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The Last War - Part 1

This document outlines a Dungeons & Dragons 5th Edition module set in an original world called Minera, specifically on the continent of Tharador, focusing on the Liturium War. The narrative details the conflict between the kingdoms of Formen and Leacianus, driven by the ambitions of a powerful Lich and the discovery of a magical resource called Liturium. The module is designed for characters of levels 3-5 and includes various gameplay elements such as quests, historical context, and character statistics.

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0% found this document useful (0 votes)
1K views89 pages

The Last War - Part 1

This document outlines a Dungeons & Dragons 5th Edition module set in an original world called Minera, specifically on the continent of Tharador, focusing on the Liturium War. The narrative details the conflict between the kingdoms of Formen and Leacianus, driven by the ambitions of a powerful Lich and the discovery of a magical resource called Liturium. The module is designed for characters of levels 3-5 and includes various gameplay elements such as quests, historical context, and character statistics.

Uploaded by

pvvs4d5fy6
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
You are on page 1/ 89

1

Credits

T he art in this document is primarily the sole work of myself, Glenn Greyling & the
rest of the DM Stash team. The book was co-written by Glenn Greyling and Robert
Hardgrove with additional balancing contributions made by Rod Oliver. Much of
the city art has been created using a mixture of Watabou’s Medieval Fantasy City
Generator and Photoshop/GIMP. Landscape art is generated using Midjourney AI.

This is a Dungeons & Dragons 5th Edition module set in an entirely original world
separated from Wizard’s of the Coast’s creations. I have been creating and DMing
this world for the last six years. It has an extensive history and creation story (that are
mostly unneeded for this campaign). I hope you enjoy the world that myself and my
friends have spent creating for the last half-decade.

This is my chance to share Minera (the world) and Tharador (the continent) with
the real world. Most of my own campaigns in Tharador have had enormous scale,
spanning across several kingdoms or even different continents. This is a campaign
that is more scaled to fit within a cosmos of a single, vast kingdom and will stretch
beyond in future installments.

Special thanks to all my friends who have played D&D with me for the last eight
years, helping shape this world. I would not be at this point without them. Thanks to
the whole DM Stash team as well for helping bring the world to life through art and
models and my friends for balance checking and play testing the original mechanics
we introduce in these modules.

DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook,
Monster Manual, Dungeon Master’s Guide, D&D Adventurers League, all other Wizards of the Coast product names, and
their respective logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and their
distinctive likenesses are property of Wizards of the Coast. This material is protected under the copyright laws of the United
States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without
the express written permission of Wizards of the Coast.

©2022 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat
31, 2800 Delémont, CH. Represented by Hasbro Europe, 4 The Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK.
3

Contents
Introduction To The Liturium War 4
I. Story Overview 9
II. Historical Overview 11
III. Elves & Men 16
Golden Griffins 17
Leacianan Vanguard 19
IV. Locations 21
V. Happenings 29
VI. Quest: The Final War (Pt I) 34
Act A: Calm Before The Storm 34
Act B: The Storm 38
Appendix A: Golden Griffin Statblocks 42
Appendix B: Leacianan Statblocks 60
Appendix C: Ranger Subclass 78
Appendix D: Magic Items 82
4

Introduction to The Liturium War


For the past four years the Liturium Kelathar had been amassing an undead
War has ravaged the borderlands army for centuries, which he aimed
of Formen and Leacianus and sent to cast upon the mainland. It was by
thousands of soldiers and civillians chance that a paladin of Erdrydion,
to early graves. It was only five years Yinsylim, found the hidden isle and
prior to the war’s beginning that the undead upon it. He and those
the High Elves of Leacianus fought he travelled with returned to Belfrie,
alongside their current enemies of informing them of the gargantuan
the human kingdoms of Formen and army multiplying on the isle that had
Belfrie. Although ironically it was this been erased from all records of history.
alliance and the consequences of it that Belfrie was not entirely interested in
became that catalyst to the current risking all their armies on something
conflict. that currently posed no immediate
threat, but were ultimately convinced
On Duskweave Isle a dark evil grew: a when they were told of something else
powerful and nigh immortal Lich called hidden on the isle: Liturium. This dark

Full Size Map Available in DM Stash Pack 25 (Apr ‘23) The kingdom of Formen. A land of Men that has been ravaged
by war for the last 4 years. Much of its northern half has turned into a constant battlefield, and the southern cities are
swollen with refugees.
5

green metal was the bane of all magic, of Creation. Finally came the High Elves
able to dispel even the most powerful of Leacianus, an incredibly isolated
spells and render god-like archmages society that kept out all foreigners
completely mundane and useless. No with an enormous Arcane Dome
new deposits had been found for three that stretched for hundreds of miles
centuries and it was thought all veins around the entirety of their kingdom,
across Tharador had been mined. Yet disallowing any from entering or
here was more. leaving without express permission.
Still, a way was found to reach their
But still, Belfrie could not take on capital of Nirloom and speak with the
such a force by themselves, so Nirloom himself, one of the three rulers
Yinsylim and his companions rallied of Leacianus.
the neighbouring kingdoms to aid as
well. Formen were already allies with With glaives at their throats, Yinsylim’s
Belfrie and were eager to join them in party was able to convince Leacianus
the war. The Elves of Nan Thalias were that aiding in the war at Duskweave
reluctant to join, but saw it as their was in their best interest: they would
responsibility as a continuation of their be the most capable military force
war against the undead from the Age backed by their powerful arcane
6

masteries. Though Leacianus demanded When the Liturium mining operation


that they receive the lion’s share of began, the shares were divvied
Liturium if they were to participate, out equally to Belfrie, Formen and
which one of Yinsylim’s companions Leacianus, with Nan Thalias opting to
sheepishly agreed to in bid to loosen the receive none. However Leacianus was
glaive at this throat and finally win the promised the lion’s share, and was
alliance of Leacianus. unhappy with this. The possession of
Liturium was a threat to the sanctity of
So the four nations joined together their Arcane Dome and their security as
in an assault on Duskweave Isle, a nation. Attempts at diplomacy were
and tens of thousands perished in unsuccessful.
the war against the undead and the
powerful Lich. Ultimately the Lich was So the High Elves resulted to subterfuge,
defeated, and the four nations began employing bandits and mercenaries to
their colonization of the isle which attack caravans in Formen that were
was a forgotten colony of Baldur as it delivering Liturium to their capital of
so happened, lost by a powerful spell Stahltop. This treachery was uncovered
called the Shroud of Seroca which had after an interrogation into the mind
removed it from all annals of history. of one of the bandits. When news of
this was delivered to King Hjolmir, he
was killed immediately by Leacianan
spies, and the messengers that
7

delivered the news were framed as sought to reclaim lost territory after
the murderers and slapped in irons. the Coalition counterassault had
Thankfully, Hjolmir’s heir, the then pushed into their own territory. Now
Prince Jolmbröd, was partial to reason Leacianus has begun to completely
and listened to the messengers and remobilize, expanding their Arcane
believed their defense. More evidence Dome into Formen’s own kingdom in
mounted for Leacianus’ treachery, bid to push their advantage and force
resulting in the newly annointed king a Coalition pivot, hoping to regain their
declaring war on his allies. But the lost territory. The Arcane Dome had
Leacianan’s had already prepared never been seen to grow in such a way
themselves, and the moment war before, and this newfound ability has
was declared they launched a the leaders of the Coalition profoundly
surprise assault at Formen’s border, worried.
obliterating the nigh defenseless town
of Huvuden. The miniatures of the module’s
statblocks are included within the DM
A ceasefire was declared after two Stash April ‘23 Pack (Of Elves & Men).
years of bloody battling. Though it They should be used in conjunction
was a ceasefire only in name, and with the campaign. Statblocks are
many deadly skirmishes still regularly included in Appendix A & Appendix B
erupted on the border as Leacianus for the NPC and Monster Miniatures.
8

Feel free to use these as PC models or


characters as well if your party would
prefer that.

The campaign is aimed to provide


play from levels 3-5 and takes place
in the Spetsig mountains in Formen’s
east. The Arcane Dome of the
Leacianan’s has somehow expanded
past its original confines, eating up
Formeni territory. The party takes the
role of a specialist squad belonging to
the mercenary company of the Golden
Griffins, mercenaries who have now
fought on both sides of this war, but
currently are contracted by the Human
Coalition. They will take part in the
largest battle the war has seen since
the ceasefire was called almost two
years ago.

The Final War Pt I: One Final Effort - is


the start of our Spring Saga for 2023. It
is the first month of Spring in Tharador,
and the first month of the year 3E309.
Snow still covers many patches upon
the Spetsig mountains, but wildflowers
and brush begin to bloom through
the thawing ice, pockets of violet and
gold laid bare beneath the enormous
majesty of the Arcane Dome that
towers upwards at the foot of the
mountain range. It is the calm before
the storm as the Liturium War is about
to enter its bloodiest and most violent
phase yet: the Human Coalition has
decided it is time to end the war for
good, and is readying a last desperate
attack into the Elven kingdom.
9

i. Story Overview immense power when fighting with the


party.
This module begins in the spring of
3E309. The new year has just begun, and These officers are impressed at the
with it so have the fires of the Liturium prowess of the party regardless, and
War once again ignited. The Arcane assign them to more important tasks
Dome that encompasses the borders than simply charging the vanguard in
of Leacianus has somehow expanded the front line. This results in them being
itself past its usual position, eating into sent with haste to protect a supply cache
Formeni territory in the east near the that is bringing another Liturium Pylon
Spetsig Mountains. The party takes the to aid with dispelling the Dome in the
role of a specialist squad in the Golden area. The supply cache is being attacked
Griffins who are designated to protect by a small strike force of Leacianan’s that
a Liturium Beacon which will disable a have swiftly jumped through the Dome
large portion of the barrier. Though the and behind the Coalition’s front-line
battle has yet to begin, and currently unnoticed.
they are preparing for training in the
camp. While out defending the supply cache,
part of the Leacianan forces begin a
The Final War Pt I begins at Onlook Peak, small localized assault on a camp to the
a craggy plateau at the northern side west, forcing the officers to leave as 1
of the Spetsig mountains in Formen. Elven warrior is worth 4 human ones.
The Arcane Dome of the Leacianans has The next day passes with unease in the
extended all the way to the mountain’s camp as they prepare for the full force
base, and in immediate response of the High Elven assault. In the night
Coalition forces have sent legions of alarms ring as an Elven sapper has
Golden Griffins soldiers to various damaged the Pylon in the camp, making
locations across the dome’s expanded it vulnerable to a direct assault from
area to begin a counter assault. The the magical Leacianans (as it had a dual
party’s squad has been chosen to this purpose of protecting the camp up until
particular region at Onlook Peak. now).

