and hear
to see if they are able to stay on the caravan’s trail with their slithering noises from below. In the interdunes, you
careful approach. Each day that the party fails on this see five figures with snake-like tails and a draconic
roll adds an extra half a day to finding the expedition’s upper body, their hissing voices carry across the sand.
exact location.
After resolving and narrating what happened in this Palan instructs any who decided to follow him to attack
part of the journey depending on the party’s choices and at once and to not let anyone escape. If any dragonkin
rolls, during the evening of the last day of travel, before the escapes, the caravan will be aware of the party’s presence,
party sets up camp, Palan lets them know they are now close and the party will not be able to take it by surprise.
behind the caravan.
If the characters do not move silently, they will be
spotted immediately, and a fight ensues. Any characters
that succeed at approaching stealthily will be able to
The Scouting Party surprise the dragonkin for the first round of combat. Either
way, once the dragonkin are aware of the party’s presence,
three will charge while two of them try to escape.
Once the adventurers are actually tailing the expedition,
Palan sets up a quick camp and lets the party take a short After the fight, Palan tells the party that they must attack
rest. He starts planning an attack before dawn. As Palan is the caravan immediately because the rest of the Magnifex
finishing setting up camp, every character with a passive might notice that the scouts have not returned and may
Wisdom (Perception) score of 18 or higher notices a strange prepare for an attack. This means that the adventurers will
silhouette. If any character offers to stand guard or look have to fight at their current exhaustion levels. Palan leaves
around they can make a DC 20 Wisdom (Perception) the decision up to them, telling them that he is willing to
check to notice the silhouette. If one or more of the player wait if they think they need to rest.
characters notice the silhouette, read the following to them:
Finding Palan
You spot a shadow moving on a dune nearby, it
seems to move away quickly as you try to get a better If no one from the party follows Palan when he goes
look. You notice Palan looking in the same direction, to investigate, he will take on the fight alone. He
quickly checking that his weapons are in place. manages to slay four dragonkin but falls to the fifth and
is left unconscious on the sand. The party will find him
there whenever they head out from camp. He is seriously
If no one notices, Palan certainly has, but he remains wounded (currently at 25% of his maximum hit points,
unsure. His instincts tell him to take a better look. In rounded down) and will need healing.
this case, read the following aloud: The fifth Magnifex dragonkin has escaped and will
alert the rest of the caravan. There will be no chance for
the party to take the caravan by surprise, as they will be
Palan gets up and starts to move. He leaves with a
simple: “Rest up, I’ll come back. Need to check on ready and waiting for an attack.
something…”

At this point, any character can choose to follow


Palan, as he does not order the adventurers to stay back.
But he does leave quickly, and he will wait for no one. If
no characters follow Palan, skip to the “Finding Palan”
section below.
If any characters follow Palan, they find five Magnifex
dragonkin with half their normal hit points lurking
nearby, huddled together and talking amongst themselves.
These dragonkin are injured because they found a nasty
stormwurm, which attacked them while they were
searching for water. A passive Wisdom (Perception) score
of 20 is enough to notice the wounds on their scales.

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1 square = 5 feet

3
2

3
1

Campsite

MAP 2.1 : CAMPSITE

Expedition Campsite You find your way to the expedition’s campsite.


The area outside the camp is dotted with badly
When the party finally catches up to the expedition, the battered carts, with several sets of dragonkin tracks
state in which they find the camp will depend on whether leading from them toward the tents. There are
they were able to completely eliminate the scouting party three campfires, one large and two smaller ones,
in the previous encounter. as well as five domed tents made from bone and
poorly-tanned leather, still showing some gore and
blood stains, with the largest tent at the center.
1. The Perimeter There are nine palisades lined with spikes of bone
blocking portions of the camp’s access points.
This is the area the party arrives from. As they approach,
they’ll find the remnants of the caravans carts, devoid of The whole arrangement creates a crude yet
any useful supplies. Read the following text box: effective defensive perimeter for the campsite.

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The Inkling

If the adventurers managed to defeat the entire If a character steps in any space in the gap between two
previous scouting party and are assaulting the caravan adjacent palisades, they must roll a DC 22 Dexterity saving
without resting, then there are five Magnifex dragonkin throw. Failing that save results in the character taking
in this area guarding the perimeter and the remainder 2d6 bludgeoning damage from the fall and 1d8 piercing
of the creatures in the camp are all resting, distributed damage from the stakes at the bottom as they plummet
amongst the tents as described in the sections below. 20 feet into the pit. A success means that they manage to
jump across the gap to the other side. After a trap has been
If that is the case, read the following out loud: triggered, that trap is open for everyone to see.

The camp is silent and the fires are still burning,


DEVELOPMENTS
but the dragonkin seem to have retreated to their
tents to rest for the night. There are only five After the adventurers clear out the camp and find the
guards outside the camp, slithering circles along its parchment, this area is also where Fannax attacks Palan.
perimeter. Palan orders you to take out the guards
as quickly as possible so you can take the rest of
the expedition by surprise. 2. Camp

If the party can take out the five guards in the first 2 The tents of bone and sewn skin make the
rounds of combat, they can make their way into the camp camp look imposing. The tent at the center
unnoticed. If they take longer or make any loud noises, is quite large, and there are four smaller tents
the rest of the dragonkin in the camp are roused and will scattered inside the campsite.
join the fight 2 rounds after that.
If the party failed to defeat all of the scouts in the This area is the camp proper. If the camp has
previous encounter, however, and the camp is aware of been warned about the attack, this area holds all of
their impending attack, read the following boxed text to the camp’s dragonkin together, ready to defend from
the players instead: behind the palisades.

As soon as you approach the camp, it is clear that


the dragonkin are ready for an attack. They have 3. Small Tents
gathered into three small squads and are standing
behind the spiked fences they set up to defend The inside of the tent is simple and functional.
the camp. You find a small rug and a vase with water inside,
Displeased, Palan lets out a heavy sigh. “If we but there is nothing else of note.
win this, we do that much to teach ’em not to take
Valernians lightly. So fight hard. And don’t die.” These tents each hold a single Magnifex dragonkin.
Unless the characters declare that they are moving stealthily
In this scenario, the five guards here have retreated to and succeed on a DC 14 Dexterity (Stealth) check as they
behind the palisades in area 2 and are reinforced by all enter the tent, the dragonkin wakes up. If the dragonkin
of the dragonkin in the tents described below. is awakened, it hisses loudly, alerting the rest of the camp,
and attacks immediately.

PALISADES AND TRAPS


The palisades can be jumped over by making a DC 22 4. Main Tent
Strength (Athletics) check, any character that fails takes
2d8 piercing damage. If the check fails by 10 or more, then The Main tent is quite large, supported by large
after the damage the character does not land inside the wooden columns. Inside are many rugs, with
camp and is placed just outside, adjacent to the palisades. decorations that are bizarre and eye catching, not
Between each of the palisades is a pitfall trap. always in the best way. There is a chest at the back
Automatically noticing the trap requires a passive Wisdom of the room with a small altar nearby.
(Perception) score of 20 or higher. Any character actively
looking for traps can find all of the pitfalls with a single
DC 22 Wisdom (Perception) check.

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The main tent holds one Magnifex acidbrewer and things with Fulgen involvement, only to take it from
two Magnifex songmasters. Both dragonkin wake up them, locate the prized item, and return with it to
when anyone enters the tent unless the characters declare Aureus herself.
they are moving stealthily and they succeed on a DC 14
Dexterity (Stealth) check as they enter. If any of them To begin the next scene, read the following to
wake up, they hiss loudly, alerting the rest of the camp, your players:
and attack immediately.
You see Fannax just outside the camp, a red-tinted
TREASURE glass spear in her hand. She is accompanied by five
Goldclaws, who look confused when you come
The Magnifex acidbrewer has a simple key on him that is out of the tent.
used to open the chest in the main tent. Inside the chest,
One of them speaks in guttural Draconic.
the party will find six food rations, a beautifully decorated “They are alive Captain! Our orders are clear.
silver canteen, a one-use item that will completely remove We must only ensure that they continue on
all exhaustion levels once consumed, a felt bag containing their path.”
two diamonds and five emeralds, and a piece of parchment.
Fannax, visibly flustered, angrily points her
If the party has no one that can cast greater restoration, Va’ra spear at Palan and speaks. “I have heard
they also find 2 potions of greater restoration. rumors of Ysvalian honor, Captain. I challenge
you to single combat. After you die, I will only
take the parchment and let the others live. I
Inevitable Betrayal promise this shall be, as per my azhurma’s law.”
The parchment sheet found in the camp’s chest was Then she looks back at the dragonkin guards
inscribed by the Coatl dragonkin Mzeebal. While torn, and declares clearly and loudly, “If you dare come
it shows a simple map of the desert with three locations between me and this weak womb-born, I will kill
marked on it. As they find the parchment, read the all of you first and take my chances in exile.”
following text out loud to the players: Palan steps forward, looking down at his feet
and sighs. “I accept your challenge, lizard. It’s
As soon as the chest is opened, Palan quickly your death.”
grabs the parchment, ignoring everything else.
He sits down on a nearby stone and starts reading, At this point, the characters must choose whether they
moving his mouth as he does so. are going to try to interfere or not.
After finishing, he turns to you all and says, If they interfere, one of the Fulgen dragonkin guards
“I heard that Aureus was looking for a way to throws a large clay vase at them, as centrally as possible.
break the curse, to create a bridge from Drakha to As soon as it hits the ground, it explodes. Each character
Valerna… Didn’t right believe it until now. We within a 60-foot radius of its point of impact must make
like to dream of a way back home, one that doesn’t a DC 24 Dexterity saving throw. Anyone who fails the
require riding on dragonback, I mean. I’ll say, I’m save takes 45 (8d10) fire damage and becomes blinded for
sure our reward will be nice, but… this could give 5 (1d4 + 3) rounds (enough for the duel to end). Success
Aureus a free path to Valerna… or allow us to go halves the damage and negates the blinded condition but
back home…” still blurs the vision, causing those affected to make all of
their attack rolls with disadvantage for 5 (1d4 + 3) rounds
As if punctuating his sentence, a spear unless they have blindsight.
tears through the roof of the tent. Palan
instinctively draws his maul as he sees it. After tossing the blinding powder, the guards warn the
“Harpooner’s eyes, fellows! That’s a Golden City adventurers that this duel is a lawful challenge and that any
weapon. We’re betrayed!” further interference will be met with force. If any of the
party continue to interfere, the guards enter the combat,
focusing on those attempting to meddle in the one-on-
Any adventurers that exit the tent will find Fannax one combat between Palan and Fannax.
and her five Fulgen guards outside the camp in area 1. Regardless of any attempt to interfere, Palan and
She decided to follow them and let them do the dirty Fannax start their combat. She will focus every one of her
work of securing the parchment without complicating attacks on Palan, even if the characters step in, striking with

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The Inkling

all her might. She is blinded by rage against him because, If they decide to fight the five Fulgen guards, the fight
in Aureus’ eyes, this Valernian is worth something more happens in an open area. Fannax will not join in as she is
than the Vaala he contains. bound in chains. The dragonkin will fight in perfect order.
During this encounter Palan keeps his vow to uphold They will focus all attacks on one character, and strike even
the challenge and reminds the characters that it’s his honor after the character falls unconscious, until they are dead.
that is on the line, so he is unwilling to be teleported, Then, they will move on to the next adventurer using the
moved or have any other effects targeting him that would same strategy. If the party is victorious, they can do with
otherwise remove him from battle. Fannax as they please.
If the party somehow manages to save Palan— They can choose to go to Palan instead, retrieving the
which should be highly unlikely for them—play him as piece of parchment and watching as their captain’s essence
permanently weakened from the Va’ra wounds, perhaps fades into the crystal on Fannax’s spear. The dragonkin
inflicting a couple of levels of exhaustion that don’t seem leave with their prisoner in haste.
to go away, so that his presence on the party’s side doesn’t Now that they have the parchment, the characters
disrupt the rest of the adventure. For the remainder of the can see a clear route on it with three numbered, distinct
adventure, he will be unable to have his hit points restored locations marked. However, the parchment is incomplete,
above 40 or to recover to less than 2 levels of exhaustion. with what appears to be a route to a fourth location torn
If the adventurers stand by and let the fight continue, from it.
or if Palan dies, read them the following:

As Palan and Fannax clash in combat, you notice


the dragonkin sneer at Palan when she finds
Rewards
they are evenly matched. After a series of thrusts,
dashes, and parries, Palan manages to gain the For the successful completion of this portion of the journey,
upper hand with a downward slash that deeply award all player characters a milestone advancement to
cuts into Fannax’s shoulder. bring them to their next level, which is typically 18th level,
Unfortunately, Fannax maintains her focus unless they skipped some portion of this adventure.
and thrusts her spear through Palan’s chest. You
notice Palan’s essence leaving his body as the
spear’s crimson crystal starts glowing.
You see movement among the dragonkin. Ta-
king advantage of Fannax’s wounds, they charge
at her, quickly overpowering her and binding her
hands and feet in chains. She starts to pass out
from her wound.
One of the dragonkin takes a step toward you
and speaks. “We are taking Fannax back to the
Golden City to be judged for her disobedience. You
will continue on your quest. Remember that it was
Aureus, not Fannax, who bestowed this task upon
you. Complete your quest, Steelclaws, and witness
as Aureus stays true to his word; he always has and
forever will.”
The dragonkin turn around, now carrying an
unconscious Fannax, and start on their way back
to the Golden City.

The adventurers can follow the dragonkin after the


encounter, if they wish, to either question Fannax or
Va’ra wounds
avenge Palan, but she is still blinded with rage, telling the
Valernians how little she thinks of them and wishing that
Baastherox kills them slowly. She offers little else.

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THE CAVE OF DEFEAT

S
how the players the parchment handout The map has three marked locations. The closest one
or an image of it and explain the various depicts two simple hills with a cave entrance and is marked
annotations on it. with the Draconic word for “scar.” The second location
is a deep canyon; on it is the word for “worship.” Finally,
The piece of parchment is old and torn, and it the third location is one even Valernians have heard of, the
depicts a rough map of the Ashen Fractures. The Titan Skull, marked with the word for “death.” This is said
map focuses on the several regions in Baastherox’s to be the place where one of the strongest dragons ever to
domain, all the way to the borders with Aureus’s exist waits for any challengers.
Gilded Lands to the north and Rawraxxa’s Shrilling The closest point on the map, “scar,” is four to five
Sands to the south. Rhaavan days away. The party could choose to travel to the
There is a muddy and halting inscription written mapped locations in any order they want, and they can even
in Draconic at the bottom: “Clear-- with this --end decide to go directly to the final encounter from this point.
--Curse of Kad--os-- if Baastherox can be per--uaded--” If the party chooses to travel to the “worship” location, skip
The rest of the sentence has been erased, or torn to the “Mandate of Strength” section. It takes eight days
from the parchment. of travel to get there. If they choose to move toward the
“death” location, skip to the “The Great Death” section. It

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The Cave of Defeat

takes twelve days of travel. Otherwise, continue with this Ashen Fractures Combat Encounters
section to bring the adventurers to the “scar” location. 1D12 ENCOUNTER
When the party begins their trip, read them the following: 1–8 Nothing
9 A raid of 1d6 Magnifex dragonkin on the
As you prepare to leave, you notice the sky getting party’s camp
darker, and from time to time, claps of thunder
rattle the air and pierce your ears. 10 A raid of 1d8 Magnifex dragonkin and 1
Magnifex acidbrewer on the road
You notice that unlike other storms, this one 11 1 sandbeetle swarm
has no precipitation, only darkness, and the only
light it brings is that of brief flashes breaking 12 2 stormwurm larvae
through the darkness from lighting as it strikes
across the red desert.
Ashen Fractures Survival Encounters
1D12 ENCOUNTER
Navigation 1–2 Cave oasis; the party may rest and lose 1
exhaustion level
3–5 Extreme heat
Make note of the time required for the party to reach
6–7 Quicksand
their destination, halving it if the adventurers travel
more hours than normal and exert themselves. 8 Sulphur explosions
9 Sandstorm
Traveling through the desert is hard. At the start of
each new travel day in the Ashen Fractures, the party must 10 Earthquake
succeed on a DC 18 Wisdom (Survival) check to avoid 11 Lightning storm
becoming lost. Failure on this check means that they add 12 Roll or choose twice
one additional day to their travel time.
The party can gain advantage on this check if they move
deliberately slowly, adding half a day to their travel time. By
the same token, the party has disadvantage on this check if
Exhaustion
they move too fast or for longer than normal in a day. At the end of each day spent travelling, each character
must succeed on a DC 18 Constitution saving throw or
Count only full days of travel when rolling for combat suffer one level of exhaustion.
and survival encounters below.
A character has disadvantage on this saving throw if
they are wearing medium or heavy armor. Also, if the
Random Encounters party is traveling at a fast pace, they all have disadvantage
on this save. If the party is traveling at a deliberately
At the start of every day of travel, except for the day before slower pace, they all have advantage on this save. You can
the party arrives at their destination, roll once on both the award advantage or disadvantage to individual saving
Ashen Fractures Combat Encounters and Ashen Fractures throws if the party is creative in the ways they chose to
Survival Encounters tables, then run the appropriate brave the desert.
encounter(s) as dictated by the results, allowing a short rest
between them if required. You may reroll if the result is an Characters who fail this saving throw by 10 or more
encounter the party has already faced. gain two levels of exhaustion. Should an adventurer reach
level 6 exhaustion because of this, they stay at level 5
All of the creatures in the combat encounter table can exhaustion instead.
be found in appendix A, and a detailed description of
each survival encounter is listed in the Ashen Fractures
Hazards section at the end of this adventure. Terror from Beneath
The encounters can take place during either Drakhan When the adventurers are on their last day of travel,
daytime or nighttime, depending on which time of day the they get attacked by a stormwurm. Read the following
party decided to leave the Golden City, in whatever order description when you are ready to run the encounter
you determine. as the party either declares they are leaving or they are
calling it a day.

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Have the party roll initiative. The encounter begins
You have traveled several days through the harsh with each character making a DC 23 Dexterity saving
climate, enduring the Titan Wastes. As you draw throw. Those who fail become restrained by the flowing
ever closer to the location marked on the map, you sand and sink into it up to their knees. At the start of their
can see small rocky hills rising in the distance. first turn in combat, these restrained characters are moved
40 feet toward the hole in the sand, slowing just at the
You are making good time, even as you trudge edge of the hole. At the start of their second turn, these
your way through the desert, when suddenly the characters can try to escape the flowing sand by using their
sky darkens, and a single bolt of lightning strikes action to roll a DC 20 Strength (Athletics) or Dexterity
disturbingly close to you. It’s destructive force (Acrobatics) check. If they fail or otherwise don’t attempt
crystallizes the sand into a glass-like structure in the to escape, then at the end of that turn they fall into the
shape of a basin with spiked edges. hole, which is 60 feet deep. Any adventurer that doesn’t
The sand beneath your feet starts to move, become restrained by the flowing sand or fall into the hole
creating a swirl in the desert floor, and begins must keep making the DC 23 Dexterity saving throws
to pull you toward something barely discernible against the flowing sand at the start of each of their turns
at the center. From the center of the swirl, two until they fall in or leave the area.
pink, slimy tendrils shoot upward! The stormwurm will use its turns to try to grapple a
character, prioritizing those who managed to stay free from

1 square = 5 feet

Stormwurm Pool

MAP 2.2: STORMWURM POOL

Alejandro Maroto (Order #37771216)


The Cave of Defeat

the shifting sand. As soon as it has a character grappled, TREASURE


it will descend into the cavern with them. If it fails on the
There is treasure inside the stormwurm. If a character goes
first turn, keep the combat running outside the cave until
through its entrails they find one +2 ranged weapon of
the stormwurm manages to capture a character and retreat
whatever type is appropriate for any character in the party
inside its cave.
and three Va’ra crystals.

5. Stormwurm pool 6. Hidden Cave


Ideally, the stormwurm abducting an adventurer will push
the characters to go into the cave to save their companion.
However, if they decide they won’t, continue combat with The dark tunnel leads to a small pool in a separate
the stormwurm attacking the character it pulled into the cave. This cave is very small and humid. You spot
cave, while the rest of the adventurers take actions above. a stone chest near some dragonkin bones.
Read this text out loud once the first character falls into
or otherwise enters the cave:
This cave only has the chest, which has no lock and
opens easily.
You find yourself in a deep dark cave. The only
light is coming from the opening on the cavern’s
ceiling. There still is sand coming down, but the TREASURE
flow seems to have slowed down significantly. There Inside the chest are 3 potions of greater restoration, one
is a deep pool of water at the center of the cave and ring of protection, one suit of +2 armor of whatever type
many tunnels heading in different directions. can be worn by a character in the party, one dragonslayer
short sword, and three supreme healing potions.
The pool and its surroundings is where most of the If you feel you can’t decide on your own which
battle should take place. The pool is 10 feet under the main armor or weapons to include as treasure in this
cave level. The walls are rocky and have plenty of tunnels encounter, make the weapon a +2 sling, and the armor a
heading in different directions. set of +3 studded leather. But ideally, look at the party’s
current equipment and give them something slightly
There is a passage underwater that leads to the hidden
better or something suited to complement their current
cave in area 6. Have any character that ends up inside the
style of play.
pool roll a DC 20 Wisdom (Perception) check to notice an
entrance about 20 feet under the surface. The underwater
tunnel to reach the hidden cave is 45 feet long.
The Scar
DEVELOPMENTS
When it is close to being killed, the stormwurm will try The party arrives in a region full of small hills made of
to escape. It will head through one of the many tunnels sharp stones. As they reach “The Scar,” the adventurers
around the pool. The party can give chase for 2 rounds find piles of bones from both dragons and dragonkin.
and attack normally, but after that the stormwurm will dig Befitting its name, the entrance to the cave is a large gash
directly down, causing boulders to drop onto the tunnel that looks like it was sliced into the hill’s face.
after it, making it impossible for the party to follow. As they enter, read the following paragraph:
After the stormwurm is dead or has escaped, the cave
is safe, and the temperature in it is much better than
The cave is cool compared to the outside,
out on the sand. If the characters rest here, they recover
illuminated by a natural skylight at the top. The
two levels of exhaustion and do not have to roll for any
floor is rough, like badly polished stone, and a layer
random encounters.
of bones covers most of it. The walls have carvings
Whenever the party is ready to leave, let them know that are clearly divided into three sections.
that they safely reach their destination. See the “The Scar”
section below.

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The cave is enormous, and one of the walls has a mural
etched into it with a very sharp object.
The first section depicts two giant dragons clashing in
pitched battle, one towering in size over the other. The
middle section depicts the larger dragon beating the smaller
one, standing over it. The final section has a larger etching
of the smaller dragon; some of the lines are filled with shiny
metal, representing scars on the dragon’s body.
Underneath the final section is a short sentence written
in Draconic, it reads: “My arrogance was my defeat…
Kadmos spared me. I bear these scars proudly, for they
remind me what true power feels like.”
The final section accurately shows where the scars are
located on the dragon’s body. If a character inspects it, and
spends over a minute looking at the mural in general or
tries to copy the image with parchment or paper, make a
note to give that character an advantage when searching for
the scars on Baastherox’s body.
If the adventurers search the bones, they find the
remains of another Valernian. The man’s skin has dried out,
and it looks like he has been dead for a while yet preserved
by the desert sands. The corpse has simple, now useless
armor and the clothing he wore when alive. His skeletal
hand still holds a roll of parchment in it. Most of it is
unreadable except for the last part, which reads:

“…death, everything is death around here. The


ground is like an oven, and the heat boils us slowly
like a stew… Did Aureus really think this was
possible? Or was he trying to get rid of us?”

Treasure
The metal inside the cracks of the mural is platinum
worth a total of 7,000 gp. It is soft, so it can be remove
with any sharp object.

Rewards
For the successful completion of this portion of the journey,
award all player characters a milestone advancement to bring
them to their next level, which is typically 19th level, unless
they skipped some portion of this adventure.

Ossified Shard Artifacts

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MANDATE OF STRENGTH

A
fter the party presumably rests at the cave, they will the same token, the party has disadvantage on this check if
be ready to travel to the second location on the they move too fast or for longer than normal in a day.
parchment map, marked “worship.” This one is even
deeper into the desert, four days’ travel from the Cave of Count only full days of travel when rolling for combat
Defeat. The farther they go, the harsher the conditions are. and survival encounters below.

Storms and explosions are more frequent, and even the


air feels more dense. Carcasses and bones become more Random Encounters
frequent sights.
At the start of every day of travel, except for the day before
the party arrives at their destination, roll once on both
the Titan Wastes Combat Encounters and Titan Wastes
Navigation Survival Encounters tables, then run the appropriate
encounter(s) as dictated by the results, allowing a short rest
between them if required. You may reroll if the result is an
At the start of each new travel day, the party must
encounter the party has already faced.
succeed on a DC 20 Wisdom (Survival) check to avoid
becoming lost. Failure on this check means that they add All of the creatures in the combat encounter table can
one additional day to their travel time. be found in appendix A, and a detailed description of each
The party can gain advantage on this check if they move survival encounter is listed in the Ashen Fractures Hazards
deliberately slowly, adding half a day to their travel time. By section at the end of this adventure.

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The encounters can take place at any time throughout Have each character roll two DC 20 Strength (Athletics)
the day and in whatever order you determine. checks, the first check at 150 feet down, when the first
gust rushes by, and the second check at 50 feet from the
Titan Wastes Combat Encounters bottom, when another gust rushes through the ravine.
1D12 ENCOUNTER Failing either check means that the character loses their
1–9 Nothing
hold and falls. Allow them to roll a DC 24 Dexterity saving
throw. Success means they only take 7 (2d6) bludgeoning
10–11 1 sandbeetle swarm damage and manage to hold on to the rope or wall part
12 1 Adult Exor dragon, wounded (only 283 way down from where they fell.
hit points remaining and unable to use its
frightful presence ability)
Characters who are descending with the use of either
the fly or feather fall spells need to instead roll one DC 22
Strength save halfway down the crevice to resist the wind
Titan Wastes Survival Encounters and not get thrown into the side. Failing this check will
result in them taking 14 (4d6) bludgeoning damage after
1D12 ENCOUNTER crashing into the wall.
1 Cave oasis; the party may rest and lose
When the adventurers reach the bottom of the ravine,
one Exhaustion level.
read the following paragraph to them:
2–8 Nothing
9 Extreme heat
Once you reach the bottom of the crevice, you
10 Earthquake walk for a hundred feet and find an entrance in one
11 Sulfur explosion of the walls. The stone is smoothed and has clearly
12 Lightning storm been worked on.
Loud chanting can be heard coming from
the inside, and you immediately recognize it as
Exhaustion Draconic. The chant is rhythmic and repetitive:
“Vada! Bazhera! Ivjakut ume zhe! Aasthrut ume
At the end of each day spent travelling, each character must zhe!” It can be translated as “Arise! Overcome!
succeed on a DC 20 Constitution saving throw or suffer Become worthy! Become mighty!”
one level of exhaustion.
A character has disadvantage on this saving throw if
they are wearing medium or heavy armor. Also, if the party 7. Cave Entrance
is traveling at a fast pace, they all have disadvantage on
this save. If the party is traveling at a deliberately slower As the characters cross the threshold into the cave,
pace, they all have advantage on this save. You can award they can detect a simple trap with a passive Wisdom
advantage or disadvantage to individual saving throws if the (Perception) score of 19. A character searching for traps
party is creative in the ways they chose to brave the desert. or the character in front if they enter the cave carefully
can make a DC 18 Wisdom (Perception) check to
Characters who fail this saving throw by 10 or more detect it.
gain two levels of exhaustion. Should an adventurer reach
level 6 exhaustion because of this, they stay at level 5 The trap is a simple trip wire that, if triggered, drops
exhaustion instead. some large rocks behind them, sealing them inside the
cave and alerting the dragonkin in area 8.
If the characters activate the trap, each character in
The Cult of Might the entrance makes a DC 22 Dexterity save, taking 28
(8d6) bludgeoning damage on a failed save, or half as
much on a successful one.
After the appropriate number of days of travel, the party
arrives at a 300-foot crevice, at the bottom of which the Characters who were outside can decide to jump in
second cave marked on their map is located. The sides as the rocks fall, to end up inside the cave. If they are
of the crevice are incredibly smooth, worn down by both stuck outside, it takes two successful DC 20 Strength
wind and sand. The climb down is dangerous because (Athletics) checks to clear enough rocks to enter.
the wind tends to rush up the wall, making it more
treacherous.

74

Alejandro Maroto (Order #37771216)


Mandate of Strength

DEVELOPMENTS Ryellus only enters the fray if the characters attack


by surprise, in which case all of the dragonkin attack
Inside the cave a large group of some twenty simultaneously.
dragonkin, all unarmored and with their weapons If the adventurers beat two waves of dragonkin,
sheathed, are chanting, “Aasthrut ume zhe,” around Ryellus will challenge them to fight him, promising to
a circular arena made of solid stone. let them through if they beat him. If they accept, the
other dragonkin will stop to watch the battle. Ryellus
will focus his attacks on low-defense characters until
If the characters triggered the trap, all of the dragonkin they are unconscious before moving on to the next. At
in area 8 will be aware of the intruders and attack. half his health, he will call for a stop to the fight. If
the characters keep attacking, the rest of the dragonkin
join in and fight to the death.
8. Cult of Might Arena If the adventurers beat Ryellus fair and square and
A cult of dragonkin that worships Baastherox is spare him, read the next box to the players:
holding a fight between two of its members in an improvised
fighting pit. These are dragonkin from all the broods, and Ryellus looks at you and smiles, muttering
upon closer inspection, the characters will notice that “worthy” under his breath. He then commands
some have been maimed and all are covered in scars. The the dragonkin to stand down.
two in the pit are savagely fighting.
He announces proudly, “We have met worthy
There are twenty-one Might Cultist dragonkin plus foes in the pit. They will be granted passage to face the
Ryellus, Champion of the Mighty, inside the cave. If final challenge before they have the honor of facing
the party fails a DC 20 group Dexterity (Stealth) check, the Mightiest.” The rest of the dragonkin chant in
or if they triggered the trap at the entrance, they are unison: “Ivjakut” or “Worthy.”
attacked by groups of five Cult dragonkin at a time.

Cult of Might Cave


1 square = 5 feet

MAP 2.3: CULT OF MIGHT CAVE

Alejandro Maroto (Order #37771216)


ROLEPLAYING RYELLUS MZEEBAL’S HISTORY
The Fulgen dragonkin speaks little, but he speaks of Mzeebal was a reputed dragonkin sorcerer who
honor and in general has a single purpose: to challenge studied Kadmos for several decades. It was through his
Baastherox and either prove himself or be killed. He investigations that he discovered that it was Baastherox
knows that Kadmos forgave Baastherox, and even though who had battled—and was defeated by—Kadmos,
he knows he could probably never beat the Mightiest, before the Primordial vanished.
maybe he could prove himself like Baastherox did to the
However, and this is the part that most intrigued him,
Primordial Dragon.
a shard of one of the Primordial’s claws was lodged in
Baastherox’s body. Mzeebal believed, as does Aureus, that
this Shard could be an ingredient in a spell that could
What Ryellus knows potentially open the Eye of Kadmos.
We have a mural in the next cave: a depiction Mzeebal obtained this knowledge through years of
of Baastherox’s pride, a shard from Kadmos’s claw. research and investigation all across Drakha, roaming from
Longago,theMightiestchallengedKadmos,and lair to lair and region to region. This aroused rumors,
managed to give the Primordial a honorable which eventually reached many interested parties,
fight before being spared for his bravery. including both Aureus and Kuxcoatl.

Baastherox keeps this Shard beneath his Mzeebal was taken prisoner by
bone plinth. It is a monument to those who mercenaries hired by Kuxcoatl,
challenged him. who were taking him back to the
azhurma, but he escaped from them
Many suns ago, Mzeebal, a Coatl kin, and sought refuge in this crevice
set out to try and retrieve the Shard. where he discovered the “Shrine
I suspect he failed at this. But he to the Mightiest.” As he made his
made maps and clues. way to Baastherox’s lair, he built a
He came through here shelter to continue his research and
and passed my test, so I repeatedly requested that the dragon
listened. He told of yield Kadmos’s Shard to prove his
a cave where runes theory was correct.
could empower the Baastehrox grew weary of
Shard, of a sacrifice. this and put an end to Mzeebal’s
I know no more of life during his last attempt at
this. He was vague, convincing him.The dragonkin
as all his kind are. sage died inside the Titan
Skull, leaving only the
map and a few clues of
his final journey. How
the map ever
made it out
of Baastherox’s
domain remains
a mystery.

Ryellus

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Alejandro Maroto (Order #37771216)


Mandate of Strength

9. The Chamber of Reflection There is also a hidden chest mostly buried in the room,
inside of which are some shavings from the Shard. It can be
found with a DC 27 Intelligence (Investigation) check.
This chamber is formed by natural stone arcs.
The red rock walls have tracts written on them Alternatively, if Ryellus brings the characters here
filled with platinum, which make the cave look after losing to them, he digs up the chest and gives
like a giant diary. them the shavings, telling them that, while they do not
contain the powers of the shard itself, they can be used
to enhance a weapon or a few spells. He had thought
This chamber was the temporary resting place of of using them himself in his eventual encounter with
Baastherox millennia ago, where he pondered his life after
Baastherox, but the party’s fight with him proved to him
surviving his encounter with Kadmos. If any character
that he still needs further training.
inspects the walls, they find many quotes similar in tone
and subject matter, indicating that this part of the cave is As they are saying their farewells, a great roar is heard
actually a shrine to a particular school of thought. at a distance, followed by thunder echoing in the chamber.
If the party shows interest in reading the carvings One repeated word from the cultists resounds above the
on the walls, read them the following quotes: din in the cavern: “ivjakut,” or “worthy.”

TREASURE
• “I will search for a worthy challenge, one
that reminds me of that fateful day when my The treasure contains shavings of the Shard. A DC
strength was found lacking.” 24 Intelligence (Arcana) check reveals that a weapon
or a spellcasting focus can fuse with the bone shavings,
• “Respect the challenge. Never take advantage. and it would be strengthened against any creature that
Take defeat with honor.”
was created by Kadmos. See the “Ossified Shard Artifacts”
• “Combat is pure, and those who fight will be section under “Baastherox Exploits” for the effects of this
cleansed through it.” on later fighting Baastherox.
• “The valiant weak should be protected so they There are enough shavings to treat up to two weapons
can become stronger braves.” or spellcasting focus in this manner. Each treatment takes
• “Honor the dead.” one hour.
• “Strike at your enemies with nothing but honor.” If the player characters pry the platinum filling inside
the engraving of the runes carved in the walls out, it is
• “Those who slay the weak deserve to be taught worth 10,000 gp and weighs 20 pounds.
the meaning of real strength.”

Inside the shrine, the adventurers find another Rewards


mural carved into the stone by Baastherox. Etched on
the wall is a depiction of the Shard, part of a gigantic
claw, filled with platinum that can be removed fairly For the successful completion of this portion of
easily with a sharp tool, and underneath it is a text in the journey, award all player characters a milestone
Draconic which reads: advancement to bring them to their next level, which is
typically 20th level, unless they skipped some portion of
this adventure.
“My heirloom from the battle, a proof of my
fateful transformation. Great Kadmos didn’t
deliver the final strike to finish me off but
respected the duel, as do I. There is no greater
honor, and this piece will forever be a memento
of the day when I was bested.”

77

Alejandro Maroto (Order #37771216)


THE GREAT DEATH

T
he group arrives at the bottom of a canyon with It will take two days for the adventurers to traverse
walls 500 feet high. They can march along the the canyon. After exiting or passing the end of the
canyon bottom or choose to climb its walls. canyon, they arrive in the tract of desert surrounding
Make it clear for the party that it looks safer to stay the Titan Skull. It will take the party another two days
inside the canyon, as it seems to somewhat protect them to reach the Titan Skull.
from the environmental dangers. It will also lead them
in the general direction they need to go, as they can tell This stretch of desert is filled with skeletons and
carcasses scattered all over. It is the battlefield where, for
from the map on the parchment.
more than two millennia, Baastherox has defended his
If the party decides to climb out of the canyon, it is easy title as the Mightiest. Countless dragons, dragonkin, and
to ascend, requiring no ability check. However, you should other creatures native to Drakha have fallen here, and the
roll once on the Great Death Survival Encounters table landscape is a testament to that.
in the next section as they crest the top of the canyon. As
wind passes over the canyon it creates a roaring sound.

78

Alejandro Maroto (Order #37771216)


The Great Death

“The Great Death” remains true to its name.


Exhaustion
Countless skeletons, shells, and carcasses, both At the end of each day spent travelling, each character must
fresh and old, litter the red sands. This expanse succeed on a DC 20 Constitution saving throw or suffer
is an eternal battlefield, where creatures have one level of exhaustion.
come to die for millennia, and the undeniable
proof of Baastherox’s unbested might. A character has disadvantage on this saving throw if
they are wearing medium or heavy armor. Also, if the
At a distance, you can see a colossal skull party is traveling at a fast pace, they all have disadvantage
with an ever-present storm circling above it, on this save. If the party is traveling at a deliberately slower
constantly casting lighting strikes near it. pace, they all have advantage on this save. You can award
advantage or disadvantage to individual saving throws if the
party is creative in the ways they chose to brave the desert.
Navigation Characters who fail this saving throw by 10 or more
gain two levels of exhaustion. Should an adventurer reach
level 6 exhaustion because of this, they stay at level 5
The Titan Skull can be seen from miles away, even in the exhaustion instead.
worst conditions. There is no need to roll for the party to
find their way to Baastherox’s Lair.
The Titan Skull
Random Encounters
For each day of travel in the canyon, roll twice on the The party finally arrives at the Titan Skull, which
Canyon Combat Encounters table . If two encounters Baastherox claimed as his lair after his only known defeat.
are rolled on the same day you can combine them or run This place is where he would await all challengers, deciding
them separately. that he would no longer venture out in search of foes and
For each day of travel in the desert beyond the instead let them come to him, should they prove capable
canyon, roll three times on the Canyon Survival of surviving the trek and, thus, prove themselves worthy of
Encounters table. fighting him.
All of the creatures in the combat encounter table can
be found in appendix A, and a detailed description of In front of you is the Titan Skull. It bears
each survival encounter is listed in the Ashen Fractures some general similarities to a human skull,
Hazards section at the end of this adventure. yet the eye cavities are larger, and its overall
The encounters can take place at any time throughout proportions are stranger and much larger in size.
the day and in whatever order you determine. Something about the gargantuan cranium gives
off an aura of alienness.
Canyon Combat Encounters It has jagged teeth, and its lower mandible is
1D12 ENCOUNTER half buried under the sand, marking the main
1–4 Nothing entrance to the lair itself.
5–10 3d6 + 2 khar’gura There are massed storm clouds surrounding
11–12 1 stormwurm the general area around the skull, yet no rain ever
1d4 − 1 young stormwurm falls from them, only lightning. Curiously enough,
1d6 stormwurm larvae these never directly strike the skull.

Canyon Survival Encounters


As the party arrives near the Titan Skull, they find it
1D12 ENCOUNTER surrounded by bones and carcasses. In some places, the
1–6 Extreme heat sand is not even visible under the remains, making it a
7–9 Sulfur explosion veritable field of bones. Even the staircases between each
plateau are made out of bones
10–11 Lightning storm
12 Roll or pick twice

79

Alejandro Maroto (Order #37771216)


1 square = 5 feet

12

10

11

Titan’s Skull

MAP 2.4: TITAN’S SKULL


Alejandro Maroto (Order #37771216)
The Great Death

10. Bone Stairs The treasure inside the hidden compartment includes
a Va’ra crystal, three greater restoration potions, and three
potions of supreme healing.
The Titan Skull is atop a leveled hill. On
the side of each level, cut into the hill, are
staircases made of bones, varying in size; some 12. The Titan Skull
look very old and some quite recent. On the
first level, you see a cave dug into the hillside
to the west of the second set of stairs. The being this skull belonged to was probably as
big as the city of Ysval. Its remains hint at what
the Red Moon was like before Kadmos, a time
As the party reaches the hill, lighting strikes near them, long forgotten. Inside, some steps take you into
but never hits them unless they descend or retreat. a circular arena, with a hard floor covered by a
layer of sand.
If any character that goes up the Titan Skull turns back,
they are struck by lightning. They must make a DC 20 Baastherox has crafted his lair to be a perfect
Constitution check, taking 21 (6d6) lightning damage fighting pit. At its center is a bone plinth, and on
on a failed save, or half as much on a successful one. This top of it is Baastherox, looking directly at you.
lightning strikes them again each round in which they As you approach the lair’s core, Baastherox
retreat away from the Titan Skull over the next minute. rises in his colossal glory. This is no ordinary
This effect ends if Baastherox is slain. dragon, not even an ordinary great wyrm. This is
an ancestral, nearly immortal entity, one that has
been annoyed by your kind countless times and
11. Mzeebal’s Cave not challenged once.
Thunder cracks outside the lair. Baastherox
You enter a small cave in the side of the steps toward you, silently accepting your challenge.
mountain. There is a makeshift cot and a small
table with parchment inkwells, and some
empty vials and bottles. The cave walls have
Draconic writing on them. This room is a perfect combat environment, completely
flat so that movement is not impeded. The room
is well lit if it is daytime, and remains lightly
On the table is a torn piece of parchment. There is also a obscured during the night.
hidden compartment behind a loose stone near the north The Primordial Shard is the centerpiece of
wall. The party can find it by making a DC 18 Intelligence the bone plinth in the middle of the arena.
(Investigation) check. After the fight, it will be clear to see, since it
Most of the runes carved on the inside of Mzeebals’ has a different tone and texture from all
cave are protection runes that can be activated to hide the surrounding bones.
the cave by succeeding on a DC 20 Intelligence (Arcana)
Once the players are ready
check. If the runes are activated, the party may rest here,
with no harm coming to them for two days. After that, to face Baastherox, proceed
Baastherox will strike the cave with lightning, disabling the with the fight as detailed
protective effect, and command them to enter his lair. below, using the
additional combat
rules detailed at the
TREASURE beginning of this
The parchment on the desk completes the one the party book.
found at the Magnifex campsite. This piece has the rest
of the map, leading to a fourth cave, marked as “essence.”
Near the cave are some notes of where to place the Shard
inside a pool and how to make the appropriate sacrifice
to activate it. Next to the indication, the word “Vaala” is
circled, the energy that all living beings from Valerna have.
Va'ra Crystals

81

Alejandro Maroto (Order #37771216)


The Fight with Baastherox Second Phase
Baastherox has sized up the player characters as worthy
enemies and begins bringing his full fury down on them.
The battle against Baastherox begins when the player
characters enter the skull that serves as his lair, and the
dragon stares down the challengers as he descends from LAIR CONDITIONS
atop his bone plinth. This is the first phase of the fight.
A mighty thunderclap explodes outside. The
First Phase walls of the skull vibrate, and small cracks begin
to form in the bone.
The battle begins as soon as a character attacks Baastherox.
The wounds and scars on Baastherox’s
If no character does, Baastherox initiates by attacking the body release steam as he roars menacingly. As
intruders one minute after they enter the cave. if summoned by his wrath, storm clouds start
to gather inside the cave as well. The lights
LAIR CONDITIONS dim. The hour darkens.

The area is well lit with natural light. Small drakes Under the new lighting conditions, all ranged attack
flutter in the distance, indifferent to the battle. rolls and spell attack rolls with a target beyond 90 feet from
the attacker or caster are made with disadvantage.
7 (1d10 + 2) small drakes (12 AC; hp 10) scurry 5 (2d4) small drakes (12 AC; hp 10) remain in the area,
around the area. The drakes do not attack the player as per the previous phase of combat.
characters; they are either hidden or moving around the
During Baastherox’s upkeep, lightning strikes a random
perimeter close to the walls.
character for 11 (2d10) lightning damage. A successful DC
20 Dexterity saving throw halves the damage.
Baastherox’s Actions
Actions per Round: N + 2 Baastherox’s Actions
During this phase, Baastherox refrains from using his Actions per Round: N + 4
special actions and only uses his breath weapons if the
During this phase, Baastherox refrains from using his
player characters make him mad or prove themselves a
special actions.
challenge.

PHASE CHANGE PHASE CHANGE


The encounter continues in this phase until one of these
The encounter continues in this phase until one of these
conditions is met:
conditions is met:
• Three or more of Baastherox’s body parts are
• One of Baastherox’s body parts is broken.
broken, and three or more of his remaining body
• The characters have opened one of Baastherox’s parts have half or fewer of their maximum hit
major scars. points remaining.
• Two or more of Baastherox’s body parts have half • The characters have opened all three of
or fewer of their maximum hit points remaining. Baastherox’s major scars.
When one of the above conditions is met, Baastherox • The characters have opened two or more of
starts generating a storm around him. The light inside of Baastherox’s major scars and three or more of his
the skull begins to dim. minor scars.
When one of the above conditions is met, Baastherox’s
storm increases in strength, and the lair becomes engulfed
in darkness.

82

Alejandro Maroto (Order #37771216)


The Great Death

Final Phase • Forfeited advantage when attacking at least once


or never had advantage during the encounter
Baastherox has now reached the peak of his wrath. His
• Did not use insults or tricks, including illusions
storm clouds become a full blown thunderstorm.
and mind-affecting spells
If he sees the adventurers as honorable opponents, then
LAIR CONDITIONS
read this text out loud as he dies:

The top of the Titan Skull shatters, completely Baastherox finally lies shattered and defeated, his
opening the arena to the storm outside, joining body torn and destroyed. There should be no way
it with clouds inside. Baastherox’s eyes turn pure that he is able to move, yet he does. The massive
white. Where once there was a sharp-minded dragon stands up and approaches you.
dragon, now only a being of pure rage and primal
power remains. As you prepare to face him again, he speaks,
“I have found one, at long last, one as mighty as
The steam emerging from the wounds is Kadmos. You shall now carry on the title of the
now venting with force, and you can feel the Mightiest, and it is now up to you to endure the
heat from the dragon throughout the area. weight of what it represents. You will be hunted,
His movements seem more erratic but mightier but as long as you remain the Mightiest, you
than before. The sky turns completely dark. When shall prevail.”
lightning strikes it is blinding and powerful. With his dying breath, he names a
Draconic rune. The rune engraves itself on
your chest, burning the flesh and leaving a
The arena is now completely dark, and absent other mark, one which seems impossible to remove.
sources of light, everything becomes heavily obscured. All Baastherox collapses, all life abandoning his
of the small drakes have fled. body, leaving a massive carcass inside his lair to
During Baastherox’s upkeep, lightning strikes two forever rest along the countless others that died
random characters for 11 (2d10) lightning damage. A here during his millenary rule as the Mightiest.
successful DC 20 Dexterity saving throw halves the damage.
Those honorable characters who gain this rune should
Baastherox’s Actions feel empowered in subtle yet undeniable ways. There’s
Actions per Round: N + 5 now great power surging through them, and this will have
future repercussions.
During this phase, Baastherox uses all of his attacks and
abilities. Any creature that starts their turn mounted on Otherwise, if none of the characters followed all of the
one of Baastherox’s body parts takes 9 (2d8) fire damage, honorable practices above, then read this to the players as
with no saving throw available. the dragon is killed:

Baastherox struggles to keep himself up, a


PHASE END stubborn attempt at continuing the fight. The
The encounter ends when Baastherox is killed. This requires rage in his eyes is fading, being replaced by
fulfilling one of the following conditions: something that looks like peace, like contentment.
• Five or more of Baastherox’s nine body parts are The low panting slowly fades away as the dragon
broken, and his remaining body parts have half or falls to a side.
fewer of their maximum hit points remaining. He rises again. In his death throes, Baastherox
• The characters have opened all of Baastherox’s crawls atop the bone plinth in the center of his
scars. lair, so that his remains may now become part of
the monument to his many victories.
Baastherox will view the party as honorable opponents
if at least one of the characters observed all of the following As the Great Wyrm falls, a new darkness
practices during the fight: descends on his lair, yet this time it’s not the
darkness of storms and chaos but the utter quiet of
• Did not kill any of the drakes around the Titan Skull
death. And so the creature that fought a Primordial
• Did not attack Baastherox from above to a standstill dies in complete, oppressive silence.

83

Alejandro Maroto (Order #37771216)


Conclusion Once there, they must perform the ritual, which
requires a sacrifice. If they found the Va’ra crystals
in the stormwurm’s entrails in area 5 or the one in
The final outcome of this adventure is deliberately left up Mzeebal’s cave in area 11, one of those can be used
to the characters, as they have two options. They can use to activate the Shard once inside the cave. If they took
the Shard themselves to teleport to Valerna or return the the spear that wounded Palan, its Va’ra crystal can
Shard to Aureus, as requested. also be used to open the portal. Otherwise, one of the
characters will need to sacrifice themselves to provide
the Vaala to activate the Shard.
Use the Shard This will teleport the remaining party members to
If the characters wish to use the Shard, they must travel to their homeworld, where they are greeted by a vivid and
the cave indicated on Mzeebal’s map. The storms are less lush land of green, near a rushing waterfall and chirping
constant now, and they face overall nice weather. Since the birds. The stark contrast to the prevailing environment of
party has already overcome the most harsh conditions of Drakha brings them a deep sense of relief.
this landscape, feel free to allow them to complete this part
of the journey without random encounters or the dangers
of exhaustion. Return the Shard to Aureus
If they return to the Golden City with the Shard, they
will be hailed as heroes and granted high status (for non-
draconians, at least) and citizenship. The
characters are the first Valernians to
achieve such status.
Aureus will hold a public
audience to present them to the
city, during which, with a great
speech, he will congratulate them
and bring Fannax before them.
Her fate will now rest on the
adventurers. Aureus tells them
they can choose to either execute
her themselves, let her rot in
prison, or sentence her to
exile. Of course, the party
can offer other alternatives.

84

Alejandro Maroto (Order #37771216)


Baastherox, the Mightiest

BAASTHEROX
THE MIGHTIEST

M Ossified Shard Artifacts


ighty Baastherox, the strongest of all azhurma,
lives in the Skull of the Titan, reflecting on his
isolation and the loneliness of supremacy. A spell or weapon attack using a weapon or a spellcasting
focus that has been treated with shavings from the shard
Fighting Baastherox is a test of patience, strength, and of Kadmos, as described in the “Cult of Strength” section,
strategy. He is an offense-focused dragon, who will start ignores Baastherox’s damage reduction and deals double its
the fight with physical attacks and then proceed to use listed base damage to him.
his storm powers to destroy the opposition. Nevertheless,
Bastherox is not indestructible. He has several old
wounds on his body which allow the characters to inflict
more damage.
Scars from Kadmos
Baastherox has permanent scars from his battle with
Kadmos. The scar tissue is softer than his scales and
can be opened if targeted directly. The descriptions
Baastherox Exploits of Baastherox’s body parts, on next page, include the
number and type of scars on each body part.
The following exploits can be used to take advantage To detect a scar on Baastherox’s body, a character must
of Baastherox during the battle if the characters perform the Search action against the scar’s specific
discover them. find DC as listed in the corresponding body part. A
character mounted on one of Baastherox’s body parts
can perform the Search action to find scars on that
Worthy Challenger specific body part as a bonus action.
If a character wants to present themselves as a worthy Each scar has its own AC and hit points. If a scar is
opponent to Baastherox in an attempt to draw his opened by reducing it to 0 hit points, all future damage
attention, then they can, as an action, attempt a DC 20 against that body part is increased as detailed below.
Charisma (Deception, Intimidation, Performance, or Major Scars. AC 24; hp 40. These scars are easier to
Persuasion) check. spot, but Baastherox is very aware of them and defends
If the check is successful, Baastherox spends the rest of them against attacks. If a major scar is reduced to 0 hit
his turn targeting that character with melee attacks, and points, all subsequent hits targeting that body part deal
won’t use any more special abilities or breath weapons until double damage and ignore Baastherox’s damage reduction.
his next upkeep. Minor Scars. AC 22; hp 45. These scars are harder for
Baastherox to protect because they are smaller. If a minor
Protective Instinct scar is reduced to 0 hit points, all subsequent hits targeting
that body part ignore Baastherox’s damage reduction.
Baastherox will go out of his way to protect the small Superficial Scars. AC 20; hp 50. These scars are very
drakes around his lair. If he witnesses the killing of one small, and Baastherox does not know they exist. If a
of them, he will focus all his future attacks on the killer, superficial scar is reduced to 0 hit points, all subsequent
and only on the killer, until his attention is drawn to a hits targeting that body part ignore half of Baastherox’s
new target. damage reduction.

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on a Strength or Dexterity saving throw against the head’s shake DC to
BAASTHEROX avoid falling as per the Shake upkeep action.
Gargantuan dragon, neutral Tail Smash (2 Actions). Melee Weapon Attack: +19 to hit, reach 10 ft.,
one target. Hit: 24 (4d6 +10) bludgeoning damage plus 14 (4d6) piercing
damage. The area in a 10-foot radius around the target becomes difficult
Armor Class see “Baastherox’s Body Parts” terrain, and all creatures in the area must succeed on a DC 27 Strength
Hit Points see “Baastherox’s Body Parts” saving throw or be knocked prone. Any creature mounted on Baastherox’s
Speed 40 ft., climb 40 ft., fly 80 ft. tail must succeed on a Strength or Dexterity saving throw against the tail’s
shake DC to avoid falling as per the Shake upkeep action.
Wing Flap (2 Actions). Each creature in a 20-foot radius around Baastherox
STR DEX CON INT WIS CHA must succeed on a DC 27 Strength saving throw or be pushed back 40 feet
30 (+10) 19 (+4) 30 (+10) 16 (+3) 14 (+2) 16 (+3) and take 21 (6d6) bludgeoning damage. Baastherox can then move up to his
flying speed in any direction. Any creature mounted on Baastherox’s wings
must succeed on a Strength or Dexterity saving throw against the wings’
Saving Throws Str +19, Dex +13, Con +19 shake DC to avoid falling as per the Shake upkeep action.
Skills Intimidation +19, Athletics +19, History +12 Full Rage (5 Actions). Baastherox makes three claw attacks, one bite attack,
Damage Reduction 10 and one tail smash attack on the same round. Each attack targets the enemy
Damage Resistances acid, cold, fire, and lightning closest to the relevant body part. Any player mounted on Baastherox must
Damage Immunities bludgeoning, piercing, and slashing from succeed on a Strength or Dexterity saving throw against the shake DC of the
non-magical weapons body part they are mounted on or fall from the dragon. Baastherox cannot
Condition Immunities charmed, exhausted, frightened, and stunned use full rage again until after his next upkeep.
Senses darkvision 300 ft., blindsight 20 ft., passive Perception 12
Languages Draconic, Common Breath Weapons
Challenge 30 (155,000 XP) Dragonfire (2 Actions). Baastherox breathes fire in a 90-foot cone. Each
creature in the area must make a DC 27 Dexterity saving throw, taking 36
Drakhan Resistance. Baastherox has advantage on all saving throws against (8d8) fire damage on a failed save, or half as much damage on a successful one.
spells and spell-like abilities and is immune to the maze spell. Lightning Bolt (3 Actions). Baastherox emits lightning in a line 100 feet
Legendary Resistance (3/Day). If Baastherox fails a saving throw, he can long and 10 feet wide. Each creature in the area of effect must make a DC
choose to succeed instead. 27 Dexterity saving throw, taking 55 (10d10) lightning damage on a failed
Magic Weapons. Baastherox’s weapon attacks are magical. save, or half of that on a success.
Ball Lightning (4 Actions). Baastherox expels a concentrated ball of lightning
ACTIONS that explodes at any spot within 100 feet into a sphere with a 30-foot radius.
Each creature in the area of effect must make a DC 27 Dexterity saving
throw, taking 44 (8d10) lightning damage on a failed save, or half as much
Upkeep Actions damage on a successful one. Baastherox must spend one action during one of
During Baastherox’s upkeep, he replenishes his action pool up to its maximum his future upkeeps to be able to use this breath weapon again.
for the current phase, and he may take any of the following actions. Storm Sphere (5 Actions). Baastherox creates a massive shockwave in a
Focus (0 Actions). During his upkeep, Baastherox can choose to focus on sphere with a 100-foot radius centered on himself. Each other creature in
either Offense or Defense until his next upkeep. the area of effect must make a DC 27 Dexterity saving throw, taking 110
(20d10) lightning damage on a failed save, or half as much damage on a
Offense. Baastherox gains a +10 bonus to his melee damage rolls, and suffers
successful one. Baastherox must spend one action during one of his future
a −2 penalty to the AC of all his body parts until his next upkeep.
upkeeps to be able to use this breath weapon again.
Defense. Baastherox gains a +5 bonus to the AC of all of his body parts until
his next upkeep.
Special Actions
Shake (1 Action). Baastherox can shake all of his body parts. Any creature Thunderstorm (2 Actions). Baastherox summons a thunderstorm that
mounted on one of Baastherox’s body parts must make a Strength or causes lightning to strike everyone in a cylinder centered on him, with a
Dexterity saving throw against the shake DC of the body part they’re radius of 20 feet and a height of 100 feet. Each other creature in the area of
holding onto in order to stay perched. On a failed save, the creature falls to effect must make a DC 20 Dexterity saving throw, taking 9 (2d8) lightning
the ground, takes 10 (3d6) bludgeoning damage, and is knocked prone. damage plus 9 (2d8) sonic damage and becoming deafened on a failed save.
Regenerate (3 Actions). Once during each of his upkeeps, Baastherox can A successful save halves the damage and negates the deafened condition.
heal one body part that has not yet been reduced to 0 hit points. The chosen Hurricane (3 Actions). Baastherox summons three separate cylindrical
body part regains half of its hit point maximum. Alternatively, Baastherox hurricanes in any three spots within 100 feet of him. Each hurricane has a
may use this ability to fully restore the hit points of a scar that has not been radius of 5 feet and a height of 60 feet. Each creature in the area of effect of
reduced to 0 hit points. any of these hurricanes must succeed on a DC 20 Strength saving throw or
be knocked prone and take 21 (6d6) bludgeoning damage. These hurricanes
Melee Actions remain until the end of Baastherox’s next round, during which he may move
Claw (1 Action). Melee Weapon Attack: +19 to hit, reach 15 ft., one target. any of them up to 60 feet by spending 1 action.
Hit: 32 (4d10 + 10) slashing damage. Any creature mounted on Baastherox’s Lighting Storm (4 Actions). Baastherox summons a great cloud that strikes
claws must succeed on a Strength or Dexterity saving throw against the claw’s lightning down on up to five targets. Each target must make a DC 20
shake DC to avoid falling as per the Shake upkeep action. Dexterity saving throw, taking 27 (5d10) lightning damage on a failed save,
Maul (1 Action). Melee Weapon Attack: +19 to hit, reach 5 ft., one target or half as much on a success.
that Baastherox successfully attacked with his bite this round. Hit: 32 Ultimate Storm (5 Actions). Baastherox manifests a storm within a 200-foot
(5d8 + 10) piercing damage, and the creature is grappled (escape DC 27). radius of himself. Each other creature in the area of effect must make a DC 20
If Baastherox’s head suffers at least 30 damage during a single round, any Constitution saving throw, taking 17 (5d6) lightning damage, plus 17 (5d6)
creature currently grappled by it is freed. sonic damage, plus 14 (4d6) bludgeoning damage, and becoming permanently
Bite (2 Actions). Melee Weapon Attack: +19 to hit, reach 20 ft., up to two deafened on a failed save. A successful save halves the damage and negates the
targets 5 ft. apart. Hit: 33 (4d10 + 10) piercing damage plus 23 (4d10) deafened condition. During any of his subsequent upkeeps, Baastherox can
slashing damage. Any creature mounted on Baastherox’s head must succeed maintain the storm and repeat this effect by spending only three actions.

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Shake DC 21 (grounded)
BAASTHEROX’S BODY PARTS Wings HP N × 45 AC 21 (natural armor)
or 27 (flying)

Broken. Baastherox painfully folds his wings, but even this goes wrong, as
Baastherox has many hidden scars from his prior battle with the Primordial one of his wings refuses to bend and droops to one side. He looks at you
dragon Kadmos. Finding and damaging these scars can make Baastherox with cold fury.
more vulnerable, as specified under “Scars from Kadmos” in the “Baastherox If Baastherox’s wings become broken, he loses his flying speed, and
Exploits” section above. he cannot use his Wing Flap any longer.
If airborne, Baastherox immediately falls to the ground, suffering 14 (4d6)
bludgeoning damage on a random lower body part. Any creature mounted
on Baastherox’s body must succeed on a DC 21 Dexterity saving throw to
jump away or suffer the same fall damage plus 77 (14d10) bludgeoning
damage from being crushed under Baastherox. If the save is successful, the
creature only takes 7 (2d6) falling damage and no additional damage.

Scars 1 minor (find DC 20)

Head Hit Points N × 60 AC 26 (natural armor) Shake DC 27

Broken. Baastherox’s head is grievously wounded, one eye completely


gone, the jaw misaligned. This would be enough to kill most dragons, yet
Baastherox powers through the pain.
Upper Torso HP N × 80 AC 22 (natural armor) Shake DC 21
If Baastherox’s head becomes broken, he has disadvantage on
Wisdom (Perception) checks, his bite attack damage is reduced to 19 Broken. Baastherox wheezes laboriously, wincing despite himself. A
(2d8 + 10) piercing damage plus 4 (1d8) slashing damage, and all of his pulsating light glows through the membranes in his chest.
breath weapons cost 1 additional action.
If Baastherox’s upper torso becomes broken, he loses strength and
Scars 1 major Scars 1 minor Scars 1 superficial mobility in his arms. All of his claw attack rolls are made with disadvantage,
(find DC 20) (find DC 21) (find DC 21) and the action cost of all his special actions is increased by 2.
Scars 1 minor (find DC 20)

Left Claw HP N × 40 AC 22 (natural armor) Shake DC 27

Broken. Baastherox coils his left claw inward, close to his body.
Somehow the limp makes him look more menacing, not less.

If Baastherox’s left claw becomes broken, he can no longer use it for


combat. He cannot perform more than two claw attacks in a single round. If
both of Baastherox’s claws become broken, he cannot perform claw attacks.
Scars 1 major (find DC 20) Scars 1 superficial (find DC 21)

Right Claw HP N × 40 AC 22 (natural armor) Shake DC 27


Lower Torso HP N × 70 AC 22 (natural armor) Shake DC 19
Broken. Baastherox’s right claw hangs limply at his side. He pays it no
mind, as if it was only a bothersome load now. Broken. Something breaks inside Baastherox with a loud snap, and you
can see the increased effort necessary to move his body across the
If Baastherox’s right claw becomes broken, he can no longer use it for ground. He roars in pain and fury, shaking you to the core.
combat. He cannot perform more than two claw attacks in a single round. If
both of Baastherox’s claws become broken, he cannot perform claw attacks. If Baastherox’s lower torso becomes broken, some of his internal organs
become punctured, lessening his force and flexibility. All saving throws against
Scars 1 superficial (find DC 21) shake DCs to remain mounted on Baastherox are made with advantage, and
no ability check is required to mount this body part anymore.
Scars 1 minor (find DC 20) Scars 1 superficial (find DC 21)

Left Leg HP N × 40 AC 23 (natural armor) Shake DC 21

Broken. Baastherox drags his left leg around, like a limping dog. He looks
at you, making sure you know this dog can still bite.

If Baastherox’s left leg becomes broken, his speed is halved. If both


legs become broken, his speed is reduced to 10 feet.
Scars 1 minor (find DC 21)

Right Leg HP N × 40 AC 23 (natural armor) Shake DC 21

Broken. Baastherox winces when he steps with his right leg. He snarls at
you to distract you from the wound.

If Baastherox’s right leg becomes broken, his speed is halved. If both Tail Hit Points N × 55 AC 27 (natural armor) Shake DC 27
legs become broken, his speed is reduced to 10 feet.
Broken. Baastherox smashes his broken tail on the ground, as if wanting
Scars 1 minor (find DC 21)
you to know he cares not about the pain..

If Baastherox’s tail becomes broken, his tail smash attack has


disadvantage on the attack roll, and its damage is halved.
Scars 1 superficial (find DC 21)

Alejandro Maroto (Order #37771216)


ASHEN FRACTURES
HAZARDS

Earthquake themselves, thus triggering the normal penalty


for their next daily Constitution saving throw
The ground shakes violently, throwing the party against exhaustion.
around as the sand under their feet traps them and
thrashes them around. Each character must make
a DC 18 Dexterity saving throw, taking 17 (5d6) Extreme Heat
bludgeoning damage on a failed save, or half as
much on a successful one, as they tumble to the This day is particularly hot. The air is dry, and the
ground or are hit by debris. hours seem to drag on as the party pushes onward
through the punishing heat. Each adventurer must
Additionally, if half or more of the adventurers succeed on a DC 20 Constitution saving throw or
fail their saving throw, the party loses half a gain one level of exhaustion.
day’s worth of travel unless they exert

Alejandro Maroto (Order #37771216)


Lightning Storm without proper shelter, after one hour they all may
make a DC 23 Constitution saving throw, taking 35
The air itself shakes. Loud noises and bright lights (10d6) fire damage plus 35 (10d6) slashing damage
cover the desert. Massive lightning strikes approach from the barrage of sand, debris, and scorching winds
the party. on a failure, or half as much damage on a success. If
Each character is struck by 1d4 -1 lightning the player characters instead insist on advancing
bolts. Roll individually for each character. For each against the sandstorm, they take this same damage
bolt, the target must make a DC 18 Dexterity with no saving throw allowed to reduce it, but their
saving throw, taking 21 (6d6) lightning damage on a journey is not delayed.
failed save, or half as much on a successful one. A sandstorm on Drakha lasts one hour and
delays the party’s journey for half a day, unless they
pushed through the storm as above or they exert
Quicksand themselves to make up for the lost time, triggering
The sand under the party’s feet suddenly seems to the normal penalty for their next daily Constitution
turn into a liquid, trying to suck them down. saving throw against exhaustion.
Each character makes a DC 21 Dexterity
saving throw. If more than half of the party fails Sulfur Explosion
this save, their journey is delayed for half a day,
unless they exert themselves to make up for the A small tremor is felt mere instants before the
lost time and, thus, trigger the normal penalty ground explodes as a sulfur pocket releases
for their next daily Constitution saving throw its searing gas. Each character must make a DC
against exhaustion. 20 Dexterity saving throw, taking 35 (10d6) fire
damage on a failed save, or half as much on a
successful one.
Sandstorm
Violent winds and a faint hissing sound alert the
adventurers to the huge wall of flying sand headed
toward their current location. At least one member
of the party must succeed on a DC 23 Wisdom
(Perception) or Wisdom (Survival) check to locate
a safe place where they may completely shelter
themselves from the abrasive winds.
If all player characters fail their check to find
shelter, they are forced to either huddle together
as best they can with their available equipment
against the elements or push onward through the
dangerous storm. If they decide to wait it out

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Alejandro Maroto (Order #37771216)
SECRETS OF THE
FORGE’S CORE
A four-session adventure for
17th-level characters

A
‘The Forge’s core? I’ll show you the Forge’s huge volcano stands at the center
core. It is here!’ of the Obsidian Plains, site of the
And Dehrilya bared her right claw, which Flawless Forge where Dehrilya,
the Mastersmith azhurma, toils at and
glowed by the kiln’s flames. perfects her craft.
‘And here!’ she roared as she stabbed her
own chest, tearing a smoldering gash with But in the Great Vault at the core of
Dehrilya’s volcano lies a dark resource,
the clang of metal on metal.” a mineral used to create Va’ra weapons,
deadly to Valernians and other non-
—Excerpt from the Records of Khazza dragons. The adventurers must embark
Lagawi, Book XIII on a high-stakes mission with a single
purpose: find the Va’ra motherlode and
destroy it.

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INTRODUCTION

T
he Scalebreakers, a nomadic group of Valernian
humans and others that escaped their dragon
captors on Drakha, seek to cripple the rulers Before Playing at the Table
of the Red Moon by denying them Va’ra, the life- Before you start to play, consider the following
depleting mineral they use to arm their dragonkin and let the players adjust accordingly:
subjects. However, their source of Va’ra has been found
• Read through the adventure, taking notes
to be none other than Nurazhirme, the great volcano
of anything you want to highlight or even
that houses Dehrilya’s Flawless Forge, the power center
change to better fit your narrative style. Read
of Brood Ehrlya.
through the nonplayer characters to know
Storming a volcano and infiltrating an azhurma’s how they would act and react off script if
lair is a suicide mission by any standard. But the your players do something different. Prepare
Scalebreakers are desperate, and the player characters any handouts you want to include and read
have a strong reputation… through the encounters and the creatures’
Welcome to “Secrets of the Forge’s Core,” a stat blocks.
Dragonbond adventure and part of the Great Wyrms of • If your players are making new characters for
Drakha adventure series. While this adventure assumes this adventure, ask them to provide you
the characters are captured Valernians on the Red Moon with their character details, making sure to
of Drakha, the background can be altered to adapt the provide them the necessary information
story into an ongoing campaign. for their characters to fit the adventure with
an appropriate backstory and motivation for
the setting.
Running the Adventure
“Secrets of the Forge’s Core” is an epic adventure meant
for three to five player characters that will start at 17th
level. During the course of the adventure, the player The Obsidian Plains
characters will advance to 20th level with the use of Dehrilya’s barren domain, the Obsidian Plains, persists in a
milestones before engaging in the final battle against state of desolation with red, green, black, and gold vitreous
the dragon azhurma Dehrilya. The adventure is set on regions, some of them with patches of their surface—
Drakha, the Red Moon, a world ruled by dragons and thousands of square miles-wide—highly polished and
their kin. For more details on this setting, consult the eroded by the hot winds caused by the exhalations of
“Drakha, the Red Moon’’ section at the start of this book. the immense volcano standing in the middle of this
The “Adventure Background” section below tells territory: Nurazhirme.
you everything you need to know to understand this The plains, particularly the area surrounding Dehrilya’s
adventure’s immediate setting. The “Adventure Overview” volcano, have no plants or living beings other than distant,
section describes how the adventure is expected to run, silent caravans of Ehrlya dragonkin and their aloof dragon
giving you a broad sense of the events involved and how masters flying just above the horizon.
they should unfold throughout the adventure.

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Introduction

Yet frequent gusts of warm wind across the expanse whistle • Protection from energy (fire) and any other magic
and chime as they rush through the cracks in the glass-like or effect that grants resistance to or protection from
ground, which displays the faceted, darker image of the fire or heat work in the usual way… until they do
firmament above, making the Obsidian Planes one of the not. The Flawless Forge has an enchantment used
most beautiful, if barren, landscapes on all of Drakha. to “tame” or “sublimate” fire-resistant materials
so that they can be bent into whatever shape the
Ehrlya smith, glassworker, or jeweler is looking for.
Nurazhirme Any fire protection effect ends after 1 minute inside
Dehrilya’s volcano Nurazhirme is one of the most the volcano. If a spell providing such an effect
forbidding formations in an already inhospitable world. is cast on a target within the volcano, the caster
Besides the unbearable heat, it is plagued with deadly cannot maintain concentration for more than 1
magma pools, sudden vapor sprays, and the constant minute, regardless of the original spell’s duration.
tremors caused by the work at Dehrilya’s Flawless Forge. • Transmutation spells are aided by Dehrilya’s magic.
The entire volcano is bent to Dehrilya’s power, and only Any transmutation spell cast inside Nurazhirme is
those that can match such power will reach, let alone treated as though it was cast using a spell slot one
survive, her presence. level higher. Also, transmutation spells that change
inanimate matter, such as stone shape and move
earth, require no verbal or material components to cast.
Special Rules
Inside Nurazhirme, all cold damage is halved before any
resistances are applied, without exception. A source of Adventure Background
cold damage that allows for a saving throw to lessen or
avoid the damage has its damage fully negated upon
Ultimate craftsmanship is the stuff of legends. When
success on the save.
highly skilled artists put their talent to the test, their efforts
beget great wonders. Even in a world of alien, brutal beauty
TRUEFIRE like Drakha, there are singular treasures, and incredible
masterpieces, for its inhabitants to behold and marvel at.
The mightiest of Ehrlya dragons can use truefire attacks.
And what dragons find most elating is raw, unmitigated
Truefire damage is a more powerful form of fire damage.
power contained in objects of legendary beauty.
When being dealt truefire damage, a creature’s fire
immunity is treated as truefire resistance, and fire Of all the mastercrafters among dragonkind, none can
resistance offers no protection against truefire damage. even begin to rival the unparalleled skills of the Ehrlya
brood artists, impelled to excellence by the example
and constant work of their azhurma Dehrilya, the Forge
MAGIC
Queen. And of all the products of the dragons’ crafting,
Additionally, magic on Drakha works in mysterious nothing is deadlier to Valernians than Va’ra crystals. With
ways. While not completely unpredictable, most of them, dragons create terrible weapons that can suck the
its effects undergo major alterations or don’t work at lifeforce of a Valernian straight out of their wounds.
all. Within the Ehrlya’s Kiln found inside the volcano,
certain spells may have unanticipated complications
when cast. The Scalebreakers
• Fly, levitation, and other spells allowing the caster Thus named for bringing down a single dragon, the
to travel off or over the ground, are useless inside Scalebreakers are a nomadic group of Valernians that
Nurazhirme. No creature without wings or other managed to slip their dragon captors and take refuge
means of natural flight can lift off the ground other in Drakha’s open wastes. Currently a refugee caravan
than by simply jumping or climbing. However, a two score strong, the Scalebreakers welcome anyone
resourceful individual might attempt to either glide that has managed to escape the dragons and is willing
or swoop, using something that allows them to take to fight to remain free.
advantage of the thermal drafts inside the volcano,
The Scalebreakers learned of a massive Va’ra yield
hoping they make it to the area that they intended
inside Nurazhirme, the great volcano of the Ehrlya
to reach in the first place.
brood and, perhaps, the source of all Va’ra crystals on
the Red Moon.

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The Scalebreakers saw this as their opportunity to rid Riffle Resplendence,
Drakha of these nightmarish weapons and sent some
of their best and brightest to sabotage the great vein of Dwimmer Darkness
Va’ra at the heart of the Ehrlya’s Flawless Forge. Only The last levels of the Kiln have flowing rivers of magma, a
one scout returned, half-mad and half-dead. large multi-legged automaton, and fewer rooms. Behind
Far from giving up, the leaders of the Scalebreakers those closed doors are busy forges where older, more
sought adventurers of great mettle and prestige who accomplished dragons, and their dragonkin assistants,
were known to have stood up to deadly odds and work incessantly on the creation of beautifully ornate,
prevailed. Perhaps these great heroes would succeed incomprehensible apparatuses.
where others failed. At the end, the adventurers encounter an unlocked
door that leads into a pitch dark room, but not everything
is what it seems here.
Adventure Overview
The party begins the adventure at the Scalebreakers’ camp,
To Bring a Mountain Down
where they are offered dragonslayer weapons and other The final part of the adventure sees the party sabotaging
rewards in return for making their way into the Flawless the Va’ra vein and finally entering Dehrilya’s Great Vault
Forge and destroying, or otherwise sabotaging, the Va’ra and her Flawless Forge. After dealing with the Va’ra
source for the Ehrlya’s deadly weapons. drakes, dragon-like constructs guarding the area, the
party must face the Mistress of the Forge herself.
With the fate of the Valernian survivors in their
hands, and the promise of anything they can take from
the Ehrlya’s vaults as additional payment, the adventurers
prepare themselves to descend into the Flawless Forge, Adventure Hooks
traverse its many levels, locate where the Ehrlya keep the
Va’ra motherlode, and find a way to destroy it. The adventure assumes the player characters are elite
members of the Scalebreakers or experienced heroes
The Commons Run summoned by the Scalebreakers to help them in their
plan.
After a brief prologue, where the adventurers are hopefully Should the player characters come from a previous
convinced by the Scalebreakers to attempt the mission, campaign, you can begin the adventure by telling them
and a couple of nights traversing the beautiful and surreal how their characters arrived on an alien moon. Perhaps
landscape of the Obsidian Plains, the party reaches one they came through a portal in one of their previous
of the side entrances to the volcano’s interior. Once the adventurers or even via a small mishap, or they were
party enters the crater proper, they can climb down into sent by someone who knew they “were needed” here.
the entry level of The Commons region.
After spending a couple of days in the barren,
From there, the route they must take is quite strange landscape of Drakha and getting acquainted
straightforward: downward, by whatever means they can with its alien ecosystem (see the “Drakha, The Red
muster, whether by crawling between pipes, through long Moon” section at the start of this book), the party finds
corridors, or down abandoned service chutes, until they a couple of dead humans—their bodies beyond all
reach the level’s exit door and the key to open it. healing or restoration, drained of their very life force.
Then, they find a refugee camp in the cracks within the
Tempers Blazing slopes of a small mountain overlooking a vast obsidian
landscape.
The party stealthily moves through a network of rooms The refugees receive them with open arms and tell
with an elaborate piping system, which they can use to them how the dead bodies they saw are the victims of
hide if they measure the cycle of fluctuations in magma, Va’ra crystals, the weapon that dragons use to rob mortals
water, and steam correctly. Otherwise, they may have to of their Vaala or lifeforce. Then, these refugees introduce
face a few young dragons. themselves as the Scalebreakers rebel group and tell the
The adventurers make their way through the Lower adventurers that they have a proposal for them…
Forges, where a handful of heavily adorned constructs
are making long rounds down the spiraling corridors.

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THE COMMONS RUN

W
hether the adventurers arrived to Drakha
or the Obsidian Plains on their own, were After welcoming you and offering you lukewarm
summoned by the Scalebreakers, or are a part water and some chewy meat the source of which
of the Scalebreaker party returning from exploration, you’d rather not ask, the Scalebreakers summon
the adventure begins as the party arrives at the hidden you to Marksman’s Vantage, the spot where their
camp of the Scalebreaker nomads. leaders have set up camp and oversee both their
followers and any potential threats or targets as
The player characters find the Scalebreakers camping
they approach.
along the outskirts of a low, lonely mountain overlooking
the breathtaking expanse known as the Obsidian Plains, From there, you can see not only the
with a high column of smoke and ash rising beyond it improvised camp on the rocky rise, but also the
from the mouth of Nurazhirme, the colossal volcano at vast, breathtaking Obsidian plains extending
the center of the vitreous landscape. beyond. As you take in the sights, a muscular,
amber-skinned orc and a smiling, shaggy pint
halfling approach to greet you.