The party is on their way to the war A large armored Mana Wyrm carrying an
camp erected at the top of the plateau. Arcane Golem appears on the horizon,
This holds a valuable strategic position dropping it in the camp next to the
as from it the Golden Griffins plan to Liturium Pylon to finish the job. The
unleash a Liturium Pylon on the dome party must fight it and the Leacianan
to dispel a large portion of it. On the Specialist Squad that apparate with it
walk there they are attacked by a small once it lands, leading to a bloody battle
scouting force of Leacianan’s who saw as the camp is engulfed in flames and
them as easy pickings. After fighting fighting.
them off they finally make it to the peak.
A few days go by as they perform various After the fighting is over and the pylon
tasks in the camp, and undergo training is repaired, the officers return. They
with many of the officers of the Golden acknowledge that the ground forces
Griffins, specialists from a squad called of Leacianus in the dome are too
The Silent Faith. These officers train inumerable and a direct assault from
with them but are clearly holding back them will be devastating. Their only
option is to pre-emptively strike: from
the air. This leads into Part II of the saga.
10
11

ii. Historical Overview


T he Liturium War has lasted now for
almost four years, but its causes have
been built over centuries of history.
1E780
The Oldavor Empire is founded after
Amaruk Nurjuk completes his conquest
This section includes a brief overview
of the Formonol and Karkano Tribes
of Tharador’s history and key events
to his south. Beyond these borders he
leading to the beginning of the Liturium
presses further south, seeing the claims
War.
to these lands as due reward for the
Goliaths for their part in the Sibling War
[NOTE ON DATES]: Dating conventions
during the Age of Creation.
are done in eras on the Tharadori
Calendar. E.g. 2E123 = 2nd Era, 123rd
Year. The Tharadori Scholarly Assosciation 1E1201
can retrospectively mark Era’s ends based When Goliaths arrive at the borders of
on events considered extremely significant Leacianus they are repelled by powerful
to Tharador. I.e. the destruction of the spellcasters. Not wanting to become
Oldavori Empire, ending the thousand- involved in the war, the Triumvirate
year Colossal War. declares for an enormous dome to be
erected over Leacianus, powered purely
by Arcane that is upheld by dozens
Age of Creation of sorcerers at all times. This Dome
The Triarchy of Leacianus is founded becomes impenetrable save by means
by Vyrilia Niralana - one of two of the of temporary dispels which last only
first Elves chosen by their people to seconds. The barrier has never fallen
represent them to the divine Tharameni. completely since its creation.
Vyrilia’s schism with her partner and
lover Calanel Thalias results in the great 1E1450-1E1452
schism of the Elven people. Leacianus
meaning Enlightened Haven in Elven Calanel Thalias is slain in battle by the
tongue. Wanting a power balance Goliath Horde. Further divides the
where a scale is always tipped with no remaining elves in Nan Thalias, with
chance of stalemates, Vyrilia opts for a many more fleeing east to find refuge
Triarchy in place of the Biarchy she held with their Drow cousins under the
with Calanel Thalias where stalemates swamps of Lo Fuin, and others fleeing
existed often. Leacianus provides north to join the High Elves of Leacianus.
military support to Brelrindor, the land None of these refugees are seen in the
of the First Elves (now solely ruled by lands of Brelrindor again. Calanel is
her past love) against Mindoriel, though succeeded by his son Vandilliar, who
when the war is ended and the first Age names the new land Nan Thalias in
begins, the alliance of the two dissolves honour of his later father. Vandilliar
as bitter ancient feuds corrode the seeks aid from Leacianus but is refused
fragile friendship of the lands. as their High Elven kin hesitate on
the surge of refugees alone, let alone
entering open war.
12

1E1770-1E2409 3E42
Humans are given life to by Tharador Liturium is discovered on Duskweave
himself after pleas from his children Isle in the probing of nearby mountains
to resolve the Goliath Threat, with for resources. A green hued metal
their sibling of Horauthin refusing to that is quickly discovered to have
intervene with his Goliath children. anti-magical properties. Word quickly
Over centuries humans are able to reaches Baldur’s capital city of Grimgate
drive the Goliaths back to Tharador’s where the settlement of Duskweave is
most northern shores. In a bid of rapidly expanded to a full-blown mining
desperation the Goliaths spell their operation.
own doom with an apocalyptic weapon
that unintentionally wipes out their
own civilization, spelling the end of the 3E54
First Era. Elias Kelathar and his mother arrive
on Duskweave. Elias’ father has been
executed for being a conspirator in the
1E102
anti-monarch movement of Baldur.
Vyrilia Nirlana, founder of Leacianus
Elias’ mother dies after a few months.
dies after countless years of life. With
Elias, only aged by ten winters is taken
Calanel perished, her own life force
by Craghook’s lighthouse keeper as his
diminished over centuries and she
guardian.
begun to feel the sting of aging, as
did all elves from that day. When she
perished the other Triumvirate that 3E60
sat at her side raised another into her Lighthouse keeper’s death is
place, the position coming to be known orchestrated by Elias, who tumbles the
as The Nirloom, the Ruler. Any could keeper down the dozens of feet of stone
be lifted to this position after trials of stairs, feigning the death as an accident.
mind, body, combat and rule with the Elias inherits the lighthouse from his
Marshalls and Holders assigning that deceased adoptive father.
who they felt was fittest.
3E63
2E738 Now keeper of the lighthouse, Elias finds
Baldur founds its first settlement on the joy in sending ships to their doom in
Duskweave Isle, Craghook. Intended as the open sea at night. Every now and
a penal colony due to prisons and labour then during the strongest storms he
camps on the mainland overflowing sends them amiss, watching in curiosity
from the surge of Orc slaves. and awe as they crash upon the jagged
rocks off the shore - men and boat
2E750/3E1 alike swept beneath the roaring tides,
only to be seen again still and lifeless
Fall of Draksborne Empire, marking the
upon the damp sandy beach. It was on
end of the Second Era. Has minimal
one such day that he stumbled across
effect on Leacianus, as the kingdom has
a lone book, calling his name. Bound
made minimal contact with the outside
in a strange leather, it spoke to him in
world since the creation of the Dome.
tongues he could not recognise, yet still
13

understood. The book introduced itself


as the Myrinthar, and it entranced Elias
for years, imparting dark secrets and
knowledge unto him.
3E102
First ambassadors from Leacianus
parlay with Formen’s king and council
in the town of Huvuden. Trade
agreements are reached and a road
is constructed north of Huvuden
leading to the violet Arcane Dome that
surrounds the Triarchy of Leacianus.
Certain Formeni traders are bestowe
trinkets that can deactivate the wall at a
localised spot for their caravans to pass
through.

3E104
Kelathar through decades of study
and hermitage comes to the discovery
of immortality after a voyage to
the Bloodtrail Isles. The Myrinthar
accompanies him to the isles, assisting
him in resurrecting an ancient dragon
dead since the Age of Creation and
forming his phylactery. Elias teleports
back to his lair beneath Violet Peaks.
From there he unleashes his gathered
army of undead over the last decades.

3E250
Tragedy befalls Nan Thalias as Elen Estel
is destroyed by Quorenderi and his three-hundred years lost in history.
spawn when one of the two barriers of The island has become home to an
Edravës is destroyed. Temporary alliance incredibly powerful lich that controls
between Formen, Draksborne, Belfrie tens of thousands of undead and
and Nan Thalias is formed. Golden vampires. However also discovered on
Griffins enter their first full scale battle the island is huge deposits of Liturium:
in the reclamation of Elen Estel as part an invaluable mineral that has the
of Belfrie’s Vanguard forces. ability to dispel magic. Liturium’s source
rediscovered, Belfrie, Formen, Nan
Thalias and Leacianus form a coalition
3E300 to eradicate the Lich and reclaim the
Duskweave, a forgotten Baldurian
island, installing their own colonies.
colony in the Grey Sea is rediscovered
Though they all experience heavy
by a Belfrian merchant craft after over
casualties, they are successful. All sign
14

the Duskweave Treaty to split the island - their betrayal was not glamorous. A
and flow of Liturium from it, though Nan year long ceasefire is called so that all
Thalias opts out of the Liturium knowing forces might be able to regain their
that no good can come from it. strength after the incredibly bloody
3E305 conflict of the war’s first two years. In
King Hjolmir of Formen is murdered this time Belfrie has been funneling
by Valius Hanar, the Arch Marshall of resources into Ardris University to better
Leacianus. Hjolmir was alerted by understand and weaponize Liturium in
messengers that the Leacianan’s had their war against the magical High Elves
been Liturium stealing from Formeni of Leacianus.
and Belfrian caravans, guising it as
highway robberies. Valius had left a 3E308-3E309
token in Hjolmir’s room that would give After a year of ceasefire, The Coalition
him constant vision and hearing in the begin a counter attack retaking
room. On hearing the conversation Huvuden and cutting off Leacianan
transpire he teleported himself to the supply lines into Formen. With Leacianus
room, slew the king and bound the retreated the Coalition deploys Liturium
murder weapon to the hand of one Beacons at the border, allowing them to
of the messengers. Messengers are launch an invasion of Leacianus, taking
arrested but several days later are much of its southern territories and
able to explain things to a more calm scorching its towns. Leacianus responds
Prince Jolmbröd. Jolmbröd’s first order in turn with aggressive conscription and
after coronation is declaring war on levying, a tactic never employed by them
Leacianus to avenge his father. Belfrie before. Though civilians lives are lost for
joins war on Formen’s side, Nan Thalias the cause, the new surge of manpower
stays neutral. allows the High Elves to retake their lost
territory. Coalition forces are expelled
3E307 beyond the dome again and another
The year begins with a betrayal as the short term ceasefire is called as both
enormous mercenary company: The forces regain their strength.
Golden Griffins turns against Leacianus
who had originally hired them with
a mountain of coin and rare magic
artifacts. However, almost two years
into the war and decidedly losing, the
Coalition bought the mercenaries’
loyalty by offering them Liturium to
fight alongside the Men of the Coalition.
The betrayal was bloody as Golden
Griffins began slaughtering the Elven
comrades they had fought alongside
with only days earlier. Chaos erupted
in the backlines and the Golden Griffins
retreated into Formen and Belfrie to
recover. They were hailed as dogs and
traitors even in their homeland of Belfrie
15
16

iii. Elves & Men


This section is to detail the key characters of the campaign, providing context to their
own motives, drives and thoughts about the situations each of them find themselves
in, as well as to provide personal motives for some of them through the campaign.

The campaign revolves around two factions: The High Elves of Leacianus and the
Human Coalition of Belfrie & Formen.

The Elves of Leacianus are the instigators of the war, having assassinated the King
of Formen and responded with a surprise assault from the veil behind their Arcane
Dome the moment Formen declared war against their old Elven allies. Formen called
for aid from Belfrie and Nan Thalias in their war against Leacianus. The Elves of Nan
Thalias refused, aiming to remain neutral and attempt to mediate the war, while the
Men (and many other races) of Belfrie answered the call.

Thus formed the Human Coalition, comprised of Belfrie and Formen against their old
Elven allies that they fought side by side with five years prior on Duskweave Isle.
17

Golden Griffins sacred right that all must go through.


Kheye signed on with the Griffins so
M embers of the elite mercenary
company of the Golden Griffins.
They were once a company dedicated
that he may be surrounded by death
and seek to further understand it. So
much understanding has come to him
only to the escort of Belfrie Merchant
since he joined that he transcended
League caravans. Now they are an
any fear or misunderstanding he had of
international organisation that turns
death. Ironically this newfound sense of
the tides of war.
mortality has left him nigh immortal.
For full character descriptions and stat
Rolen - Knight of The Breath: An elite
blocks, please refer to Appendix A.
spell-sword with a penchant for magic
and steel both. A refugee from Hinatal
Arkeus & Arkina - Champions of the
and now one of the most versatile
Radiant Dawn: Twin Unity Clerics
soldiers in The Golden Griffins. Rolen
fled from Hinatal after racial tensions
returned to Hinatal alongside the twin
spilled over. Arkeus and Arkina joined
Unity Clerics, Arkeus and Arkina to
the Golden Griffins in a bid to forge
defend it from invaders. Once defended
new bonds and bring aid to those
they all returned to the front line and
in need. They found the bonds they
continued in their unfinished war.
forged were unbreakable with their
new comrades, yet their home city
Scarlett - Shadowfoot: Whatever it
called them home in a time of need
takes to get the job done is exactly what
when Elves and Men reunited again
Scarlett will do. Driven by a silver-tongue
against their common enemy of Sultan
and devil-may-care attitude, Scarlett’s
Hakim. Since then they have returned
heart of ice and blades of crimson can
to aid their friends once more as the
see even her comrades tossed aside to
Liturium War begins again.
ensure mission success.
Dorian - Master of the Breath: A
Serran - Master Assassin: An enigmatic
gifted sorcerer haunted by other-
assassin whose life before was to
worldly nightmares every night. Dorian
be a cleric of Erdrydion. All of that
left his homeland of Baldur where
changed when Serran’s parents were
magic is nigh outlawed and set out to
slain by a beholder. Barely surviving
make a name for himself by joining a
himself, Serran holds remnants of The
Mercenary company. As the Liturium
Beholder’s powers, using them to his
War progressed and the ranks of the
aid as a silent assassin. He’s now one of
Golden Griffins dwindled, he quickly
the highest ranks in the Golden Griffins,
ascended them.
well respected by the few who know of
his existence.
Kheye - Call of the Gods: Monks are
rare to find in the Golden Griffins,
Orlena - Supreme Master of Poisoned
but Kheye has cemented his place.
Talons: A tiefling that was not always
Detached from the plane of reality,
so. Orlena’s past of affluence feels like
Kheye has dedicated his life to
another life from her current one as one
Namneri, the god of death and rebirth.
of the Golden Griffin’s head of Special
Such that it is he sees death as a
18

Operations. None can brew a poison


like her and none can ensure a swift
death like her.

Golden Griffin Footsoldier: The


rank and file soldiers of the Golden
Griffins. These make up the bulk of
the mercenary company’s manpower.
Though many have perished over the
course of the Liturium War, there are
still many eager to earn coin even if it
may cost them their life. These soldiers
are mostly used en masse in battlefield
engagements and rarely are seen in
specialist operations.

Golden Griffin Vanguard: One of the


higher ranks of the Golden Griffins
before officer positions. Most who
have ascended to Vanguard rank are
veterans of the Liturium War who have
seen their fair share of action and split
plenty of blood. These soldiers are
rewarded with custom issue Griffin
armour and generally make up the
bulk of soldiers in specialist squads
both in special operations or on the
battlefield.
19

Leacianan Vanguard that can so precisely move in the sky

T he front line forces of Leacianus. as Fyrindel and other Mana Wyrms


They have been so far diminished do. Therefore even a juvenile one can
since the war’s beginning that much assure air superiority for Leacianus,
of them are now made up of rookies, and in missions like the assault on the
civillians and exiles or criminals. A far Spetsigs, air presence matters.
cry from what they were at the war’s
beginning. Still, they say for every elf Karydian - Master Sorcerer: The
four men (Formen) are needed to bring staple sorcerer of Cyrindeth’s squad.
them down. A usual joke among the Karydian does not have much love for
Elves at the front. his empathetic leader. In Leacianus’
schools of sorcery there is little room
For full character descriptions and stat for empathy, only ascendance. Karydian
blocks, please refer to Appendix B. has done his best to ascend, but still
there are scores of better sorcerers than
Cyrindeth - Marshall Vanguard: he. He feels his rank as master is only
The Marshall of the Vanguard forces ceremonious, and won’t rest until he
assaulting the Coalition positions in has earned it on the battlefield.
the Spetsigs. Cyrindeth is a Marshall
that doesn’t overly embody the cold Orodvylian - Vanguard Arcane Golem:
and calculating nature that Marshalls The Vanguard variant of the Orodwys
are known for in Leacianan society. She Golems. The Orodvylian are the bruisers
was said to be weak for the empathy of the Leacianan army. Made to be
that she often showed to prisoners or larger and more intimidating than
the weak, and for that she was sent to the Orodwys, they are in fact installed
the frontline where the fires of battle with lesser armour for how disposable
were to either purge her softness or they are in battle - used more as a
see her perish. demoralisation tool than an actual
combat construct. Still, even on the
Eldiara - Brinilmin’s Archer: A front lines the Orodvylian is capable of
Leacianan Archer with a powerful effectively neutralizing large amounts of
grasp of the Arcane. Eldiara is one targets before it falls if it is able to close
the Arcane Archers of Leacianus the distance and enter melee range of
that is able to conjure the powerful its enemies.
Brinilmin’s Bow - a spell only held by
the most talented war casters in the Querina - Cleric of the Arcane: A
Leacianan army. Eldiara and those cleric of Brinilmin in her formative
like her are a staple in any Leacianan years of training. Her instructor has
specialist squad. sent her to the front lines of the war as
the manpower of Leacianus dwindles.
Fyrindel - Juvenile Mana Wyrm: A Within Querina lies a hope that her
young Mana Wyrm under the control of abilities will be blessed with a surge
Leacianan forces. The manoeuvrability, of power by Brinilmin when the time
speed and agility of Fyrindel and its kin calls for it, for she doubts her powers in
make it a devastating tool of Leacianus battle even now.
in war. There are no natural creatures
Vyndira - Spellblade of Wrath: Vyndira
20

is one of the few fighters in Leacianus


to master both War and Caster Magic.
Those who have mastered this delicate
balance are called Spellblades. They are
invaluable in any specialist squad for
Leacianus’ military and are the bridge
between the Casters and Martials of the
squad. Vyndira has found a balance in
herself and her own temperament that
has aided her in achieving this role, but
when battle draws near this balance is
lost and she erupts into an unstoppable
force of arcane wrath.

High Elf Soldiers - Leacianan


Vanguard: The Vanguard of Leacianus’
military is mostly made up of those who
have evoked the ire of some upstanding
member of Leacianan society, or
simply hail from lowborn families. Still,
although they are considered the most
disposable of Leacianus’ military, it does
not mean they are essentially seen as
worthless. The Nirloom ensures that
all his troops are armed to the teeth
when they clash with his enemies on the
frontlines.
21

iv. Locations
T his section’s purpose is to describe an overall view of the Golden Griffin
encampment of Camp Jornrogge and some of its surrounding areas. This includes
happenings, side quests and other locales that may be important to the main quest
should the party interact with them.
22

CAMP JORNROGGE

I. EAST ENTRANCE water troughs. It is used mostly for


horses and the occasional griffin or
The eastern entrance of the camp.
hippogriff that enters the camp. A
This leads to a seldom used goat
dairy cow is also present to provide
pass that is planned as the fallback
milk for the camp cooks. If the party
path for the camp if things turn
has any mounts they will be stowed
dire. Currently it is used for some
here while they are in camp.
supply runs including the Liturium
Beacons since it is mostly free from
the prying eyes of Leacianan scout III. CRAG CAMPS
forces, though the journey is much Tents overlooking the rest of the
longer and more perilous against camp from a 15 foot rise on the
the mountain edge. A few specialist camp’s southern end. This is mostly
squads leave the camp this way as used by grunts and footsoldiers, each
well to ensure they are unnoticed in tent holding about 4-6 men within.
their approach to the front. The small rise is only accessible by
two ladders perched on the side of
II. ANIMAL PENS the cliff, weighted down with stones
and rope at the top and bottom of the
A small pen filled with feeding and
ladders.
23

Full Size Map Available in DM Stash Pack 25 (Apr ’23) Camp Jornrogge is a strategic location that sits on a craggy
plateau in the north of the Spetsigs overlooking the small plain below between it and the Leacianan Arcane Dome.