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The player characters are introduced to two of the
Scalebreaker leaders: Kynnatera, a tall and muscular obakkar The Scalebreakers
orc so powerfully built that she was surely a matron back on
her homeworld, and Ignatz, a rag-clothed pint halfling with A group of roughly forty Valernian escapees, the
a concerned look that belies his warm smile. Scalebreakers are a ragtag band of survivors who once
managed to kill a dragon — hence their nickname —
and have been on the run ever since. From that fateful
After greeting the party, Ignatz looks toward the day on, the Scalebreakers have constantly roamed
Drakha, well aware that there shall be no respite for
volcano in the distance. “All of you know surviving them, even when all of the original founders are long
here, in this thousand-times-damned place, is just dead. This band never grows too big nor stays in one
stubbornly staying our executions. Yet death, if it place for long, occasionally joined by Valernians who
came swift, would be preferable to what these vile have managed to escape their dragon captors and
creatures do to our peoples.” survive the dangers of the Drakhan wastelands long
Ignatz turns and points toward the plume of enough to stumble into the band’s path.
smoke on the horizon. “We need you to go there, While there are many legends surrounding this
right into the Ehrlya brood territory, and destroy group, few of them remain true, and several of
a vein of Va’ra crystals under the volcano. We’ve those that are were the result of happenstance and
discovered that most Va’ra crystals come from there. I sheer luck, imposing a heavy toll in casualties from
know what the wyrms use Va’ra for. I was a slave there impromptu battles and
once. We sent our scouts, but only Nyv made it back. desperate raids against
“We left some path markers, some signs to follow the caravans or
patrols of dragonkin
once inside, carved on the walls and pipes, so you from all broods.
can find your way into the Lower Forges and break
into the Great Vault. Else, Dehrilya and her brood
will continue to churn out their Va’ra implements
to harvest our lifeforce. To help your mission, and
as down payment, you can have these, the weapons
of true slayers of wyrms.”

Ignatz shows the party


two curved short swords made
of a strange stone, with wicked
notches along their edges.
These weapons are dragonslayer swords,
taken from a couple of rebellious dragonkin
that crossed the Scalebreakers’ path some
time ago. If this down payment is not
enough to entice the adventurers, Ignatz
emphasizes the thousand legends told
about the otherworldly treasures waiting
inside the crafter brood’s vaults.

Ignatz

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If the party asks about what they can expect to find


inside the volcano, Ignatz tells them that Nyv, the only
survivor from the previous attempt to sabotage the Va’ra
lode, reported strange contraptions, golems and devices
wandering through the long, hot corridors. Despite being
the band’s best and brightest, Nyv’s twelve-scout squad
could not go beyond the first two levels of the Kiln, the
Ehrlya’s fortress-realm inside the volcano, before their
casualties were so numerous they were forced to retreat,
and even then only Nyv made it out of the volcano and
back across the Obsidian Plains.
Once the adventurers have accepted the mission,
Kynnatera gives them the Scalebreakers’ greatest treasures,
other than the two dragonslayer swords: their last five
arrows of dragon slaying and enough universal solvent for
three uses. This is how important the mission is for them.
Then, Ignatz kneels down and, using his finger, starts
to draw a symbol in the dust on the floor, roughly evoking
a dragon’s head split in half. He tells the adventurers to
remember it well and to look for it inside the volcano. It’s
his signal for the correct path into the Ehrlya’s Great Vault,
and the scouts may have placed it at other locations inside
the Kiln.
The party may eat from the communal pot and take
a long or short rest in the Scalebreaker camp before
heading out.

The Obsidian Plains


The Obsidian Plains are an eerily beautiful, desolate
expanse of ashen-colored rock and wide tracts of highly
polished, glass-like surfaces that reflect the night sky above.
The thirteen-hour long trip through this landscape is
uneventful, other than the unusual duration of the night
cycle. This adventure takes place during a 240-hour night
on the Red Moon, and the skies remain dark throughout.
Ignatz mentioned a side entrance a few hundred feet
up the slope of the volcano. Reaching it is straightforward
enough, requiring only a short walk and a jump over a
10-foot wide gap above a deep ravine with a lava stream at
the bottom. Magical means such as jump or flight function
normally, as the adventurers are still outside the volcano.
However, this will likely be the last time any form of
magical flight or levitation works as intended for the party.
The entrance, which the adventurers may recognize Kynnatera
by Ignatz’ split-dragonhead mark on it, leads into a
noticeably slanted vent, which heads downward for a
couple hundred yards before dropping fifteen feet onto
a metal pipe, half-embedded into the volcanic wall. The
pipe is wide enough for the party to stand on it one
The Kiln: Level 1
abreast, but its polished surface is decidedly slippery,
causing any creature suddenly landing on it or walking
at a normal speed to make a DC 25 Dexterity saving The Kiln is the fortress that the Ehrlya have carved out
throw or lose their footing, falling a further 20 feet to inside the Nurazhirme volcano, a mammoth labyrinth
the ground, taking 7 (2d6) bludgeoning damage. of tunnels, caverns, pipes, mines, and forges where the
dragons practice their traditional craft: creating the
After climbing down off of the pipe, the party finds most powerful, useful, and beautiful metallic objects
themselves in the Main Hallway of the Kiln’s first level, on Drakha.
area 1.

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1. Main Hallway 2. Nursery
This wide passage spirals along the crater’s interior walls, Most rooms on the first level are used as nurseries. Each of
all the way down to the lowest level where the Great these chambers contains about fifteen dragon eggs spread
Vault is located. This is the Kiln’s “road and sidewalk,” around several pools of magma which serve as nests. The
where most of the Ehrlya brood’s public interactions chamber is guarded by three nursery automatons, which
and regular activities take place, and is usually busy with regularly operate heat vents and turn the eggs around so that
they maintain an even interior temperature throughout.
dragonkin and construct traffic as they go in, out, and
about the various closed sections spread across each of
the six levels leading to the Great Vault. You come across a well-maintained, clean, and
warm cave, where about a dozen eggs the size of
a backpack nest in several special, cloth-lined
The Main Hallway is lined with numerous
containers. Seemingly oblivious to you, what
beautiful fixtures and filigree ornaments. Highly
look like three lizards with metallic scales walk up
embellished pipes can be seen protruding from
and down the nests, checking on the eggs and the
the raw rock walls or resting on pylons exquisitely
heat vents that keep their temperature.
crafted from metal, rock, and crystals, fit for any
noble’s or chieftain’s collection back in your world.
The automatons remain oblivious to the party as long
Still, the Hallway’s most striking feature is the views as they do not upset the eggs or cause a major disturbance,
in which case they attack immediately.
from its many balconies, which hang over the huge
crater’s interior. The center of the volcano is vertically
segmented with a series of multi-layered, intricately
woven sieves, each with one huge semicircular opening at
3. Hatchery
their center which dragons use to fly between levels or out These chambers are similar to the nurseries in area 2 but
of the volcano’s main chimney. smaller, with several dozen much smaller eggs carelessly
distributed across the floor and no automatons tending
them. These are reserved for dragonkin hatching.
TRAVERSING THE MAIN HALLWAY
Whenever an adventurer enters or leaves the Main You enter what seems to be a warehouse, with
Hallway, they need to make a successful DC 16 Dexterity scores of reptilian eggs the size of your head placed
(Stealth) check to avoid detection from wandering haphazardly across two or three mats on the floor.
dragonkin. There seem to be small passages at the back of
the room.
Since this area is a causeway suspended over a network
of magma tunnels, the adventurers may improve their
chances to hide by hanging off of the outer ledge of The back doors and the narrow corridors they lead to
the causeway. To do so, they must first make a DC 18 are used for dragonkin to move between the hatcheries
Constitution saving throw, taking 13 (3d8) fire damage without cluttering the hallway and may serve as a hiding
on a failed save or half as much on a successful one. place if the party is detected in area 1.
After succeeding or failing on this save, the adventurers
can make the DC 16 Dexterity (Stealth) check to avoid
detection with advantage. 4. Maintenance Door
If they are detected, the dragonkin will dart to the
closest metal pipe or fixture and begin to tap it. This will At the end of the Main Hallway, you come
send the alarm to any dragonkin toiling nearby, who can across a narrow, richly engraved and inlaid door
call on further reinforcements using the same method, with no visible handle or means of opening.
thus potentially overwhelming the party. The adventurers However, the Scalebreakers’ sign is carved on a
will have to face one Ehrlya dragonkin at first, who uses pipe right beside this entrance.
their first turn to sound the alarm. If the party fails to
stop them from doing so, three Ehrlya dragonkin arrive As the party examines the door, a clicking sound
after 1 minute, another five Ehrlya dragonkin arrive comes from behind them. It is an approaching zaadren,
after another minute, and another ten Ehrlya dragonkin a maintenance servitor construct. The adventurers
arrive each minute until the party is killed or they manage need to succeed on a DC 24 Dexterity (Stealth) check
to escape or hide from the dragonkin. to avoid detection from the zaadren. If the check fails,
the zaadren immediately sounds an alarm, summoning
three Ehrlya dragonkin that arrive in 1 minute.

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The Commons Run

Meanwhile, the zaadren will try to flee from the party as


it shouts the alarm, but it joins the attack when the Ehrlya As the door clangs shut behind you, you find
dragonkin arrive. yourselves inside a small chamber, its walls and
If the party succeeds at hiding from the zaadren, they ceiling filled with open, baroque piping of all sizes,
witness how the automaton touches the door with a lancet branching off in all directions. There are several
that protrudes out from under its beak. The door silently clumps of metal in one corner.After a second glance,
opens, and the contraption scuttles its way inside to area 5. you realize that these are automatons, similar to the
The door mechanism is activated by the lancet, which one you just saw. They seem to be sleeping or dead.
is really a runed key the constructs use to open both the
inter-level gateways and the floodgates laid across the
piping systems all across the Kiln. Once the door opens, The chamber is covered with open pipes that run out
it remains open for two rounds before closing. The only of, into, and across the walls, emitting the occasional
way to open the door is through the use of a zaadren lancet spray of warm, noxious-smelling steam.
as the adventurers just witnessed. The temperature of the pipes is higher than that of the
After ten minutes, another zaadren arrives and repeats room, and the pipes get increasingly hotter the further
the process. By observing the process and timing, the party down they go. Any player character trying to climb into
may slip through the doorway after the automaton as the them to travel downward must first succeed on a DC 16
door completes its cycle unattended. This requires a DC Constitution saving throw or take 10 (3d6) fire damage
16 Strength (Athletics) or Dexterity (Acrobatics or Stealth) for each minute spent inside the pipe, and then the party
check, made with disadvantage if the party tries it without must make a DC 14 Wisdom (Perception or Survival)
having witnessed at least two zaadren activating the door check after one hour. If the check fails, the pipes have led
mechanism. them back to this room, but if it succeeds, they lead the
party to the piping in area 6.
If the party attacks the zaadren, which causes it to
sound the alarm as described above, they may try to The only other exit from this room is a hidden hatch in
use its lancet as an improvised tool to open the door the floor, requiring a DC 16 Intelligence (Investigation) or
themselves. This requires a DC 24 Intelligence check Wisdom (Perception) check to find. If the hatch is opened,
made with disadvantage, and if the creature attempting however, the five zaadren constructs lying inactive in the
it has proficiency with thieves’ tools, then the lancet room begin reactivating, with a bluish glow coming from
counts as thieves’ tools for the purposes of adding their their joints and a noticeable increase in temperature. The
proficiency bonus to the check. party must fight or escape them. The hatch leads twelve
feet down onto a set of broad, horizontal piping above
area 6.
5. Zaadren Maintenance
This is a side chamber off of the previous room, containing
five dormant zaadren constructs.

Zaadren

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The Kiln: Level 1
3

3
2

5 2
Down to 1
Area 6

4 2
2

2
3

1 square = 5 feet
3

MAP 3.1: THE KILN: LEVEL 1

The Kiln: Level 2 6. The Common Area


This is a wide common chamber that dozens of wyrmling
apprentices and their artisan instructors use to move
The second level of the Kiln is where dragon hatchlings about between workshops.
begin their life proper, assigned to Entry Crafters, the
tutor caste among the Ehrlya, as apprentices. While not
as talented as the older dragons, Entry Crafters have all You land on the piping running across the ceiling of
mastered the rudimentary skills needed to forge machines the level below. From your vantage point, you can
see dragons, dragonkin, and animated constructs
and magic items and have a knack for passing their coming and going about their business. They couldn’t
knowledge down. see you unless they saw through the pipes or chose to
fly all the way up to the ceiling.

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The Commons Run

The adventurers arrive through the chamber’s roof


onto the pipes that run across the ceiling, hidden from
9. Disposal Room
the dragons and constructs swarming the chamber. They
may continue to traverse the area while hidden by using This large cave seems like some kind of junkyard,
the pipes to move across the chamber, which requires no where a small group of dragonkin poke and thrust at
Dexterity (Stealth) check unless the party moves too fast or a large mound of melting slag, throwing clumps of it
are explicitly noisy or careless. In that case, they should make through chutes at the back of the cavern.
a DC 17 Dexterity (Stealth) check or attract the attention of
four Ehrlya dragonkin elite, as the dragons wouldn’t bother One of the chutes in the back cavern has the
worrying themselves over such small pests. mark of the Scalebreakers. It was drawn hastily and
is half-erased by heat and wear, but it’s still clearly
Otherwise, the party may safely use the piping to move noticeable.
around above the dragons’ heads unnoticed.
This cavern at the end of the main hallway is where
7. Igneous Halls dragonkin apprentices take the debris, scraps and refuse from
the great smelters, which is piled into lumps of rock and
rolled into chutes that slide downward, out of the chamber.
Without access to the Main Hallway, these waste disposal
This seems to be a communal forge, where several tubes are the only exit from this level for the party.
smaller dragons work at separate anvils under the If the adventurers are still using the ceiling pipes to move
tutelage of larger ones. The steam of the chamber around, they need to climb down using the wall piping to
makes it hard to see and harder to breathe, but enter the chamber.
in the piping along the ceiling you’re relatively
To reach one of the waste chutes unnoticed, the party
protected from it. must succeed on a DC 15 Dexterity (Stealth) check. If
the check fails, they draw the attention of four Ehrlya
dragonkin currently working in the garbage room.
These chambers are communal forges, large enough
for several dragons to work at the same time. In each such
chamber there is one young Ehrlya dragon with two
(1d4) Ehrlya dragon wyrmlings. 10. Waste Chute
The dragons don’t notice the adventurers unless they As opposed to the semi-irregular cave rock of the chambers
climb down from the pipes. If the party chooses to show in this level, these wide passages are massive, smooth stone
themselves, they must fight the dragons in the chamber. cylinders slanted downward.
The half-worked metal pieces around the forge are worth Read the following as the adventurers stand at the
a total of 17,000 gp. entrance of the chamber:

8. Great Smelters The stone walls of this huge, cylindrical


chamber are adorned with a strange patterned
These chambers are huge smelting forges, where the majority grid, with double-lined metallic rails sunk into
of the wyrmlings’ design attempts are turned into heaps
of molten slag and then left to cool, to be reassigned and the stone. The grid covers the interior of the
worked on again by the developing artisans. chute, all the way to the hole in the ground you
see near the far wall.
There are nearly a dozen dragonkin handling
discarded metalworks here. They wade through If the adventurers enter this chamber, they find the floor
molten metal as if it was harmless river water a bit slippery because of its concave nature and the metallic
and grab white-hot pieces with their naked claws fixtures on it.
without even a sizzling sound.
There is a hole in the ground at the end of the chamber,
and an elaborate contraption mounted on the far wall, with
There are ten (3d6) Ehrlya dragonkin in each of these what seems to be a set of pulleys.
chambers at any given time. They ignore the party if the When the adventurers are halfway down the chute, the
adventurers don’t reveal themselves. Otherwise, half of contraption starts whirring, and soon the party sees a huge
them attack as the other half run to get reinforcements. chunk of igneous rock, still glowing with heat, enter the
If allowed to sound the alarm, they return 1 minute later chute behind them and start to slowly slide downward.
along with one young Ehrlya dragon.
If the party tries to outrace the rolling ball of magma,
however, they hear a short, sudden pang, similar to when a
bowstring is released, followed by a loud, metallic grinding
sound as a grid of razor-sharp steel cables is extended across

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8
8 8
7

8 7

8
7
7
6

7 9
10
8
8 10

10 10

1 square = 5 feet 10 10 10
10
The Kiln: Level 2

MAP 3.2: THE KILN: LEVEL 2

the passage, widening and stretching with mechanical small landslide of burning chunks. A creature caught in its path
rhythm as it waits for the rock to pass through. is subject to the effects described above but suffering only 33
(6d10) bludgeoning damage, subject to the same saving throw
The adventurers need to succeed on a DC 18 Dexterity which halves the damage on a failed save. After the second
saving throw to run or leap through the cutting grid, taking grid, the rock is a harmless wave of hot gravel, which deals no
35 (10d6) slashing damage on a failure. Resistance to slashing damage, but can still force a character to succeed on the above
damage does not work against such sharp and well-crafted blades. saving throw or fall prone.
There are two more cutting grids after the first one, waiting Once the party has reached the bottom of the chute, they
for the stone to cross them and be diced into ever-smaller see the hole on the ground also has strange-looking rails leading
chunks. The player characters must successfully save against all straight down to a glowing-red furnace on the level below. If the
three cutting grids in a row to outrace the rolling fireball above adventurers climb down the rails, they reach area 11 on the third
them. level.
The rock can enter and move through occupied spaces.
Any creature that does not run through the cutting grid is
instead crushed by the burning ball of rock, taking 55 (10d10) Rewards
bludgeoning damage plus 5 (1d10) fire damage and falling
prone. A successful DC 22 Dexterity saving throw negates the
prone condition and halves the bludgeoning damage. After leaving the second level, award all player characters a
When the rock crosses the first cutting grid, it becomes a milestone advancement to their next level.

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TEMPERS BLAZING

T he party has passed the first two levels of the Dragonkin are everywhere, busily mining and
Nurazhirme volcano and have now managed to dislodging huge chunks of rock, or retrieving them from
infiltrate past the outskirts of the Kiln, stretching the thick rivers of magma, fishing them out as the constant
into the fiery walls of the volcano’s crater proper. flow carries them along the canals and higher vents. At
certain points, there are huge sieves, much like the ones
separating the various levels inside the Forge, but these
only serve to thin out the magma, making its streams
The Kiln: Level 3 flow faster and smoother until it reaches a point where it
runs much like water, exiting the volcano through several
ducts carved into the walls. Most automatons here are
Many busy dragonkin and constructs come and go down designed to serve as forge assistants, while the dragonkin
work hard at separating any loads of useful, precious
the corridors and into the forge rooms, and the piping materials from the dross in the smelters.
system is far more elaborate in this region, as there are
magma pourers that feed the smelters underneath, water-
refrigeration conduits that cool down the magma tubes,
and steam collectors which direct the scalding vapors into
11. Main Hallway
a huge, barrel-like container where it condenses and turns This mammoth chamber, the seemingly endless cavern
into cold water. All of these pipes are wide enough to that connects all tunnels and passages in the volcano’s
third level, is where Ehrlya wyrmlings and young roam
allow humanoid creatures to either move along or climb around during the brief breaks in their daily toil to become
into two abreast. renowned artisans, looking for a distraction from their
incessant tasks and chores.

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Each of these chambers has a canal leading out of it,
At first sight, this cave seems endless. The ceiling through which dross, sludge, and refuse flow down into
is so far away that it’s hidden at first glance, and area 13.
the floor is nothing but a set of bridges over a
seemingly bottomless chasm which emanates a For every minute that the adventurers remain in
vague red glow. one of these chambers, they must succeed on a DC 17
Dexterity (Stealth) check or draw the attention of two
Huge pipes and sieves gushing steam and Ehrlya dragon wyrmlings and three (1d6) Ehrlya
magma jut out of the walls in every direction, dragonkin assistants.
and dozens of dragons of all sizes fly about the
chamber.

Every time the adventurers enter or leave this chamber,


13. Separation Chambers
they must succeed on a DC 17 Dexterity (Stealth) check or Every forge on the third level has at least one of these
attract the attention of one young Ehrlya dragon. cistern-like rooms attached. They are 100-foot long canals,
filled with a bluish gelatinous substance in which metal
scraps of various shapes slowly float toward a chute in the
12. First Forges far wall.

This small chamber, coming out of the main forge,


This large cavern is the hottest you’ve visited seems to be a water canal, only it doesn’t carry water
so far. It’s filled with massive slabs of hardened but a strange bluish gel, in which several discarded
metal that work as anvils, hanging chains, metal pieces float toward a grate leading, apparently,
and metalcraft contraptions which seem to fit deeper down into the complex.
draconic anatomy. Complex channel networks
lead the forge’s magma, water, and steam outside With a successful DC 11 Wisdom (Perception) check
the chambers as the Ehrlya smiths perform their an adventurer can notice that some of these metal objects
craft, oblivious to everything but the work itself. seem to drift toward one another, as if attracted by an
invisible force.
Again, these chutes are the only exit from this level for
the party. To reach the exit chute, the adventurers need
to wade chest deep in the pool of slime, cutting their
movement speed in half. Every round a character remains
in the slime, they need to make a DC 22 Dexterity saving
throw to avoid touching the strange metallic objects
floating nearby. A character that is not carrying any metal
objects whatsoever gains advantage on this save. Failing
this save means one of the metal scraps attaches itself to the
character. The first time that happens, read the following
aloud:

With a faint crackling sound, the floating piece


of metal drifts and clings to your thigh. It doesn’t
hurt, but you feel a slight electric tickling in the
immediate area around the object.

Repeat the saving throw each round, attaching one


additional metal piece to each character that fails their save.
At the start of each round, each attached metal piece
deals 7 (2d6) lightning damage each to the character it
clings to. Any character taking lightning damage while in
contact with the slime canal must succeed on a DC 20
Strength saving throw or become restrained for 1 round.
As an action, a single attached electrical device may be
removed with a successful DC 22 Strength check.

Ehrlya Dragonkin
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The Kiln: Level 3
13

12
12

13

12
12
13
13
11

12
13 12
13

12
13
13 12

1 square = 5 feet

MAP 3.3: THE KILN: LEVEL 3

Also, a DC 22 Intelligence (Arcana) or Wisdom Once the party reaches the chute, they can simply
(Perception) check reveals that the gel is highly slide or climb down to the next level, reaching area 14.
conductive, granting metallic objects their electrical
charges. A sudden electrical blast can overload the charge.
If any target inside the sludge takes any lightning damage
from a source other than the charged metal scraps, the
The Kiln: Level 4
slime causes all other living creatures in contact with it
to take the same damage. However, after that, all of the This level is where the more serious work is done by
metal scraps dislodge from all creatures’ bodies and drift the Ehrlya dragons who have come out of adolescence
away, no longer attaching to a creature that touches them. and are now considered nkaurth, or young adults, with

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enough expertise to start crafting their own projects and Shortly after the encounter with the dragons, the party
handling forges with little to no supervision by their finds—at last—an open tunnel in the wall leading to area
elder instructors. These nkaurth are curious and rowdy 15.
dragons, bent on proving themselves to be tough and
ingenious, knowing their first mating season is only a
decade away. 15. Venting Tunnel
It is at this age that the truly virtuous Ehrlya dragons
understand that they can master their craft while also
improving their physical attributes by augmenting their As you enter the side tunnel, you hear muffled
bodies as Dehrilya did. Dragons that focus only on one booming, cracking, grinding, and grating coming
from behind the doors lining the walls. There are
or the other will fall short of, and never unleash, their huge adorned pipes coming out of one wall, going
true potential. This truth is never revealed to students. both up and down the wall and along the corridor.
Only those that figure it out have the true potential
inside themselves. Those that focus on enhancing their
own bodies will become good breeders, charged with If the party approaches the piping along the wall,
the brood’s future, while those that focus on their craft they immediately notice the pipes are incredibly hot,
will become great smiths. Neither will achieve the rank as these are the main magma lines feeding the forges
of Mastersmith, however, as they will not grasp how on this level and the ones above. This is an engineering
deeply tied the Ehrlya brood is to their craft. For an marvel and the reason why lava is always running out of
Ehrlya dragon, creating and crafting must be just as the volcano’s many chimneys and side vents. The Ehrlya
important as living and breathing. have managed to tap into the core and keep the magma
coming up in a constant flow as they take out all the
useful materials and remove the silica to thin it down.
14. Furnace The lava, free of mineral solids, is so fluid that it streams
down the sides of Nurazhirme in fiery rivers that quickly
cool down and become a new layer of obsidian, drifting
This immense, descending pit, covered in a away to expand the Obsidian Plains.
mind-boggling network of pipes, tubes and The only way out seems to be the three doors at the
railways, makes you sweaty and dizzy from end of the corridor, from where the horrid grinding
both the height and the steam. noises came.

This pit connects to all chambers on the volcano’s 16. Magma Processing
fourth level. The adventurers need no ability checks to
descend through the piping, which has abundant ladders, Chamber
walkways, and handholds, but their only progress can be
downward.
If a character falls from the walls for any reason, they This is a monstrous cavern, with several pipes
plummet to certain death, unless they are somehow and chutes coming from openings on the walls
rescued by their companions, as the bottom of the pit is a to gutters in the ground where magma flows
magma furnace hundreds of feet below. slowly but endlessly. A many limbed monstrosity,
apparently made of animated piping, toils among
As the party climbs down, they encounter a group of the tubes, making it look like the chamber itself is
wandering dragons flying around the chute, looking for a living thing.
some fun and a bit of muscle-flexing outside of the forging
chambers. A party of climbing intruders is just what they There is a single exit: a large metal door on the
need. far wall.
The player characters must face five young Ehrlya
dragons. All party members are considered restrained as Each of the three doors from 15 leads to one of these
the fight begins, as they are grabbing a ledge or a handhold vast chambers. Tending to the endless canals of magma
for dear life, but they can attempt a DC 21 Strength is a huge, specialized automaton with what seem to be
(Athletics) check as an action to lose the restrained ten metal arms, designed to crush the harder materials
condition by climbing, skidding, or leaping onto a ledge, in the magma down to more manageable pieces before
rail, or small walkway, which gives them sure footing. Their they reach the gutters below.
movement is still restricted to being along the wall, as
there is nothing on which a creature can move beyond the This decapod construct can detect moving objects
wall. The dragons try to remain airborne during the entire and attacks as soon as the adventurers make their
encounter, but they can climb if prevented from flying. presence known.

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Tempers Blazing

Distracting the decapod from its duties is, in


fact, more dangerous than the creature itself. As the
17. Catwalk
magma flow continues unimpeded, it begins choking This walkway runs around all 16 chambers in this
the drainage gutters, which causes the magma to slowly level, with a branch that heads toward a massive,
overflow the canals in the room. If the encounter lasts dragon-sized tunnel with a spiraling staircase for
5 rounds or more, magma begins spreading across the dragonkin along its wall (marked as 17a on map 3.4:
floor and heating the metal surface. From the fifth The Kiln: Level 4).
round onward, each adventurer must make a DC 22
Dexterity saving throw at the start of every round,
taking 14 (4d6) fire damage on a failed save, or half as
much damage on a successful one. Rewards
After the battle ends, the magma begins dangerously
flooding the chamber. Read the following aloud: After leaving the fourth level, award all player characters
a milestone advancement to their next level.
The automaton stumbles backward, sizzling and
sputtering, and a magma wave trips it and quickly
engulfs its massive frame, as the flow of magma
starts to clog the exits, making very loud and
aggressive noises.

The party has 1 more minute to evacuate the chamber,


either through where they entered, or through the opposite
door leading to area 17, before magma floods it completely,
breaking down the tubes and killing everything inside.
They cannot stop the chamber’s collapse, and they must
keep making saving throws against the magma flood as
long as they don’t leave the chamber.

Decapod

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17A
17

16

16

16

15

14

The Kiln: Level 4


1 square = 5 feet

MAP 3.4: THE KILN: LEVEL 4


Alejandro Maroto (Order #37771216)
Riffle Resplendence, Dwimmer Darkness

RIFFLE RESPLENDENCE,
DWIMMER DARKNESS

T 18. Great Hall


he party begins the last portion of their descent
into Nurazhirme, where they finally reach the
lower levels and Dehrilya’s lair: the Flawless This enormous, imposing corridor is dark, save for
Forge itself. the furnace-hot lamps set on the wall at regular
intervals about 60 feet over your heads. Every sound
makes an eerie echo in this massive, deserted passage,
and warm air can be felt flowing in from every
The Kiln: Level 5 direction.

This vast hall connects all chambers on the fifth level.


This is where those dragons who have become master
artisans reside and work. There are very few dragons,
dragonkin, or constructs in the halls, as they spend
most of their time inside the Ehrlya master forges.

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19. Master Forge If the adventurers try to free the people in the
workshop, the captives refuse, claiming that attempting
to escape is much more dangerous than their forge work
This massive, active forge extends upward and and that the Ehrlya treat their slaves reasonably well
downward as well as sideways. Its several platforms compared to other broods, which the captives would
are filled with forge tools, canals, vents, hanging risk getting enslaved by.
pieces of cooling metal, and dark, scarred Ehrlya
dragons, who work on their gigantic anvil-slabs and
kilns, assisted by a swarm of dragonkin, constructs, 21. Security Room
and even Valernian humanoids moving up and
down the forge. This small, circular room of smooth stone was
clearly intended for dragonkin and humanoids,
These forges are where advanced Ehrlya smiths judging by the size of its entrances. It has no
visible doors, just two open gates: the one you
perfect their craft. The constructs here all have delicate, entered from and one across the room from you.
beautiful forms that perfectly emulate those of dragonkin
or wingless dragons, depending on their function, and
The party will likely enter this small room from the
are highly specialized to help with the crafting itself. The gate connecting it to area 18, and there is one other
dragonkin and humanoids appointed to this level are gate that leads to a ramp down to area 22. However,
tougher, more muscular, and enhanced with artifacts this room is actually a security checkpoint, intended to
and harnesses to better handle smaller pieces or minute detect escaping humanoids.
mechanisms, working as precision instruments, which When the party enters, both gates close, their edges
the dragons command as they put together their disappearing into the masonry. Then, a bluish light
creations, and requiring smaller tools to reach into the orb glows in one of the walls, and some slabs from the
minuscule spaces and tricky corners of their works of art. floor start to shift and agitate, glowing with a faint,
flickering light, until the floor resembles Drakha’s night
Every adventurer needs to succeed on a DC 18 sky. The slabs then begin to actually levitate, their light
Dexterity (Stealth) check each time they enter or leave increasing in intensity and their hum becoming a low
these chambers, drawing the attention of one adult buzzing sound as they start traveling around the room.
Ehrlya dragon and three (1d6) Ehrlya dragonkin These slabs fly and buzz around the party like a swarm
aides on a failed check. of deadly stone bugs, glowing like fireflies and biting
like small dragons.
The bottom platform in each of these chambers leads
to the captive pens in area 20. At the start of every round that a creature remains
inside the room, they take 10 (3d6) slashing damage
and must succeed on a DC 20 Wisdom saving throw or
become Blinded for 1 minute from the strobing lights.
20. Captive Pens The buzzing slabs may be attacked and hit, but they
Each of the master forges in area 19 has a smaller, will reassemble themselves one round after taking any
human-scale workshop, where Valernian captives work damage.
under the vigilant eyes of dragonkin supervisors. The only way to permanently shutdown the trap
is by disabling the blue orb on the wall. This requires
either destroying the orb (AC 22; 30 hp) or using
This smaller workshop seems to be a scaled- thieves’ tools and succeeding on a DC 22 Intelligence
down version of the larger one before it, check. If the orb is disabled, all flying slabs clatter back
where humanoids work the forges under the to the ground and become dormant again, and the trap
supervision of burly dragonkin. will not reactivate if any creature enters this room again.
The dragonkin do not seem to treat the An adventurer may also find the hidden, sealed gates
Valernians cruelly but have them focused and by succeeding on a DC 20 Wisdom (Perception) or
working hard on their tasks. All of the captives Intelligence (Investigation) check, and they can then be
here seem to be quite accomplished smiths forced open with a successful DC 25 Strength check or,
or stonecutters, for they make it look easy to if they have thieves’ tools to use, a Dexterity check.
produce amazing displays of craftsmanship. Finally, the adventurers may trick the trap into
believing they have left the room by falling prone,
If the party reveals themselves while in one of these which stops the blue orb from sensing their presence
and eventually causes it to both deactivate the flying
chambers, they must face eight Ehrlya dragonkin slabs and reopen the gates. If the party doesn’t come up
aides. The chambers are large, busy, and noisy enough with the idea on their own, you may allow them a DC
that any disturbance here remains unnoticed by the 24 Wisdom (Insight or Perception) check to notice that
dragons and dragonkin in area 19. the flying slabs don’t fly any lower than two feet.

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21

20
19 19
20

20 18 19
19 20

20 19
20
19

The Kiln: Level 5


1 square = 5 feet

MAP 3.5: THE KILN: LEVEL 5

The Kiln: Level 6 The ramp leads you to a gloomy passage, with
walls on one side and a railing on the other.
This is the lowest level of the Kiln, where the From the railing, you peer over an abyss leading
Mastersmith dragon artificers live and work with their straight down into the volcano’s molten core.
dragonkin teams, along with fit, crafty, and resilient
Valernians. There are a few drones throughout this level, Small groups of unsupervised Valernian captives
but they are purely utilitarian and do not present any travel up and down this walkway at all times. The
threat to intruders. adventurers need no Dexterity (Stealth) check to hide,
and the Valernians don’t attack or flee if confronted.
The prisoners don’t want to be freed, however. Most
22. Main Causeway of them have become loyal to the Ehrlya or, at least,
The ramp down from area 21 leads the party here, content with their lot. It certainly beats being eaten or
which is a relatively small tunnel compared to the main burned to a crisp trying to escape. They will not reveal
passages from the other levels. In fact, this tunnel is used the party’s presence or raise an alarm either.
only for prisoner transport.

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They simply warn the party away from the lower level,
which holds Dehrilya’s lair itself, and suggest they turn
24. Sound Chamber
back before it’s too late.
A successful DC 15 Charisma (Deception, Though locked, this large chamber can be
Intimidation, or Persuasion) check, however, makes seen through a thick glass window running
the prisoners offer some of their rags so the party may the length of its nearest wall. From there, you
disguise themselves as prisoners. witness a group of Valernian workers with their
If told about the plan to sabotage the Va’ra lode, the heads covered in dense rags, using bizarrely
shaped metal tuning forks the size of tridents to
Valernians shake their heads, certain that the adventurers crack down big chunks of incredibly beautiful
will fail but unwilling to stand in their way. crystal and gemstones placed on metallic bases.
First, they strike the floor with the fork tip,
23. Siphoning Room and then they put one end of its shaft against
one of the metallic bases, allowing the other end
to vibrate freely. After a moment, the precious
From a window in the wall, you realize this rocks crack and fall apart, only to be picked up
small chamber is filled with strange appliances by other Valernians and put on the flatbeds of
of polished bronze and patinated gears, handled transport automatons. Once a flatbed is full,
by dragonkin who lead Valernians to touch the the load is complete and the constructs exit the
machines. room through a door to the side.

Valernians enter this chamber willingly, in groups


of three or four, and grab small levers attached to these A successful DC 22 Intelligence (Arcana) or
contraptions under the supervision of a team of Ehrlya Wisdom (Perception) check allows the adventurers to
notice that the windows of this chamber vibrate almost
dragonkin engineers, who watch how crackling energy imperceptibly every time the fork shafts are put to the
travels from the machines to a series of coils and metal conduits and the precious crystals crack.
crystal ducts running along the walls and floor.
This means the forks must be producing a low-pitched
These machines siphon the life energy, or Vaala, of noise, and the walls and windows must have been
humanoid creatures, which the Ehrlya then use to power sound-proofed.
their runes and artifacts. However, the captives seem There are several of these strange-looking forked
to do it gladly, as if they were coming for a medical spears resting at the far end of the corridor (marked
examination, and leave as calmly as they came, if a as 24a on map 3.6: The Kiln: Level 6), enough for
bit weakened. Any non-dragon creature that grabs each player character to take one if they so wish.
these levers for one full minute gains one level of
exhaustion. If the party tries to open the door to the room, the
workers stop what they’re doing and wave their heads
If the party comes disguised as prisoners, the and arms, trying to warn the adventurers off. The door
dragonkin attendants assume they come to submit can be picked using thieves’ tools and a successful DC
to the procedure and calmly wait for each of them to 22 Intelligence check. If the adventurers open the door,
grab a lever and donate their Vaala as everyone else. they each must succeed on a DC 18 Constitution saving
throw or take 10 (3d6) sonic damage and become
The dragonkin in the room are noncombatants, deafened for 1 minute from residual vibrations. Any
but if the adventurers arrive fully armed and armored adventurers that reasonably protect their ears before
or cause any kind of disturbance, the noise summons opening the door gain advantage on this save.
6 Ehrlya dragonkin elite to the area after 1 minute. The workers are the same as other Valernians found on
this level: sympathetic to the party but unwilling to oppose
their Ehrlya masters. They will, however, confirm—rather
loudly, as they all have damaged hearing—that the forks
may be used to break down solid rock through sonic
vibrations, but only if the adventurers ask. They don’t
object to the party taking a few forks with them. The
ragged hoods of these Valernians are padded so as to grant
advantage on saving throws against sound-based effects
and resistance to sonic damage, but they are not willing to
part with these unless attacked or threatened with a DC 22
Charisma (Intimidation) check.

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Riffle Resplendence, Dwimmer Darkness

25. Junk Deposit The constant sound of faint clicking and whirring comes
from somewhere beyond the chamber, but it’s impossible
to pinpoint its source.
You come to a large, unattended room, filled with Read the following if the adventurers advance further
a veritable mountain of metal junk, rusted tools, into the room.
and discarded trinkets.

This seems to be a winding, dark tunnel, leading


left, now right, now ahead, then offering a
This large room is one of this level’s junkyards, where choice between two or more paths, but it
dragonkin and Valernians discard broken machinery, remains pitch dark, with constant whirring and
worn-out tools, and waste from their work. There are also clicks sounding in the distance.
huge grills and grates from decommissioned structures. A
character with proficiency in mason’s, smith’s, or tinker’s
tools can attempt a DC 16 Intelligence check to discover The party has been trapped inside one of Dehrilya’s
that they come from large cages, the right size to hold greatest creations, the Sentinel Hall, a room-construct that
a group of humanoid captives. The room contains no creates an endless maze within itself by switching walls
useful items. and ceilings to extend corridors or create smaller quarters,
thus throwing any unauthorized being into confusion and
preventing them from ever reaching the door leading down
26. Transport Cages into the Great Vault.
The walls and ceilings are made of rakphrarr, a metal that
is both very dense, making it almost impossible to dent after
In this corner at the end of the walkway, you find being struck, incredibly smooth to the touch, and highly
some empty cages, each one large enough for your reflective of sound. Operating as a huge, ever-shifting puzzle
entire party. box, the colossal construct has a command node placed
well outside the main body frame, extending hundreds of
sprockets and arms that quietly furl and unfurl the wall
and ceiling sections until the offending party stops moving
A successful DC 16 Intelligence (Arcana) check or and the controller dragonkin crews arrive to remove the
a detect magic or similar effect reveals that the cages are prisoners, or their corpses.
magical, enchanted to protect whoever is inside from all Have the adventurers wander about inside the Sentinel
fire damage. Each cage fits six humanoid-sized creatures Hall for a few minutes, describing how their blows against the
comfortably spaced. wall seem to run across the whole surface and fade away in the
distance, thus making it obvious they seem to have wandered
into a preternaturally dark and huge labyrinthine structure
27. The Sentinel Hall with no way to get their bearings. The walls are too slick to
climb and are resistant to any dent or mark, and the floor
The entrance to this great chamber is a truly massive remains the same chiseled basaltic rock under their feet.
metallic door, almost 40 feet tall, made of a shiny and
polished red metal. Seemingly built for huge or larger A successful DC 23 Intelligence (Investigation) or Wisdom
dragons, the door, in fact, opens easily under the strength (Perception or Survival) check reveals that the adventurers are
of any character. The mechanism on which the door is not advancing through an endless labyrinth, as it seems, and it
mounted makes it practically weightless. is the walls which move around them, just out of sight, as soon
as the party leaves an area.
If the party stops advancing, after 1 minute a second
This room has almost pitch-black walls, and the door opens on one wall and eight Ehrlya dragonkin elite
reddish glow of the magma below the hallway arrive to finish them off. If the party defeats the dragonkin,
they may leave by the door the dragonkin used to enter.
barely reflects off of them.
If the adventurers took some of the tuning forks from area
24, they may use them to strike the wall, which disrupts the
mechanism. Soon enough the walls begin to resonate with
As the last adventurer enters the chamber, the door a higher note and start vibrating until they detach, allowing
slides closed and disappears into the walls, plunging the faint rays of reddish light to briefly come through before
party into total darkness. Everything is heavily obscured the walls close again. If an adventurer insists on striking the
in this darkness, and the range of darkvision, torches, walls with the tuning forks, the structure starts to rumble and
and any other light sources is halved. There are no bump violently. The control node is no longer able to keep it
features or markings on either the walls or the ceiling for stabilized, and it starts to retract certain sections in an effort to
the party to find, and the walls are cold to the touch and avoid a catastrophic failure. As this happens, each adventurer
incredibly smooth. must succeed on a DC 22 Constitution saving throw or suffer
21 (6d6) sonic damage and become deafened until their next
short rest.

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As the shambling, clanking structure finishes They may run downward along the ledges in the rock face,
clattering down, the party sees the control node— away from the railings and deeper into the volcano.
the geared contraption that was making the constant
whirring noise—detach from the ceiling and loudly
crash into the twisted, still vibrating segments of walls
and articulated arms. Then, the adventurers hear the Rewards
sound of roaring voices coming from a point higher in
the level. Someone has noticed that they destroyed the
machine. After leaving the sixth level, award all player characters
Once the party exits the chamber, either because they a milestone advancement to their next level.
destroyed it or because a dragonkin patrol came to fetch
them, they find themselves in a precarious ledge over an
abyss of magma.

The Kiln: Level 6


1 square = 5 feet

25

26

23 27

22

24

28
24A

MAP 3.6: THE KILN: LEVEL 6


Alejandro Maroto (Order #37771216)
To Bring a Mountain Down

TO BRING A
MOUNTAIN DOWN

T 28. The Chasm


he player characters have finally reached the
volcanic core of Dehrilya’s domain, containing the
Great Vault, with its finest Ehrlya masterpieces,
and the Flawless Forge, the lair of the Forge Queen herself. As you escape from the trap room above, you run
down the ledges of a seemingly endless volcanic wall,
the abyss of the volcanic core spreading below you.
It’s easy enough to carefully climb down across
The Great Vault the ledges and walkways half-built by the Ehrlya, but
it’s still a daunting descent.
As the party leaves the tunnels of the sixth level, they
come to the core of the Nurazhirme volcano. About one hour’s trek downward is a tunnel leading
to area 29. Upon reaching it, each adventurer must
succeed on a DC 20 Constitution saving throw or take
10 (3d6) fire damage and gain one level of exhaustion
from suffering through the heat of the abyss as they
made their way down.

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However, if the party disabled the Sentinel Hall Any adventurer who is descending slowly and
before descending, they hear the confused, booming carefully doesn’t need to make an ability check to move
voices of dragons barking orders and a few outraged downward, but one adult Ehrlya dragon catches up to
shrills above them. Something is coming for them. them, flying down the chasm to kill them.
Any adventurers trying to escape or hide During the fight with the dragon, the party is
from what may be chasing them as they considered to be standing on a secure ledge, so they
descend must each succeed at a DC have sure footing and freedom of action during the
22 Strength (Athletics) or battle. But they can still only move along the wall:
Dexterity (Acrobatics) up, down, or sideways. The dragon remains airborne
check to run and during the entire encounter and climbs if prevented
leap down the from flying.
chasm wall ledges
without losing
their footing. If a
character fails this
29. The Va’ra Vein
check, they must This massive cavern is one of the many entrances to the
succeed at a DC party’s ultimate goal: the vein of Va’ra crystals underneath
20 Dexterity the Kiln, near the magma core of the Nurazhirme.
saving throw
or fall to
their death. Va’ra crystals extend beyond sight in every
direction, covering the stone with their reddish
glow and strange, pulsating energy.
No living things work the vein. Instead, peculiar
whirling blades, coils, and tubes attached to the
walls and ceiling cut the crystals, suck them in,
and send them down several pipes along the cave
walls, some leading up but most leading somewher
further down.

If a living non-dragon creature spends one


minute or longer in this area, they must succeed
on a DC 22 Constitution saving throw or gain
one level of exhaustion from standing near so much
Va’ra. By the same token, resting in this area does not
remove levels of exhaustion.
There is another unnatural construction in the
cavern: a series of four metallic columns, placed at
Va’ra Drake seemingly random points along the cave. A successful
DC 18 Intelligence (Nature) or Wisdom (Perception
or Survival) check reveals that the columns were built to

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Alejandro Maroto (Order #37771216)


To Bring a Mountain Down

hold the cave ceiling and floor together. These columns are
the only thing preventing the whole vein from collapsing,
30. The Exhibit Hall
after millennia of extraction has weakened the bedrock. This This is where the best creations by the Ehrlya
is how one would destroy the Va’ra lode. Mastersmiths are kept and displayed, including many of
Dehrilya’s most notable pieces and several of her earlier
THE VA’RA DRAKES body enhancements and prostheses—gigantic metallic
dragon arms and wings set in imposing displays.
Without warning, three metallic dragons swoop A mix of museum and armory, the contents of this
into view, roaring and spewing clouds of crackling, huge exhibition hall, which spirals to the center of the
dark, reddish energy. volcano’s floor, both defies logic and exalts the creative
genius of the draconic race and its most skilled artisans.

During the fight, characters may position themselves


between the Va’ra drakes’ attacks and the columns, so as to As you recover from the shock of the fall, you are
lead the drakes into indirectly attacking the supports (see taken aback by the vision extending before your
“Destroying the Columns” below). eyes: Hundreds, perhaps thousands of incredibly
crafted objects of all sizes extend over a vast
depressed valley with a huge hole at its center,
DESTROYING THE COLUMNS under a sky covered in magma.
To weaken the columns holding the Va’ra vein in place, 30
damage must be dealt to each column. This doesn’t actually
destroy the column, but weakens it enough that it becomes The party find themselves beneath an artificial bubble
unable to hold the cavern ceiling. created by the Ehrlya to store their most valued treasures.
From their vantage point, the adventurers can see
Each column has AC 23 and resistance to bludgeoning, archways, open-topped rooms, bizarrely shaped forums,
piercing, slashing, fire, and cold damage, and they are
immune to necrotic, radiant, poison, and psychic damage. and walls lined with niches akin to shelves all the way
Pouring one dose of universal solvent at the base of one of down to the base of great columns. There is no sound
the columns counts as dealing 30 damage to it. other than constant, subdued rumbling of the rock and
magma engulfing the outside of the bubble. Amidst this
If the party has the tuning forks from area 24, they may ominous background noise, an eerie silence permeates the
strike the columns with them. Each successful hit with a interior.
tuning fork deals 21 (6d6) sonic damage to the column plus
bludgeoning damage equal to the wielder’s Strength modifier. Most of the treasures on display here are too large
If a column takes 30 or more points of sonic damage in this or unwieldy for humanoid characters to take, but the
manner, all creatures in the area must succeed on a DC 22 adventurers can grab jewelry and crafted masterpieces
Constitution saving throw or take 21 (6d6) sonic damage and worth a total of 70,000 gp if they wish.
become deafened until their next short rest.
With the Va’ra drakes defeated, no one guards this
If the player characters weaken at least three of the area. The party may even take a long rest here if they wish.
four columns, the Va’ra vein begins shaking, cracking,
and crumbling… and the structure finally gives. The only exit from here, at the bottom of the gallery,
is a dark, wide, and stuffy tunnel, leading even further
down into the volcano.
With a loud noise like that of a metal-clad titan
dying, the massive crystal vein begins crashing
down into the fiery pit below. The ripped coils hiss 31. The Flawless Forge
and crackle with the freed Vaala energy leaking This is Dehrilya’s lair at the very core of Nurazhirme, a
from them, and the loud shrills of bending metal, vast chamber underneath the crater’s surface directly
exploding crystals, and shattered stone are soon
drowned out by a furious roar coming from below.
below the Great Vault’s center. The raw Vaala harvested
from the lifeforce of Valernian captives above imbues
The ground beneath your feet begins to tremble. its tall protective walls with strange, fascinating lights
Suddenly it caves in, and you plunge plunge into the as it pulsates down. A complicated system of different
blazing storm awaiting you. lenses and metal and crystal dissipators ensures the Vaala
makes its way directly and unadulterated into the
Each player character takes 35 (10d6) bludgeoning crucibles where the Forge Queen smelts all the materials
damage plus 35 (10d6) fire damage. A successful DC 25 she then bends and shapes into objects of magnificent
Dexterity saving throw halves all damage. invention and untold power.
Any surviving adventurers find themselves in a new
cavern and before a breathtaking sight.

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The Great Vault
1 square = 5 feet

29

28

30

MAP 3.7: THE GREAT VAULT

As the party approaches this area, they are overcome


by noise, heat, smoke, and activity. Then, they reach As you walk inside the forge, the scorching
a huge workshop amid a roaring inferno of magma heat makes you sweat and the thick air clouds
streams, some still carrying the Va’ra crystals from the your eyes. The sounds of metalworking
vein they shattered above. clink all around you, as dozens of smiths of
draconian and humanoid appearance work
tirelessly at their anvils and pits. But they all
stop and look up as one sound drowns all
other noise. “WHAT IN THE VOID ARE
YOU INTERLOPERS DOING HERE?!”

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Upper Level

Lower Level

The Flawless Forge


1 square = 5 feet

MAP 3.8: THE FLAWLESS FORGE

Alejandro Maroto (Order #37771216)


The Fight with Dehrilya LAIR CONDITIONS

The forge helpers scatter, wary of the magma


As the player characters enter Dehrilya’s workshop, the and the battle but terrified of their mistress more
Forge Queen confronts them immediately, brooking no than anything else.
interruption to her work. Magma from a dozen pipes and vents begins
flooding the forge as Dehrilya roars in triumph,
her dark silhouette even more threatening against
First Phase the red glow.
The battle begins when the player characters break into
The stifling heat has become such that every adventurer
Dehrilya’s Forge. has to make a DC 20 Constitution saving throw at the start of
this phase. Any character that fails the save gains one level of
exhaustion.
From behind the clouds of smoke and steam, a
gargantuan dark silhouette slowly approaches
and suddenly spreads its wings, making the Dehrilya’s Actions
vapors and ashen clouds part before it.
Actions per Round: N + 4
Before you stands Dehrilya, the Forge Queen
During this phase, at the start of each of Dehrilya’s
herself. And she does not look pleased.
upkeeps, three random player characters must succeed
on a DC 23 Dexterity saving throw or take 22 (4d10)
LAIR CONDITIONS fire damage.

The workshop is well lit with the red glow PHASE CHANGE
of hundreds of forges. All around you, you The encounter continues in this phase until one of these
can see hanging chains, half-finished metal conditions is met:
contraptions, and gigantic tools, larger than • Three of Dehrilya’s body parts are broken, and at
you, with unfathomable uses. least two other body parts are below their hit point
maximum.
• Two of Dehrilya’s body parts are broken, and
Dehrilya’s Actions the player characters have triggered at least three
Actions per Round: N + 2 workshop mishaps.
Dehrilya’s initial attacks are intended more to scare the When one of the above conditions is met, Dehrilya
player characters off than killing them outright, but she has pulls a huge chain, and toxic gas begins to fill the area.
little notion of restraint and no time for niceties. She likely
opens the fight by unleashing her breath weapons on them.
Final Phase
PHASE CHANGE The Forge is now filled with toxic, ashen gas. Magma
continues to flood the workshop’s pits and inlets.
The encounter continues in this phase until one of
these conditions is met:
• The player characters have caused two or more LAIR CONDITIONS
mishaps in the workshop (see the “Dehrilya
Exploits” section). The forge is now filled with black smoke, with only
• One of Dehrilya’s body parts is broken. the streams of magma and Dehrilya’s glowing red eyes
lighting the dusk. Even your lungs feel enveloped in
When one of the above conditions is met, Dehrilya darkness.
pulls a lever, and magma begins overflowing the forge.
At the start of the phase, the heat and poisonous ash
force every adventurer to make a DC 20 Constitution
Second Phase saving throw. Any characters that fail the save gain two
Magma begins to flood the workshop’s pits and inlets, levels of exhaustion and become poisoned for as long as
and several slits and outlets open threateningly, ready to they remain inside the Flawless Forge.
pour molten metal and magma onto trespassers. Additionally, the entire lair becomes lightly obscured for
the remainder of the fight.

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To Bring a Mountain Down

Dehrilya’s Actions The party is amidst yet another cataclysm inside the
volcano and are about to be consumed by an inferno of
Actions per Round: N + 6 roaring magma and falling rocks.
During this phase, at the start of each of Dehrilya’s upkeeps,
three random player characters must succeed on a DC 23 A successful DC 14 Wisdom (Perception) check
Dexterity saving throw or take 22 (4d10) fire damage.
reveals a couple of enchanted cages, just like the ones
in area 26, speeding by among the flotsam. The party
may jump into one of these to have a safe exit.
PHASE END
Otherwise, the party’s only way out is to use the
The encounter ends when Dehrilya is defeated. This requires debris—a large rock or piece of metal—as a barge
fulfilling one of the following conditions: to navigate the magma torrent as it leads them out
• Four or more of Dehrilya’s body parts are broken, of the volcano. In this case, each character needs to
and the player characters have triggered at least five succeed on a DC 18 Constitution saving throw or
workshop mishaps. gain one level of exhaustion and take 10 (3d6) fire
• The player characters have triggered more than eight damage from the heat.
workshop mishaps.
Regardless of their method of escape, a few grueling
• Five or more of Dehrilya’s body parts are broken,
and all of her remaining body parts are below their hours later, the surviving adventurers lie down, battered
but safe, in the Obsidian Plains, as a party of Scalebreaker
maximum hit points.
scouts approaches them among the volcanic vapors.

Conclusion

Suddenly, the
forge shakes.
No, the whole
mountain
shakes, and huge
torrents of magma
begin flooding the
workshop as massive
chunks of rock fall
on the forge walkways,
crushing machinery and
burying tools.
Dehrilya stumbles and falls,
bellowing in fury and frustration, as a
deluge of molten magma buries her flailing
form. You have to run, NOW.

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DEHRILYA,
THE FORGE QUEEN

Dehrilya is a tough opponent, even by dragon standards. Alternatively, a character can fly or levitate the 60 feet
She is used to living in the impossible conditions of the between the levels or jump down from the Upper to the
forge’s core, and she had to rebuild her own body when it Lower Level, taking 21 (6d6) bludgeoning damage from
failed her. No kind of pain makes her flinch; however, her the fall. A successful DC 15 Dexterity saving throw halves
creations are much more fragile, and smart adventurers
that damage.
may target them to break Dehrilya’s cool.

Dehrilya’s Lair Dehrilya Exploits


The player characters arrive from the southern entrances The following exploits can be used to take advantage of
on the Upper Level, on map 3.8: The Flawless Forge. Dehrilya during the battle, if the characters discover them.
Dehrilya begins the fight standing at the Lower Level,
towards the North part on the Flawless Forge map,
which overlooks a bottomless chasm of volcanic magma.
Forge Creations
Dehrilya’s lair is full of machines and artifacts she made
Magma Zones herself, from weapons and tools to automatons and heavy
The map has magma rivers on both levels, they eventually machinery. Breaking these will distract Dehrilya, as she
cascade northward into the depths of the Volcano. Any pores over her damaged work and instructs her workshop
creature that enters these areas must succeed on a DC assistants to take care of repairs.
26 Dexterity saving throw or take 55 (10d10) truefire Any character can target Dehrilya’s creations as an action
damage. If the save succeeds, the character manages to during their turn. If Dehrilya’s creations take more than
stop at the closest edge of the magma-filled area, taking
30 damage in a single round, she immediately loses 2
only half damage.
actions between worrying and barking orders all around,
shouting things such as, “No, the hyper-steamed magma
Moving around the Forge contraptor again!” Dehrilya cannot lose more than 2
actions per round from this exploit.
As the player characters enter the scene, Dehrilya
challenges them and starts ordering her minions about.
If the adventurers don’t come down to face her during
the first round, she uses her movement to fly to the
Smith’s Curiosity
Upper Level. Dehrilya is a curious dragon, and interesting magic items
distract her. A character that spends one action showing
A large or smaller size character can move between
levels by using the platform system on the wells on the Dehrilya a rare or very rare magic item made mostly of
East and West walls on both levels. The East platform metal (e.g., no potions, scrolls, or clothing) can attempt
only goes up, and the West platform only goes down; a DC 23 Charisma (any skill) check to distract her. If
any character that ends their turn inside the well will the check succeeds, Dehrilya loses 2 actions from her
start the next turn on the other level. action pool. Dehrilya cannot lose more than 2 actions
per round from this exploit.

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Dehrilya, The Forge Queen

Not All Gold Glitters A character may spend an action to mess with
Dehrilya’s workshop by causing cave-ins of unstable
Dehrilya’s lair is strewn with tools, pieces of metal, and structures, bringing down gargantuan piles of tools or
other such objects that may look of little value but are junk, activating magical wards, overturning magma
important to Dehrilya, and their arrangement matters cauldrons, overflowing magma shafts, and the like.
to her. If a character uses an action to move one of
these objects around, Dehrilya focuses her attacks on The character must succeed on a DC 15 Strength,
that character for the remainder of that round. Dexterity, or Intelligence check to cause a mishap,
or make a DC 23 Charisma (any skill) check to lure
Dehrilya into causing it herself.
Workshop Mishaps If the check succeeds, Dehrilya takes 18 (4d8)
Dehrilya’s lair is a work in progress, constantly evolving bludgeoning damage to one body part of the player
and changing at the whims of the Forge Queen. Savvy character’s choice, but the character takes 18 (4d8)
player characters can use this to their advantage by bludgeoning damage plus 18 (4d8) fire damage.
manipulating some of Dehrilya’s projects in progress. However, the adventurer (only) may attempt a DC
23 Dexterity saving throw to negate the damage
they receive. Any creature that takes damage from a
workshop mishap, Dehrilya included, is restrained
until Dehrilya’s next upkeep.

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Blazing Wings (2 Actions). All creatures within 20 ft. of Dehrilya must
succeed on a DC 26 Strength saving throw or be pushed back 40 feet and
DEHRILYA take 10 (3d6) truefire damage and 10 (3d6) bludgeoning damage. Dehrilya
can then move up to her fly speed in any direction. Any creature mounted on
Gargantuan dragon, neutral Dehrilya’s wings takes the truefire damage listed above, even if they succeed on
the save, and, if they were not pushed back by failing the save, must succeed
on a Strength or Dexterity saving throw against the wings’ shake DC to avoid
falling as per the Shake upkeep action.
Armor Class see “Dehrilya’s Body Parts” Molten Body (6 Actions). Dehrilya lets molten rock and metal course through
Hit Points see “Dehrilya’s Body Parts” her body and makes two claw attacks, one bite attack, and one tail smash
Speed 40 ft., climb 40 ft., fly 80 ft. attack, with each of these attacks dealing an additional 10 (3d6) truefire
damage. Any creature mounted on one of Dehrilya’s body parts takes 21 (6d6)
truefire damage and must succeed on a Strength or Dexterity saving throw
STR DEX CON INT WIS CHA against that body part’s shake DC to avoid falling as per the Shake upkeep
action. Dehrilya must spend 1 action during one of her future upkeeps to be
28 (+9) 17 (+3) 28 (+9) 22 (+6) 22 (+6) 15 (+2) able to use this action again.
Breath Weapons
Saving Throws Str +18, Con +18, Int +15 Fire from the Forge (2 Actions). Dehrilya breathes fire in a 60-foot cone. Each
Skills Arcana +15, History +15, Perception +15, Persuasion +11 creature in the area must make a DC 26 Dexterity saving throw, taking 35
Damage Reduction 9 (10d6) truefire damage on a failed save or half as much damage on a success.
Damage Resistances bludgeoning, piercing, and slashing from non-magical Magma Spit (3 Actions). Dehrilya spits three small orbs of magma and
weapons pyroclastic material, targeting three points up to 100 feet away. Each creature
Damage Immunities fire within 30 feet of these points must make a DC 26 Dexterity saving throw,
taking 27 (6d8) truefire damage on a failed save, or half as much damage on a
Condition Immunities charmed, exhausted, and frightened successful one.
Senses darkvision 120 ft., passive Perception 25 Ash Cloud (4 Actions). Dehrilya spews a 60 ft. sphere of ash. Each creature
Languages Draconic, Common in the area of effect must make a DC 26 Constitution saving throw, taking 54
Challenge 30 (155,000 XP) (12d8) poison damage on a failed save, or half as much damage on a success.
Each target that fails the saving throw is also incapacitated for 1 round as the
Drakhan Resistance. Dehrilya has advantage on all saving throws against ashes fill their lungs. All objects in the area are lightly obscured until Dehrilya’s
spells and spell-like abilities and is immune to the maze spell. next upkeep. Dehrilya must spend 1 action during her next upkeep to use this
Legendary Resistance (3/Day). If Dehrilya fails a saving throw, she can breath weapon again.
choose to succeed instead. Magma Stream (5 Actions). A 90 ft. cone of streaming magma and molten
Magic Weapons. Dehrilya’s weapon attacks are considered magical. material fills the area in front of Dehrilya. Each creature in the area of effect
must make a DC 26 Dexterity saving throw, taking 36 (8d8) truefire damage
and 36 (8d8) poison damage on a failed save, or half as much damage on
ACTIONS a success. In addition, each creature in the area must succeed on a DC 26
Constitution saving throw or become poisoned for 1 minute. Dehrilya must
spend 1 action during her next upkeep to use this breath weapon again.
Upkeep Actions
During Dehrilya’s upkeep, she replenishes her action pool up to its maximum for the Special Actions
current phase, and she may take any of the following actions.
Quick Armor (1 Action). As a reaction, Dehrilya increases the Armor Class
Shake (1 Action). Dehrilya can shake all of her body parts. Any creature mounted on and damage reduction of one of her body parts by 2 until her next upkeep.
one of Dehrilya’s body parts must make a Strength or Dexterity saving throw against
the shake DC of the body part they’re holding onto in order to stay perched. On a Automaton (2 Actions). Dehrilya animates one of the automatons in her
failed save, the creature falls to the ground, takes 3d6 bludgeoning damage and becomes workshop to fight for her. The automaton acts on its own initiative, attacking
prone. Dehrilya’s enemies to the best of its ability. To keep her automatons active
Focus (1 Action). Dehrilya choses two targets. These targets have disadvantage on their beyond her next upkeep, Dehrilya must use the Maintain Control upkeep action.
attack rolls against Dehrilya until her next upkeep.
Maintain Control (1 Action). Any currently active automaton from Dehrilya’s Automaton
Automaton special action continues to remain active and fight for her, at least until Large construct, unaligned
her next upkeep. If Dehrilya doesn’t use this ability during her upkeep, all previously Armor Class 10
activated automatons become disabled and must be individually activated again with the Hit Points 50
use of the Automaton special action. Speed 30 ft.
Regenerate (3 Actions). Once during each of her upkeeps, Dehrilya can heal one Abilities Str 16 (+3), Dex 10 (+0), Con 10 (+0), Int 3 (−4), Wis 10 (+0), Cha 1 (−5)
body part that has not been broken. The chosen body part regains half of its hit point Senses blindsight 60 ft.
maximum. Languages Understands draconic.

Melee Actions ACTIONS


Claw (1 Action). Melee Weapon Attack: +18 to hit, reach 10 ft., one target. Slam.. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 9 (1d12 + 3)
Hit: 27 (4d8 + 9) slashing damage, plus any creature mounted on Dehrilya’s bludgeoning damage and 6 (1d12) fire damage.
claws must succeed on a Strength or Dexterity saving throw against the claw’s
shake DC to avoid falling as per the Shake upkeep action.
Forged Fangs (2 Actions). Dehrilya coats her fangs and claws with molten
Bite (2 Actions). Melee Weapon Attack: +18 to hit, reach 15 ft., one target. Hit: metal. All her claw and bite attacks deal an additional 14 (4d6) truefire
27 (4d8 + 9) piercing damage and 21 (6d6) truefire damage, plus any creature
mounted on Dehrilya’s head must succeed on a Strength or Dexterity saving damage until her next upkeep.
throw against the head’s shake DC to avoid falling as per the Shake upkeep Forgemaster’s Hand (5 Actions). Dehrilya chooses one enemy to take
action. control of their enchanted equipment away from. One target creature within
Tail Smash (2 Actions). Melee Weapon Attack: +18 to hit, reach 20 ft., one 30 feet of Dehrilya must make a DC 23 Charisma saving throw. If the save
target. Hit: 19 (3d6 + 9) bludgeoning damage and 10 (3d6) truefire damage, fails, the character’s magical items begin emitting unbearable heat, dealing
plus all creatures within 10 feet of the target, except for Dehrilya, must make 27 (6d8) truefire damage to the character and losing their magical properties
a DC 26 Strength saving throw or fall prone. Any creature mounted on until Dehrilya’s next upkeep. Dehrilya may maintain this effect by using the
Dehrilya’s tail must succeed on a Strength or Dexterity saving throw against Maintain Control upkeep action.
the tail’s shake DC to avoid falling as per the Shake upkeep action. If the save
fails, the creature takes 7 (2d6) fire damage in addition to the damage from The Forge Queen (6 Actions). Dehrilya unleashes her full power over her
the fall. territory. The entire map begins to shift, with puddles of molten metal and
Additionally, the area in a 10-foot radius around the target becomes magma forming in every crevice. Each creature other than Dehrilya must
difficult terrain for the rest of the encounter as molten magma pours from the succeed on a DC 26 Dexterity saving throw or take 45 (10d8) truefire damage
ground, and any creature that moves through or starts their turn in this area and become restrained for 1 minute. A successful save halves the damage and
takes 7 (2d6) fire damage. negates the restrained condition. Dehrilya must spend 1 action during her
next upkeep to use this ability again.

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Shake DC 20 (grounded)
Wings HP N × 50 AC 28 (natural armor)
or 26 (flying)
DEHRILYA’S BODY PARTS Broken. Dehrilya’s majestic wings are now charred and mangled, and all of her
attempts to move them result only in a halting screech. “Gives… me a chance… to
improve them… then,” she spits, barely containing her fury.

If Dehrilya’s wings become broken, she loses her fly speed and cannot
use her Blazing Wings any longer.
If airborne, Dehrilya immediately falls to the ground, suffering 14 (4d6)
Head Hit Points N × 50 AC 28 (natural armor) Shake DC 26 bludgeoning damage on a random lower body part. Any creature mounted
on Dehrilya’s body must succeed on a DC 20 Dexterity saving throw to jump
Broken. Dehrilya scoffs as half of her face sags with dead flesh. “Been through away or suffer the same fall damage plus 38 (7d10) fire damage and 38
worse,” she spits as she presses the attack. (7d10) bludgeoning damage from being crushed under Dehrilya. If the save is
successful, the character only takes 7 (2d6) bludgeoning damage from the fall
If Dehrilya’s head becomes broken, she has disadvantage on Wisdom and no additional damage.
(Perception) checks, and her bite attack damage is halved. Truefire damage
from her bite attack remains unaffected.

Upper Torso HP N × 45 AC 28 (natural armor) Shake DC 20

Broken. Dehrilya’s armored chest looks like a mangled ruin of charred flesh
and blackened bronze. She rasps and wheezes but keeps on fighting as if
her body wasn’t irreparably maimed.

If Dehrilya’s upper torso becomes broken, she suffers disadvantage on all of


her claw attacks.

Lower Torso HP N × 45 AC 26 (natural armor) Shake DC 20

Broken. Dehrilya’s body seems to crack with every step, her back making
unnatural noises as she tries to walk. But she grits her teeth and charges on,
scowling at you as if you had broken one of her things and not her spine.

If Dehrilya’s lower torso becomes broken, her speed and climb speed are both
halved, and mounting this body part no longer requires an ability check.

Right Claw HP N × 20 AC 25 (natural armor) Shake DC 26

Broken. Dehrilya’s injured claw hangs limply to the side. She nods grimly.
“For centuries I’ve considered making a prosthesis for that one.”

If Dehrilya’s right claw becomes broken, she can no longer use it for combat.
She can no longer make more than two claw attacks in a single turn. If both claws Right Leg HP N × 25 AC 26 (natural armor) Shake DC 26
are broken, she cannot perform claw attacks.
Broken. “ARGH! I keep forgetting to reinforce the scales there…”

If Dehrilya’s right leg becomes broken, her speed is halved. If both of her
legs become broken, her speed is reduced to 10 feet.

Left Leg HP N × 25 AC 26 (natural armor) Shake DC 26

Broken. Dehrilya limps to get back at you, seemingly more annoyed than hurt.

If Dehrilya’s left leg becomes broken, her speed is halved. If both of her
legs become broken, her speed is reduced to 10 feet.

Left Claw HP N × 20 AC 25 (natural armor) Shake DC 26

Broken. Dehrilya’s mauled metallic left claw reveals softer, much paler scales
below, as if the previous claw had been some kind of covering or artificial
prosthesis. The dragon hisses in rage, “I’ll build me another!”

If Dehrilya’s left claw becomes broken, she can no longer use it for combat. Tail Hit Points N × 35 AC 26 (natural armor) Shake DC 26
She can no longer make more than one claw attack in a single turn. If both claws
are broken, she cannot perform claw attacks. Broken. The spikes on Dehrilya’s tail sag and bend, and it drags like a dead
weight. She sighs and turns to you, shaking her head in disapproval.

If Dehrilya’s tail becomes broken, she cannot use her Tail Smash any
longer, and mounting this body part no longer requires an ability check.

Alejandro Maroto (Order #37771216)


Alejandro Maroto (Order #37771216)
THE HEARTS
OF PERMUTATION
A four-session adventure for
17th-level characters

D
“Kuxcoatl’s mastery of magic is supreme eep in the Arcanum Wilds, the only
jungle on Drakha, lies the Grand
amongst the azhurma. He sends out dragons Laboratory, the lair of Kuxcoatl, He
and minions to gather scrolls, items, Who Ascended, the One Who Mastered
ingredients… even test subjects. All this Change… or as he prefers it, the Arcane of
continuous effort, solely made to satisfy Power. In his Grand Laboratory, he carries
out his many experiments and continues
his own curiosity, for curiosity’s sake? I on his quest for knowledge… and power.
don’t buy that. Why gather all that power
and not use it? He must have an agenda, a The adventurers awake in a strange chamber,
secret plan, something! I know the feathered remembering nothing of how they got there or
dragons are an odd bunch, but there must what they ever did to be abducted in the first
place. A strange rune glows with many colors
be a method to their madness.” over a rundown archway, the room’s only exit.
—Tezl, the Drifter …Will they be able to escape?

Alejandro Maroto (Order #37771216)


INTRODUCTION

I n this Dragonbond adventure, your player characters


will become unwilling test subjects as they delve
into the bizarre structures of the great Azhurma
Kuxcoatl’s lair and make their way through “The Hearts of
Permutation.”
giving you a broad sense of the events involved and how
they will unfold throughout the adventure. There are
a few other important details to know concerning this
adventure’s plot listed below.

The first thing you need to know is that the Grand


Laboratory, which you and the characters in your group
will soon visit, is legendary for its sheer concentration
of magical items, arcane tomes, and its alarmingly vast
Before Playing at the Table
collection of living creatures. This wondrous site, deep Before you start to play, consider the following
within the Arcanum Wilds, is the only place Kuxcoatl has and let the players adjust accordingly:
deemed fit to carry out his various research projects, and
the adventuring party has now become his latest object of • Read through the adventure, taking notes
interest. of anything you want to highlight or even
change to better fit your narrative style.
The adventure begins with the player characters waking Read through the nonplayer characters
up utterly confused and unable to recall arriving at their to know how they would act and react
current location. The last thing they all remember is off script if your players do something
being captured by Coatl dragons, and now they find different. Prepare any handouts you want
themselves part of some wildly unfathomable experiment to include and read through the encounters
carried out by the Coatl brood and their azhurma. With
and the creatures’ stat blocks.
all the adventurers suffering from mild amnesia, they
must survive a series of bizarre tests if they want to escape • If your players are making new characters for
Kuxcoatl’s clutches. this adventure, ask them to provide you
with their character details, making sure to
provide them the necessary information
Running the Adventure for their characters to fit the adventure with
an appropriate backstory and motivation for
the setting.
“The Hearts of Permutation” is an epic adventure meant
for three to five 17th-level player characters. During the
course of the adventure, they will advance to 20th level
using the milestones system before entering the final battle
against Kuxcoatl, the Arcane of Power. You do not need
to know everything about Drakha to properly run this
adventure, as most of the locations, situations, NPCs, and Coatl Dragons
creatures will be detailed so you have all the information you Unlike other dragons, the bodies of the Coatl are covered
need to focus on. with beautiful plumage, and they are the smallest in overall
If you need some specific details on how time and size among all of the broods.
some magic work in this setting, the “Drakha, the Red This brood values knowledge above all else; they strive
Moon” section near the start of this book provides valuable to keep lore and obtain knowledge with a calm demeanor.
information. The “Adventure Background” section below However, they can still go into a frenzy due to territorial
tells you everything you need to know to understand this behavior or when hunting, and while they settle most
adventure’s immediate setting. The “Adventure Overview” disputes amicably, they are fierce fighters, using their arcane
section describes how the adventure is expected to run, might to overcome and subdue their enemies.

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Introduction

Most Coatl dragons build their own arcane studies and the party was all transported from wherever they were to
libraries where they pool knowledge and secrets. The greatest Drakha, even if your player characters come from a different
among these, of course, belongs to Kuxcoatl. universe or setting. They awake with foggy memories, which
will become clearer throughout the adventure. If they are a
Coatl Dragonkin party who has adventured together before, they don’t quite
remember their time together but retain a strong feeling of
Coatl dragonkin have the greatest autonomy when knowing each other.
compared to the other dragonkin, as their masters
are primarily focused on their own research. These
dragonkin work mostly as assistants in their masters’ Adventure Overview
experiments or as hunters searching for new specimens,
ingredients, and prized information with which to
impress their dragon masters. “The Hearts of Permutation” is divided into four parts.
“Strangers in a Room” serves as a prologue to the adventure.
The Arcanum Wilds The player characters wake up in a room with no recent
memories.
This is the Coatl brood’s domain and the Red Moon’s They remember their own names, classes, professions,
only known green region. Its trees are hybrids, brought and their skills, but their past before this moment is a
from Valerna and bred until they adapted to the very jumble. No one in the party has any idea they’re part of
deep water reserves on Drakha. an experiment carried out by the Azhurma Kuxcoatl, who
Numerous pyramid-like structures stand amid lush is intrigued by their psychology and wants to observe how
jungles and streams, but none are as magnificent as the they will behave under duress and extreme conditions.
Grand Laboratory, Kuxcoatl’s imposing lair. It’s a place The adventurers have to move through a series of
that emanates magic and is filled with unknown dangers. chambers where they are expected to battle creatures,
solve puzzles, and avoid traps. Tonati has placed clues
and weapons to help the adventurers beat the gauntlet
Adventure Background and defeat the Arcane of Power, but unbeknownst to
Tonati, Kuxcoatl is well aware of her schemes and eagerly
awaiting to observe even the altered experiment’s results.
The player characters are being held captive and have In “Stepping through the Endless Stars” is where the
become subjects in the Coatl brood’s most recent party’s tests begin, intended to assess their tactical skill and
scientific experiments. Considering them interesting reaction to stress. The first is a trip through a portal where
and unusual specimens, Kuxcoatl himself has selected the portal itself is a test, pitting the adventurers against
the party for a particular test. The Great Wyrm deadly illusions and cosmic temptation in a voidscape of
has partially erased the adventurers’ memories and floating staircases.
plans to observe them as they go through a series of
“highly transformative” trials devised to test both their Then, the portal leads them to the actual Arcanum
established and developing abilities. Wilds, where they must defeat more guardians before
entering a specially built pyramid, where Kuxcoatl has set
But a mighty Coatl dragon named Tonati, who up the main test.
has been scheming to bring about Kuxcoatl’s downfall
for many centuries, has decided that this is the perfect “The Pyramid of Enlightenment” sees the player
characters attempting a large, complex trial. It’s made of six
opportunity to defeat her azhurma. To this end, she
lesser trials which all have some tactical relationship both
plans to alter the experiment, allowing the test subjects
to each other and to the larger trial.
to rediscover themselves, remember their captor, and
ultimately pit them against him, in the hopes that they Stumbling in blindly could lead the characters to die
can destroy him on her behalf, with the promise of not once but many times in an endless loop of deaths
freedom if they succeed. and rebirths. Conversely, a keen mind may discover
the secret to making the ritual work for them. As the
To this end, Tonati has left clues and items that characters complete some of the trials, more of their
inevitably lead the adventurers to confront the azhurma memories will return.
in his laboratory and, hopefully, defeat him, or at least
severely weaken him. It will be at that precise moment After all trials are completed, “Illusion Unveiled” reveals
that she plans to make her move, dispose of whoever Kuxcoatl as the mastermind that put the adventurers
survives, and take over the brood. What Tonati doesn’t through these tests, and he also reveals Tonati, the rebellious
know is that she’s also become an important piece in dragon who tried to help them through the trials. In the
Kuxcoatl’s larger experiment. end, thanks to Tonati, the characters are able to confront
the Coatl azhurma and pay him back for erasing their
In terms of adventure hooks and character backgrounds, memories and putting them through the gauntlet.
you can simply begin the adventure by explaining that

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STRANGERS IN A ROOM

Your eyes open, and a bright, blinding light


blurs your vision. A sharp pain stings inside
your head as you stand up. As your vision
T he adventurers find themselves inside a cell-
like room. They remember their own names,
classes, and abilities but little else. With the
team is Esha (see appendix A), a beautiful black-haired
woman. She has similarly fogged memories but
clears, you notice others have also woken up knows she is an Ocelinn scholar and healer from the
and are standing around you. The ground feels realm of Nahuac in Valerna.
cold and rocky. The walls are of a blue-gray
Esha is a sleeper agent in the service of the dragon
polished stone. There’s no discernible features Tonati, planted in the experiment to make sure the party
on their surfaces, and the exquisite masonry performs as expected and to help them reach the end of the
displays no seams or flaws. tests. She has had her memories jumbled as well, so as to
hide her involvement with Tonati from her own memory

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Strangers in a Room

and to protect her secret against Wisdom (Insight) checks characters, including Esha, receive a mark on their neck
or spells such as detect thoughts or zone of truth. with a number ranging from 1 to N +1 and one of the
following symbols:
The adventurers wake up without weapons or
equipment, wearing simple one-piece garments. They
aren’t quite sure what gear they used to own, but they < > << >> <<< >>>
remember enough to recognize the tools and weapons
they may use if they see them. Choose or assign randomly which number and
symbol are painted on which player character and
You should allow the player characters to make short Esha. Anyone with a passive Perception of 17 or higher
introductions based on their limited recollections—their will spot the marks automatically. Any Search action
names, profession, and vague notions of where they were also automatically finds the marks on another’s necks
born—and have some fun roleplaying their mild amnesia as without an ability check.
they see fit.
The symbols indicate how many clicks left or right the
tumbler with the corresponding number (counting from
top to bottom) must be moved. Thus, for example, if a
Roleplaying Esha player character has the mark “4 >>,” it means the fourth
tumbler must be moved two clicks to the right.
Esha is both calculating and charismatic. She is cultured, If the characters move all of the tumblers as indicated
shrewd, and agreeable in her interactions with the by the instructions painted on them, the tumblers align,
adventurers. She is a capable and well-trained healer, using the mechanism opens, and the door slides down into
her skills on the rest of the party, but she will always focus the ground, opening the way to a
on keeping herself alive and well first. While she is not new room. Once everyone in
malevolent, she will not hesitate to put herself before the the party enters the next
rest of the party. room, the door closes
behind them.
Before being placed in the experiment, Esha was
promised freedom if she led the party through it, and
she will try her best to make sure they complete all of
its tests and trials. After the party starts regaining their
memories, she remembers how Tonati tampered with every
experiment, but she will try to hide all of her dealings with
the traitor dragon and will not provide any hints as to how
to overcome the challenges unless both the party becomes
stuck and she can make it seem as though the idea came to
her naturally.
Esha presents herself as smart, caring, and understanding.
She can act as either a discrete yet stern guide or a complicit
companion, as the occasion demands.