IV. SUPPLY WAGONS plus a small war room for meetings.


Where the majority of wagons Some of the tents outside belong to
are kept and stocked. Most of the Vanguard squads.
ones in park are empty and are
simply waiting to travel down the VI. MESS AND MUSTER HALL
mountain for their next supply run or A pop up muster hall in a gazebo like
alternatively moving supplies to other fashion. Tables line the under cover
nearby camps as required. area and a small kitchen resides in
a back corner where the cooks are
V. OFFICER TENTS constantly hard at work providing the
The tents of the officers defending day’s sustenance for the troops. Most
by a small palisade wall. The large time off for troops is spent here filling
command tent sits in the centre their bellies with beer and broth.
and the more lavish tents inside are
used by the commanders assigned VII. CRAG WATCH
to Camp Jonrogge. Most of these are
the Golden Griffins members listed A watch tower on a platform some
in Section III. Inside the main tent is 30 feet above the rest of the camp. It
cordoned off sections for each officer, provides a strategic location for the
entrance most likely to face attack
24

by Leacianan forces if the camp is years since Formen was occupied by


raided. The tower (and others like Draksborne, but after independence
it) sit 20 feet tall themselves and are was won the people of Vittop have
accessed by steep stairs/ladders at restored it to use it once again. It is
their rear. Each tower is manned by used to settle disputes and also for
two footsoldiers at any given time. sparring among soldiers and young
men. Now the Golden Griffins use it
VIII. WEST ENTRANCE to prepare themselves for the battles
to come.
The busier of the two entrances into
the camp. This entrance is the direct
link to supply lines back in Coalition IX. TRAINING AND
territory. Troops move in and out of WORKBENCHES
this entrance regularly as well since A few dummies that make good
it is up a much more tolerable path target practice for rookies and help
for large amounts of troops to be them with their swings. But nothing
marching. The Battle Pit is through fancy. Here is also a few basic tools
this entrance, an old fighting ground and workbenches for maintaining and
erected by old clans of Men in the First repairing equipment among other
Era. They were abandoned for many things.
25

X. SQUAD TENTS the home of a goat herder several


centuries prior. It was abandoned for
The large bulk of tents of both
many decades after until the Formeni
footsoldiers, vanguards and a few
military repurposed it as a watch
specialists. This is also where the
station when they first made contact
squad of the player party resides -
with Leacianus at the start of the
taking residence in the four man tents
Third Era.
that make up this area. The majority
of the hubbub of the encampment is
around this area with soldiers trading XII. ARMAMENTS & ALE
stories around fireplaces as the warm Tables of armour, weapons and
themselves against the icy spring crossbows. Usually covered under
breezes atop the mountain. tarps. This provides a quick central
place for those in the camp to see
XI. JORNROGGE WAR HALL the quartermaster for gear and
equipment. But more importantly is
The formal war room of the
it is in close proximity for those on
settlement used by officers for
watch to grab a bow or crossbow at
briefings and matters of subtlety.
a moment’s notice, and a pint of ale
When the officers have to speak out
while they’re at it as well.
of earshot of any troops and not risk
any eavesdroppers, this is where they
come. It is an old cabin that was once
26

XIII. THE WATCH


The northern facing cliff of the camp
that overlooks the plains of Formen
below. The drop down is near a
sheer five hundred feet, making it
difficult to scale for perhaps any
army other than the Leacianans.
Still, the overlook gives them enough
notice and a few nuggets of liturium
are kept in lead boxes near the cliff
edge to be used in the event that
Leacianans apparate en masse
near the cliff edge. Four enormous
ballistae are operational and
constantly manned to destroy any air
targets or large siege weapons below
as well.
27
28
29

v. Happenings
There’s plenty of time to kill before evaded her. She knows she has a
things ramp up at the front. The reputation and the mole is likely using
below are some suggestions for side some magical means of evasion. But
quests that can occur during Act A or now she is running short on time
B of the main quest. The camp is still before the battle draws near and
a place with its own characters and can’t have a mole in the ranks at
happenings, and those in it may need camp once everyone leaves and the
a helping hand or two. battle begins. She asks that the party
actively (but covertly) search for the
WE HAVE A MOLE? mole in the next two days.
[DM Note]: Quest Summary: Supplies
have been going missing and one of the If they are found, they should be
ballistae has been sabotaged and is in killed. Bringing them in alive is
need of repairs. But its repair kits have optional but could prove some
gone missing too. Orlena suspects there benefit. She would rather that there
is a mole in the camp, but does not have is no longer any potential threat
the ability to detect who. She believes however, so elimination is an entirely
it is magical and they are purposefully acceptable outcome.
either blocking out her mind or avoiding
her. She requires the party that the [DM Note]: Finding the mole will prove
party finds and kills the mole and brings to be difficult as although they are
back their head. Bringing them alive using magic to destroy the equipment
may prove useful but is optional. in the camp and evade detection here
and there, they are not using any kind
A few days after the party first arrives of magical disguises that would give
at camp they will hear a loud crash themselves away with detect magic. The
come from the north. The eastern truth is that there is a human Golden
most ballistae at the watch has Griffin Vanguard who is a Leacianan
suddenly collapsed into itself, all sympathizer; they felt the GG betrayal
the joints unfastening at once. If a against Leacianus was unjust and feel
party member were to inspect it they strongly for the Leacianan cause. The
could determine with either a DC 15 sympathizer is named Torid Oliblast,
Investigation/Arcana check that the a Baldurian man in his early 20s. He
joints were suddenly all unscrewed at has been communicating with the real
once, potentially by magical means. Leacianan saboteur through Sending
Informing Orlena of this, she admits Stones. He should blend in as an NPC
to the party that she has suspected among many in the camp. His job is
a mole or spy may be in their midst mostly as a watchman, though he was
for some time as even supply runs not on duty when the ballistae was
coming up the hidden mountain pass destroyed.
had recently been attacked.
If asked about the possibility of a mole,
She explains that though she had Torid will claim “It’s hard to say if there’s
tried to find the mole before, they one or not. I think more likely some sort
30

of Leacianan missile might’ve destroyed Sergeant Kaela Fireheart: A fiery-


it [the ballistae]” tempered dwarf who is responsible for
A DC 14 Insight Check can be made (or training the soldiers in the camp. She
passive insight met) to determine that is fiercely loyal to her comrades and
his speech is nervous and dismissive. It has a deep hatred for the Leacianans.
doesn’t feel like he is lying but it’s clear However she has been noted to take
the subject makes him uncomfortable. disappear down the Eastern track from
time to time (she is going to pray to
Among the other suspects is the Namneri and Horauthin).
following:
Footsoldier Rennin Gale: A young
Commando Lirian Felspar: A middle- halfling in his late teens who is new to
aged half-elf who is the captain of the army. He is eager to prove himself
one of the units in the camp. He has a and has been assigned to various tasks
reputation for being a bit of a hothead around the camp. He seems friendly
and has been known to make rash enough, but there is a sense that he
decisions in the past. may be hiding something.

Knight-Errant Valter Sky: A young


human in his early 30s who is in charge
of the camp’s logistics. He is well-
organized and efficient, but can also be
quite secretive and keeps to himself.
31

The mole becomes more obvious if and other present officers will go
they are grilled, as under pressure through interrogation with him, and
[DC 16 Intimidation Check] or he will not survive. However in this
coercion [DC 19 Persuasion Check] interrogation Orlena will learn that
they will eventually crumble. However the enemy aims to use a Mana Wyrm
shortly after they admit to their deceit to airdrop an Orodvylian Arcane
they will attack the party (Statblock: Golem into the camp when the battle
Golden Griffins Vanguard), and begins. This means that she trains the
a Leacianan Saboteur with two ballistae on the sky, encouraging each
guards will apparate next to them party member to arm one ballista
to try extract them (Statblock: 3x (DMG p.255) when the battle begins
Leacianan Vanguard). to try take out the Orodvylian before
it is dropped off (each ballista gets
If the party does not slay their one shot before the Golem is dropped
enemies within 4 rounds, one of the off safely). If Torid is not interrogated
Leacianan Vanguards will activate this cannot be known and the ballista
a magic gemstone that teleports will instead be aimed at the ground
them and their allies back to their for the battlefield, and not have
own base behind the Arcane Dome. enough time to be aimed up.
This includes Torid if he is still alive.
If Torid is killed the Leacianan’s will
instead use this ability on the next
round of combat after seeing their
mole has been slain.

On the body of each Leacianan


Vanguard and Torid is a Square
Sending Stone. These act like normal
Sending Stones but can have up to
4 stones speaking to each other at
once. When a stone is used to cast
the sending spell, all three stones
hear the spell. As per usual Sending
Stones, only one sending spell may be
cast through it per dawn. There is also
the purple crystal in a brass container
held by one that they would have
used to transport themselves out of
combat, however it shatters when the
party touch it.

If the mole is successfully slain or


captured, Orlena will reward the
party with a bonus of 50GP each,
as well as 1x superior health potion
per party member. Additionally if
the mole is captured alive Orlena
32

BESSIE COME BACK! Table A: Bessie Clues


[DM Note]: Quest Summary: The NPC Clue
camp’s only dairy cow has gone missing
overnight and the cooks have lost a Commando Lirien Lirien tells the party that he saw Bessie
large portion of their menu without her. Felspar grazing near the edge of the camp the day
before her disappearance. He overheard
Breakfast has been ruined and many some soldiers from his unit grumbling about
meals are sure to be too. The party must the lack of variety in their meals and jokingly
suggested they should find a way to “spice
explore the surrounding mountain and up” their food, but he didn’t think they’d
take him seriously. He regrets his offhand
valleys in search of the cow and bring comment and hopes Bessie wasn’t taken as a
her back alive safely. Hopefully things result of it.

are that simple, right? Knight-Errant Valter Sky Valter mentions that he recently moved the
camp's supply of hay closer to the eastern
edge of the camp, as it was more convenient
The war camp’s morale is for storage. He noticed that Bessie seemed
to be attracted to the hay's new location
plummeting after the disappearance and would often wander over there. He also
adds that he saw some unfamiliar tracks in
of Bessie, the camp’s only dairy cow. the area, but he couldn't identify what made
The cooks are struggling to provide them.

a variety of meals, and the tensions Sergeant Kaela Kaela admits that she frequently goes
Fireheart: down the eastern track to pray to Namneri
are rising. Knight-Errant Valter Sky, and Horauthin. On her last visit, she heard
the camp’s logistics officer, is caught some strange rustling noises and thought
she saw a large shadow moving in the
in a heated argument with the distance. She didn't investigate further, as
she was focused on her prayers, but she now
cooks over who should look for the wonders if it might be connected to Bessie's
missing cow. Overhearing this, the disappearance.