1. First Puzzle Room


After the short introductions are done, the party can
explore the room. There is a door in one wall made of
the same rock as the walls, with no knob or handle.
The door fits seamlessly into the wall, visible enough
to require no ability check to find, but camouflaged
enough to require someone actively looking to find it.
On the wall opposite the door there is a curious-
looking mechanism. It is a panel showing a horizontal
row of N + 1 vertical tumblers, where N is equal to the
number of player characters. Each tumbler can be moved
left or right from one to six steps, marked by audible clicks
in the mechanism. For every click one of the tumblers is
moved, each of the other tumblers moves left or right one Esha
click as well.
To open the door, all six tumblers must become aligned.
Prior to the experiment’s beginning, Tonati had each of the

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1 square = 5 feet

Entrance Chambers

MAP 4.1: ENTRANCE CHAMBERS

2. Chamber of Preparation This room is larger and darker than the first one. Both
doors are closed; however, the door to the right is not
locked. The door to the left will only unlock after the
lever in Area 3 is activated.
You enter a chamber similar to the previous
one, with the same blue-grey stone walls and The remains at the center of the room are that of a
floors. The room has two doors, one to your male human. A successful DC 22 Wisdom (Perception)
left and one to your right. At the center of the or Intelligence (Investigation) check reveals a note inside
room lies a body with simple clothing, its hand the hand pointing to the door on the left. The note reads:
pointing to the door on the left. The door to
the right, while made with the same stone as the Time passes, seasons fly / My skin once fresh
and moist / Lies now cracked and dry / What
rest of the impeccable masonry, looks rough and you are we were / You future lies here not there /
unfinished, as if it was made faster and sloppier. Only here can it set you free / For as you see me
so shall you be.

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Strangers in a Room

3. Storage sleeper agent. As soon any member of the party comes or


passes within 10 feet of the altar, read the following:
As the characters open the door to the right, read them
the next paragraph: As you approach the altar, the purplish hues in
the spherical stone start to swirl, unleashing
This room is small, unfinished, and rough a pulse. You get vivid flashes of your past life,
compared to the previous rooms. It looks more hints of who you were…
like a small storage space, with a few boxes
scattered around. There is a simple lever at the
Feel free to expand on the visions the characters see,
back of the room.
using elements from their back stories or events that
played out during previous games.
There is one box in the room for every character
present, including Esha, plus a larger box of visibly After the visions of their memory, Esha clearly
different make. A DC 20 Wisdom (Perception) check remembers how, when, and why she was placed in the test
confirms the larger box was placed in the room much as Tonati’s agent: to make sure the adventurers pass the
later than the smaller boxes, almost as an afterthought. tests and reach Kuxcoatl to fight him in the end. From
this point on, Esha does her best to hide her link to Tonati
Each of the smaller boxes contains one dagger, a necklace from the other characters.
in the shape of a moon and dagger, and two days of trail
rations. The larger box holds the player characters’ original Detect magic and similar effects reveal that both the
equipment, secretly placed there by Tonati at the bottom crystal slab and the obsidian sphere are magical but not
of the box there is a trueshield (see Appendix B for stats). A their specific powers. A DC 27 Wisdom (Perception)
clever adventurer may notice that there is no gear for Esha check indicates that the crystal seems to match the altar’s
in the larger box, but give them no clue if they don’t. design style, while the sphere does not.
The lever on the back wall of the room unlocks the If any character touches the altar, or reaches out
other door in the previous chamber. to grab the crystal slab or the sphere, the mild breeze
becomes a gale, then a whirlwind, and it coalesces into
three dragon-like elemental silhouettes.
4. Altar of Breeze Three elemental drakes appear, created to guard
the room and its contents, and attack the adventurers
Read the following text when the party opens the until they are defeated. If any player character tries to
unlocked door to the left: grab the crystal or the sphere during the fight, they are
automatically pushed back 10 feet by the strong winds
This room is wide and well lit. The walls are
of the same familiar blue-gray masonry but
covered with vines and flowers of various
types, which cling to the stonework. There
are moss patches on the floor, and a fresh
wind softly blows and caresses your faces.
The air in the other rooms felt dense
and trapped, but this room feels properly
ventilated and almost like an open space
with the plants, vines, and the mild
breeze. Despite this, there is no other
visible way out of this room than the
way you came in.
There is an altar of polished stone
standing in the middle of the room.
On top of it is a crystal slab with a
strange rune carved on its hard surface.
At the altar’s foot, as if someone placed it
recently, lies a perfectly carved obsidian sphere.

The obsidian sphere under the altar was placed


by Tonati to help or influence the adventurers’ actions
during the unfolding experiment, and also to awaken her Elemental Drake

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and must succeed on a DC 22 Strength saving throw
or take 7 (2d6) bludgeoning damage and fall prone.
5. The Seven Windows
The elemental drakes may use their reaction to make an Read the following when the party exits the breeze room:
attack against any character pushed back by the winds in
this manner.
You walk through a short corridor that ends in
After the fight, the player characters notice that an octagonal cell. Each of the cell walls holds
neither the sphere nor the crystal slab were affected or
moved by the strong winds. a window of differently tinted glass. While all
windows open into the same jungle landscape,
If the characters pick up the obsidian sphere, describe every window shows a different view, as if each
that it has become more cloudy and that touching it wall of this room led to a different vantage point
replays some of the memories they already regained when and elevation.
they approached the altar, it has the rough weight and size
of an orb arcane focus. Six of the windows, the ones to your left
Whoever takes the crystal slab feels a sudden chill and right, show a pyramid-like structure, the
running up their arm and has their ears ring for a few same pyramid viewed from various points.
seconds, as a vision of a thundercloud plays before their The window directly opposite the door shows
eyes. Then the crystal shatters with no other effect. a hurricane above the jungle, with trees and
foliage torn or uprooted by the violent winds.
Taking the crystal from the altar also engages a
The weather remains calm, however, in the six
mechanism that opens a door hidden amidst the foliage.
As the party makes their way out, whoever is carrying other windows.
the obsidian sphere sees glowing runes in the arch
over the exit. All of the runes represent the Draconic If anyone specifically inspects or approaches the
word “mire’ode” (“window”) and figurative depictions of window that shows the hurricane instead of the pyramid,
the word “khateth” (“to break”), yet each one is slightly
read the following aloud:
different from the others. If no one picked up the sphere,
the runes are not visible.

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Strangers in a Room

In the distance, amid the storm clouds, you You are pulled from your feet and out the
can also make out a shadowy figure standing window into the middle of the tempest, with
unaffected by the gusts, but you cannot pick out the ground several hundred feet below you. But
any details as to who or what it is. somehow, the winds carry your weight, keeping you
from immediately plummeting to your deaths.
There is no other exit from the room. The glass in all The raging winds and incessant lightning
of the windows can easily be broken (AC 10; hp 10) or ravage the jungle, striking the trees and soil
dislodged by succeeding on a DC 22 Strength check. below. Somewhere, a river overflows, and the
rampaging water lifts rocks and fallen trees as
If the adventurers break or remove any of the six side it crashes, coiling away from your sight. Several
windows, they see and feel nothing but thick, magical wildfires sprout where the lightning has struck,
darkness beyond it. If they break or remove the window and from the thick smoke choking the torn
showing the hurricane, proceed to the “Developments” skies you hear rumbling sounds and a pained
section below. shriek as an indistinguishable structure comes
If at least one of the six side windows remains unbroken crashing down.
after the party spends one minute inside the room, one Then, a shadowy figure looming along the
random side window among those still intact breaks on its horizon seems to approach and hover over you.
own, and a shatterling emerges from it, a magical entity A deep, phantasmal voice admonishes you
created by the Coatl’s experiments. The creature attacks the inside your heads: “Atune! Think! Prevail!”
player characters immediately.
As suddenly as you were sucked out into the
At the start of every round after the first shatterling raging storm, everything ceases, and you find
appears, another window that is still intact breaks, bringing yourselves lying on what seems to be a stone
another shatterling into the fight. The central window, floor. But all around you is a night sky.
showing the hurricane, will not break on its own unless
all six of the other windows have been broken and any
remaining shatterlings have been defeated.
Rewards
DEVELOPMENT
As soon as the central window showing the tempest is For the successful completion of this portion of
broken or removed, or as soon as all shatterlings have the journey, award all player characters a milestone
been defeated, read the following aloud: advancement to bring them to their next level, which
is typically 18th level, unless they skipped some
portion of this adventure.
The window breaks, and an incredible force
sucks the air and all of the room’s contents
through the window. The force seems
unrelenting.

The entire party is pulled out of the room by the


hurricane winds. Allow them to attempt to resist
or grab a ledge if they wish, but eventually the
hurricane overcomes everything. Even the
chamber of windows disappears, leaving
the characters to be tossed amidst the storm.

Shatterling

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STEPPING THROUGH
THE ENDLESS STARS

T
he adventurers regain their bearings in a new The area resembles a night sky, where the only solid
“room,” an interdimensional space that links ground is represented by floating, winding staircases; each
various portals. This area is not in the physical staircase leads from a specific portal in the physical world to
world, but a dreamscape players must traverse to cross another. The path the party is on will lead them to a portal
the portal from one physical location to the next. to the pyramids in the Arcanum Wilds.

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Stepping through the Endless Stars

The Portal Space If at least one of the party members succeeds at the
save, read the following aloud:

You are met with the night sky. All around you is
a beautiful display of gem-like tiny dots of light, Facing the overwhelming nothingness around
scintillating over a velvety darkness. The star-lit you, you realize that there is no portal back.
space surrounds the foot of a stone stairway where You have been placed here by magic, and there
you are all now standing. The steps are made seems to be no way out save for climbing these
of the same blue-gray stone as the rooms and stairs suspended in the abyss.
chambers that brought you here. “Focus…” That spectral voice now rings
It looks barely wide enough for you to loudly in your ears. “Fearing… is falling…
ascend single file. At certain points along the Look for the mark… of infinity…”
climb, it branches out in many directions. Similar
stairways, branching out upward or downward As soon as the party starts climbing the stairs, they
from your stairs, seem to extend to infinity. should declare their marching formation, as the stairs are
Others lead to shining portals. only 10 feet wide. Esha will politely and calmly insist to
take a place in the middle of the group, using her status as
a healer to justify this position.
This sight of an endless expanse is enough to drive lesser
beings to madness. Upon realizing they are in an endlessly After a couple minutes of climbing, it becomes hard
ascending staircase in the void, each adventurer must for the party to determine whether they are climbing up
succeed on a DC 22 Wisdom saving throw or all of their or down, or advancing at all. If any adventurer jumps,
saving throws against enchantment, illusion, or fear effects steps off the stairs, or uses magic that allows leaving
will be made with disadvantage until their next short rest.

Cuicatl dragon

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contact with the ground, they begin to drift toward the
void, unmoored and untethered. The player character The flames are gone as quickly as they appeared,
must make a DC 22 Wisdom or Charisma saving throw leaving all of you dazed and confused.
to regain their bearings, which allows them to float back
Esha looks troubled, as if trying to grasp at
down to the stairs again. If the check fails, they instead
what just has happened. “I… I was home… in
fall toward the stairs, taking 14 (4d6) psychic damage
the library of Nahuacáinn. I was looking… that
from the fall and becoming Frightened of the surrounding
was what I was— what I was doing when… I was
void until they leave this area.
looking for… I…”
Let the player characters experiment and take as long as
they wish to finally decide to continue climbing the stairs.
If the characters have the obsidian sphere, it glows
However, while the player characters are in the staircase
again, showering the characters’ minds with another set of
area, they cannot take long or short rests; time does not
flashbacks, this time dealing with their individual exploits
really pass fast enough to rest while inside the portal.
and more recent adventures but blurring out the faces of
When the player characters are all focused on climbing their companions in the memory.
the stairs without other distractions, they notice a blue
When the player characters begin discussing what
point of light ahead of them, which becomes larger and
they saw or what to do next, they notice something flying
brighter as they advance.
toward them. Two cuicatl dragons approach from the
After climbing for a short while, what seemed like a starry void, intent on attacking the party. These are the
glowing dot is revealed to be the world of Rhaava, or the products of illusion magic, but their attacks and effects are
player characters’ homeworld if it is not Rhaava; they can quite real.
all tell by its features and continents. Step by step, the stairs
During the battle, a successful DC 24 Wisdom
lead them closer to it.
(Perception) check reveals that the stars in the void form
the shape of a rune: the draconic word for “illusion.” An
As you near the glowing blue orb, you see its adventurer that has recognized this pattern may trace it
features and realize it is home, the place where you by spending an action to perform a DC 24 Intelligence
hail from. Suddenly, the void looks less oppressive (Arcana) check. If the check succeeds, one of the cuicatl
and more like an endless realm of wonder where dragons disappears as if it was never there. Spells and effects
every world and creature floats endlessly and that dispel illusions, such as dispel magic or true seeing, can
harmoniously. also destroy a single cuicatl dragon per casting by succeeding
on a DC 24 check with the caster’s spellcasting ability.
Your home is entrancing and calling you.
Then, as your homeworld turns, a smaller glowing Once the cuicatl dragons are either destroyed or
red orb appears along its orbit. dispelled, the adventurers glimpse the end of the staircase.
Read the next paragraph aloud:

Every character must make a DC 24 Wisdom or


You reach a large circular landing, at the center
Charisma saving throw. Any character that fails, or Esha, if
of which is an empty archway made of the same
all player characters succeed, jumps off the staircase in an
polished blue-grey stone as the floor and the stairs.
attempt to reach the alluring illusion of home, heedless of
You can see the void, the rest of the landing and
the ominous red orb.
the other staircases through the arch.
As soon as any character leaps toward the illusion,
the red orb chimes with a deep tone; every character that
jumped toward it is engulfed in a conflagration of heat and The archway is actually a portal, but it isn’t obvious.
light, taking 17 (5d6) fire damage plus 17 (5d6) psychic The characters can move around the archway and see
damage. They then fall back to the stairs. the other side clearly. However any object or character
that crosses the threshold from any side is immediately
transported. When all the characters have crossed over,
proceed to the next section.

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1 square = 5 feet

13

11

12

10

The Pyramid of Enlightenment

MAP 4.2: THE PYRAMID OF ENLIGHTENMENT

Alejandro Maroto (Order #37771216)


6. The Towering Pyramid about for more than an hour, or try to move away from
the pyramid, the paths in the jungle lead them back to the
waterhole area. Detect magic and similar effects reveal this
to be a magical effect, and a DC 24 Intelligence (Arcana)
Light blinds you as you cross the threshold. check indicates it was put in place by someone other than
Even with eyes closed, you can still feel the
warmth behind your eyelids. A moment later, whoever made the portal and built the pyramid. Esha, of
you hear trees rustling in the wind and come course, is eager to enter the pyramid, and insists on leading
face to face with a magnificent tropical jungle the player characters there.
extending before you. When the party approaches the pyramid, two large
Behind you remains a huge circular archway, striker rocks emerge from the jungle and charge at the
a mirror of the one you just came through. Trees party, lightning crackling around their bodies.
of gargantuan proportions rise to the sky, their The striker rocks relentlessly and fearlessly attack
lush, green leaves blocking out most of the anyone that comes near the pyramid entrance. During the
scorching sun. This environment feels familiar fight, the adventurers can use the nearby pond to gain a
to you. You cannot shake the feeling that you slight advantage against the elementals. They are mindless
have seen it before. constructs, so leading them to the area shouldn’t be hard. if
You are on a small slope, from which you see a the party does not arrive at that conclusion, Esha suggests
massive structure further down in a low valley ahead. it after 2 rounds of combat. If the elementals are forced to
It seems to be some kind of foliage-covered pyramid. stand in the shallow pond, their Water Vulnerability trait
kicks in (see their stats in appendix A).
As you are looking around, a small rock flies
over your heads and through the portal you just If any characters try to evade the fight by slipping into
crossed, falling on the ground behind it. Esha shrugs the pyramid or running into the jungle, the striker rocks
with a faint smile. “Can’t know if you don’t test it.” use their reaction to make a fulgurant whip attack against
them and focus their attacks on these characters.
If the striker rocks are destroyed, the stones of which
The party is in the Arcanum Wilds, the Coatl brood’s they are made crack and quickly turn into dust. The
territory on Drakha. A few miles ahead of them stands a lightning that joined their body and made their weapons,
pyramid connected to the Grand Laboratory, Kuxcoatl’s gathers into dense transparent crystals.
lair and base of operations. When the dust is blown by the wind, there remain a
The pyramid is massive and beautifully designed, the number of rune-marked crystals equal to the number of
engravings in its walls as exquisite as they are intricate. characters in the party, including Esha, but no more than
Detect magic and similar effects reveal a powerful energy six crystals in any event.
emanating from inside the pyramid, from all magic Each of these runestones is surrounded by a weak,
schools at the same time, which can be felt from any pulsing halo, and each halo is of one of the following
point within the Arcanum Wilds. colors: red, orange, green, yellow, blue, or violet. If there
are not enough adventurers, including Esha, for the six
colors, simply choose which colors appear.
You get close to the entrance, past a jungle pool.
It is massive and impressive with intricate Each crystal will immediately attune to the first
runes carved on its circular archway. The path character that touches it or picks it up. If they have not
to the entrance is clear, and the breeze near the already had a crystal attuned to them, the colored
waterhole is comforting. halo vanishing from the crystal and briefly appearing
over the character’s head. Make note of which adventurer
There is a moment of absolute silence, broken takes which crystal and its corresponding color of halo, as
only by the crack of thunder as the ground under these will play an important part in solving the puzzles
your feet trembles. With a loud rumble, two huge presented in the rooms inside the pyramid.
rock-like beings trample out of the bushes,
brandishing what seem to be ropes of lightning Afterward, the attunement reveals itself by coloring the
attached to their bodies. Even though they are numbered marking on the character’s neck. If the character
mostly shapeless, their intentions seem clear enough. previously erased the marking somehow, it appears again,
now shining with the color of the acquired halo.
The party may decide to explore the surroundings or If any character tries to touch a crystal after having
replenish their supplies. A successful DC 20 Wisdom become attuned to another one, they take 7 (2d6)
(Survival) check allows them to find some fruit and a pool lightning damage and are thrown backward 10 feet, taking
with clean drinking water some 100 feet away from the another 3 (1d6) bludgeoning damage and landing prone.
pyramid entrance. Tonati has enchanted the surroundings With the striker rocks vanquished, the path is now
to force the characters toward the pyramid. If they wander clear for the party to enter the pyramid.

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The Pyramid of Enlightenment

THE PYRAMID OF
ENLIGHTENMENT

T
he players have entered the Pyramid of Thus begins the true test of this adventure, where
Enlightenment, Kuxcoatl’s impressive magical Kuxcoatl himself will watch the heroes as they walk
lair, at whose center lies the Great Library of the magical traps, riddles, and deadly encounters of his
Drakha - Kuxcoatl’s repository of knowledge, spells, abode... And the prize for the survivors shall be death by
and illusions. Kuxcoatl’s hand.

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7. The Cylinder Room DEVELOPMENTS
Once all the surviving characters, including Esha, have turned
the dial or all of the elemental runes have disappeared
You cross the great circular archway and enter as per the effects described in the various room sections
a long tunnel. You walk down the dim, humid below, whichever happens first, grant all player characters
corridor for a couple of minutes until the tunnel a milestone award as per the “Rewards” section below and
opens up into a huge, round chamber. then proceed to the “Illusion Unveiled” section.
The ground inside is polished and immaculate,
and an overwhelming silence eerily looms over
the area. Whoever built this massive pyramid Death and Resting in the Cylinder
is certainly the same entity that built the other Room
chambers, as the same ever present blue-gray stone
The cylinder room is the axis of the player
is the main building material, and the architecture characters’ exploration of this pyramid, as they will
style is identical. likely return here several times during the last stage
Esha seems to be erratic, looking intensely at of tests.
the walls and around the room. You realize she If any adventurer dies during this part of
hasn’t looked this lost since you met her. the adventure, then they will wake up after one
hour alive and well but having gained one level
of exhaustion, as if they had been the target of
Once the characters are all inside, a solid stone wall a raise dead spell. If the party leaves the dead
covers the tunnel behind them shut, leaving them trapped body behind after death, they find their revived
in the chamber. teammate upon returning to the cylinder room. If
At the center of the chamber stands a strange carved they carry the body with them, they revive as soon
stone cylinder, with three plate-sized stone dials on one as they enter the cylinder room once again.
of its sides. Each of the three dials on the cylinder can be It is impossible to take a short or long
turned to point at one of several runes marked around rest in this chamber, as illusory bright lights,
them. Anyone who knows the draconic language can vibrating sounds, whispers, and hums prevent
interpret the runes. If the player characters cannot do it, concentration as soon as the party seems to be
Esha promptly does and interprets for them. settling down. A character that reaches exhaustion
level 6 by returning from death during this test is
The first dial can be turned to a number from one
permanently dead.
to six. The second dial can be turned to a color from
red, orange, yellow, green, blue, and violet. The third
dial has markings for six different runes, air, dark, earth,
fire, light, and water, but not just anyone can turn it. The
8. Air Room
third dial will only turn for a character whose neck Read the following aloud if the player characters leave
markings match both the number and color that the first the cylinder room after having marked the air rune on
two dials are currently turned to. When that character the third dial.
turns the third dial, their neck marking begins to glow,
indicating they have gained an ability related to the cylinder.
The exit leads you to a wide balcony, where you
If the adventurer doesn’t realize that they can turn the third immediately hear a wailing sound. Looking up
dial, Esha suggests it. and down the balcony’s edge, you see darkness
Turning the third dial to any of the six runes will open so deep it devours all light in every direction.
the entrance again, but instead of leading back outside About 80 feet away, opposite the balcony, is a
of the pyramid, the tunnel leads to a new chamber, door floating in the darkness. Between here and
depending on the element the third dial is turned to. If there, is a series of large stone slabs floating and
the player characters leave the chamber, proceed to the moving, hitting and grinding against each other.
section for the corresponding room depending on the
rune they chose on the third dial.
When the player characters enter a new room, A successful DC 22 Wisdom (Perception) or
whoever turned the dial gains a special benefit which Intelligence (Investigation) check reveals that, although
should help them against the challenge in that room. In their movement seems to be random, the floating
addition, each room grants a different, special benefit to rocks are closer near the side with the balcony, and they
the character whose neck markings show a certain color, spread out a bit more as they get closer to the floating
as indicated in each room’s description. door on the other side.

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The Pyramid of Enlightenment

The check also reveals that when two stone slabs hit room. The air rune has disappeared from the third dial,
each other, they both stop moving and lock in place and the number and color matching the neck markings
momentarily; then they both shake and fall away, of the character who turned the dial to the air rune
quickly getting lost in the inky darkness below. Some disappear from the first and second dials. It’s time for
stones also seem to fall from the void above, falling the player characters to try another dial combination to
quickly and then stabilizing and floating in the space leave the room.
between the balcony and the door.
As they enter the room, the character that turned
the third dial to the air rune notices that some floating
9. Dark Room
slabs have a faintly glowing white rune. Whoever has Read the following aloud if the player characters leave
the orange-colored marking may also notice these runes the cylinder room after having marked the dark rune on
by succeeding on a DC 22 Wisdom (Perception) check. the third dial.
The player characters must reach the door opposite
the balcony, using the erratic floating stone slabs as an Contrary to other rooms you have seen, the
impromptu bridge to reach the other side. There is no construction work in this square chamber has
actual ceiling or floor, just a void of empty space. Magic apparently been abandoned, and the whole
does not work in this area; any attempt to cast a spell or room seems unfinished and even forgotten. In
activate a magic item automatically fails. the center of the room is a large pit filled with
Each player character needs three successful DC 20 a viscous liquid.
Strength (Athletics) or Dexterity (Acrobatics) checks The walls are lined with finely crafted
to reach the opposite door jumping from one rock shelves carved into the rock, laden with tomes,
to the next. Both the character who turned the third trinkets, and jars filled with various liquids
dial and the character with an orange-colored neck and, in some cases, biological samples. They
marking gain advantage on their ability checks to jump look somewhat out of place in an otherwise
from one slab to the next. Any alternative approaches unfinished chamber. The stench in the room is
using equipment or creative solutions to cross the gap, overwhelming.
however, also gain advantage on the ability checks
made by anyone attempting them. No more than one You notice three gigantic piles of flesh inside
character can stand on the same slab at the same time. three crystal containers, each placed in one of
the room’s corners. The irregular lumps seem to
If a character fails any one of these checks or stands on be moving, suspended in a viscous liquid.
the same stone slab for more than 1 round, the stone
drops, and they fall. A falling character may grab a
hold of another slab and return to safety by succeeding
This is an old neglected Coatl lab, which Kuxcoatl
on a DC 18 Dexterity saving throw. If they fail the save,
saw fit to use as part of the test for his new subjects.
the character falls to their death in the void, appearing
alive and well in the cylinder room when their The pit at the center has an extremely corrosive
teammates return to it. acid, which enables the merging of organic compounds.
Any creature that enters the liquid takes 45 (10d8) acid
If a character can see the glowing runes on some
damage every round and is considered grappled (escape
slabs and jumps specifically to those stones, a successful
DC 25) by the extremely viscous liquid.
Strength (Athletics) or Dexterity (Acrobatics) check
permanently locks the slab in place with a loud The three crystal containers, each one standing
and distinct crack. These slabs will not move again, at one of the three corners opposite to the one the
allowing each of the other characters to make their adventurers use to enter this room, each hold a giant
next Strength (Athletics) or Dexterity (Acrobatics) wriggling blob of flesh. These are failed experiments, a
check with an advantage. Also, a character may stand on testament to Kuxcoatl’s attempts to find a way to cross
these locked slabs indefinitely, allowing them to help from Drakha to Valerna without waiting for the Eye of
their companions in their attempts to jump onto or Kadmos to open.
from the same stones. The piles of flesh attempt to communicate
When all the party has either crossed to the far door with all of the adventurers but do so through
or fallen to the void, the survivors may now open the confusing images, seemingly coming from various
door, which predictably leads them back to the cylinder minds, and an unrelenting pain. A successful DC 16

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Intelligence check, with no applicable skill, is required TREASURE
to understand the flesh blobs’ tortured thoughts as they
Besides the trapped abominations, the lab has a plethora
are projected to the group.
of magical items and reagents that the player characters
“Please… kill us.” That is all that the blobs think. may want to search through. Any character that takes
After the player characters have registered these thoughts, the Search action finds a random item as indicated in
whether they understand them or not, they notice that the Items in the Dark Room table. No character may
the telepathic pleading is actually interfering with their roll more than once on the table. If a player character
concentration, preventing any spellcasting while inside rolls a result above 21 and obtains an item already found
the room. by another character, instead choose the unfound item
The containers holding the blobs are invulnerable closest to the obtained result for them to find.
to physical and magical attacks except for strong acid. Searching for items, of course, counts as ignoring
Even if the player characters manage to break a bottle, the blobs’ pleading (see above), and if the blobs are still
they find the blob of flesh inside it (26 AC; 80 hp) is also alive, the characters risk psychic domination every time
invulnerable to nonmagical attacks and all energy types they search.
except for acid.
Also, for every round that a character spends within Items in the Dark Room
10 feet of one of the blobs, they must succeed on a
DC 18 Wisdom saving throw, becoming stunned for 1 ABILITY ITEM FOUND
round and taking 35 (10d6) psychic damage from the CHECK
creature’s pained thoughts on a failed save. A success 10 or Semi-useless stuff (empty flask, stale
negates the stunned condition and halves the damage. lower water mug, dried leaves, etc)
The character with the purple neck markings has 11 Grasshopper leg, silver dust, or colored sand
advantage on this saving throw.
12 Brimstone, gold dust, or a vial of honey
The fastest way to kill the creatures is to drop the 13 Diamond dust, vial of human blood, or a
bottles in the central pit. Carrying one creature to the
vial of phosphorus
acid requires three successful DC 18 Strength (Athletics)
checks to roll, push, or drag the large bottle from the 14 Nut shells, bat fur, or bloodhound fur
corner to the pit. The character that turned the third lever 15 1,000 gp garnet gem, incense, or a box
to the dark setting has advantage on this check. with 4 ivory sticks

If the player characters ignore the blobs’ pleading, 16 Jade dust, silver rod, or umber hulk
the bottled creatures try to take over their minds. Each blood
such character must succeed on a DC 18 Wisdom 17 1,500 gp powdered ruby or a preserved
saving throw or dive into the acid pit. The character with feather of Kuxcoatl
the purple neck markings has advantage on this save. 18 A random potion of resistance
Any character that dies inside the acid pit is horribly 19–21 Potion of superior healing
submerged in the deadly sludge, only to appear alive and 22 Potion of clairvoyance
well back at the cylinder room with one exhaustion level.
23 Potion of gaseous form
If all the abominations are destroyed, the player
24 Potion of longevity
characters realize their psychic screams were somehow
blocking awareness of the exit door, and it now stands 25 Potion of invisibility
revealed. The party may now exit the chamber to reenter 26 Manual of golems
the cylinder room. The dark rune has disappeared from 27 Robe of scintillating colors
the third dial, and the number and color matching
28 Ioun stone of absorption
the neck marks of the character who turned the dial
to the dark rune disappear from the first and second 29 Mirror of life trapping
dials. It’s time for the adventurers to try another dial 30 or Tome of clear thought
combination to leave the room. higher

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The Pyramid of Enlightenment

10. Earth Room If the quartz menhir is pushed into the depression
square, an archway forms on the room’s far wall, allowing
Read the following aloud if the player characters leave the characters to return to the cylinder room. The earth
the cylinder room after having marked the earth rune on rune has disappeared from the third dial, and the number
the third dial. and color matching the neck marks of the character who
turned the dial to the Earth rune disappear from the first
You enter what seems to be a megalith and second dials. It’s time for the player characters to try
arrangement around the stone floor. There are another dial combination to leave the room.
several menhirs of different heights crowding
the chamber, aligned to a grid on the ground.
All of the menhirs are made of dark stone save 11. Fire Room
one, which is made from a translucent, quartz- Read the following aloud if the player characters leave
like mineral. At the center of the room, there the cylinder room after having marked the fire rune on
is a small depression in the ground, roughly the third dial.
matching the shape of the menhirs.

The passage leads you to a metal gate, through


The room is a 40 feet square of bare stone, featureless which you can see a circular arena, sand on the
but for the menhir arrangement. The door the party came floor, and what seemingly sounds like the roars of
through vanishes behind them, along with the walls. dragons and the hisses of dragonkin.
As soon as any character steps into the grid sand However, the arena is completely surrounded
starts falling from above and filling the room, its level is by a dark empty void, one that is now all too
rising steadily. To represent the characters actually solving familiar to you.
the puzzle under pressure and using the time they have
at hand, we recommend the use of a timer, set to one You almost feel like you have been here
minute with no pausing for planning, so there is a feeling before. After a few moments pass, the gate in
of urgency. front of you opens, and a similar gate across
the arena opens as well. From the opposite
Allow the party to use Room 10 in map 4.2: The gate pour fifteen Coatl dragonkin, armed
Pryramid of Enlightenment to solve this puzzle. It takes and ready to fight.
a character 1 round to move a menhir to an adjacent
empty space. Each party member may push one menhir
during their turn; they are easy enough to slide. The exit
only appears if the characters place the quartz menhir on
the depression they noticed at first.
The adventurers have 10 rounds, or one minute, to
solve the puzzle before they are drowned in sand and
forcibly returned to the cylinder room with one exhaustion
level. After the fourth round, a character trying to
move a menhir has to succeed on a DC 22 Strength
(Athletics) check, save for the character with the green
neck mark, who can still move the menhirs freely as if
the sand parted before them.
The character who turned the third lever to
the earth setting is the only one that can move
the quartz menhir. Alternatively, this character
may also spend their action to destroy
one of the other menhirs, but they
cannot also move the quartz
menhir during that round.

Dragonkin Warrior

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This is a testing ground, sometimes used by the Coatl As the fight begins against the first group of seven
brood to watch their captives and other creatures engage dragonkin, the character who turned the third lever to the
in fights to the death and where no quarter is ever given, fire rune and the character with the red neck mark both
as this is where combat resilience, stamina, and strategy deal an additional 3 (1d6) fire damage with all of their
are tested or learned. weapon attacks. If it’s the same character, add both
bonuses together for an additional 7 (2d6) fire damage.
As the large metallic gate rises fifteen Coatl warriors
emerge from it. The dragonkin serve as a challenge to The dragonkin fight fiercely and to the death. Any
test the party. Seven dragonkin move to the center of creature that dies in the fight will be swallowed by the sands
the arena, clearly ready for combat but waiting for the of the arena. Dead party members appear in the main
characters to make the first move. The rest of them fan chamber, having gained one exhaustion level.
out along the edge of the arena, forming a half-circle
The eight dragonkin around the arena wait for the first
facing the player characters.
group to fight; they only enter the fray when the first group
is defeated, or if attacked or damaged. When the second
group enters the fight, a set of runes starts glowing on the
walls of the arena, matching runes on the dragonkin’s chest
armor. These runes give all surviving dragonkin resistance
to all damage types except for the bonus fire damage of the
marked player characters.
This spell can be broken by scratching out at least
four of the eight runes on the walls (each with AC
15; 40 hp), which will immediately end the effect
for all remaining dragonkin. Alternatively, the
characters can try to sunder a dragonkin’s
armor by making their attack roll
with a disadvantage. If the attack
hits, it deals no damage, but
that dragonkin loses the rune’s
protection henceforth in addition
to the armor’s protection bonus,
lowering their AC by 4. The runes
may also be dissipated with dispel
magic or similar effects as an 8th-level
spell.
Weapons, broken armor, and other
remains from previous battles lie in the
sand. During the fight, a character may
perform the Search action, obtaining one
of the items from the Arena Remnants table
according to their Wisdom (Perception)
or Intelligence (Investigation) check
result.

Coatl dragonkin

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The Pyramid of Enlightenment

Arena Remnants 12. Light Room


ABILITY CHECK ITEM FOUND
Read the following aloud if the player characters leave the
9 or lower A broken weapon or armor piece cylinder room after having marked the light rune on the
10–13 1 dagger third dial.
14–17 1 canteen filled with pitch
18–21 1 vial of lamp oil You enter into a long corridor where the floor
and walls are made of black rock. But there seems
22–25 1 potion of giant strength
to be no ceiling, and you can sense powerful
26 or higher 1 potion of superior healing energy emanating both ahead and around you.
If the characters defeat both groups of dragonkin, the The corridor is narrow. The air is dense, and
steel gates lift and they may now exit the arena by the gate there are several statues of Coatl dragons lining
from which the dragonkin entered. the walls, adorning what seem to be the columns
supporting a high ceiling beyond your sight.
If the characters have the obsidian sphere, the characters
face a new flashback, as this scene triggers one final hint of
how they came here. This chamber is a long and sinister corridor, flanked
with columns carved like Coatl dragons. The columns
are not the blue-gray stone of the floor or the other
Your heads begin to ache as another flashback chambers, but a kind of semi-reflective, quartz-like
strikes and rattles your minds. You see rock. Closer inspection allows the adventurers to notice a
yourselves in a similar arena. But you are dark smoke floating inside each column. These lustrous
surrounded by dozens of silent, feathered columns hold the imprisoned minds of dragonkin, driven
dragons attentively observing your every move mad by their lengthy captivity.
from the terraced stands, and the arena is in
a dense forest, not in a black void. There are The rocks have polished surfaces which create a mirror
scores of bodies lying around you; these are the of sorts, and are magical traps working similarly to the way
remains of your fallen enemies, littering the that the magic jar spell does. There are eight columns lining
testing grounds you were all thrown into. the corridor, four on either side. Every time one or more
characters who are not currently possessed pass a pair of
A single feathered dragon stands out, his columns with dragonkin minds still trapped inside, two of
eyes glowing blue, his body marked with the adventurers, either the two marching in front or two
runes, and you can see what resembles a smile chosen at random, must make a DC 22 Wisdom saving
on his draconic face. He whispers a phrase in throw. If they succeed, they notice the dragonkin minds
Draconic to himself, and then utters a spell… trapped within the columns, begging for release. If they
fail their saving throw, the mind from one of the crystal
columns will invade their body, and their own mind will be
If at least one of the adventurers speaks Draconic, they trapped in the crystal.
understand the phrase meant, “Yes, they will make the
most spectacular subjects…” The character who turned the third dial to the light
rune cannot be the target of the possession effect, and the
When the party returns to the cylinder room, they character whose neck markings are yellow has advantage
notice that the fire rune has disappeared from the third on their saving throw against possession. Also, these two
dial, and the number and color matching the neck marks characters can each free the trapped dragonkin minds
of the character who turned the dial to the fire rune in a single column by succeeding on a DC 22 Charisma
disappear from the first and second dials. It’s time for the (Intimidation) or Charisma (Persuasion) check, convincing
party to try another dial combination to leave the room. them to let go of their endless cycle of self-torture. If the
check fails, the column immediately lashes out against one
of their teammates, requiring the target to make a saving
throw against the effect as described above.

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When a character becomes possessed, the effect looks A successful DC 18 Wisdom (Perception) check reveals
like smoke comes out of the column and flows into their that the rocks are stained with blood; some of it quite fresh.
body, as a lighter colored smoke floats from the body to the
Any attempt to cross the river, be it by flying, floating,
crystal. Each round thereafter, the possessed character uses
or walking across the bridge, causes magic darts to rain
their turn to attack the ally closest to them to the best of
down on the crossing character, as if the stars themselves
their ability.
were shooting at them. The character is allowed a DC 22
Any possessed character can attempt a new DC 22 Dexterity saving throw to avoid the darts, taking 7 (2d6)
Wisdom saving throw at the start of their turn to escape piercing damage plus 7 (2d6) cold damage on a failed
their prison and re-occupy their body, which traps the save. A character that fails this save is also thrown back to
dragonkin mind back in the column again. The possession the beginning of the bridge, taking 7 (2d6) bludgeoning
effect also ends with a banishment or similar magic effect or damage if they were not already on the bridge. Characters
if the possessed character is rendered unconscious. that were flying particularly high or far from the bridge
should take more falling damage according to the distance.
The minds trapped within a single column can also
A character that falls to 0 hit points is swallowed by the
be freed with dispel magic, banishment, or similar effects.
troubled current, their body beyond recovery.
The effect counts as an 8th-level spell, and each column
makes its Charisma save with a +8 bonus to the die roll. Any character swallowed by the river appears back at
The trapped dragonkin minds are also freed if a column is the cylinder room, alive and at full hit points, and with an
broken (AC 20; 80 hp to crack the column’s surface). additional Exhaustion level.
While in this room, Esha stays back and avoids The character who turned the third dial to the water
approaching the crystals at first, but after the first character rune and the character with the blue neck marking have
has been possessed she will get close to a mirror and advantage on this saving throw, as the water rises to protect
automatically fail her saving throw, transforming into them from the darts.
a feral hybrid jaguar and human creature and revealing
If a character leaves sight of the bridge trying to follow
abilities and skills quite different from those she initially
the riverbank, they are attacked just as if they were trying
presented to the party (see appendix A).
to cross. They may continue exploring in any direction
When the group reaches the end of the corridor, they they wish for as long as they succeed on their saving throw
find an unlocked door that leads back to the cylinder every turn, except that successful saves bring them no closer
room. The light rune has disappeared from the third dial, to the exit platform.
and the number and color matching the neck marks of the
When all surviving adventurers are standing at the
character who turned the dial to the light rune disappear
exit platform, the gate on that side opens, allowing the
from the first and second dials. It’s time for the adventurers
characters to return to the cylinder room. The water rune
to try another dial combination to leave the room.
has disappeared from the third dial, and the number
and color matching the neck marks of the character who
13. Water Room turned the dial to the water rune disappear from the first
and second dials. It’s time for the party to try another dial
Read the following aloud if the player characters leave the combination to leave the room.
cylinder room after having marked the water rune on the
third dial.
Rewards
You find yourselves outdoors, facing a river
roughly 40 feet wide. There’s a narrow bridge in
front of you, made of polished white marble. It When the party has visited all six rooms, or when
has intricate detailing on its sides, and it spans each player character has turned the third dial once,
the river’s width, terminating in a landing quite this chapter of the adventure ends. Award all player
similar to the one you are on at the moment. You characters a milestone advancement to their next level.
see no end to the river in either direction, but
there seems to be a gate on the opposite landing.
The river looks quite turbulent, flowing
through very sharp rocks; the waters seem to
repeatedly flow over the bridge as they crash
into its sides.

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Alejandro Maroto (Order #37771216)


Illusion Unveiled

ILLUSION UNVEILED

W
hen the player characters have entered
all six rooms or when all characters have Darkness surrounds you. You shiver. It’s hard to
turned the third dial once, all runes breathe. You don’t know where you are. Then you
disappear from the three dials on the cylinder, and see your home world again.
the room exit opens on its own. You see a town. It is nighttime. Quiet and
peaceful. Without warning, the skies are aflame
Now, when the player characters exit the room, they are
and dragons swoop roaring, crashing, burning.
consumed by darkness. People run for cover; soldiers grab their weapons
If they have the obsidian sphere, they experience one and take their positions.
final flashback: Resistance is useless. Whole towns are
razed. You see yourselves fighting? running?
And then the dragons overwhelm you. They
carry you away to Drakha, their home - the
Red Moon where dragons reign.

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Alejandro Maroto (Order #37771216)


When the adventurers have walked for a moment in 14. The Fight with Kuxcoatl
the darkness, the chamber is lit again, and a voice echoes in
the dim light: In a flash, you are transported into a different
chamber, a massive laboratory. You have come into
“And so, we come to this: another stifled a dreamscape of arcane writings, unusual magical
objects, unfathomable decorations, and countless
project. Your minds are quite basic, yet your runes. There are glowing writings in every corner
motives, your priorities… those still baffle me.” of the floor and ceiling of this building. There’s a
massive shaft in both the floor and ceiling, wide
enough for a mountain to crash through. It feels as
The player characters are now in another, very different
though you were never supposed to be here.
chamber. They see a Coatl dragon, bound in chains; there
are many stones with glowing runes floating near its head. As you take in the myriad wonders that spread
before you, a number of dragonkin and librarians
look at you askance and begin hurriedly vacating
“She is Tonati,” the voice explains, “the the premises. They seem to know, and fear, what
meddler in your favor. Unlike yours, her motives comes next. The sound of enormous flapping wings
were quite transparent. She believed she was resounds above you, and a flying multicolored
wyrm, the size of the mountain you had imagined
helping you all along while you were busy trying and even more dazzling than his lair, flies down the
to solve the various tests in this experiment… shaft to meet you.
But she could not have expected that her sleeper
agent, to whom she offered freedom in exchange The master of the house has arrived. This is the
for cooperation, was my creation, a magical mighty Kuxcoatl, the Arcane of Power and azhurma
of the Coatl brood. “A final trick. Never mind.
construct pretending to report to Tonati while I have my test results. You are nothing to me but
all along she spied for me.” power to devour.”
Esha appears before you, the same as she
always has, but as the voice goes on, she begins
fading, vanishing into thin air. “So, what do you FIRST PHASE
think of Esha? Did she convince you she was
human, a mortal like you? Even for an instant?” The battle begins as soon as a character attacks Kuxcoatl.
If no character attacks Kuxcoatl, he initiates combat by
A thick purple cloud forms around Tonati. attacking the intruders himself.
The ancient Coatl dragon opens her eyes, but
her stare is blank. “Pay no mind,” the voice
continues. “She will merely bear witness, and…
LAIR CONDITIONS
hopefully, she will learn something valuable out
of all this. After all, she is of my brood. There
will be no resistance, no escape. You cheated on The area is well lit with torches, sconces, lamps,
the test. You…” and the glow of the runes on the walls, floor, and
ceiling. You can feel the magic tingling in the air.
The voice stops as Tonati’s eyes regain a flicker Far below, at the bottom of the shaft, there’s water.
of life. She quickly traces some runes in the
floor. “Defeat him…” a different voice says in
your minds, far weaker than that of the first. As the fight begins, the players start in area 14 of map
“New leadership… New life…” 4.3: The Grand Laboratory. During the fight, Kuxcoatl flies
up and down the shaft in his lair, traveling among the levels
and forcing the players to pursue or flee, as indicated in the
From this point on, the adventurers will have to fight Kuxcoatl’s Lair section.
mighty Kuxcoatl in his lair, the Grand Laboratory.
Kuxcoatl’s Actions
Actions per Round: N + 2
As soon as the fight starts, it triggers Kuxcoatl’s
contingency spell with a mirror image effect. Kuxcoatl begins
the fight with three duplicates. Kuxcoatl prefers to start
the battle with disabling spells such as confusion, dominate
person, hold person, and suggestion, using breath weapons to
finish off large clusters of enemies.

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Alejandro Maroto (Order #37771216)


Illusion Unveiled

PHASE CHANGE When one of the above conditions is met, Kuxcoatl


The encounter continues in this phase until one of these raises up a massive magical vortex and strikes with
conditions is met: unbound magic at the characters.
• Two or more of Kuxcoatl’s body parts are below
their maximum hit points, and two or more active FINAL PHASE
experiments (see the “Kuxcoatl Exploits” section) Kuxcoatl has become desperate, unleashing his full power
have been triggered. and that of his lair on the intruders that have proven to be
• One of Kuxcoatl’s body parts is broken. more of a threat than a nuisance.
When one of the above conditions is met, Kuxcoatl
summons more magic power to him, and the air becomes LAIR CONDITIONS
charged with unstable energy.
Kuxcoatl’s lair, which moments ago seemed like
SECOND PHASE an ancient place of learning, has now become a
conduit for raw power. Runes on the walls glow
Kuxcoatl is getting serious now and will bear all his magic wildly, blinking in discord and emitting sparks that
power down on the player characters, lest they do any real link with each other across walls and floor levels.
damage to his lab.
A massive swirl of white-blue energy surrounds
Kuxcoatl like a whirlpool. The dragon seems
LAIR CONDITIONS supercharged with equal parts magical energy and
pure animal wrath. His eyes glow with crackling
A magic tingling warns you that there’s wild arcane white plasma, and his every move triggers a burst or
power in the air. Kuxcoatl revels in it, but you may a spark in the vortex, sending random magic blasts
not be so lucky. everywhere.

Immediately after any creature other than Kuxcoatl During Kuxcoatl’s upkeep, one of the player characters,
casts a spell, they must roll a d20. On a result of 1 or 20, chosen randomly, is struck by a magic spark, taking 21
the spell fizzles with no effect and the spell slot is spent. (6d6) force damage, without any saving throw allowed, and
being pushed to last in initiative order for that round.
Kuxcoatl’s Actions When any creature other than Kuxcoatl casts a spell,
Actions per Round: N + 4 they must roll a d20. On a result of 1 or 20, they take 21
(6d6) force damage and their spell fizzles, the spell slot spent
As soon as possible, Kuxcoatl uses a mislead spell to slip with no effect.
away from the character’s attention. While the characters
are distracted with his illusory double, he casts as many buff Kuxcoatl’s Actions
spells on himself as his actions allow, as he can concentrate
on as many spells as needed at the same time. Actions per Round: N + 5
If the player characters don’t interrupt him first, he casts Programmed Illusion: Having predicted the possibility
blink, then globe of invulnerability, then haste, then protection of defeat in his own lair centuries ago, Kuxcoatl prepared a
from energy, then greater invisibility, then false life (which programmed illusion to one day avoid this exact situation.
grants the temporary hit points to each of his body parts),
then stoneskin, or any other spells the GM determines would
serve him in preparing for battle against the adventuring Kuxcoatl roars at the center of his magic
group. If allowed to cast all of the above spells, Kuxcoatl maelstrom, floating like a rag doll among the
then pounces upon the player characters by surprise, using arcane swirls. Suddenly, all of the runes remaining
his strongest attack available at the moment. unmarred on his body glow in unison with the
symbols on the walls, and crackling energy leaps
from Kuxcoatl to every point in the lair. There’s an
PHASE CHANGE horrendous cracking sound, and the magic vortex
is replaced with an explosive wave that sends you
The encounter continues in this phase until one of these
flying and darkens everything around.
conditions is met:
• Three or more of Kuxcoatl’s body parts are broken. When you come to, everything is quiet. The
lights are out. The books, formulas, and artifacts
• Five or more active experiments have been triggered. have been reduced to half-burned rubbish, and no
• Two of Kuxcoatl’s body parts are broken, and three or visible trace remains of the Great Wyrm.
more active experiments have been triggered.

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The illusion triggers as soon as any creature deals damage
to Kuxcoatl during this phase. It looks like an energy blast
Phase End
coming from one of the runes on the walls, going through The encounter ends when Kuxcoatl is defeated. This
Kuxcoatl and killing him. Kuxcoatl uses illusory cantrips to requires fulfilling one of the following conditions:
make it look like there was a big energy explosion, blowing • Four or more of Kuxcoatl’s body parts are broken,
him up in a great magical inferno. and his remaining body parts are all below their
If Kuxcoatl has less than three actions remaining when maximum hit points.
this happens, he dives to the underwater level of his lair • Three or more of Kuxcoatl’s body parts are broken, and
to pretend to have disappeared in the explosion. If he has eight or more active experiments have been triggered.
three or more actions, he uses his Familiar Casting to cast
mirage arcane and make it seem like the pyramid itself is
crumbling, leading the player characters to flee. Conclusion
If the illusion fails to trick the party, Kuxcoatl turns
to direct attacks, seeing that these enemies won’t fall for
his trickery, unleashing his strongest special actions and If the player characters defeat Kuxcoatl without deciding to
high-level spells, such as disintegrate, forcecage, or prismatic kill him, or leave him wounded, believing he was defeated,
spray, to wipe the characters out once and for all. he casts a last spell, gasping and coughing.
If a player character dispels the illusion, by dispel
magic or other means, or Kuxcoatl is defeated (see below), Kuxcoatl recognizes that he now lies defeated, and
the dragon’s lair is revealed to be quite intact and mostly with the last of his faltering strength, he casts a
undamaged, and while it’s still filled with crackling teleport spell which takes all of you, and the still
and tingling energy, it’s nowhere near the magic groggy Tonati, to the edges of the Arcanum Wilds.
maelstrom of Kuxcoatl’s illusion.
As soon as the dragon sees the jungle sprawling
before her, she lowers her head, only to suddenly
raise it to let out a roar of frustration that pierces
the sky and shakes you to your very souls. After she
is done crying out in anger, she tells you, “I hope
you learned your lessons well and count your graces.
Kuxcoatl is usually not this forgiving, but he does
enjoy real competition. Now, I suggest you leave.
We Coatl have much to learn from all of this.”
With that, Tonati extends her wings and flies
away from the group, into the Arcanum Wilds.

If the party kills Kuxcoatl, read the following aloud:

Kuxcoatl lets out a pained roar, this time for


real, and his runes all go out like flickering
candles. The utter silence of the azhurma’s
death and lack of grandeur makes it somehow
more impressive than the glorious, make-
believe defeat Kuxcoatl’s magic had staged for
you. This is more like the snuffing of a candle.
The dragon slumps to the ground almost
noiselessly in the dim light.
With no further explosions or surprise attacks,
the arcane demigod rolls down the shaft at the
center of his lair, slowly sinking below the dark
waters. No arcane glow, no glint of power comes
from the shadow of Great Kuxcoatl as the depths
take him forever.

Afterward, Tonati replaces Kuxcoatl as azhurma of the


Coatl brood and swears that the player characters can always
count on the Coatl as friends. But it is well known on Drakha
that dragons don’t consider Valernians worthy of their word.

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Kuxcoatl, The Arcane of Power

KUXCOATL,
THE ARCANE OF POWER

M
ysterious Kuxcoatl, the Wise Recluse of Kuxcoatl makes liberal use of his fly speed in
the Arcanum Wilds, is the great librarian combination with this shaft, forcing the players to climb
and researcher among the Azhurma, with up or down, or hide beneath the pit’s edge, to fight him
a hunger for discovery and knowledge. The lair of and his spells.
Kuxcoatl is hidden in the depths of a thick jungle amid Jumping down the shaft allows a character to land
the most dangerous lands of the Red Moon. Getting in the water that has filled the bottom floor by spending
here must have been an epic adventure by itself. only their base movement speed, but the fall inflicts
10 (3d6) bludgeoning damage per 60-foot drop, or
Kuxcoatl is one of the smartest dragons alive and a full floor, that they must fall to reach the surface of the
force to be reckoned with. His magical prowess proves water. A character may instead use the same amount of
a challenge to spellcasters, as he is able to counter and movement and attempt either a DC 20 Dexterity saving
repel spells launched at him. Kuxcoatl’s lair is full of throw or a DC 20 Strength (Athletics) or Dexterity
opportunities to meddle in his plans. The characters (Acrobatics) check to either fall to the floor immediately
must work in tandem to distract him while preparing below them, taking 21 (6d6) bludgeoning damage
different sections of the lair to fight him. from the fall as per usual, or to dive into the water at
the bottom gracefully, avoiding all fall damage. Failure
on this saving throw or check results in the character
Kuxcoatl’s Lair falling into the water at the bottom and taking 10 (3d6)
bludgeoning damage.

Kuxcoatl resides in a pyramid of power at the center of


his domain. This pyramid consists of six different floors Kuxcoatl Exploits
(numbered 14 to 19 in map 4.3: The Grand Laboratory),
each floor 60 feet high: one surface floor (marked as 14),
three levels above (15, 16 and 17), and two underground The following exploits can be used to gain an advantage
floors below (18 and 19). The lowest floor (19) is completely over Kuxcoatl during the battle if the characters
submerged in water, which rises to the level of the second- discover them.
lowest floor.
The floors are connected by a large, circular shaft
in the center that Kuxcoatl uses to move up and down, Runes of Power
and the edges of the floors are all flush with both each
The body of Kuxcoatl is marked with runes that amplify
other and the edge of the shaft, so that no floor extends
out into the shaft beyond any other. Characters can his magical power. He refreshes these runes every day to
climb between the floors without requiring a skill check keep himself and his power charged at all times. Each of
by using special climbing vines designed for Kuxcoatl’s Kuxcoatl’s body parts has a specific set of runes protecting it.
servants and apprentices or by flying or levitating up A character may specifically target a body part’s runes
or down the shaft. Moving from one floor to the one by taking disadvantage on their attack roll against that
directly above or below in these ways requires 60 feet
of movement. body part. If the attack deals damage, the runes on that
body part are disrupted for the rest of the encounter.

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A character within 5 feet of one of Kuxcoatl’s body TRIGGERED EXPERIMENT
parts may instead use an action to disrupt the runes on
Triggered experiment is a special condition that
that body part by succeeding on a DC 27 Intelligence
affects Kuxcoatl during his upkeep as a result of a
(Arcana) or Intelligence (Religion) check. If the check
character interacting with one of his active experiments.
succeeds, the runes on that body part are disrupted for
While suffering this condition, Kuxcoatl begins frantically
the rest of the encounter.
looking around and casting cantrips, trying to prevent a
If the runes on one of Kuxcoatl’s body parts are magic mishap in his rune-covered laboratory. Multiple
disrupted by erasing or destroying a part of the writing, instances of the triggered experiment condition can
then for the rest of the round in which they were accumulate over a round to all affect Kuxcoatl beginning
disrupted, Kuxcoatl suffers disadvantage on his spell in his next upkeep.
attack rolls, all saving throws against his spells are made
When Kuxcoatl begins his next upkeep after
with advantage, and that body part does not benefit
accumulating one or more instances of the triggered
from Kuxcoatl’s damage reduction.
experiment condition, he suffers the effects for the rest of
If five or more of Kuxcoatl’s body parts have their that round. This condition causes different, cumulative
runes disrupted, all of Kuxcoatl’s special actions have effects based on how many instances are active at the
their action costs increased by 2. same time, as below. At the end of the round, all instances
of the triggered experiment condition that Kuxcoatl has
suffered the effects of are removed. Any new instances of
Experiments the condition that were triggered in that round will take
Kuxcoatl’s lair is full of arcane formulas inscribed on the effect at the start of Kuxcoatl’s next upkeep as normal.
walls and floor. These are Kuxcoatl’s thoughts, projects, When suffering from at least one instance of the
and ongoing arcane experiments. Any player character triggered experiment condition, all of Kuxcoatl’s actions
that wishes to take notes from Kuxcoatl’s writing may have their action costs increased by 1. If there are two or
spend an action copying or studying the symbols to more triggered experiment conditions at the same time,
automatically gain a single scroll of a random 1d6 level all attack rolls against Kuxcoatl are made with advantage,
spell from the wizard spell list. as his attention darts from one end of his lair to the other.
If there are three or more triggered experiment conditions
ACTIVE EXPERIMENTS at the same time, all attacks made against Kuxcoatl ignore
his damage reduction because of the pulsating runes on
A few of Kuxcoatl’s experiments are active, which his body. If there are four or more triggered experiment
means they currently hold enchantments that may conditions at the same time, one of Kuxcoatl’s randomly
be triggered by interfering with the writings. Active selected body parts takes 10 (3d6) force damage during
experiments are marked as circled symbols on map 4.3: his upkeep, ignoring his damage reduction.
The Grand Laboratory.
As an action, a player character may disrupt, erase,
or trigger one of the active experiments. The character Superior Pride
must make a DC 24 Intelligence (Arcana), Intelligence Kuxcoatl is known for showcasing his superior intellect
(Investigation), or Intelligence (Religion) check. If the at every chance. A character may exploit this by using an
check succeeds, magic energy starts pulsating across the lair action to goad Kuxcoatl into attacking any specific creature
and tugging at the runes on Kuxcoatl’s skin. This causes that Kuxcoatl can see. This requires making a DC 20
the triggered experiment condition during Kuxcoatl’s next Charisma (Deception) or Charisma (Persuasion) check.
upkeep, as described below. If the check fails, the character If the check succeeds, Kuxcoatl attacks only that creature
takes 10 (3d6) force damage from Kuxcoatl’s arcane wards, until something else specifically grabs his attention.
and there is no further effect.
A character may try to destroy an active experiment
by attacking it (AC 19; 10 hp). After a character makes Antimagic
an attack against an active experiment, magical wards Any creature using an attack or a spell with an antimagic
on the experiment retaliate by immediately dealing 10 effect against Kuxcoatl has advantage on the attack roll
(3d6) force damage to that character. If the experiment and causes him to have disadvantage on any saving throw
is reduced to 0 hit points, add the triggered experiment made against the attack or spell. If the attack or spell hits
condition to Kuxcoatl’s next upkeep, as described below. and deals damage, that damage bypasses Kuxcoatl’s damage
reduction and automatically disrupts the runes in the
attacked body part for the rest of the encounter.

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17 19

1 square = 5 feet

16 18

15 14

The Grand Laboratory

MAP 4.3: THE GRAND LABORATORY

Alejandro Maroto (Order #37771216)


Melee Actions
KUXCOATL Claw (1 Action). Melee Weapon Attack: +16 to hit, reach 5 ft., one target. Hit: 23
(3d10 + 7) slashing damage, plus any creature mounted on Kuxcoatl’s claws must
Gargantuan dragon, lawful neutral succeed on a Strength or Dexterity saving throw against the claw’s shake DC to avoid
falling as per the Shake upkeep action.
Tail Lasso (1 Action). Melee Weapon Attack: +16 to hit, reach 40 ft., one target.
Armor Class see “Kuxcoatl’s Body Parts” Hit: 21 (4d6 + 7) bludgeoning damage, and the target is grappled (escape DC 24).
Hit Points see “Kuxcoatl’s Body Parts” If the creature fails to escape the grapple on its next turn, Kuxcoatl automatically
throws his victim up to 40 feet away, dealing 14 (4d6) bludgeoning damage and
Speed 40 ft., climb 40 ft., fly 80 ft. knocking them prone.
Bite (2 Actions). Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 16
(2d8 + 7) piercing damage and 9 (2d8) slashing damage, plus any creature mounted
STR DEX CON INT WIS CHA on Kuxcoatl’s head must succeed on a Strength or Dexterity saving throw against the
24 (+7) 17 (+3) 24 (+7) 30 (+10) 16 (+3) 25 (+7) head’s shake DC to avoid falling as per the Shake upkeep action.
Wing Flap (2 Actions). Each creature in a 20-foot radius around Kuxcoatl must
succeed on a DC 24 Strength saving throw or be pushed back 40 feet and take 21
Saving Throws Dex +12, Int +19, Wis +12 (6d6) bludgeoning damage. Kuxcoatl can then move up to his flying speed in any
Skills Arcana +19, Athletics +16, History +19, Religion +19 direction. Any creature mounted on Kuxcoatl’s wings must succeed on a Strength or
Dexterity saving throw against the wings’ shake DC to avoid falling as per the Shake
Damage Reduction 7 upkeep action.
Damage Resistances bludgeoning, piercing and slashing from non-magical
Rune Exhaustion (6 Actions). Kuxcoatl makes 2 claw attacks, 1 bite attack, and uses
weapons his Wing Flap once. Each of the attacks deals an additional 10 (3d6) force damage.
Condition Immunities charmed, exhausted and frightened Each attack targets the creature closest to the corresponding body part. Any creature
Senses darkvision 120 ft., passive Perception 13 mounted on one of Kuxcoatl’s body parts must succeed on a Strength or Dexterity
Languages Common, Draconic saving throw against that body part’s shake DC to avoid falling as per the Shake upkeep
action.
Challenge 30 (155,000 XP)
Kuxcoatl must disrupt one of his runes to use this attack. One rune that has not
already been disrupted, chosen at random among Kuxcoatl’s body parts that still have
Arcane Runes. Kuxcoatl has runes embedded on his body that fuel his magical abilities. undisrupted runes, is now disrupted. Kuxcoatl doesn’t suffer any harmful exploit effects
Each of these runes protects one of Kuxcoatl’s body parts from the dragon’s own spells. from disrupting this rune.
Disrupting these runes weakens Kuxcoatl (see the “Kuxcoatl Exploits” section above)
and leaves the corresponding body part vulnerable to being targeted by the dragon’s own Breath Weapons
spells.
Dragonfire (2 Actions). Kuxcoatl breathes fire in a 60-foot cone. Each creature in that
Drakhan Resistance. Kuxcoatl has advantage on all saving throws against spells and area must make a DC 24 Dexterity saving throw, taking 44 (8d10) fire damage on a
spell-like abilities and is immune to the maze spell. failed save or half as much on a success.
Innate Spellcasting. Kuxcoatl’s spellcasting ability is Intelligence (spell save DC 27, Blue Flame Sphere (3 Actions). Kuxcoatl breathes blue methane fire in a 30-foot sphere
+19 to hit with spell attacks). He knows all spells from the wizard spell list and may around him. Every other creature in that area must make a DC 24 Dexterity saving
cast them all at will, without requiring any components, but he prefers the following: throw, taking 36 (8d8) fire damage on a failed save, or half as much on a success.
1st level: color spray, false life, magic missile, shield, silent image. Biting Wind (5 Actions). Kuxcoatl breathes a 40-foot wide cylinder of icy wind that
2nd level: blindness/deafness, blur, detect thoughts, hold person, invisibility, mirror reaches all six levels of his lair. Every other creature in that area must succeed on a DC
image, ray of enfeeblement, suggestion. 24 Constitution saving throw or take 45 (10d8) cold damage and become incapacitated
3rd level: blink, counterspell, dispel magic, gaseous form, haste, major image, protection until the end of its next round. A successful save halves the damage and negates the
from energy, slow. incapacitated condition. Kuxcoatl must spend one action during one of his future
4rd level: banishment, confusion, greater invisibility, polymorph, resilient sphere, stone upkeeps to use this breath weapon again.
shape, stoneskin. Blizzard (5 Actions). Kuxcoatl breathes a 120-foot cone of furious winds. Each
5th level: arcane hand, dominate person, modify memory, wall of force. creature in that area must succeed on a DC 24 Constitution saving throw or take 66
6th level: eyebite, flesh to stone, globe of invulnerability, irresistible dance, magic jar, (12d10) cold damage and become paralyzed for 1 minute. A creature that succeeds on
mass suggestion, true seeing. the save takes half that damage and is restrained until the end of its next turn instead.
7th level: forcecage, mirage arcane, prismatic spray, project image. The action cost of this ability increases by one every time Kuxcoatl uses it. Kuxcoatl
Legendary Resistance (3/Day). If Kuxcoatl fails a saving throw, he can choose to must spend one action during one of his future upkeeps to use this breath weapon again.
succeed instead.
Magical Negation. When Kuxcoatl uses counterspell or dispel magic, it always counts at Special Actions
as a 7th level spell. Don’t Mind If I Borrow That (2 Actions). As a bonus action, Kuxcoatl may
Magic Weapons. Kuxcoatl’s weapon attacks are considered magical. replicate any spell cast by another creature within the last round, using that creature’s
spellcasting attack modifier and spell save DC.
Unbroken Concentration. Kuxcoatl can maintain concentration on as many spells as he
Sealing Magic (2 Actions). Kuxcoatl cancels one triggered experiment in the area.
wishes without penalty. His concentration is broken only if he falls unconscious. This ability’s action cost already includes the increased action cost penalty from
triggered experiments.
ACTIONS Familiar Magic (2 Actions). Kuxcoatl casts one of his preferred wizard spells (see his
Innate Spellcasting trait). Regardless of its casting time, the spell takes effect on this turn.
Anything You Can Do I Can Do Better (3 Actions). Kuxcoatl may replicate any
Upkeep Actions spell cast by another creature within the last round, using his own spellcasting attack
During Kuxcoatl’s upkeep, he replenishes his action pool up to its maximum for the modifier and spell save DC. The creature whose spell Kuxcoatl copies must then make
current phase, and he may take any of the following actions. a DC 24 Charisma saving throw or lose access to one spell slot of their highest spell
Quick Cast (0 Actions). Once during each of his upkeeps, Kuxcoatl can use any level, just as if they had spent the spell slot.
wizard spell of level 2 or lower as a free action. Tired of Your Tricks (4 Actions). Kuxcoatl casts antimagic field without needing
Combat Analysis (1 Action). Kuxcoatl chooses up to two creatures he can see. Both to maintain concentration for the effect to continue. This field doesn’t suppress or
of the chosen targets have disadvantage on their attack rolls against Kuxcoatl until his disrupt any of Kuxcoatl’s runes, but it otherwise cancels all magical effects coming
next upkeep. from and to Kuxcoatl and his lair in the spell’s area.
Shake (1 Action). Kuxcoatl can shake all of his body parts. Any creature mounted on A creature can counter the field by succeeding on a DC 27 Intelligence (Arcana)
one of Kuxcoatl’s body parts must make a Strength or Dexterity saving throw against or Intelligence (Religion) check, or by casting an antimagic field of their own specifically
the shake DC of the body part they’re holding onto in order to stay perched. On a targeting Kuxcoatl’s field, which cancels both effects. Kuxcoatl can cancel the antimagic
failed save, the creature falls to the ground, takes 10 (3d6) bludgeoning damage, and field at any moment without spending any action.
becomes prone. Magical Destruction (6 Actions). A storm of unbound magic whirls around
Symbol (2 Actions). Kuxcoatl triggers one of the magic wards hidden among the Kuxcoatl. Every other creature within a 60-foot radius of Kuxcoatl must make a DC
runes in his lair. This works as a symbol spell, with the specific symbol effect being 27 Dexterity saving throw or take 110 (20d10) force damage, or half as much on a
chosen randomly. success. Kuxcoatl must spend one action during one of his future upkeeps to use this
ability again.
Regenerate (3 Actions). Once during each of his upkeeps, Kuxcoatl can heal one
body part that has not yet been reduced to 0 hit points. The chosen body part regains
half of its hit point maximum.

156
Alejandro Maroto (Order #37771216)
Shake DC 20 (grounded)
KUXCOATL’S BODY PARTS Wings HP N × 30 AC 23 (natural armor)
or 24 (flying)

Broken. Kuxcoatl stands. “It’s foolish of you to believe that the only way I can
Kuxcoatl’s body is covered with runes that empower his spells. A creature get to you is through flight. I’ve thought of everything.”
may target the set of runes on one of Kuxcoatl’s body parts instead of the If Kuxcoatl’s wings become broken, he loses his flying speed and
body part itself by making their attack roll with disadvantage. If such an cannot use his Wing Flap any longer.
attack deals damage, the runes on that body part are disrupted as described If airborne, Kuxcoatl immediately falls to the ground, suffering 14
in the “Kuxcoatl Exploits” section above. (4d6) bludgeoning damage on a random lower body part. Any creature
mounted on Kuxcoatl’s body must succeed on a DC 20 Dexterity saving
throw to jump away or suffer the same fall damage plus 55 (10d10)
bludgeoning damage from being crushed under Kuxcoatl. If the save is
successful, the creature only takes 7 (2d6) bludgeoning damage from the
Head Hit Points N × 50 AC 26 (natural armor) Shake DC 24 fall and no additional damage.

Broken. Kuxcoatl winces and shakes, his face half-paralyzed in pain and
incredulity. His eyes, however, reflect even more curiosity than pain.

If Kuxcoatl’s head becomes broken, all of his Wisdom (Perception)


checks and spell attack rolls are made with disadvantage, and his bite attack
damage is reduced to 7 (1d8 + 3) piercing and 4 (1d8) slashing damage.

Upper Torso HP N × 65 AC 23 (natural armor) Shake DC 20

Broken. Kuxcoatl grimaces. “Impressive, creatures. You’re stronger than I


thought. No matter. You will face consequences.”

If Kuxcoatl’s upper torso becomes broken, he loses strength and


mobility in his arms. All of his claw attack rolls are made with disadvantage.

Lower Torso HP N × 60 AC 23 (natural armor) Shake DC 20

Broken. “My laboratory will find a way to wound you. I need not move.”

If Kuxcoatl’s lower torso becomes broken, no ability check is required


to mount this body part anymore. If at least one of his legs is broken too, his
speed is reduced to 5 ft.

Left Claw HP N × 30 AC 23 (natural armor) Shake DC 24

Broken. Kuxcoatl sneers. “I have no need for a claw. I’ll scratch you
with my wit.”

If his left claw becomes broken, Kuxcoatl can no longer use it for
combat, and he cannot perform more than one claw attack on a single turn.
If both of Kuxcoatl’s claws become broken, he cannot perform claw attacks.

Right Claw HP N × 30 AC 23 (natural armor) Shake DC 24

Broken. Kuxcoatl sneers. “Limit me to my body, do you?”

If his right claw becomes broken, Kuxcoatl can no longer use it for
combat, and he cannot perform more than one claw attack on a single turn.
If both of Kuxcoatl’s claws become broken, he cannot perform claw attacks.

Left Leg HP N × 30 AC 25 (natural armor) Shake DC 24

Broken. Kuxcoatl flinches under his own weight. His leg is torn, but his
drive remains.

If Kuxcoatl’s left leg becomes broken, his speed is halved. If both of


his legs become broken, his speed is reduced to 10 feet.

Right Leg HP N × 30 AC 25 (natural armor) Shake DC 24

Broken. “I will exact punishment for this on your own limbs, you insects.”

If Kuxcoatl’s left leg becomes broken, his speed is halved. If both of


his legs become broken, his speed is reduced to 10 feet. Tail Hit Points N × 35 AC 26 (natural armor) Shake DC 24

Broken. Hairs and feathers burst off of the tail. “Good. A chance to
recalculate.”

Kuxcoatl’s beautiful tail feathers break and wilt. The tail just dangles,
and he can no longer use his tail lasso attack. Mounting this body part no
longer requires an ability check.

Alejandro Maroto (Order #37771216)


Alejandro Maroto (Order #37771216)
TO BE IN ALL
SHADOWS
A four-session adventure for
17th-level characters

“Beyond the end, Nixis is. Nixis waits. Death


will conquer all, Nixis conquered death and
D
eath ultimately awaits even the
most powerful beings on Drakha,
crossed the Threshold. Her brood spreads both and everything that dies on the Red
enticing lies and pitiful truths. They roam Moon brings power to Nixis, the azhurma
free until her irresistible call finally beckons of necromancy.
them to the Catacomb Reaches and into the A group of adventurers carry out
a diplomatic mission to the human
Great Mausoleum so that they can bask in enclave hiding at the edge of U‘druzt,
the dark radiance of She Who Crossed and the precipice overlooking a fog-covered
region known as the Catacomb Reaches.
Awaits. For, yes, Nixis patiently waits and But the rotting curse of Nixis, who awaits
unavoidably remains.” everyone at the end, has corrupted the
humans, the mission, and, if Nixis has
—Tablet found in a corpse in the Far Wastes her way, the adventurers themselves.

Alejandro Maroto (Order #37771216)


INTRODUCTION

T
he most ominous of all fortifications on Drakha, The adventure is set on Drakha, The Red Moon, a
the Great Mausoleum stands inside Ossarium, a world ruled by dragons and their servitor kin. For more
massive open grave left after a cataclysmic battle details in this setting consult the “Drakha, the Red Moon”
that took place untold ages ago. Such were the death and section at the start of this book.
magic unleashed that day that they forever tainted the area The “Adventure Background” section below tells
and turned the whole region into the Catacomb Reaches, you everything you need to know to understand this
a territory forsaken by most other creatures on Drakha… adventure’s immediate setting. The “Adventure Overview”
living creatures, that is. section describes how the adventure is expected to run,
Even the colossal, all-powerful azhurmas prefer not to giving you a broad sense of the events involved and how
ponder on its existence long, for what lies in there defies they should unfold throughout the adventure.
their logic and reminds them of the long-delayed, yet
decidedly unavoidable end of their own mighty existences.
It also brings to mind the underlying, unspoken fear
that their final moments may indeed be brought about
by Nixis, the Mausoleum’s sole ruler, and her devious, Before Playing at the Table
unfathomable plotting, executed through her countless
hidden, relentless, and often unsuspecting agents. Before you start to play, consider the following
and let the players adjust accordingly:
One of her latest plots leads a group of adventurers
into what they expect to be a rewarding journey, but then • Read through the adventure, taking notes
they slowly realize, hopefully, it is leading them further and of anything you want to highlight or even
further toward their preordained, unavoidable doom. change to better fit your narrative style. Read
through the nonplayer characters to know
“To Be in All Shadows” is a horror-themed adventure, how they would act and react off script if
subtly so but horror nonetheless, and a prevailing aspect your players do something different. Prepare
of all great horror stories is the mounting dread as the any handouts you want to include and read
protagonists’ every action seems to bring them one step
through the encounters and the creatures’
closer to their untimely end. However, this is also a heroic
adventure, where your player characters are meant to stat blocks.
prevail and finally confront—and hopefully defeat—the • If your players are making new characters for
puppet master at the very end, fighting her in her very this adventure, ask them to provide you
lair and escaping the damnable conditions bestowed upon with their character details, making sure to
them by the actions of those they sought to help. Thus, provide them the necessary information
it falls to you as the GM to establish a balance between for their characters to fit the adventure with
impending doom and ultimate hope. an appropriate backstory and motivation for
the setting.
Running the Adventure • This adventure handles some terror themes.
Talk with your players regarding consent
“To Be in All Shadows” is an epic adventure meant for and safe environments before running the
three to five player characters that will start at 17th level. adventure.
During the course of the adventure, the player characters
will advance to 20th level using the milestones system
before engaging in the final battle against Azhurma Nixis.

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Introduction

The Catacomb Reaches TAINT


A broken stretch of land magically locked in perpetual When a character inside the Catacomb Reaches uses a
twilight, near the Red Moon’s far side, the Catacomb necromancy spell or effect, or uses magic to raise another
Reaches is a desolate, haunting place where the Drakhan creature from the dead, mark them as having Taint. This
deserts give way to a series of low crags and plateaus is a 9th-level necromantic effect that does not go away on
extending for miles and where there is little life save its own but can be dispelled by any effect that removes
for scurrying crusher beetles and other opportunistic necromantic effects.
carrion feeders. Taint has no immediately obvious effect and is
At the end of the Reaches lies Ossarium, a vast, ancient undetectable except through the use of a DC 28
valley, where the remains of numberless combatants from Intelligence (Arcana) or Wisdom (Insight) check.
an age long past lie in wait. The area is scattered with It remains until dispelled or until the adventurers
Nix brood “nests” and what can only be described as defeat Nixis.
ceremonial sites, where offerings of bones are placed and While a character has taint, they are subject to Nixis'
assembled into mockeries of dragons and other dragonkin. magic in certain insidious ways, detailed at specific points
Ossarium contains the Great Mausoleum, the lair in the adventure and during the final battle.
of Azhurma Nixis. The structure has a definite draconic If a character with Taint dies, they rise again at full
origin, but it also shows elements which are utterly alien hit points after 1 minute, but as an undead. Their stats
even by Drakhan standards and bears testament to an and abilities remain unchanged, but they are Charmed
age long forgotten but no less real. Within its darkened by Nixis, and they attack their companions to the best
halls, in a chamber filled with waning magic and ancient of their ability until stopped or killed again. They also
secrets, Drakha’s dracolich azhurma, the Veilbreaker, become immune to poison and necrotic damage and the
awaits. Exhausted and Poisoned conditions. Dispelling effects
remove the Taint, but cause the character to die again.

Special Rules
Use the following special rules when running any Adventure Background
adventure in the Catacomb Reaches. These are intended
to complement the special rules detailed in the “Magic The Amberskins are a semi-nomadic tribe of non-dragons,
on Drakha” section at the start of this book. whose members are either Valernian in origin or from
• All spells and effects of the Necromancy school are Valernian parents. Most of them escaped or were freed
cast as if spending a spell slot 1 level higher. Whenever from dragon captivity and have managed to eke out a
a player uses a necromancy spell or effect, they gain precarious existence in the Drakhan wastelands.
taint (see the “Taint” section). The Amberskins maintain a partially occupied
• The Catacomb Reaches is the only known place settlement at U’drutz, or the Cleave, the terraced precipice
on Drakha where revivify, raise dead, resurrection, that marks the natural border of the Catacomb Reaches.
true resurrection, and similar spells work normally. There, protected by the fear of other dragon broods who
However, the caster of such a spell gains taint (see dare not cross Nixis or her borders, the Amberskins have
the “Taint” section). Furthermore, the caster and the managed to survive and remain independent, though they
target of the spell gain a necrotic tether. This means are always under the shadow of the undead azhurma. And
that, for as long as both creatures remain inside the despite their life at, quite literally, the edge of a cliff, they
Catacomb Reaches, each time the target of the effect maintain a close community and stable leadership.
takes radiant, psychic, or necrotic damage, the caster
also takes the same amount of the same type of
damage. A tether only ends if one of the tethered The Edge of a Cliff
characters dies or leaves the Catacomb Reaches. Lately, however, the Amberskins' leadership has been
teetering on the razor-thin edge of generational conflict.
Their chieftain and founder, Vodgo, has fallen deathly
ill, and already tensions run sharp regarding succession.
First in line is Atyan, a Drakha-born human, who
would be too young to claim the leader’s mantle but
has enough followers and determination to take it by
force if necessary.

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Her main opponent is Rysamora, a Valernian mountain From this point on, the party and the tribe will be
matriarch, who does not seek leadership herself but does drawn deeper and deeper into darkness, physically and
not want the Amberskins to fall under the sway of the figuratively, as they travel the Catacomb Reaches toward
ruthless Drakha-born faction. the Ossarium, lording over the unhallowed landscape,
and the Great Mausoleum to be found therein, the lair
Tulemo, the tribe healer, has worked nonstop to
of Nixis herself.
heal Vodgo or, at least, stall his eventual demise, with
bleak prospects. Meanwhile, his assistant Linji, an elf “To Be in All Shadows” is divided into four parts,
dreamshaper, claims to have found a way to cure the each one meant to be played over one gaming session. In
chieftain, one that the elders may not approve of. “The Edge of Existence,” after a brief prologue where the
adventurers make their way across rocky terrain and face
The League undead creatures, they arrive at U’drutz, an imposing cliff
with many terraces on the way down to yet another patch
An incipient confederacy of tribes and bands consisting
of wasteland, but this one is covered in fog under the
mainly of freed Valernian captives and their descendants,
twilit sky so characteristic of these regions near Drakha’s
the League seeks, or hopes to build, a place where
equatorial belt.
humans and other non-draconic peoples may live free
from the influence and oppression of dragons. Halfway down the cliff, the adventurers find the
Amberskins’ current camp and the tribe in turmoil. As
As part of their efforts to find such a territory, a group
the internal rift between tribal factions continues to grow,
of adventurers have been given a scouting mission to survey
a sentry alerts the camp about an incoming warparty of
the zones near Drakha’s Farside and reestablish contact
Nix’udjar. The party is forced to meet the reckless attack by
with the only tribe known to have settled in the region: the
the gaunt and ghoulish creatures. During this strike, Linji,
Amberskins, whose continued success as an independent
an elf wizard from the Amberskins, bears witness to the
tribe has always been an inspiration and role model for the
amazing and horrifying abilities of the Nix’udjar and comes
League. The Amberskins were also the first to prove that
up with a plan to delay Vodgo’s final breath and save the
the regions near the Red Moon’s equator could offer the
tribe from the inner strife threatening to tear it in half.
necessary distance from the established dragon domains to
offer relative safety to non-draconic residents. As “The Nature of Strife” begins, the Amberskins, faced
with the dragonkin onslaught, are forced to flee into the
The assigned group of adventurers reaches U’drutz at
misty wastes of the Catacomb Reaches while the battle
a turbulent time, and they are soon pulled into both a
continues behind them. The Nix dragons have set out after
web of intertribal conflict and an open, desperate action
the party, and they can be heard crawling and swooping
against the forces of the undead Nix dragon brood. And
somewhere not too far behind.
every decision they make seems to draw them ever closer
to Nixis' dark, ultimate plan... The tribe seeks a desperate solution - to unearth a
relic of ages past, probably a remnant of the battle that
took place at the heart of this blighted region. It is a
Adventure Overview huge barge-like vessel stranded amid some rocks. The
adventurers find that it can still run, responsive as it is to
channeled magics, and it’s big enough for the Amberskin
The adventure begins with the party exploring the hostile,
survivors. The challenge lies in restarting the machine
bleak region of U’drutz and fighting off a few undead
and rescuing the Amberskins while an army of undead
to reach the Amberskins’ camp. There, they become
dragons chase them all.
involved in the tribe’s succession war, caused by the
chieftain’s grave illness. “Legacy of The Void” sees the barge speeding further
into the Ossarium, with more and more Nix’udjar
But the Amberskins have a more pressing danger to
warbands and Nix dragons trying to stop it. This part of
take care of. For some reason, the Nix brood has decided
the adventure is only one encounter: a short but intense
this is the right time to carry out an aggressive expansion of
race between the heroes’ floating vessel and three dragons,
their hunting territories. They have set their sights on the
which the adventurers need to defeat one by one.
Cleave, and the Amberskins will need to retreat or perish.
As another tribal quarrel breaks on the vessel’s lower
After a sudden attack on the camp during a
deck, the party realizes the true horror of Linji’s “cure.”
particularly quarrelsome meeting, the Amberskins and
It has turned Vodgo into an undead abomination, which
the adventurers are forced to leave U’drutz and venture
attacks its former tribespeople. Just before the factions
into the Catacomb Reaches. But, unknown to most
come to blows, the barge hits a huge pile of bones and the
of the tribe, the apprentice Linji begins studying the
rock hidden beneath, causing it to savagely jolt and crash,
dragonkin’s dark necromancy, hoping it will cure the
throwing everyone on the decks to the floor or, in many
dying chieftain and save the Amberskins.
cases, overboard.

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Introduction

In “It That Waits Beyond,” the party wakes up and Believing that they are in some kind of afterlife, or perhaps
must face the Amberskins tribe, as they have now been realizing this is actually another world, the player characters
turned into an undead horde. Afterward, they face the spent some time on the Red Moon, acquainting themselves
master of the Catacomb Reaches, Nixis herself, who was with its strange day–night cycle and its stern dragon rulers.
watching all of this and remains patiently waiting for and In time, the player characters joined the League,
gently beckoning the party. who, based on the party’s great skill and power, gave
them the dangerous mission to find and contact the
Amberskins at the Cleave.
Adventure Hooks
Should the adventurers come from a previous campaign
outside of the Dragonbond setting, assume that they
have died. However, instead of going to another plane
(or to “the light,” or an eternal void), they appeared on
Drakha as part of Nixis' ultimate plan, drawn by her
necromantic power.

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THE EDGE OF EXISTENCE

The council was clear: “The Amberskins are a vital


part of our plan to create a confederacy and finally
claim a stretch of territory as our own.” You all only
T he party arrives at the top of a huge cliff extending
beyond their sight in both directions. The central
area is composed of uneven terraces and small
plateaus, creating a broken, sharp contrast to the vertical
walls running into the distance along the cliff’s face.
wish the journey hadn’t taken you so long and so
close to the Red Moon’s equator, where the light of The party must succeed on a DC 22 Intelligence
day dims and only Rhaava’s Northern pole is barely (Nature) or Wisdom (Survival) check to pinpoint
visible on the horizon. locations that may serve as humanoid settlements, and
The edge of the leagues-long cliff known as then they must succeed again on a DC 22 Intelligence
U’drutz is now well within sight, but you know this (Investigation) or Wisdom (Perception) check to find the
is only the first part of your real mission: finding Amberskins’ camp.
the Amberskins tribe and convincing them to join The adventurers will eventually find the Amberskins’
the rest of the Valernian groups in the effort to camp regardless, but if either of the above checks fail,
claim a region suitable for establishing a permanent they first come across three drakehaunts, which roam the
settlement, relatively safe from draconic attacks and Cleave looking for prey and attack the party right away.
persecution.

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The Edge of Existence

Eventually, the heroes find enough signs to point If the player characters bring proof of the Nix’udjar
them to a cave under a ledge. patrol stalking nearby, the Amberskins are alarmed. The
Nix “have not crossed their border” in decades...
In a dark spot under an overhanging rock If the adventurers fail to gain entrance to the camp,
formation, you discover the entrance to a cave, they are simply told that the tribe is mourning the grave
thanks to the slow-moving, half-hidden Valernian health of their leader and are ordered to wait outside until
sentries guarding it. It’s hard to tell at this distance,
but the sentries seem to be watching the base of the matter is resolved. Proceed straight to the section
the cliff and the foggy expanse beyond. labeled “The Surprise Attack.”
Getting down to the cave will take you a while If the adventurers are allowed inside the cave, they
if you decide to follow the paths among the rocks meet the Amberskins and their principal figures up close
along the side of the cliff, or you can decide to and personal. Read the following aloud as the party enters
reach the ledge and then rappel down with your the cave:
ropes into the hidden cave below.
The cavern is much larger than the side entrance
As the player characters decide how their characters would have suggested, extending inward with
will approach the Amberskins’ camp, describe the stretch several caves and chambers, their pits and hollows
of wasteland extending at the foot of the cliff, covered creating a play of quivering shadows from the
by what seems to be a curtain of fog obscuring the land. torch flames.
Along the cliffside are several points that could be easily Occupying this complex are hundreds of
turned into defensible positions, if other Valernian groups humans, elves, dwarves, halflings and other
sent more workers and everyone applied their collective Valernian peoples of all ages and genders, living
resources to defend the area. All that is left for the party in shelters that seem too well built and cozy to
to do is to be at their best and convince the Amberskins be an encampment and too flimsy and practical
to share the region with the rest of the incipient League. to be a permanent home. The tribe looks large,
If the adventurers decide to take the long path to active, and accustomed to mountain life.
reach the cave, they climb down crags and trails for
half an hour, and they come across a patrol of seven Let the party conduct their interactions with the
Nix’udjar dragonkin lying in ambush. The dragonkin Amberskins as they wish, using “The Amberskins” section
were sent to spy on the camp and are not expecting the below for guidance. The adventurers may take a short rest
players, so either group is equally likely to surprise the during this encounter if they so wish.
other. If the adventurers survive the encounter, they
reach the Amberskins’ cave without further incident.
If the player characters wish to rappel down the cliff
face to save time, they need to use ropes and succeed on
The Amberskins
a DC 15 Strength (Athletics) check, taking 35 (10d6)
bludgeoning damage on a failure from the fall. Whether A tribe of second-generation Valernians, born on Drakha,
the check succeeds or fails, the sentries are startled because and their parents, the Amberskins are a successful and
of the party’s abrupt arrival, which imposes disadvantage prosperous group, despite their precarious location at the
on the first Charisma check an adventurer makes that border of the Catacomb Reaches near Drakha’s Farside.
targets an Amberskin.
They are united and cooperative, but there has been
Regardless of the method or path used, a band a growing schism between the old generation and their
of several young Valernians is already waiting at the Drakha-born descendants, who wish for more ruthless
cave entrance. Allow the party members to make a leadership to stand up to the dragons and other dangers
DC 21 Wisdom (Persuasion) or Charisma (Deception or of the Red Moon.
Intimidation) check to be allowed passage into the cave.
If successful, they are led inside. If not, Nukkos (see “The More recently, the Amberskins have been preoccupied
Amberskins” below), an Amberskin speaker, addresses with the rapidly declining health of Vodgo, their chieftain,
them outside of the cave. and a sizable portion of the younger members have been
drawn in by the discourse of recognition and “ascendancy”
Let the player characters explain their presence and from Atyan, the de facto leader of the tribe’s Drakha-born
intentions with their own arguments, requiring a DC 16 (or faction, who seeks the opportunity to replace the old
higher) Charisma check where necessary. In general terms, patriarch as a new, fresh leader.
the Amberskins are tied up right now, and any decision as
important as an alliance with the League must be postponed
until the matter of leadership succession is resolved.

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Atyan Rysamora
NE human female gladiator (Drakhani) LN human female priest (Primalian)
A descendant of Ysvalian parents, Atyan is too young to be A middle-aged Primalian and Valernian traditionalist,
elected as chieftain of the traditionalistic Amberskins. As Rysamora is concerned with the growing secessionist
determined and resilient as any V’laer-kez (Drakha-born sentiment among the tribe. Granted unexpected authority
Valernian), she is well known among the rest of the native with Vodgo’s illness, she dreads what may happen after
Drakhani humanoids for her pragmatic nature and knack the quickly approaching demise of Vodgo, the current
for picking the side with better odds to win any argument, chieftain. She doesn’t want to see the tribe break apart but
even if these traits are not as evident to others in the tribe. will have no qualms about letting the Drakha-born go their
separate ways, as long as they do not march in the same
direction as the original Amberskins.
ROLEPLAYING ATYAN
Atyan is quick to try and befriend the adventurers, ROLEPLAYING RYSAMORA
sizing them up and trying to ensure they support
her claim of more recognition and increased power Rysamora listens to the adventurers’ offer empathetically,
for the V’laer-kez members of the tribe. For Atyan, but she is concerned about having the dispersed Valernian
power is both a confirmation of her right to exist and a groups come to U’drutz because of the increased danger it
resource to be amassed, much like the draconic way of would mean for her tribe and their continued survival. She
conceptualizing power. tries to block them from talking to Vodgo, unless Tulemo
is present. She knows that Vodgo will listen to them, but
she wants nothing to disturb her ailing chieftain’s delicate
health, much less a fairy tale about unity and freedom in
Nukkos this moment of crisis.
Linji
Atyan

Tulemo
Rysamora

Vodgo

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Tulemo ROLEPLAYING LINJI


LG human male druid (Tyverian) Like his master Tulemo, the apprentice Linji is worried
about the chieftain’s health, first and foremost, but
A Tyverian healer and the physician in charge of Chief he has a plan to solve it, a plan that would not meet
Vodgo’s health, Tulemo has grown frustrated by his with the elders’ approval. So, he won’t share it with the
inability to cure the chieftain’s strange illness and scared for adventurers for now.
the tribe’s stability, as Vodgo’s death would further divide
the tribe. Tulemo is one of the tribe’s elders in Vodgo’s
absence, but he fears that the younger members will
try to assert a bigger role in steering the new leader if not
Vodgo
outright promote one of their number to actually become NG human male veteran (Tyverian)
chieftain. An old traditionalist kidnapped from his native Tyveria
decades ago and the longest surviving member of the
current Amberskins tribe. In his youth, Chief Vodgo was
ROLEPLAYING TULEMO an apprentice to the tribe’s founders, the Fulgenreavers
Tulemo pays little attention to the suggestion of an Adventurer Band. Like everyone else in the tribe, he has
alliance with the League. It sounds nice to begin with, no idea of the reason or nature of his illness but is as
but he’s far more worried about the dying chieftain and ready to die as anyone.
the unavoidable conflict it will create with Atyan and her
supporters. And he can’t help but blame himself for failing
to come up with a cure. Nevertheless, he allows the player ROLEPLAYING VODGO
characters to speak directly with Vodgo if they ask to. Despite his rapidly declining health, Vodgo is both willing
and able to talk to the party about their mission. He
shares Rysamora’s concerns about increased danger but
Nukkos only if there was a massive influx of simultaneous arrivals
to the Cleave. With reasonable migration control, Vodgo
N orc male berserker (Drakhani) thinks a region mutually defended by and shared among
Another V’laer-kez, whose Obakkar blood makes him one several tribes would be less threatened, not more. He tells
of the strongest members of the tribe, Nukkos believes that the party that if they convince the rest of the tribe, he
the transition, regardless of who emerges as the new leader, will gladly accept their proposal and name a successor to
should come without endangering the tribe’s unity. appoint intermediaries and ambassadors to the League
when he dies.

ROLEPLAYING NUKKOS
Nukkos listens attentively as the player characters
introduce themselves but is not willing to listen
to their diplomatic mission. In his head, this is
elder business, with which he has no grounds
to involve himself. He points the adventurers
to Rysamora or Tulemo, the tribe’s acting elders
while Vodgo is mostly incapacitated.

Linji
CG Ellari elf male mage (Drakhani)
An Ellari alchemist and dabbler in
Dreamshaping, Linji believes he has found a
way to cure Vodgo’s malady, but it requires…
unusual methods. Still, Linji is more than
willing to try it—or anything else, really—
to postpone his chieftain’s demise and the
struggle for power that is brewing among the
Amberskins.

Nix’udjar dragonkin

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If the party speaks with Chief Vodgo, Rysamora is
Vodgo’s Illness forced to convene an urgent tribal council to name a new
Vodgo’s sickness is not common and cannot be leader among the elders, preferably Tulemo or herself,
cured by common means nor the usual magical and prevent Atyan and her upstarts from taking power.
ones. In fact, Vodgo, like most Amberskins, has Atyan smells a rat and quickly incenses the tribal youths,
been touched by the power of the nearby Nix organizing them to stop the meeting and challenge
brood’s territory, infecting him with a curse Rysamora’s authority. However, a warning stops the
resembling undeath. As a result, healing and curing confrontation: proceed to “The Surprise Attack.”
effects don’t help his condition but actually worsen
it. Not Vodgo, Tulemo, nor anyone else in the tribe If the party doesn’t speak with Vodgo, let them
has realized this. roleplay a little as they speak to tribe members and get
better acquainted with the Amberskins’ situation. Then,
A DC 24 Intelligence (Arcana or Religion) or the warning comes. Proceed to “The Surprise Attack.”
Wisdom (Medicine) check reveals that Vodgo is
already dead in magical terms, though he remains
alive in body, and that cure wounds, lesser restoration,
remove curse, and similar spells and effects hurt him
instead of healing him. The check doesn’t explain
The Surprise Attack
how this is possible or why he hasn’t died or become
fully undead, but commune, detect magic, or other Suddenly, right in the middle of the adventurers’
divination spells reveal that it is somehow linked to
the nearby Catacomb Reaches, the territory of the interactions with the Amberskins, the sentries outside the
undead dragons. cave raise an alarm. An attacking force is emerging out of
the fog and coming up the cliff.
Sharing this information with any tribe member
will only add to their worries, as Atyan tries to use it Many of the tribe’s warriors exit the cave to face
as another argument in her favor and Rysamora tries whatever comes. If the adventurers join them, read the
to dismiss it as mere exaggeration. following aloud:

1 2

The Amberskins Cave


1 square = 5 feet

MAP 5.1: THE AMBERSKINS CAVE

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The Edge of Existence

The party is pulled into this circle, running out of the


Out in the twilight, pouring from the fog overwhelmed cave and leaving behind the devastated
wall below like a torrent of larvae, hundreds Amberskin camp.
of marauders come out of the borderlands, Even as he needs to rely on Tulemo and Nukkos to help
endlessly chittering and slithering up the ramps him walk, Vodgo yells for his people to close ranks and climb
and clifftops. Torchlight allows you to glimpse at down to the foot of the cliff. While the group descends,
those closest to your position as they relentlessly surrounded by the pursuing Nix’udjar dragonkin, a swarm
climb toward the cave entrance. They are gaunt, of skeletal flying lizards - lesser undead dragons - pounce
misshapen dragonkin, with disproportionately upon the escapees. The party must fight 4 Nix drakes.
large heads, hollow eyes, and mummified skin:
Nix’udjar, undead dragonkin, the servants of If the drakes are defeated, this allows the surviving
Brood Nix. Amberskins to escape the onslaught, regroup at the foot
of the cliff, some of them carrying their wounded, and
leave their camp behind, where the cruel Nix’udjar are still
If the adventurers come out of the cave to help against slaughtering their remaining brethren.
the dragonkin, they must face two groups of five Nix’udjar
dragonkin each, one right after the other. Otherwise, they The group retreats into the foggy plains, preparing for the
can only listen as the Amberskin warriors pour out to defend next wave of the dragonkin assault, which may come from
their territory, eventually routing the attackers. any direction. Read the following as the adventurers join the
If the party survives the battle, they notice victory was Amberskins’ mad scramble into the fog:
costly, with nearly one score Amberskin warriors killed in the
raid. As the dead warriors’ parents moan for their children Across the thick mist, you see the shadows of
and the survivors look grimly upon the fog-filled horizon, dragonkin circling back and racing at you while
the adventurers notice that all of the fallen dragonkin have a the dragonkin you left for dead on the cliff are
strange, large rune etched into their foreheads. And the same
rune has been carved on the foreheads and chests of each and rising up again, apparently resurrecting even more
every fallen Amberskin. quickly the more their brood approach their fallen
bodies. You could swear the dragonkin warband
When the surviving Amberskin send groups to collect slows its pace, allowing for their fallen comrades
their dead from the cave entrance, screams arise nearby, to reanimate and join their ranks. And then they
drawing their attention. advance again, relentless and unstoppable.

As you turn to the source of the screams, you If the party has not yet discovered the Nix’udjar weakness,
see a torrent of Nix dragonkin coming out of the destruction of their runes as described in their stat block,
the night on all sides. As the Amberskin warriors read them the following:
scramble to defend their tribe, a couple of the
fallen dragonkin rise again, the rune on their
forehead glowing with a faint, sickly green haze, Two of the closest dragonkin pursuers fall suddenly,
and impale an unsuspecting Amberskin from and you witness Nukkos, fierce determination on
behind with their spears, raking at her falling his face, signaling to those of his fellows closer to
body with their free hands. him and loading his sling for another shot.
Rysamora screams something at Nukkos,
Another warband, larger than the previous one, has and the slingers stop their attack. But as they
stealthily climbed the cliff walls above the camp and is now run to keep pace with you, Nukkos yells at you,
pouring into the cave entrance to slaughter everyone inside. “You see that? You see that?!”
If the party is inside the cave, they must fight an onslaught
of eight Nix’udjar dragonkin while the Amberskins fight off Have the adventurers make a DC 26 Wisdom
the rest of the attackers. If the party is outside the cave, they (Perception) or Intelligence (Arcana) check. A success
identify the leader of this attack, one Nix’udjar corpsemancer reveals that Nukkos hit the dragonkin’s runes and that
protected by three Nix’udjar dragonkin, and may attack those dragonkin whose runes were destroyed no longer rise.
them if they wish.
In any event, Vodgo screams for everyone to escape into
If the adventurers did not encounter the Nix’udjar patrol the mist, and the Amberskins obey.
before reaching the Amberskin camp, then right after this
encounter ends, they must fight another group of seven
Nix’udjar dragonkin as that patrol joins the charge. Rewards
If the adventurers survive the battle, their victory gives
time for the surviving defenders of the tribe to form a
circle around Vodgo and the elders to help them break the As the party enters the unwelcoming fog, award all player
onslaught and escape the cave. characters a milestone advancement to their next level.

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THE NATURE OF STRIFE

A fter hours of fleeing through the mist, the


Amberskins quickly form small groups to carry
their wounded and escape the reach of the
dragonkin horde on their heels. The player characters find
themselves in their own group, separate from the others.
As the other survivors push on and clash with
the ghoulish creatures already in the plain, you
notice how Vodgo calls for Rysamora and tells her
something. She looks shocked, but nods and starts
Assume the party managed to take a short rest between
yelling for the tribe to make it to “the Husks.”
the last battle and this one.
Suddenly, another force of Nix’udjar dragonkin You also notice how Linji approaches one of
intercepts the fleeing groups. The adventurers must the fallen dragonkin and seems to be examining
face five Nix'udjar dragonkin and one Nix’udjar it for a while. When he notices you watching
corpsemancer. him, he stands up and runs to catch up with
Vodgo’s porters.
If the adventurers survive, they notice that most of
the Amberskin survivors are also defeating the attacking The only screams and moans during the battle
dragonkin, guided by the discovery that destroying their come from wounded Amberskins. The nightmarish
runes prevents them from rising again. creatures you are fighting don’t make a single sound.
If not for the rattling of their decaying armor, they
would be silent even in falling.

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After the fight, it becomes clear that the tribe lost A successful DC 17 Wisdom (Perception or Survival)
another group to the Nix’udjar, but the survivors resolutely check reveals that the tunnels were made by Valernian
push through and start running in a very specific direction. tools, suggesting it was the Amberskins themselves who
It is obvious they know something they have not shared dug these tunnels to reach the mounds unseen. Further
with the party. down the passages, the party encounters some Amberskin
stragglers who confirm it was Rysamora’s idea to leave
After the tribe clears the line of remaining dragonkin,
the adventurers behind. After a short underground walk,
have the adventurers make a DC 17 Wisdom (Insight)
the party emerges from the tunnels much nearer to the
check. On a success, the group notices that Rysamora
mounds than they would have suspected. But something
is looking over her shoulder and speaking with Tulemo.
is happening there: Proceed to “Death from Above.”
She looks suspicious, and her glances at the party make
it evident that she is making quick assessments of the If the party follows the strange semi-hidden tracks
adventurers and not liking what she sees. they found, they catch up with Linji and two other
Amberskins who are carrying a semi-conscious Vodgo
If the party runs after the Amberskins, ask them to
and dragging the tied corpse of a dragonkin covered with
succeed on a DC 17 Strength (Athletics) or Wisdom
a rag. Linji is frantically adding a foul concoction to the
(Perception or Survival) check. If the check fails, or if
chieftain’s medicine. Before the adventurers can react to
the adventurers wish to stay behind or run in another
this, they and Linji’s party hear a horrible screech from
direction, they are left behind as the party loses track of the
the sky, and a shadow flaps overhead toward the mounds.
Amberskins as the rest of the dragonkin creep about in the
distance. The party must face four Nix’udjar dragonkin Proceed to “Death from Above.”
before attempting to rejoin the Amberskins’ flight. If they
insist on not joining the Amberskins, throw ever-tougher
Nix’udjar encounters at them, or two Nix dragons if Death from Above
required, until they die or escape.
If the adventurers successfully follow the Amberskins,
they begin noticing the broken silhouettes of several low Read the following as the party looks up to the source of
mounds amid the fog. This is where the Amberskins are the noise they heard.
heading, but soon they scatter into smaller groups, fading
into the mist. One of the Amberskin groups seems to have The screeching sound above you is the wind
slowed down, as they are carrying several of their wounded. passing through the frayed, leathery skin of rotten
wings, followed by the rhythmic, coarse rattling
Ask the party for a DC 20 Intelligence (Investigation) of huge bones. Before you have time to react, two
or Wisdom (Perception or Survival) checks. If the large shadows cross the sky above you and blast a
check succeeds, they see faint traces on the ground, thick liquid that leaves a greenish haze as it flies
as if something tried to cover its tracks, heading in toward the ground and one of the mounds. Soon
a different direction from the Amberskins. If the you hear gurgling and retching from the vicinity
party scores more than two successes, they also spot a of the Husks mixed with screams of pain and fear.
small den in the distance leading into what seem to be
underground tunnels. As the two shadows turn and swoop down, you
see the gaunt shapes of Nix dragons with frayed
If the party wishes to catch up with the slowed wings and rotting flesh as they land between the
refugees, they encounter Atyan, who seems happy to mounds and the Amberskin refugees.
see the adventurers and even tells them she confronted
Rysamora over the decision to leave them and the badly
wounded behind. She quickly adds that the older woman One of the Nix dragons focuses on slaughtering
is planning to use the Husks, a set of mounds nearby, as a the Amberskins to prevent them from reaching the
temporary base, as the dragonkin always keep away from outcroppings, while the other one turns toward the party.
them. She doesn’t know why. Before the conversation Run an encounter against a Nix Dragon. During the
continues, however, everyone hears a shrill sound from battle, any character with the ability to cast necromantic
the dark sky. Proceed to “Death from Above.” spells suddenly has the idea to raise some Amberskin
corpses to help them, as if someone had suggested it.
If the party instead wishes to head to the mounds
on their own, a strange sound stops them in their tracks The character is free to act on the suggestion or not, but
100 yards from their destination. Proceed to “Death if they do, they gain Taint as described in the “Special
from Above.” Rules” section.
If the party would rather explore the tunnels they If the adventurers win the battle, the second Nix
spotted, then as they approach, they notice the passages dragon flies away, leaving a few Amberskin survivors to
cheer for the adventurers’ intervention. The party and
have been excavated in stages over a long period of time their Amberskin allies have, at last, earned a respite.
and using crude implements.

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While the Amberskins treat their wounded and regroup If the party asks Rysamora or another scholar about the
amidst the Husks, the party may take a long rest without wall, they simply state that “we have just a few hours to
fear of any surprise thanks to the many Amberskin sentries. solve a puzzle that has stumped our elders for decades.”
Later, the scholars’ efforts seem to work, as some of
the runes on the structure start lighting up, slowly and
The Husks sleepily at first, but gradually glowing faster. This stirs the
Nix army surrounding the mounds, whose eyes begin
glowing in unison with the runes. The Amberskin sentries
These mysterious, low mounds seem very important to stand at attention, fearing that the dragonkin may lose
the Amberskin tribe. If the adventurers want to explore their fear and rush the encampment at any moment.
the area, ask them for a DC 28 Intelligence (Arcana) There is a moment of tense silence while the undead army
or Wisdom (Perception) check. Success reveals that the seems poised to strike, and Rysamora and the other sages
mounds are actually a large structure buried under the frantically hurry to finish activating the runes. Then,
rock, perhaps millennia ago. The tunnels that were dug to something else stirs in the Nix army.
reach the mounds may not have been intended to create a
hidden access point but rather a slow-moving, old mining
effort to reach whatever lies under the Husks. You all stand there, your pulse pounding against
your temples, as the dragonkin army stares you
If the adventurers question Rysamora or Vodgo about
the mounds, they are evasive, suggesting the secret was down with their expressionless, glowing eyes.
never meant for outsiders. Several Nix dragons fly above their heads in the
thick mist.
Inquiries regarding Vodgo’s health result in Tulemo
letting them know that he remains stable but very weak, Then, from the rising vapors behind the
and it’s better not to bother him. If they mention Linji’s undead warband comes an even larger skeletal
experiments, Tulemo warns them not to cast aspersions dragon with a glowing blue-black halo pulsing
on the loyalty of Amberskins. along with the rune in its forehead. Many of the
Confronting Linji about the medicine he gave to Amberskins seem numb or petrified with terror
Vodgo, causes him to deny any strangeness, insisting that as the gargantuan skeletal monster tramples the
it was only the usual treatment intended to keep him alive immobile dragonkin in its path until it stands in
as long as possible. A successful DC 24 Wisdom (Insight) front of the army.
check reveals that he is lying about something, but his
intentions to heal Vodgo are honest and true. The other dragons gather behind this great
dracolich as it raises one of its front claws
If the adventurers question Rysamora about leaving and strikes the ground with a mighty blow.
them behind, she flatly states that it was either that or This must be one of Nixis' closer, mightier
risk her people, and she was not about to risk her people
for some recent arrivals, grateful as she may be for their brood, the general of this deathless army. You
help during the escape. feel a sudden, ghastly chill twisting in your
chests and scratching at your minds and hear
After a few hours, the party may confirm that the a cadaverous, hoarse voice boom inside your
Nix’udjar seem to indeed fear the Husks, although they head: “Okraskaros’ blot!”
keep amassing around the Amberskins’ camp at the
mounds with an ever-larger army waiting for their enemy
to make one false move or to begin dying of starvation.
After all, the undead have all the time in the world. Atyan, Let the adventurers state their actions or intentions.
of course, complains about the tribe leaders having led Then, just as it seems the dracolich will order its forces to
them all into a deathtrap, but this time even Vodgo asks overwhelm the survivors, the tunnels around the mounds
her to be quiet, claiming that “all will be clear.” light up with a sickly bluish energy that slowly engulfs the
Husks until it reaches the runed wall-like structure, and
Rysamora, Linji, and some other surviving scholars the earth boils and bursts in a sky-high eruption of rocks
spend most of this time examining a wall-like structure and gravel.
at the northwest end of the mounds. If the adventurers Below the devastation, the adventurers witness the
want to join in, they notice that the wall is carved with verdigris shell of some sort of vehicle, long buried amid
ancient, draconic runes. A successful DC 26 Intelligence the Husks. It seems like the barge of a ship, built of dull
(Arcana) check reveals that they are activation runes, meant metal with archaic decorations and emitting ghastly
to operate a powerful artifact, but the required method or blue light from several points in its hull. Rysamora leaps
process is unclear, as draconic runes do not follow the rules to what seems to be the vessel’s deck, while Tulemo and
of standard arcane or divine magic. If the players search Linji help Vodgo aboard, surrounded by Nukkos and
the area, a successful DC 24 Intelligence or Wisdom check the few elite guards that remain alive. Then, Rysamora
reveals a Deathless Spear buried in the sand. shouts for all who can board it to do so, and dozens of
women, men, and children rush to comply.

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The Nature of Strife

At the same time, the runes in the heads of the undead


light up with the same blemished blue energy, and the As the undead army rushes the amazing vehicle, you
entire army breaks into a charge. As the adventurers run realize with a chill that it isn’t moving. Rysamora
to board the strange vessel, they must face two Nix'udjar sends Nukkos below deck to “get the spears” while
dragonkin on the back of two Nix drakes. If the party she commands Atyan and her warriors to ready a
wins the fight, they can board the ship. line of arbalests hidden under tarps that are spread
across the deck. She motions for you to help too.
Once on board, Vodgo greets the party and, between
coughs and wheezes, haltingly tells them that they have “When the spears arrive,” yells Rysamora,
boarded what the Amberskins call the Warsled, a wondrous “load one of them into one of the weapons, like
invention from a remote age that they believe was created this,” Rysamora tells you. “Then, pull those levers
by wizards and artificers unknown and long gone. and point the weapon toward those creatures!”
But they are still in serious trouble. You notice how the bluish energy seems to
keep running along certain rods and railings, and
feel the vessel shake under your feet. However, it
remains unmoving.

The Husks
1 square = 5 feet

MAP 5.2: THE HUSKS

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The Warsled To work, the ship needs to be “brought back to life.”
This means that the Va’ra crystal that powers it needs to be
fed with a living being’s lifeforce. A single living character
This ancient fortress-barge was created during an earlier must touch the crystal and release their Vaala into it. This
era on Drakha. When a Valernian prisoner, a Nwoda causes the creature to gain two levels of exhaustion, which
sky dwarf, earned the Ehrlya’s trust, she was allowed to may not be recovered through rest while the ship exists,
design and build a Va’ra-powered ship, which she later but they are considered to have “raised” the ship.
used to escape captivity. Nobody knows what became of The ship may also be “raised” without exhaustion
the Nwoda engineer afterward, but the ship’s presence through a spell that can raise or animate a corpse, such as
here hints at her horrible end. The fortress-barge has animate dead, create undead, raise dead, heal, or resurrection.
been buried since the great battle that devastated the
region where the Catacomb Reaches now lie and has Regardless of the means used, the character that
remained buried and forgotten for eons, until now. “raises” the ship gains Taint as described in the “Special
Rules” section.
If the skill check fails, or if none of the adventurers
The Arbalests can cast any such spell, another squad of Nix’udjar on
There are six arbalests mounted on the warsled’s flying mounts overtakes the sled. The player characters
deck, which may be rotated in any direction. must face three Nix'udjar dragonkin and three Nix
Each arbalest is a stationary ranged weapon that drakes. During the battle, Tulemo understands how the
can be operated by a single creature. It takes one warsled works and sacrifices himself to power the ship,
action to load the weapon and another action to giving his Vaala to replenish the runes. This immediately
aim and fire it. kills and dessicates Tulemo’s body but imbues the warsled
with his life essence, making his spectral presence the
The weapon has a range of 120/420 feet. As undead “helmsman” of the ship.
with most ranged weapons, add the Dexterity
modifier of the creature firing the arbalest to the If one of the party members “raises” the warsled,
attack roll, but there is no applicable proficiency they establish a tether to the ship, as though they have
bonus. On a successful hit, an arbalest spear resurrected another creature, as described in the “Special
deals 2d6, plus the shooter’s Dexterity modifier, Rules” section. Whoever has a tether to the ship can
piercing damage. control its movements as if they were the pilot, or allow
another person to physically control the helm in their stead.
As soon as the party and their
To get the ship moving, ask the adventurers for a DC allies get the vessel moving, they can
24 Intelligence (Arcana or Religion) or Wisdom (Insight) begin to steer it with relative ease. It
check. Any character that helped the Amberskins examine will move very slowly at first, lurching
the runes in the “wall” gains advantage on the check. as if waking up from a long sleep, but
Success reveals that the whole vessel is storage for
raw magic or lifeforce, known as Vaala, and then it will achieve a sustained speed of
that, over the millennia, it became corrupted 60 feet (roughly 12 mph), which is fast
by the necromantic energies of the Catacomb enough to leave the undead army behind,
Reaches. save for their few flying units, including,
unfortunately, the dracolich.

Rewards
As the warsled speeds away from the adventurers’
pursuers, award all player characters a milestone
advancement to their next level.

Arbalest

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Act 2: Small Favors

LEGACY OF THE VOID

T
he heroes have successfully commandeered an They can’t use their breath weapons or melee attacks, as
ancestral draconic ship, allowing them and their they remain roughly 100 feet away from the ship, but the
Amberskin allies to escape the undead army on party may attack them with weapons, abilities, and spells
their heels. This part of the adventure is a race against the that can cover this range, including the ship’s arbalests.
undead dragons in pursuit of the party and their magical
After 1 minute of pursuit, the dragons finally overtake
floating ship. Let the adventurers take a short rest as the
the ship. Have the party fight one Nix dragon while
chapter begins.
Atyan, Nukkos, and their few surviving warriors keep the
The first enemies to reach the ship, the lightest units, other one occupied. However, this time there aren’t enough
are the few mounted dragonkin that survived the previous Amberskins to really threaten the second dragon, so if the
chapter. The player characters must face two Nix'udjar adventurers defeat the first one, they’ll again have to fight
dragonkin mounted on two Nix drakes. one Nix dragon. During the battle, both dragons alternate
between flying alongside the warsled and landing on the
After this encounter, two larger Nix dragons, closely
deck to strike at the party. Atyan and Nukkos, while feisty,
followed by the dracolich, maintain pursuit, not overtaking
the warsled but very slowly, minute by minute, gaining on it. can do little against these undead monstrosities.

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Let the adventurers take another short rest after these
two battles, after which the dracolich itself catches up “I only meant to keep him alive long enough!”
with the warsled and unleashes its fury on the hated Linji shouts over Rysamora’s vicious scolding.
Ehrlya ship and its occupants. The party must now face a “By poisoning him with the vileness running
Nix dracolich. If they defeat the creature, the dracolich’s under those monsters’ hides? You idiot! No
necromantic energies destabilize the ship. amount of healing magic can take the taint off
him, and you knew it!”
As soon as the skeletal dragon crashes into the Linji turns to see you, his eyes full of
ground, you can almost feel its undying hatred, and desperation and pleading. Rysamora follows
the warsled is surrounded by a halo of black flame.
his eyes and looks at you, livid.
In its death throes, the dracolich’s remaining magic
fuels the conductive railings and coils of the vessel, “You! All of this is your fault! You brought
and with a jolt, it begins to accelerate. You can’t steer this upon us! The Nix’udjar wouldn’t have come
it anymore. if you untainted hadn’t come along with your
But it seems the horror is only beginning, as you diplomacy nonsense!”
hear a piercing scream coming from below deck.

Atyan and Nukkos look at each other with painful


concern. Nukkos runs below, but Atyan considers it more
urgent to try and regain control of the ship. If one of the
adventurers has a tether with the ship, it is now lost and
cannot be regained. Then, a second scream comes from
below, this one of shame and despair.

If the adventurers
go below deck to check
on the noise with Nukkos,
they encounter an unexpectedly
nightmarish scene. The lower deck
is littered with corpses, including
many of the tribe’s children, sprawled
on the floor, their skin raked and torn
as if mauled by a rabid animal. Amid the
carnage, Rysamora scolds Linji, shocked
and disgusted, as she points a vicious-
looking dagger at him. Vodgo lies on a
mat in the corner, bleeding. If Tulemo
is still alive, he is desperately trying to
bleed Vodgo and cleanse his stomach.
Nukkos looks on helplessly, his gaze
fixed on his dead relatives.

Nix Drake

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The Warsled
1 square = 5 feet

MAP 5.3: THE WARSLED

As the adventurers face Rysamora, many of the Then, the runic-sled crashes into yet another pile of
wounded scream as the corpses on the floor begin to bones, this one hiding a rocky formation underneath.
stir and jerk. Vodgo begins to convulse and spits black The jarring impact causes the speeding ship to go vertical,
blood. Then, the ship bounces and shakes. Something’s catapulting everyone out before flipping over to one side
happening outside. and rolling several times before coming to a stop with
an agonizing squeal of bent metals, crushed bones, and
Any party members remaining on or returning to the
upper deck see the ship ram through a low bone mound cracking boards. Everything turns black.
and down a rolling hill, leading to a valley full of bones of
all kinds of dragon broods, their dragonkin armies, and
even Valernian soldiers. At the center of the grisly, silent Rewards
battlefield lies a huge, monolithic mausoleum, a massive
rune glowing above its entrance—the same rune the player
characters saw on all of the Nix dragons and dragonkin, the As the darkness washes over them, award all player
rune of Nixis. characters a milestone advancement to their next level.

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IT THAT WAITS BEYOND

W hen the party wakes up, restore their spells,


resources, and hit points as if they had taken a
long rest. It is as if the necromantic power of
this place has strengthened them.
You come to your senses, rattled and hurt. The
pain is the first sign that you’re alive. The second is
the dust in your nose and throat. As you stumble
to your feet, coughing, you have no doubt about
it: You’re alive.
But, perhaps, you’re the only ones. Sprawled
around the ancient sled’s shattered form, impaled
on broken, ancient bones or smashed against rocks,
many of the tribe lost their lives in the crash. A
few of them shamble across the crash site, addled,
broken, or maimed. In shock and despair, they moan
and weep and babble; their gazes lost, they wander,
as if blind to what their tribe has been reduced to.
Then, they turn toward you with hungry
madness in their eyes, and broken corpses begin to
stir, to twitch, to crawl out of the wreckage…

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It That Waits Beyond

In a horrid twist to their adventure, the party must


face the Amberskins in the form of ravenous undead, Ossarium is an endless waste of dead earth and
cursed by the power of the Nix brood. gloomy skies. The terrain is almost covered with
the bones—human, dragon, reptilian—of all
The Amberskins have become a horde of runecorpses, the creatures that have come here and never left
a type of rune-powered undead spawned by the taint across countless ages. Here and there, clutches
of the Nix dragon brood. The adventurers must face a of rotting, blackened eggs appear among the
runecorpse swarm and a runecorpse ruler, which used to bones in a cruel mockery of loving nests.
be Chief Vodgo. He spread the curse to the others through
the dark magic administered by Linji. The swarm includes And then the bones stir, move, and shake, and
every woman, child, and man of the Amberskin tribe, a humongous dragon skeleton rises before you. A
deep, familiar voice, whispers inside your minds as
including Atyan, Linji, Rysamora, and Nukkos. it approaches, “Welcome, treessspaaasssseerssss…”
If the party wins the battle, allow them to take a short
rest. If any of them have Taint (see 'special rules'), they If the party speaks to Nixis, she explains that their
receive the benefits of a long rest instead. Investigating
the corpses with a successful DC 24 Intelligence (Arcana coming here was her plan from the beginning:
or Religion) or Wisdom (Medicine) check reveals that
they all had the taint of Nix dragon magic, even before
Vodgo infected them with the runecorpse curse. That
must have been what Rysamora meant when she called
them “untainted.”
A cavernous voice, the one that spoke inside their
minds back at the Husks, begins calling to the party from
inside the Great Mausoleum, beckoning them to enter.
If the adventurers obey the voice, they encounter Nixis,
the Veilbreaker, at her lair. If not, Nixis herself goes out to
meet them.

Runecorpse swarm

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First Phase
“I was content with the deal with the Amberskins.
Let them live in peace in return for the lifeforce of their The battle begins as Nixis finishes talking to the
dead. But then you came; you disrupted. The deal adventurers and rushes to devour them.
made no sense anymore, not with their plan to make
peace, to bring others, to risk disagreement. They would LAIR CONDITIONS
want to break the deal. Vodgo said as much. So I
harvested what was my due. And you… you have The battlefield is littered with corpses, and an
great power, and it is all mine by riiiiighhht…” oppressive feel permeates the area. The dark
magic in the air is practically tangible.
And then, without another word, she attacks.
Any creature with Taint must succeed on a DC 20
Wisdom saving throw at the start of each of their turns or
The Fight with Nixis take 11 (2d10) necrotic damage and become Charmed by
Nixis for the rest of that round.

Like the death that awaits everyone at the end, the


dracolich was waiting at the end of your doomed THE FUMING CHASM
trip, and now she spreads her full skeletal length The jagged strait dividing the map from north to south
ready to receive you. is a bottomless chasm, varying between five and thirty
feet wide, from which the fog seems to emanate and creep
Use map 5.4: Ossarium to run this encounter. throughout the Great Mausoleum and out into Ossarium
and the rest of the Catacomb Reaches.

Ossarium
1 square = 5 feet

MAP 5.4: OSSARIUM

Alejandro Maroto (Order #37771216)


It That Waits Beyond

It seems to physically pull at living beings with some magic • All healing effects from abilities, spells, and similar
force, making venturing across it an even more dangerous sources are halved unless the target is in an area
endeavor. To cross it, a creature will likely need to use affected by protective magic, such as death ward,
magic or other effects that provide them the capabilities of globe of invulnerability, hallow, holy aura, or magic
flight or teleporting. circle.
A creature can also attempt to cross the chasm and • Nixis' undead horde (see the sidebar in her stat
escape its pull by making a DC 23 Strength (Athletics) block at the end of this adventure) is now active and
or Dexterity (Acrobatics) check as an action. The check attacks.
gains an advantage if the character uses their full move • All attack rolls against egg clutches are made with
as part of the jump. If the check succeeds, the creature disadvantage.
reaches the other side of the chasm safely. If the check • Any creature with Taint must succeed on a DC 20
fails, the creature must succeed on a DC 23 Strength or Wisdom saving throw at the start of each of their
Dexterity saving throw to grab the edge of the chasm or turns or take 22 (4d10) necrotic damage and become
fall to certain death. Paralyzed until the start of their next turn.

Nixis' Actions Nixis' Actions


Actions per Round: N + 2 Actions per Round: N + 4
Nixis attacks the adventurers with no display of Nixis' undead horde rises all around the battlefield
emotion, driven by her pure cold disdain of the living and attacks, intent on slowing the party down or drawing
interlopers. their fire. Because of the undead horde’s Swarm Area trait,
if an adventurer tries to move toward Nixis or the eggs,
As soon as any party member takes an action targeting this triggers an opportunity attack from the undead
an egg clutch, Nixis spends her actions to attack that horde.
character.
Nixis has not yet summoned her undead horde by PHASE CHANGE
this point. Perhaps a single skeleton stirs, or a couple of
limbs begin crawling toward her. But at this point, she The encounter continues in this phase until one of these
fights the adventurers alone. conditions is met:
• Five or more of the egg clutches have been destroyed.
• Three or more of Nixis' body parts are broken.
PHASE CHANGE
When one of the above conditions is met, Nixis begins
The encounter continues in this phase until one of these to increase her necromantic aura further, empowering the
conditions is met: horde and protecting her eggs.
• Two or more of the egg clutches (see “Nixis
Exploits”) have been destroyed.
• One of Nixis' body parts is broken. Final Phase
When one of the above conditions is met, Nixis begins The evil aura permeating the area becomes so oppressive
summoning her undead horde and casting wards to protect that it makes some of the adventurers dizzy. The undead
her eggs. horde multiplies.

LAIR CONDITIONS
Second Phase
The battlefield starts filling up with Nixis' undead More and more of the bones in Ossarium shift,
horde, and the air becomes thick with an evil sensation. stirred from their rest, until the massive horde
threatens to overwhelm you. With mounting dread
and growing weariness, you close ranks and prepare
LAIR CONDITIONS for an onslaught as a new wave of undead charges
against you.
The bones across Ossarium shift, shaken from
their rest. Then, the dead rise to fight you. During this phase, the following conditions are active:
• All healing effects from abilities, spells, and similar
Nixis strengthens the necromantic aura pervading sources are halved, even within the areas of effect of
Ossarium. During this phase, the following conditions protective magic, and restoration spells no longer
are active: work on egg clutches.

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• Any creatures that start their turn within 60 feet of
an egg clutch take 7 (2d6) necrotic damage.
Conclusion
• Any creature within 60 feet of an egg clutch suffers
disadvantage on all of their ability checks, attack
rolls, and saving throws. The last of the eerie lights inside of Nixis dies
• Nixis' undead horde remains active and attacks. out, and the ancestral dracolich crumbles to the
• Any creature with Taint must succeed on a DC ground and shatters like a toppled statue. And
20 Wisdom saving throw at the start of each of just as their mistress did, each and every undead
their turns or lose 22 (4d10) points from their creature in the battlefield collapses as well, their
hit point maximum and become affected by Nixis animating force gone.
as though she has successfully cast the dominate This will remain a cursed place for generations to
person spell on them until the start of their come, the death that spread through it lingering
next turn. Nixis doesn’t need to concentrate to for centuries, but it’s no longer filled with such
maintain this effect. dark power. Now, it is just a dead, quiet place.

Nixis' Actions With Nixis' dark power finally defeated, the party
Actions per Round: N + 4 may now reactivate the warsled and use it to return to the
League and warn them that the Cleave, or the Catacomb
Nixis' undead horde becomes so numerous and thick Reaches in general, is not a good place for mortals to settle.
that the entire battlefield counts as difficult terrain. Or perhaps, now that Nixis has fallen, it is.

Phase End
The encounter ends when Nixis is destroyed. This requires
fulfilling one of the following conditions:
• All egg clutches have been destroyed.
• Five or more of Nixis' body parts are broken.

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Nixis, The Veilbreaker

NIXIS,
THE VEILBREAKER

The darkest denizen of the Red Moon, the undead dragon If an egg clutch is destroyed, Nixis immediately takes
Nixis oversees her own domain of bones and death, well 21 (6d6) force damage to each of her body parts, and
away from the territory of the other azhurma. There, the runes on one randomly determined body part are
she plots and prepares the rituals necessary to breed her disrupted until Nixis restores them.
unnatural offspring: dragon hatchlings, undead from birth.
The fight with Nixis can be the hardest or the easiest in
this collection, depending on how well prepared against the Runes of Power
undead and necromancy your adventurers are. The body of Nixis is marked with runes that amplify her
magical power and sustain her unlife. Each of Nixis'
body parts has a specific set of runes protecting it.
Nixis Exploits If the runes on one of Nixis' body parts are disrupted
through the erasure or destruction of a part of the writing,
Nixis suffers disadvantage on her spell attack rolls until the
The following exploits can be used to take advantage of end of her next turn, all saving throws against her spells
Nixis during the battle if the characters discover them. gain advantage until the end of her next turn, and that
body part loses its damage reduction until Nixis restores it.
A creature may specifically target a body part’s runes
Control of the Horde by making their attack roll with disadvantage. If the
Targeting Nixis' undead horde, once she has summoned attack deals any damage after overcoming Nixis' damage
it, may distract her temporarily. If Nixis' undead horde is reduction, the runes on that body part have been disrupted
destroyed, or a creature affects the horde with a harmful until Nixis restores them.
condition, Nixis immediately loses 2 actions from her A creature that is within 5 feet of one of Nixis' body
current action pool. parts may also disrupt the runes on that body part as an
action by succeeding on a DC 26 Intelligence (Arcana or
Religion) check. If the check succeeds, the runes on the
Eggs of Power targeted body part are disrupted as above.
Nixis' lair is littered with the eggs she has stolen from If the runes on four or more of Nixis' body parts are
other dragons to perform her necromantic rituals. Nixis' disrupted, all necrotic damage from Nixis' attacks and
egg clutches (AC 18; hp N × 20) are marked by large abilities, including her undead horde, is halved. If five or
circles on map 5.4: Ossarium. Any creatures that more of Nixis' body parts have their runes disrupted, all
begin their turn within five feet of the eggs take 7 (2d6) the costs of Nixis' special actions increase by one. These
necrotic damage. two effects persist until Nixis restores enough runes so that
the conditions listed above are no longer met.
Destroying these eggs severely weakens Nixis.
A character may target one of the clutches with their
attacks or spells. Any character that attacks or threatens
an egg clutch becomes the target of Nixis' next attack. Weak Living Beings
The egg clutches have already become undead, but Nixis' certainty that she is superior to living beings can
powerful restoring magic such as greater restoration, be used to goad her into attacking a specific creature. Any
resurrection, or heal spells can reverse their state. If a creature may attempt a DC 22 Charisma (Deception or
character successfully targets an egg clutch with such Persuasion) check to draw Nixis' attention. If the check
an effect, the dragon eggs are restored to their pristine succeeds, Nixis will focus all of her attacks on that creature
living condition. For the purposes of the battle against until her next upkeep.
Nixis, this counts as destroying the egg clutch.

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hit points. If Nixis' undead horde had been destroyed, it instead rises again with
N × 21 (6d6) hit points.
NIXIS, THE VEILBREAKER Shake (1 Action). Nixis can shake all of her body parts. Any creature mounted
Gargantuan dragon, lawful evil on one of Nixis' body parts must make a Strength or Dexterity saving throw (DC
according to body part) to stay perched. On a failed save, the creature falls to the
ground, takes 10 (3d6) bludgeoning damage, and becomes prone.
Restore (2 Actions). Nixis restores the disrupted runes on one of her body parts. The
Armor Class see “Nixis’ Body Parts” runes on that body part are no longer disrupted.
Hit Points see “Nixis’ Body Parts”
Regenerate (3 Actions). Once during each of her upkeeps, Nixis heals one body part
Speed 40 ft., climb 40 ft., fly 80 ft. that has not been reduced to 0 hit points. The chosen body part regains half of its hit
point maximum.
STR DEX CON INT WIS CHA Melee Actions
25 (+7) 17 (+3) 23 (+6) 28 (+9) 20 (+5) 16 (+3) Draining Claw (1 Action). Melee Weapon Attack: +16 to hit, reach 10 ft, one target.
Hit: 14 (2d6 + 7) slashing damage and 10 (3d6) necrotic damage, plus Nixis regains
Saving Throws Dex +12, Con +15, Int +18 21 (6d6) hit points to one body part of her choice. Any creature mounted on Nixis'
Skills Arcana +18, Deception +12, History +18, Perception +14, Persuasion +12, arms must make a Strength or Dexterity saving throw against the arms’ Shake DC to
Religion +18 avoid falling, as per the Shake upkeep action.
Damage Reduction 6 Tail Lasso (1 Action). Melee Weapon Attack: +16 to hit, reach 20 ft. one target.
Damage Resistances cold, lightning, and necrotic Hit: 28 (6d6 + 7) slashing damage, and the target is grappled (escape DC 24). Any
Damage Immunities poison; bludgeoning, piercing, and slashing from non-magical creature mounted on Nixis' tail must make a Strength or Dexterity saving throw
weapons against the tail’s shake DC to avoid falling, as per the Shake upkeep action. A creature
Condition Immunities charmed, exhausted, frightened, paralyzed, poisoned that fails to escape the grapple on its next turn is thrown 30 feet away from Nixis,
Senses darkvision 120 ft., passive Perception 24 taking an extra 14 (2d6 + 7) bludgeoning damage and landing prone.
Languages Common, Draconic Wing Skewer (1 Action). Melee Weapon Attack: +16 to hit, reach 20 ft, one target.
Challenge 30 (155,000 XP) Hit: 14 (2d6 + 7) piercing and 7 (2d6) slashing damage, and the target is grappled
(escape DC 24). If Nixis' wings receive 25 or more damage from a single source, any
Arcane Runes. Nixis has runes embedded on her body that fuel her magical abilities. grappled creature is freed.
Disrupting these runes weakens Nixis (see “Nixis exploits” above). Draining Bite (2 Actions). Melee Weapon Attack: +16 to hit, reach 20 ft., one
Drakhan Resistance. Nixis has advantage on all saving throws against spells and spell- target. Hit: 20 (3d8 + 7) piercing damage and 10 (3d6) necrotic damage, plus Nixis
like abilities and is immune to the maze spell. regains 21 (6d6) hit points to one body part of her choice. Any creature mounted
Innate Spellcasting. Nixis' innate spellcasting ability is Intelligence (spell save DC 26, on Nixis' head must make a Strength or Dexterity saving throw against the head’s
+18 to hit with spell attacks). She can innately cast the following spells at will, without Shake DC to avoid falling, as per the Shake upkeep action.
requiring any components, once each per round, by spending the corresponding actions Necrotic Drain (4 Actions). Nixis makes one Tail Lasso and two Wing Skewer
from her action pool. attacks. After these attacks, each grappled target takes an additional 21 (6d6) necrotic
0 actions: cause fear, chill touch, false life, inflict wounds. damage, and Nixis recovers 21 (6d6) hit points to a body part of her choice for each
1 action: bestow curse, blindness/deafness, ray of enfeeblement, vampiric touch. grappled target. Any creature mounted on Nixis must make a Strength or Dexterity
saving throw against the shake DC of the body part they’re mounted on, as per the
2 actions: blight, contagion. Shake upkeep action, unless they succeed on their saving throw from Nixis' Tail Lasso
3 actions: circle of death, eyebite, finger of death, harm, magic jar. attack to remain mounted on her tail. Nixis must spend 1 action during one of her
Legendary Resistance (3/Day). If Nixis fails a saving throw, she can choose to succeed future upkeeps if she wishes to use this ability again.
instead.
Magic Weapons. Nixis' weapon attacks are considered magical. Breath Weapons
Nixis' Undead Horde. Nixis' Ossarium is littered with the bones of her past enemies, Dragonfire (2 Actions). Nixis breathes fire in a 60-foot cone. Each creature in the
allies, and experiments. Starting when the battle enters its second phase (see “The Fight area must make a DC 23 Dexterity saving throw, taking 36 (8d8) fire damage on
with Nixis” above), she can animate these bones with her mere presence. A massive a failed save or half as much damage on a success.
swarm of undead remains active in the area, fighting for Nixis and attacking all of her Flaming Orb (2 Actions). Nixis breathes a 30-foot sphere of black flame. Each
enemies. The undead horde covers the entire battlefield, attacking as a single creature. creature in the area of effect must make a DC 23 Dexterity saving throw, taking
54 (12d8) necrotic damage on a failed save or half as much damage on a success.
Necrotic resistance or immunity only apply to damage from this breath weapon
Nixis' Undead Horde if the target is also immune or resistant to fire. Nixis must spend 1 action during
Gargantuan swarm of undead, lawful evil one of her future upkeeps to use this breath weapon again.
Armor Class 12 (armor remnants) Death Cone (3 Actions). Nixis breathes toxic fumes in a 90-foot cone. Each
Hit Points N × 88 creature in the area of effect must make a DC 23 Constitution saving throw, taking
Abilities Str 16 (+3), Dex 10 (+0), Con 10 (+0), Int 3 (−4), Wis 10 (+0), Cha 1 (−5) 45 (10d8) necrotic damage on a failed save or half as much damage on a successful
Saving Throws Wis +1 one. For each creature that fails the save, Nixis regains 21 (6d6) hit points to a body
Damage Resistances cold part of her choice. Nixis must spend 1 action during one of her future upkeeps to
Damage Immunities charmed, exhaustion, frightened, poisoned use this breath weapon again.
Senses darkvision 60 ft., passive Perception 9 Deathfire (5 Actions). Nixis emits a 100-foot radius cloud of blue-black methane fire
Languages – and sulphur. The cloud spreads around corners. Each creature in the area of effect must
make a DC 23 Constitution saving throw, taking 72 (16d8) necrotic damage on a failed
Swarm Area. Nixis' undead horde occupies the whole battlefield and is adjacent to all save, or half as much damage on a success. Necrotic immunity only prevents damage
grounded potential targets at the same time. from this breath weapon if the target is also immune or resistant to fire. Nixis must
Undead Tactics. Guided by Nixis' central consciousness, the undead horde attacks as a spend 1 action during one of her future upkeeps to use this breath weapon again.
single creature. Every attack from Nixis' undead horde is made with advantage on the attack roll.

ACTIONS Special Actions


Overwhelming Force. Melee Weapon Attack: +7 to hit, reach 5 ft., all chosen targets within Dark Fumes (1 Action). Nixis summons magical darkness from her mouth in
the swarm’s reach. Hit: 22 (4d8 + 4) piercing damage and 14 (4d6) necrotic damage. a 90-foot cone. Everything in the area is heavily obscured for all creatures except
Swarm. When Nixis' undead horde is at half its hit point maximum or lower, its melee Nixis and her undead horde.
weapon attack bonus is reduced to +5 and its damage is halved.
Life is Overrated (1 Action). A single living target within 90 feet of Nixis must
succeed on a DC 23 Constitution saving throw or take 21 (6d6) necrotic damage and
ACTIONS become poisoned until the end of the encounter. A creature may attempt the saving
throw again at the start of every turn to end the condition on itself.
Weaken (3 Actions). Nixis makes a single Draining Bite attack, and, in addition to
taking the damage dealt, the target’s hit point maximum is also reduced by an amount
Upkeep equal to the total damage taken. Only an effect that cures disease can restore the
During Nixis' upkeep, she replenishes her action pool up to its maximum for the target’s maximum hit points.
current phase, and she may take any of the following actions. Mistress of Death (6 Actions). Nixis summons her power to crush her opposition in a
Combat Analysis (0 Actions). Two target creatures suffer disadvantage on all of their wave of negative energy. All living creatures within 100 feet of Nixis must make a DC
attack rolls against Nixis until her next upkeep. 23 Constitution save or suffer 54 (12d8) necrotic damage, taking half as much damage
on a success. For every creature that fails the save, Nixis's undead horde, if she has
Undead Horde (0 Actions). Nixis' presence causes undead creatures to rise from her already summoned it, regains 42 (12d6) hit points. Nixis must spend 1 action during
Ossarium. Nixis' undead horde, if she has already summoned it, regains 21 (6d6) one of her future upkeeps to use this ability again.

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Shake DC 20 (grounded)
Wings HP N × 35 AC 25 (natural armor)
or 24 (flying)
NIXIS' BODY PARTS Broken. Nixis emits an eerie howl as her wings fall to pieces. The bones of her
fallen wings start gathering and stirring on their own even as she turns to punish
Nixis' body is filled with runes that keep her essence contained in her you.
current physical form. A creature may target the runes on one of Nixis' If Nixis' wings become broken, she loses her fly speed and can no longer
body parts instead of the body part itself by making their attack roll with make Wing Skewer attacks.

disadvantage. If the attack deals damage, the runes on that body part are If airborne, Nixis immediately falls to the ground, suffering 14 (4d6)
bludgeoning damage on a random lower body part. Any creature mounted on
disrupted as described in the “Nixis Exploits” section above. Nixis's body must succeed on a DC 20 Dexterity saving throw to jump away or
suffer the same fall damage plus 44 (8d10) bludgeoning damage from being
crushed under Nixis. If the save is successful, the character only takes 7 (2d6)
bludgeoning damage from the fall, with no additional damage.

Head Hit Points N × 50 AC 25 (natural armor) Shake DC 24

Broken. Nixis' lower jaw falls off, but she seems undaunted, stepping over and
crushing her lost bone as if it weren’t there.

If Nixis' head becomes broken, she suffers disadvantage on Wisdom


(Perception) checks, and her Draining Bite attack’s damage becomes 12
(1d10 + 7) slashing plus 10 (3d6) necrotic.

Upper Torso HP N × 50 AC 25 (natural armor) Shake DC 20

Broken. Half of Nixis' ribcage falls to the ground with a clattering noise, Left Claw HP N × 30 AC 22 (natural armor) Shake DC 24
revealing a mass of darkness that occasionally pulses with a sickly purple.
Broken. Nixis' left claw dangles at her side like a dead weight, or a deader
If Nixis' upper torso becomes broken, she suffers disadvantage on all of her one. She doesn’t seem to mind.
Draining Claw and Wing Skewer attack rolls.
If Nixis' left claw becomes broken, she cannot use it for combat. She can no
longer make more than one claw attack in a single turn. If both claws are broken,
she cannot make any more claw attacks.

Lower Torso HP N × 50 AC 25 (natural armor) Shake DC 20

Broken. You’re sure you severed Nixis' spine, yet her crushed vertebrae
remain in place by some dark arcana. She seems to be moving more slowly,
so you’ve somehow hurt her—if that is even possible.

If Nixis' lower torso becomes broken, her speed and climb speed are both
reduced by 5 feet, and mounting this body part no longer requires an ability check.

Left Leg HP N × 30 AC 25 (natural armor) Shake DC 24

Broken. Nixis' left tibia falls off her thigh, but she keeps walking as if nothing
happened.

If Nixis' left leg becomes broken, her speed is reduced by 5 feet. If she
loses both legs, her speed is reduced to 10 feet.

Right Claw HP N × 30 AC 22 (natural armor) Shake DC 24

Broken. Nixis' right arm falls off at the elbow. Both Nixis and her undead
minions greet the event with a thunderous, disturbing cackle.

If Nixis' right claw becomes broken, she cannot use it for combat. She can
no longer make more than one claw attack in a single turn. If both claws are
broken, she cannot make any more claw attacks.

Tail Hit Points N × 40 AC 25 (natural armor) Shake DC 24

Right Leg HP N × 30 AC 25 (natural armor) Shake DC 24 Broken. Nixis' tail shatters into a hundred pieces. She barely seems to notice,
even though her whole center of balance has changed.
Broken. You demolish the bones of Nixis' right leg. She seems to teeter for a
If Nixis' tail becomes broken, she can no longer make Tail Lasso attacks,
second but regains her balance as if sustained by an invisible force. and creatures can no longer mount her tail.
If Nixis' right leg becomes broken, her speed is reduced by 5 feet. If she
loses both legs, her speed is reduced to 10 feet.

Alejandro Maroto (Order #37771216)


Alejandro Maroto (Order #37771216)
THE SCENT OF
CREEPING DEATH
A four-session adventure for
17th-level characters

You will never see her coming.


Damn, you will never HEAR her coming.
The size of a mountain, the stealth of a breeze.
You won’t even realize the sands are
T he Shrilling Sands are dominated by
fear, as is most of Drakha. Rawraxxa,
the Apex Huntress, has claimed
them as her hunting grounds, daring all
other dragons and lesser beings to cross
shifting until they explode under you. them at their own peril.
In fact, not many living people are even The adventurers are part of a caravan
of escapees, desperately trying to reach
aware that she exists.’ the Orphans’ Crags. Meanwhile, a crazed
tribe of Exor dragonkin dogs their footsteps
—Taya, Nwoda hunter under Rawraxxa’s orders.
Will the adventurers be able to survive
the call of the hunt?

Alejandro Maroto (Order #37771216)


INTRODUCTION

T
he Scent of Creeping Death” is a gauntlet, plain
and simple. It’s intended as a taxing journey to
reach what a group of escaped Valernians hope is a Before Playing at the Table
refuge from the grueling environment of Drakha and the Before you start to play, consider the following
merciless oppression of the dragons ruling over it. and let the players adjust accordingly:
As such, the adventure’s tone is that of a frantic race • Read through the adventure, taking notes
across the desert dunes and low rocky hills, trying to lose of anything you want to highlight or even
both a dragonkin warband that is making every effort change to better fit your narrative style. Read
to capture as many Valernians as possible and an unseen through the nonplayer characters to know
enemy that continues to thin their own and their pursuers’ how they would act and react off script if
numbers with each lightning fast strike. your players do something different. Prepare
While this adventure assumes the characters are any handouts you want to include and read
captured Valernians on the Red Moon of Drakha, the through the encounters and the creatures’
background can be altered to adapt the story into an stat blocks.
ongoing campaign. • If your players are making new characters for
this adventure, ask them to provide you
with their character details, making sure to
Running the Adventure provide them the necessary information
for their characters to fit the adventure with
an appropriate backstory and motivation for
“The Scent of Creeping Death” is an epic adventure the setting.
meant for three to five player characters that will start at
17th level. During the course of the adventure, the player
characters will advance to 20th level using milestones
before engaging in the final battle against Rawraxxa, the
azhurma dragon Lady of the hunt.
This adventure is set on Drakha, also known as the Red
The Shrilling Sands
Moon, a world ruled by dragons and their kin. For more This hostile desert expanse is Rawraxxa’s undisputed
details on this setting, consult the “Drakha, the Red Moon” domain and the Red Moon’s largest sea of dunes,
section at the start of this book. extending for millions of square leagues. The sands are
broken up by rocky outcroppings, deep crevices, and low,
The “Adventure Background” section below tells jutting stone hills, which provide the only shade from the
you everything you need to know to understand this unyielding rays of the sun and shelter from the sudden
adventure’s immediate setting. The “Adventure Overview” sandstorms. Water is almost nonexistent in the Shrilling
section describes how the adventure is expected to run, Sands, save for a few pools inside abandoned, wurm-dug
giving you a broad sense of the events involved and how tunnels underground.
they should unfold throughout the adventure.

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Introduction

they must succeed on a DC 22 Wisdom (Survival)


check or waste one additional day’s worth of rations,
Special Rules if available, representing extra water they need to
Use the following special rules when running any consume.
adventure within the Shrilling Sands. These are intended • If a player character does not consume a full day’s
to complement the special rules detailed in the “Magic on worth of rations during each period of twenty-
Drakha” section at the start of this book and supersede the four hours they spend in the Shrilling Sands, they
standard 5e rules where relevant. automatically gain two levels of exhaustion.
• Ability checks made to hunt or forage within the
MAGIC IN THE SHRILLING SANDS Shrilling Sands have a DC of 20 and are made with
• Spells like create food or other effects that create any disadvantage. Furthermore, a successful check finds
kind of nourishment simply don’t work anywhere only enough food, such as grubs or small animals,
inside the Shrilling Sands. With Rawraxxa being the or water, such as a shallow pond or a desert plant,
Apex Huntress and the whole of the Shrilling Sands for one character. This does not prevent any other
being her uncontested domain, all food needs to be bonus of modifiers to hunting or foraging in a
found or hunted down. desert environment.

• Spells and effects that create plant life, such as plant


growth, always create thorny, brambly, blackened PREDATORY INSTINCT
plants with little to no fruit or water. • Rawraxxa rewards predatory instinct. Whenever a
player character in the Shrilling Sands succeeds on
TRAVEL IN THE SHRILLING SANDS a Wisdom (Survival) check made with advantage
or deals piercing or slashing damage with a weapon
• When consuming food rations, presume water intake attack made with advantage, they gain Inspiration if
as well. But each time a player character consumes a they don’t have it already.
day’s worth of rations while in the Shrilling Sands,

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Adventure Background In “Gloom,” after entering an underground mountain
pass that they need to proceed through to continue
westward, the escapees stumble upon a tribe of ancient,
The adventurers are part of a caravan of Valernian forgotten plant creatures, who worship a massive plant
captives, recently abducted to Drakha after the latest colony and are none too happy about interlopers, be them
Red Moon incursion. Valernian or dragonkin. Escaping these bizarre creatures,
Captured by dragonkin and led through the desert to the party crosses chasms, finds hidden sources of water, and
be sold to dragons, the prisoners are largely unfamiliar with finally exits out onto the sands once more, only to fall for a
the inhospitable and nightmarish landscape surrounding dragonkin ambush.
them. Some of the refugees have spoken of the Orphan’s “Rancor” sees the party frantically making its way
Crags, a place in the far west of the Shrilling Sands desert. to the next rocky outcropping marked on the Exor’s
According to rumor, the Crags are only easily accessible map, trying to keep a good distance between them
to humanoids and are, thus, a promising haven against and their Exor pursuers and watching in horror as
dragons for anyone able to escape and survive the journey their own numbers are picked off one by one by the
through the unforgiving desert. mysterious, hidden assailant that has been hounding
Fortunately, the prisoner caravan carries a map detailing them since the beginning.
various routes across a stretch of the desert leading to “the Finally, the adventurers reach the Orphan’s Crags,
Rock of the Motherless,” which could be a reference to only to realize that it is not the presumed haven but a
the Orphan’s Crags. The map includes notes referring to trap, a cruel lure, set up by Rawraxxa herself to drag the
preparations for “the culling soon to take place,” but that is most gullible, desperate prey right into her lair… and
largely irrelevant to hopeful prisoners, who want to believe her jaws. In the end, those inspired by the unforgiving
these Orphan’s Crags really exist. Thus, they plan to escape, fierceness of the Shrilling Sands find themselves overtaken
gather what little equipment and few weapons they can by their predatory instinct, fighting themselves all the
scavenge and head west across the sun-scorched lands. while the dragon continues to prey on them.
Unknown to the hopeful Valernians, the Tavixxlud, a
minor, desperate dragonkin tribe who need the lifeforce
of Valernians to gain the respect of Exor dragons, are on Adventure Hooks
the prowl… hunting for Valernians.
If the adventurers come from an established campaign,
you can begin the adventure by telling them how their
Adventure Overview characters were captured by dragons, who took them to
their world as slaves.
The adventurers and the rest of the prisoners are trying to A Red Moon shone in the sky over the player
reach a fabled safe haven, based solely on hearsay, some characters’ homeworld, and then a cloud of dragons
scribbled notes, and a map taken from their former captors. descended upon the land, killing and kidnapping at their
This hard journey will soon become a race against time and leisure. The adventurers, among the few survivors, were
death itself, with a band of bloodthirsty Exor dragonkin taken to Drakha, the Red Moon, to begin a new life as
trying to catch up with the adventurers and an unseen the dragons’ captives.
assailant thinning the numbers of both expeditions.
“The Scent of Creeping Death” is divided into four
parts. In “Resolve,” after introducing the characters to
the adventure, the story begins with the party following a
prisoner train across the deadly Shrilling Sands, the worst
desert on Drakha. After joining a rebellion against their
dragonkin captors, the player characters start on a journey
across the Shrilling Sands to find the Orphan’s Crags, the
mythical refuge for Valernian captives. During this part of
the adventure, the party and their companions fight against
heat, hunger, dehydration and the first signs of a dragonkin
tribe stalking them.

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RESOLVE

T
he adventurers are part of a prisoners’ caravan, The dry waste stretches beyond your sight on either
trudging through the desert near the Shrilling side, as if death had no end, as if everything under
Sands, the most desolate region of the Red Moon. the sun was bleached and lifeless. For hours, all you
Their captors, a group of dragonkin of the Exor brood, have heard has been dragging steps, yours and those
intend to sell some or all of their prisoners to the dragons of two dozen other captives, forced to march across
living on the rocky hills around the desert. the hard, searing sand.
After being captured during a dragon raid on their The dragonkin leading the caravan—bipedal,
homeworld, the adventurers were brought to the Red humanoid-size dragons—don’t torture you or treat
Moon of Drakha, stripped of their possessions and marked you poorly; they just don’t seem to regard you at all.
as livestock for dragons to trade among themselves. Even as they lead you across the desert to reach one
dragon domain or another, they barely look at you or
The party was part of a group of captured humanoids register you as sentient beings.
given to a caravan of dragonkin, who intend to sell them
at the Exor mountain lairs on the other side of a wide Without warning, the caravan stops at the signal
desert expanse. of the scarred dragonkin you have come to identify as
the caravan master. You still haven’t gotten used to the
The trip has been only a couple of days, but it feels like crazy cycles of this moon, where daylight and darkness
months, walking the blistering sands under the scorching each seem to go on for a fortnight. These lizards just
sun and the whip of dragonkin taskmasters. seemed to know it was time to rest; there was never
any clear indication at all.