party can choose to step in and offer Footsoldier Rennin Gale Rennin sheepishly confesses that he was on
watch duty the night Bessie went missing.
their assistance to locate Bessie and He saw something large and possibly cow-
shaped moving towards the mountains,
restore the camp’s menu and morale. but he was too afraid to follow it alone. He
didn’t report the sighting because he feared
that admitting his inaction might result in
punishment. He pleads with the party to find
[DM Notes]: The first point of call for Bessie and promises to be more vigilant in
the future.
the party should be asking the NPCs
of the camp about the whereabouts Following them takes the party over
of where they may have last seen much treacherous terrain (Cliffside
Bessie. Table A: Bessie Clues - has clues and Valley battlemaps included in
provided by each of the NPCs the party Campaign Pack). Along the way the
would have met during the “We Have A party will be attacked by a small
Mole?” Quest. Feel free to come up with Leacianan scouting force consisting
additional clues provided by the officers of 3x Leacianan Vanguards and their
in Appendix A as well. captain (use statblock: 1x Veteran,
MM p.350).
When the party has finished
gathering their clues, it points to After this the party will find Bessie
the fact Bessie may have wandered at the end of the valley, sitting
off through the East Entrance. precariously above a ravine on a
If travelling down that track the set of ancient stairs that now lead
party can make a DC 14 Wisdom to nowhere. She is standing on the
(Perception/Survival) check to see platform which is a sheer 500ft drop
faint hoof prints in the wet grass and below, and she refuses to walk down
mud that have been left by a cow. the stairs. She appears however to be
33

visibly frightened and will be afraid next day as thanks from the cooks.
of the party on approach. She can be Consuming a Hot Milk Cake gives a
calmed down with a DC 13 Animal character 2d4+1 temporary HP for 24
Handling Check. hours. This effect does not stack.

[DM Notes]: The party must devise a [DM Notes]: If using milestone
creative solution to bring Bessie down leveling, completing both “Happenings”
the stairs safely. They can use magic, is a good time to level up the party.
such as the Levitate or Speak with
Animals spells, or come up with a non-
magical approach, like constructing
a makeshift harness or using animal
handling skills (DC 19) to coax her
down.

Once Bessie is safely off the stairs


the party must guide her back to
the safety of the camp along the
treacherous path she originally came
through. However as they reach the
Cliffside near the camp, the party is
set upon by 3x Saber Tooth Tigers
(MM p. 336) that are aiming to eat
Bessie and carry off her carcass.
The party must defeat them or drive
them off and bring her back to camp.
Bessie uses the Cow statblock (VGM
p.207), and has a HP of 15 and an AC
10. She will be passive in any fights
she is involved in and spend her turns
ensuring her own self preservation.

Finally, when the party has got Bessie


back safe and sound, she is locked
away in the animal pens. Valter
Sky rewards the party each with
1 item they may choose from the
quartermaster’s special stash. Each
party member getting a choice of
a Potion of Hill Giant Strength or
Growth, or a single Bag of Holding
for the party to share.

The camp cooks are able to use the


milk from the cow to make Hot Milk
Cakes as a dessert for the party, each
party member getting 3 slices the
34

VI. Quest: The Final War (Pt I)


T he main quest and drive of the campaign, beginning at the start with a summary
of events that has lead the party to be in their current scenario. This can be
with the contract poster, a monologue or any other similar exposition. One such
monologue is listed below but the DM can feel free to change it to what their needs
will require. This module is standalone otherwise will continue into events in The
Final War Pt II and Pt III. This module can also be used as a sequel to our other
previous campaigns such as Pursuit of A Renegade Prince and Liturium War.
Act A: Calm Before the Storm
Introduction Elves, and are preparing for their own
counter attack after repelling them. At
For four long years the Liturium War has least, if they can repel them.
raged across the centre of Tharador.
An alliance of men wars against their You are all mercenaries employed by
old High Elven allies. When the King the Golden Griffins, an international
of Formen was slain by the Elves, the mercenary corps that is currently sided
Formeni were joined by their brethren with the human coalition in the war,
in Belfrie to wage war upon the Elves. All though at its start fought alongside
this death brought on by the precious the High Elves instead. You all are part
metal of Liturium, an anti-magic metal of a new specialist squadron assigned
capable of dispelling even the most to a small encampment in the north
powerful magics. The High Elves in their of the Spetsig Mountains, just a few
magic kingdom felt threatened by their leagues away from the Arcane Dome.
neighbours recent acquisition of the Camp Jornerogge overlooks a sheer cliff
metal. face which faces where the Elven army
awaits behind the Dome. Your squad’s
Now as the fifth year of fighting draws job is to guard a Liturium Pylon which
near, both sides have come to the will be shooting a targeted beam at
conclusion that more stagnation and the Arcane Dome from the top of the
changing of fronts will only bring more mountain.
suffering. So both sides have decided
that one final effort is needed to bring a But there’s much time to spend before
decisive end to the war. Ominously the that, for now you’re still walking to
High Elves of Leacianus have expanded the camp, and must ascend an old
their borders: the enormous Arcane goat path on the eastern side of the
Dome that surrounds their entire mountain that is mostly hidden from
kingdom has crept forward, pressing the eyes of the enemy. Once you’re in
the human coalition back and giving the the camp you’ve been told to report to
High Elves a staging ground closer to Orlena, the head of intelligence in the
the human bases. Golden Griffins. She will have further
instructions for you there. But for now,
In turn the humans have assembled make it up the mountain.
all their forces near the new front line,
scattered across hundreds of miles [DM Note]: The party must ascend the
along the edge of the violet dome. They mountain over precarious terrain, having
are preparing for an all-out assault by to ford the river in the River battlemap,
35

the camp. She tells them they’ll have


regular watches, but in their downtime
then cross the precarious valley with a
they should still make themselves useful
60ft drop in the Valley battlemap, and
where they can. She offers a guided tour
will find a small skirmish between 3x
by one of the Golden Griffins Vanguards:
Golden Griffins Footsoldiers and 4x
Torid Oliblast, a veteran of the war.
Leacianan Vanguards (Appendix A & B).
If any Golden Griffins survive, they will
Torid is happy to oblige taking them
thank the party for their aid, and offer to
around the camp and introducing them
escort them the rest of the way to Camp
to other key NPCs and each part of the
Jornerogge.
camp.
When the party arrives at Camp
Jornrogge they are escorted to the
“You’ve made it. I’m glad. A little bird
Officer Tents. Inside is Orlena and Rolen,
already told me you had a run in with a
a Tiefling Rogue and Elven Spellsword
Leacianan patrol. I know after that and
respectively. Orlena is stewing over a
your long journey, you probably want to
map of the region with Rolen offering
rest. But I’m sure you’re also wondering
advice to her about the placement of a
what it is we will require from you. My
Liturium Pylon. When they notice the
comrade Rolen and I were just discussing
party, they both leave the table and
it then. The whole point of this operation
Rolen leaves the room. Orlena speaks
is to deploy Liturium Pylons along the
to the party, thankful they’ve arrived
borders of the Arcane Dome. Here is
in one piece and also giving them a
probably the most important. We have the
brief on their mission as defenders of
high ground. It’s going to make reaching
the Liturium Pylon once it is activated
us to destroy it particularly difficult for
to dispel an enormous portion of the
the Elves. The problem we are facing
Arcane Dome. She then encourages
currently is where we can deploy it that’s
the party to become acquainted with
still accessible by foot. But taking the
36

Pylon, deploying it and defending it at its


source - that will be your job, I’ve decided.
After seeing how you managed to handle
yourselves against that patrol, I would say
you’re more than capable. Currently we’re
trying to find a small flat somewhere you
can do that, where even if a Leacianan
strike force found you, they could only
arrive in small numbers.”

“But that’s not something to concern


yourselves with just yet. Go get some
rest for now. It’ll be a few days before
we come to a final decision I feel. And
other Coalition camps and forts are still
preparing as well. In the mean time you’ll
be assigned to nightly watch from sunset Torid Oliblast, a Baldurian man and a veteran of the war.
He now has the rank of Vanguard in the Golden Griffins
to midnight, giving you the days mostly and will act as the tour guide for the party after they finish
free. Be sure to contribute in some way talking to Orlena.
to the camp though. Whatever you can
do will hopefully help us for the battle to There at the Fighting Pit awaits each
come. Myself or another officer will send of the named Golden Griffin Officers
for you when the time comes. You’ll be in Appendix A (Rolen, Arkeus/Arkina,
reporting to me directly however.” Orlena, Kheye, Serran).

After this the party spends about 24 There, the officers want to fight against
hours in which they can engage in any each of the party members. They look
of the side quests in Happenings or incredibly well armed and intimidating,
make their own preparations for the but allow the party to choose who they
battle and explore the camp, plus their will fight. Arkeus and Arkina heal both
mandatory shift at The Watch will take combatants to full health after each
place at sunset the next day as well. fight.