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The caravan leading the adventurers has stopped in If they survive the fight, the prisoners win. It was
the middle of the desert, beyond sight of any landmark, costly, with many NPC casualties besides any wounded
terrain feature, or—it seems—any shade. As it stops, party members, and they are now stranded in the middle
dragonkin along the full train’s length make sure of the desert. But they won. Read the following as the
that their captives sit down and are properly fed and encounter ends:
hydrated and then begin pushing them to sleep, despite
the scorching sunlight above.
The clanging and pained hissing subside. A few of
During their time as captives, the party has identified a the tents are smoking wrecks while an intense fire
few members of the prisoner camp: A gentle giant named viciously burns in another. The sands are wet with
Byrtan is a fisherman and whaler from the snowy lands of blood, and bodies dot the space once occupied by
Ysval back on his homeworld, and his tough companion the camp of your dragonkin captors. It cost many
Ymareen is a no-nonsense woman that other prisoners Valernian lives, but now you all are free.
seem to fear and respect in equal measure. There are also
Kirkos, a mountain man with a sly sidelong glance, and Many of the freed captives begin scattering, but
two young twins, named Uttah and Umlyr, that seem Byrtan the Ysvalian gets a few back in line, arguing
unfazed by captivity and convinced that they are some that there is strength in numbers, especially in these
kind of nobility. More detailed descriptions can be found wastes.
in appendix A, and you can refer to the “Handling the
Survivor Band” section for more detailed information on After the battle, Byrtan sets the survivors—including
how to run these NPCs throughout the adventure. the party if they want to help—to burying the bodies
and picking what supplies they can carry, burning the
remainder.
The Rebellion Besides Byrtan, Kirkos, and the adventurers, the
survivors include Ymareen, the twins Uttah and Umlyr,
and two others: Orlga, a medicine woman from the
While the caravan continues setting up camp, Kirkos, Tyverian Empire, and Vyris, a middle-aged, gender-neutral
the sly-looking one, winks at them and soundlessly dancer and performer from the Primalian Mountains.
mouths the word “tonight.” Then, he lets the dragonkin
push him down and covers his eyes with a cloth to sleep, The spoils from the caravan include several days worth
or to pretend to. of general supplies, camping tools, and some priceless
water. There are also several breastplates and spears, enough
Inform the party that there were rumors that Byrtan for each adventurer to take one of each, that used to belong
was planning an escape, but they remained just that: to the dragonkin guards, two tarps that are ten feet long
rumors. However, as the caravan is now camping out of and five feet wide that can still be used as protection
sight from any dragon settlement, it seems the perfect time from the elements, and one sandseeker javelin (described
to try and escape. But of course, “tonight” is a relative term in Appendix B). If the player characters owned any gear
in a world with ten straight days of sunlight. previously, they find it here too. The only thing they don’t
Let the party declare their actions and intentions. If find, even if they had them already are rations. After sharing
they meekly go to sleep, Kirkos sneaks up to them while what food and water the caravan had among the survivors,
the dragonkin guards aren’t looking and gives them some there are only enough rations for five days per person.
kitchen knives and bone clubs, after which he nods to Thus begins the adventure proper. The party has just
Byrtan and the prisoners rise as one against their dragonkin escaped their dragonkin captors after a bloody battle, and
captors. If the adventurers resist or make a scene before they and the other survivors are ready to escape into the
going to sleep, the other prisoners, aware of Byrtan’s plan, desert, two days into the Drakhan sunrise.
assume the time has come and viciously join in. The escape
attempt begins early. As the party deliberates what to do next, Byrtan
mentions the Orphan’s Crags:
Regardless of how the adventurers reach this point,
they must face four Exor dragonkin (assume the rest of
the guards are busy with the other prisoners). The party “Old Gelma, light bless her, she mentioned this
is unarmed and unarmored; however, if they waited for land where Valernians go to hide. It’s supposed to be a
Kirkos and Byrtan to give the signal, their stolen knives and place that dragons cannot reach, a hidden valley with
clubs are treated as improvised weapons. The dragonkin narrow passes, unapproachable from the air. This will
did not bind them, so they can also cast any spells that be our salvation. We can go there, hide, even establish
don’t require material components. ourselves there. They call it the Orphan’s Crags, on
account of everyone going there having been cut off
During the battle, it becomes obvious that the from their homeworld.”
adventurers are by far the best fighters among the prisoners,
and it’s only their presence which turns the tables in
their favor.

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Resolve

Then, Kirkos produces a map he and the healer Orlga You may describe the NPCs fighting their own separate
found among the trunks and bags of the dragonkin. It battle a few feet away or just cheering the adventurers on,
details the area surrounding the camp with a clear note conveniently outside of the party’s and their opponents’
over the empty space representing the desert to the west, ranges and areas of effect, while not having to keep a
which reads “Claimed by She Who Stalks,” and a circle record of their actions, hit points, or other such data. In
denoted as “Rock of the Motherless” in a spot that should every encounter, it is assumed that, if the player characters
be six to eight days into the western desert, according to survive their encounter, the NPCs also survive theirs.
the dragonkin’s notes on their current position.
After each battle, describe how the NPCs only
The “Rock of the Motherless” reference, considering survived thanks to the party’s intervention. Choose two
the group’s current dire straits, is enough to hope that the or three NPCs to display grievous wounds from the
map can actually lead them to the Orphan’s Crags. battle, having lost 11 (2d10) hit points each, so that they
feel like vulnerable companions, who need the party’s
If the party searches the caravan remains on their protection to remain alive.
own, a successful DC 20 Intelligence (Investigation) or
Wisdom (Perception) check reveals coded accounts of If this approach is too simplifying or unbelievable for
the dragonkin’s prisoner train, indicating the location you, and you would rather handle the NPCs as part of
of dragon lairs in the vicinity—which the other captives the party during encounters, simply have them act by the
agree to avoid—with some notes in Draconic referring to player characters’ side on the same combat grid but impose
hopes of “finding somewhere to unload the cargo before disadvantage on their attack rolls so that they don’t create
the culling takes place.” an imbalance in the adventurers’ favor.
The other survivors have decided to brave the
desert and search for the Orphan’s Crags, rather than
returning to marked dragon territories.
If the adventurers have doubts, Byrtan
and Ymareen directly ask them to join
the expedition. They are the best and
most skillful in the group: “We honestly
can’t dream of succeeding without you.” If
necessary, Byrtan offers the party members
power and leadership, as they cannot offer
material rewards, once the group arrives
safely at the Crags.
Once the player characters are, hopefully,
convinced to travel with the survivors, the
actual adventure begins. Keep track of each
day the adventurers spend traveling. They
should reach the “Rock of the Motherless”
within the week, that is, before nightfall in
Drakhan time. Refer to the “Special Rules”
section at the beginning of this adventure for
guidelines regarding travel and survival across the
Shrilling Sands.

Handling the Survivor Band


This adventure assumes the player characters tag along
with seven NPCs, with their own personalities and
skills, during most of their journey. However, handling
combat can become a chore with seven extra individual
combatants in every fight, not to mention lopsided in the
party’s favor (although the NPCs’ stats are intentionally
low for this reason).
Thus, in every encounter during the adventure, you
should assume that the listed number of enemies includes
only those faced by the player characters and that the
NPCs accompanying them are fighting their own, much
smaller group of enemies “off screen.”
Byrtan

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Alternatively, you can declare them to be non- BYRTAN
combatants and assume that they make the player
characters do all the fighting. They tried to fight for their An Ysvalian fisherman whose burly size belies his kind
freedom in the caravan rebellion, but there’s a reason they heart, Byrtan was trained as a whaler in his younger years,
survived: Others gave their lives to protect them. but he soon found that he didn’t have the heart to hunt
and settled for catching smaller fish.

The NPCs BYRTAN


The Valernian survivors all hail from the northern NG male human (Ysvalian)
regions of Valerna, mainly Ysval and Tyverian Primaliani
settlements. They are desperate to reach the safety of the Armor Class 12
Orphan’s Crags and dead set on not stopping until they Hit Points 32
do, no matter what.
Attack +5 to hit, 2d6 + 2 piercing damage
The stats provided in herein assume improvised or
scavenged weapons and armor of low quality. Change STR DEX CON INT WIS CHA
them accordingly if the party provides them with better
equipment. 15 12 15 11 15 15

YMAREEN
A feisty Ysvalian woman reputed to be the best bare
knuckle fighter of her fjord, Ymareen is mostly cool headed
but will take no abuse from anyone, and she is nothing if
not determined.

YMAREEN
N female human (Ysvalian)
Armor Class 12
Hit Points 27
Attack +5 to hit, 1d6 + 2 bludgeoning damage

STR DEX CON INT WIS CHA


14 13 13 12 13 13

KIRKOS
Kirkos is a Primalian nationalist, categorizing his loyalties as
“Primalian first, Tyverian only if vampyri are within earshot.”
He is selfish and opportunistic, a “weasel of an individual”
according to his fellow escapees, but as one of the mountain
folk, he’s quite adept at finding caves and safe passage through
rocky heights. “I’ll lead, and you may follow… if you can.”

KIRKOS
CN male human (Primalian)
Armor Class 14
Hit Points 27
Attack +5 to hit, 1d8 + 2 piercing damage

STR DEX CON INT WIS CHA


13 15 13 13 15 9
Ymareen

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ORLGA STR DEX CON INT WIS CHA


A frail, thin pint halfling “hospitalier,” Orlga is an expert in 11 14 11 13 15 15
first-aid medicine and can resort to low-level healing spells
when things go so awry that simple bandaging won’t do. Cantrips mage hand, prestidigitation, vicious mockery (save
DC 13) at will.
ORLGA
NG female halfling (Ysvalian) Tactics
Armor Class 11 Byrtan and Ymareen are frontline fighters, but Byrtan will
hold his ground to allow Ymareen to perform necessary
Hit Points 22 tasks such as bandaging allies or rescuing captives. Orlga is
Attack +1 to hit, 1d6 + 1 piercing damage a support and healing character, only fighting when forced
to. Vyris, Uttah, and Umlyr specialize in ranged attacks and
harassing enemies. Kirkos prefers to stay out of sight, striking
STR DEX CON INT WIS CHA
only when he has advantage and trying not to be a target.
7 13 11 11 16 10

Spells cure wounds 1/day (3d8 + 3)

UTTAH AND UMLYR


Teenage Tyverian twins, Uttah and Umlyr have a fixation on
becoming nobles of their realm, as one of their ancestors was
the head of a house that dissolved when it was assimilated by
House Radjekul long ago. They are fiercely loyal to each
other and anyone who comes to their aid when they are in
great danger.

UTTAH AND UMLYR


LE female human (Tyverian), LE male human (Tyverian)
Armor Class 14
Hit Points 22 each
Attack +5 to hit, 1d8 + 2 piercing damage

STR DEX CON INT WIS CHA


11 15 11 11 9 12

VYRIS
The oldest member of the band, Vyris is neither man nor
woman but both at once, and they used this to become the
most reputed Skol performer across the Ysvalian southern
borders, as well as in more than a few of the “uncouth
Primaliani homesteads.”

VYRIS
N nonbinary human (Ysvalian)
Armor Class 12
Hit Points 22
Attack +5 to hit, 1d8 + 2 slashing damage

Uttah and Umlyr


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The Outcropping
1 square = 5 feet

MAP 6.1: THE OUTCROPPING

Day 1 If the party survives the fight, they notice the sandstorm
increases its intensity. Read the following aloud:
The adventure proper begins as the expedition enters
the desolate wastes to the west, unsure of their success
but steeled and gritty. After a few hours’ march, the Without warning, a massive, undefined form
scouts, either the twins or any player character that has appears nearby, shadowed amidst the scorching
volunteered for the task, notice a rocky outcropping ahead, winds. You can hear the muffled crunch of bones
which should provide shelter or, at least, a bit of shade. and then… silence.
A half-mile before reaching the outcropping, however,
the party notices a distant rumbling, a mix of wind But, when the storm lifts, there’s nothing there, except
ululating as it cuts through the rocks and the hissing of for the remaining maimed bodies of the dead. Some are
sand in the distance. A DC 15 Intelligence (Nature) or gone, however, as if vanished into thin air, and some show
Wisdom (Survival) check recognizes these as the signs of marks that something large and vicious ripped them to
a coming sandstorm. Byrtan and the others make a run shreds quickly and ruthlessly. There are no other marks or
for the outcropping, yelling for the party to do the same. tracks to follow or identify whatever did this.
As the ululating wind grows louder, the adventurers If the party searches the remaining dragonkin’s bodies, they
finally reach the rock formation, which features a natural find only three flint blades. Everything else was smashed
path between two irregular stone walls, ideal to hide in. to bits by the mysterious, colossal thing in the dust storm.
The problem is that there is already someone there: a band The dragonkin’s bodies shared a mark, a rune inscribed on
of nine Exor dragonkin scouts who were also trying to each their left shoulders with the Draconic word Tavixxlud,
hide from the sandstorm. Although they belong to the meaning “culling.”
same brood, they have no association with the party’s Vyris, the old performer, mentions that they once heard the
former captors, but they attack anyway, for unsupervised other prisoners talk about how the Exor dragonkin formed
Valernians must be subdued or killed on sight. hunting bands and tested their skill against each other, with
If the fight goes on for 1 minute or more, the the best hunters and stalkers earning their dragons’ favor.
sandstorm hits. Every combatant, dragonkin and player This mark must have been the one distinguishing this
character alike, must spend their next action to find shelter “hunting band.”
behind a rock wall, or else take 9 (2d8) fire damage plus The adventurers may take a long rest by the shade of
9 (2d8) piercing damage at the start of their turn for the great rocks, or advance for a few more hours and take
each round that they remain in the open.Furthermore, it later on the open. Regardless, the rest of the day passes
any non-dragon creature that takes damage from without incident.
the Drakhan sandstorm must succeed on a DC 19
Constitution saving throw or become Blinded for 1 round.

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Day 2 Shortly afterward, you come across what seems to


After several hours of trudging across the dry sands, the be a large boulder in the distance. As you approach,
party comes across a muddy water hole. The visible water you notice it is actually a large creature, lying down
seems barely enough for a single creature’s rations for one in the sands. You gradually realize that it’s an ancient
day; however, a successful DC 20 Wisdom (Survival) check Exor dragon… and it is dying.
can extract enough water for the whole party to gain one
day’s worth of rations.
If the adventurers attack the ancient Exor dragon, it
Any spell, effect, or ability used to detect lifeforms defends itself, but it has only 111 hit points and is restrained
during this day reveals that there are no living creatures during the entire battle, due to its wounded state.
nearby, but the party senses that there is something
watching them, be it by gut feeling, trails of hidden magic, If they heal the dragon, it shows its thanks by attacking
or their neck hairs rising. The nature of this presence all the same. Any healing removes the restrained condition
cannot be determined by normal or magical means; the and restores as many hit points as determined by the
party senses only that it’s there and that it follows. healing effect.
If the dragon is dying and the party approaches
A few hours later, you notice bleached bones in peacefully, it talks to them. Let them conduct the
the distance. As you walk nearer, you confirm conversation and ask questions as they wish. The dying
dragon’s name is Axamathys, and he was deemed unfit to
these are dragon skeletons. hunt beside Rawraxxa a few days ago. He’s been left to die
a slow death by starvation in the desert. He doesn’t share
A successful DC 20 Wisdom (Medicine or Survival) any information with the adventurers about the Orphan’s
check confirms that the dragons were between young Crags or Rawraxxa, but he eagerly mocks them for seeking
and adult age, and they killed each other with relatively the “Rock of the Motherless.”
few blows. As they converse with Axamathys, read from the
The skeletons offer decent shade for a long rest. excerpts below as parts of the dying dragon’s replies.
However, if the adventurers do rest by the bones, they
attract a flight of seven dragonpeckers, which fall
upon them with relish for the unexpected meal. The • “Keh… heh… heh… hekkkKKh… And here
dragonpeckers attack while the party is sleeping, so they is yet another brave band of… *hakh* morsels,
gain surprise and, perhaps, even a few attacks on helpless daring the wastes for their— heh hek, their part
targets, unless the party has a guard or an alarm system. in the cycle of life and death.”
The meat of a single dragonpecker is enough for one • “Could I move, I would kill you for blocking the
day of rations, or two days with a successful DC 20 sun… But come closer, and I’ll give you the honor
Wisdom (Survival) check. of being— being my— my last meal, heh heh
hekkk…”
• “What happened to me? Heh heh hekh, that’s
Day 3 good. What happened to me? She happened.
After leaving the bleached bones and continuing west for I was found wanting and left to dry. Not
a few hours, the adventurers find some tracks in the sand. even worth the killing blow. Come closer;
A successful DC 20 Intelligence (Nature) or Wisdom I’ll show you.”
(Survival) check confirms that the tracks belong to large,
powerful creatures, smaller than dragons and probably • “The Rock of the Motherl… Hah hah heh heh
herbivorous but heavy and bulky. Following the tracks keh keh kekh!”
requires a successful DC 20 Intelligence (Investigation)
or Wisdom (Survival) check and leads the party to two If the party survives the encounter with Axamathys, they
scalehorns, aggressive and territorial desert creatures may continue west.
that attack anything that comes close.
After their next long rest, the party encounters
The body of one scalehorn yields enough meat the underground mountain pass marked in the Exor
and blood (to drink) for five days of rations. A player dragonkin’s notes. According to the map, passing under
character may pick the cuts and salt and dry the meat these mountains should lead the group to the vicinity
with a successful DC 10 Wisdom (Survival) check, of the Orphan’s Crags. There is a dark entrance into the
doubling the obtained days of rations to ten, or twenty mountain amidst a valley of crags and rocks.
for both scalehorns.
Later during the same day, the party notices a
disturbance in the sand about 300 meters behind them. It’s Rewards
like a sand wave or something massive burrowing below.
A ton of sand shifts like a living mountain and then levels
again, with no other sign of life. Whatever caused it, it’s Upon entering the cavern, award all player characters a
gone. Or so it seems. milestone advancement to their next level.

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GLOOM

T The Mountain Pass Tunnels


he party has entered an underground cave network
below the Shrilling Sands. They must cross it to
come out safely into the last stretch toward the
Orphan’s Crags. The Exor’s map doesn’t show what’s inside The tunnels have no sources of light. So the adventurers
the tunnels or how to reach the exit on the other side; that’s need torches, lanterns, light-casting spells, or darkvision,
up to the party. or else they will wander through blinded. All of the
tunnels also have a tendency to slope downward, almost
The first thing you feel is humidity. Ancient imperceptibly, meaning the more one advances, the deeper
humidity. Then, the stagnant air, which compared underground one goes.
with the dry, windy landscape you’re leaving behind,
feels like a dunk in cold, filthy water. Finally, Use the map 6.2: The Mountain Pass Tunnels to
the dizziness, as you can almost feel your pupils guide the party through this area.
expanding to adjust to the sudden, sunless darkness.
As you advance into these dark tunnels, you
realize how silent the sands were. Here, every step
makes an echo, and in time you perceive even the
far drip of underground water sources.
Water. There’s water here, somewhere.
But there’s another smell. Something musty,
unhealthy. Something older.

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K

G E

D
D

C
H

The Mountain Pass Tunnels B


1 square = 5 feet A

MAP 6.2: THE MOUNTAIN PASS TUNNELS

Alejandro Maroto (Order #37771216)


A. Entrance Whether they set up camp or not, they must succeed
on a DC 13 Dexterity (Stealth) check, or else they draw
This tunnel is a marked, sloping descent of irregular 4 mydru from the surrounding areas, which approach
cavern rock. stealthily in turn. The party needs a DC 20 Wisdom
(Perception) check to notice the creeping mydru.
You descend into the dark tunnels, helping
yourselves along with hands and feet. Soon,
you have gone far enough underground that
D. Mydru Guard Posts
the scorching light from outside is but a dim
reflection, and all you can hear is the echo of From a perch on the wall above you peers a small
your footsteps. group of large humanoids, their greyish, slumped
forms covered with thorns and vines. They grunt
among themselves with surprisingly shrill voices,
By analyzing the type of soil and erosion marks on the considering their brutish frames.
rocks, a character may attempt a DC 15 Intelligence
(Nature) or Wisdom (Survival) check to conclude that
there is water somewhere in these tunnels. These points are sentry posts for the tunnels’ mydru
plant-folk tribe. There are four mydru at each guard post,
waiting on ledges over the tunnels for anyone to approach
B. Old Bones from below, ready to attack the intruders or run back to
area E to warn the tribe. The mydru guards stand some
This small cave is a few feet below the entrance tunnels, 20 feet above ground level, requiring a DC 16 Strength
requiring a small drop down to enter. (Athletics) check to climb to their position.
If the party approaches the cave stealthily, a successful
Further down, amid columns of falling sand, DC 17 Dexterity (Stealth) check allows them to spot the
there’s a low drop into a small grotto. guards and leave unnoticed. Otherwise, the mydru attack.
There, you see old, broken crates and cracked, After the first round of combat, one of the mydru emits
scattered leather packets. a cloud of yellowish spores which quickly spread across
the air. This is the mydru alarm system, which summons
another four mydru to the cave after 1 minute.
This smallish cave apparently served as a stop for
Valernian escapees and dragonkin smugglers, as there
are easily recognizable signs of both species’ presence.
Still, it looks like it has been long abandoned.
E. Mydru Main Cave
There is nothing useful among the broken tools, This vast, irregular cavern has many stalagmite-
save for a bone marked with some Valernian engraved filled levels, slopes, and platforms, and its various
in Ysvalian sea-signs. The bone has a crude map of the corners, hollows, and cavities are filled with beds of
underground tunnels, marking the exit with an X and
noting a “dangerous area” in the middle. The exit includes thorns and refuse. You can perceive dozens of shapes
a note in the Common tongue: “From here, mild dunes shuffling around, just out of your sight range.
for five days on a locked rudder until, in the horizon, rises
the Rock of Mothers Lost.” This cave is where most of the mydru population in the
Mountain Pass Tunnels lives and gathers. Like the creatures
from the Shrilling Sands above them, they are ruthless and
C. Crossroads voracious, living by Rawraxxa’s rules of kill or be killed and
attacking anything that moves.
If the adventurers succeed at a DC 17 Dexterity
This large cave has several tunnels coming out of (Stealth) check, they may pass by the cavern unnoticed.
it. You hear strange, unidentified sounds in the Otherwise, they must fight three mydru, with an
tunnels’ echo. additional three mydru arriving to fight every minute
until the party is killed or flees.
A successful DC 18 Intelligence (Investigation) or
If the adventurers have not taken a long rest in a Wisdom (Perception) check reveals five Exor dragonkin
while, suggest this cave as a suitable place to do so, with captives in area Ea, tied up with the mydru’s thorny
defensible exits and dry spaces for bedrolls and lights. vines. Approaching these captives requires an additional
Dexterity (Stealth) check to avoid drawing the mydru’s
attention. Freeing them requires hacking at the vines,
which needs no check but takes about one minute.

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DEVELOPMENT F. Underlake
If the party manage to escape with the prisoners, the
dragonkin will not join their expedition beyond area E, as You come to a ledge from which you can see an
joining forces with prey breaks Rawraxxa’s law, but they underground lake, some 30 feet below. The climb
will reward their saviors with the following information: down looks easy enough.

We are of the Tavixxlud, the culling tribe. We


roam the path to the Motherless Rock, to hunt This underground lake serves as the mydru’s lifeline
the scaleless. The scaleless sometimes try to reach and the source of many underground streams in these
the Rock. We hunt them for sport and for respect. mountains, which sustain the massive worms and
Rawraxxa teaches respect: respect for strength, burrowing insects that in turn feed and hydrate larger prey
respect for the kill. on the surface.
Our tribe waits for Valernians that come out If the adventurers approach the lakeshore, they must
the other side of the pass. They will wait for you. fight two salt stalkers that lurk in the cave, fed and trained
They will hunt you down. You will not reach the by the mydru to guard their water against dragonkin and
rock alive. We of the Tavixxlud are the strongest. other intruders.
Our brethren will slay you when you surface again. The water of this lake has become stagnant and
We hope you survive the tunnels. We hope to contaminated with the rotting vegetal refuse of the mydru,
meet you back at the surface. We hope to hunt making it unsafe to drink. Anyone that tries to drink from
you proper. this water must make a successful DC 23 Constitution
saving throw or become poisoned until their next short
rest. For this reason, water taken from this lake does not
add to the party’s rations.
The dragonkin don’t say anything about the Orphan’s
Crags proper. They don’t know what’s beyond the “Rock
of the Motherless.” In any event, they are sure that their
tribe will hunt the party down as soon as they surface
again and are not afraid to boast as much.
Despite being thankful for their rescue,
no amount of convincing will make the
dragonkin join the group, but they
defend themselves if attacked.

Exor dragonkin

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G. Mydru Witch You enter another large cavern, with both the floor
and ceiling equally distant from the entrance and
Contrary to what you’ve encountered so far while filled with sharp rock formations.
exploring these tunnels, this cave requires you
to ascend rather than descend to approach the There’s a high natural platform at the center of
entrance. The pungent, dry fumes of unknown the chamber, with a crude stone bridge spanning
fungal or plant matter reach you and even sting the hundred-foot-deep abyss between it and the
your eyes before you reach the cave itself. entrance. What seems to be a gnarled tree or
gigantic plant sprouts from the platform.
This is where the witch of the mydru tribe lives. If the
party managed to cross area E without raising the alarm, The Root is a colony of thousands of desert plants
they find the witch here, unaware of their presence. If it which grew and clustered underground, far from the
notices the adventurers, it attacks immediately. They will dry surface of the Shrilling Sands, and gained sentience
have to then fight the mydru witch and three weedwraiths. through the millennia, creating a vast network of tendrils
If the adventurers let their presence be known in and stems beneath the soil.
area E, the witch has already left for area H to prepare The mydru believe their people come from the Root
against the interlopers. and worship it as their all-encompassing ancestor. However,
The cave’s walls are lined with shriveling, thorny vines. they fear this chamber and steer clear of it, save for their
There are niches carved in the stone, containing a wide witch, who conducts the sacrifices and communes with
variety of dried plant-based components, including both the Root.
plant and fungal concoctions, poisons, and dusts. Any From the platform at the far end of the bridge sprouts
of these reagents may be used, at your discretion, as a a clump of black, thorny vines, roughly twelve feet tall.
component or focus for druid or ranger spells. From the vines hang the bodies of several creatures—
dragonkin, humanoid, desert beasts, and other unidentified
carcasses—all offered as sacrifice or food to the Root.
H. Ritual Cave A successful DC 18 Intelligence (Investigation) or Wisdom
This chamber is a crude altar, where the mydru (Medicine or Perception) check reveals that one of the
commune with the Root, the colony that gives them life victims, an Exor dragonkin, is still alive.
and nourishment. Only the central platform and the If the adventurers were seen while crossing area E,
bridge leading to it are at ground level; the rest is a pit the mydru witch is here, beseeching the Root for succor.
some 100 feet deep, with jagged rocks at the bottom.

Salt Stalker

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Gloom

As soon as the adventurers approach the bridge, the The underground canyon is about 160 feet deep and
witch summons the Root for aid, causing it to pierce the 50 feet wide. The wall is irregular enough that climbing
walls and ground of the cave, reaching out for intruders presents no challenge, but it’s slow and arduous work,
everywhere inside and filling up the chasm under the requiring about 10 minutes to climb down one canyon
bridge with a writhing mass of coiling stalks and thorns. face and 20 to climb up the other. A character may climb
at a faster pace (half their normal speed) by succeeding on
The party must fight the mydru witch, plus six a DC 15 Strength (Athletics) check for each chasm wall,
weedwraiths. In addition, at the start of each of their but if the check fails, the character falls mid-climb from a
turns, every party member must succeed on a DC 17 height of eighty feet, taking 28 (8d6) bludgeoning damage.
Dexterity saving throw or take 10 (3d6) piercing damage
from the Root’s vines and thorns writhing everywhere. If the party revealed themselves to the mydru back
These vines stop, receding back into the rock walls again, at area E or killed the mydru witch, there’s a band of
if the witch is defeated or if the clump of vines on the far vengeful mydru on their heels; if the adventurers don’t
platform is destroyed (AC 22; hp 135; lightning immunity, climb down and out the Chasm quickly, the mydru
bludgeoning resistance, fire vulnerability). catch up with them. When the party is halfway down
the first canyon wall, twelve mydru raiders arrive.
If the party left area E unnoticed, they find this Immediately, four begin making ranged attacks at the
cave empty, and the Root is dormant. The adventurers may adventurers from above while four climb down the
even destroy the root clump on the platform without the canyon face, attempting to converge on the party from
Root resisting. all directions as they climb, and the remaining four
If the adventurers cut the dying dragonkin down climb all the way down the wall at top speed and wait
from the vines, it feebly gives this warning: “Valernians… for the party at the bottom of the chasm.
don’t return… to the surface… Hide… Hide deep… The While climbing, a character has disadvantage on all
culling has been ordained… It’s a trap… It’s all a traaap…” weapon attack rolls and Strength and Dexterity checks and
At which point the prisoner dies or, if the adventurers heal cannot use two-handed tools or weapons. They may climb
it, falls unconscious. If saved and questioned further, the a maximum of 10 feet up, down, or sideways during their
dragonkin knows only the following: move, and they may not Dash or Disengage. A character
• Rawraxxa set the Tavixxlud dragonkin after the party. may attempt a DC 19 Strength (Athletics) or Dexterity
(Acrobatics) check to move their full speed during their
• She has sent one of her dragonkin tribes after every turn, falling off the chasm wall on a failed check.
party and individual that sets out west toward the
Orphan’s Crags. A character that uses any spell or effect that allows them
to cross the chasm through the air risks coming across
• None have survived. Rawraxxa gets every last one underground gas pockets from cracks in the cave ceiling,
in the end. roughly at the height of the chasm’s ledges. A successful
• Rawraxxa does this for sport. She uses the dragonkin DC 21 Intelligence (Nature) or Wisdom (Perception or
harriers to rattle the prey, to test her victims and Survival) check allows a character to notice the gas pockets
determine whether they are worthy of her. before crossing.
• Nobody has been proven worthy of Rawraxxa before. A character that wants to fly or otherwise travel
They all die at the hands of dragonkin hunters, or the through the air across the chasm and doesn’t specifically
desert itself, before reaching the Crags. declare that they are flying low must succeed on a DC 21
Constitution saving throw against the poisonous gas or
• But if Rawraxxa deems prey worthy, if she joins the fall unconscious mid-flight, potentially ending their flying
hunt, then whoever tries to reach the Rock of the Lost effect and causing them to plummet the entire 160 feet
Mothers will have to face the Apex Predator herself. down to the chasm floor.
If asked their thoughts on this, the NPCs Any player character that successfully crosses the chasm
accompanying the party, especially Byrtan and Ymareen, by climbing down one side and up the other must succeed
remain steadfast in their goal to reach the Orphan’s Crags on a DC 20 Constitution saving throw or gain one level of
or die trying, for what other hope is there for Valernians on exhaustion for the grueling effort.
this forsaken moon?

I. Chasm J. Stream
This small underground creek comes down from the lake
This chasm is the only place where it is possible to cross the in area F, which in turn is sourced from the springs at the
great underground canyon that cuts through the tunnels. top of these mountains.

You come across a wide, gaping chasm. You’ll


have to climb, or fly, to go on.

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Any character that manages to reach the stream may fill
You come across a small, winding stream carrying their canteen and other containers with clear drinking
what seems to be clear and fresh water, running water, effectively gaining two days of rations.
some 60 feet below your position.
K. Exit Tunnel
Being far enough away from the mydru’s rituals, the
water in this stream is clean and safe to drink, but climbing This wide passage leads out of the tunnels and back to
down the slippery rocks here requires a successful DC 18 the scorching, dry Shrilling Sands. The sunlight shining
Strength (Athletics) or Dexterity (Acrobatics) check. A failure through becomes blinding long before approaching the
causes the creature to fall, taking 14 (4d6) bludgeoning exit itself.
damage as the stream partially cushions the fall.
“There!” Kirkos shouts back at you, his voice broken
and panting with excitement. “We’re almost out… of
these damned… tunnels!”
Mustering your strength, you make your way
past the rocks and see the exit into the bright
daylight reflected by the red sands of the western
desert.
“At last,” Ymareen mutters, wheezing. “…Ahh,
perhaps we should not celebrate getting back out there,
right?”

The last stretch of the tunnel is a narrow pass under


the open sky with high cliff walls, just wide enough for
two humanoids to walk abreast.
A successful DC 16 Intelligence (Investigation)
or Wisdom (Perception) check reveals that there’s an
ambush of thirteen Exor dragonkin waiting for the
party just outside the tunnels. Let the payers decide
how to handle the situation, but if they wait more than
10 minutes before leaving the tunnels, a group of eight
mydru find them and run at them from behind as the
dragonkin cut off their advance.
If the adventurers leave the tunnels or are attacked by
the mydru, the dragonkin attack them from the outside.
The pass doesn’t allow for more than four Medium
creatures to engage the party in melee, two from the front
and two from behind, and the other attackers cluster
behind their companions, causing ranged attacks to be
made at disadvantage because of the cluttered, cramped
fighting conditions.
If the adventurers survive this battle, they may finally
come out into the desert again, ready to continue their
journey toward the fabled Orphan’s Crags.

Rewards
Returning to the Shrilling Sands marks a milestone in the
adventure. Award all player characters an advancement to
their next level.

Vyris

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Gloom

RANCOR

T he party and their companions have returned to


the desert for the last part of their journey to the
Orphan’s Crags, with a tribe of Exor dragonkin on
the warpath behind them. This last part of the adventure
is a race for survival against both their pursuers and the
While Byrtan and the adventurers read the map, the
Tyverian twins Umlyr and Uttah, if they are still alive,
advance a bit to scout the expanse ahead. Read the
following aloud as the party studies the map:

instigator of the hunt, Rawraxxa herself.


Then there’s a blast of sand, flying into the sky
and falling back on the ground, accompanied by
a deep, low growl. And where Umlyr and Uttah
The Sea of Dunes stood a second before, now there is only a ripple
in the sand moving away and dispersing into the
ground, then only the silence of the Sea of Dunes.
As the party walks out into the sun again, having defeated
the dragonkin in ambush outside the tunnels, they have a It happened too fast to fully take in, but something
moment to take a breather and read the map. According massive came up from below the dunes and devoured the
to the dragonkin’s notes, they have reached the “Sea of twins, returning below the ground almost in the same
Dunes” mentioned on the map and should be a few days movement. Search as they might, the adventurers find no
away from the entrance to the valley marked as the “Rock trace of their companions, the thing that killed them, or
of the Motherless,“ hopefully another name for the fabled their equipment. The twins have disappeared. The rest of
Orphan’s Crags. the NPCs are speechless.

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While the group deals with the shock, they hear what If at any time the adventurers decide to stand their
sounds like many more dragonkin coming down from ground and face their pursuers, they must fight three
the mountains behind them. If the party questioned the consecutive groups of fifteen Exor dragonkin each, with
captured dragonkin in the tunnels, they should know that the third group led by an adult Exor dragon in addition.
these are more Tavixxlud fanatics, sent by Rawraxxa to But let the players know it’s better to flee, and allow them
harass, test, and hunt down anyone foolhardy enough to to escape if they wish to.
press on toward the Orphan’s Crags, which is what Byrtan
and the other NPC companions insist on doing.
NIGHTMARES
Ymareen suggests that they “cry for the twins later and The first time the party takes a long rest during the chase,
get going, fast,” lest the dragonkin tribe overtake them. read the following aloud:
The adventurers have proven their mettle, but in enough
numbers even they would be overwhelmed.
In the distance, you can see the dragonkin slowing
down too. There must be fifty of them, at least,
The race and there are two dragons with them.
The last part of the adventure requires the party to advance As you finish your frugal meal and are
faster than the Tavixxlud, unless they want to be swamped preparing to rest as best you can, you all see that
by a hundred furious dragonkin, and reach the Orphan’s the dragonkin have stopped their advance and are
Crags before their pursuers do. setting up small, practical tents.
As an added complication, Rawraxxa has now become Soon enough, you all drift into slumber and,
interested in the party. Few of her prey have made it as far inevitably, the dreams begin…
as crossing the Mountain Pass Tunnels, and she will be
personally picking off any members of the adventurers’
All of the adventurers dream of running with shadows
team that fall, get separated, or lag behind, as demonstrated lurking at every corner, stretching toward and trying
with the hapless twins. to reach them. One by one, each of their companions
Instead of measuring this last part of the adventure is dragged into the darkness until finally, each of the
in days, use map 6.3: The sea of dunes. Each hex on adventurers is alone, trying to outrun the encroaching,
the map covers about 2 miles. These lands are harder to jagged darkness.
traverse than mundane terrain; by keeping a moderate The party awakens, with every character, including the
pace, the adventurers can travel 16 miles of rocky sands NPCs, breathing heavily and sweaty, having shared the
in 8 hours every day, adding another 2 miles for each same dream. A successful DC 21 Intelligence (Arcana)
hour after that for which they force their march, risking check confirms that it’s an effect of Rawraxxa’s power over
exhaustion as per the standard rules. the desert sands. Everything that lives here shares a bit of
her thoughts, and in her thoughts, everything is prey.
If the adventurersforgo one or two long rests, they
In the distance, the dragonkin camp is nowhere to
risk additional exhaustion, but they could be making the be found. “We should hurry,” says Kirkos, and everyone
Orphan’s Crags within two or three days. The dragonkin begins quickly packing up camp.
follow at a steady 16 miles per day, camping just within
sight of the party’s own camp, unless the adventurers
move fast enough to make the dragonkin double their
travel pace too.
1. The Barrier
This place is marked on the adventurer’s map as “rock of
This last part of the adventure is intended to add stress shelter,” but it’s much larger than a simple rock, rising
to the adventurers, forcing them to watch their provisions, above the level sands like a jagged hilltop.
striking a balance between moving quickly enough to
outrun their pursuers and pacing themselves to conserve
their strength. Fly and other such movement spells and As you approach the outcropping, you are all
effects can help them travel more quickly but don’t help stunned by its real size. What you initially thought of
with the heat, starvation, or thirst. They also risk leaving as a low line of jagged rocks, turns out to be a sixty-
foot tall natural barrier, filled with footholds, tiny
some characters behind. Play the limited durations of travel terraces, and narrow hollows across its eroded surface.
spells for all they’re worth, making the characters exhaust
their resources and letting them glimpse a few dragonkin
in the distance whenever they intend to set up camp. Don’t There is a small cave where the entire party can fit. The
be afraid of pushing the party too far. This is the way of the interior is a bit cramped, but the single entrance, and its
Sands, the way of Rawraxxa. position a couple of yards above ground level, make the
hollow defensible.

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The Sea of Dunes
1 hex = 2 miles

Mountain Pass
Tunnels

MAP 6.3: THE SEA OF DUNES

Alejandro Maroto (Order #37771216)


And its cool, shaded interior is a much needed relief from They don’t let up on the chase, however; it seems these
the unyielding sun. It would be an ideal place to set up creatures won’t stop until they have hunted down the party
camp, if the party needs to. and their remaining companions or die trying.
A successful DC 19 Intelligence (Investigation or
Nature) or Wisdom (Perception) check reveals a well-
hidden, narrow path at the back of the cave, leading out 3. The Ridge
to the other side of the rock wall and back into the desert. This great peak is visible long before the adventurers
If the party takes a long rest here, they manage to sleep reach it.
undisturbed, but the next morning a small advance party
of dragonkin have reached the rock, threatening to trap In the distance to the north, you see a high ridge
them in their cave. As they wake up, they hear falling gravel and many rocky spikes jutting out of the shifting
along the sides of the rock, just above the cave entrance, sands of the lower slopes. It looms over you as you
and excited chittering outside. The advance group of go around it to continue north, offering many spots
dragonkin are already climbing or perched on the wall of both welcome shade and unknown danger.
above the entrance, preparing for another attack, hoping to
take the party by surprise and corner them in the cave they
used to pass the night. As the party passes the ridge, whether they stop there
to rest or not, the howling wind seems to scream in the
If the adventurers found the tunnel out of the back of
adventurers’ ears, and the sand suddenly swirls in front of
the cave, they may use it to escape; otherwise, they must
them, rising up as an amorphous, living thing. They must
fight their way out, facing fifteen Exor dragonkin.
battle this silicraw before leaving the area.
At this point Orlga, the Tyverian healer, breaks down
in panic and runs out of the cave mouth and into the
desert sands. If the group tries to stop her, they must
face the enemies outside. If any player chooses to let
4. The Salt Expanse
Orlga die, grant them Inspiration if they didn’t have it
already. Rawraxxa rewards ruthlessness. However, it’s not “See how the wind shifts the sands,” Byrtan
the ambushing dragonkin who attack Orlga. It’s a shadow directs you as you push forward through the
coming from above, unseen from inside the cave, which endless, level white sands. “Now notice how the
picks Orlga off and disappears, leaving only a dark red heat makes the air and dust wave over the surface.”
spot of quickly drying blood.
As the Ysvalian fisherman speaks, you see it is
Whether the adventurers fight their way out of the true. The slow, hot winds running over the sand
cave or escape through the narrow passage at the back, dunes carry fine dust with them, but the dust
they find that the other side of the rock is a gulch below quickly overheats, forming clouds that undulate
ground level, which requires climbing down to continue for a short while and then disperse, thus creating a
westward. The gulch wall is thirty feet tall and very steep, haze only noticeable from a distance.
requiring two successful DC 19 Strength (Athletics)
checks to climb down and back up the other side. If “That is how we will tell when the unseen stalker
the adventurers did not defeat the dragonkin advance is coming,” Byrtan continues. “As it speeds under the
group, they catch up with the party here, climbing and sand, it breaks the surface, and the wind carrying the
leaping over the gulch just after the first adventurer dust no longer moves the same way as it does across
finishes the climb. the rest of the desert. As the beast’s movement pushes
the colder sand upward, the haze is disrupted.”
After 1 minute of battle, a shrill cry sounds over the
gulch, drawing the dragonkin’s attention. Suddenly the The tall Ysvalian falls silent, but you can see
high-pitched sound turns into a guttural, continuous him holding his long spear so hard, his knuckles
growl, and the dragonkin turn tail, jumping down or across turn white. You think you hear a low, guttural
the gulch, and hasten to rejoin the main hunting party. If growl in the distance, then silence.
the party lets them go, half the fleeing dragonkin disappear
in a blast of sand as they try to run. Soon the adventurers
and their remaining companions are alone atop the gulch’s When crossing this vast section of featureless terrain,
ledge, the low growl ringing in everybody’s ears. regardless of their speed or means, the party needs twice
the rations to survive every day. There are no living things
or any water sources to be found anywhere in this region.
2. Outcropping If the party runs out of rations, Kirkos begins suggesting
killing one of the group to feed the others.
This small boulder provides shade and shelter if the party If the party rests in this area, they have a second
wishes to take advantage of it. If the party chooses to rest nightmare, again inspired by Rawraxxa’s power over
here, there are no surprises from the dragonkin pursuers, the sands:
who remain at a safe distance after what happened at the
rock gulch.

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Rancor

Behind him, several dragonkin bodies lie mutilated. They


You close your eyes and your body weighs you must have tried to split from the main group again, and
down, pulling you into the blur of a dreamscape this time, the unseen stalker caught them in advance.
and setting you down on a twilit pathway, where Byrtan is busy taking flesh off the dragonkin and
you find yourself running, jumping, trying your offers the adventurers a chunk, grimly stating that
best to go over every obstacle as silently as you “The hunters shall become the hunted.” Any character
possibly can. The feeling of dread is now gone, that accepts the raw meat gains Inspiration if they
and all you can think of is to keep moving, to didn’t have it.
breathe in the hot air and find traces of your
assailant, this unseen creature lurking in the Read the following if the party asks Byrtan about Kirkos:
corner of your eye.
“He gave me the idea,” the Ysvalian says, pointing
You can hear it moving. You can hear it at the butchered dragonkin and chewing on raw
breathing slowly, almost noiselessly. It is trying to meat. “But the unseen stalker got him first.”
elude you, but it is now too late for that. You have
locked your senses on it. You can’t see it yet, but
you know where it will be next, and with a surge As the players decide what to do, a shadow falls over
of speed that sets your muscles on fire, you run for them, and two young Exor dragons land amidst the
a short distance and then leap into the air. party, carrying a total of four Exor dragonkin on their
backs. As did their predecessors, they chose to break
Everything is blurred around you, but you out from the main hunting party and attack the party
know the unseen will be exactly in front of you before they escaped, relentlessly and brutally.
when your feet touch the ground again. You are
ready to strike, and as expected, the unseen reveal During the battle, a successful DC 13 Wisdom
themselves. (Perception or Survival) check reveals that the sands are still
unsettled from the unseen stalker recent attack. If the battle
They are your companions, all of them lasts 1 minute or more, the entire area around the party
frantically trying to outrun you, to escape you, and their enemies caves in, causing all combatants to fall
pathetically unaware of their proximity to each into a sinkhole. Each combatant must succeed on a DC 21
other. They outnumber you. But you laugh, and Dexterity saving throw to roll with the landslide and reach
your laughter is wind and storm and roar. the bottom unharmed, or they take 21 (6d6) bludgeoning
damage and become incapacitated for 1 round.
It is somehow the same dream. Only now each dreamer The fight continues underground. If the adventurers
was the hunter, not the prey. survive the battle, they find themselves in a network of
underground tunnels. A successful DC 18 Intelligence
After the rest, the party notices that Ymareen is (Nature) or Wisdom (Survival) check uncovers that these
nowhere to be seen. She either ran away, like Orlga, or sinkholes were dug by gargantuan worms many ages ago,
the unseen stalker caught her. Or both. and the recent passing of the unseen stalker caused the soil
above them to collapse.
5. The Sinkholes If Ymareen was still alive, she dies during this battle,
either in the cave-in or due to the dragons’ breath weapons.
This area is another minor rock formation, which should Her body is mutilated enough that no magic can bring her
offer both refuge against the sun and good defensible back, unless the caster uses resurrection or true resurrection
positions, with enough nooks and crannies to stage a and also spends Inspiration to make the spell work.
defense against any attacking dragonkin.
The adventurers may consume the flesh and blood of
the dead dragonkin instead of spending rations for today.
You finally reach another outcropping. Never The meat has a sour, lingering aftertaste but is otherwise
had you realized the value of a commodity as harmless. Any character that decides to do this gains
humble as mere shadow. Inspiration if they didn’t have it.
After what happened to the rest of your But neither Byrtan nor his body are anywhere in sight.
companions, you have done your best to stay If the characters search the sinkhole, they find Kirkos’
together; however, you suddenly realize that corpse, half-buried under the falling sand, with a huge
Byrtan and Kirkos are nowhere in sight. chunk of flesh bitten off his neck and chest; bitten off by
human teeth.
If the adventurers choose to press on and ignore At this point, any player character with Inspiration no
their missing teammates, grant them Inspiration if longer feels nervous. They now feel tense, aware of their
they don’t have it already. Whether the group searches surroundings and attentive to signs of weakness in their
for the missing people or not, they find Byrtan behind a companions.
boulder, butchering a dead dragonkin.

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There’s nothing else to do here, and the party may now
climb out of the sinkhole to continue their journey. If
7. The Crag’s Gate
the players have doubts about pressing forward, Vyris
suggests that reaching the Orphan’s Crags is no longer At long last, you see the high rock wall blocking
a goal; it has become a necessity, for there is no way the the Orphan’s Crags, and getting a bit closer, you
party can survive if they go back now. notice the many cracks, too narrow for any dragon,
which would allow you to step beyond.
As you involuntarily quicken your pace within
6. The Crystal Rise sight of your goal, a guttural, primal scream
This low slope is filled with natural crystal formations, echoes through the cliff wall, followed by a hissing
which reflect the sunlight in myriad ways. howl. It sounds disturbingly like Byrtan’s voice.

As soon as you spy it in the distance, you realize As the party approaches the entrance to the Orphan’s
why this area was marked as “The Crystal Rise” on Crags, they come across Byrtan, fighting madly against
the map. Its low elevation is covered in protruding the last two surviving Tavixxlud dragonkin. The Ysvalian
crystal clusters, which dazzle the eyes with sharp has become the picture of brutal, predatory efficiency as
spotlight reflections. You’ll have to travel over these he twists and turns, skewering one of the dragonkin while
to continue westward. kicking the other to the ground.
As the fisherman jumps to finish off his enemy, he looks
As the party crosses the Crystal Rise, a sycalid swarm up at you. “Wha? This is survival. This. Survival. This!” But
comes out of the crystal formations to attack and devour he manages to say nothing else. A deep growl and the hiss
the adventurers. Distracted by the light reflections all of sand, quickly pushed up and aside, precede the dusty
around, the adventurers must succeed on a DC 24 explosion as a gargantuan figure erupts from below the
Wisdom (Perception) check made with disadvantage to desert floor and releases its triumphant roar as it devours
notice the approaching sycalids, or else be surprised at the Byrtan’s mangled form.
start of combat. Rawraxxa, the Apex Huntress, has finally revealed
After the battle, the adventurers are splattered with a itself, pleased with the quarry that has made its way
into her lair in the middle of the Shrilling Sands and
viscous, bluish, sap-like substance that carries a faint, sickly at the foot of the Rock of the Motherless. She was the
sweet odor. Characters with Inspiration notice that not Motherless. This was always her lair.
only is the musk bearable, but it even excites them a bit,
makes them hungry. If the party fought the sycalid swarm, the Great
Wyrm seems eager to strike but starts circling around
If consumed, the sycalids taste like salted honey, with the party. Have the adventurers make a DC 21 Wisdom
notes of mushroom or shrimp. Any character that partakes (Insight or Survival) check. A success reveals that the
of sycalid meat gains Inspiration if they didn’t have it already. Apex Huntress finds the sycalid musk clinging to their
bodies deeply revolting. A failed check simply assumes
that it is still toying with them for its twisted pleasure.
Rewards Then, Rawraxxa burrows into the sand again, waiting for
the party to lower their guard before striking from below.
And thus, the final battle begins.
As the party leaves the Crystal Rise and approaches
the Crag’s Gate below, it marks a milestone in the
adventure. Award all player characters an advancement
to their next level.

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Alejandro Maroto (Order #37771216)


1 square = 5 feet

Rawraxxa’s Hunting Grounds

MAP 6.4: RAWRAXXA’S HUNTING GROUNDS

Alejandro Maroto (Order #37771216)


The Fight with Rawraxxa When one of the above conditions is met, Rawraxxa uses her
Burrow special action and disappears.

The wind blows across the Shrilling Sands as Second Phase


you gingerly face the dread stalker of the Red This phase begins like the first one: with Rawraxxa hidden,
Moon, the most terrible predator in existence: waiting for the right moment to strike at the adventurers
Rawraxxa, Apex Huntress. by surprise.
If the party tries to leave the area, either toward the While Rawraxxa hides in waiting to begin the fight
Orphan’s Crags or in another direction, Rawraxxa strikes again, the party may spend all of their Inspiration to
take a short rest or get their bearings instead of attacking
at them from below the ground. each other.. They may also use this time to set up snares
(see “Rawraxxa Exploits” below). Each character can use
First Phase this short rest to set up one snare at their leisure without
disadvantage on the ability check.
This phase begins after the first surprise attack from Meanwhile, each of Rawraxxa’s body parts that hasn’t
Rawraxxa, who attacks the adventurers with her been broken is healed to its hit point maximum.
Burrowing Ambush followed by one of her breath weapons.
After about an hour, Rawraxxa has healed, and the
group has set up their snares, if they wish. The fight then
Before you know it, the sand explodes, and all is begins anew.
heat, noise, and pain.
Suddenly Rawraxxa leaps out of the earth again.
LAIR CONDITIONS The furious winds have made it almost impossible
This may be the driest, most inhospitable to shoot at her.
landscape you’ve ever visited. It looks impossible
that anything living may grow here, yet there LAIR CONDITIONS
are withering bracken, tumbleweeds and sun-
bleached skulls to challenge that idea, and Rawraxxa begins the fight with a Burrowing Ambush,
Rawraxxa, of course. followed by the strongest breath weapon her action
pool allows.
This is where the party begins to pay the price for Due to the blowing winds, all ranged weapon attacks
giving in to their predatory instinct during the adventure. are made with disadvantage.
When Rawraxxa disappears from sight, any character When Rawraxxa disappears from sight, any character
with Inspiration must succeed on a DC 21 Wisdom saving with Inspiration must now succeed on a DC 21 Wisdom
throw or give in to their predatory instinct and attack the saving throw or give in to their predatory instinct and
nearest living creature they can see, be it an NPC or one or attack the nearest living creature in sight, be it an NPC
their companions. The affected character uses only weapon or one or their companions. The affected character uses
attacks. The effect ends if the character spends their only weapon attacks. The effect ends if the character
Inspiration to end it. The effect also ends automatically spends their inspiration to end it. The effect also ends
when Rawraxxa appears again, or it can instead be removed automatically when Rawraxxa appears again, or it can
by calm emotions or any other spell or effect that removes instead be removed by calm emotions or any other spell or
emotion effects. effect that removes emotion effects.
Rawraxxa’s Actions Rawraxxa’s Actions
Actions per Round: N + 2 Actions per Round: N + 4
After making her first attack, Rawraxxa tries to use her
Burrow special action again, keeping the party on their toes Rawraxxa begins using her special actions more
by disappearing and reappearing again to strike with her frequently, trying to finish off her opposition as quickly
Burrowing Ambush and breath weapons, until she feels and underhandedly as possible.
threatened.
PHASE CHANGE
PHASE CHANGE
The encounter continues in this phase until one of these
The encounter continues in this phase until one of these conditions is met:
conditions is met:
• Rawraxxa has entered her Hunter, Hunted state
• Rawraxxa enters her Hunter, Hunted state once. at least four times since the beginning of the
• One of Rawraxxa’s body parts is broken. encounter.

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Rancor

• Three of Rawraxxa’s body parts are broken and LAIR CONDITIONS


Rawraxxa has entered her Hunter, Hunted state at
least twice since the beginning of the encounter. The sands and winds strike at the characters almost
directly. At the start of this phase, each member of the
When one of the above conditions is met, Rawraxxa party must make a DC 22 Constitution saving throw,
uses her Burrow special action again, even if her broken suffering one level of exhaustion on a success or two
body parts would otherwise prevent her from doing so, levels of exhaustion on a failure.
and disappears. Again, Rawraxxa begins the phase by using her
Burrowing Ambush followed by the strongest special
action or breath weapon her action pool can afford.
Final Phase All ranged attacks are made with disadvantage, and the
Rawraxxa is no longer hunting; she has become prey. This entire map counts as difficult terrain.
is a fight for survival, as she brings all of her powers to bear
against her would-be slayers. When Rawraxxa disappears from sight, any character
with Inspiration must now succeed on a DC 21 Wisdom
If Rawraxxa can still burrow, this phase begins as the saving throw or give in to their predatory instinct and
other two did, with Rawraxxa hidden, waiting for the attack the nearest living creature in sight, be it an NPC
right moment to strike at the party by surprise. While or one or their companions. The affected character uses
Rawraxxa hides, the adventurers may again spend all of only weapon attacks. The effect ends automatically when
their current Inspiration to take a short rest instead of Rawraxxa appears again, or it can be removed by calm
attacking each other, and set up snares (see “Rawraxxa emotions or any other spell or effect that removes emotion
Exploits” below) as during the previous phase. Again, each effects. The effect also ends if the character spends their
of Rawraxxa’s body parts that hasn’t been broken is healed inspiration to end it.
to its hit point maximum.
After about an hour, Rawraxxa has healed, and the Rawraxxa’s Actions
group has set up their snares, if they wish. The fight then
begins anew. Actions per Round: N + 5

The winds and sands themselves seem to raise and


shift at Rawraxxa’s command, getting in your way
and biting at your skin.

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PHASE END After the battle, nothing stops the party from crossing
over to the Orphan’s Crags, which are nothing but a
The encounter ends when Rawraxxa is killed. This requires predator’s barren lair, filled with the bones and other remains
fulfilling one of the following conditions: of Rawraxxa’s thousands of hopeful victims across the eons.
• Five or more of Rawraxxa’s body parts are broken.
Vyris, if they are still alive, sighs at the sight, but turns
• Four or more of Rawraxxa’s body parts are broken, to the adventurers with a quizzical look.
and Rawraxxa has entered the Hunter, Hunted
state at least four times since the beginning of the
encounter. For now, with Rawraxxa’s death and the grip
of her dark power slowly vanishing from these
dry sands, you may still turn the tables of
Conclusion hunter and prey one last time. You may still
make this place into the haven it was always
believed to be.
Rawraxxa takes a few more defiant swings at the air
and then cumbersomely slumps to the ground,
raising a dusty, whitish cloud.
Almost immediately, sand begins to cover
her body, burying her first in a few clumps, then
gradually caking her in a rough coat of white sand. It
looks as if the wind and desert themselves had spent
ages waiting only to bury her, to consume her as
they consumed every creature she ever killed.
The Shrilling Sands are indeed a hungry place.

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Rawraxxa, Apex Huntress

RAWRAXXA,
APEX HUNTRESS

The predator of the Red Moon, Rawraxxa sees her domain


as hunting grounds. She roams the Shrilling Sands in
Snares
search of prey or, simply, lifeforms to toy with and surpass, There are several spots on map 6.4: Rawraxxa’s hunting
because for Rawraxxa, every hunt is a challenge, one she grounds suitable for setting up snares or traps against
always wins. Rawraxxa. As an action, a character may locate a spot in
To challenge Rawraxxa is to become the prey in her the landscape where Rawraxxa may be led into a trap, by
sick, ancestral game. To beat her, one has to turn the tables succeeding on a DC 25 Wisdom (Survival) check made
and become the hunter. with disadvantage. If the check is successful, write down
the die roll result. The identified area occupies roughly 30
square feet.
Rawraxxa Exploits If Rawraxxa enters an area that the character identified
as a natural snare, she must succeed on a Wisdom
saving throw against the result of the character’s check
The following exploits can be used to take advantage when setting up the snare. If her save fails, Rawraxxa
of Rawraxxa during the battle if the player characters is restrained – trapped in a passage, stuck on sand, buried
discover them. under rocks or other such effect – until her next upkeep.

Worthy Challenge Hunter, Hunted


The adventurers can issue a challenge to Rawraxxa by For a perfect hunter like Rawraxxa, being in the position
succeeding on a DC 22 Charisma check. If the check of prey is unnatural. Savvy adventurers can exploit this to
succeeds, Rawraxxa focuses her attacks on the challenging their advantage. Putting Rawraxxa in positions normally
creature until one of them dies. associated with prey will deeply disturb her, as she has
never known actual fear.

Survival of the Fittest If a creature manages to surprise, trick, or impair


Rawraxxa, this triggers a Hunter, Hunted state in her,
Surviving in the desert is difficult. Those that show no which makes Rawraxxa feel desperate and furious. Each
mercy to their opponents gain favor with Rawraxxa. time a creature damages Rawraxxa with a weapon attack
Rawraxxa does not target any character with inspiration, that was made with advantage, successfully lures her into
unless all potential targets have inspiration. She has no a snare (see “Snares” above), or manages to inflict the
qualms about catching such characters with area attacks if Restrained, Grappled, or Incapacitated conditions on
necessary, however. her, she enters her Hunter, Hunted state.
While in the Hunter, Hunted state, Rawraxxa won’t use her
Perfect Weapons breath weapons or special actions, save for her Burrowing
special action, and all of her actions will focus on freeing
Being the embodiment of the hunt and the challenge, herself from any condition affecting her or attacking the
any Legendary weapon made to hunt or that grants creature that caused it. The Hunter, Hunted state lasts until
advantage on attack rolls made with it ignores Rawraxxa’s next upkeep. The character that caused the
Rawraxxa’s damage reduction. Hunter, Hunted state on Rawraxxa gains Inpiration if they
didn’t have it.

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Melee Actions
RAWRAXXA Claw (1 Action). Melee Weapon Attack: +17 to hit, reach 10 ft, one target. Hit: 26 (4d8
Gargantuan dragon, chaotic evil + 8) slashing damage, and the target takes 5 slashing damage at the start of each of their
next turns. The target may attempt a DC 23 Constitution saving throw after taking the
damage to end the effect. Multiple instances of this ongoing effect do not stack, limiting
the total damage that it can inflict on each affected target to 5 slashing damage per turn.
Armor Class see “Rawraxxa’s Body Parts” Any creature mounted on Rawraxxa’s arms must make a Strength or Dexterity saving
Hit Points see “Rawraxxa’s Body Parts” throw against the arms’ Shake DC to avoid falling, as per the Shake upkeep action.
Speed 60 ft., burrow 60 ft., climb 60 ft., fly 90 ft. Bite (2 Actions). Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 21 (3d8
+ 8) piercing and 13 (3d8) slashing damage, plus any creature mounted on Rawraxxa’s
head must make a Strength or Dexterity saving throw against the head’s shake DC to
avoid falling, as per the Shake action.
STR DEX CON INT WIS CHA Tail Fan (1 Action). All creatures in a 20ft. cone behind Rawraxxa must succeed on a
27 (+8) 19 (+4) 22 (+6) 16 (+3) 20 (+5) 19 (+4) DC 25 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage plus 7 (2d6)
slashing damage, plus any creature mounted on Rawraxxa’s tail must make a Strength
or Dexterity saving throw against the tail’s Shake DC to avoid falling, as per the Shake
Saving Throws Str +18, Dex +13, Wis +14 action. As part of this action, Rawraxxa may attempt to burrow (see “Special Actions”
below) without spending any additional actions.
Skills Acrobatics +13, Athletics +18, Intimidation +13, Perception +14, Wing Flap (2 Actions). All creatures in an area of 20 feet around Rawraxxa must
Stealth +22, Survival +14 succeed on a DC 25 Strength saving throw or get pushed back 40 feet, take 21 (6d6)
Damage Reduction 6 bludgeoning damage and fall prone. A successful save halves the damage and negates
Damage Resistances bludgeoning, piercing, and slashing from non-magical the prone condition. Any creature mounted on Rawraxxa’s wings must make a Strength
weapons or Dexterity saving throw against the tail’s shake DC to avoid falling, as per the Shake
action. As part of this action, Rawraxxa may attempt to burrow (see “Special Actions”
Condition Immunities charmed, exhausted, frightened below) without spending any additional actions.
Senses blindsight 60 ft., darkvision 120 ft., tremorsense 120 ft., passive Burrowing Ambush (4 Actions). Rawraxxa may only attempt this ability if she is
Perception 24 burrowing (see the “Burrow” special actions below). Rawraxxa surfaces at any point on
Languages Draconic, Common the map and immediately makes two claw attacks and one bite attack with advantage
on all three attack rolls, dealing her listed sneak attack bonus damage with each attack.
Challenge 30 (155,000 XP) In addition, any creature still mounted on Rawraxxa must make a Strength or Dexterity
saving throw against the DC of the body part they’re mounted on or fall from the
Drakhan Resistance. Rawraxxa has advantage on all saving throws against spells and dragon. Rawraxxa must spend 1 action during her upkeep if she wants to use this ability
spell-like abilities and is immune to the maze spell. again.
Legendary Resistance (3/Day). If Rawraxxa fails a saving throw, she can choose to
succeed instead. Breath Weapons
Magic Weapons. Rawraxxa’s weapon attacks are considered magical.
Master Burrower. Whenever Rawraxxa begins to burrow, she becomes invisible to the Sand Cloud (1 Action). Rawraxxa breathes a 60-foot cloud of scorching sand. Each
creatures on the surface, and any creature within 10 feet of her must succeed on a DC creature in the area of effect must make a DC 23 Constitution saving throw or take 9
25 Dexterity saving throw or fall prone from the force of borrow and move 5 feet away (2d8) fire damage and become Blinded until Rawraxxa’s next upkeep. Rawraxxa must
from Rawraxxa. spend 1 action during her next upkeep to use this breath weapon again.
Dragonfire (2 Actions). Rawraxxa breathes fire in a 60-foot cone. Each creature in the
While Rawraxxa is burrowing, creatures can only detect her position by magical area must make a DC 23 Dexterity saving throw, taking 45 (10d8) fire damage on a
means or with tremorsense. failed save or half as much damage on a success.
Creatures that are mounted on Rawraxxa when she begins burrowing and succeed Scorching Cone (3 Actions). Rawraxxa breathes a 90-foot cone of sirocco winds. Each
on the saving throw above to avoid being knocked down become restrained, as they are creature in the area of effect must make a DC 23 Constitution saving throw, taking
buried in the sand with her but remain mounted on her body until she resurfaces. Any 27 (6d8) fire and 27 (6d8) slashing damage on a failed save or half as much damage
creature mounted on Rawraxxa while she burrows for a number of rounds higher than on a success. Every creature that fails the save is Blinded until Rawraxxa’s next upkeep.
the creature’s Constitution modifer falls to 0 hit points and is dying. The suddenness Rawraxxa must spend 1 action during her next upkeep to use this breath weapon again.
of Rawraxxa’s burrowing and the resulting sand cloud prevent the creatures from Heated Shards (5 Actions). Rawraxxa superheats her sand breath to create a barrage
holding their breath. Creatures with a burrow speed of their own may move away from of glass shards in a 90-foot cone. Each creature in the area of effect must succeed on a
Rawraxxa by their own means and hold their breath for 5 rounds before surfacing. DC 23 Dexterity saving throw or take 18 (4d8) fire and 18 (4d8) slashing damage. A
successful save halves the damage. A creature that fails the save takes the damage again at
Sneak Attack. Each of Rawraxxa’s melee attacks deals an additional 10 (3d6) slashing the start of their next turn.
damage when she has advantage on the attack roll.

Special Actions
ACTIONS Burrow (1 Action). If Rawraxxa isn’t already burrowing, she may immediately
burrow underground, moving freely through the ground up to her full burrow
speed.
Upkeep Actions Sand Wall (2 Actions). Rawraxxa raises a dust cloud around her. Any attack
During Rawraxxa’s upkeep, she replenishes her action pool up to its maximum for the rolls made against Rawraxxa suffer disadvantage until her next upkeep.
current phase, and she may take any of the following actions. Heatwave (3 Actions). All creatures within 20 feet of Rawraxxa must succeed
on a DC 23 Constitution saving throw or take 21 (6d6) fire damage.
Sandstorm (0 Actions). Once during her upkeep, Rawraxxa may raise a dust devil
around a single creature of her choice that she can see or sense. The target must make Mirage (3 Actions). Rawraxxa gains a non-magical effect until her next
a DC 22 Constitution saving throw, taking 14 (4d6) slashing damage and becoming upkeep. While this effect remains active, Rawraxxa has advantage on all melee
Blinded until Rawraxxa’s next upkeep on a failed save. A successful save halves the attack rolls, and hence, deals her listed sneak attack bonus damage on all melee
damage and negates the Blinded condition. attacks, and all attack rolls made against her suffer disadvantage. Rawraxxa
must spend 1 action during one of her future upkeeps in order to use this
Sudden Sand (0 Actions). Once during her upkeep, Rawraxxa may create a column of ability again.
sand arising from a target point she can see within 90 feet. Any creature within 10 feet Sand Trap (3 Actions). Rawraxxa creates a sinkhole in an area no larger than
of the chosen point must succeed on a DC 22 Dexterity saving throw or take 7 (2d6) a 30-foot cube, centered on a point within 90 feet of her. Any creature in the
bludgeoning and 7 (2d6) slashing damage. targeted area must succeed on a DC 22 Strength saving throw or fall Prone
Shake (1 Action). Rawraxxa can shake all of her body parts. Any creature mounted and become Restrained. An affected creature remains Prone and Restrained by
on one of Rawraxxa’s body parts must make a Strength or Dexterity saving throw the sinkhole until they use an action to perform a DC 22 Strength (Athletics)
(DC according to body part) to stay perched. On a failed save, the creature falls to the check to escape its pull.
ground, takes 10 (3d6) bludgeoning damage, and becomes prone. End of Life (5 Actions). The area around Rawraxxa becomes incredibly
Regenerate (3 Actions). Once during each of her upkeeps, Rawraxxa heals one body hot and dry. Any creature within 60 feet of Rawraxxa must make a DC 25
part that has not been reduced to 0 hit points. The chosen body part regains half of its Constitution saving throw, taking 31 (7d8) fire and 31 (7d8) necrotic damage
hit point maximum. and suffering two levels of exhaustion, or half that damage and one level of
exhaustion on a successful save. Creatures that fail the save also lose all of their
potions, water, and liquid items as they dry up instantly. Any plant or water-
based creature suffers disadvantage on this saving throw and takes double the
listed damage on a failed save, or full damage on a success. Using this ability
causes Rawraxxa to suffer one level of exhaustion.

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RAWRAXXA’S BODY PARTS

Shake DC 21 (grounded)
Wings HP N × 25 AC 22 (natural armor)
or 25 (flying)

Broken. Rawraxxa’s mighty wings are punched through with holes all over and
hanging flaccidly in various parts. She cannot move them anymore and drags
them around like a broken kite.

If Rawraxxa’s wings become broken, she loses her fly speed and cannot use her
Wing Flap any longer.
If airborne, Rawraxxa immediately falls to the ground, suffering 14 (4d6)
Head Hit Points N × 45 AC 26 (natural armor) Shake DC 25
bludgeoning damage on a random lower body part. Any creature mounted on
Rawraxxa’s body must succeed on a DC 20 Dexterity saving throw to jump away or Broken. Rawraxxa’s jaw seems dislocated. The fins on her head have fallen off, and
suffer the same fall damage plus 55 (10d10) bludgeoning damage from being crushed one of her eyes blinks uncontrollably. She defiantly licks the blood off her own face.
under Rawraxxa. If the save is successful, the creature only takes 7 (2d6) bludgeoning
damage from the fall and no additional damage. If Rawraxxa’s head becomes broken, she suffers disadvantage on all
Wisdom (Perception) checks, and her bite damage is reduced to 13 (3d8)
slashing damage.

Upper Torso HP N × 60 AC 25 (natural armor) Shake DC 20

Broken. Rawraxxa’s chest bleeds from dozens of holes and punctures.


Tail Hit Points N × 35 AC 26 (natural armor) Shake DC 25
Where does she keep that much blood?

Broken. Rawraxxa tries to move her tail but only manages to roar in If Rawraxxa’s upper torso becomes broken, she has disadvantage on her
frustration as it snaps instead of swinging. claw and Wing Flap attack rolls, and all of her breath weapons cost 1 additional
action to use.
If Rawraxxa’s tail becomes broken, she can no longer make tail fan attacks, her
burrow speed is eliminated, she cannot use her Burrow special action, and mounting
this body part no longer requires an ability check.

Right Claw HP N × 30 AC 24 (natural armor) Shake DC 25

Broken. Rawraxxa’s right claw hangs limply. She touches it with her nose,
then looks daggers at you.

If Rawraxxa’s right claw becomes broken, she cannot use it for combat. She
can no longer make more than two claw attacks in a single turn. If both claws are
broken, she can no longer make claw attacks or use her Burrow special action.

Lower Torso HP N × 55 AC 24 (natural armor) Shake DC 20

Broken. Rawraxxa drags her lower body like a wounded dog, but she ignores
it. She focuses on punishing the ones guilty for her indignity.

If Rawraxxa’s lower torso becomes broken, she can no longer use her Burrow
special action. Additionally, her speed, burrow speed, and climb speed are all reduced
by 20 feet, and mounting this body part no longer requires an ability check.

Left Leg HP N × 50 AC 25 (natural armor) Shake DC 25

Broken. Rawraxxa’s left leg bends at an unhealthy angle, and she roars in
pain as she steps on it.

If Rawraxxa’s left leg becomes broken, she loses 10 feet from her speed,
burrow speed, and climb speed. If both of her legs are broken, her speed is reduced
to 10 feet, her burrow and climb speeds are eliminated, and she can no longer use
her Burrow special action.

Right Leg HP N × 50 AC 25 (natural armor) Shake DC 25


Left Claw HP N × 30 AC 24 (natural armor) Shake DC 25
Broken. Rawraxxa’s right leg coils and hangs like a tumor. She won’t be
running away this time. Broken. Rawraxxa’s left claw is now little more than a coiled stump at her
side. She coughs and chokes, more in surprise than in pain.
If Rawraxxa’s right leg becomes broken, she loses 10 feet from her speed,
burrow speed, and climb speed. If both of her legs are broken, her speed is reduced If Rawraxxa’s left claw becomes broken, she cannot use it for combat. She
to 10 feet, her burrow and climb speeds are eliminated, and she can no longer use her
Burrow special action. can no longer make more than two claw attacks in a single turn. If both claws are
broken, she can no longer make claw attacks or use her Burrow special action.

Alejandro Maroto (Order #37771216)


Alejandro Maroto (Order #37771216)
THE CRYSTAL
HAUNTS
A four-session adventure for
17th-level characters

I
“…Thus it only makes sense that there n search of a fabled artifact—a myth,
perhaps—a group of daring adventurers
would be no beauty without pain. must enter Paradis, the lair of Sivax, the
All else is dull, senseless, boring. Only sheer Azhurma of Brood Magnifex and lord of art
horror is perfect ecstasy.” and beauty.

Like its master, Paradis is a deadly, deceptively


—Excerpt from The beautiful region, with quicksilver causeways
Gorgomagnigrimmon by Sivax Magnifex and crystalline, maze-like corridors. Here, our
treasure-seekers face the various dangers
waiting for them in the quicksilver canals and
will come to understand the extent of Sivax’s
twisted, chilling notion of “great beauty.”

Alejandro Maroto (Order #37771216)


INTRODUCTION

T
he player characters have found a map to a wondrous
treasure. However, this treasure is located in one
very specific place: a bismuth pool somewhere Before Playing at the Table
deep inside Paradis, the territory claimed by Sivax, the
Prince of Perfect Ecstasy and head of the Magnifex brood. Before you start to play, consider the following
Finding the item will require the party to enter one of the and let the players adjust accordingly:
darkest, most forbidden places of Drakha and come face to • Read through the adventure, taking notes
face with the many horrors awaiting within. of anything you want to highlight or even
change to better fit your narrative style. Read
through the nonplayer characters to know
Running the Adventure how they would act and react off script if
your players do something different. Prepare
any handouts you want to include and read
“The Crystal Haunts” is an epic adventure meant for through the encounters and the creatures’
three to five players that will start at 17th level. During stat blocks.
the course of the adventure, the adventurers will advance
• If your players are making new characters
to level 20 using the milestones system before entering
for this adventure, ask them to provide you
the final battle against the Azhurma Sivax Magnifex, the
with their character details, making sure to
Prince of Perfect Ecstasy.
provide them the necessary information for
This adventure is set on Drakha, also known as The their characters to fit the adventure with an
Red Moon, a world ruled by dragons and their kin. The appropriate backstory and motivation for
humanoid races of Valerna are scarce here, and most of the setting.
the native creatures are unfriendly—when not actively
hostile—to them. You don’t need to know everything • “The Crystal Haunts” relies on some body
about the Red Moon to properly run this adventure, horror and fantasy portrayals of mental
as most of the places and situations, as well as NPCs conditions. It is necessary that you talk with
and creatures, will be detailed throughout the following your players regarding consent and safe
pages. environments before running the adventure,
so you can adjust to make sure everyone is
The “Adventure Background” section will tell you
having a good time. If no middle ground
everything you need to know to set up the adventure.
The “Adventure Overview” section describes how the can be agreed upon, do not worry. There
adventure is expected to run and gives you a broad are other adventures in this book, sure to fit
sense of the events and how these should unfold every taste.
throughout. The adventure proper will follow that
overview. Finally, the appendices will provide you with
all the additional information regarding NPCs and
magical items, and the maps provided will give you a
better sense of the special locations described below. Paradis
The Magnifex domain, Paradis, is one of the few
dragon territories where most of the structures lie
underground, as most of the Magnifex dragons use

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Introduction

the vast tunnels and caves—collectively known as the


Crystalline Maze—extending throughout the Fountains
Adventure Background
of Magnificence as their living quarters. The vast maze-
like city is crowned by the uppermost levels of Sivax’s On the outside, Paradis is a realm of amazing vistas,
palace, the only structure clearly visible aboveground. striking beauty, and alien sounds. It is a place steeped in
Where dragons of the other broods have libraries, legends of luxury and lavishness, where the adventurers’
workshops, or laboratories, the Magnifex have troves senses can truly be overwhelmed and few other living
and exhibitions, where they collect and display the most creatures have visited with their minds intact. But
beautiful objects in their possession, and quite a few Paradis has a heart that is darker still, and it is there that
truly commit themselves to the toil of creating more the party must journey.
beautiful pieces to be revered and envied—whether in The Prince of Perfect Ecstasy, Sivax Magnifex, has
secret or, better yet, openly—by their peers. many treasures waiting in and around the Gallery of
Beguiling Hideousness, his most private lair under
Special Rules the Palace of Opulence at the heart of Paradis. These
treasures, which for Sivax have no other value than
Use the following special rules when running any adventure their beauty and rarity, have lured countless thieves
within Paradis. These are intended to complement the and interlopers to their doom in the labyrinthine caves
special rules detailed in the “Magic on Drakha” section surrounding the azhurma’s vaults.
at the start of this book.
• The cure wounds and regeneration spells or any
similar effects replace the injured flesh with a strange
The Architect of Paradis
crystalline crust when used in Paradis, which imposes Gifted as he is, the Magnifex azhurma did not build the
a disadvantage on all of the target’s Constitution saves Gallery himself; instead, he gave the task to a dragon
and Charisma checks. Only spell effects that remove architect of incredible power and exquisite skill. The
poison or disease, such as restoration and heal, can Architect, their true name forgotten by history, created
remove this effect. the beautiful scintillating hallways, and flowing canals
surrounding the Gallery, and an exquisitely detailed golem
• Shapechanging spells such as alter self and polymorph to watch over it all. It is said that the Architect, pleased
are extremely dangerous to cast in Paradis. In addition with their magnum opus, went on to further projects,
to the spell’s effects, the target must succeed on a although none so far can rival the artistry displayed in
Constitution saving throw against the caster’s spell Sivax’s lair. Or at least, that’s the official version.
save DC or take 4 (1d8) necrotic damage per spell The truth is that a dragon architect named Mutroz
level, as the effect twists their form in horrible, painful completed the task and intended to get on with their life,
ways. Furthermore, the target’s body retains patches but first they had one last meeting with a very pleased
of a strange crystalline crust, even after the effect and excited Sivax. After this meeting, the Architect went
ends, which impose disadvantage on all of the target’s missing, never to be seen again. Perhaps jealous of Mutroz’s
Constitution saving throws and Charisma checks. talent, perhaps fearing that they could make something
Only spell effects that remove poison or disease, such better for someone else, or perhaps just as an artistic
as restoration and heal, remove this effect. experiment to make the artist one with their work, Sivax
• Each time a non-dragon creature becomes frightened entombed Mutroz within one of his vault’s crystalline
formations. And thus the Architect has remained
in Paradis, they also gain one short-term madness
imprisoned for millennia.
effect, as described in the 5e rules for madness,
reflecting the crawling horror and madness that invade The Architect’s fate was forever kept secret, and
all minds that stay too long in this twisted realm. their myriad notes for future projects and plans became
abandoned by servants and apprentices when their master
• The first time a non-dragon character reaches did not return. These notes passed between hands for
Exhaustion Level 2 or higher while in Paradis, they centuries, without anyone ever taking up the mantle of
gain one long-term madness effect. the Architect, and a lifetime of artistic endeavors became a
• The first time that a non-dragon creature already collection of lost, dispersed dreams.
under the effect of a long-term madness effect
becomes frightened while in Paradis, they gain an
indefinite madness flaw.
Enter Some Meddlers
During their past missions, or as a consequence of
completing one of them, the adventurers came into
possession of a beautifully crafted cylinder, with runes in

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perfectly etched Draconic which allegedly contain codes The cylinder contains the instructions to craft a
to open vaults and hidden corridors found in the lowest legendary artifact that allows the wearer to bend reality
levels of the Crystalline Maze. Inside the cylinder, the around their person. However, one of the required
adventurers find a series of parchments detailing the process ingredients only exists inside the Crystalline Maze, the
for creating a legendary artifact, the Cloak of Evershifting underground tunnel network below Paradis.
Skins. While most of the ingredients required are somewhat
The party reaches the first of the shining canals outside
easily accessible elsewhere, one in particular, known as
the Maze in “The Unseen Reflection” and commandeers
everflux quicksilver, can only be found in a pool located
a skiff to begin their journey toward the place where the
somewhere within the Fountains of Magnificence, home to
pool is marked in map 7.1: The Crystalline Maze. As the
the Magnifex brood. Refer to appendix B for details about
adventurers deal with the first challenges in the quicksilver
the cloak.
dungeon, something begins following them, making
The author of the parchments, which of course was none its presence known as a speeding shadow behind the
other than the Architect, briefly mentions a specific location, adventurers’ reflections on the crystal walls, with the sounds
the Gallery of Beguiling Hideousness, near the center of of low snickering or whimpering coming down the corridor,
Paradis, where Sivax, the Azhurma of the Magnifex Brood, or through a rush of air carrying whispered gibberish and
spends most of his time working on his creations and artistic barely intelligible words.
explorations, as the most likely place where an everflux
In “Artistry, at What Price?”, the adventurers have made
quicksilver pool could be found.
it past the outer structure and are now in the canals closer
The last parchment is a crude, rather vague map with to the Gallery of Beguiling Hideousness. Still haunted by
mentions of “the Architect’s Lament,” “Entity’s Retreat,” the unseen presence, the party makes its way through the
and “Halls of Laughter and Grinding of Teeth” are quickly Crystalline Maze’s caves and chambers, making gruesome
scribbled. In the middle of it all, Sivax’s rune denotes the discoveries in each of them, allowing them a glimpse
location of the azhurma’s secret gallery. into Sivax and his dragonkin servants’ obsessions and…
rampant madness.
With this information, the adventurers head to Paradis,
where the secret to crafting the legendary cloak awaits, along “The Architect’s Lament” sees the party meeting
with several other, far darker secrets. Stonecutter, the golem housing the last spark of the
Architect’s personality, and the Entity stalking them reveals
itself at last. After dealing with both the golem and the
Adventure Overview Entity, the party finally makes it to the everflux quicksilver
pool, right inside Sivax’s vault.