The morning after their watch is [DM Notes]: The fight takes place on
the battle map - Battle Pit. The walls are
complete, the party is found by Rolen.
10 feet tall and the moat of water is 3
He tells the party that some of the feet deep and counts as difficult terrain.
other officers have concerns that the The officers are incredibly powerful and
party is too green and untested to would otherwise be between level 12-16,
have such a valuable job, and that they however for the purpose of the fight they
want to test their mettle and train the are holding back - which can become clear
party. He tells the party that they’ll on a DC 14 Insight Check. Regardless,
be joining him and the other officers when the fight is over the officers will
at the fighting pit outside of camp. dust themselves off and also aid the
He gives them an hour to prepare party member if the party member lost,
before meeting them at the West providing pointers and advice based on
Entrance, and taking the road down the outcome of the fight. The end of these
fights is a good point to level up the party
the mountain to the Fighting Pit, a one
if using milestone levelling.
hour journey.
37

The battle pits of the northern Spetsigs. This has been used as a place to settle disputes in the town of Vittop which is a half-day
walk from the pit. Now it is being used for training by the Golden Griffins and other Coalition forces in the area.
38

Act B: The Storm When the party returns to camp they will
After the training is complete by the find it mostly deserted. Much of the forces
officers of the Golden Griffins, the party have gone to the front line and only a few
is dismissed and told to head back to soldiers, vanguards and some of the cooks
camp, but relieved of their watch for that and medics remain. Knight-Errant Valter
evening. Sky is the only remaining officer, in charge
of logistics he tells the party that the
Here the party may engage in any more officers and a large bulk of the forces from
side quests they have missed, but after the camp have travelled down the Western
two uneventful days they are called to Path to intercept the Leacianan forces. He
action again. Orlena appears to be absent says that the forces will clash tomorrow,
from camp when Rolen finds the party and at which point it’s likely a large force will
hurriedly tells them their aid is needed. A exit the Arcane Dome and try assault and
caravan that is carrying the Liturium Pylon reach the camp.
they have been awaiting is being attacked
by a Leacianan strikeforce. He tells them He tells the party he will lead them to the
he needs to fly them there with haste, place the Liturium Pylon is to be erected as
telling them to get in a pocket dimension soon as possible, but they should rest and
space he has in his own bag of holding, recover because the assault force of the
before flying them to the battle. Leacianans will be gruelling, and it may
not be for a while until they do battle.
The party is promptly dropped into a
battle where they will be fighting against Valter tells the party to take the Pylon
3x Leacianan Vanguards and Eldiara, with out its lead case now. When they do so
2x Golden Griffins Vanguards to aid them. any magical effects will suddenly go
Rolen flies off, stating that as he flew he inactive as the party witnesses a giant
saw a large Leacianan force amassing in transluscent green sphere that begins
the west and sent a bulk of the camp’s spreading outward from the Pylon. This is
forces to intercept, and that he and the the influence of the Liturium Pylon as it is
rest of the officers will be needed there. activated in a defense mode. No magic can
directly pass through the green sphere
As the fight continues, another 2x and beings that pass through it have their
Leacianan Vanguards will enter, backed by magic surpressed. Valter assures the party
Fyrindel, a juvenile Mana Wyrm. Their aim that this also means that the camp will be
is to destroy the ox-drawn cart carrying protected by any Leacianans attempting
the Liturium Pylon in an enormous lead to teleport in or any destructive spells that
case that weighs approximately 250kg. If might attack the camp. While this field
the ox drawing it are killed or the cart is is active, no magic can be used within a
destroyed, the party will have to find a way 1000ft radius of the Pylon which is left
to transport the hulking coffin-like crate 3 in the Officer’s Tent. The party is told to
miles back to the encampment. rest that night and that the Pylon will be
watched by a few remaining footsoldiers
[DM Notes]: The cart itself is a vehicle with and vanguards.
25HP and an AC of 10. The Ox uses the
statblock from Monsters of the Multiverse The party is suddenly awoken by the
(pg 72) and has 15HP and an AC of 10. sound of alarm bells ringing throughout
The party can cut the ox loose from the the camp. High Elf agents of Leacianus
cart and send it to hide, able to reattach have infiltrated the camp, killing several
it to the cart later with a DC 10 Animal
soldiers and sabotaging the Liturium Pylon
Handling Check.
39

[DM Notes]: The Liturium Pylon is about 6


- rendering the camp now vulnerable to feet tall and weighs 15lbs. It emits an anti-
Leacianan soldiers teleporting in. Already magic field of Liturium within a 5ft radius
several dozen are in the camp. of where it is at all times. At its bottom is
a small deployable tripod to stand on the
Knight-Errant Valter Sky urgently instructs ground. Activating its focus mechanism
the party to climb the nearby mountain takes an action, and moving the beam
and deploy the Pylon to focus its energy takes another action.
on the Leacianan army. He hands them
the Pyolon, saying that the Liturium Once the enemies are dealt with, the
hasn’t been destroyed, only the defense party must climb the mountain. This can
mechanism of the device has been be done using a series of skill checks
damaged, and it will still focus to take (Athletics, Acrobatics, and/or Survival)
down the Arcane Dome. to traverse the difficult terrain, while
also dealing with any hazards (such as
As the party makes their way through rockslides or treacherous weather) the
the camp, they encounter a group of DM decides to introduce.
Leacianan Vanguards, alongside Querina
and Vyndira (adjusting numbers and Upon reaching a flat crag a few dozen
difficulty as necessary for the party’s feet up, the party discovers the location
level and numbers). They are trying where the Liturium Pylon can be
to intercept the party, seeing they are deployed. When digging it into the
carrying the Liturium Pylon, preventing ground, it automatically deploys a tripod
them from escaping and deploying it. to hold itself in place.
40

Once the Pylon is activated, the party can


use it to target either the Arcane Dome
or the battlefield in the camp site below.
Targeting the camp site will give the
remaining Golden Griffins the upper hand
as many Leacianans suddenly lose use of
their weapons and spells. This will later
halt enemy reinforcements from reaching
the party.

When the Pylon targets the dome, the


true fight begins. A large rectangle is cut
in the smooth Arcane Dome, opening
a large gap that rises 500 feet high and
1000 feet across. But through this gap
pours thousands of soldiers on foot:
Leacianans exiting the dome. But the
activation was also the signal for Coalition
forces to advance, and thousands of
soldier clash together in the plains
beneath the camps shadow.

Through the top of the gap flies a great


glowing winged beast. On the back of a
Mana Wyrm flies in a strike force, with an
Orodvylian in its clutches. The party can
potentially use the ballistae to weaken
the Orodvylian (its bolts are ineffective
against the wyrm), but otherwise the
Mana Wyrm drops 1x Orodvylian,
Cyrindeth, Karydian and Vyndira into the
fight.

[DM Notes]: If the party does not target


the camp site there will be Leacianan
soldiers if they head down, blocking their
access to safely/easily use the baillstae
if planning to attack the Orodvylian with
it. If the party does and the Leacianans
are propelled they can easily access
the ballistae to do damage to the
Orodvylian before it lands. This will also
be a grueling fight. The party should be
encouraged to wisely use the Liturium
The Liturium Pylon. Almost six feet tall, the spinning Pylon to aid themselves in the fight if
mechanism on the neck when twisted cycles they can, as it will trivialize otherwise
through defensive and offensive modes. Pressing the
emerald switch toggles the focused anti-magic effect of the extremely deadly enemies. Leacianan
item, but otherwise at all times magic within 5 feet of it is Vanguards that are stragglers from the
dispelled.
camp battle can try halt the effects of the
41

Pylon by running for it and throwing it THE END OF THE FINAL WAR PT I.
off the cliff or trying to destroy it. This EVENTS WILL BE CONTINUED IN
final battle should be a desperate last PART II AS HEAVY FIGHTING
stand for the party and truly feel like CONTINUES IN AN AERIAL BATTLE ON
they are on their last legs and about to THE LEACIANAN DOME. THANK YOU
perish. If the party does in come close FOR PLAYING!
to death, have them be saved by Rolen
flying in on his hippogriff, unleashing
all the officers of the Golden Griffins on
the remaining forces as they then show
their full power and quickly dispose of
the remaining Leacianan soldiers.

When the fighting is over, the officers


will return as the bloody battlefield at
the camp is cleaned and the wounded
are attended to. Below, the battle
still rages on. Through the gap in
the Arcane Dome the party can see a
flying Leacianan Castle. The officers
say that as long as that castle is there,
the enemies that pour forth will be
unstoppable as they can reinforce their
armies from anywhere in their kingdom
directly there.

The battle at the camp is won, but


if the castle isn’t taken down the
battle below will be undoubtedly lost.
So one of the officers disables the
Liturium Beacon, closing the gap in
the Dome and cutting off the rest of
the Leacianan reinforcements. This
causes the remaining Leacianans to
retreat back behind the dome in waves
of teleportation, as both sides lick their
wounds and prepare for their next
clash.

But the officers now believe the ground


forces of the High Elves are too strong.
The only measure may be to attack
from above instead. But it will take
some time to prepare, and the Coalition
forces need to recover from this battle.
The party is told to get as much rest
as they can, and train hard while
preparations are made for an aerial
assault in the next month.
42

Appendix A: Golden Griffin Statblocks


43
Human twins reared in the caverns of Hinatal – the father
of these two clerics was a High Priest of Unity within the
ARKEUS - CHAMPIONCHAOF city beneath the earth. Unity had been built so hard into
the populace of Hinatal after the curse had forced them
THE RADIANT DAWN 14 (+2) under the earth, that it had become a religion with its
own foundations, tenets, codes and pillars. The twins
Medium Humanoid, Neutral Good
embodied this in their personalities so literally that one
would not be able to describe one of the twins without
Armor Class: 17 perfectly describing the other – for their personalities
were reflections of unity and its pillars. Fellowship, for
Hit Points: 36 (3d10+6)
they would form a sense of togetherness and camaraderie
Speed: 30 ft. with their friends, acting as the glue for all their circles
with their positive and trusting personalities.Strength and
Rivalry towards one another, for together they would face
STR DEX CON INT WIS CHA the unfaceable, undergoing perilous challenges in their
training together and beyond in the wider world – though
14 (+2) 10 (+0) 14 (+2) 11 (+0) 18 (+4) 14 (+2) always they would see their twin as their rival, striving to
have a foot above one another constantly.

Proficiency Bonus. +2 So when unrest engulfed Hinatal, and Unity fell apart
Saving Throws. Wis +6, Cha +4 the clerics were without their power. Many of their elven
Skills. Religion +2, Perception +6, Medicine +6, Persuasion +4 friends now considered them enemies and those that
Senses. Passive Perception 16 remained had their bonds weakened by mistrust that
Languages. Common, Elvish, Celestial hung over the city like a thick fog. So at first opportunity
Challenge. 3 (700 XP) the twins fled, suspecting something amiss with Unity’s
sudden collapse in the city – a religion that had been
Seal of Unity. When Arkeus successfully hits a creature with drilled into the populace for nigh four hundred years. Thus
a melee weapon attack, they are marked for 1 minute with a they suspected an outside influence to be afoot and cause
seal of unification. All allied attacks against an enemy marked for the disruptions, aiming to find the cause in the lands
with this seal add 1d4 towards their attack rolls. Only one seal beyond Hinatal.
of unity may be active at a time, and a new seal cannot be
marked until the last one has ended from time, or the enemy it
was placed on is killed.

Spellcasting. Arkeus is a spellcaster. His spellcasting


ability is Wisdom (spell save DC 14, +6 to hit with spell attacks).
Arkeus has the following cleric spells prepared:

Cantrips (at will): Guidance, Light, Mending, Sacred Flame,

1st level (3 slots): Bless, Cure Wounds, Guiding Bolt,


Sanctuary

2nd level (2 slots): Aid, Warding Bond

ACTIONS
Mace of Unification. Melee Weapon Attack: +4 to hit, reach 5 ft.,
one target. Hit: 5 (1d6+2) bludgeoning damage.

Intervention of The Tharameni (1/Day). As an action,


Arkeus casts a sign of the Tharameni upon himself or an ally
within 30 feet. Until the end of that creature’s next turn, any
damage they take is intervened. As a reaction before the end
of the creature’s next turn, Arkeus or the ally can choose to
disperse all intervened damage in a 15 ft. radius (centered
on themselves). All hostile creatures in that area must make
a DC 15 Dexterity saving. On a failed save, creatures suffer all
intervened damage as radiant damage, and the sigil bearer is
healed for half of the damage dealt (rounded down).
The Golden Griffins they confided in as their first place of
what seemed to be an organisation of unity that would
let just about anyone in. Though they did not know what ARKINA - CHAMPIONCHAOF
the mercenaries did, they simply read a poster on which
was scrawled “find comrades and travel the world” which THE RADIANT DAWN14 (+2)
in a time when they knew no one and had nowhere to go, Medium Humanoid, Neutral Good
was a beacon in darkness.The two in tandem with Unity’s
Pillars impressed even the greatest members of the Griffins
chapters of Wisdom. They quickly ascended the ranks of the Armor Class: 17
Golden Griffins as the Liturium War progressed: any battle Hit Points: 36 (3d10+60)
was turned in their favour the moment the twins arrived.
Though when word reached the two their homeland of
Speed: 30 ft.
Hinatal was in dire need of aid, the two took leave to return
home.
CHA
STR DEX CON INT WIS
After the forces of Sultan Hakim had been dealt with,
14 (+2) 10 (+0) 14 (+2) 11 (+0) 18 (+4)
the two returned to the Golden Griffins, they could leave
their newfound bonds forsaken in the throes of war.
Finally they reached the maximum rank of their domain
Proficiency Bonus. +2
of the Golden Griffins - Champion of the Gilded Breath.
Saving Throws. Wis +6, Cha +4
After the last champion was slain in combat, the Golden
Skills. Religion +2, Perception +6, Medicine +6, Persuasion +4
Griffins Council voted upon the twins to dually share the
Senses. Passive Perception 16
position, something never before seen in the history of the
Languages. Common, Elvish, Celestial
organisation. Now the two have ascended to the highest
Challenge. 3 (700 XP)
rank attainable, sharing the same prestige as Orlena and
Etherian and the two becoming almost like folk heroes both
among Coalition forces and in their home of Hinatal. Seal of Unity. When Arkina successfully hits a creature with
a melee weapon attack, they are marked for 1 minute with a
seal of unification. All allied attacks against an enemy marked
with this seal add 1d4 towards their attack rolls. Only one seal
of unity may be active at a time, and a new seal cannot be
marked until the last one has ended from time, or the enemy it
was placed on is killed.

Spellcasting. Arkina is a spellcaster. Her spellcasting


ability is Wisdom (spell save DC 14, +6 to hit with spell attacks).
Arkina has the following cleric spells prepared:

Cantrips (at will): Guidance, Light, Mending, Sacred Flame,

1st level (3 slots): Bless, Cure Wounds, Guiding Bolt,


Sanctuary

2nd level (2 slots): Aid, Warding Bond

ACTIONS
Mace of Unification. Melee Weapon Attack: +4 to hit, reach 5 ft.,
one target. Hit: 5 (1d6+2) bludgeoning damage.

Intervention of The Tharameni (1/Day). As an action,


Arkina casts a sign of the Tharameni upon herself or an ally
within 30 feet. Until the end of that creature’s next turn, any
damage they take is intervened. As a reaction before the end
of the creature’s next turn, Arkina or the ally can choose to
disperse all intervened damage in a 15 ft. radius (centered
on themselves). All hostile creatures in that area must make
a DC 15 Dexterity saving. On a failed save, creatures suffer all
intervened damage as radiant damage, and the sigil bearer is
healed for half of the damage dealt (rounded down).
Hailing originally from the isles of the Katarn Sea,
Filandira’s home was destroyed when Alimrothi colonists
ROLEN - KNIGHT OF THE set site on her home isle. Thus her and many of her people
CHA fled, some to Nan Thalias, others to Baldur. Those that
BREATH 14 (+2) chose Baldur chose wrong. The humans of Baldur were
suspicious of the Sea Elves at their shores, and though
Medium Humanoid (Elf), Neutral Good refugee camps were set up for them on the outskirts of
Nortros, they were treated poorly. Beaten, bruised, robbed
Armor Class: 16 of their last possessions and even worse. Filandira endured
absolute misery in this time: for she is young in the years of
Hit Points: 39 (3d10+9)
Elves and such turmoil wilted her soul greatly.
Speed: 30 ft.
The street gangs of Nortros had devious intentions for the
refugees as well, and Filandira and her sister Elimindra
STR DEX CON INT WIS CHA were both taken under wing by one such gang known
as the Mudrunners. The two nimble elves quickly built a
14 (+2) 16 (+3) 16 (+3) 18 (+4) 12 (+1) 9 (-1) reputation for themselves: they were the perfect candidates
for jobs by the waterfront. This continued on fine until
Elimindra was killed after the gang’s hideout was stormed
Proficiency Bonus. +2 by a group of mercenaries. Filandira had been out on a job
Saving Throws. Dex +5, Int +6 and returned to the slaughter. So she took what money she
Skills. Athletics +4, Arcana +6, Perception +3, Survival +3 could and left it within the tent of her family in the dead of
Senses. Darkvision 60 ft., Passive Perception 13 night, and a note to what had happened. She couldn’t bare
Languages. Common, Elvish, Celestial the guilt and fled south and west to Grimgate, Baldur’s
Challenge. 3 (700 XP) capital.

Elven Lineage. Rolen has advantage on saving throws against There she signed on with a mercenary company that acted
being charmed, and magic can’t put him to sleep. primarily as armed escorts for transport ships across the
Grey Sea, the Salty Charter. There’s she worked now for just
Wise Strikes. Rolen can use his Intelligence modifier, instead over a year, and though the thoughts of her sister and the
of his Strength or Dexterity, for attack and damage rolls made family she left behind often drill into her mind, she quickly
with his double-bladed scimitar. fills them with distractions: rum, gambling, guys or girls,
even the occasional bar fight. Despite all that she proves
Bladecaster. If Rolen casts a cantrip, he can still make a single herself an incredibly capable sailor and a handy person to
attack with his Double-bladed scimitar as a bonus action. have in a jam, thus her allies tolerate her shortcomings for
how well she proves herself when the chips are down.
Spellcasting. Rolen is a spellcaster. His spellcasting ability is
Intelligence (spell save DC 14, +6 to hit with spell attacks). Rolen
has the following wizard spells prepared.

Cantrips: True Strike, Fire Bolt, Blade Ward, Green-Flame Blade

1st Level (3 slots): Chromatic Orb, Detect Magic, Sleep

2nd Level (2 slot): Misty Step

ACTIONS
Multiattack. Rolen can make two attacks with his double-
bladed scimitar.

Double-bladed Scimitar. Melee Weapon Attack: +6 to hit,


reach 5 ft., one target. Hit: 8 (2d4+4) slashing damage.

Magic Cannon (1/Day). As an action, Rolen casts a magic orb


in front of himself imbued with radiant, necrotic, fire, cold, or
lightning damage. Each weapon attack Rolen or an ally makes
against this orb shoots 2 magical missiles forth at enemies
of their choice in a 30 ft. cone from the direction the attack is
facing. Each missile deals 1d4+1 damage. Enemies cannot avoid
this attack unless behind full cover.

An attack roll made within 5 ft. of the orb automatically hits. For
weapon attacks made from a further distance, the orb has an
AC of 10.
In the travels that Rolen faced after he parted from the
Golden Griffins for a time, he came across the great and
ALAZIA - HIPPOGRIFF noble hippogriff, Alazia. A Sun hippogriff hailing from the
Large Monstrosity, Unaligned CHA Battlescar Mountains in Dornat Al Karit, the two formed
14 (+2) a bond after Alazia came to the aid of Rolen when he was
cornered by beasts in the desert.
Armor Class: 13
Hit Points: 39 (3d10+9) In turn, Rolen discovered the hippogriff had been injured:
her chicks stolen by poachers and a crossbow bolt
Speed: 40 ft., fly 40 ft. stuck under her wing. Rolen was able to heal her, and
successfully tracked down the poachers to return her chicks
to her. Rolen thought little of the encounter, but some
STR DEX CON INT WIS CHA months later after her chicks had flown from their mother’s
nest, she tracked him down in the middle of Baldur’s
19 (+4) 14 (+2) 15 (+2) 3 (-4) 14 (+2) 8 (-1)
wilderness. There she offered her back to him, and gave
her life to his until death did them apart.
Proficiency Bonus. +2 Now he rides her to a battle, and has become a sign of
Skills. Perception +4 hope in the Golden Griffins and Coalition forces. Though
Senses. Passive Perception 14 for the Leacianans he has become a prime target for any
Languages. - anti-air defenses they have on hand when he is spotted.
Challenge. 3 (700 XP)

Bound. While Rolen - Knight of the Breath is mounted


on the Hippogriff, it gains the following benefits.
• It’s claws deal an additional 4 (2d4) slashing damage.
• It gains advantage on Dexterity saving throws.
• If Rolen - Knight of the Breath casts a spell while mounted
on the Hippogriff, it gains an additional 10 ft. of movement
until the end of its next turn.

ACTIONS
Multiattack. The Hippogriff can make two attacks: one with its
beak, and one with its claws.

Beak. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit:
7 (1d6 + 4) piercing damage.

Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit:
6 (1d4 + 4) piercing damage.