The party begins the adventure traveling through the


Drakhan wastes to reach the Fountains of Magnificence, Adventure Hooks
from which they can make their way into the tunnel
network and locate the pool near its center; a process that
might come at great cost to their sanity. In the event that you want to include this adventure as part
of your particular campaign setting not taking place on
“The Crystal Haunts” is divided into four parts.
Drakha, you can assume one of the following:
“An Item of Note” serves as a prologue to the adventure.
The party discovers a beautifully engraved cylinder made of • The adventurers find the cylinder in the course of their
polished bone and lined with gold and platinum. How they adventures and discover that it contains not only the
came across it is up to you and the needs or current events instructions to craft an artifact, but also a scroll with a
of your campaign. spell that allows them to travel to Drakha. The scroll is
a one-way trip, however. They will need to secure the
means to return once there.
• A red moon appeared one day in the sky of the
adventurers’ homeworld. Shortly thereafter, a swarm
of dragons invaded their world, snatching mortals
and taking them to Drakha, intending to use them as
food or slaves for the other dragons of the Red Moon.
The adventurers managed to escape after landing on
Drakha, but dragonkin hunters chased them to a cave
near the entrance to the Crystalline Maze. There, the
adventurers found both the cylinder and a path into
the Paradis underground.
An Item of Note
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THE UNSEEN REFLECTION

An Item of Note
D
escribe the cylinder and its contents to the party,
whether they are opening it for the first time
or have already opened it before getting to the
As barren and lethal as it may seem to both Fountains. The cylinder itself has an ancestral engraved
Valernians and the dragons of various broods
code, alien and archaic even to ones that understand the
cursed to rule over and inhabit it, Drakha also
hides many secrets and haunting vistas of raw, Draconic tongue it’s written in, indicating that it is ancient
unadulterated beauty and coarse splendor. even by dragon standards.
One such vista is that of the Fountains of Inside the cylinder are three rolled-up parchments
Magnificence, a rocky hill said to be covered in belonging to one “Mutroz, Artificer and Alchemist,”
stunning bismuth formations and quicksilver charged with a most important task by the azhurma of the
lakes, which cover the landscape in shimmering Magnifex, Sivax himself. The first scroll is a brief account
colors for many kilometers. It is the domain of of Mutroz’s recent life and artistic endeavors, which hints
the vain and beautiful Magnifex dragons and at their immense talent and magic power. The second
their Azhurma Sivax, the self-proclaimed Prince document is a set of detailed instructions to process the
of Perfect Ecstasy. various ingredients required to craft what Mutroz calls “the
After finding an exquisitely crafted cylinder, Cloak of Evershifting Skins, an artifact of incredible power
you set out for the Fountains of Magnificence, that will allow its wearer to move beyond time and space,
following the map found within, for if the words even in the world of dragons.”
contained within the cylinder are to be believed,
deep within its tunnels awaits the final ingredient The final parchment presents a map with the location
needed to build an artifact of cosmic power. of the rarest and most important ingredient to make the
artifact: everflux quicksilver, found only in the pools right

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below Sivax’s Palace of Opulence inside the Crystalline what the adventurers find in each area. The party begins
Maze. The map also indicates several notes personally left by their exploration in area 1.
Mutroz throughout the Maze while they worked on Sivax’s
project.
Armed with this information, the adventurers came to The Outer Caves
the edges of the Fountains of Magnificence, so far avoiding
the dragon lords of Drakha and their dragonkin patrols. Or,
depending on your chosen adventure hook, the party has As they explore the outer caves, the adventurers begin
serendipitously found themselves on the precipice of a great to hear strange noises coming down from the corridors
discovery, uncovering the cylinder as they fled from said and echoing around the canal bends. A successful DC 22
dragonkin patrols. Wisdom (Perception) check reveals a blurred silhouette that
seems to dart behind the crystalline walls, sometimes going
away, sometimes following the adventurers.
The road to the Fountains of Magnificence took
some effort, but was mostly uneventful. As you When the adventurers have explored four or more
areas, the mysterious stalker begins making its presence
crest one of the nearby hills, the sight before you known, be it as a speeding shadow briefly appearing behind
amazes you beyond words. the adventurers’ reflections on the crystalline walls, or by
An enormous expanse of crystalline making low snickering or whimpering sounds from a side
formations extends as far as your eyes can see, tunnel. At this point, each adventurer must succeed on a
a few scintillating under the light of the setting DC 22 Wisdom saving throw or become frightened of this
presence for 1 minute, risking madness as indicated in the
sun and many others absorbing it to create “Special Rules” section near the start of this adventure.
marvelous, gigantic natural lamps directing the
captured light inward toward underground halls. Nothing else is revealed about the Entity, its location,
or its nature. Divination effects fail, as if the magic did not
The metal-glazed hills are both beautiful want to identify its target.
and disturbing to behold. The cold wind
rushes past you as you climb down the hill
and into one of the entrances marked on Swimming in Quicksilver
the map. You notice there are a few patrols
making their rounds at different sites across The outer caves and the area beyond them are mainly a
the territory, as well as a couple of dragons network of quicksilver canals, and it is likely the adventurers
flying in the distance, but it’s unlikely you’ll will at least touch the liquid or fall into it if they’re unlucky.
come across them if you move fast. If a character enters the quicksilver current, they must
succeed on a DC 22 Constitution saving throw or become
poisoned until their next long or short rest. If a character
The party reaches the first of the shining underground becomes submerged in the quicksilver current or remains
canals leading under the Fountains of Magnificence with in contact with the quicksilver for more than 1 hour,
no incident. Once near the mouth of the caves, they spy they must succeed on a DC 22 Constitution saving throw
two boats tied to the river entrance. Both the boats and or become Poisoned and Unconscious until the party’s next
the bank are covered with a film of white dust resembling long rest. If an unconscious or poisoned character remains
fine salt. There are six Magnifex dragonkin minding the in contact with the quicksilver for more than 1 hour, they
boats. Commandeering one of the skiffs without incident develop a random indefinite madness flaw.
requires a successful DC 13 Dexterity (Stealth) check, with
disadvantage on the die roll. If the check fails, the party
must fight the dragonkin.
Once the adventurers are in control of one of the
1. The Entrance
boats, each boat is large enough for the full party plus This wide tunnel is the entrance to the vast network of outer
their equipment, they can row into the quicksilver stream, caves in map 7.1: The Crystalline Maze.
entering the underground caves beneath the Fountains of
Magnificence. You enter a dark cave. The mercury provides a
The canal is filled with quicksilver, which makes smooth surface to drift on with the boat. The
rowing a lot more taxing but does not otherwise impede walls are covered in glittering bismuth that
navigation. Two people are required to row so the boat reflects even the faintest of lights. The chamber
maintains speed and direction. Every hour, these characters narrows toward the end, continuing into a
must succeed on a DC 22 Strength or Constitution saving smaller dark canal. Something in this chamber
throw or gain one level of exhaustion. seems to both entice you and warn you off at the
Let the party explore the outer caves as they wish, using same time.
map 7.1: The Crystalline Maze as reference and describing

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The Crystalline Maze
1 square = 5 feet
12

11
8

10

9
6

5
7
3

4 1

MAP 7.1: THE CRYSTALLINE MAZE

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Through the entrance, the canal splits into two paths. There are broken-off parts of unfathomable machines;
The right canal heads to area 5. The left canal leads to moth-eaten canvas rolls with slashed paintings; twisted
area 3, which is accessible through a locked grate; area 2, copper tubing pieces; mummified or stuffed creatures
which is on dry land through a broken and rusted grate; with unnatural shapes and uneven limbs; ripped-out faces
and finally to a landing in area 4, which used to serve as half-preserved by mercury with countless scarifications
the Architect’s study. across their skin; crystal jars with floating, withered organic
blobs that may be preserved organs or discarded artwork;
and bones of unidentified creatures, which seem to have
2. Storage been drilled, marked, or fused to metal scraps. A successful
This is an open cave with dry ground, which the adventurers DC 18 Intelligence (Investigation) or Wisdom (Medicine
may reach by disembarking and walking down a few stone or Perception) check suggests these body modifications
steps. The entrance used to include a door, but only half a happened when the creatures were still alive.
rusted hinge remains now. Read the following aloud when The junkyard seems to be scarcely visited, although it
the adventurers enter the chamber: still sees some use. It is one of several refuse chambers in
the Crystalline Maze, where garbage from junkyards in
You enter the dark room through a broken grate. other levels and Magnifex labs is brought for final disposal
Tools and materials lay rusted and devoured by under the quicksilver channels. The dragonkin in charge of
the minerals growing along the walls and floor. the junkyard only visit it about once or twice every month,
It is hard to discern the tools from the bismuth both to bring new garbage and to take out older heaps. A
formations. successful DC 22 Intelligence (Investigation) check while
exploring the room reveals a chute that leads to area 2 and
a secret stairway that leads up to area 6.
The chamber contains dessicated, ancient tools that
the Architect once used in their first jobs for Sivax.
Most of the material has rusted into the stone walls and 4. Old Study
floor, buried under a coat of grime and rot. There are
also stashes of empty crystal vials, caked with dust and This enormous cave is an abandoned, semi-forgotten lab
cobwebs. that the Architect made use of while they worked for
Sivax. The party needs to descend a short flight of stairs to
Searching the room reveals dragon-sized chisels, reach it. Read the following aloud when the party enters
pliers, hammers, and other tools of otherworldly design, the chamber:
all deteriorated beyond use, among blackened wood
planks and moldy stone. Closer inspection suggests
that some of the tools seem more suited to carve flesh As you enter the cave, you notice large pieces
and blood than stone. Furthermore, a successful DC of rotten parchment and many writings and
20 Wisdom (Perception) check reveals a chute behind etchings on the walls which look like maps
some minerals which leads to area 3. and schematics for artifacts. Unfortunately the
natural mineral has grown over most of the
etchings, leaving them unreadable.
3. Junkyard
This is a cave along a dry shore. The door to enter is a Several niches on the wall used to serve as placement
bit stuck but still works, requiring a DC 14 Strength or for scrolls, notes, and experiments. Now, they contain
Dexterity check to open. The cave floor is below ground only dusty litter and cobwebs. Nothing can be salvaged
level, accessible through a few descending steps. The from these remains, but a successful DC 24 Intelligence
chamber is littered with garbage and junk of all kinds (Investigation) or Wisdom (Perception) check reveals a
and origins. Magnifex dragons and dragonkin have folded leather case stuck between two stone slabs. There
discarded their failures, refuse, and leftovers here for are some runes inscribed on the case and on the parchment
centuries. Read the following aloud when the party enters sheets inside it.
the chamber:
These are notes describing the building of Um’Frêki, a
weapon intended to hurt Magnifex dragons. One of the
This vast cavern is mostly occupied with what notes reads, “In case Sivax does not come through, as he is
appears to literally be a dragon-scale garbage oftentimes known to do.” One of the sheets describes two
pile. The pile contains plenty of sharp and pieces, a pole and a blade, and contains a spell required to
misshapen objects. bind them. With this spell and the missing two parts, the

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The Unseen Reflection

adventurers can assemble Um’Frêki (see appendix B) and


use it in the final battle against Sivax.
7. The Hidden Stash
Read the following aloud when the adventurers enter the
chamber:
5. Outer Guard Post
You reach a relatively small, tranquil quicksilver
This small cave serves as a guard post for the canal entrance
to the Crystalline Maze. Since this route is rarely used, the lake in a perfectly round chamber. The surface
guards here are not used to disturbances, but they react of the lake is flat, as polished and undisturbed as
quickly and viciously if they detect any intrusion. Read the a mirror, and beautiful crystal growths line the
following aloud if the party enters the chamber: rock walls.
There are four Magnifex dragonkin inside this
chamber. They immediately detect any intruder entering This mercury lake has stood untouched for millennia,
perhaps even before Sivax rose to be the azhurma of his
As you drift into the chamber, it widens, with brood. For uncounted eons, everyone has assumed the
two rock landings on either side. There are lake is nothing but a dead-end cave with beautiful crystal
creatures on both sides, guarding this spot. growths on its walls and shores.
However, there is a hidden tunnel beneath the liquid.
the chamber while on a boat. The party can swim and use Actively searching for the underwater tunnel requires a DC
stealth to suprise or avoid the dragonkin, if they wish. And 22 Strength (Athletics) check to
if the characters arrive from area 6, they can use stealth even dive through the mercury.
if they arrive on the boat, as the dragonkin are guarding the The submerged creature
other direction. must also succeed

6. The Promenade
Read the following aloud when the adventurers proceed
into this area:
Every time the party travels through this tunnel, each

The rock walls of this wide canal are marked with


horrible motifs, depicting seemingly alien creatures
and disturbing shapes. It’s unclear whether the
carvings are the result of natural erosion or made
by the hand of an insane artist, but someone
did enhance the already disturbing images with
quicksilver lining.

adventurer must succeed on a DC 20 Wisdom saving


throw or become frightened of the murals until they
leave the area, risking madness as per the “Special
Rules” section. A successful save does not grant any
immunity against future effects from seeing these
murals.
This chamber is connected to areas 5, 7, 8, and
10 through small canals. It is also connected to area 3
through a secret door and to area 9 via a heavy grate,
which can be dislodged with a DC 22 Strength check.
Behind the grate is a ladder that climbs up 30 feet to
the chamber.
Making too much noise or spending more
than one hour in this room will cause the
dragonkin in area 8 to notice the party and
attack them.

Magnifex dragonkin
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on a DC 24 Intelligence (Investigation) or Wisdom There are no clues as to who left it here. The library
(Perception) check, made with disadvantage, to find the contains just under one hundred books covering every
tunnel. Be sure to follow the rules for quicksilver exposure subject, including art, history, magic, aesthetics, and
in the “Swimming in Quicksilver” section. politics. The books are human-sized but written in
Draconic and signed by countless authors of various
The tunnel leads to an air pocket below the cave
species.
containing an ancestral, hidden treasure that not even Sivax
knows of: a lost library. As any character enters the room The calligraphy, illustrations, and materials of all of
read the following: the books are exquisite. Whoever built this library was
very careful with their selection. Some of the texts are
leatherbound, and some are rolled-up parchment in
As you surface you find yourself in an ancestral, scroll cases. The books themselves are nonmagical but
damp chamber. At its center, a green floating may provide advantage on certain Intelligence (Arcana or
sphere lights the room. The walls, although History) checks if you allow it.
overgrown with bismuth, look incredibly old. You
see old parchment rolls with golden and platinum Each book, including its case or binding, is worth an
rods, beautifully crafted and adorned; huge tomes, average of 3,500 gp, and the full collection is worth about
exquisitely bound and somewhat preserved; and 300,000 gp and weighs a rough total of 450 pounds.
horrifically beautiful sculptures and paintings that The green orb is a simple spell of dancing lights which
you want to stop looking at but somehow can’t. was made permanent. It poses no danger and remains there
The room seems to have once been part of a unless dispelled.
much larger chamber, but this is all that remains An effect such as detect magic or a successful DC 22
untouched by the ever-growing bismuth. Wisdom (Perception) or Intelligence (Investigation)
check reveals the fact that three of the scroll cases
contain magic items. The first, a treatise on the power
of art over emotions, counts as a scroll of antipathy/
sympathy. The second, an essay on how to tap into
an audience’s hidden thoughts and fears as part
of a performance, counts as a scroll of weird.
The third case is empty save for an arrow of
Magnifex dragon slaying. If used against
Sivax, this arrow ignores his damage
reduction and special defenses in
addition to its standard effect.

Magnifex Songmaster

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8. Inner Guard Post Entering the chamber, you encounter a weird,


Read the following aloud when the adventurers approach vast cavern, with a thick bismuth growth over
the chamber: the rock walls on either side. Within the metallic
growth are various air bubbles, or niches, at
irregular intervals.
You can hear low hisses and grunts, followed
by the occasional Draconic phrase, long before There are people inside these niches, one
approaching the entrance. There are many or two individuals in each cell: humans, elves,
dragonkin here. dwarves, orcs, and halflings of all ages and
genders, looking haggard and desperate, dressed
in rags, and frantically glancing around. Their
This is a guard post like the one at area 5. But, being freedom is blocked by irregular, solidified
closer to the gates, it has more guards, and they are far bismuth drippings that function as cell bars.
more alert. If the adventurers approach this cave, or make Some raise their heads and moan indistinctly
any kind of noise within 30 feet of it, they must face seven when you enter the chamber, while others
Magnifex dragonkin and one Magnifex songmaster. retreat further into their cells, frightened.
They have two boats with them and will follow the party if A few of the prisoners seem relatively
they flee to other areas, attacking their boat to sink it. unharmed, but some have been horribly mutilated,
There is a ladder made of bone leading to a hole about with metal shards embedded in their bodies or
15 feet above the ground. The hole leads to the top of a replacing their limbs. A few have even been forcibly
steep ramp that connects down to area 10. This ramp has merged into the walls or floor of their cells.
grease on it making it extremely slippery. If any character You have no time for a closer inspection of
wishes to climb down it to see where it leads, they must the chamber. Something huge lumbers down the
succeed on a DC 20 Dexterity saving throw or slip and fall hallway, with the sound of deep breathing and
into area 10. This chute is used to dispose of bodies after flapping wings.
experimentation.
There is also a heavy metal door that leads to area 9. It
does not require a key but takes one minute to open, as it
has many interlocking pieces to provide soundproofing, The cells in this chamber hold prisoners intended for
which must be removed before it will open. Because of the Mindcarver, Fleshcrafter, and Boneshifter experiments
the nature of this door, no amount of noise made in this in areas within the inner tunnels (map 7.2). Some have
chamber will alert creatures in area 9. been subject to early tests, pending transport to the
Magnifex laboratories. Before the adventurers can do
The canal running through this chamber leads to area 11. anything in the room, they must face its guardians: two
adult Magnifex dragons who attack right away, gleefully
anticipating new subjects to torture or mutilate in the
9. Cells name of art. The door that leads to area 8 is soundproof, so
This huge cave is on a higher level than the rest of the if the party managed to arrive from area 6, the dragonkin
Crystalline Maze, requiring the party to ascend a staircase there won’t be alerted, no matter how noisy the battle is.
from area 8 to reach it or climb up the ladder behind the Once the adventurers have dealt with the dragons,
grate in area 6. As the adventurers enter the room, read the they can approach the cells. While most of the prisoners
following aloud: are scared out of their wits or have had their humanity
tortured out of them, some are coherent enough to ask for
release. The dripping metallic bars on each cell were created
by the dragon jailors’ metal-shaping magic. The only way
to free the prisoners is through similar magic (e.g., stone
shape and such effects) or by force, which requires the
adventurers to spend one hour breaking metal bars all
over the chamber and draws the attention of a patrol of six
Magnifex dragonkin.
There are twenty-three prisoners here, eight of which are
in no shape to escape and whose bodies cannot be restored
except by heal or regeneration spells, bearing the risk of
deformity described in the “Special Rules” section.

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If the adventurers free the prisoners, they tearfully thank There is an opening near one of the walls that leads
their heroes, immediately head back toward the exit, and to a ramp heading upward toward area 8. The ramp is
escape the tunnels, even if they need to wade across the covered in grease, making it incredibly difficult to climb. A
quicksilver channels to do so, as it’s unlikely the adventurers successful DC 24 Strength (Athletics) check will allow any
have brought enough boats to carry them back. They have character to move to the top of the ramp, which overlooks
nothing to give in exchange for their freedom, but they into area 8. The canal flows through this room into area 11.
repay the party by telling them what they know:
• If the party arrived from area 6, they let them know
there is a retinue of Magnifex guards in the chamber at
11. Whirlpool
the bottom of the staircase. This chamber can be accessed from area 8 and area 10, as
both canals converge at the entry. Read the following aloud
• The Mindcarvers, Fleshcrafters, and Boneshifters are when the party enters this area:
three Magnifex art schools that practice mutilation as a
form of art.
As you get close to the room, suddenly you
• They work on opposite ateliers somewhere beyond the feel the strength of a current in the quicksilver
second gate in the inner tunnels. pulling you inside the chamber, where you see a
• That gate can only be opened from a cave near it. whirlpool pulling the mercury toward its center
with great force.
• The dragon ateliers are the only way deeper into the
maze. Trying to get past them is suicide, or worse,
since your death will be slow, painful, and horrifying. The inherent magic of the Crystalline Maze has caused a
quicksilver whirlpool to form in this small cave. A successful
• There’s an entity roaming the tunnels… a twisted,
DC 22 Intelligence (Arcana) check reveals that this is the
tortured thing, an old product of Sivax’s experiments. first stage for the mercurial liquid to eventually become
It doesn’t like to show itself, but it will if the intruders everflux quicksilver, the element the adventurers are looking
don’t die of fright first. “My advice? Die of fright first.” for. Sadly, it will take years for this whirlpool to finally
• One of the prisoners used to be an adventurer, a coalesce into true everflux quicksilver.
daring treasure seeker. Now a shell of her former To safely paddle across this area, the adventurers must
self, she only remembers she came to the Maze make two successful DC 22 Strength (Athletics) checks
looking for an ancient stash of priceless records, to avoid being sucked into the whirlpool. If the party
supposedly hidden beneath a mercury lake nearby. does not succeed on at least two of these checks, their
She remembers nothing else, only that this stash boat can no longer advance beyond this point without the
was beneath a lake in the canals. aid of magic.
Despite their gratitude, the prisoners won’t follow If the adventurers have no magical or special means with
the adventurers any deeper into the caves, regardless of which to move their boat, the only way to escape the pull
arguments or threats. They only want out. of the whirlpool is by wading or swimming away from it,
which requires a successful DC 24 Strength or Dexterity
saving throw. A success on this save allows the character to
10. The Flux’s Cave escape the cavern in the same round. A character that fails
the save takes 10 minutes to swim out of the whirlpool,
Read the following aloud when the party proceeds into this and once they have escaped, they are considered to have
area: been submerged in the quicksilver as per the “Swimming in
Quicksilver” rules.
There is a strange echo in this widening
This chamber is the only way through to area 12 and the
chamber, but it otherwise looks like a natural last portion of the outer tunnels.
cavernous formation.

This is the hunting domain of the Flux, a bizarre 12. Gate


elemental creature that the Magnifex use as a natural
garbage disposal system, waiting for the monster to feed to Read the following aloud when the party proceeds into this
harvest the gems and other treasure that it doesn’t digest. area:
If the adventurers pass through the center of the
room, the Flux attacks them immediately. It fights until
it is killed. If the party defeats the Flux, they may search
its droppings for gems and half-digested jewelry worth a
total of 33,000 gp.

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The Unseen Reflection

the mercury canal to emit noxious fumes. Characters


You travel through a tight tunnel. Your path is within 90 feet of the grate when this happens must
eventually blocked by an ancient, sturdy-looking succeed on a DC 14 Constitution saving throw or
grate covered in bismuth growths. It has nine become poisoned for 1 hour. A new saving throw of this
draconic runes protruding from its metal frame. type is required every time an incorrect rune is pressed,
with the DC increasing by 2 each time. If a poisoned
This short tunnel connects the outer caves with the character fails their save again, they fall unconscious
inner tunnels. However, there is a strange and sturdy grate for 24 hours. If an unconscious or poisoned character
preventing the boat from proceeding further. The only clue remains within 90 feet of the warming runes for 1 hour
on how to pass beyond this gate is a lock with a grid of nine or more, they gain an indefinite madness flaw.
draconic runes. If the adventurers spend more than 1 hour near
The runes in this grid must be pressed in the correct the runes, they draw the attention of four Magnifex
sequence to open the lock. A successful DC 22 Wisdom dragonkin and one Magnifex acidbrewer, who attack
(Perception) check reveals the runes on the lock correspond immediately.
to those on the engraved cylinder. All the adventurers need
to do is to press them in the same order as they appear on
the cylinder’s lid. Once they do, the lock’s code is correctly
input and the gate opens.
Rewards
If the adventurers push the runes in the wrong
sequence, each wrong input releases a magical warming Once the party passes the gate in area 12, gaining
effect, which raises the tunnel’s temperature and causes entry to the inner tunnels, award all player characters a
milestone advancement to their next level.

The Flux

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ARTISTRY, AT WHAT PRICE?

A
t this point of the adventure, the party has made Currently, the Halls are home to three schools of
it past the outer canals and should have realized Magnifex visual arts: the Mindcarvers, Boneshifters,
that something is following them. They are now and Fleshcrafters. All of these schools are based on the
inside the inner tunnels actually leading to Sivax’s inner lair, use of living beings as tools for artistic inspiration and
in an area the Magnifex refer to as the Halls of Crafting. pursuit. Sivax allows them to practice their art here,
These tunnels used to belong to the Architect at the height endorsing them as he has many other artistic movements
of their work. They have since been variously occupied by throughout the millennia.
Sivax’s dragon protegés, dragonkin aesthetic scholars and
Magnifex sycophants.

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Artistry, at What Price?

The Halls of Crafting This immense tunnel, wide enough for a dragon to
comfortably glide through, displays the most recent art
projects of the Mindcarver and Fleshcrafter alumni for
While still rough-hewn and refracting enchanting light all visitors to see.
through their mercury reflections and irregular stone Nondragons that travel the corridor must succeed on
walls, the Halls of Crafting show a bit more symmetry a DC 20 Wisdom saving throw or become frightened of
and intentional masonry than the outer caves, with carved the “art” until they leave the tunnel, risking madness as
arches, paved foyers, well-maintained doors, and the described in the “Special Rules” section.
occasional crystalline lamp.
As the adventurers proceed through the inner tunnels,
they can hear muffled cries and tortured moans echoing 14. The Chamber of Skulls
through the walls and passages. The Entity’s unseen As the party approaches the door to this chamber, they
presence keeps haunting the party but still only lets itself notice a slowly rippling glow coming from underneath it.
be known very sporadically, through occasional glimpses at The door is closed, but unlocked. Read the following aloud
the edges of vision and unexpected noises, startlingly close if the adventurers enter the chamber:
to the adventurers.
If the adventurers still have a boat at this point, the This large cave contains little over a dozen
Entity waits for them to cross the second gate (area 15, columns of different sizes, decorated with the
map 7.2). Then, as soon as the adventurers leave their boat encrusted skulls of various humanoid and
unattended to explore a chamber, or for any other reason, dragonkin creatures. Natural light comes down
it attacks the vehicle, not to actually damage it but for the in a series of crystal beams, illuminating the
adventurers to find scratches and other marks on it when columns’ interior. The light captured therein is
they return. Any character discovering or observing this released as a pulse through the skulls’ sockets,
damage for the first time must make a DC 20 Wisdom nostrils, and mouths—those that still have their
saving throw. A character that fails the save becomes mandibles attached, that is—making them emit
frightened of the Entity’s potential presence for 1 minute light of different colors, creating an eerie effect.
and risks madness as described in the “Special Rules”
section.
If the adventurers explore this room, the Entity
The adventurers begin their exploration of the inner stalking them becomes more restless and makes its
tunnels at area 13. presence more evident to the party, starting by casting
long shadows from different corners of the room, with
the gloomier and more unnerving ones seeming to
13. The Exhibition come from somewhere above where the adventurers are
Read the following aloud when the party enters this area standing. Still, despite its proximity to the intruders, the
(map 7.2: The Halls of Crafting): stalker remains unnervingly silent.
Then, the adventurers hear the sound of claws
You approach an immense tunnel, which leaves scraping the crystalline structures in the room, and the
no doubt you’re entering an area where dragons resulting cracks in some of the columns cause the light
live. However, the most eye-catching feature of to bleed out of them. Have each adventurer make a DC
the tunnel is not its size but the grisly display 22 Intelligence saving throw to quickly turn away or
along its walls. You pass before a horrible cover their eyes. Each character that fails is Blinded for
assortment of disturbing constructs, most made 1 minute.
of a shocking mix of the flesh and bone of dead Each blinded adventurer must then succeed on a DC
humanoids intertwined with metal shapes. 24 Strength saving throw or be shoved by an unseen
These pieces greet you as if in an exhibition, force, taking 4 (1d8) bludgeoning damage plus 4 (1d8)
hanging from the cave ceiling by filigreed slashing damage and falling prone. The unseen force
threads, nailed or merged into the walls through continues to graze and shove each blinded character
unknown and painful-looking processes, or in this manner every round until they leave the room
standing on rock pedestals as if they were still or are no longer blinded. If at any moment there are
living creatures, forever frozen in tortured no blinded characters in the room, the Entity stops its
postures or encased in spiked quicksilver. attack altogether and disappears.
As before, no ability check or divination spell effects
can detect the creature or force it to show itself, as if

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To area 21

20

18

16

15

14
17

19

13

The Halls
of Crafting
1 square = 5 feet

MAP 7.2: THE HALLS OF CRAFTING

light and magic itself were afraid of the creature’s true or become Frightened of it for 1 minute, risking madness
form. However, any character who isn’t blinded notices as indicated in the “Special Rules” section.
a faint blur in the air, a sort of moving darkness too
A DC 22 Wisdom (Perception) check reveals a niche
indefinite to target or pinpoint with any action, attack, or
at the base of one of the columns with a small box within.
effect, but undoubtedly present. A character that notices
The box is of a sturdy yet light, unidentifiable metal. It has
this blur must succeed on a DC 19 Wisdom saving throw

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Artistry, at What Price?

a lock on top and a depression on one side the same size as If the trap is not deactivated, the first creature
the cylinder’s width. If the cylinder is placed inside it, the crawling through the tunnel is targeted with a melee
lid pops open. The box contains more notes by Mutroz, attack with a +11 bonus. If they are hit, they take
documenting its greatest creation: a perfect, masterwork 11 (1d8 + 7) piercing damage and 11 (2d10) poison
golem known as Vo’okhateth, the Stonecutter. damage. In addition, they must succeed on a DC 24
Constitution saving throw or be Poisoned for one hour.

15. The Second Gate Read the following aloud if the adventurers enter the
chamber:
Read the following aloud as the adventurers enter this
area: This small cave, unusable to dragons and clearly
meant for their dragonkin servants, is filled
You reach another grate, this one clearly newer with abandoned, rusty workshop tools, from
and better maintained than the one before. The the artistic to the vicious-looking. A metal lever
massive lock is controlled by a quarterstaff-sized protrudes out of a stone wall to your right.
metal cylinder which reaches into the wall. There
is no keyhole, suggesting you must somehow The room beyond the tunnel is filled with long
move the cylinder to gain access. abandoned tools, mostly used for carving crystals. A
DC 17 Intelligence (Investigation) check reveals that
some of the parts can be fit together to create a long
Another grate impedes the adventurers’ shaft, obviously designed to hold a blade or axe
navigation beyond this area. A not-very-well- head of some sort at its top.
hidden cavity that leads to area 16 can be
found through a successful DC 16 Wisdom A metal lever protrudes from one of the
(Perception) check. Opening the lock from walls. Pulling it unlocks and opens the grate
this area requires a DC 22 Dexterity or in area 15.
Strength check. Otherwise, the only way There is also a dusty leather satchel
to unlock the grate is to push the locking with another heap of parchments and a
cylinder by pulling the lever in area 16. diagram of what seems to be the shaft of
Beyond this area, the light starts to grow some kind of poled tool or weapon. One
dimmer as the party goes further down the of the notes in the parchments reads,
canals, and they perceive that the quicksilver “As if blemish from close foulness could
current has become noticeably faster. A mean more harm to the azhurma than
successful DC 22 Wisdom (Perception or the deepest of cuts.” This is one of the
Survival) check reveals that the canals are two parts of Um’Frêki, the Hooked
going deeper underground after this point. Render, which the Architect intended
to use against Sivax (see appendix B).
If the adventurers find both parts of
16. The Garret the weapon and the forging spell left
behind by Mutroz, they can assemble
The only entrance into this room is Um’Frêki and use it during the last
a rectangular cavity near the floor encounter with Sivax.
in area 15, requiring a human-sized
creature to crawl through a small
tunnel to enter.
17. The Refuse
The tunnel has a poisoned spear
trap that can be deactivated by Sluice
pushing a rock on the right-hand This room is found after a long
side. Anyone looking for traps winding tunnel to the left of the
can attempt a DC 18 Wisdom intersection after area 15. In this
(Perception) check to find the trap tunnel there is a readily apparent
and the mechanism that deactivates it. current coming from under one
Any character with a passive Wisdom of the cave walls. Any character
(Perception) score of 18 or higher can attempt to swim through
automatically finds the trap and how here against the current by
to deactivate it. succeeding on a DC 22
Column of Skulls
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Strength (Athletics) check, arriving under a grate floor The vision this room offers is revolting and disturbing.
in area 20 where the current is less strong. Any character with darkvision, and any character who
dares to use a source of light to observe the room more
If the party follows the tunnel instead, they arrive at
clearly, must succeed on a DC 24 Wisdom save or become
a landing outside a room which emits a sweet, slightly
frightened by the piles of organic matter until they leave
acidic smell. The wooden door is ajar, and spots of slimy
the room, with the corresponding risk of madness as
matter can be seen under it.
described in the “Special Rules” section.
When the party opens the door, a blast of warm,
There are about a dozen mounds of offal in this room.
humid wind hits them in the face, enveloping them in
Some of them wobble as the party inspects the chamber.
the overwhelming reek of putrefaction. All characters
If a character enters the chamber or disturbs the mounds
must roll a DC 22 Constitution saving throw or become
in any way, two (1d4) carrionmaw wurms leap from the
Incapacitated for 1 minute and Poisoned until their next
mounds to attack that character, trying to pull them into
short rest.
the offal and make them into their next food stash inside
Read the following aloud if the adventurers enter the mounds. Every character that walks within 10 feet of
the room: a mound, even if it’s to help another character against the
wurms, attracts two (1d4) carrionmaw wurms of their
This rough cavern receives dim light from the own, which specifically target and attack them. A character
outside, filtered through the murky crystals in the that is already targeted by one or more carrionmaw wurms
ceiling. What this weakened light reveals is enough does not attract additional wurms. There are a total of
to make one wish there was no light at all. fifteen carrionmaw wurms in the chamber. They don’t
pursue targets beyond their rotting mounds; the encounter
The room is filled with dark shapes of varying ends when the adventurers exit the room or defeat all of
sizes, masses that are blacker than the surrounding the carrionmaw wurms.
darkness. What little you can glean reveals that they
are amorphous, haphazard mounds of shattered If the player characters search the room, they find
bones — offal and what seems to be body parts— one of the mounds contains a piece of undigested
chopped limbs and mutilated torsos, with the flesh metal amidst the rotting matter. It is a sickly
half-carved from the bones. The same grisly image greenish blade, apparently detached from
can be glimpsed under every light beam, behind a larger weapon, perhaps the end of
every shadow, each pile of refuse as revolting a polearm. This is one of the two
as the last one. parts of Um’Frêki, the Hooked
Render, which the Architect
And then, some of the intended to use against Sivax (see
piles of carrion start to appendix B). If the adventurers
move. find both parts of the weapon
and the forging spell left behind
by Mutroz, they can assemble
Um’Frêki and use it during the
last encounter with Sivax.

Carrionmaw wurms

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Artistry, at What Price?

18. The Miasma Crossroads stairs must succeed on a DC 22 Dexterity saving throw
for every 10 feet of ascension or take 7 (2d6) slashing
Read the following aloud if the adventurers enter this area: damage.
If an adventurer wants to peer over the balcony, they
This is a junction of three tunnels symmetrically must succeed on a DC 23 Dexterity (Stealth) check,
carved into the stone: the one you came from and made with advantage, to avoid detection. Read the
a stone passage of solid ground to both your left following aloud as the character peeks at the scene on
and right. There is a sculpted dome in the ceiling, the ground floor:
inlaid with hundreds of crystal prisms that reflect
the few rays of light onto the shiny, silvery, and
mercurial surface. The air is strangely stuffy and You witness a true chamber of horrors, where
heavy here. four Magnifex dragons, assisted by hordes of
dragonkin dressed in gaudy robes, perform
If you continue this way, you’ll have to leave hideous mutilations and modifications on the
the boat. bodies of captive, living creatures, and also on
their own bodies, in what seems to be some type
The mercurial vapors are strong in this area and directly of demented aesthetic pursuit.
attack the minds of travelers. All characters must succeed
on a DC 22 Wisdom or Constitution saving throw or This is the main workshop of the Fleshcrafter and
begin suffering hallucinations related to their past failures Boneshifter artistic schools, As their names imply, half the
and negative experiences. Besides each player’s tailored “artists” in the chamber pursue extreme flesh alterations,
hallucination, they all see something else in their minds, and the other half experiments with divergent repurposing
even those that succeed on the save. It seems to be a of bones and osseous structures.
huge, fleshy figure, more like a shade than a solid creature,
lurking in the background and looking at the characters’ Any character witnessing this scene must make a DC
misadventures with a combination of joy and abject fear. 20 Wisdom saving throw or become Frightened of these
When the hallucinations pass, after roughly 1 minute, the activities until they leave the chamber, risking madness as
creature is nowhere to be seen. indicated in the “Special Rules” section.
To the left and right of the junction there are two Fleshcrafter dragons wear the bloodcurdling results of
opposing docks, each leading to a small atrium carved with their many projects in the form of trinkets made from skin
strange hieroglyphs and extending for a couple dozen feet and muscles stitched together and, in some cases, grafted
before ending at a huge wall. There is a set of heavy doors onto their own bodies, morbidly clinging to spots where
at the end of the atriums to the left and right, each leading their dragonkin helpers removed some of their scales for
to areas 19 and 20, respectively. Vague, muffled moaning this very purpose.
sounds come from both directions. Boneshifters like to display their own bones, jutting out
of their muscles or rib cages or with the bones and limbs
of other creatures attached to them, with bizarre skeletal
19. The Soft Materials Hall frames encasing their faces and shoulders. Their bodies are
As the party enters the short, dark corridor that leads to filled with bone piercings, and some peel part of the flesh
this chamber, they are hit with the metallic smell of blood off of their own skulls, creating works of art with their own
and a wall of sound, created by the nondescript wailing and exposed bones.
moans of unseen creatures. Both the cacophony and rusty There are twenty experimental stations at the ground
smell are unnerving yet bearable. level, currently occupied with both dragonkin and
The balcony at the end of the corridor (marked with Valernian victims in varying stages of “development,” all
an A on map 7.2: The Halls of Crafting) stands 40 feet connected to hoses and manned by dragonkin assistants. A
above the ground. The high ground and balustrade successful DC 16 Wisdom (Perception) check reveals these
grant advantage on the player characters’ checks to hide hoses all connect to a central line that snakes to the back of
from the creatures on the floor. the chamber and into a multifaceted, orb-like crystal.
The twin staircases leading down have narrow A player may reach the orb unseen by walking down
walls decorated with downward- pointing, beautifully the stairs and succeeding on a DC 23 Dexterity (Stealth)
engraved hooks and spearheads, all capriciously aligned check. A character with proficiency in alchemist’s supplies
but set in a way that they do not hurt anyone going or tinker’s tools can take a close look at it, and if they
down the stairs. Anyone can descend the stairs without succeed at a DC 20 Intelligence (Arcana) check, without
trouble, but a Medium or larger creature coming up the any need for using the actual tools, they discover that

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this crystal is siphoning Vaala from the Valernians and 20. The Mindcarvers’ Residence
redirecting it to the dragonkin being experimented upon.
Any attack against the apparatus severs the hose, putting The dimly-lit corridor leading to this chamber descends
the victims out of their misery and alerting the dragons steadily as it progresses. If the party flees area 19 with
and dragonkin that something is wrong. dragons in pursuit, the dragons stop mid-chase, not daring
to follow the characters here, but they watch the escaping
The adventurers must succeed on a DC 23 Dexterity party with a thrilled glint in their eyes.
(Stealth) check to leave the area undetected. If they
fail the check, or if they choose to face the so-called Read the following aloud when the party enters the
artists, they must fight 4 young Magnifex dragons (the chamber at the end of the hallway:
apprentice dragonkin don’t fight), who are outraged
at the interruption but delighted for these fortuitous,
new subjects. For descriptive purposes, note that two
of the dragons are Fleshcrafters, covered in gory flesh
garments, and two are Boneshifters,
their ribs, skulls, and joints
revealed through their
cleft flesh.

Mindcarver Magnifex dragon

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Artistry, at What Price?

The corridor leads into a wide chamber, where the


21. The Exit Tunnel
scarce illumination reaching down from the high If the party hasn’t carried their boat here, or if they
ceiling creates pools of weak light amidst the inky arrived by swimming through the grated canal moving
blackness. under area 20, they can only advance by wading through
The room is lined with ashlar platforms the quicksilver or by attempting to stay on the narrow
and altar-like slabs, where strange crystalline ledges, which requires one successful DC 15 Dexterity
contraptions and various alien-looking tools (Acrobatics) check. Regardless of their choice, Mutroz’s
sit in disarray. map ends here. From this point, the adventurers must
As you enter the room, you hear faint find their way to Sivax’s vault on their own.
chuckling, and a shrill voice says, “So, you came Read the following aloud as the party decides what
here on your own free will. Fascinating. Let us see to do:
what crossed your minds to make you do this…”
As the quicksilver slides down the twilit canal,
The party will now have to face the Mindcarvers, a you hear another loud crash and a grating sound
strange school of advanced Magnifex “artists” who torture coming from somewhere further down the dim
their victims to extract their thoughts of pain and fear. corridors, and now you are sure you are not
From these thoughts, Mindcarvers create glimmers, sensory imagining things, as a mad cackle and a long,
experiences that the Magnifex brood regards as high art. sorrowful moan fill your hearts with fear.
The party is immediately attacked by three You see a rapidly crawling shadow projected
adult Magnifex dragons. Mindcarvers prefer to use onto the silvery surface. Then another one…
their illusion abilities to frighten and torture their and another…
targets before using their physical attacks or breath
weapons. Any time these effects manage to cause a
character to become Frightened, they risk insanity as At this point, the adventurers realize they’ve been
described in the “Special Rules” section. followed. Their defeat of the dragon artists at the previous
chamber did not go unnoticed, and there’s now a throng
There is a heavy metal grate in the floor at the back of dragonkin guards and apprentices running after them,
of the room. Under it runs the mercury flowing from brandishing vicious-looking instruments of torture.
area 17 to area 21. If the party arrives here through this
current, the Magnifex dragons do not notice them, and This is a mob of dragonkin and a deadly encounter to
they can continue to move unimpeded to area 21 (map any party regardless of character level. Make sure to let
7.3) through the current. The heavy grate can be opened the adventurers know that the numbers don’t favor them
with a DC 20 Strength check, moving a section of it out at all; however, they have enough of a head start that
of the way and leaving it open for anyone else. Closing escaping through the quicksilver canal remains an option.
the grate after it is opened requires the same check.
If the adventurers survive the encounter, they may
leave the chamber unimpeded, either back into area 18
Rewards
or through the exit leading to area 21.
As they decide whether to flee or stand and fight, award
all player characters a milestone advancement to their
next level.

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THE ARCHITECT’S LAMENT

T
his chapter begins with the party escaping or
making a last stand against a mob of crazed The mercury canal ends here as the flow stops
dragonkin apprentices and art aficionados. and gives way to a wide rocky chamber. The walls
are all heavily lined with bismuth formations.
If the adventurers try to escape, let them try to run
At the center of the ceiling, a skylight rises,
through the quicksilver or along the narrow ledges,
illuminating the room and showing how deep
but the dragonkin slowly gain on the adventurers
this chamber is.
unless they use magic to escape. If they choose to run
in the canal, keep track of the effects of quicksilver
poisoning. Regardless, the dragonkin eventually push Once the party is in area 22, they must face nine
them toward area 22 in map 7.3: The Bismuth Vaults. Magnifex dragonkin; the remaining dragonkin
Once the party arrives, read them the following: apprentices stay behind and outside of the fight. If the

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The Architect’s Lament

players survive, the remaining dragonkin disperse and If the party shows Mutroz’s runed cylinder to
flee back through the canal. Something has scared them, Stonecutter, the golem stops cold. It recognizes the
thus ending the encounter. artifact. Its head comes closer to touch the cylinder; if the
party allows it, the golem manages to tell part of its story:
Then, another loud, high-pitched sound fills the
room, followed by a deafening crash, and a hole is
knocked out of the East wall, quicksilver pooling around “THE. ARCHITECT. BUILT. SIVAX.
the debris. Through the opening walks a 12-foot tall BETRAYED. MUTROZ. ENTOMBED.
crystalline construct of an alien yet immensely beautiful FOREVER. BUT MIND. FREE. BUT. MIND.
shape, with a huge mining drill mounted on its tail that TRAPPED. FREE. TRAPPED. FREE.
looks like the maw of a worm. TRAPPED.”
If any dragonkin remain in the area, the construct shreds As it says these words, the golem smashes its
a couple of them to pieces before turning to the party. own head in a futile gesture. Then, it grabs the
“MUST. FIND. THE. ARCHITECT.” It bellows in cylinder. “PATH. END. ENDLESS. SEARCH.
Draconic. “WHERE. IS. THE. ARCHITECT.” AT. LAST. PATH. FOLLOW.”
This is Stonecutter, the crazed golem that has haunted
the Crystalline Maze for centuries, ever since Mutroz If the party follows Stonecutter, it leads them in a
built it to guard Sivax’s vault before their mysterious straight line, smashing walls and bringing chambers
disappearance. For eons, its mind has been locked on a down, to Sivax’s lair. Proceed to “The Last Stretch.”
single directive: find its lost creator. The adventurers have a
few seconds to act before it attacks them too.
If the party attacks, they must fight Stonecutter. If The Last Stretch
they survive the encounter, they find a glowing metallic
rune in the golem’s remains. It is Mutroz’s rune of power.
Together with the cylinder, it leads whoever holds it Read the following aloud as the party navigates the
to the entombed body of the Architect. With both Crystalline Maze and they enter area 23 (map 7.3),
following either Stonecutter or its glowing rune.
objects in their possession, the party may now follow the
path across the tunnels to Sivax’s lair, and the everflux
quicksilver pool, unhindered by pursuers or enemies.
Proceed to “The Last Stretch.”
If the adventurers try to speak with the golem,
it responds, surprised to find a lifeform willing to
communicate with it after millennia of loneliness.
It says nothing useful, however, simply repeating
variations of its mantra: “MUST. FIND. THE.
ARCHITECT. THE. ARCHITECT. IS.
LOST.”

Stonecutter

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24

21

23

22

The Bismuth Vaults


1 square = 5 feet

MAP 7.3: THE BISMUTH VAULTS

Alejandro Maroto (Order #37771216)


The Architect’s Lament

If Stonecutter is with the party, the Entity attacks the


You walk the maze for what seems like hours, golem first, saying things like “You are not supposed to
until you see a bright archway ahead. The arch find. Supposed to wander forever!” or “You should not
leads into a semi-circular chamber with a very NOT be restored. Not NOT you. I lost LOST myself.
high, latticed ceiling, which breaks down the You YOU lost yourself. All ALL lose selves. You cannot
light and shadows into a stunning pattern. find FIND. You you cannot!”
A spasmodic cackle echoes throughout the Stonecutter will defend itself and fight the Entity if it
room, and something comes out into the light. is attacked in this way.
The huge, misshapen form of a dragon stands Once the Entity is defeated, Mutroz’s cylinder
before you. It is completely scaleless, its scarred, leads the party into the everflux quicksilver pool, two
violet and purplish skin uncovered. Its eyes are tunnels beyond this chamber.
whited-out and swollen; its eyelids sewn back to
its brow. Its frills are torn. Its wing membranes If Stonecutter is still with them, it does not follow.
have been removed, and it winces under the light, Instead, it rams its way through another couple of walls,
trying to shield its useless eyes with maimed, finally deactivating as it finds its original body, Mutroz’s
unnaturally twisted claws. It keeps chuckling body, entombed within a crystal wall overlooking the
mockingly, however. everflux quicksilver pool.
“Ah, light… So much the better to show them As they enter the hallway read the following:
my beauty BEAUTY. They are not NOT supposed
to come COME so far. Not to reach the inner The giant golem destroys two solid walls that lead
sanctum NOT. Not. NOT.” into a humid chamber, one that has probably
remained sealed for centuries. Inside, there is a
green tinted window into the Bismuth Vaults in
The party recognizes the maimed dragon’s voice. It all their splendor.
is the Entity, the presence that has been following them
since they entered the Maze and now has been forced to Opposite that wall is something even
confront them so they don’t reach Sivax’s lair. more impressive: a Magnifex dragon, its body
completely merged with a bismuth wall making
The adventurers must defeat the Entity before they for an incredibly beautiful and dreadful image,
continue their adventure. Forced to fight in the open, the as the dragon’s expression of pain is still clearly
Entity tries to avoid the areas of direct light, scurrying visible on its face.
along the walls and tackling or shoving the adventurers
into shadowed areas. If the party manages to goad the
Entity into a spot of bright light, requiring a DC 21
Dexterity (Acrobatics) or Charisma (Deception) check, all
Rewards
attacks against it are made with advantage until it moves
away, out of the light. After the party has defeated the Entity, award all player
characters a milestone advancement to their next level.

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The Fight with Sivax PHASE CHANGE
The encounter continues in this phase until one of these
conditions is met:
Both the chamber with the architect or the hallway • A number of mirrors (see the “Sivax Exploits” section)
through the door at the back of the room lead to a equal to or greater than the number of players have
magnificent bismuth sculpted door that leads to the top been broken.
of a staircase in the Bismuth Vaults.
• A number of doors (see the “Sivax Exploits” section)
equal to or greater than the number of players have
been opened.
The beautiful Bismuth Vaults, the greatest
repository of art and beauty on Drakha, extends • One of Sivax’s body parts is broken.
before you, their shimmering walls a work of When one of the above conditions is met, Sivax begins
exquisite craft themselves, overlooking stunning shifting his lair to threaten the intruders.
promenades amidst the everflux quicksilver pools.
It’s as if the entire chamber gloated over you,
warning that the likes of you are not worthy of Second Phase
sullying its perfect interior.
As you enter the magnificent halls, a pool of LAIR CONDITIONS
liquid mercury at the center bubbles and shifts, The floors and walls of the lair begin to shift and change
and a massive, gorgeous shape rises gloriously unpredictably.
over the liquid mirror. “Who are these beasts,
come to marvel at the greatest forms of our universe?
Tread lightly, for your presence offends beauty.” Sivax warns you: “My realm changes to my will.
You will drown under the walls of my dominion.”

First Phase The entire battlefield in and around the Bismuth


As the adventurers enter the vault (area 24, map 7.3), Vaults has become difficult terrain. Reaching a door, a
Sivax greets them with exaggerated surprise, and attacks mirror, or a wall requires a DC 20 Strength (Athletics)
right away. or Dexterity (Acrobatics) check.

LAIR CONDITIONS Sivax’s Actions


Actions per Round: N + 4
Around you rise iridescent walls of bismuth. The
walls are full of mirrors, statues, and works of art. PHASE CHANGE
Reflections and colors abound and glimmer over
the dragon’s scales. There are eight doors along the The encounter continues in this phase until one of these
walls, all shut. conditions is met:
• A number of mirrors equal to or greater than N × 2
“…How dare you place your impure, disgusting
feet upon my collection? I’m tired of looking at are broken.
you. Your blood will color my walls, like so many • A number of doors equal to or greater than N × 2
before.” have been opened.
• Three of Sivax’s body parts are broken.
The adventurers have entered the chamber from the When one of the above conditions is met, the palace
western gate near its center. They may traverse the map begins to tremble and change its shape even more
throughout the battle, unless Sivax impedes their passage violently than before.
with his Reshape Environment upkeep action.

Sivax’s Actions
Actions per Round: N + 2

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The Architect’s Lament

Final Phase PHASE END


The palace has become a dangerous, endlessly shifting The encounter ends when Sivax dies. This requires
landscape. fulfilling one of the following conditions:
• Four or more of Sivax’s body parts are broken, and the
LAIR CONDITIONS adventurers have broken at least N × 2 mirrors.
• Four or more of Sivax’s body parts are broken and the
adventurers have opened all doors.
The halls around you transform alternately into
• Six or more of Sivax’s body parts are broken.
walls, pits, outcroppings, and terrible spikes.
Sivax roars, “My collection! My creations! You fools
have destroyed everything beautiful. I must make Amidst the shifting chaos, the Great Wyrm seems
it right, and your bones will replace my bismuth overwhelmed. “No!” he screams. “I can’t— I can’t
walls!” control it anymore! Such deep grief will scar the
universe with the disappearance of someone like me,
who…!”
At the start of their turns, every creature in the area
other than Sivax must succeed on a DC 24 Dexterity But the rest of Sivax’s eulogy is lost under an
saving throw or take 11 (2d10) slashing damage plus 11 avalanche of bismuth, rock, and liquid mercury
(2d10) piercing damage and fall prone. as the vault crashes down around all of you. You’d
better not stand looking, beautiful though the
spectacle may be.
Sivax’s Actions
Actions per Round: N + 5
During this phase, Sivax can use his Reshape
Environment upkeep action up to three times during each
of his upkeeps, and the action cost of his Supreme Shift
special action is reduced by 2.

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If the party wants to scoop up some everflux quicksilver,
the time is now. They need only one drop to make the
Conclusion
Cloak of Evershifting Skins, but they have a very short
window to get it. If the adventurers survive the fight with Sivax, they may
As the vault comes crashing down, the adventurers now escape the Crystalline Maze through the crumbling
must succeed on a DC 24 Dexterity save or suffer 35 passages. No quicksilver stream blocks their path. No
(10d6) crushing damage plus 35 (10d6) piercing damage enemies run after them.
from falling debris. A successful save negates all the If they managed to snatch some everflux quicksilver
damage. A player that stops to pick up everflux quicksilver from the vault, the adventurers may now use Mutroz’s
as they leave the vault suffers disadvantage on the saving ritual to create the Cloak of Evershifting Skins, which
throw to escape and still takes half damage on a success. allows them to leave Drakha, if they so wish.

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Sivax, Prince of Perfect Ecstasy

SIVAX, PRINCE
OF PERFECT ECSTASY

O How Dare You Break My Body


f all azhurma, Sivax is the most vain, self-centered,
and beautiful. He lives in a luxuriant hall, filled
with mirrors and artwork, where Sivax can admire Sivax likes beautiful things, and his body is the most
all beautiful things, particularly his own reflection. beautiful thing in the universe. Every time one of Sivax’s
body parts is broken, he loses 2 action points from his
To defeat Sivax, the party may also need to destroy current action pool.
his bubble of beauty and perfection.

The Rooms
Sivax Exploits Sivax is the most beautiful thing in the cosmos, but he
still likes other beautiful things. The eight rooms around
The following exploits can be used to take advantage of his central hall, located behind the doors in map 7.3: the
Sivax during the battle, if the characters discover them. Bismuth Vaults, contain his collections of artwork and
masterpieces from various worlds and eras, including only
the most precious and glorious artifacts in existence. And
Beauty and the Beast he keeps these rooms unlocked, as he wishes to see these
works at his leisure.
If any character shows Sivax an exceedingly beautiful
artistic masterpiece (something created by an artist with a As an action, a character within 5 feet of one of
+6 or higher proficiency bonus), or something incredibly the doors marked around the main hall in map 7.3:
ugly (awful enough to require a saving throw to look at), the Bismuth Vaults, can open the door, causing the
they may spend an action to attempt a DC 20 Charisma treasures inside to be accessible and vulnerable. Sivax
check to distract Sivax with it. If the check succeeds, Sivax won’t use his breath weapons or his Wing Flap in the
loses 2 actions from his current action pool. The same direction of an opened door.
item cannot be used in this way more than once, and any If a creature enters one of the rooms, Sivax feels
further attempts to use this exploit in the same round his collection is threatened, and he will spend as many
have disadvantage on the Charisma check. actions as needed to remove that creature from the
area or kill them inside the room, without using his
The Mirrors breath weapons or Wing Flap. He will then block
access to the room permanently by using his Reshape
Sivax’s lair is full of mirrors where he can see his Environment upkeep action.
reflection. Breaking one and using it to deform Sivax’s
reflection will temporarily disturb the dragon. As an
action, a character within 5 feet of a wall may break one
of the mirrors. Doing so causes Sivax to lose 1 action
from his current action pool. Sivax can lose no more than
1 action per round through this effect.

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Wing Flap (2 Actions). Each creature in a 20-foot radius around Sivax must succeed
on a DC 24 Strength saving throw or be pushed back 20 feet and take 14 (4d6)
SIVAX bludgeoning damage. Sivax can then move up to his flying speed in any direction.
Any creature mounted on Sivax’s wings must succeed on a Strength or Dexterity
Gargantuan dragon,chaotic evil saving throw against the wings’ shake DC to avoid falling as per the Shake upkeep
action.
Armor Class see “Sivax’s Body Parts” Assault (3 Actions). Sivax moves, or flies if possible, up to his speed and makes one
claw attack and one tail stinger attack against one target.
Hit Points see “Sivax’s Body Parts”
Speed 40 ft., climb 40 ft., fly 80 ft.
Breath Weapons
STR DEX CON INT WIS CHA Dragonfire (1 Action). Sivax breathes fire in a 90-foot cone. Each creature in the
area of effect must make a DC 24 Dexterity saving throw, taking 28 (8d6) fire
24 (+7) 18 (+4) 24 (+7) 22 (+6) 18 (+4) 28 (+9) damage on a failed save, or half as much damage on a success.
Crystal Spray (2 Actions). Sivax spews bismuth crystals in a 60-foot cone. Each creature
Saving Throws Dex +13, Wis +13, Cha +18 in the area of effect must make a DC 24 Dexterity saving throw, taking 44 (8d10)
slashing damage on a failed save, or half as much damage on a success. Sivax must spend
Skills Deception +18, Perception +13, Persuasion +18 one action during one of his future upkeeps to use this breath weapon again.
Damage Reduction 7 Crystal Cloud (3 Actions). Sivax spews a cloud of bismuth crystals in a 90-foot
Damage Resistances bludgeoning, piercing, and slashing from non-magical radius. Each creature in the area of effect must make a DC 24 Constitution saving
weapons throw or take 44 (8d10) poison damage and become poisoned until Sivax’s next
upkeep. A successful save halves the damage and negates the poisoned condition.
Condition Immunities charmed, exhausted, frightened Sivax must spend one action during one of his future upkeeps to use this breath
Senses darkvision 120 ft., passive Perception 23 weapon again.
Languages Common, Draconic Molten Bismuth (5 Actions). Sivax spews a stream of iridescent, molten bismuth in
a line that is 120 feet long and 10 feet wide. Each creature in the area of effect must
Challenge 30 (155,000 XP)
make a DC 24 Dexterity saving throw or take 22 (4d10) fire plus 22 (4d10) poison
damage and become paralyzed until their next short rest, unless cured or removed
Drakhan Resistance. Sivax gains advantage on saving throws against spells and by magical means. A successful save halves the damage, and the creature is only
other magical effects, and is immune to the maze spell. restrained, not paralyzed, until Sivax’s next upkeep. Sivax must spend one action
Legendary Resistance (3/Day). If Sivax fails a saving throw, he can choose to during one of his future upkeeps to use this breath weapon again.
succeed instead.
Magic Weapons. Sivax’s weapon attacks are magical. Special Actions
Living Masterpiece (3 Actions). Sivax creates one masterpiece, a Large, dragon-
ACTIONS shaped construct from the metal of his lair. The masterpiece acts on its own initiative,
attacking Sivax’s enemies to the best of its ability. All such masterpieces Sivax has
created will melt back into the environment during his next upkeep unless he takes
Upkeep Actions the Enduring Masterpiece upkeep action to maintain them.
During Sivax’s upkeep, he replenishes his action pool up to its maximum for the
current phase, and he may take any of the following actions.
Masterpiece
Quick Cast (0 Actions). Reshape Environment (0 Actions). Once during each of Large construct, unaligned
his upkeeps, Sivax can change the shape of his lair with a thought. A 10-foot square
of open terrain in the map becomes a wall, or a 10-foot square of wall in the map Armor Class 10
becomes open terrain. Hit Points 50
Can’t Touch This (0 Actions). Once during each of his upkeeps, Sivax can choose Speed 30 ft.
three creatures. The chosen targets cannot make sneak attacks or gain advantage on Abilities Str 14 (+2), Dex 16 (+3), Con 10 (+0), Int 3 (−4), Wis 10 (+0),
their attacks until Sivax’s next upkeep. Cha 1 (−5)
Shake (1 Action). Sivax can shake all of his body parts. Any creature mounted on Senses blindsight 60 ft.
one of Sivax’s body parts must make a Strength or Dexterity saving throw against Languages Understands the language of its creator but can’t speak
the shake DC of the body part they’re holding onto in order to stay perched. On a
failed save, the creature falls to the ground, takes 10 (3d6) bludgeoning damage, and ACTIONS
becomes prone.
Enduring Masterpiece (1 Action). Any masterpiece previously activated by Sivax Bite. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 14 (2d10 + 3)
with his Living Masterpiece special action continues to fight for him, at least until his piercing damage.
next upkeep. If Sivax doesn’t use this ability during his upkeep, all previously activated
masterpieces melt back into the walls and floor of his lair and must be individually Flaws in your Defense (1 Action). Sivax chooses a target he can see. All of Sivax’s
created again with the Living Masterpiece special action.
attack rolls against that target are made with advantage until his next upkeep.
Regenerate (3 Actions). Once during each of his upkeeps, Sivax can heal one body
part that has not been reduced to 0 hit points. The chosen body part regains half of its Way Ahead of You (1 Action). As a reaction, Sivax can use any melee attack or
hit point maximum. special action, paying the appropriate action cost, before the triggering action is
resolved.
Melee Actions Ground Shift (2 Actions). Sivax manipulates the ground of his lair to move creatures
Claw (1 Action). Melee Weapon Attack: +16 to hit, reach 10 ft, one target. Hit: 21 where he wants them. One creature without a flying speed or the ability to hover that
(4d6 + 7) slashing damage, and the target takes 5 slashing damage at the start of each Sivax can see must succeed on a DC 26 Dexterity saving throw or fall prone and be
of their next turns. The target may attempt a DC 24 Constitution saving throw after moved to an unoccupied space within 5 feet of Sivax.
taking the damage to end the effect. Multiple instances of this ongoing effect do not Looks Better This Way (2 Actions). One creature within 90 feet of Sivax that he can
stack, limiting the total damage that it can inflict on each affected target to 5 slashing see must make a DC 26 Charisma saving throw. If the save fails, the creature’s non-
damage per turn. Any creature mounted on Sivax’s claws must succeed on a Strength legendary magical and normal items, including weapons, armor, and miscellaneous
or Dexterity saving throw against the claw’s shake DC to avoid falling as per the Shake items, are twisted, reshaped, and bent to Sivax’s whim, rendering them useless until
upkeep action.
the start of Sivax’s next upkeep.
Bite (2 Actions). Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 16
(2d8 + 7) piercing and 9 (2d8) slashing damage, plus any creature mounted on Sivax’s Seen This a Hundred Times Before (3 Actions). As a reaction, Sivax can cause a
head must succeed on a Strength or Dexterity saving throw against the head’s shake spell of 5th level or lower targeting him to fail. If the spell is 2nd level or lower, this
DC to avoid falling as per the Shake upkeep action. ability costs only one action instead of three.
Tail Stinger (2 Actions). Melee Weapon Attack: +22 to hit, reach 20 ft., one target. Supreme Shift (6 Actions). Every inch of Sivax’s lair sprouts long, sharp spikes and
Hit: 21 (4d6 + 7) piercing damage, plus the target must succeed on a DC 24 needles. All creatures who aren’t mounted on Sivax’s body parts must succeed at a DC
Constitution saving throw or suffer an additional 21 (4d6) poison damage. Any 26 Dexterity saving throw or take 56 (16d6) piercing damage, taking half as much on
creature mounted on Sivax’s tail must succeed on a Strength or Dexterity saving throw a successful save. Sivax must spend 1 action during one of his future upkeeps to use
against the tail’s shake DC to avoid falling as per the Shake upkeep action. this ability again.

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Shake DC 21 (grounded)
SIVAX’S BODY PARTS Wings HP N × 40 AC 23 (natural armor)
or 24 (flying)

Broken. Sivax tries to rise away from danger, but his torn wings keep
Sivax is very fond of his perfect body, and understandably horrified when him hindered.
something happens to it. Breaking any of his body parts immediately If Sivax’s wings become broken, he loses his flying speed and cannot
reduces Sivax’s current action pool by 2, as per the “How Dare You Break use his Wing Flap any longer.
My Body” section under “Sivax Exploits” above. If airborne, Sivax immediately falls to the ground, suffering 14 (4d6)
bludgeoning damage on a random lower body part. Any creature mounted
on Sivax’s body must succeed on a DC 21 Dexterity saving throw to jump
away or suffer the same fall damage plus 44 (8d10) bludgeoning damage
from being crushed under Sivax. If the save is successful, the creature only
takes 7 (2d6) bludgeoning damage from the fall and no additional damage.

Upper Torso HP N × 70 AC 23 (natural armor) Shake DC 21

Broken. Scarred and weakened, Sivax slouches with pain and moral defeat.
Tail Hit Points N × 40 AC 23 (natural armor) Shake DC 24
If Sivax’s upper torso becomes broken, he has disadvantage on all of
his claw attack rolls.
Broken. In a fit of rage, Sivax tries to stab at you, but the tail falls limply at his
side, making him more furious.

If Sivax’s tail becomes broken, he can no longer make tail stinger attacks,
and mounting this body part no longer requires an ability check.
Lower Torso HP N × 50 AC 23 (natural armor) Shake DC 21

Broken. Sivax’s belly growls with pain, his scales bleeding and worn down.

If Sivax’s lower torso becomes broken, his speed and climb speed are
both halved. If both of his legs are also broken, his speed is reduced to 5
ft. Additionally, all the action costs of his special actions increase by 1, and
mounting this body part no longer requires an ability check.

Head Hit Points N × 40 AC 23 (natural armor) Shake DC 24

Broken. Sivax lets out a shriek of pain. When he sees his reflection in one of
the walls, he loses his mind.

IIf Sivax’s head becomes broken, he has disadvantage on Wisdom


Right Claw HP N × 35 AC 23 (natural armor) Shake DC 24 (Perception) checks, and his bite attack damage is halved. In addition,
the despair of having his face rearranged prevents him from taking
upkeep actions for the rest of the battle.
Broken. Sivax dramatically raises his crushed hand before him. “Ah, I
know pain! I know it intimately!”

If Sivax’s right claw becomes broken, he can no longer use it for


combat. He can no longer make more than one claw attack in a single
turn. If both claws are broken, he cannot perform claw attacks.

Right Leg HP N × 35 AC 23 (natural armor) Shake DC 24

Broken. A limping Sivax scowls at you with indignation.

If Sivax’s right leg becomes broken, his speed is halved. If both of his
legs become broken, his speed is reduced to 10 feet.

Left Claw HP N × 35 AC 23 (natural armor) Shake DC 24

Left Leg HP N × 35 AC 23 (natural armor) Shake DC 24


Broken. Sivax’s perfectly sharpened claw is left mangled and pained
Broken. Sivax can’t seem to put any weight on his left leg. He grimaces at at his side.
every attempt. If Sivax’s left claw becomes broken, he can no longer use it for combat.
He can no longer make more than one claw attack in a single turn. If both
If Sivax’s left leg becomes broken, his speed is halved. If both of his
claws are broken, he cannot perform claw attacks.
legs become broken, his speed is reduced to 10 feet.

Alejandro Maroto (Order #37771216)


Appendix A:

MONSTERS & NPCS

Carrionmaw Wurms ACTIONS


Bite. Melee Weapon Attack: +8 to hit, reach 10 ft.,
one target. Hit: 14 (3d6 + 4) piercing damage plus
Filthy creatures born of the pain and torture of Magnifex 10 (3d6) poison damage, and the target is grappled
laboratories, carrionmaw wurms are monstrous grubs (escape DC 20) and must succeed on a DC 16
that feed not only on the rotting flesh of the Magnifex’s Constitution saving throw or become poisoned until
discarded victims but also on their last horrified thoughts, its next long rest.
gaining strength and size from terror and madness itself. Smother. If the wurm is still in the space of its mound,
Carrionmaw wurms live inside mounds of offal or one Medium or smaller creature grappled by the wurm is
rotting flesh, gnawing at the decomposing matter that pulled into the space of the wurm’s mound. The creature
also serves as their home. While they prefer dead flesh, becomes blinded and restrained. It has total cover
they need to hunt to keep their mounds well stocked. If against attacks and other effects, and it begins choking
any living creature approaches a carrionmaw mound, the on rotting matter. During each of its turns, the creature
creature immediately lashes out, hoping to draw its victim must succeed on a DC 16 Constitution saving throw or
into the rot to suffocate, after which it becomes a literal become poisoned until its next long rest.
part of the wurm’s lair. A creature may free itself and move out of the
mound’s space by escaping a DC 20 grapple, but the
check is made with disadvantage.
Carrionmaw Wurm If a creature remains inside the mound for a
number of rounds greater than its Constitution
Medium monstrosity, unaligned modifier, it falls to 0 hit points and is dying, and it
Armor Class 18 (natural armor) cannot regain hit points until it is taken out of the
Hit Points 85 (10d8 + 40) mound.
Speed 40 ft., burrow 30 ft. Any creature that escapes or is removed from a
carrionmaw wurm’s mound becomes incapacitated
STR DEX CON INT WIS CHA until its next short or long rest, as it becomes
19 (+4) 16 (+3) 18 (+4) 1 (-5) 7 (-2) 3 (-4) overtaken by retching and shaking fevers.

Senses blindsight 30 ft., tremorsense 60 ft., passive


Perception 8
Languages — Cuicatl Dragon
Challenge 4 (1,100 XP)
A cuicatl dragon is only a magical illusion in the shape
of a Coatl dragon, but they can easily injure and kill real
Surprise Whip. A carrionmaw wurm has advantage on
creatures.
its first attack roll during combat.

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Appendix A: Monsters & NPCs

Cuicatl dragon Decapod


Huge construct, unaligned
This mechanical monstrosity has ten snaking, fully
Armor Class 12 articulated, 30-foot long arms and a central armored
Hit Points 162 (13d12 + 78) body, where its plaques of metal and crystalline rock
move up and down, allowing it to better traverse any
Speed 40 ft., climb 40 ft., fly 80 ft. obstacle or overcome any hindrance it may find as it
moves across a room.
STR DEX CON INT WIS CHA
Both an engineering marvel and a nightmare, the
23 (+6) 14 (+2) 23 (+6) 3 (-4) 5 (-3) 1 (-5)
decapod is crafted with perfect symmetry and decorated
Damage Resistances bludgeoning, piercing, and slashing with exquisite carvings. Its arms are mechanical, functional
from nonmagical weapons tendrils lined with studs, smashing or constricting rocks
to break them, and end in pincers big enough to snap a
Damage Immunities poison humanoid in half.
Condition Immunities charmed, exhaustion, frightened,
paralyzed, petrified, poisoned
Senses darkvision 120 ft., passive Perception 13 Decapod
Languages —
Challenge 17 (18,000 XP) Huge construct, unaligned
Armor Class 20 (natural armor)
Mirage Flight. The dragon may use the Dash action as Hit Points 250 (20d12 + 120)
a bonus action if it only uses this extra movement to fly.
This does not provoke an opportunity attack. Speed 40 ft., climb 40 ft.

STR DEX CON INT WIS CHA


ACTIONS 24 (+7) 16 (+3) 22 (+6) 3 (-4) 11 (+0) 1 (-5)
Multiattack. The dragon makes three attacks: two claw
attacks and either a bite attack or a tail lasso attack. Damage Immunities fire, poison, psychic; bludgeoning,
Mystifying Presence. Each creature that is aware of the piercing, and slashing from nonmagical attacks
dragon must succeed on a DC 19 Wisdom saving throw Condition Immunities charmed, exhaustion, frightened,
or become frightened of it for 1 minute. A creature can poisoned, prone
repeat the saving throw at the end of each of its turns, Senses blindsight 120 ft., passive Perception 10
ending the effect on itself on a success. Languages understands Draconic but can’t speak
Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one
Challenge 18 (20,000 XP)
target. Hit: 15 (2d8 + 6) psychic damage.
Bite. Melee Weapon Attack: +11 to hit, reach 15 ft., one
target. Hit: 16 (3d6 + 6) psychic damage. Magic Resistance. The decapod has advantage on all
Tail Lasso. Melee Weapon Attack: +11 to hit, reach 20 saving throws against spells and other magical effects.
ft., one target. Hit: 13 (2d6 + 6) bludgeoning damage, Limber Limbs. The decapod cannot be grappled
and the target is restrained until the end of its next turn. and has advantage on saving throws against the
Wing Flap. All creatures in a 20-foot radius around the incapacitated, paralyzed, and restrained conditions.
dragon must succeed on a DC 19 Strength saving throw
or be pushed back 20 feet and take 7 (2d6) bludgeoning ACTIONS
damage and 7 (2d6) psychic damage. Multiattack. The decapod makes up to five tentacle
Mirage Fire (Recharge 5–6). The dragon breathes attacks, each against a different target.
illusory fire in a 60-foot cone. Each creature in the area Tentacle. Melee Weapon Attack: +13 to hit, reach 30
must make a DC 23 Wisdom saving throw, taking 44 ft., one target. Hit: 21 (4d6 + 7) bludgeoning damage
(8d10) psychic damage on a failed save or half as much and the target is grappled (escape DC 21).
on a success.
Crush. All creatures grappled by the decapod take 17
(5d6) piercing damage.

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Magic Link. The Va’ra drake maintains their link with the
Drake Channelers through a magical necromancy effect (DC 20
to dispel). If the effect is successfully dispelled, the Va’ra
The Channelers are three old and blind Ehrlya dragons, drake falls unconscious for 1 round. If it is not destroyed
whose use of draconic runes is second only to the after 1 round, the Channeler regains control. The Va’ra
Forge Queen herself, with the ability to transfer their drake regains consciousness and returns to the fight.
consciousness to Va’ra-empowered constructs.
Va’ra drakes, both the product of the Channelers’ ACTIONS
masterful craft and an extension of their power, are
Multiattack. The Va’ra drake makes one bite attack and
animated constructs that can be controlled remotely by
two claw attacks.
the Channelers’ minds. Thus, despite being machines of
crystal and metal, the drakes can think and react with Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one
the minds of their creators. Striking the drakes does target. Hit: 15 (2d8 + 6) piercing damage, and the target
not harm the Channelers, who are miles away from the must succeed on a DC 20 Constitution save or suffer 1
battle in their own chambers far within the Kiln. level of exhaustion.
Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one
A Va’ra drake looks like an adult Ehrlya dragon, but
target. Hit: 13 (2d6 + 6) bludgeoning damage.
it’s entirely built of shining metal plates, patinated cogs,
and crystalline incrustations with red eyes, claws, and Va’ra Bolt. Ranged Spell Attack: +10 to hit, range 100 ft.,
teeth of gleaming Va’ra. one target. Hit: 35 (10d6) lightning damage plus 7 (2d6)
necrotic damage, and the target must succeed on a DC 19
Constitution saving throw or gain one level of exhaustion.
Va’ra Drake
Drakehaunt
Huge construct, true neutral
Armor Class 20 (natural armor) An unusual type of undead creature commonly found
Hit Points 200 (16d12 + 96) only in the outer borders of the Catacomb Reaches and
other Nix territories, drakehaunts are the disembodied
Speed 40 ft., fly 60 ft., climb 40 ft. essences of dead dragons. A drakehaunt appears when a
dragon dies by dark magic and its essence is not possessed
STR DEX CON INT WIS CHA by a specific dark power but is, instead, left to roam
23 (+6) 14 (+2) 22 (+6) 20 (+5) 20 (+5) 13 (+1) aimlessly, with nothing but its tortured memories to bind
it to the realm of the living.
Saving Throws Str +12, Dex +7, Con +11
A drakehaunt looks like a vaguely draconic wisp of
Skills Arcana +10, Insight +10, Nature +10, Perception sickly bluish mist or fog, easily mistaken for a wandering
+10, Stealth +7 wisp of smoke until it twists and curls to strike the living.
Damage Resistances fire
Damage Immunities poison, psychic
Condition Immunities charmed, exhaustion, Drakehaunt
frightened, poisoned
Senses blindsight 90 ft., darkvision 120 ft., passive Medium undead, neutral evil
Perception 20
Armor Class 13
Languages understands Common and Draconic but
can’t speak Hit Points 136 (16d8 + 64)
Challenge 12 (8,400 XP) Speed 0 ft., fly 40 ft. (hover)

STR DEX CON INT WIS CHA


Drakhan Resistance. The Va’ra drake has advantage on 5 (-3) 16 (+3) 19 (+4) 5 (-3) 9 (-1) 7 (-2)
all saving throws against spells and other magical effects
and is immune to the maze spell. Damage Immunities acid, cold, necrotic, poison;
bludgeoning, piercing, and slashing from nonmagical
weapons
Condition Immunities charmed, exhaustion, grappled,
paralyzed, petrified, poisoned, prone, restrained

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Appendix A: Monsters & NPCs

Senses darkvision 90 ft., passive Perception 9


CHARRED CLAW ASSASSIN
Languages —
Challenge 10 (5,900 XP)
The Charred Claw organization employs expert spies,
assassins, and fighters, chosen for their ruthlessness, utter
Living Breath Weapon. When a drakehaunt is reduced loyalty, and zealous hatred of Valernians.
to 0 hit points, it immediately explodes in a cloud
of deadly mist. Every creature within 20 feet of the Charred Claw assassins fight aggressively and to the
drakehaunt must succeed on a DC 17 Constitution death. They will use superior numbers against a single
saving throw or take 54 (12d8) necrotic damage. target in order to pin them down, overwhelming them in
a flurry of slashing attacks before retreating or jumping to
Incorporeal Movement. The drakehaunt can move another vantage point and diving in again.
through other creatures and objects as if they were
difficult terrain. It takes 5 (1d10) force damage if it ends
its turn inside an object.
Charred Claw Assassin
ACTIONS Medium dragon, lawful evil
Multiattack. The drakehaunt uses its Frightful Presence
and makes two Mistclaw attacks. Armor Class 18 (scale armor)
Mistclaw. Melee Weapon Attack: +8 to hit, reach 10 ft, Hit Points 90 (12d8 + 36)
one target. Hit: 21 (4d8 + 3) necrotic damage. Speed 30 ft., climb 30 ft.
Mistbite. Melee Weapon Attack: +8 to hit, reach 10 ft., one
STR DEX CON INT WIS CHA
target. Hit: 21 (4d8 + 3) necrotic damage, and the target’s
maximum hit points are reduced by the same amount. 17 (+3) 18 (+4) 16 (+3) 11 (+0) 10 (+0) 9 (-1)
Frightful Moan. Each living creature within 120 feet of Saving Throws Dex +8, Con +7
the drakehaunt which can hear its moan must succeed on
Skills Acrobatics +8, Athletics +7, Intimidation +3,
a DC 17 Wisdom saving throw or become frightened and
Investigation +4, Perception +4, Stealth +8
restrained out of sheer terror until the end of its next turn.
Damage Resistances acid, fire, cold, lightning
Senses darkvision 60 ft., passive Perception 16
Dragonkin Languages Common, Draconic
Challenge 7 (2,900 XP)

Besides dragons, the Red Moon of Drakha is populated


with dragonkin, lesser dragons of roughly humanoid Knife Slide. Each of the Charred Claw assassin’s weapon
size who walk mostly upright and use tools and gear to attacks deal an additional 7 (2d6) damage of its base
complement their lesser power and inferior status. damage type if the target is within 5 feet of another
Charred Claw assassin.
Dragonkin are not the actual kin of dragons but belong
to several breeds and types. Each dragon brood chooses
one dragonkin breed as its servants or followers, according ACTIONS
to their physical or cultural similarities. Thus, every brood Multiattack. The Charred Claw assassin makes two
has its own class of dragonkin subjects. As a result, each weapon attacks.
dragonkin breed looks and behaves like a diminished Va’ra Blade. Melee Weapon Attack: +8 to hit, reach 5
reflection of their dragon masters, and of course, most ft., one target. Hit: 9 (2d4 + 4) slashing damage plus 7
dragonkin are utterly subservient to their dragons. (2d6) necrotic damage, and the target must succeed on
Some dragonkin are content with their lot, worshipping a DC 11 Constitution saving throw or gain one level
their dragons as almighty masters, while others grumble of exhaustion. A non-dragon creature killed by a Va’ra
and dream vainly of freedom, and yet others are not even blade’s damage or exhaustion effect becomes a dry husk
sentient enough to feel anything about their lesser status. which cannot be brought back to life by any means.
Va’ra Dart. Ranged Weapon Attack: +8 to hit, range 30/90
In combat, the attacks, tactics, and abilities of a ft., one target. Hit: 6 (1d4 + 4) piercing damage plus 3
dragonkin roughly resemble scaled-down versions of their (1d6) necrotic damage, and the target must succeed on
corresponding dragon masters’ power. a DC 11 Constitution saving throw or gain one level of
exhaustion. A non-dragon creature killed by a Va’ra dart’s

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damage or exhaustion effect becomes a dry husk which Magic Advantage. When the Coatl warrior makes an
cannot be brought back to life by any means. attack roll with advantage and hits, the attack deals an
additional 7 (2d6) force damage, and the target must
succeed on a DC 15 Wisdom saving throw or become
stunned until the end of their next turn.
COATL DRAGONKIN
Spellcasting. A Coatl warrior is a 5th-level spellcaster.
Coatl are the best treated of all the dragonkin broods. Its spellcasting ability is Intelligence (spell save DC 13,
They are seen as worthy research assistants by their +5 to hit with spell attacks). The Coatl warrior has the
dragons, who allow them to take part in experiments following wizard spells prepared:
and listen to their advice, for even the smallest mind can cantrips (at will): dancing lights, mage hand, minor
sometimes provide an informative angle from which to illusion, prestidigitation.
study the biggest problems. 1st level (4 slots): charm person, color spray, fog cloud,
Coatl dragonkin resemble human-sized, two-limbed silent image.
feathered serpents, with inquisitive eyes and reflective 2nd level (3 slots): blur, invisibility, mirror image.
demeanors. They don’t like weapons or armor but can 3rd level (2 slots): dispel magic, major image.
often cast spells.
ACTIONS
Multiattack. The Coatl warrior makes two spear attacks
COATL WARRIOR and can cast a prepared spell.
Spear. Melee or Ranged Weapon Attack: +7 to hit, reach
These are simple dragonkin soldiers, trained for armed 5 ft. or range 20/60 ft., one target. Hit: 7 (1d8 + 3)
combat, though they do have some of the Coatl’s piercing damage.
spellcasting ability.
Shimmering Spray. The Coatl warrior breathes
They are surprisingly bad at complex tactics and prefer shimmering vapors in a 30-foot cone. Any creature in the
to strike quickly and decisively, but they complement area must succeed on a DC 15 Wisdom saving throw or
their attacks with illusion magic to gain an advantage become incapacitated until the end of their next turn.
whenever possible.

Coatl Warrior EHRLYA DRAGONKIN

Medium dragon, true neutral While most dragonkin are regarded as inferior creatures
Armor Class 18 (breastplate + shield) by their dragon masters, Ehrlya dragonkin are treated
with a modicum of respect and may even win a better
Hit Points 78 (12d8 + 24) station within their assigned workshops—which the
Speed 30 ft. Ehrlya call “farrieries”—if they prove themselves to be
especially resourceful, inventive, or skilled assistants.
STR DEX CON INT WIS CHA Though naturally mute, Ehrlya dragonkin have
15 (+2) 16 (+3) 14 (+2) 13 (+1) 13 (+1) 12 (+1) developed their own functional, if limited, language by
clicking and tapping on metal. Most Ehrlya dragonkin
Saving Throws Int +5, Wis +5 will go to great lengths to earn their dragon superiors’
Skills Acrobatics +7, Arcana +5, Nature +5, Stealth +7, validation and approval of their efforts. They hope to
Survival +5 advance to a position closer to the best Ehrlya artificers’
Senses passive Perception 11 furnaces and to become reputed, dependable assistants,
Languages Common, Draconic thus learning from their masters’ artistry and gaining
access to better and more beautiful materials.
Challenge 4 (1,100 XP)
Regardless of their resources, they work to craft their
own basic creations, which they then proudly wear in
Enchantment Resistance. The Coatl warrior has an effort to achieve a greater station among their kind.
advantage on saving throws made against enchantment These displays serve to further increase their superiors’
spells and spell-like effects. reputations and their farriery’s power, which then lead to
Magic Weapons. The Coatl warrior’s weapon attacks are better materials and improved crafts. Such is the way of
magical. the Ehrlya dragonkin.

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Ehrlya Dragonkin Saving Throws Con +6, Wis +5


Skills Arcana +3, Heal +5, Nature +3, Perception +5
Medium dragon, true neutral Damage Resistances acid, cold
Armor Class 16 (+1 breastplate) Damage Immunities fire
Hit Points 65 (10d8 + 20) Senses passive Perception 15
Speed 30 ft. Languages understands Draconic but can’t speak
Challenge 4 (1,100 XP)
STR DEX CON INT WIS CHA
16 (+3) 13 (+1) 15 (+2) 7 (-2) 12 (+1) 8 (-1) Magic Weapons. The Ehrlya dragonkin aide’s weapon
attacks are magical.
Saving Throws Con +6, Wis +5
Skills Arcana +2, Nature +2, Perception +5, Survival +5
ACTIONS
Damage Resistances acid, cold
Hammer. Melee Weapon Attack: +6 to hit, reach 5 ft., one
Damage Immunities fire target. Hit: 6 (1d8 + 2) bludgeoning damage plus 3 (1d6)
Senses passive Perception 15 fire damage.
Languages understands Draconic but can’t speak Javelin. Ranged Weapon Attack: +6 to hit, range 30/60
Challenge 5 (1,800 XP) ft., one target. Hit: 6 (1d8 + 2) piercing damage.

Magic Weapons. The Ehrlya dragonkin’s weapon attacks


are magical.
EHRLYA DRAGONKIN ELITE
ACTIONS
This category includes both elite guards and farriery
Multiattack. The Ehrlya dragonkin makes two leaders, as well as the assistants of Ehrlya forge masters
weapon attacks. and Dehrilya herself. They are burlier and tougher than
Hammer. Melee Weapon Attack: +8 to hit, reach 5 ft., other dragonkin, making them better suited for both
one target. Hit: 8 (1d8 + 4) bludgeoning damage plus manipulating metal and fighting.
3 (1d6) fire damage.
Javelin. Ranged Weapon Attack: +6 to hit, range 30/60
ft., one target. Hit: 6 (1d8 + 2) piercing damage. Ehrlya Dragonkin Elite
Medium dragon, true neutral

EHRLYA DRAGONKIN AIDES Armor Class 16 (+1 breastplate)


Hit Points 90 (12d8 + 36)
These dragonkin are specialized to help around the forge, Speed 30 ft.
and it is they who may one day lead their own farrieries if
they become skilled or prestigious enough. STR DEX CON INT WIS CHA
17 (+3) 13 (+1) 16 (+3) 9 (-1) 13 (+1) 11 (+0)
Aides are not as effective in combat, but they are
better artisans than most other creatures, dragonkin and Saving Throws Dex +6, Con +8, Wis +6
humanoids included.
Skills Arcana +4, Nature +4, Perception +6, Survival +6
Damage Resistances acid, cold
Ehrlya Dragonkin Aide Damage Immunities fire
Medium dragon, true neutral Senses passive Perception 16
Languages understands Draconic but can’t speak
Armor Class 14 (+1 leather armor)
Challenge 6 (2,300 XP)
Hit Points 78 (12d8 + 24)
Speed 30 ft.
Magic Weapons. The Ehrlya dragonkin elite’s weapon
STR DEX CON INT WIS CHA
attacks are magical.
13 (+1) 13 (+1) 15 (+2) 9 (-1) 13 (+1) 9 (-1)

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ACTIONS
Multiattack. The Ehrlya dragonkin elite makes two FANNAX
weapon attacks.
Hammer. Melee Weapon Attack: +9 to hit, reach 5 ft., This mighty Fulgen warrior is the second sector general of
one target. Hit: 8 (1d8 + 4) bludgeoning damage plus the Golden City and one of the most renowned leaders in
3 (1d6) fire damage. the city of Aureus. She dislikes and distrusts Valernians,
Javelin. Ranged Weapon Attack: +7 to hit, range 30/60 believing that they don’t have a place in the city and will
ft., one target. Hit: 6 (1d8 + 2) piercing damage. eventually betray it. Fannax has overseen trials and purges
against Valernians in high ranks, particularly against the
Steelclaws and their descendants.
EXOR DRAGONKIN Through her allies, she discovered the objective of
the Steelclaws’ mission. Not understanding why the
azhurma would send Valernians instead of her, she went
Like most dragonkin, Exor dragonkin are abject and mad with rage. So she began to plot and is waiting for the
servile, fearful of their masters and eager to earn their opportunity to take advantage of the situation presented
pettiest favor. To this end, they have trained to hunt and
kill to better appease their leaders and often accompany by the adventurers’ current mission.
Exor dragons on their hunts, serving as harriers, fetchers,
carriers… or replacement prey if need be.
Fannax
Exor Dragonkin Medium dragon, lawful evil
Armor Class 22 (+1 plate, +1 shield)
Medium dragon, chaotic evil
Hit Points 161 (19d8 + 76)
Armor Class 14 (natural armor) Speed 30 ft.
Hit Points 67 (9d8 + 27)
Speed 30 ft., climb 20 ft. STR DEX CON INT WIS CHA
19 (+4) 15 (+2) 19 (+4) 13 (+1) 13 (+1) 16 (+3)
STR DEX CON INT WIS CHA
13 (+1) 15 (+2) 16 (+3) 8 (-1) 13 (+1) 9 (-1)
Saving Throws Str +10, Con +10, Cha +9
Skills Athletics +10, Intimidation +9
Saving Throws Con +7, Wis +5 Damage Resistances cold, lightning
Skills Athletics +5, Nature +3, Perception +5, Stealth +6, Damage Immunities fire
Survival +5
Senses darkvision 60 ft., passive Perception 11
Damage Resistances cold, fire, poison
Languages Common, Draconic
Senses darkvision 90 ft., passive Perception 15
Challenge 13 (10,000 XP)
Languages Common, Draconic
Challenge 5 (1,800 XP)
ACTIONS
Multiattack. Fannax makes three melee or Va’ra
Bring the Prey Down. Once per round, the Exor
dragonkin deals 7 (2d6) additional damage of the
spear attacks.
attack’s first damage type when it has advantage on the Va’ra Spear. Melee or Ranged Weapon Attack: +10 to hit,
attack roll. reach 10 ft. or range 20/60 ft., one target. Hit: 11 (2d6
Pack Hunter. The Exor dragonkin gains advantage on + 4) slashing damage plus 7 (2d6) necrotic damage, and
its attack rolls made against any target that is within 5 the target must succeed on a DC 17 Constitution save or
feet of another Exor dragonkin. gain one level of exhaustion. A non-dragon creature killed
by a Va’ra spear’s damage or exhaustion effect becomes
a dry husk which cannot be brought back to life by any
ACTIONS means.
Multiattack. The Exor dragonkin makes two dagger
attacks.
Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach
5 ft. or range 20/40 ft., one target. Hit: 6 (1d8 + 2)
piercing damage plus 7 (2d6) poison damage.

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exhaustion. A non-dragon creature killed by a Va’ra spear’s


FULGEN DRAGONKIN damage or exhaustion effect becomes a dry husk which
cannot be brought back to life by any means.
The dragonkin of the Fulgen brood are haughty and Javelin. Ranged Weapon Attack: +7 to hit, reach 5
proud, like their dragon masters. They serve as guards ft. or range 30/120 ft., one target. Hit: 5 (1d8 + 1)
and soldiers at the Golden City and in other Fulgen piercing damage.
dominions with loyalty and discipline.
Fulgen dragonkin are bipedal, upright, and honorable.
Their scales are metallic in color, ranging from iron or FULGEN GUARD
steel to silver or bronze. They often wear ornate armor
and wield impressive golden weapons.
Fulgen guards are the perfect soldiers—utterly
disciplined, fanatically loyal, and ruthless in battle. They
always attack in formation, using massive halberds that
FULGEN GOLDCLAW they can easily wield in one hand and following tactics
drilled into them throughout their life, which consists of
An elite version of Fulgen guards, assigned specifically to nothing but fighting for their Fulgen lords.
handle major disturbances. They are trained to subdue
even dragons if needed.
Fulgen Guard
Fulgen Goldclaw Medium dragon, lawful neutral
Armor Class 20 (plate, shield)
Medium dragon, lawful neutral Hit Points 110 (13d8 + 52)
Armor Class (+1 plate, +1 shield) Speed 30 ft.
Hit Points 120 (14d8 + 56)
STR DEX CON INT WIS CHA
Speed 30 ft.
19 (+4) 13 (+1) 18 (+4) 11 (+0) 13 (+1) 12 (+1)
STR DEX CON INT WIS CHA
Saving Throws Str +9, Con +9, Cha +6
19 (+4) 14 (+2) 18 (+4) 11 (+0) 13 (+1) 13 (+1) Skills Athletics +9
Saving Throws Str +9, Con +9, Cha +6 Damage Resistances cold, lightning
Skills Athletics +9, Investigation +5, Perception +6 Damage Immunities fire
Damage Resistances cold, lightning Senses darkvision 60 ft., passive Perception 11
Languages Common, Draconic
Damage Immunities fire
Challenge 7 (2,900 XP)
Senses darkvision 60 ft., passive Perception 16
Troop Training. The Fulgen guard gains advantage on all
Languages Common, Draconic weapon attacks if there is another Fulgen guard within 5
Challenge 9 (5,000 XP) feet of it.

Troop Training. The Fulgen Goldclaw gains advantage ACTIONS


on all weapon attacks if there is a Fulgen guard or Fulgen
Multiattack. The Fulgen guard makes two weapon attacks.
Goldclaw within 5 feet of it.
Halberd. Melee Weapon Attack: +9 to hit, reach 10 ft.,
one target. Hit: 11 (2d6 + 4) slashing damage.
ACTIONS Javelin. Melee or Ranged Weapon Attack: +6 to hit, reach
Multiattack. The Fulgen Goldclaw makes three weapon 5 ft. or range 30/120 ft., one target. Hit: 5 (1d8 + 1)
attacks. piercing damage.
Va’ra Spear. Melee Weapon Attack: +9 to hit, reach 10
ft., one target. Hit: 11 (2d6 + 4) slashing damage plus 3
(1d6) necrotic damage, and the target must succeed on
a DC 14 Constitution saving throw or gain one level of

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MAGNIFEX DRAGONKIN MAGNIFEX ACIDBREWER

As Magnifex dragons are haughty and splendorous, so The expert alchemists of the Magnifex brood, acidbrewers
are their dragonkin sniveling sycophants, accepting any can spit acid from their mouths and carry an array of
command or abject humiliation that comes from their dreadful acid bombs and poisons into battle.
masters. While most magnifex dragonkin walk on two legs,
some have no hind limbs, and move by slithering on snake-
like lower bodies. Magnifex Acidbrewer
Magnifex dragonkin fight with speed and agility,
maiming and weakening their opponents before finishing Medium dragon, chaotic evil
them off. They are easily distracted by Charisma-based Armor Class 17 (natural armor)
challenges, such as those made through deception,
bluffing, or intimidation, as well as by shining things. Hit Points 104 (16d8 + 32)
Speed 30 ft.

Magnifex Dragonkin STR


11 (+0)
DEX
18 (+4)
CON
15 (+2)
INT
15 (+2)
WIS
13 (+1)
CHA
13 (+1)
Medium dragon, chaotic evil Saving Throws Dex +8, Wis +6
Armor Class 17 (natural armor) Skills Knowledge (arcana) +7, Stealth +8
Hit Points 78 (12d8 + 24) Damage Resistances fire, slashing
Damage Immunities acid
Speed 30 ft.
Senses darkvision 60 ft., passive Perception 11
STR DEX CON INT WIS CHA Languages Draconic
15 (+2) 19 (+4) 15 (+2) 9 (-1) 9 (-1) 9 (-1)
Challenge 7 (2,900 XP)

Saving Throws Dex +8, Con +7 Acid Pools. Some of the Magnifex acidbrewer’s actions
Skills Acrobatics +8, Stealth +8, Survival +3 create acid pools. An acid pool is a circular area of acidic
Damage Resistances fire, slashing material with a radius of 10 feet that remains for the rest
of the encounter. Any creature that enters the acid pool
Damage Immunities acid or begins its turn on it must make a DC 15 Constitution
Senses darkvision 60 ft., passive Perception 10 save, taking 14 (4d6) acid damage on a failed save, or half
Languages Draconic as much on a success.
Challenge 6 (2,300 XP)
ACTIONS
Voulge. Magnifex dragonkin carry vicious voulges into Multiattack. The Magnifex acidbrewer makes two melee
battle, which can maim or bleed a target to death. If or ranged attacks.
a Magnifex dragonkin succeeds on a voulge weapon Acidstaff. Melee Weapon Attack: +9 to hit, reach 10 ft., one
attack against any target that was already below their target. Hit: 7 (1d6 + 4) slashing damage and the target
maximum hit points, the target loses 1d6 additional hit must succeed on a DC 17 Dexterity saving throw or take
points after the attack. an additional 10 (3d6) acid damage.
Acid Bomb. Ranged Weapon Attack: +9 to hit, range 40 ft.,
one target. Hit: 14 (4d6) acid damage. An acid pool (see
ACTIONS above) is created within 5 feet of the target.
Multiattack. The Magnifex dragonkin makes two Acid Explosion. The Magnifex acidbrewer regurgitates
voulge attacks. a glob of its acidic bile at a point within 60 feet. Every
Voulge. Melee Weapon Attack: +8 to hit, reach 10 ft., one creature within 20 feet of the target point must succeed
target. Hit: 11 (2d6 + 4) slashing damage. on a DC 17 Dexterity saving throw or take 7 (2d6) acid
damage. An acid pool (see above) is created within 5 feet
of the target point.
Acid Spew. The Magnifex acidbrewer spits acid in a 30-
foot cone. Each creature in the area must make a DC 17
Dexterity saving throw, taking 14 (4d6) acid damage on a

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Appendix A: Monsters & NPCs

failed save, or half as much damage on a successful one. An


acid pool (see above) is created within the furthest extent of MIGHT CULTIST DRAGONKIN
the cone’s reach.
The Cult of Might, which worships raw aggression, bold
action, and brute strength above all, fancies itself the
MAGNIFEX SONGMASTER brood of Baastherox, the strongest of all azhurma—a
dragon so powerful that he has no brood. But the Cult of
Might venerates Baastherox as their azhurma, even if he
An elite combat unit among Magnifex dragonkin, doesn’t acknowledge them.
songmasters can sing in sibilant tones that inspire their kin
Despite coming from diverse broods, dragonkin of
and hurt the ears of humanoid creatures. Most dragonkin
the Cult of Might have similar characteristics and combat
squads have at least one songmaster to coordinate the troops.
tactics. They charge recklessly, focusing only on putting
their enemy down and giving no thought to their own
protection.
Magnifex Songmaster
Medium dragon, chaotic evil
Might Cultist Dragonkin
Armor Class 16 (natural armor)
Hit Points 105 (14d8 + 42) Medium dragon, neutral
Speed 30 ft. Armor Class 17 (natural armor)
Hit Points 102 (12d8 + 48)
STR DEX CON INT WIS CHA
Speed 40 ft.
13 (+1) 17 (+3) 16 (+3) 11 (+0) 13 (+1) 17 (+3)
STR DEX CON INT WIS CHA
Saving Throws Dex +8, Cha +8
18 (+4) 16 (+3) 18 (+4) 10 (+0) 9 (-1) 11 (+0)
Skills Acrobatics +8, Performance +8, Persuasion +8
Damage Resistances fire, slashing Saving Throws Str +8, Con +8
Damage Immunities acid Skills Athletics +8, Intimidation +4
Senses darkvision 60 ft., passive Perception 11 Damage Resistances acid, fire, cold, lightning
Languages Draconic Senses darkvision 60 ft., passive Perception 9
Challenge 6 (2,300 XP) Languages Draconic
Challenge 7 (2,900 XP)
Hissing Song. The outlandish songs of the Magnifex
songmaster can disturb and even hurt the ears of Raging Onslaught. The might cultist dragonkin has
humanoid listeners. Any creature that is not reptilian advantage on all melee attack rolls, and all attack rolls
or draconic that begins their turn within 20 feet of against the might cultist dragonkin have advantage.
the Magnifex songmaster must succeed on a DC 16
Wisdom save or take 2d6 points of sonic damage and be ACTIONS
incapacitated until the start of its next turn.
Multiattack. The might cultist dragonkin makes three
melee attacks.
ACTIONS Serrated Sword. Melee Weapon Attack: +8 to hit, reach 5
Coordinating Strike. The Magnifex songmaster makes ft., one target. Hit: 13 (2d8 + 4) slashing damage.
one scimitar attack, and all dragon allies within 20 feet Spiked Hammer. Melee Weapon Attack: +8 to hit, reach 5
gain advantage on their next attack roll. ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage plus
Galvanizing Strike. The Magnifex songmaster makes 4 (1d8) piercing damage.
one scimitar attack, and one dragon ally within 20 feet
regains 2d6 hit points.
Rallying Strike. The Magnifex songmaster makes one
scimitar attack, and it can end any one condition
affecting a dragon ally within 20 feet.
Scimitar. Melee Weapon Attack: +8 to hit, reach 5 ft.,
one target. Hit: 8 (1d10 + 3) slashing damage.

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RYELLUS, CHAMPION OF THE MIGHTY NIX DRAGONKIN

The champion of the cult is also the epitome of its beliefs—a Most dragon broods on Drakha have adopted a
burly, fearless dragonkin that seems larger than he is due to dragonkin species as their own. The Nix brood is not an
his sheer muscle mass. He is ruthless and relentless in battle, exception, but their dragonkin are levied from corpses,
weakening his enemies with every hit and shrugging off not living creatures. They are little else but drones, yet
blows that would kill a creature several times his size. they are crueler than such mindless creatures would have
any reason to be and far more resilient than breathing
dragonkin. Often they are not even referred to as
Ryellus dragonkin but Nix’udjar (“risen in Nix”).
Nix dragonkin resemble corpses of legless dragonkin.
Medium dragon, neutral Their bent spines support exceedingly large skulls, and their
thin arms are disproportionately long. Their foreheads sport
Armor Class 20 (natural armor) the rune of the Nix brood, which serves as a Nix’udjar tether
Hit Points 210 (20d8 + 120) to unlife and the source of their power. The skin on their
Speed 40 ft. bodies looks taut and dry, almost mummified, and reveals
the broad, thick-boned rib cage underneath.
STR DEX CON INT WIS CHA Nix’udjar dragonkin wield dull spears with broad,
15 (+2) 19 (+4) 15 (+2) 9 (-1) 9 (-1) 9 (-1) long blades and shortened shafts, which they can use as
either short-ranged javelins or as swords to stab or slash.
Saving Throws Str +11, Con +12 These creatures are notorious for their mindless but brutal
Skills Athletics +11, Intimidation +7 demeanor and for cruelly disposing of their opponents
Damage Resistances acid, fire, cold, lightning if given the time to do so. They often carry the rusting
Senses darkvision 60 ft., passive Perception 11 remains of the armor they wore in life, but it is mostly
useless in combat.
Languages Common, Draconic
Challenge 13 (10,000 XP) Lacking true ambition and devoid of any kind of
personal drive, Nix’udjar can still prove to be crafty and
tenacious, with a ruthlessness that often surprises and even
Raging Onslaught. Ryellus has advantage on all melee horrifies other broods. Most dragons and their dragonkin
attack rolls, and all attack rolls against Ryellus have regard Nix’udjar as nothing but horrors or even as simple
advantage. extensions of the will of Nix dragons, who are, in turn,
extensions of the will of Nixis herself.
ACTIONS Whatever it may be that gives form to their nightmarish
Multiattack. Ryellus makes three melee attacks. existence, these ghoulish creatures remain the most vicious
Lightning Net. Melee Weapon Attack: +11 to hit, reach and relentless of all dragonkin, hunting down the living
10 ft., one target. Hit: 9 (2d8) lightning damage, and with a zeal that, lacking a true living mind, can only be
the target must succeed on a DC 20 Constitution save explained by pure, deathless hatred.
or become restrained and incapacitated. The target may
attempt a DC 20 Strength saving throw at the start of
each of its turns to lose the restrained and incapacitated Nix’udjar Dragonkin
conditions. While the lightning net is incapacitating a
target, it cannot be used to attack any other target. Medium undead, lawful evil
Maul. Melee Weapon Attack: +11 to hit, reach 10 ft., one
target. Hit: 12 (2d6 + 5) bludgeoning damage, and the Armor Class 17 (natural armor)
target must succeed on a DC 19 Constitution save or be Hit Points 85 (10d8 + 40)
knocked prone. Speed 20 ft., climb 20 ft.

STR DEX CON INT WIS CHA


17 (+3) 16 (+3) 18 (+4) 3 (-4) 15 (+2) 5 (-3)

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Saving Throws Con +8, Cha +1 over other Nix’udjar. Many corpsemancers can use
Damage Resistances piercing, slashing necromancy on their own as a reflection of the power of
their Nix dragons.
Damage Immunities cold, necrotic, poison
Condition Immunities charmed, exhaustion, poisoned
Senses darkvision 60 ft., passive Perception 12
Nix’udjar Corpsemancer
Languages understands Draconic but can’t speak
Challenge 6 (2,300 XP) Medium undead, lawful evil
Armor Class 19 (natural armor)
Nix Rune. All Nix’udjar are branded with a Nix rune on
Hit Points 110 (13d8 + 52)
their oversized skulls, which is the source of their power.
Speed 20 ft., climb 20 ft.
A Nix rune may be dispelled with dispel magic (DC 19)
or antimagic field or removed with remove curse or greater
STR DEX CON INT WIS CHA
restoration.
17 (+3) 16 (+3) 18 (+4) 10 (+0) 17 (+3) 11 (+0)
A creature may target a Nix’udjar’s rune with a
weapon or spell attack by making their attack roll with Saving Throws Con +9, Cha +5
disadvantage. If the Nix’udjar is dealt damage by this Skills Arcana +5, Religion +5
attack, its Nix rune is disabled.
Damage Resistances piercing, slashing
A Nix’udjar’s rune is also automatically disabled if its
body is entirely destroyed as per the disintegrate spell or Damage Immunities cold, necrotic, poison
similar magic. Condition Immunities charmed, exhaustion, poisoned
If a Nix’udjar’s rune is dispelled or disabled, its Rise Senses darkvision 60 ft., passive Perception 13
Again trait no longer functions, and its multiattack no Languages Draconic
longer deals additional necrotic damage. If a Nix’udjar Challenge 9 (5,000 XP)
has its rune dispelled or disabled within one hour
of having used its Rise Again trait, the Nix’udjar is
automatically destroyed. Innate Spellcasting. The corpsemancer’s innate
spellcasting ability is Wisdom (spell save DC 16, +8 to
hit with spell attacks). It can innately cast the following
Rise Again. A destroyed Nix’udjar revives at full hit points spells, requiring no material components:
if its Nix rune is empowered by placing, drawing, or casting
another Nix rune within 5 feet of it for 1 minute. This
means that a Nix’udjar rises again if one or more Nix’udjar At will: chill touch (3d8 damage)
or Nix dragons with active Nix runes remain within 5 feet 2/day each: ray of enfeeblement, vampiric touch
of its body for 1 minute or longer. This ability doesn’t work 1/day each: bestow curse, blight
if the Nix’udjar’s rune has been disabled.
Necrotic Aura. Any creature that begins its turn within
ACTIONS 5 feet of a Nix’udjar corpsemancer and at least one other
Multiattack. The Nix’udjar makes two spear attacks. If creature with a functioning Nix rune takes 10 (3d6)
both attacks successfully damage the same target and if necrotic damage.
the Nix’udjar’s rune is not disabled, that target takes an
Nix Rune. All Nix’udjar are branded with a Nix rune on
additional 7 (2d6) necrotic damage.
their oversized skulls, which is the source of their power.
Spear. Melee or Ranged Weapon Attack: +7 to hit, reach
A Nix rune may be dispelled with dispel magic (DC
5 ft. or range 20/40 ft., one target. Hit: 7 (1d8 + 3)
19) or antimagic field or removed with remove curse or
piercing damage.
greater restoration.
A creature may target a Nix’udjar’s rune with a
weapon or spell attack by making their attack roll with
NIX’UDJAR CORPSEMANCER disadvantage. If the Nix’udjar is dealt damage by this
attack, its Nix rune is disabled.
Some exceptional Nix’udjar display a stronger bond with A Nix’udjar’s rune is also automatically disabled if its
their Nix runes and a greater affinity for necromancy. body is entirely destroyed as per the disintegrate spell or
These special dragonkin are known as corpsemancers, and similar magic.
their dragons grant them limited control and authority

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If a Nix’udjar corpsemancer’s rune is dispelled or Invisible Movement. The dragonkin snoop may take the
disabled, its Necrotic Aura, Rise Again, and Risen in Nix Hide action as a free action before or after it moves.
traits no longer function, its staff weapon attack no longer Sneak Attack (1/Turn). The dragonkin snoop deals an
deals additional necrotic damage, and it may no longer extra 14 (4d6) damage when it hits a target with a weapon
cast spells. If a Nix’udjar has its rune dispelled or disabled attack and has advantage on the attack roll.
within one hour of having used its Rise Again trait, the
Nix’udjar is automatically destroyed.
ACTIONS
Rise Again. A destroyed Nix’udjar revives at full hit points
if its Nix rune is empowered by placing, drawing, or casting Multiattack. The dragonkin snoop makes two weapon
another Nix rune within 5 feet of it for 1 minute. This attacks.
means that a Nix’udjar rises again if one or more Nix’udjar Drakhan Knife. Melee or Ranged Weapon Attack: +8 to
or Nix dragons with active Nix runes remain within 5 feet hit, reach 5 ft. or range 20/60, one target. Hit: 7 (1d6 + 4)
of its body for 1 minute or longer. This ability doesn’t work piercing damage plus 10 (3d6) poison damage.
if the Nix’udjar’s rune has been disabled.

ACTIONS DRAGONKIN THUG


Multiattack. The corpsemancer makes a staff attack and
casts one spell.
There are dragonkin rowdies of no specific brood
Staff. Melee Weapon Attack: +8 to hit, reach 5 ft., one
all over Drakha, but mostly in Aureus’ Golden City.
target. Hit: 7 (1d8 + 3) bludgeoning damage and 14
They like to seek fights with anyone they come across,
(4d6) necrotic damage.
particularly Valernians.
Risen in Nix. The corpsemancer targets one destroyed
Nix’udjar within 60 feet, whose rune has not been
disabled. The target creature revives with full hit points.
Dragonkin Thug
Medium dragon, neutral
DRAGONKIN SNOOP
Armor Class 16 (natural armor)
Hit Points 52 (8d8 + 16)
Many dragonkin broods lend themselves well to stalking Speed 30 ft.
and shadowing others. Such “snoops” are in high demand
in Drakha’s largest population centers, particularly STR DEX CON INT WIS CHA
Aureus’ Golden City. 15 (+2) 13 (+1) 15 (+2) 9 (-1) 9 (-1) 10 (+0)

Saving Throws Con +5


Dragonkin Snoop Skills Intimidation +3
Damage Resistances acid, cold, fire, lightning
Medium dragon, neutral Senses darkvision 30 ft., passive Perception 9
Armor Class 17 (natural armor) Languages Common, Draconic
Hit Points 55 (10d8 + 10) Challenge 2 (450 XP)
Speed 30 ft.
ACTIONS
STR DEX CON INT WIS CHA Multiattack. The dragonkin thug makes two weapon
12 (+1) 18 (+4) 13 (+1) 15 (+2) 11 (+0) 14 (+2) attacks.
Drakhan Knife. Melee or Ranged Weapon Attack: +5 to
Saving Throws Dex +8, Con +5 hit, reach 5 ft. or range 20/60, one target. Hit: 5 (1d6 + 2)
Skills Acrobatics +8, Deception +6, Investigation +6, piercing damage.
Perception +8, Stealth +12
Damage Resistances acid, cold, fire, lightning
Senses darkvision 60 ft., passive Perception 18
Languages Common, Draconic
Challenge 6 (2,300 XP)

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Appendix A: Monsters & NPCs

Ehrlya Dragons
DRAGONPECKERS
The master crafters and artisans of Drakha, Ehrlya
These parasitic draconic birds often ride atop Exor dragons prefer making treasure rather than owning it.
dragons, looking to share in the dragon’s kills or drink They have an ancestral culture of dweomercraft, and the
the dragon’s blood if it becomes wounded. Dragons best weapons, machines, and magical artifacts all come
barely notice a dragonpecker on their tough scales, from their forges at Nurazhirme, the volcano of the
attacking it if they do. This, however, doesn’t deter the Obsidian Plains.
birds from their habits as the potential rewards outweigh
the danger. Ehrlya dragons are pragmatic, hard-working, and
focused. They don’t care for frivolities like vanity,
A dragonpecker looks like a mix between feathered morality, or compassion. Their reality is their work,
dinosaur and flying reptile, with a big serrated beak and and they dedicate themselves to it with an artist’s zeal.
huge bulging eyes.

Dragonpecker Adult Ehrlya Dragon


Medium dragon, neutral Huge dragon, true neutral

Armor Class 16 (natural armor) Armor Class 18 (natural armor)


Hit Points 67 (9d8 + 27) Hit Points 214 (16d12 + 110)
Speed 30 ft., fly 40 ft. Speed 40 ft., climb 40 ft., fly 80 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
15 (+2) 14 (+2) 15 (+2) 5 (-3) 11 (+0) 7 (-2) 24 (+7) 12 (+1) 22 (+6) 13 (+1) 15 (+2) 13 (+1)

Saving Throws Dex +7, Wis +5 Saving Throws Str +12, Con +11, Wis +7
Skills Perception +5, Stealth +7 Skills Arcana +6, Insight +7, Intimidation +6, Nature +6,
Senses darkvision 90 ft., passive Perception 15 Perception +7, Survival +7
Languages — Damage Immunities fire
Challenge 5 (1,800 XP) Senses blindsight 60 ft., darkvision 120 ft., passive
Perception 17
Languages Common, Draconic
Blood Scent. The dragonpecker gains advantage on all
attack rolls against targets that are not at their hit point Challenge 13 (10,000 XP)
maximum.
Drakhan Resistance. The dragon has advantage on all
saving throws against spells and other magical effects
ACTIONS and is immune to the maze spell.
Swoop. The dragonpecker moves up to its fly speed and Legendary Resistance (3/Day). If the dragon fails a
makes one beak attack and two wing claw attacks. saving throw, it can choose to succeed instead.
Beak. Melee Weapon Attack: +7 to hit, reach 5 ft., one
target. Hit: 11 (2d8 + 2) piercing damage, plus an
additional 18 (4d8) piercing damage if the target is not at ACTIONS
its hit point maximum. Multiattack. The dragon uses its Frightful Presence
Wing Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., and then makes two claw attacks and one bite attack.
one target. Hit: 6 (1d8 + 2) slashing damage. Bite. Melee Weapon Attack: +12 to hit, reach 10 ft., one
target. Hit: 18 (2d10 + 7) piercing damage.
Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one
target. Hit: 14 (2d6 + 7) slashing damage.
Tail. Melee Weapon Attack: +13 to hit, reach 15 ft., one
target. Hit: 11 (1d8 + 7) bludgeoning damage plus 4
(1d8) slashing damage.

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Frightful Presence. Each creature of the dragon’s choice ACTIONS
that is within 120 feet of the dragon and aware of it must Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
succeed on a DC 14 Wisdom saving throw or become Hit: 8 (2d4 + 3) piercing damage.
frightened for 1 minute. A creature can repeat the saving
Magma Breath (Recharge 5–6). The dragon exhales
throw at the end of each of its turns, ending the effect on
magma in a 30-foot line that is 5 feet wide. Each creature
itself on a success. If a creature’s saving throw is successful
in the area of effect must make a DC 13 Dexterity saving
or the effect ends for it, the creature is immune to the
throw, taking 18 (4d8) fire damage on a failed save, or half
dragon’s Frightful Presence for the next 24 hours.
as much on a success.
Magma Breath (Recharge 5–6). The dragon exhales
magma in a 90-foot line that is 10 feet wide. Each creature
in the area of effect must make a DC 19 Dexterity saving
throw, taking 54 (12d8) fire damage on a failed save, or Young Ehrlya Dragon
half as much on a success.
Large dragon, true neutral
LEGENDARY ACTIONS Armor Class 18 (natural armor)
The dragon can take 3 legendary actions, choosing from Hit Points 133 (14d10 + 56)
the options below. Only one legendary action option can Speed 40 ft., climb 40 ft., fly 80 ft.
be used at a time and only at the end of another creature’s
turn. The dragon regains spent legendary actions at the STR DEX CON INT WIS CHA
start of its turn. 21 (+5) 12 (+1) 19 (+4) 11 (+0) 13 (+1) 13 (+1)
Detect. The dragon makes a Wisdom (Perception) check.
Tail Attack. The dragon makes a tail attack. Saving Throws Str +10, Con +9, Wis +6
Wing Attack (Costs 2 Actions). Each creature within 20 Skills Arcana +5, Intimidation +6, Perception +6, Survival +6
feet of the dragon must succeed on a DC 20 Strength Damage Immunities fire
saving throw or take 14 (2d6 + 7) bludgeoning damage Senses blindsight 30 ft., darkvision 120 ft., passive
and be knocked prone. The dragon can then fly up to Perception 16
half its fly speed. Languages Common, Draconic
Challenge 8 (3,900 XP)

Ehrlya Dragon Wyrmling Drakhan Resistance. The dragon has advantage on all
Medium dragon, true neutral saving throws against spells and other magical effects
and is immune to the maze spell.
Armor Class 17 (natural armor)
Hit Points 39 (6d8 + 12) ACTIONS
Speed 40 ft., climb 40 ft., fly 80 ft. Multiattack. The dragon makes two claw attacks and
one bite attack.
STR DEX CON INT WIS CHA
Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one
16 (+3) 13 (+1) 15 (+2) 11 (+0) 11 (+0) 13 (+1) target. Hit: 14 (2d8 + 5) piercing damage.
Saving Throws Str +10, Con +9, Wis +6 Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one
target. Hit: 12 (2d6 + 5) slashing damage.
Skills Perception +3, Survival +3
Tail. Melee Weapon Attack: +10 to hit, reach 15 ft., one
Damage Immunities fire
target. Hit: 8 (1d6 + 5) bludgeoning damage plus 3
Senses blindsight 30 ft., darkvision 120 ft., passive (1d6) slashing damage.
Perception 13
Magma Breath (Recharge 5–6). The dragon exhales
Languages Common, Draconic magma in a 60-foot line that is 5 feet wide. Each
Challenge 3 (700 XP) creature in the area of effect must make a DC 17
Dexterity saving throw, taking 36 (8d8) fire damage
on a failed save, or half as much on a success.
Drakhan Resistance. The dragon has advantage on all
saving throws against spells and other magical effects
and is immune to the maze spell.

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Appendix A: Monsters & NPCs

Elemental Drake The Entity


Primordial creatures of raw elemental energy, elemental Several centuries ago, there existed a sophisticated and
drakes are given draconic form by the magic of Coatl stunning Magnifex dragon whose appearance is rumored
dragons. to have cast a shadow over Sivax’s own. This led the
azhurma to seek a private meeting, to ascertain whether it
was possible for anything to be more beautiful than he was.
Once there, Sivax was indeed surprised by the beauty before
Elemental Drake him and quickly devised a plan to subject the beautiful
dragon to a series of “aesthetic explorations” to see if it could
Large elemental, neutral be further increased for all of Drakha to praise.
The dragon accepted, believing itself prime consort
Armor Class 14 material, and with the opportunity to become the
Hit Points 97 (13d10 + 26) pinnacle of the Magnifex standards of beauty, it saw
Speed 0 ft., fly 90 ft. Sivax’s offer as its best chance at ultimate triumph. Yet
Sivax’s vanity and pettiness led him to maim and hurt
its subject beyond all possibility of repair, as was his
STR DEX CON INT WIS CHA plan all along, and he considered the excruciating and
13 (+1) 19 (+4) 14 (+2) 5 (-3) 11 (+0) 7 (-2) long process itself “a true exercise in the utmost, mind-
shattering beauty.”
Damage Resistances lightning, thunder; bludgeoning,
piercing, and slashing from nonmagical weapons Thus, the azhurma decided to leave his newest creation
alive, allowing it to wander in the tunnels near Sivax’s
Damage Immunities poison Gallery, in the region known as the Canals of Echoing
Condition Immunities charmed, grappled, paralyzed, Laughter. This, he reasoned, would both serve as a
petrified, poisoned warning to all other dragons of his brood “to grow in
their beauty, but be wary to not become too beautiful”
Senses darkvision 90 ft., passive Perception 10 and provide him with a guardian to keep the undesired
Languages — away from his retreat.
Challenge 9 (5,000 XP) So reduced to a mutilated, demented wretch, the
Entity haunts the Crystalline Maze’s causeways and
ACTIONS corridors, preying on everything and everyone that
comes along. Sometimes, however, it engages its quarry
Multiattack. The elemental drake uses its Wing Flap in strange, unfathomable mind games.
and makes one bite attack and one tail attack.
Bite. Melee Weapon Attack: +9 to hit, reach 15 ft., one
target. Hit: 13 (2d8 + 4) bludgeoning damage. The Entity
Tail. Melee Weapon Attack: +9 to hit, reach 20 ft., one
target. Hit: 11 (2d6 + 4) piercing damage. Gargantuan dragon, chaotic evil
Wing Flap. All creatures in a 60-foot cone must succeed
on a DC 17 Strength saving throw or take 11 (2d6 + 4) Armor Class 21 (natural armor)
bludgeoning damage and fall prone. Hit Points 481 (26d20 + 208)
Whirlwind Breath (Recharge 5–6). The elemental Speed 40 ft., climb 80 ft., swim 80 ft.
drake breathes a strong gust of wind in a 60-foot cone.
Each creature in the area must make a DC 17 Strength STR DEX CON INT WIS CHA
saving throw or take 17 (3d8 + 4) bludgeoning damage 26 (+8) 17 (+3) 27 (+8) 16 (+3) 7 (-2) 17 (+3)
and fall prone.
Saving Throws Dex +11, Con +16, Wis +6, Cha +11
Skills Deception +11, Investigation +11, Insight +6,
Perception +6, Stealth +19
Senses blindsight 60 ft., darkvision 120 ft., passive
Perception 16
Languages Common, Draconic
Challenge 19 (22,000 XP)

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Drakhan Resistance. The Entity has advantage on all Detect. The Entity makes a Wisdom (Perception) check.
saving throws against spells and spell-like abilities and is Skulk. The Entity Disengages and Hides.
immune to the maze spell.
Frightful Presence. The Entity uses its Frightful Presence.
Legendary Resistance (3/Day). If the Entity fails a
Tail Attack. The Entity makes a tail attack.
saving throw, it can choose to succeed instead.
Light sensitivity. The Entity becomes frightened while
under direct bright light.
Open Wounds. Any creature that has taken slashing
Esha
damage from the Entity takes an additional 7 (2d6)
slashing damage at the start of each of its turns. This An Ocelinn scholar captured by the Coatl brood, who
damage stops if the creature regains hit points from any has been a test subject to numerous horrible experiments.
effect or if it spends an action to staunch the bleeding. Now, as part of Kuxcoatl’s latest scheme, Esha has been
Skulking Presence. The Entity can take the Dash, Hide, placed as a sleeper agent who must ensure the adventurers
go through the experiment to the very end; in exchange
and Disengage actions as bonus actions, and it has for her unquestioning assistance, she has been guaranteed
advantage on all Dexterity (Stealth) checks. The Entity her freedom.
can hide in plain sight, unless its entire body stands
under direct bright light.

ACTIONS
Esha
Slash and Run. The Entity uses its Frightful Presence, Medium humanoid (human shapechanger), true neutral
makes one claw attack, Disengages, and Hides.
Multiattack. The Entity makes one bite attack and one Armor Class 10
claw attack. Hit Points 93 (17d8 + 17)
Bite. Melee Weapon Attack: +16 to hit, reach 15 ft., one Speed 30 ft.
target. Hit: 19 (2d10 + 8) piercing damage plus 7 (2d6)
slashing damage. STR DEX CON INT WIS CHA
Claw. Melee Weapon Attack: +16 to hit, reach 10 ft., one 10 (+0) 10 (+0) 12 (+1) 13 (+1) 21 (+5) 14 (+2)
target. Hit: 22 (4d6 + 8) slashing damage.
Saving Throws Int +7, Wis +11
Tail. Melee Weapon Attack: +16 to hit, reach 20 ft., one
Skills Athletics +11, Deception +8, Nature +7, Insight
target. Hit: 17 (2d8 + 8) piercing damage plus 7 (2d6)
+11, Survival +11
slashing damage.
Senses passive Perception 15
Frightful Presence. Each creature of the dragon’s choice
that is within 120 feet of the dragon and aware of it Languages Common, Draconic
must succeed on a DC 19 Wisdom saving throw made Challenge 9 (5,000 XP)
with disadvantage or become frightened until its next
short rest. If a creature’s saving throw is successful or the
Shapechanger. As a bonus action, Esha can shift into
effect ends for it, the creature is immune to the Entity’s
a partially feline Ocelinn form. While in her Ocelinn
Frightful Presence for the next 24 hours.
form, Esha loses her healing touch ability, but she gains
Mercurial Leak (Recharge 5–6). The Entity tries to use advantage on Wisdom (Perception) checks, and she may
its breath weapon, which spills not only from its mouth, use her claw and bite attacks.
but from the leaks and gashes across its body. Each
creature within 15 feet of the Entity must succeed on a
DC 24 Dexterity saving throw, taking 72 (16d8) poison ACTIONS
damage on a failed save, or half as much on a success. Multiattack (Feline Form Only). Esha makes two claw
A creature that fails its save becomes frightened of the attacks and one bite attack.
Entity and poisoned until the end of its next turn. Claw (Feline Form Only). Melee Weapon Attack: +11 to
hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) slashing damage.
LEGENDARY ACTIONS Bite (Feline Form Only). Melee Weapon Attack: +11 to hit,
reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.
The dragon can take 3 legendary actions, choosing from
the options below. Only one legendary action option Healing Touch (Human Form Only). Esha touches
can be used at a time and only at the end of another another creature. The target magically regains 14 (2d8 + 5)
creature’s turn. The dragon regains spent legendary hit points and may make an immediate saving throw against
each condition affecting it that allows a saving throw.
actions at the start of its turn.

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Appendix A: Monsters & NPCs

Exor Dragon Tail. Melee Weapon Attack: +14 to hit, reach 20 ft., one
target. Hit: 14 (2d6 + 7) bludgeoning damage plus 7
(2d6) slashing damage.
Brood Exor are the hunters and stalkers of the Red Moon, Burrowing Ambush. The dragon may only use this
the most dangerous predators on Drakha. They are dragons
with the color of rock or sand and the cunning of born action if it is burrowing. The dragon surfaces at any
killers. They like to attack stealthily, hiding underground point of the map and immediately makes one bite
and springing upon their prey, unexpected and deadly. attack and two claw attacks, with advantage on all three
attack rolls. Any creature within 10 feet of the dragon
must succeed on a DC 22 Dexterity saving throw or be
knocked prone from the force of the dragon exiting its
Adult Exor Dragon burrow and be moved 5 feet away.
Sand Breath (Recharge 5–6). The dragon exhales
Gargantuan dragon, chaotic evil
scorching sand in a 60-foot cone. Each creature in the
Armor Class 22 (natural armor) area of effect must make a DC 20 Constitution saving
throw, taking 38 (11d6) fire damage plus 38 (11d6)
Hit Points 342 (22d20 + 110)
slashing damage on a failed save, or half as much on a
Speed 60 ft., burrow 60 ft., climb 60 ft., fly 90 ft. success.
STR DEX CON INT WIS CHA
Frightful Presence. Each creature of the dragon’s choice
that is within 120 feet of the dragon and aware of it
25 (+7) 15 (+2) 20 (+5) 15 (+2) 17 (+3) 17 (+3) must succeed on a DC 18 Wisdom saving throw or
Saving Throws Str +14, Dex +9, Wis +10 become frightened for 1 minute. A creature can repeat
the saving throw at the end of each of its turns, ending
Skills Athletics +14, Acrobatics +9, Intimidation +10, the effect on itself on a success. If a creature’s saving
Perception +10, Stealth +16, Survival +10 throw is successful or the effect ends for it, the creature
Senses blindsight 60 ft., darkvision 60 ft., tremorsense 60 is immune to the dragon’s Frightful Presence for the
ft., passive Perception 20 next 24 hours.
Languages Common, Draconic Sand Wall. The dragon may raise a dust cloud around
Challenge 18 (20,000 XP) itself as a bonus action. Any attack rolls against the
dragon are made with disadvantage until the start of its
next turn, and all of its melee attacks have advantage
Burrowing. The dragon may burrow underground until the start of its next turn.
as a bonus action, moving downward or sideways at
its full burrow speed. While the dragon is burrowing,
creatures can only detect its position by magical means LEGENDARY ACTIONS
or with tremorsense. The dragon can take 3 legendary actions, choosing from
Drakhan Resistance. The dragon has advantage on all the options below. Only one legendary action option
saving throws against spells and spell-like abilities and is can be used at a time and only at the end of another
immune to the maze spell. creature’s turn. The dragon regains spent legendary
actions at the start of her turn.
Sneak Attack. Once per round, one of the dragon’s Hunter’s Sense. The dragon makes a Wisdom
melee attacks may deal +10 (3d6) damage of the first (Perception) check, and if a creature is hidden from the
damage type listed in the attack if it has advantage on dragon, it’s not hidden from it anymore.
the attack roll. Fast Burrowing. The dragon burrows up to its full
Legendary Resistance (3/Day). If the dragon fails a burrowing speed or, if it was already burrowing, can use
saving throw, it can choose to succeed instead. its Burrowing Ambush.
Frightful Presence. The dragon uses its Frightful
ACTIONS Presence.
Tail Attack. The dragon makes a tail attack.
Multiattack. The dragon makes one bite attack and two
claw attacks. Wing Attack (Costs 2 Actions). Each creature within
20 feet of the dragon must succeed on a DC 22
Bite. Melee Weapon Attack: +14 to hit, reach 15 ft., one Strength saving throw or be pushed back 20 feet,
target. Hit: 18 (2d10 + 7) piercing damage plus 11 take 14 (4d6) slashing damage, and become blinded
(2d10) slashing damage. until the end of their next turn. A successful
Claw. Melee Weapon Attack: +14 to hit, reach 10 ft., one save halves the damage and negates the blinded
target. Hit: 14 (2d6 + 7) piercing damage plus 7 (2d6) condition. The dragon can then burrow up to half
slashing damage. its burrowing speed.

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Ancient Exor Dragon and moved 5 feet away from the force of the dragon
exiting its burrow.
Gargantuan dragon, chaotic evil Frightful Presence. Each creature of the dragon’s choice
that is within 120 feet of the dragon and aware of it must
Armor Class 22 (natural armor) succeed on a DC 18 Wisdom saving throw or become
Hit Points 372 (24d20 + 120) frightened for 1 minute. A creature can repeat the saving
Speed 40 ft., burrow 40 ft., climb 40 ft., fly 80 ft. throw at the end of each of its turns, ending the effect on
itself on a success. If a creature’s saving throw is successful
STR DEX CON INT WIS CHA or the effect ends for it, the creature is immune to the
26 (+8) 17 (+3) 21 (+5) 15 (+2) 18 (+4) 18 (+4)
dragon’s Frightful Presence for the next 24 hours.
Sand Breath (Recharge 5–6). The dragon exhales
Saving Throws Str +15, Dex +10, Wis +11 scorching sand in a 60-foot cone. Each creature in the area
Skills Athletics +15, Acrobatics +10, Intimidation +11, of effect must make a DC 20 Constitution saving throw,
Perception +11, Stealth +17, Survival +11 taking 42 (12d6) fire damage plus 42 (12d6) slashing
Senses blindsight 60 ft., darkvision 90 ft., tremorsense 60 damage on a failed save, or half as much on a success.
ft., passive Perception 21 Sand Wall. The dragon may raise a dust cloud around
Languages Common, Draconic itself as a bonus action. Any attack rolls against the
dragon are made with disadvantage until the start of its
Challenge 22 (41,000 XP) next turn, and all of its melee attack rolls have advantage
until the start of its next turn.
Burrowing. The dragon may burrow underground as a
bonus action, moving downward or sideways at its full
burrow speed. While the dragon is burrowing, creatures LEGENDARY ACTIONS
can only detect its position by magical means or with The dragon can take 3 legendary actions, choosing from
tremorsense. the options below. Only one legendary action option
Drakhan Resistance. The dragon has advantage on all can be used at a time and only at the end of another
saving throws against spells and spell-like abilities and is creature’s turn. The dragon regains spent legendary
immune to the maze spell. actions at the start of her turn.
Sneak Attack. Once per round, one of the dragon’s melee Hunter’s Sense. The dragon makes a Wisdom
attacks deals an additional 14 (4d6) damage of the first (Perception) check, and if a creature is hidden from
damage type listed in the attack if it has advantage on the the dragon, it’s not hidden from it anymore.
attack roll. Fast Burrowing (Costs 2 Actions). The dragon burrows
Legendary Resistance (3/Day). If the dragon fails a up to its full burrowing speed, or if it was already
saving throw, it can choose to succeed instead. burrowing, it can use its Burrowing Ambush
instead.
Frightful Presence. The dragon uses its Frightful
ACTIONS Presence.
Multiattack. The dragon makes one bite attack and two Tail Attack. The dragon makes a tail attack.
claw attacks. Wing Attack. All creatures within 20 feet of the dragon
Bite. Melee Weapon Attack: +15 to hit, reach 15 ft., one must succeed on a DC 23 Strength saving throw
target. Hit: 19 (2d10 + 8) piercing damage plus 11 or be pushed back 20 feet, take 21 (6d6) slashing
(2d10) slashing damage. damage, and become blinded until the end of their
Claw. Melee Weapon Attack: +15 to hit, reach 10 ft., one next turn. A successful save halves the damage and
target. Hit: 15 (2d6 + 8) piercing damage plus 7 (2d6) negates the blinded condition. The dragon can then
slashing damage. burrow up to half its burrowing speed.
Tail. Melee Weapon Attack: +15 to hit, reach 20 ft., one
target. Hit: 15 (2d6 + 8) bludgeoning damage plus 7
(2d6) slashing damage. Young Exor Dragon
Burrowing Ambush. The dragon may only use this Large dragon, chaotic evil
action if it is burrowing. The dragon surfaces at any point
on the map and immediately makes one bite attack and Armor Class 22 (natural armor)
two claw attacks with advantage on all three attack rolls. Hit Points 168 (16d10 + 80)
Any creature within 10 feet of the dragon must succeed
on a DC 23 Dexterity saving throw or be knocked prone Speed 40 ft., burrow 40 ft., climb 40 ft., fly 80 ft.

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Appendix A: Monsters & NPCs

STR DEX CON INT WIS CHA The Flux


20 (+5) 13 (+1) 20 (+5) 11 (+0) 15 (+2) 15 (+2)

Saving Throws Str +10, Dex +6, Wis +7 A bizarre byproduct of Sivax’s magic, created by the
Skills Athletics +10, Acrobatics +6, Intimidation +7, strange forces that permeate the Crystalline Maze,
Perception +7, Stealth +6, Survival +7 the Flux is a concentration of quicksilver that achieved
independent life and - very limited - sentience.
Senses blindsight 60 ft., darkvision 90 ft., tremorsense 60
ft., passive Perception 17 The Flux looks like a protoplasmic mass of iridescent
Languages Common, Draconic fluid, attacking with amorphous pseudopods as its
smooth, crystalline skin reflects the light in a dazzling
Challenge 11 (7,200 XP) array of colors.
The dragonkin guarding the maze have allowed
Burrowing. The dragon may burrow underground as a the Flux to exist, for it helps clean the pools and filter
bonus action, moving downward or sideways up to its full interesting treasure, but it remains a danger for anyone,
burrow speed. While the dragon is burrowing, creatures dragonkin or intruder, which wanders too near to its
can only detect its position by magical means or with hunting grounds.
tremorsense.
Drakhan Resistance. The dragon has advantage on all
saving throws against spells and spell-like abilities and is
immune to the maze spell. The Flux
Sneak Attack. Once per round, one of the dragon’s melee Huge elemental, unaligned
attacks deals an additional 7 (2d6) damage of the first
damage type listed in the attack if it has advantage on the Armor Class 22 (natural armor)
attack roll. Hit Points 253 (22d12 + 110)
Speed 30 ft., climb 20 ft., swim 60 ft.
ACTIONS
Multiattack. The dragon makes one bite attack and two STR DEX CON INT WIS CHA
claw attacks. 23 (+6) 19 (+4) 21 (+5) 3 (-4) 9 (-1) 5 (-3)
Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one
Damage Resistances acid, bludgeoning, piercing,
target. Hit: 16 (2d10 + 5) piercing damage plus 7 (2d6)
poison, slashing
slashing damage.
Damage Immunities radiant
Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one
target. Hit: 12 (2d6 + 5) piercing damage plus 7 (2d6) Condition Immunities exhaustion, grappled, paralyzed,
slashing damage. petrified, poisoned, prone, restrained, unconscious
Senses blindsight 30 ft., tremorsense 60 ft., passive
Perception 9
Burrowing Ambush. The dragon may only use this
action if it is burrowing. The dragon surfaces at any point Languages —
on the map and immediately makes one bite attack and Challenge 21 (33,000 XP)
two claw attacks with advantage on all three attack rolls.
Any creature within 10 feet of the dragon must succeed Dense Form. All ability checks to escape the Flux’s
on a DC 18 Dexterity saving throw or be knocked prone grapple or help another creature out of the Flux’s grapple
and moved 5 feet away from the force of the dragon are made with disadvantage.
exiting its burrow.
Mercurial Form. The Flux is immune to any magic or
Sand Breath (Recharge 5–6). The dragon exhales effect that changes its shape or composition, including
scorching sand in a 60-foot cone. Each creature in the petrification and shape change.
area of effect must make a DC 18 Constitution saving
throw, taking 21 (6d6) fire damage plus 21 (6d6) slashing
damage on a failed save, or half as much on a success. ACTIONS
Multiattack. The Flux makes four grab attacks.
Grab. Melee Weapon Attack: +13 to hit, reach 15 ft.,
one target. Hit: 24 (4d8 + 6) bludgeoning damage, and
the target is grappled (escape DC 21). Until this grapple

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ends, the target is restrained and unable to breathe. The Claw. Melee Weapon Attack: +13 to hit, reach 10 ft., one
Flux can grapple up to four Large or smaller creatures at target. Hit: 14 (2d6 + 7) slashing damage.
one time. Tail. Melee Weapon Attack: +13 to hit, reach 20 ft., one
At the start of each of the Flux’s turns, each target target. Hit: 14 (2d6 + 7) bludgeoning damage.
grappled by it takes 24 (4d8 + 6) bludgeoning damage Frightful Presence. Each creature of the dragon’s choice
and must succeed on a DC 20 Constitution saving that is within 120 feet of the dragon and aware of it must
throw or become poisoned until its next short rest. succeed on a DC 20 Wisdom saving throw or become
frightened for 1 minute. A creature can repeat the saving
A character within 5 feet of a grappled target can
throw at the end of each of its turns, ending the effect on
pull the grappled creature free by taking an action and
itself on a success. If a creature’s saving throw is successful
succeeding on a DC 21 Strength check.
or the effect ends for it, the creature is immune to the
dragon’s Frightful Presence for the next 24 hours.
Goldfire Breath (Recharge 5–6). The dragon exhales
Fulgen Dragon flame and molten gold in a 60-foot cone. Each creature
in the area of effect must make a DC 20 Dexterity saving
throw, taking 54 (12d8) fire damage on a failed save, or
Fulgen dragons are proud and haughty, convinced that half as much on a success.
they are the superior species on Drakha. They serve
Aureus with zeal and ambition, hoping to distinguish
themselves as special even among their privileged brood. LEGENDARY ACTIONS
The dragon can take 3 legendary actions, choosing from
the options below. Only one legendary action option can
Adult Fulgen Dragon be used at a time and only at the end of another creature’s
turn. The dragon regains spent legendary actions at the
Huge dragon, lawful neutral start of its turn.
Detect. The dragon makes a Wisdom (Perception) check.
Armor Class 18 (natural armor) Frightful Presence. The dragon uses its Frightful Presence.
Hit Points 227 (18d12 + 110) Tail Attack. The dragon makes a tail attack.
Speed 40 ft., fly 80 ft. Wing Attack (cost 2 actions). Each creature within 20
feet of the dragon must succeed on a DC 20 Strength
STR DEX CON INT WIS CHA
saving throw or take 14 (2d6 + 7) bludgeoning damage
25 (+7) 14 (+2) 22 (+6) 15 (+2) 13 (+1) 22 (+6) and be knocked prone. The dragon can then fly up to
half its flying speed.
Saving Throws Con +12, Wis +7, Cha +15
Skills Insight +7, Intimidation +12, Perception +7,
Persuasion +12
Senses blindsight 60 ft., darkvision 60 ft., passive Khar’gura
Perception 17
Languages Common, Draconic Drakha is home to many monstrous horrors that would
Challenge 17 (18,000 XP) be nightmares in the mortal world but, for dragons, are
mere pests. Such is the case of the khar’gura, or “blood
wings,” giant mosquitoes which swarm the nights of
Drakhan Resistance. The dragon has advantage on all Drakha, hunting for dragon blood.
saving throws against spells and other magical effects and is
immune to the maze spell. For dragons, these giant mosquitoes are a nuisance,
Legendary Resistance (3/Day). If the dragon fails a saving and they swat them mercilessly. But like their lesser
throw, it can choose to succeed instead. counterparts, khar’gura remain stubborn and unrelenting,
always coming back for more. Khar’gura are not used
to picking on smaller prey, but any source of blood can
ACTIONS appease their endless thirst.
Multiattack. The dragon uses its Frightful Presence and
then makes three melee weapon attacks.
Bite. Melee Weapon Attack: +13 to hit, reach 15 ft., one
target. Hit: 18 (2d10 + 7) piercing damage.

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Appendix A: Monsters & NPCs

Khar’gura Adult Magnifex Dragon


Large beast, unaligned Huge dragon, chaotic evil
Armor Class 15 (natural armor) Armor Class 21 (natural armor)
Hit Points 65 (10d10 + 10) Hit Points 197 (18d12 + 80)
Speed 20 ft., fly 90 ft. Speed 40 ft., climb 40 ft., fly 80 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
15 (+2) 20 (+5) 13 (+1) 1 (-5) 10 (+0) 5 (-3) 22 (+6) 15 (+2) 21 (+5) 15 (+2) 12 (+1) 24 (+7)

Saving Throws Dex +9, Con +5 Saving Throws Dex +8, Int +8, Cha +13
Senses blindsight 20 ft., darkvision 60 ft., passive Skills Insight +13, Perception +7, Perform +13,
Perception 10 Persuasion +13, Stealth +8
Languages — Senses blindsight 40 ft., darkvision 90 ft., passive
Challenge 4 (1,100 XP) Perception 14
Languages Common, Draconic
Nimble Flyer. While the khar’gura is flying, all weapon Challenge 12 (8,400 XP)
attacks against it suffer disadvantage.
Sting and Run. The khar’gura can take the Disengage Drakhan Resistance. The dragon has advantage on all
action as a bonus action on each of its turns. saving throws against spells and spell-like abilities and is
immune to the maze spell.
ACTIONS Innate Spellcasting. The dragon’s spellcasting ability is
Charisma (spell save DC 20). It can innately cast the
Sting. Melee Weapon Attack: +9 to hit, reach 10 ft., one
following spells, requiring no components:
target. Hit: 14 (2d8 + 5) piercing damage, and the target
must succeed on a DC 17 Constitution saving throw or 1/day each: detect thoughts, fear, hallucinatory terrain,
become poisoned until their next long or short rest. hideous laughter, silent image, suggestion.
Legendary Resistance (3/Day). If the dragon fails a
saving throw, it can choose to succeed instead.
Magnifex Dragons Magnifex Rapture. If a Magnifex dragon witnesses a work
of art created by a character with a +6 proficiency bonus
or a successful DC 24 Charisma (Performance) check, it
This dragon brood holds aesthetic mastery, sensual becomes restrained until the start of its next turn.
pleasure, and ecstatic revelry not only as valued
experiences but as the ideal state of being. Unlike most ACTIONS
other dragon broods on Drakha, the Magnifex are used
to remaining in close contact and even engage in open Multiattack. The dragon uses its frightful presence, and
cooperation with each other, as they all need to flaunt immediately makes one bite attack and two claw attacks.
their most recent creations and acquisitions among Bite. Melee Weapon Attack: +12 to hit, reach 15 ft., one
themselves to either gain or maintain prestige and target. Hit: 17 (2d10 + 6) piercing damage.
standing within the brood. What good is it to be a true Claw. Melee Weapon Attack: +12 to hit, reach 10 ft., one
artist if there is no one to envy your talent? Nevertheless, target. Hit: 13 (2d6 + 6) slashing damage.
reputation is just a stepping stone in the Magnifex’s Tail. Melee Weapon Attack: +12 to hit, reach 20 ft., one
unending search for increasing amounts of power, as is target. Hit: 15 (2d8 + 6) piercing damage.
the way of all dragons.
Frightful Presence. Each creature of the dragon’s choice
Magnifex dragons have one weakness: art. In the that is within 120 feet of the dragon and aware of it must
presence of beautiful, artistic images or sounds, they succeed on a DC 21 Wisdom saving throw or become
may become distracted. frightened for 1 minute. A creature can repeat the saving
throw at the end of each of its turns, ending the effect on
itself on a success. If a creature’s saving throw is successful
or the effect ends for it, the creature is immune to the
dragon’s Frightful Presence for the next 24 hours.

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Mercurial Breath (Recharge 5–6). The dragon spits a ACTIONS
stream of molten bismuth in a line that is 90 feet long Multiattack. The dragon makes one bite attack and two
and 5 feet wide. Each creature in the area of effect must claw attacks.
make a DC 19 Dexterity saving throw, taking 54 (12d8) Bite. Melee Weapon Attack: +11 to hit, reach 15 ft., one
poison damage on a failed save, or half as much on a target. Hit: 17 (2d10 + 6) piercing damage plus 22
success. A creature that fails its save becomes poisoned (4d10) poison damage.
until the end of its next turn. Claw. Melee Weapon Attack: +11 to hit, reach 10 ft., one
target. Hit: 13 (2d6 + 6) slashing damage.
LEGENDARY ACTIONS Tail. Melee Weapon Attack: +11 to hit, reach 20 ft., one
target. Hit: 13 (2d6 + 6) piercing damage.
The dragon can take 3 legendary actions, choosing from
the options below. Only one legendary action option can Mercurial Breath (Recharge 5–6). The dragon spits a
be used at a time and only at the end of another creature’s stream of molten bismuth in a line that is 90 feet long
and 5 feet wide. Each creature in the area of effect
turn. The dragon regains spent legendary actions at the must make a DC 19 Dexterity saving throw, taking
start of its turn. 66 (12d10) poison damage on a failed save, or half as
Detect. The dragon makes a Wisdom (Perception) check. much on a success. A creature that fails its save becomes
Frightful Presence. The dragon uses its Frightful Presence. poisoned until the end of its next turn.
Spellcasting. The dragon uses one of its spells.
Tail Attack. The dragon makes a tail attack.
Wing Attack (Costs 2 Actions). Each creature within 20
Mydru
feet of the dragon must succeed on a DC 20 Strength
saving throw or take 13 (2d6 + 6) bludgeoning Strange denizens of the Red Moon underground, mydru
damage and be knocked prone. The dragon can then are vegetal lifeforms with independent mobility and
fly up to half its flying speed. limited sentience. Forced to hide in the tunnels beneath
the Shrilling Sands by the cruel ecosystem and relentless
predators, the mydru developed a similarly aggressive
disposition, hunting and devouring anything that enters
Young Magnifex Dragon their territory, just as they were hunted and killed on the
surface.
Large dragon, chaotic evil A mydru resembles a brutish troll or large ape,
Armor Class 21 (natural armor) roughly 8 feet tall, and is made of cactus-like flesh, with
bulbous joints and thorny skin. Its fangs and claws seem
Hit Points 168 (16d10 + 80) made of wood, and it has only the barest hint of facial
Speed 40 ft., climb 40 ft., fly 80 ft. features, suggested by the lumps and gnarls on its head.

STR DEX CON INT WIS CHA


22 (+6) 16 (+3) 20 (+5) 15 (+2) 9 (-1) 22 (+6) Mydru
Saving Throws Dex +8, Int +7, Cha +11 Large plant, neutral
Skills Insight +4, Perception +4, Perform +11, Armor Class 17 (natural armor)
Persuasion +11
Hit Points 126 (12d10 + 60)
Senses blindsight 40 ft., darkvision 90 ft., passive
Perception 14 Speed 20 ft., climb 20 ft.
Languages Common, Draconic STR DEX CON INT WIS CHA
Challenge 10 (5,900 XP) 18 (+4) 14 (+2) 20 (+5) 5 (-3) 8 (-1) 5 (-3)

Drakhan Resistance. The dragon has advantage on all Saving Throws Con +9
saving throws against spells and spell-like abilities and is Skills Perception +3, Nature +1, Stealth +10, Survival +3
immune to the maze spell. Damage Resistances acid, lightning, poison
Magnifex Rapture. If a Magnifex dragon witnesses a work Condition Immunities charmed, frightened, paralyzed,
of art created by a character with a +6 proficiency bonus poisoned
or a successful DC 24 Charisma (Performance) check, it Senses blindsight 60 ft., passive Perception 13
becomes restrained until the start of its next turn. Languages —
Challenge 9 (5,000 XP)

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Appendix A: Monsters & NPCs

Piercing Grapple. At the start of the mydru’s turn, any Thorn Spray. The mydru witch shoots thorns in a 60
creature it currently has grappled automatically takes 7 ft. cone. All creatures in the area must make a DC 17
(2d6) piercing damage. Dexterity saving throw, taking 14 (4d6) piercing damage
Thorny Body. Any creature that makes a melee attack on a failed save, or half damage on a success.
against the mydru must then immediately succeed Spawn Weedwraith. Any creature killed by a mydru
on a DC 17 Dexterity saving throw or take 7 (2d6) witch is overtaken by a leafy, mossy growth, and its body
piercing damage. is destroyed within 24 hours. After this time, the creature
rises as a weedwraith under the mydru witch’s control,
with no memory of its previous existence.
ACTIONS
Multiattack. The mydru makes two slam attacks.
Slam. Melee Weapon Attack: +8 to hit, reach 10 ft., one
Nix Dragon
target. Hit: 11 (2d6 + 4) bludgeoning damage plus 7
(2d6) piercing damage, and the target is grappled (escape A brood apart from all other Drakhan creatures, the Nix
DC 16). are not true dragons but frightful dragon-shaped undead.
Thorn. Ranged Weapon Attack: +6 to hit, range 20/50 ft., They mimic the powers and abilities of dragons, but
one target. Hit: 6 (1d8 + 2) piercing damage. in truth they are not even living creatures but corpses
animated by the endless will and dark power of Nixis,
their great mother and azhurma.
Mydru Witch As part of their efforts to imitate their living selves,
Nix dragons have been gifted with terrible breath
Large plant, neutral weapons, extensions of Nixis’ corrupt essence itself, which
Armor Class 17 (natural armor) are not made of actual breath but pure, concentrated
necromantic power. The breath weapon of a Nix dragon
Hit Points 147 (14d10 + 70) has been described as burning and freezing at the same
Speed 20 ft., climb 20 ft. time, for it strikes not only the target’s body but also its
very lifeforce.
STR DEX CON INT WIS CHA
16 (+3) 15 (+2) 20 (+5) 9 (-1) 15 (+2) 9 (-1)

Saving Throws Con +9, Wis +6 Nix Dracolich


Skills Medicine +6, Perception +6, Nature +3, Survival +6 Gargantuan undead, lawful evil
Damage Resistances acid, lightning, poison
Condition Immunities charmed, frightened, paralyzed, Armor Class 19 (natural armor)
poisoned Hit Points 330 (20d20 + 120)
Senses blindsight 60 ft., passive Perception 16 Speed 40 ft., climb 40 ft., fly 80 ft.
Languages —
STR DEX CON INT WIS CHA
Challenge 10 (5,900 XP)
24 (+7) 16 (+3) 22 (+6) 24 (+7) 18 (+4) 15 (+2)

Piercing Grapple. At the start of the mydru witch’s turn, Saving Throws Con +13, Int +14, Cha +9
any creature it currently has grappled automatically takes Skills Arcana +14, Deception +9, History +14,
7 (2d6) piercing damage. Intimidate +16, Persuasion +9, Religion +14
Thorny body. Any creature that makes a melee attack Damage Resistances bludgeoning, piercing, slashing
against the mydru witch must then immediately succeed Damage Immunities poison, necrotic
on a DC 17 Dexterity saving throw or take 7 (2d6)
Condition Immunities charmed, exhaustion, frightened,
piercing damage.
paralyzed, poisoned
Senses darkvision 120 ft., passive Perception 14
ACTIONS Languages Common, Draconic
Multiattack. The mydru witch makes two vine attacks. Challenge 22 (41,000 XP)
Vine. Melee Weapon Attack: +7 to hit, reach 20 ft., one
target. Hit: 12 (2d6 + 5) bludgeoning damage plus 7 (2d6)
Innate Spellcasting. The Nix dracolich’s innate
piercing damage, and the target is grappled (escape DC 16).
spellcasting ability is Intelligence (spell save DC 22,

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+14 to hit with spell attacks). The Nix dracolich can toxic fumes in a 90-foot cone. Each creature in the
innately cast the following spells, requiring no material area of effect must make a DC 21 Constitution saving
components: throw, taking 36 (8d8) necrotic damage plus 36
1/day each: bestow curse, blight, cause fear, false life, finger (8d8) poison damage on a failed save, or half as much
of death, ray of enfeeblement, vampiric touch damage on a success.
Legendary Resistance (3/Day). If the Nix dracolich fails
a saving throw, it can choose to succeed instead. LEGENDARY ACTIONS
Nix Rune. All Nix dracoliches are branded with a Nix The dracolich can take 3 legendary actions, choosing
rune on their skulls, which is the source of their power. from the options below. Only one legendary action
A Nix rune may be dispelled with dispel magic (DC option can be used at a time and only at the end of
19) or antimagic field or removed with remove curse or another creature’s turn. The dracolich regains spent
greater restoration. legendary actions at the start of her turn.
A creature may target a Nix dracolich’s rune with a Preternatural Senses. The dracolich makes a Wisdom
weapon or spell attack by making their attack roll with (Perception) check, and if a creature is hidden from
disadvantage. If the Nix dracolich is dealt damage by this the dracolich, it’s not hidden from it anymore.
attack, its Nix rune is disabled. Frightful Presence. The dracolich uses its Frightful
A Nix dracolich’s rune is also automatically disabled if Presence.
its body is entirely destroyed as per the disintegrate spell or Nix Necromancy. The dracolich casts a spell.
similar magic.
Tail Attack. The dracolich makes a tail attack.
If a Nix dracolich’s rune is dispelled or disabled, its
Wing Skewer (Costs 2 Actions). The Nix dracolich
Draining Bite attack no longer deals necrotic damage,
makes two Wing Skewer attacks.
and it can no longer cast spells.

ACTIONS Nix Dragon


Multiattack. The Nix dracolich uses its Frightful
Presence and makes two claw attacks and one Draining Huge undead, lawful evil
Bite attack.
Armor Class 18 (natural armor)
Claw. Melee Weapon Attack: +14 to hit, reach 10 ft, one
target. Hit: 14 (2d6 + 7) slashing damage. Hit Points 207 (18d12 + 90)
Draining Bite. Melee Weapon Attack: +14 to hit, reach 15 Speed 40 ft., climb 40 ft., fly 80 ft.
ft., one target. Hit: 18 (2d10 + 7) piercing plus 10 (3d6)
necrotic damage. STR DEX CON INT WIS CHA

Tail. Melee Weapon Attack: +14 to hit, reach 20 ft. one 23 (+6) 15 (+2) 21 (+5) 16 (+3) 16 (+3) 14 (+2)
target. Hit: 16 (2d8 + 7) piercing damage, and the target Saving Throws Con +11, Int +9, Cha +8
must succeed on a DC 22 Strength saving throw or be
thrown 30 feet away from the dracolich, taking an extra 7 Skills Arcana +9, History +9, Intimidate +14, Persuasion
(2d6) bludgeoning damage and landing prone. +8, Religion +9
Wing Skewer. Melee Weapon Attack: +14 to hit, reach 20 Damage Resistances bludgeoning, piercing, slashing
ft, one target. Hit: 18 (2d10 + 7) piercing damage, and Damage Immunities poison, necrotic
the target is grappled (escape DC 22). Condition Immunities charmed, exhaustion, frightened,
Frightful Presence. Each living creature that is within paralyzed, poisoned
120 feet of the dracolich and aware of it must succeed on Senses darkvision 120 ft., passive Perception 13
a DC 19 Wisdom saving throw or become restrained and Languages Common, Draconic
frightened for 1 minute. A creature can repeat the saving
throw at the end of each of its turns, ending the effect on Challenge 17 (18,000 XP)
itself on a success. If a creature’s saving throw is successful
or the effect ends for it, the creature is immune to the Legendary Resistance (3/Day). If the Nix dragon fails a
dracolich’s Frightful Presence for the next 24 hours. saving throw, it can choose to succeed instead.
Risen in Nix. The dracolich targets one destroyed Nix Nix Rune. All Nix dragons are branded with a Nix rune
dragon or drake within 60 feet whose rune has not been on their skulls, which is the source of their power.
disabled. The target creature revives with full hit points. A Nix rune may be dispelled with dispel magic (DC
19) or antimagic field or removed with remove curse or
Death Breath (Recharge 5–6). The dracolich breathes greater restoration.

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Appendix A: Monsters & NPCs

A creature may target a Nix dragon’s rune with a Frightful Presence. The Nix dragon uses its Frightful
weapon or spell attack by making their attack roll with Presence.
disadvantage. If the Nix dragon is dealt damage by this Tail Attack. The Nix dragon makes one tail attack.
attack, its Nix rune is disabled.
Wing Skewer (Costs 2 Actions). The Nix dragon makes
A Nix dragon’s rune is also automatically disabled if its two Wing Skewer attacks.
body is entirely destroyed as per the disintegrate spell or
similar magic.
If a Nix dragon’s rune is dispelled or disabled, its
Draining Bite attack and Death Breath ability no longer
Nix Drake
deal necrotic damage. Large undead, lawful evil

ACTIONS Armor Class 17 (natural armor)


Multiattack. The Nix dragon uses its Frightful Presence; Hit Points 152 (16d10 + 64)
then, it makes two claw attacks and one Draining Bite Speed 40 ft., climb 40 ft., fly 80 ft.
attack.
STR DEX CON INT WIS CHA
Claw. Melee Weapon Attack: +12 to hit, reach 5 ft, one
target. Hit: 13 (2d6 + 6) slashing damage. 20 (+5) 15 (+2) 19 (+4) 11 (+0) 13 (+1) 11 (+0)
Draining Bite. Melee Weapon Attack: +12 to hit, reach 10 Saving Throws Con +9, Int +5, Cha +5
ft., one target. Hit: 17 (2d10 + 6) piercing plus 10 (3d6)
necrotic damage. Skills Arcana +5, Intimidate +10
Tail. Melee Weapon Attack: +12 to hit, reach 15 ft. one Damage Resistances bludgeoning, piercing, slashing
target. Hit: 16 (2d8 + 7) piercing damage, and if the Damage Immunities poison, necrotic
target is a Large or smaller creature it must succeed on Condition Immunities charmed, exhaustion, frightened,
a DC 20 Strength saving throw or be thrown 20 feet paralyzed, poisoned
away from the Nix dragon, taking an extra 7 (2d6) Senses darkvision 120 ft., passive Perception 11
bludgeoning damage and landing prone.
Languages Common, Draconic
Wing Skewer. Melee Weapon Attack: +12 to hit, reach 15
ft, one target. Hit: 16 (2d8 + 7) piercing damage, and the Challenge 9 (5,000 XP)
target is grappled (escape DC 20).
Frightful Presence. Each living creature that is within Nix Rune. All Nix drakes are branded with a Nix rune on
120 feet of the dragon and aware of it must succeed on a their skulls, which is the source of their power.
DC 16 Wisdom saving throw or become restrained and A Nix rune may be dispelled with dispel magic (DC
frightened for 1 minute. A creature can repeat the saving 19) or antimagic field or removed with remove curse or
throw at the end of each of its turns, ending the effect on greater restoration.
itself on a success. If a creature’s saving throw is successful A creature may target a Nix drake’s rune with a
or the effect ends for it, the creature is immune to the Nix weapon or spell attack by making their attack roll with
dragon’s Frightful Presence for the next 24 hours. disadvantage. If the Nix drake is dealt damage by this
Death Breath (Recharge 5–6). The Nix dragon attack, its Nix rune is disabled.
breathes toxic fumes in a 60-foot cone. Each creature A Nix drake’s rune is also automatically disabled if its
in the area of effect must make a DC 19 Constitution body is entirely destroyed as per the disintegrate spell or
saving throw, taking 27 (6d8) necrotic damage plus 27 similar magic.
(6d8) poison damage on a failed save, or half as much
If a Nix drake’s rune is dispelled or disabled, its bite
damage on a success.
and breath weapons no longer deal necrotic damage.

LEGENDARY ACTIONS ACTIONS


The Nix dragon can take 3 legendary actions, choosing
Multiattack. The Nix drake makes two claw attacks and
from the options below. Only one legendary action
one Draining Bite attack.
option can be used at a time and only at the end of
another creature’s turn. The Nix dragon regains spent Claw. Melee Weapon Attack: +10 to hit, reach 5 ft, one
legendary actions at the start of its turn. target. Hit: 12 (2d6 + 5) slashing damage.
Preternatural Senses. The Nix dragon makes a Wisdom Draining Bite. Melee Weapon Attack: +10 to hit, reach
(Perception) check, and if a creature is hidden from 10 ft., one target. Hit: 16 (2d10 + 5) piercing plus 7
the Nix dragon, it’s not hidden from it anymore (2d6) necrotic damage.

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Death breath (Recharge 5–6). The Nix drake breathes Dexterity saving throw, taking 36 (8d8) fire damage
toxic fumes in a 30-foot cone. Each creature in the on a failed save, or half as much on a success. Va’ra
area of effect must make a DC 17 Constitution saving
throw, taking 22 (5d8) necrotic damage plus 22
(5d8) poison damage on a failed save, or half as much
damage on a success.
Palan Ethen
The leader of a humanoid squad under the command of
Nursery Automaton Azhurma Aureus and his underlings, Palan was a knight
back in Valerna, and his abilities all stem from his military
training and his unyielding honor.
Artfully crafted construct and resembling six-legged lizards
with pincers and filigreed jaws, nursery automatons fiercely
attack anyone that threatens the eggs they guard.
Palan Ethen
Medium humanoid (human), lawful good
Nursery Automaton
Armor Class 19 (+1 plate)
Large construct, unaligned Hit Points 161 (19d8 + 76)
Armor Class 19 (natural armor) Speed 30 ft.
Hit Points 144 (16d10 + 56) STR DEX CON INT WIS CHA
Speed 40 ft., climb 40 ft. 20 (+5) 11 (+0) 18 (+4) 11 (+0) 16 (+3) 16 (+3)

STR DEX CON INT WIS CHA Saving Throws Str +11, Con +10
17 (+3) 11 (+0) 18 (+4) 3 (-4) 8 (-1) 1 (-5) Skills Athletics +11, Perception +9, Persuasion +9,
Survival +9
Skills Perception +9
Senses passive Perception 19
Damage Resistances fire
Languages Common, Draconic
Damage Immunities poison, psychic
Challenge 9 (5,000 XP)
Condition Immunities charmed, exhaustion, frightened,
poisoned
Senses darkvision 120 ft., passive Perception 19 Spellcasting. Palan is a 19th-level spellcaster, using
limited blessings from his Galadyan faith. His spellcasting
Languages understands Draconic but can’t speak ability is Wisdom (spell save DC 17, +9 to hit with spell
Challenge 9 (5,000 XP) attacks). He has the following spells prepared:
Cantrips (at will): light, sacred flame, true strike
Magic Resistance. The automaton has advantage on all 1st level (4 slots): cure wounds, detect magic, healing word,
saving throws against spells and other magical effects. shield of faith
Many Limbed. The automaton has resistance on 2nd level (3 slots): continual flame, prayer of healing,
saving throws against the prone and restrained warding bond
conditions. 3rd level (3 slots): beacon of hope, glyph of warding,
protection from energy
ACTIONS 4th level (1 slot): death ward
Multiattack. The automaton makes one bite attack
and one tail attack. ACTIONS
Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one Galadyan Onslaught. Palan makes three maul attacks
target. Hit: 12 (2d8 + 3) piercing damage. and regains 5 (1d4 + 3) hit points.
Tail. Melee Weapon Attack: +8 to hit, reach 10 ft., one Galadyan Faith. Palan makes one maul attack and uses
target. Hit: 10 (2d6 + 3) bludgeoning damage. sacred flame.
Fire Breath (Recharge 5–6). The automaton exhales Maul. Melee Weapon Attack: +11 to hit, reach 5 ft., one
flame in a 30-foot line that is 5 feet wide. Each target. Hit: 12 (2d6 + 5) bludgeoning damage plus 3
creature in the area of effect must make a DC 16 radiant damage.

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Appendix A: Monsters & NPCs

Sacred Flame. Targets one creature within 60 ft. range. If all of the runecorpse swarm’s Nix runes are disabled,
The target must succeed on a DC 17 Dex save or take 18 its attack rolls are no longer made with advantage, and its
(4d8) radiant damage. attacks no longer deal necrotic damage.
Each runecorpse swarm is tethered to a single
runecorpse ruler. If the rune of its runecorpse ruler is
Runecorpse Swarm disabled, the runecorpse swarm’s hit point maximum is
halved, and it suffers damage equal to half of its hit point
maximum. In addition, its runes become disabled as
The last of the fearsome undead experiments born of well. If the runecorpse ruler’s rune is restored, the swarm’s
Nixis’s dark imagination, runecorpses are Valernians runes are restored as well. If the swarm’s runecorpse ruler
and other humanoids who have been branded with is destroyed, the entire swarm is destroyed as well.
a Nix rune, allowing them to rise again through Nix
necromancy. Runecorpses function with a singular
mind and purpose, controlled by the one will of the Nix ACTIONS
dragon that created them. Multiattack. The runecorpse swarm makes one Mob
A runecorpse looks like a mangled, animated humanoid attack against each target within 5 feet.
corpse (whether human, elf, gnome, dwarf, halfling, or orc) Mob. Melee Weapon Attack: +10 to hit, reach 5 ft., one
with a Nix rune on its chest or forehead. Its eyes glow with target. Hit: 18 (4d6 + 4) bludgeoning damage and 14
necrotic energy the same color as its rune. It is only partially (4d6) necrotic damage.
mindless, as its essence has been replaced by the Nix’s
deathless loathing for anything that lives.

RUNECORPSE RULER
Runecorpse Swarm
When there is no dragon to take control of a runecorpse
Gargantuan swarm of Medium beasts, neutral evil swarm, the mightiest of nearby runecorpses assumes
control, and all runecorpses obey its will like extensions
Armor Class 10 of its body. Being free of draconic control doesn’t make
Hit Points 290 (20d20 + 80) the runecorpse ruler any kinder or restore any of its
Speed 20 ft. memories. It remains twisted and single-minded in its
purpose of stamping out all life.
STR DEX CON INT WIS CHA
18 (+4) 10 (+0) 19 (+4) 3 (-4) 9 (-1) 5 (-3)

Damage Vulnerabilities radiant


Runecorpse Ruler
Damage Resistances cold, bludgeoning, piercing, Medium undead, lawful evil
slashing
Damage Immunities necrotic, poison Armor Class 16 (natural armor)
Condition Immunities charmed, grappled, Hit Points 190 (20d8 + 100)
incapacitated, paralyzed, petrified, prone, restrained, Speed 30 ft.
stunned
STR DEX CON INT WIS CHA
Senses darkvision 60 ft., passive Perception 9
Languages — 20 (+5) 18 (+4) 20 (+5) 7 (-2) 18 (+4) 15 (+2)

Challenge 18 (33,000 XP) Damage Immunities cold, necrotic, poison


Condition Immunities charmed, exhaustion, poisoned
Nix Rune. Every individual in a runecorpse swarm Senses darkvision 90 ft., passive Perception 14
is branded with a Nix rune, which is the source of Languages —
their power. Disabling a single rune does not harm
or hinder the swarm, but disabling all of them at the Challenge 12 (8,400 XP)
same time does.
Casting an antimagic field or magic circle spell that Necrotic Aura. Any creature that begins its turn within
targets the runecorpse swarm deals 5 (1d10) radiant 10 feet of both a runecorpse ruler and at least one other
damage to it for each spell level of the effect and disables creature with a functioning Nix rune takes 10 (3d6)
all of the runecorpse swarm’s runes. necrotic damage.

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Nix Rune. All runecorpose rulers are branded with a Nix
rune on their skulls, which is the source of their power.
Salt Stalker
A Nix rune may be dispelled with dispel magic (DC Large beast, unaligned
19) or antimagic field or removed with remove curse or
greater restoration. Armor Class 18 (natural armor)
A creature may target a runecorpse ruler’s rune with Hit Points 136 (16d10 + 48)
a weapon or spell attack by making their attack roll with Speed 40 ft., climb 60 ft.
disadvantage. If the runecorpse ruler is dealt damage by
this attack, its Nix rune is disabled. STR DEX CON INT WIS CHA
A runecorpse ruler’s rune is also automatically disabled 21 (+5) 15 (+2) 17 (+3) 3 (-4) 7 (-2) 5 (-3)
if its body is entirely destroyed as per the disintegrate spell
or similar magic. Skills Perception +3, Stealth +12
If a runecorpse ruler’s Nix rune is dispelled or Damage Resistances piercing, poison, slashing
disabled, it can no longer use its Necrotic Aura or Risen Condition Immunities petrified, poisoned
in Nix abilities or its Necrotic Bolt attack, and its claw Senses blindsight 60 ft., tremorsense 20 ft., passive
attacks no longer deal necrotic damage. Perception 13
Languages —
ACTIONS Challenge 13 (10,000 XP)
Multiattack. The runecorpse ruler makes two weapon
attacks. Rock Camouflage. While climbing or standing on a
Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one rocky or sandy surface, the salt stalker may become
target. Hit: 9 (1d8 + 5) slashing damage and 21 (6d6) invisible as a bonus action.
necrotic damage. Spider Climb. The salt stalker may climb difficult
Necrotic Bolt. Ranged Weapon Attack: +10 to hit, range surfaces, including upside down on ceilings, without
60 ft., one target. Hit: 14 (4d6) necrotic damage. needing to make an ability check.
Consume Corpse. The runecorpse ruler targets a Stalking Strike. If the sand stalker has advantage on its
runecorpse swarm within 5 feet. The swarm takes 11 attack roll against a target, it may make a pincer attack
(2d10) force damage, and the runecorpse ruler regains against that target as a bonus action.
the same amount of hit points. If the runecorpse ruler’s
rune is disabled, it is not disabled anymore.
Risen in Nix. The runecorpse ruler targets a ACTIONS
runecorpse swarm within 30 feet. The swarm regains Pincer. Melee Weapon Attack: +10 to hit, reach 10 ft.,
27 (5d10) hit points. one target. Hit: 14 (2d8 + 5) piercing damage, and the
target must make a DC 18 Constitution saving throw.
On a failed save, the target takes an additional 36 (8d8)
Salt Stalkers poison damage and becomes paralyzed for 1 minute. On
a successful save, the target takes only half the poison
damage and is not paralyzed, but they are poisoned until
These gigantic bugs are fearsome predators, not only due the end of their next turn.
to their Large size and deadly poison but also due to their
ability to become practically invisible. A salt stalker is Salt Stalker Poison
so attuned to the desert around it that it automatically
takes on the coloration and texture of its surroundings, The most fearsome ability of sand stalkers is
sometimes surprising even dragons with its deadly attacks. not their natural camouflage but their poison,
which quickly fills the target’s bloodstream
A salt stalker looks like a large long-legged spider with humidity-absorbing silicates, essentially
or solifugid, made entirely of rocky tumors and mummifying the stalker’s hapless victim.
silicate growths.
Any creature that is reduced to 0 hit points
due to the salt stalker’s poison damage dies
immediately, their body dessicated as if it had
dried up for centuries, and cannot be brought
back to life except by resurrection or true
resurrection.

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Appendix A: Monsters & NPCs

Sandbeetle Swarm ACTIONS


Cloud of Doom. The swarm makes a bites attack against
every creature in its space or within 5 feet of its space.
Sandbeetles are a common, seemingly innocuous but
horrible threat from the Titan Wastes, which even Bites. Melee Weapon Attack: +9 to hit, reach 0 ft., one
dragons take seriously. creature in the swarm’s space. Hit: 29 (8d6 + 1) piercing
damage, or 15 (4d6 + 1) piercing damage if the swarm
Looking like a dust cloud in the distance, a sandbeetle has half of its hit points or fewer.
swarm is actually made of millions of tiny bugs. Armed
with burrowing pincers and voracious hunger, they can
devour a human-sized creature in minutes, leaving only a Scalehorn
pile of viscera behind.
A massive herbivore and the only non-hunter that
survives in the Shrilling Sands, the scalehorn owes its
Sandbeetle Swarm survival to both its massive girth, second only to desert
worms and dragons themselves, and its ability to subsist
Gargantuan swarm of Tiny beasts, unaligned for months on tiny amounts of water and plant matter.
Armor Class 13 (natural armor) Despite their plant-eating habits, scalehorns are
Hit Points 287 (25d20 + 25) quite territorial and aggressive, attacking anything
that approaches them, for they know no creature in
Speed 30 ft.
the Shrilling Sands has peaceful intentions.
STR DEX CON INT WIS CHA
3 (-4) 13 (+1) 10 (+1) 1 (-5) 6 (-2) 1 (-5)
Scalehorn
Damage Resistances bludgeoning, piercing, slashing Huge beast, neutral
Condition Immunities charmed, frightened, paralyzed, Armor Class 18 (natural armor)
petrified, prone, restrained, stunned
Hit Points 189 (14d12 + 98)
Senses blindsight 60 ft., passive Perception 8
Speed 40 ft.
Languages —
Challenge 17 (18,000 XP) STR DEX CON INT WIS CHA
Swarm. The swarm can occupy another creature’s space 22 (+6) 8 (-1) 25 (+7) 3 (-4) 11 (+0) 5 (-3)
and vice versa, and the swarm can move through any
opening large enough for a Tiny insect. The swarm can’t Skills Perception +5
regain hit points or gain temporary hit points. Damage Resistances cold, fire, piercing, slashing
Senses darkvision 30 ft., passive Perception 15
Languages —
Challenge 13 (10,000 XP)

ACTIONS
Charge. The scalehorn uses its Trample and then makes a
smash attack.
Smash. Melee Weapon Attack: +11 to hit, reach 15
ft., one target. Hit: 24 (4d8 + 6) bludgeoning
damage, and, if the target is Medium or

Sandbeetle Swarm

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smaller, it must succeed on a DC 20 Strength saving to reflect light. This gives the scaleshifter several hunting
throw or be tossed 30 feet away from the scalehorn in a advantages, allowing it to camouflage itself, blind its
random direction and fall prone. enemies with sunlight, or even project a mirage of its
Trample. The scalehorn moves up to twice its speed body, masking its actual position.
in a straight line. It can enter and move through the
space of other Large or smaller creatures during this The scaleshifter attacks by piercing targets with its front
movement. Any creature on the path of the scalehorn’s ‘tails’ and bringing the meal to its mouth. The normal
movement must make a DC 20 Dexterity saving throw, lizard tail on the creature’s rear cannot attack.
being knocked prone and taking 22 (4d10) bludgeoning
damage on a failed save. A successful save negates the
prone condition and halves the damage. A scaleshifter will prey on anything it believes it can kill;
if faced with superior opposition, it becomes invisible and
tries to escape. Scaleshifters gather in small packs of 2 to
5 individuals, but not out of loyalty or instinct, only to
Scaleshifter hunt larger and stronger creatures; if prey is scarce, a pack
will quickly break up, its members turning on each other
Sunlight falls down relentlessly. The air feels thick, foggy, for food.
heavy with evaporating moisture. There is something
confusing, shifting, in the back of your eyes. It hurts
your head. Then, the desert itself seems to shift, and the Scaleshifter
shape resolves into scales. They coil and undulate in the
scorching sun. They reflect the flare, dazzling, blinding. Large beast, chaotic evil
They leap at you.
Armor Class 19 (natural armor)
A scaleshifter is a fearsome predator from the Red Moon’s
deserts and caves, a large hunter lizard with two coiling Hit Points 93 (11d10 + 33)
‘tails’ on its shoulders, with the ability to shift its scales Speed 40 feet

STR DEX CON INT WIS CHA


18 (+4) 17 (+3) 17 (+3) 5 (-3) 9 (-1) 7 (-2)

Scaleshifter

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Appendix A: Monsters & NPCs

Senses darkvision 60 ft., passive Perception 10 Scintillating Shards. When a shatterling moves at least
Languages understands Draconic half its flying speed, each creature that can see it must
succeed on a DC 17 Dexterity saving throw or become
Challenge 6 (2,300 XP)
blinded until the end of its next turn.
ACTIONS Shifting Shards. Any creature that successfully deals
damage to a shatterling with a melee attack takes 7
Multiattack. The scaleshifter makes one bite attack and (2d6) slashing damage.
two tail attacks.
Glare. The scaleshifter chooses a point within 90 feet.
Each creature within 5 feet of the chosen point must ACTIONS
make a DC 15 Intelligence saving throw or become Multiattack. The shatterling makes two shardclaw
blinded until the end of its next turn. The scaleshifter attacks and two shardfeather attacks.
may only use this ability under direct sunlight. Shardclaw. Melee Weapon Attack: +9 to hit, reach 5 ft.,
Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one one target. Hit: 12 (2d6 + 5) slashing damage.
creature. Hit: 11 (2d6 + 4) piercing damage. Shardfeather. Melee Weapon Attack: +9 to hit, reach 5
Tail. Melee Weapon Attack: +8 to hit, reach 10 ft, one ft., one target. Hit: 14 (2d8 + 5) slashing damage.
creature. Hit: 8 (1d8 + 4) piercing damage, and the Feather Fan. The shatterling shoots sharp crystalline
target moves to a spot of the scaleshifter’s choice within feathers in a 30-foot cone. Each creature in the area
5 feet of the scaleshifter. must make a DC 17 Dexterity saving throw or take 3
(1d6) slashing damage plus 3 (1d6) lightning damage
and 3 (1d6) radiant damage.
Shatterling
Primal creatures of raw magic and crystalline matter, Silicraw
shatterlings resemble six-foot long long feathered lizards
made of stained glass, whose bodies shift and reform with A unique form of undead creature, a silicraw is a
every movement. manifestation of the spirits of hundreds of creatures who
have been killed by predators in the Shrilling Sands.
Shatterling A silicraw looks like a mass of animated pebbles,
grains, or splinters roughly sculpted into the shape of an
Medium elemental, neutral indeterminate, featureless beast, with a shifting number of
legs or other limbs. Although the silicraw can no longer eat,
Armor Class 21 (natural armor) it hungers for the life it lost and pretends to hunt, giving
Hit Points 65 (10d8 + 20) itself a “body” of sorts through its supernatural ability to
possess and animate earth and sand.
Speed 10 ft., fly 90 ft.

STR DEX CON INT WIS CHA Silicraw


15 (+2) 21 (+5) 15 (+2) 5 (-3) 9 (-1) 5 (-3)
Huge undead, neutral
Damage Resistances lightning, thunder; piercing and
slashing from nonmagical weapons Armor Class 20 (natural armor)
Damage Immunities poison Hit Points 250 (20d12 + 120)
Damage Vulnerabilities bludgeoning from magical sources Speed 30 ft., burrow 30 ft., climb 30 ft.
Condition Immunities charmed, exhaustion, grappled,
petrified, poisoned STR DEX CON INT WIS CHA
Senses darkvision 90 ft., passive Perception 9 24 (+7) 13 (+1) 22 (+6) 3 (-4) 6 (-2) 7 (-2)
Languages — Damage Resistances fire, piercing, radiant, slashing
Challenge 9 (5,000 XP) Damage Immunities acid, cold, lightning, necrotic,
poison
Resounding Shards. Any creature that successfully deals Condition Immunities charmed, exhaustion, grappled,
cold, fire, lightning, thunder, or radiant damage to the paralyzed, petrified, poisoned, prone, restrained
shatterling takes 10 (3d6) thunder damage. Senses blindsight 60 ft., tremorsense 30 ft., passive Perception 8

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Languages — A successful DC 28 Intelligence (Arcana) check can
Challenge 19 (22,000 XP) recognize the golem is animated by the disembodied,
deteriorated mind of a living being, but nothing else.
Micro-Silicates. Damage dealt by the silicraw’s attacks
ignores the target’s damage resistances.
Shifting Shape. The silicraw can enter a space occupied
Stonecutter
by another creature and move through other creatures Huge construct, unaligned
and objects as if they were difficult terrain.
Armor Class 28 (natural armor)
ACTIONS Hit Points 375 (30d12 + 180)
Onslaught. The silicraw makes a claw attack against each Speed 20 ft.
creature in its space and within 10 feet of it.
STR DEX CON INT WIS CHA
Claw. Melee Weapon Attack: +13 to hit, reach 10 ft., one
target. Hit: 21 (4d6 + 7) slashing damage, and the target 26 (+8) 10 (+0) 22 (+6) 5 (-3) 9 (-1) 5 (-3)
is grappled (escape DC 21).
Damage Resistances acid, bludgeoning, cold, fire,
Engulf. The silicraw swallows a Large or smaller creature piercing, slashing
it has grappled, and the grapple ends. While swallowed,
Damage Immunities lightning, necrotic, poison,
the target is blinded and restrained, it has total cover
psychic, radiant
against attacks and other effects outside the silicraw, and
it takes 14 (4d6) bludgeoning damage and 14 (4d6) Condition Immunities charmed, exhaustion,
piercing damage at the start of each of the silicraw’s turns. frightened, paralyzed, petrified, poisoned
The silicraw can have only two Large or smaller creatures Senses darkvision 120 ft., passive Perception 9
swallowed at the same time. Languages Common, Draconic
A creature can attempt to free itself from the silicraw Challenge 20 (25,000 XP)
by making a DC 21 Strength check as an action. If the
check succeeds, the creature is no longer swallowed,
blinded, or restrained, and it appears in the same space M Fluid Leak. Any creature that deals damage to
it was. If the silicraw dies, all swallowed creatures are Stonecutter from within a range of 5 ft. must succeed
automatically freed as above. on a DC 20 Constitution saving throw or take 7 (2d6)
poison damage plus 7 (2d6) acid damage and become
poisoned until its next short rest.
Immutable Form. The golem is immune to healing
The Stonecutter Golem magic and to any spell or effect that would alter its form.
Lightning Absorption. Whenever the golem is subject to
Originally intended as a guardian for Sivax’s vaults, the lightning damage, it takes no damage and instead regains a
golem Stonecutter is a visual and mechanical masterpiece. number of hit points equal to the lightning damage dealt.
Combining state-of-the-art machinery, stunning Magic Resistance. The golem has advantage on saving
artistic design and the flesh of various mighty creatures, throws against spells and other magical effects.
Stonecutter is the most beautiful - by Magnifex Standards
- creature in the Crystalline Maze. Power Drill. The golem’s weapon attacks are magical,
and they ignore all damage resistance.
When Sivax disposed of the Architect centuries ago,
the golem was possessed by Mutroz’s trapped mind.
They went insane from the ordeal and deteriorated ACTIONS
over the ages, eventually becoming obsessed with a Multiattack. The golem makes two drill attacks.
single idea: “Find the Architect,” both knowing and not
knowing that what they seek is their own, lost self. Drill. Melee Weapon Attack: +14 to hit, reach 10 ft., one
target. Hit: 30 (4d10 + 8) piercing damage.
For uncounted centuries, the beautiful golem has
wandered aimlessly through the myriad hallways and Lighting Discharge (Recharge 5–6). Stonecutter projects
causeways of the Crystalline Maze, drilling new tunnels, lightning in a 60-foot cone. Each creature in that area
leveling walls, shredding or mauling anyone unwary or must make a DC 20 Dexterity or Constitution saving
imprudent enough to cross its path. It is relentless and throw, taking 55 (10d10) lightning damage on a failed
nigh unstoppable, covered with plating of diamond-like save, or half as much damage on a successful one.
strength, and set on carrying out its last command.

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Appendix A: Monsters & NPCs

Stormwurm ACTIONS
Lightning Storm. The stormwurm makes one Energy
Release attack against each target within range. The
Massive creatures from the Titan Wastes, evolved over stormwurm can only use this ability if it has swallowed
millennia to withstand Baastherox’s storms and Drakha’s at least one creature during this fight.
frightening weather, stormwurms are building-sized grubs
with the ability to turn water into energy. Energy Release. Ranged Spell Attack: +13 to hit, reach
60 ft., one target. Hit: 18 (4d8) lightning damage.
Their bodies are so full of energy that they can summon Bite. Melee Weapon Attack: +14 to hit, reach 10 ft., one
lightning and evaporate nearby water sources, which lets target. Hit: 22 (4d6 + 8) piercing damage. If the target
them absorb ambient moisture and, thus, generate more is a Large or smaller creature, that creature is swallowed.
energy. A stormwurm can swallow human-sized creatures While swallowed, the creature is blinded and restrained, it
whole, the moisture in their bodies immediately feeding has total cover against attacks and other effects outside the
the monster’s body furnace. stormwurm, and it takes 14 (4d6) acid damage plus 14
(4d6) fire damage at the start of each of the stormwurm’s
turns. When a swallowed creature takes damage in this
Stormwurm way, they lose one single nonmagical item from their gear,
randomly determined or chosen by you. If a swallowed
Gargantuan monstrosity, unaligned creature dies, the stormwurm can immediately make an
energy release attack as a reaction.
Armor Class 19 (natural armor)
If the stormwurm takes 24 damage or more on a
Hit Points 315 (18d20 + 126)
single turn from a creature inside it, the stormwurm must
Speed 30 ft., burrow 30 ft. succeed on a DC 22 Constitution saving throw at the end
of that turn or regurgitate all swallowed creatures, which
STR DEX CON INT WIS CHA fall prone in a space within 10 feet of the stormwurm. If
26 (+8) 9 (-1) 24 (+7) 1 (-5) 10 (+0) 7 (-2) the stormwurm dies, a swallowed creature is no longer
restrained by it and can escape from the corpse by using 20
Saving Throws Con +13 feet of movement, exiting prone.
Senses blindsight 30 ft., tremorsense 60 ft., passive
Perception 10
Languages —
Challenge 18 (20,000 XP)
Energy Aura. Any creature that begins its turn within
30 feet of the stormwurm must succeed on a DC 21
Constitution saving throw or take 10 (3d6) fire damage
as it dries out, its moisture absorbed by the stormwurm.
If a creature fails its save, all nonmagical liquids it is
carrying completely evaporate, and all magical liquids
lose one dose each. If a creature dies from a stormwurm’s
energy aura, the stormwurm can immediately use its
Energy Release attack as a reaction.

Stormwurm

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YOUNG STORMWURM If the stormwurm takes 18 damage or more on a
single turn from a creature inside it, the stormwurm must
succeed on a DC 23 Constitution saving throw at the end
When not fully grown, stormwurms don’t generate of that turn or regurgitate all swallowed creatures, which
enough energy to evaporate water around them, so they fall prone in a space within 10 feet of the stormwurm. If
need to swallow their prey to absorb their moisture. This the stormwurm dies, a swallowed creature is no longer
makes young stormwurms much more aggressive and restrained by it and can escape from the corpse by using 10
predatory than their mature counterparts, even if they feet of movement, exiting prone.
are smaller.

Young Stormwurm STORMWURM LARVA

Huge monstrosity, unaligned The most predatory stage of the stormwurm, larvae still
need to eat to convert their food into energy, so they
Armor Class 17 (natural armor) never stop hunting and eating whenever possible.
Hit Points 161 (14d12 + 70)
Speed 40 ft., burrow 30 ft.

STR DEX CON INT WIS CHA


Stormwurm Larva
22 (+6) 9 (-1) 20 (+5) 1 (-5) 8 (-1) 5 (-3) Large monstrosity, unaligned
Saving Throws Con +10 Armor Class 17 (natural armor)
Senses blindsight 20 ft., tremorsense 60 ft., passive Hit Points 114 (12d10 + 48)
Perception 9 Speed 40 ft., burrow 30 ft.
Languages —
Challenge 10 (5,900 XP) STR DEX CON INT WIS CHA
16 (+3) 10 (+0) 18 (+4) 1 (-5) 6 (-2) 3 (-4)
Energy Aura. Any creature that begins its turn within Saving Throws Con +8
30 feet of a young stormwurm must succeed on a
Senses blindsight 20 ft., tremorsense 60 ft., passive
DC 18 Constitution saving throw or take 7 (2d6) fire
Perception 8
damage as it dries out, its moisture absorbed by the young
stormwurm. If a creature fails its save, all nonmagical Languages —
liquids it is carrying completely evaporate. Challenge 4 (1,100 XP)

ACTIONS ACTIONS
Energy Release. Ranged Spell Attack: +11 to hit, reach 60 Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one
ft., one target. Hit: 18 (4d8) lightning damage. target. Hit: 10 (2d6 + 3) piercing damage plus 7 (2d6)
Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one fire damage.
target. Hit: 16 (3d6 + 6) piercing damage. If the target is
a Medium or smaller creature, that creature is swallowed.
While swallowed, the creature is blinded and restrained,
it has total cover against attacks and other effects outside
the young stormwurm, and it takes 10 (3d6) acid damage
plus 10 (3d6) fire damage at the start of each of the young
stormwurm’s turns. When a swallowed creature takes
damage in this way, they lose one single nonmagical item
from their gear, randomly determined or chosen by the GM.

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Appendix A: Monsters & NPCs

Striker Rock
Lightning Current. Any creature that successfully
damages the striker rock with a melee attack or begins
Frêke vo’ode, or striker rocks, are elemental creatures their turn grappled or restrained by the striker rock
native to Coatl lands, probably born from the brood’s takes 14 (4d6) lightning damage.
experiments. They are aggressive and territorial but not
too bright. Still, they are cunning when attacking and Water Vulnerability. When a striker rock touches a
can ensnare their prey with their lightning whips. large body of water or is soaked with water, they lose
their lightning damage immunity, and every time they
deal lightning damage while in such a state, they take
the same amount of lightning damage themselves.
Striker Rock
Large elemental, neutral ACTIONS
Multiattack. The striker rock makes two fulgurant whip
Armor Class 17 (natural armor) attacks. If both attacks hit, the target becomes grappled
Hit Points 161 (14d10 + 84) (escape DC 19).
Speed 20 ft. Fulgurant Whip. Melee Weapon Attack: +11 to hit, reach
30 ft., one target. Hit: 20 (4d6 + 6) lightning damage,
STR DEX CON INT WIS CHA plus the target is pulled 10 feet toward the striker rock
and becomes restrained until the end of their next turn.
20 (+5) 9 (-1) 22 (+6) 5 (-3) 13 (+1) 5 (-3)
Fulgurant Discharge. The striker rock targets a grappled
Damage Resistances bludgeoning, piercing, and slashing or restrained creature. The creature must make a DC 19
from nonmagical weapons Constitution saving throw, taking 28 (8d6) lightning
Damage Immunities lightning, poison damage on a failed save, or half as much on a success.
Condition Immunities charmed, exhaustion, grappled,
paralyzed, petrified, poisoned
Senses darkvision 60 ft., passive Perception 11
Languages —
Challenge 14 (11,500 XP)

Striker Rock

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Sycalid Swarm Tonati
Sycalids are little but deadly crystalline bugs who form Tonati, full name Tonaticoatl, is an ancient dragon who
multitudinous nests within crystal formations and caves has long dreamed of deposing her azhurma. Her intention
in the Shrilling Sands. A single sycalid is barely larger is to use Kuxcoatl’s latest experiment, testing the player
than a mouse, but together they can quickly overwhelm characters, against him. To this end, she has placed special
and kill much larger prey, daring to attack even dragons weapons and clues throughout the experiment, so the
Valernians can make it to the final stage. Once there, she
when in enough numbers. plans to lure them into a fight with Kuxcoatl himself.
Sycalids look like crystalline, iridescent beetles or
scorpions with blunt antlers that they use to pummel their While she does not actively look to become the brood’s
azhurma, should it happen as the likely result of her
targets into a slow, painful death by a thousand pokes. decisive actions, Tonati would be more than willing to
“accept the burden of leadership.”
Sycalid Swarm
Huge swarm of tiny beasts, unaligned Tonati
Armor Class 14 Gargantuan dragon, true neutral
Hit Points 225 (30d12 + 30)
Armor Class 22 (natural armor)
Speed 30 ft., burrow 30 ft., climb 30 ft.
Hit Points 455 (26d20 + 182)
STR DEX CON INT WIS CHA Speed 40 ft., climb 40 ft., fly 80 ft.
6 (-2) 19 (+4) 13 (+1) 1 (-5) 7 (-2) 3 (-4)
STR DEX CON INT WIS CHA
Damage Resistances bludgeoning, fire, piercing, slashing 24 (+7) 14 (+2) 24 (+7) 21 (+5) 16 (+3) 24 (+7)
Damage Immunities radiant
Saving Throws Dex +10, Int +13, Wis +11; advantage on
Condition Immunities charmed, frightened, grappled, saving throws against enchantment effects
incapacitated, paralyzed, petrified, prone, restrained, Skills Arcana +13, History +13, Persuasion +15, Stealth +10
stunned Condition Immunities charmed, frightened
Senses blindsight 40 ft., passive Perception 8 Senses darkvision 120 ft., passive Perception 13
Languages — Languages Common, Draconic
Challenge 21 (33,000 XP) Challenge 25 (75,000 XP)
Enchantment Resistance. Tonati has advantage on saving
Swarm. The swarm can occupy another creature’s space throws made against enchantment spells and spell-like
and vice versa, and the swarm can move through any effects. If Tonati succeeds on a save against an enchantment
opening without squeezing. The swarm can’t regain hit spell or effect, she can also use her reaction to redirect it
points or gain temporary hit points. against any other creature within the effect’s range, which
must now make a saving throw against the effect as if they
were their primary target but against a spell save DC of 21.
ACTIONS Legendary Resistance (3/Day). If Tonati fails a saving
Rush. Each creature in the swarm’s space must make throw, she can choose to succeed instead.
a DC 21 Dexterity saving throw, taking 66 (12d10)
Spellcasting. Tonati is a 13th-level spellcaster. Her
bludgeoning damage and falling prone on a failed save. A
spellcasting ability is Intelligence (spell save DC 21,
successful save halves the damage and negates the prone
+13 to hit with spell attacks). Tonati has the following
condition.
spells prepared:
cantrips (at will): dancing lights, mage hand, message,
minor illusion, prestidigitation.
1st level (4 slots): charm person, detect magic, fog cloud,
silent image.
2nd level (3 slots): detect thoughts, invisibility, mirror image.
3rd level (3 slots): dispel magic, major image, nondetection.

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Appendix A: Monsters & NPCs

4rd level (3 slots): dimension door, greater invisibility,


hallucinatory terrain.
Weedwraith
5th level (2 slots): arcane hand, mislead.
A bizarre form of undead that doesn’t come from animal
6th level (1 slot): true seeing. life, a weedwraith is the risen spirit of a sentient plant or
7th level (1 slot): etherealness. of an animal that died by the magic of certain spellcasting
plants—an exceedingly rare occurrence and an equally
rare creature.
ACTIONS A weedwraith looks like a floating, vaguely tree-shaped
Multiattack. Tonati makes three attacks: two with her cloud of spores or green smoke. It regularly extends
claws and either one bite attack or one tail lasso attack. and retracts two distinct, misty limbs with which it
Mystifying Presence. Each creature that is aware of Tonati grabs its victims.
must succeed on a DC 24 Wisdom saving throw or become
restrained for one minute. A creature can repeat the saving
throw at the end of each of its turns, ending the effect on
itself on a success.
Weedwraith
Claw. Melee Weapon Attack: +15 to hit, reach 5 ft., one Large undead, neutral
target. Hit: 18 (2d10 + 7) slashing damage.
Bite. Melee Weapon Attack: +15 to hit, reach 15 ft., one Armor Class 12
target. Hit: 20 (3d8 + 7) piercing damage. Hit Points 51 (6d10 + 18)
Tail Lasso. Melee Weapon Attack: +15 to hit, reach 20 ft., Speed 0 ft., fly 40 ft. (hover)
one target. Hit: 17 (3d6 + 7) bludgeoning damage, and the
target is grappled (escape DC 23) for 1 round. STR DEX CON INT WIS CHA
Wing Flap. All creatures in a 20-foot radius around
5 (-3) 15 (+2) 17 (+3) 3 (-4) 7 (-2) 3 (-4)
Tonati must succeed on a DC 23 Strength saving throw
or be pushed back 20 feet and take 14 (4d6) bludgeoning Damage Resistances acid, cold, thunder; bludgeoning,
damage. Tonati can then move up to half of her flying piercing, and slashing from nonmagical attacks
speed.
Breath Weapons (recharge 5–6). Tonati uses one of the Damage Immunities lightning, necrotic, poison
following breath weapons: Condition Immunities charmed, exhaustion, grappled,
Dragonfire. Tonati breathes fire in a 60-foot cone. Each paralyzed, petrified, poisoned, prone, restrained
creature in the area must make a DC 23 Dexterity Senses blindsight 60 ft., passive Perception 8
saving throw, taking 44 (8d10) fire damage on a failed Languages —
save or half as much on a success.
Biting Wind. Tonati breathes icy wind in a 90-foot cone. Challenge 5 (1,800 XP)
Each creature in the area must succeed on a DC 23
Constitution saving throw or take 33 (6d10) cold Weed Cloud. The weedwraith can move through the
damage and become incapacitated until the end of spaces of other creatures and objects as if they were
their next turn. A success halves the damage and difficult terrain. It may enter the space of another creature
negates the incapacitated condition. or object.
Incorporeal Thorns. At the start of the weedwraith’s turn,
LEGENDARY ACTIONS any creature in its space takes 7 (2d6) piercing damage
Tonati can take 3 legendary actions, choosing from the plus 7 (2d6) necrotic damage.
options below. Only one legendary action option can be
used at a time and only at the end of another creature’s
turn. Tonati regains spent legendary actions at the start ACTIONS
of her turn. Multiattack. The weedwraith makes two misty vine
Detect. Tonati makes a Wisdom (Perception) check, attacks.
and if a creature is hidden from Tonati, it’s not Misty Vine. Melee Weapon Attack: +5 to hit, reach 20 ft.,
hidden from her anymore. one target. Hit: 9 (2d6 + 2) piercing damage plus 7 (2d6)
Mystifying Presence. Tonati uses her Mystifying necrotic damage, and the target must succeed on a DC
Presence. 14 Constitution saving throw or become incapacitated
until the end of its next turn.
Tail Attack. Tonati makes a tail lasso attack.
Incorporeal Spores (Recharge 6). The weedwraith creates
Wing Attack. Tonati uses her Wing Flap. a spore cloud in a 30 ft. cube in an area within 60 feet
that it can see. Each creature in the area must make a DC

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14 Constitution saving throw, taking 14 (4d6) poison
damage plus 14 (4d6) necrotic damage on a failed save, or
Zunrüs
half damage on a success.
Spawn Weedwraith. Any creature killed by a weedwraith The leader of the Charred Claw agents sent to undermine
is overtaken by a leafy, mossy growth, and its body is the Golden City’s Valernian uprising, Zunrüs has made a
destroyed within 24 hours. After this time, the creature deal with High Magistrate Solimarnex to turn Aureus and
rises as a weedwraith under the mydru witch’s control, the Valernian citizens against each other.
with no memory of its previous existence. If the mydru Zunrüs is a tough, bitter man, capable of killing
witch is dead, the weedwraith is free to roam and kill. remorselessly and throwing himself against certain death if
it means getting back at Valernians somehow.

Zaadren
Zunrüs
Zaadren, or “servitor” constructs, are the janitors and
technicians of the Kiln’s upper levels, designed by the Ehrlya Medium dragon, neutral evil
to perform maintenance on simple mechanisms and piping.
Armor Class 20 (+2 scale armor)
A zaadren looks like a polished rock orb with a 2-foot Hit Points 150 (20d8 + 60)
diameter resting on a metal cradle with five to seven insect-
like legs. The orb has a beak-like extension at its front and a Speed 30 ft.
wider sort of snout on its rear.
STR DEX CON INT WIS CHA
20 (+5) 18 (+4) 18 (+4) 11 (+0) 10 (+0) 15 (+2)
Zaadren Saving Throws Str +11, Con +10
Skills Acrobatics +10, Athletics +11, Intimidation +8,
Small construct, unaligned Investigation +6, Perception +6, Stealth +10, Survival +6
Armor Class 18 (natural armor) Damage Resistances cold, lightning
Hit Points 44 (8d6 + 16) Damage Immunities fire
Senses darkvision 60 ft., passive Perception 16
Speed 40 ft., climb 40 ft.
Languages Common, Draconic
STR DEX CON INT WIS CHA Challenge 15 (2,900 XP)
13 (+1) 15 (+2) 15 (+2) 11 (+0) 11 (+0) 13 (+1)
Knife Slide. Each of Zunrüs’s weapon attacks deal an
Damage Resistances fire additional 21 (6d6) damage of its base damage type if the
Damage Immunities poison, psychic target is within 5 feet of a Charred Claw assassin.
Condition Immunities charmed, exhaustion,
frightened, poisoned ACTIONS
Senses blindsight 60 ft., passive Perception 10 Multiattack. Zunrüs makes three weapon attacks.
Languages understands Draconic but can’t speak Va’ra Greatblade. Melee Weapon Attack: +11 to hit, reach
Challenge 3 (700 XP) 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage plus
10 (3d6) necrotic damage, and the target must succeed
Magic Resistance. The zaadren has advantage on all on a DC 16 Constitution saving throw or gain one level
saving throws against spells and other magical effects. of exhaustion. A non-dragon creature killed by a Va’ra
greatblade’s damage or exhaustion effect becomes a dry
husk which cannot be brought back to life by any means.
ACTIONS Va’ra Dart. Ranged Weapon Attack: +10 to hit, range
Jolt. Melee Weapon Attack: +5 to hit, reach 10 ft., one 30/90 ft., one target. Hit: 6 (1d4 + 4) piercing damage plus
target. Hit: 9 (2d6 + 2) lightning damage. 3 (1d6) necrotic damage, and the target must succeed on
a DC 11 Constitution saving throw or gain one level of
exhaustion. A non-dragon creature killed by a Va’ra dart’s
damage or exhaustion effect becomes a dry husk which
cannot be brought back to life by any means.

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Appendix B: Artifacts & Items

Appendix B:
ARTIFACTS & ITEMS

Acidstaff work is finished, a 17th-level or higher spellcaster must


cast astral projection on the finished cloak. No other
Weapon (any staff or polearm), uncommon (requires material components are required, as they are already
attunement) included in the materials listed.
Acidstaves are crafted by Magnifex alchemists to apply This magical cloak allows the wearer to become one
their knowledge to practical uses. A weapon enchanted with the forces of change and illusion themselves.
as an acistaff sprays the target with acid on a successful Shifting. An attuned character wearing the cloak gains
hit, dealing an additional 10 (3d6) acid damage. a +1 bonus to AC and advantage on all checks made to
The target may attempt a Dexterity saving throw to Hide, conceal an item, or disguise themselves.
avoid this additional acid damage; the DC of the save
equals 8 + the wielder’s Dexterity modifier + the wielder’s If an attuned character wears the cloak for 24 hours
proficiency bonus. straight or more or if they attempt to remove the cloak
willingly, it assaults the wearer’s own sense of self. The
character must succeed on a DC 26 Charisma saving
throw or be afflicted by a random type of long-term
Cloak of Evershifting Skins madness effect. If the character was already under the
effects of a short- or long-term madness effect, they gain
Cloak of Evershifting Skins an indefinite madness flaw instead. Any madness effects
A legendary artifact and the main goal of the party that remain even if the character takes off the cloak.
undertakes this adventure, the Cloak of Evershifting
Skins was only a dream of its creator, the dragon Mutroz Half-Real. An attuned character wearing the cloak
the Architect, but before their fall at the hands of Sivax cannot be grappled, is immune to the incapacitated and
Magnifex, they managed to write down the instructions restrained conditions, and permanently has the effects
and components to create it. To craft the cloak, a of the invisibility and nondetection spells on their person.
character needs to gather the following materials: The invisibility and nondetection effects end if the wearer
attacks or casts a spell, but they can also end the effects
• A cloak of the finest cloth or silk, worth at least at will. The effects automatically resume as soon as the
500 gp wearer moves at least half its speed.
• Gold thread worth at least 1,000 gp If the wearer remains under the invisibility and
• Cured leather from a dragon’s hide nondetection effects for 24 hours or more, they must
succeed on a DC 26 Charisma check to maintain their
• One roll of colored gauze worth at least 500 gp corporeal solidity. If the check fails, they cannot end the
• A live butterfly, sacrificed during crafting invisibility and nondetection effects, become visible, or
physically interact with other creatures or objects until
• One drop of everflux quicksilver their next long rest. If they try to remove the cloak while
• A custom-crafted silver and jacinth brooch worth at in this state, they suffer disadvantage on their saving
least 2,000 gp throw against indefinite madness.
If the adventurers gather all the ingredients, the Myriad Skins. An attuned wearer of the cloak may
entire party must spend one full week, or one month if cast the alter self spell at will. Using this ability ends the
only one character does the work, preparing and crafting invisibility and nondetection effect until the character
the materials as per Mutroz’s instructions. When the moves at least half their speed.

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After the alter self effect ends, the character must make
a DC 26 Charisma saving throw. If they fail the save, they DRAGONKIN BLADE
do not return to their original form and instead adopt a
random new form within the spell’s parameters chosen by Melee weapon (martial, sword)
the GM. The wearer cannot end this effect at will. Category: Items
If the wearer of the cloak remains out of their Damage: 2d4
original form for more than 24 hours, their body forgets Damage Type: Slashing
its proper shape for good, and they become forever Item Rarity: Standard (in Drakha)
unable to return to it. A character unable to return to Properties: Finesse, Light
their original form may still use alter self to take other Weight: 1
forms while wearing the cloak, always adopting a new
random form when the effect ends.
If a creature under the alter self effect takes off
the cloak, they remain stuck in their current form
as if it had always been their natural form, and even DRAGONKIN DAGGER
new shapechanging spells or effects assume this is the
character’s original form. Melee weapon (martial, dagger)
Category: Items
Travel across Worlds. An attuned wearer of the cloak Damage: 1d8
may cast the astral projection spell on their person and Damage Type: Piercing
possessions once per day. The character always knows Item Rarity: Standard (in Drakha)
instinctively how to return to their home world while
Properties: Range, Finesse, Thrown
using this ability.
Range: 20/40 ft.
While the attuned wearer of the cloak is unconscious Weight: 1
and not dying (such as sleeping), they shift outside
reality as per a demiplane spell, and no other creature can
physically interact with them until they wake up. Only
an astral projection spell allows other characters to perceive DRAGONKIN DART
and interact with the unconscious wearer of the cloak.
Ranged weapon (martial, dart)
Destroying the Cloak. Once crafted, the cloak is far Category: Items
more powerful than even Mutroz foresaw. The only
Damage: 1d4
way to destroy it is by fully submerging it in an everflux
quicksilver pool for a full 24 hours. Damage Type: Piercing
Item Rarity: Standard (in Drakha)
Properties: Finesse, Light, Range, Thrown
Deathless Spear Range: 30/90 ft.
Weight: 0.5
Weapon (spear), rare
This magical spear deals an additional 1d8 radiant
damage on a successful hit against undead creatures. In DRAGONKIN GREATBLADE
addition, if the deathless spear deals damage to a creature
that has the Nix Rune trait, the creature’s nix rune is Melee weapon (martial, spear)
disabled. This effect can also disable the runes on Nixis’ Category: Items
body parts. Damage: 2d8
Damage Type: Slashing
Item Rarity: Standard (in Drakha)
Dragonkin Weapons Properties: Heavy (for non-dragons), Two-Handed
Weight: 5
The dragonkin of the red moon wield vicious weapons
that deal more damage and have slightly different
properties to their Valernian counterparts.

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Appendix B: Artifacts & Items

DRAGONKIN HALBERD DRAGONKIN SPIKED HAMMER


Melee weapon (martial, polearm) Melee weapon (martial, warhammer)
Category: Items Category: Items
Damage: 2d6 Damage: 1d8 bludgeoning plus 1d8 piercing
Damage Type: Slashing Damage Type: Bludgeoning/Slashing
Item Rarity: Standard (in Drakha) Item Rarity: Standard (in Drakha)
Properties: Heavy, Two-handed Properties: Heavy (for non-dragons), Two-Handed
Weight: 1 (for non-dragons)
Weight: 5
Weight: 5
DRAGONKIN JAVELIN
Ranged weapon (martial, javelin) DRAKHAN KNIFE
Category: Items
Melee weapon (martial, dagger)
Damage: 1d8
Category: Items
Damage Type: Piercing
Damage: 1d6
Item Rarity: Standard (in Drakha)
Damage Type: Piercing
Properties: Finesse, Range, Thrown
Item Rarity: Standard (in Drakha)
Range: 30/120 ft.
Properties: Range, Finesse, Light, Thrown
Weight: 2
Range: 20/60 ft.
Weight: 1

DRAGONKIN SPEAR
Melee weapon (martial, spear) MAGNIFEX BLADESTAFF
Category: Items
Melee weapon (martial, polearm)
Damage: 2d6
Category: Items
Damage Type: Slashing
Damage: 1d6
Item Rarity: Standard (in Drakha)
Damage Type: Slashing
Properties: Range, Heavy, Reach, Thrown, Two-
Handed (for non-dragons) Item Rarity: Standard (in Drakha)
Properties: Finesse, Reach
Range: 20/60 ft.
Weight: 3
Weight: 5
Weight: 1

DRAGONKIN SERRATED SWORD


MAGNIFEX SCIMITAR
Melee weapon (martial, sword)
Category: Items Melee weapon (martial, polearm)
Damage: 2d8 Category: Items
Damage Type: Slashing Damage: 1d10
Item Rarity: Standard (in Drakha) Damage Type: Slashing
Properties: Heavy (for non-dragons), Two-Handed Item Rarity: Standard (in Drakha)
(for non-dragons) Properties: Finesse
Weight: 5 Weight: 2
Weight: 5 Weight: 1

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MAGNIFEX VOULGE The attuned wielder may retrieve and fold the
lightning net as a bonus action, without taking damage or
Melee weapon (martial, polearm) suffering any harmful effect.
Category: Items
Damage: 2d6
Damage Type: Slashing Ossified Shard Artifact
Item Rarity: Standard (in Drakha)
Properties: Heavy (for non-dragons), Reach, Two- A weapon or spellcasting focus that has fused with
Handed shavings from a shard of Kadmos, or blessed by the power
of Kadmos itself, becomes ossified, gaining the Ossified
Weight: 5
Shard property and granting it increased power against
Weight: 1 Drakhan dragons.
Property: Ossified Shard. When a weapon or
spellcasting focus with this property is used to make a
Lawbreaker Weapons successful weapon or spell attack against a dragon from
the Red Moon or its kin, the attack deals double its base
Certain weapons have been used to topple empires, or damage, ignoring any damage resistance the dragon
to undo organizations with a single blow. Sometimes has, including an Azhurma’s Damage Reduction. If the
these weapons gain a spontaneous enchantment through dragon is immune to the weapon or spell’s base damage,
Vaala, granting them the Lawbreaker magical property. it is resistant to it instead.
A lawbreaker weapon will always strengthen the cause The ossified shard property does not double the extra
of chaos, disorder and dissension. A weapon can also
be enchanted to gain the lawbreaker property, with damage granted by an Arrow or Slaying or Dragonslayer
the same process and cost as creating an uncommon sword.
magic weapon. An ossified shard weapon is worth 5,000 gp.
Property: Lawbreaker. This weapon’s attacks count
as magical. When striking a creature or object upon
which many other objects or persons depend, such
as a ruler, an important monument, a construction
Sandseeker Javelin
kingpin or a document of law, a lawbreaker weapon
Weapon (javelin), rare
gains advantage on attack rolls and it ignores any
damage resistance that may apply, including an This javelin is a magical weapon. When you throw
Azhurma’s damage reduction. The GM has the the javelin and speak its command word, it dissipates
final word on whether a target is valid to apply the into a small sandstorm in a 120 foot line that is 30
bonuses of a lawbreaker weapon. feet wide. Every creature in the area must succeed
on a DC 16 Constitution saving throw or take 1d6
fire damage plus 1d6 piercing damage and become
Lightning Net Blinded for 1 round. The sandseeker javelin
reforms in your hand at the end of your turn.
Weapon (net), rare (requires attunement)
A lightning net is normal while it remains folded in Trueshield
its wielder’s hands. When used in combat, it unfolds
to cover a roughly 5 ft. x 5 ft. area. If used to make an Armor (shield), rare
attack, the wielder may add their Strength or Dexterity
modifier to the attack roll. This magical shield increases the wielder’s AC by
1. It also has a highly reflective surface, which
A creature other than the attuned wielder that is hit or helps reveal illusions as they are. The wielder of
touched by a lightning net takes 2d8 lightning damage, a trueshield has advantage on all saving throws
and must succeed on a Constitution save or become against Illusion effects, and on all checks made
restrained and incapacitated. The target may attempt to detect or dispel an Illusion effect.
a Strength saving throw at the start of each of its turns
to end the restrained and incapacitated conditions on
itself. While the lightning net is incapacitating a target, it
cannot be used to attack any other target.

Dragonkin Spear

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Appendix B: Artifacts & Items

Um’Frêki
Weapon (pike), artifact Va’ra Weapons
Um’Frêki, the Hooked Render is a magical weapon,
These deadly weapons were made by the cruelest minds
designed by Mutroz the Architect as a potential deterrent
of dragonkind so that dragonkin could harvest or
against Sivax, their former employer. Although Sivax did outright destroy the magical energy of humanoids and
betray Mutroz, the Architect had no chance to finish other Valernian creatures. Wounds from a Va’ra weapon
the weapon, and its pieces remain scattered across the not only hurt the body, but they also sap the target’s very
Crystalline Maze below the Magnifex domain. essence, leaving them dried, drained and - in some cases -
If the adventurers find the spell within the lost notes incapable of healing or resurrection.
stashed in area 4 and the discarded weapon pieces in areas Property: Va’ra Weapon. Any creature damaged by
16 and 17, they can now assemble the weapon and use it a va’ra weapon takes additional necrotic damage equal to
against Sivax - or any Magnifex dragon. 1d6 per each die of the weapon’s base damage. A creature
Um’Frêki was intended as a dart by its dragon creator, that takes necrotic damage from a va’ra weapon must
but in the hands of a human-sized character it counts succeed on a Constitution saving throw or gain one level
of exhaustion. The DC for this save is equal to 8 + the
as a two-handed melee weapon. The weapon deals 3d6
wielder’s Charisma modifier + the wielder’s proficiency
piercing damage, and anyone with martial weapons bonus.
proficiency can add their proficiency bonus to the attack
roll. The wielder also gains a +2 bonus to attack and A non-dragon creature killed
damage rolls made with this magical weapon, and it deals by a Va’ra weapon’s damage or
double weapon damage against Magnifex dragons and exhaustion effect becomes a dry
dragonkin. If used against Sivax, this weapon ignores his husk which cannot be brought
damage reduction. back to life by any means.
A va’ra weapon is worth
500 gp in Drakhan markets, or
Va’ra Crystals 5000 gp if sold elsewhere.

Va’ra ore has the ability to store the Vaala of non-draconic


creatures.
Any character that touches a va’ra crystal with bare
hands, or carries one or more va’ra crystals for more than
1 hour, gains an Exhaustion level. A character cannot
gain more than 1 Exhaustion level per day from carrying
or touching va’ra crystals.
If used as an improvised weapon, a va’ra crystal deals
necrotic damage, and the target of a successful attack
must succeed on a DC 10 saving throw or suffer 1 level
of Exhaustion.
A single va’ra crystal can be used to give the va’ra
weapon property to a weapon after working on it with
smith’s tools or jeweler’s tools for 10 total days, divided
among the number of proficient characters working
on the weapon. While working on such a weapon, a
character cannot regain exhaustion levels from rest.

Um’Frêki

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Appendix C:

TALES OF DRAKHA
The adventures in this volume are all based on events that took place in
Dragonbond history, and are tied to lore elements of our canon storyline. They
are loosely based on some of the most relevant times that the azhurma of Drakha
faced a challenge from their Valernian subjects, and the events leading up to that.
This is stuff that storytellers from Drakha - and some from Valerna - speak about
in the actual campaign setting.
What you play is your own world, your own canon and your own storyline,
of course, but we thought it could be interesting to present the aftermath of the
stories, or the ‘historical endings’, as they are told in Dragonbond lore.
The following sections present the aftermath of these adventures as known
and retold in-universe, which may or may not be accurate in your own campaign.
These are the versions of the story that we will reference in current and future
products. They do not count as an actual part of the adventure, and you may or
may not adopt them as the actual endings of each story. If you wish to take them
into account, you may tell them after the adventure as an epilogue - or as a fake,
‘official version’ of what really happened.

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Appendix C: Tales of Drakha

THE VOICE OF DISSENT

At the height of the revolt, Aureus spoke.


He swept the rebels who dared challenge him with an arc of his massive tail.
Then, he flew high above the Court of Trials and hovered there, his booming voice
filling the city, reaching every street and every crevice within miles.
And just like that, the insurrection was over, every dragon and every citizen
transfixed by the authority in the Golden Dragon’s roar.
‘This helps no one’, bellowed Aureus. ‘You are not better off now. Look at your
wounds. Look at your homes, your bodies, your streets. We did not wish this. I did
not wish this.’
Crowds all over the city gasped and stopped on the spot, their spirit deflated,
their cries of dissent choked halfway out their throats. It was an entire city, suddenly
realizing what they’d been doing.
The overwhelming silence that came then was both soothing and uncomfortable,
for the entire Golden City, from walls to spires, from gates to alleys, fell quiet.
Nobody lifted their gaze. Not even a breeze dared rise before Aureus’ words. It was as
peaceful and heavy as a tombstone falling into place.
Then, His Radiant Majesty flew down to the rebels who not a minute before had
been fighting him to the death. That seemed an age ago, an imaginary tale.
‘Solimarnex used you,’ he said. ‘You were a tool of his ambitions. Of his game.’
His tone was stern and commanding, but also forgiving.
Then Aureus turned His head.
Solimarnex was there, right behind Aureus, cowering just enough to not
seem upright. Nobody had seen him arrive. It was as if the Golden Dragon had
summoned him without speaking.
Aureus stood face to face with Solimarnex, which seemed a viper before a lion.
‘I’m proud’, said Aureus. ‘I’m disappointed.’
Solimarnex did not reply; he only hissed defiantly, belying his crouching posture.
‘You want to lead the Charred Claw. Let you suit that title.’
Without another word, Aureus breathed a cascade of molten gold on Solimarnex’
cowering form, which caused the traitorous dragon to become scorched and shriveled,
his gleaming scales graying and flaking in the thin air - as they remain to this day.
‘Nothing in my city happens outside my design’, finished Aureus, throwing
back his head, so as to look both at the rebels and at Solimarnex writhing in the
arena. ‘And now you will always know.’
Then he flapped his wings, and took off to lead the city rebuilding efforts.

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THE PRIMORDIAL SHARD

Centuries later, when the Return of the Dragons was ancient history, and the razing
of Valerna was only a bad memory branded in the minds of those that did not
witness it except in visions and the nightmares of their people, we asked how it had
happened. How did the dragons return from their exile in the Red Moon? How
did they break the curse and leave the gulf between worlds open for their swarms to
return in force?
Many said it began with the Primordial Shard; a single claw of the First Dragon,
who carried the curse of its progeny to the Red Moon at the dawn of history.
Legend tells that the Greatest Warriors of Valerna, its bravest hunters and heroes,
once gathered to challenge Baastherox, the Mightiest of Dragons, for the shard of
Kadmos, as asked by their late companion, the knight Palan of Ysval.
The heroes could not defeat Baastherox, of course - his scars only seemed to
make him stronger, and the more wounded he looked, the more his power grew.
He laughed hearty and roared in triumph, enjoying a challenge for the first time in
ages untold, chanting battle hymns he made up on the spot as the heroes’ enchanted
weapons faced down his dragonfire. When the heroes could fight no more, he spared
them - those that could still be spared - and gifted them with their lives and with the
shard, proud of having faced such spirit from the children of Valerna.
Or so the legend tells.
Perhaps Baastherox just scared the heroes away with a warning; perhaps the
shard sits still in his lair and it had nothing to do with the breaking of the curse. But
historians in both Drakha and Valerna maintain that the Greatest Warriors took the
shard, and used the notes of Mzeebal the Madcap, the dragonkin sage who dared
camp in Baastherox’s shadow, to create a road back to their world. They used the
Spear of Fannax the Dragonkin, which still contained the life force of their friend
Palan, to open a wound in space that allowed them to return to their world. Thus
Palan’s lifelong wish of seeing Valerna again was fulfilled, in a fashion.
And in every History academy it is said, in hushed yet certain tones, that this first
crack, this first scratch in the curse, was what the Returned Dragonbonded used,
years later, to carry the Rune of Aureus back to Valerna, and with it the Rune of
Kuxcoatl, and with them the anchors of what would become the Dragon Invasion,
and lay waste to the mortal world.

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Appendix C: Tales of Drakha

SECRETS OF THE FORGE’S CORE

Today we remember the Scalebreakers as being the greatest dragon slayers in both
Drakha and Valerna, having bearded even Azhurmas in their den. But once they
were but a ragtag band of survivors, who had only killed a couple dragons by luck,
and only because they were desperate for freedom.
The history of the Scalebreakers, and of all Drakhan citizens, turned when they
destroyed the Va’ra vein.
Some members of the Scalebreakers—or maybe it was some legendary hero from
another tale, and the Scalebreakers only took the credit and the spoils—entered
the Nurazhirme Kiln, the lair of Ehrlya Dragons, and sabotaged the only vein of
Va’ra crystals in the Red Moon. In those days, va’ra weapons were not as rare as
they are now, and Aureus’ Ban had not been enacted against their use; dragons and
dragonkin widely used these weapons to drain Vaala lifeforce out of mortals, both as
a test of magic channeling, and as a way to keep Valernians in line.
That ended when a group of Scalebreakers—or at least a group sent by the
Scalebreakers—infiltrated the Kiln, reached the Va’ra lode and destroyed it with
both magic and cunning. Trying to escape their sabotage, the agents came across
Dehrilya’s Flawless Forge, and were forced to face the Azhurma Forge Queen herself.
Only one of the agents managed to escape the wrath of Dehrilya; perhaps she let the
survivor go, out of boredom or amusement. And perhaps the hero was just lucky to
leave alive.
In any case, either as a gift from Dehrilya, or stolen from her vault, the hero
brought back a great sword of dragonbone, with a hilt of Ehrlya metal. He left it as a
gift to the Scalebreakers as a last act before leaving them, or dying from the wounds
of Dehrilya’s fire.
Ignatz the halfling kept the sword, which became a symbol for the Scalebreakers,
not only for the blade’s dragonslayer quality, but because it represented the ability of
mortals to rise up to the dragons and snatch at least a partial victory. The Va’ra vein
had been destroyed, and a prize was retrieved from the Forge Queen’s vault.
This led the Scalebreakers to newfound pride and deeds, until they became the
accomplished dragon hunters they are now. And it is said the fabled Ehrlyablade is
still on display at one of the group’s secret hideouts in the Red Moon, as a reminder
of the strength of Valernians—and the folly of challenging an azhurma.

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THE HEARTS OF PERMUTATION

The heroes defeated Kuxcoatl and escaped his maddening trap, remembering their
real lives and identities. They broke free of the pyramid, taking one of Kuxcoatl’s
artifacts and using it to return to their world.
Then they woke up, having lost their memories again, having returned to a small
chamber, without equipment, with unknown marks on their bodies.
“Do I have to do this again, master?”
“Do you feel pity for these mortals, Esha? Perhaps I gave you too much human
compassion after all…”
“It does get boring after a couple dozen times.”
“Boredom. Another mortal concept I don’t quite grasp.”
Esha sighed, looking at the prisoners through her master’s gazing pool. Kuxcoatl
looked over her shoulder.
“I guess they are not bored yet.”
“How could they be, master? We make them forget every time.”
“So it’s not only repetition which begets boredom, but repetition and memory”.
Kuxcoatl took some notes in a stone slab beside him.
“You may be right, Esha. I’ll take a bit more of their memories this time. See if
that changes their reactions.”
Esha rolled her eyes, and stepped through the gazing pool. Soon, she appeared
among the adventurers, as groggy and confused as them, her memory temporarily as
lost as theirs.
“Good,” whispered Kuxcoatl, and began the experiment anew.

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Appendix C: Tales of Drakha

TO BE IN ALL SHADOWS

The chasm of U’drutz, at the border of the Nix dragons’ territory in the Catacomb
Reaches, used to be considered a potential safe haven for Valernians and other non-
dragon refugees, as dragons rarely dared approach the region. But all attempts to
settle the region ended badly—insofar as nobody knows what happened to those
making the attempt.
One of the few surviving accounts of a failed attempt to settle U’drutz comes
from the survivors of the doomed Amberskins tribe. These people had survived
in the region long enough to have sired a generation of Drakha-born tribespeople
who sought to secede from their elders, who remained Valernian traditionalists.
Supposedly, this conflict weakened the tribe enough that a surprise raid by Nix’udjar
dragonkin took them entirely by surprise and scattered the tribe, with the largest
group of survivors heading straight into the Catacomb Reaches, apparently in search
of an ancient Ehrlya artifact known as the Warsled—the husk of a magical, floating
ship which would help them escape the Nix’udjar’s onslaught. Nobody heard from
that group of survivors again, and only a handful of Amberskins reached other
settlements alive much later.
In fact, even the tale of the lost Amberskins would remain unknown were it
not for a group of Fulgen traders, who traveled to Ossarium, the central region of
Nix lands, in search of a permit of passage in the name of the Golden City. These
diplomats were not allowed to linger around the lands of Ossarium, of course, but
they managed to notice two things. One, the massive husk of what could have been
a crashed, metallic ship, extinguished runes carved on the slag: and second, that
the undead guards at the Nix border included the animated bodies of civilians and
children, who never wander into the Catacomb Reaches. A greater riddle is posed
by the account of Valernian-made weapons among the same undead guards. Had
the Amberskins hired Valernians to help their escape? Were they Valernians from the
tribe, who had kept gear from their homeworld hidden from draconic vigilance? Was
the charred husk the remains of the Ehrlya Warsled?
The issue remains a mystery. And, since these dark reports all come from the
vicinity of Nixis’ lair in the Great Mausoleum, it is likely that only she knows
the answer.

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THE SCENT OF CREEPING DEATH

Much has been told of the Orphan’s Crags, the region beyond the Shrilling Sands,
where dragons dare not intrude and where humans and other Valernians can live
safely in a deathless paradise.
Every Drakhan year, dozens of Valernian escapees and adventurers get lost in the
way, forever swallowed by the sands, in their attempts to reach the fabled sanctuary.
But there is no single record of a returning party. Not one.
For some, this is proof that the Orphan’s Crags don’t exist; for others, it is the
opposite: the fact that nobody has returned confirms that they wanted to stay there
forever.
For the sake of completeness, we include here the only surviving excerpt from the
notes of Vyris, a self-professed “Notorious Skolla from the Ysval Region”. We know
nothing else of this Vyris, save for the two and a half scraps of paper rescued from
their expedition log, and transcribed here, including incomplete phrases, dubious
terms and truncated sections.

Day 11
I can’t write yet. This is (too much)...

Day 12
We defeated her. Last night.
We killed Rawraxxa. The dragon is (...) can scarcely believe it myself. It MUST
have been dead, with that many (...) I saw the sands swallow her carcass, a fitting end
for (...) “apex predator.”
Last night we were too tired to (celebrate. We) just wanted peace. We didn’t even
have dinner. We have to worry about food (and water now) if we want to go back to
(...) the last to fall asleep, as always (...) but I swear I saw (…)
Today the sands seem calm, (however,) and a great weight has been lifted from
the (surroundings) (...) Orphan’s Crags (...) today we begin work, and tomorrow (...)
bring more people (...) finally make it into (...)

Day 13
I was wrong. We were all (...)

Blood covered the few remaining words.

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Appendix C: Tales of Drakha

THE CRYSTAL HAUNTS

From the Gallery of Magnificence, in the Vault of Paradis:

EXHIBIT 12,149: THE CLOAK OF


EVERSHIFTING SKINS
Created by a cabal of valiant heroes, who dared the Crystal Haunts only to obtain
the single drop of everflux quicksilver needed to craft it, this cloak is a testament to
bravery, persistence and cunning.
Guided by the words of the late dragon architect Mutroz (see Exhibit 7), who left
posthumous instructions to build the fabled artifact, these brave heroes faced untold
dangers and the might of the great Magnifex brood to reach the Vault of Prince Sivax
and collect the needed component.
They of course had to face and defeat the Prince, who put in a predictably
flawless act of falling dead after a particularly deserving blow, even feigning to sink
into a pool of mercury, with the impeccable histrionism he is justly famed for, and
the heroes scampered away with their prize to craft the mighty treasure.
Mutroz’ list of ingredients, as researched by great Sivax himself when he planted
it to entice brave, competent heroes to his lair, included a cloak of the finest silk,
woven with colored gauze, gold thread and dragon hide, and clasped with a custom
brooch to which a live butterfly (displayed in the exhibit) was nailed during the
crafting process, using the everflux quicksilver to cement the enchantment. You can
appreciate all of these, we’re sure, in the exhibit’s delicate, shifting fabric.
Once the artifact was finished, the heroes had outlived their use, and Sivax rose
again, tracking them down as the uncouth thieves they were and recovering the
artifact that was, by any measure, rightfully his. Because, who could be worthier
to own such a splendid cloak than Sivax? What better place to display it than the
Prince’s very own Magnificent Gallery?

We believe that the heroes (see exhibit 12,150) would agree.

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This book was possible thanks to the trust and support of 1408 amazing Kickstarter
backers who funded this project in November 2020.

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DRAGON SIZE CHART

Nixis Dehrilya Sivax Magnifex

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Dragon Size Chart

Kuxcoatl Rawraxxa Aureus Fulgen Baastherox

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OPEN GAME LICENSE
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Great Wyrms of Drakha Actions
Dragon encounter Tracksheet FIRST PHASE SECOND PHASE THIRD PHASE

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Azhurma:
Stats
Initiative
STR DEX CON INT WIS CHA DAMAGE RESISTANCE

Hit Points
UPPER TORSO RIGHT WING LEFT WING
AC HP AC HP AC HP
TAIL DC DC DC
AC HP
SCAR/RUNE SCAR/RUNE SCAR/RUNE
DC
BROKEN BROKEN BROKEN
SCAR/RUNE
NOTES NOTES NOTES
BROKEN
NOTES
LOWER TORSO
AC HP

DC
HEAD
SCAR/RUNE
Notes AC HP
RIGHT LEG BROKEN
DC
AC HP NOTES
SCAR/RUNE
DC
BROKEN
SCAR/RUNE
NOTES
BROKEN
NOTES

LEFT LEG RIGHT CLAW LEFT CLAW


AC HP AC HP AC HP

DC DC DC

SCAR/RUNE SCAR/RUNE SCAR/RUNE

BROKEN BROKEN BROKEN


NOTES NOTES NOTES
Alejandro Maroto (Order #37771216)
Alejandro Maroto (Order #37771216)
Alejandro Maroto (Order #37771216)
Alejandro Maroto (Order #37771216)

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