Fatal Swoop (Recharge 6). As an action, The Hippogriff gains


momentum, and swoops in a 30 ft. long, 5 ft. wide line. All
creatures in the area must succeed on a DC 13 Dexterity saving
throw, or suffer 8 (4d4) bludgeoning damage, and be knocked
prone. On a success, creatures suffer half damage, and no
further effects.
Humble origins befall Kheye, for he was no more than the
hard-working first born of a Greypeak farmer. Born into a
KHEYE - CALL OF THE GODS life of serfdom meant incessant physical labour: the cyclical
Medium Humanoid, True Neutral CHA and seasonal nature of peasant life allowed Kheye to empty
14 (+2) his mind and ponder the nature of existence and suffering
more deeply and establish a high level of control over his
Armor Class: 16 body and its functions. Through refined meditation and
Hit Points: 36 (3d10+6) clarity, Kheye turned the toil of agricultural labour to sculpt
his body into an instrument of iron, just as a plough he
Speed: 40 ft. pulled.

His tale begins in his thirteenth summer with a visit with his
STR DEX CON INT WIS CHA father to the local market to sell the raw produce of their
season’s labour. His ears had tuned to rumours of the local
14 (+2) 16 (+3) 14 (+2) 11 (+0) 17 (+3) 9 (-1)
lord’s daughter being courted by a foreign sorcerer, and
that the two were to hold a speech in the market square
Proficiency Bonus. +2 with the lord himself. When he saw this first hand within the
Saving Throws. Str +4, Dex +5 market, Kheye realised that both the lord and his daughter
Skills. Acrobatics +5, Religion +2, Insight 5 were under a spell. Instinct seemed to take hold and Kheye
Senses. Passive Perception 13 leaped through the crowd, taking the sorcerer by surprise
Languages. Common, Giant, Celestial and pummeling him to the ground before any spell could
Challenge. 3 (700 XP) be cast, and breaking the hold over the lord and his child.
Whilst Kheye asked no reward for his deed, his lord took
notice of his potential and arranged for monks of Namneri
Martial Artist. Once per turn when Kheye hits with an attack to take him into their ranks.
made by his unarmed strikes, he can cause one of the following
effects to happen. The monk’s relaxed and free philosophy helped channel
• Knockback. The target is pushed 10 ft. backwards. and refine Kheye’s inner power, however along the way it
• Swept. The target is knocked prone. reached a point where the lessons became more chafing
• Slowed. The targets movement is reduced by 10 ft. until than uplifting. Many years later, Kheye demonstrates
the end of it’s next turn. such a penchant for self-mastery that he had (politely)
realised that he had exhausted his immediate masters of
ACTIONS learning, and future knowledge would have to be sought
Multiattack. Kheye makes two attacks with his Unarmed out, subjecting himself to new experiences and places as
Strikes. to give him opportunities to learn. He no longer limits or
restricts his ways to worship of Namneri but is open to all
Unarmed Strike. Melee Weapon Attack: +5 to hit, reach 5 ft., one secrets of Minera. In meditation, Kheye gained insights
target. Hit: 5 (1d4 + 3) slashing damage. into his souls’ existence beyond its material form, floating
disembodied and waiting for reincarnation. This knowledge
Spiritual Core (Recharge 5-6). As a bonus action, Kheye has strengthened his desire for true detachment and for
accesses his spiritual core, and combines his essence with the complete excision of his ego.
spiritual energy of those around him. Until the end of his next
turn, he can predict the intent of all creatures in a 60 ft. radius. Finally he came to this excision of ego upon the many
All creatures within range have disadvantage on attacks against battlefields of the Liturium War. Death was a constant
him, and his unarmed strikes deal an additional 2 (1d4) force surrounder of Kheye, and at last he transcended any fear
damage on hit. or misunderstanding he had of the concept. It was not
something to vagrantly laugh in the face of, nor was it
something to cower beneath: it was greater than either. This
REACTIONS understanding lead to a rebirth in Kheye’s abilities - a new
Parry. As a reaction when a creature hits Kheye with an attack, connection to the divine Tharameni and nigh immortality
Kheye can attempt to block it and land a strike of his own. manifested within these powers. Thus with these display
Kheye makes an attack roll with his unarmed strike. If the total of power and the available rank left open for many years,
of the attack roll is equal to the triggering attack roll, the attack Kheye was voted Call of the Gods by the Council, the highest
is blocked. If Kheye’s unarmed strike attack roll is higher, and rank of such Seers in the Golden Griffins.
is equal to or greater than the targets AC, he blocks the attack
and hits the creature with his attack roll.
From when he was a child – Serran thought his destiny
was to follow in the footsteps of his father: the life of an
SERRAN - MASTER ASSASSIN Erdrydion cleric was one of stability in a world of chaos and
Medium Humanoid, True Neutral CHA uncertainty. So like a good child, Serran would receipt his
14 (+2) prayers, learn his scripture and attend study classes in the
village abby every night. At the age of thirteen, his family
Armor Class: 15 would be called to Velandria, his father to be the head
Hit Points: 36 (3d10+6) of the clergy at the new cathedral that had been finished
there. It was barely two weeks on the road when rain had
Speed: 30 ft. forced his family to take shelter in a nearby cave along the
Vunderwahl Range. Unbeknownst to his father, the cave
was the entrance of a Beholder’s lair. The monstrous beast
STR DEX CON INT WIS CHA appeared before the family, casting a beam unto Serran
that saw him blinded, only the screams of his father and
13 (+1) 18 (+4) 15 (+2) 14 (+2) 13 (+1) 10 (+0)
mother could be faintly heard as his consciousness faded.
Weeks later he awoke within the enormous temple they had
set out for as their new home. Little memory of the events
Proficiency Bonus. +2
remained in his mind, though the travellers that found him
Saving Throws. Dex +6, Int +4
said his parents were turned to stone, their bodies crumbled
Skills. Acrobatics +6, Sleight of Hand +6, Stealth +6
and broken.
Senses. Passive Perception 11
Languages. Common, Celestial
Grief took Serran for months, no longer did he pray nor
Challenge. 3 (700 XP)
do any of what he had done in the past to prepare for his
life as part of the clergy. It was not long until he fell into
Spellcasting. Serran is a spellcaster. His spellcasting ability the wrong crowd on one of his nightly walks, being coaxed
is Intelligence (spell save DC 12, +4 to hit with spell attacks). to joining a small street gang that called itself “The Dirty
Serran has the following wizard spells prepared. Dirks.” There his prayers turned to Markamin the Trickster,
so that his illegal foils would always go unnoticed. The
Cantrips: Mage Hand, Prestidigitation, Mind Sliver clergy of Erdrydion were not ignorant to Serran’s failing
ways, trying time and time again to bring the wayward
1st Level (3 slots): Charm Person, Disguise Self, Snare soul back to the flock, though it was no use. Serran’s age
and time with the dirks saw his heart grow apart from
2nd Level (2 slots): Cloud of Daggers, Invisibility the life his father set out for him. Nights were filled with
petty crimes and his sleeps were filled with nightmares of
Bloodied Step. If Serran kills a creature on his turn while he the night his parents passed, the menacing smile of The
is hidden, he gains invisibility until the end of his turn. This Beholder forever etched in his mind.
invisiblity breaks if he casts a spell, or makes an attack roll.
It was only when Serran made his first kill at the age of
Fatal Attack. When Serran is making an attack against a sixteen that he realised the significance of these dreams:
creature who is prone, he can declare the attack to be a fatal a poor stableboy checking in on the whinnying horses
attack. When Serran makes a fatal attack, he cannot benefit was run through by Serran’s dagger in shock and fear.
from advantage, and doesn’t add his proficiency modifier to the As the boy grasped Serran’s tunic, tears rolled down the
attack roll. If the attack hits, it is considered a critical hit. fallen thief’s face, though in his mind was a voice not his
own, “better him than you,” the voice cackled. Over the
ACTIONS years the voice grew more and more vocal, until Serran
Dagger. Melee Weapon Attack: +6 to hit, reach 5 ft., range 20/60 eventually concluded the voice to be that of The Beholder,
ft., one target. Hit: 6 (1d4 + 4) piercing damage. who now held a link in his mind he had no love for. Though
for years he tried to drown it out with alcohol, drugs and
Envenom (1/Day). As a bonus action, Serran coats his daggers experimental magics, nothing worked – the voice taunting
in a thick, black poison. The poison remains for 1 minute, him each time he tried. So he learnt to eventually live with
or until the dagger makes a successful attack roll against a it, and that was when he unlocked its true powers – gaining
creature. When an envenomed attack hits a creature, they the beholders powers temporarily for himself, which would
must succeed on a DC 14 Constitution saving throw or suffer 10 greatly aid in his work. Though by this point the dirks
(2d10) poison damage and become poisoned for 1 minute. A were already long behind him, and for three years he had
creature can reroll their saving throw at the end of each of their worked as a basic specialist within The Golden Griffins for
turns, ending the condition on a success. freelance assignments. The Liturium War begun shortly
after he was gifted his powers, and his newfound abilities
Kick ‘Em While They’re Down. As a bonus action, Serran can shot him through the ranks to Crimson Shadow – one of the
swiftly knock a poisoned enemy within 5 ft. of him prone. The highest Assassin ranks before being weighed down with the
creature must succeed on a DC 14 Strength saving throw, or be bureaucracy of an officer position.
knocked prone.
In the specialist squad of The
Silent Faith Serran continued
to partake in the deadliest but
most rewarding missions the
Golden Griffins had for the
war. This saw him rank to the
final position he could: Master
Assassin. The only rank above
him now was that of his master
and mentor, Orlena - The
Master of the Poisoned Talons.
He was one of her talons, and
though his place was in the
Silent Faith, he often was called
to her to perform in his own
covert missions across the
warscape.
At birth Orlena was but a normal girl, though from an
affluent noble family that held the country of Wildern
ORLENA - SUPREME MASTER in Baldur. As a child Orlena did not inhibit the typical
attributes of other noble girls her age, for court would
OF POISONED TALONS bore and frustrate her – boys did not interest her and
Medium Humanoid (Tiefling), Chaotic Neutral CHA the thought of being married off to the Duke of Edimir’s
firstborn made her want to run a sword through herself.
14 (+2)
Her real love for life was found in the saddle or at the
Armor Class: 15 archery range, for old tales of adventure would would
be the thing that would spurr her interest most. So she
Hit Points: 34 (3d10+4)
wished from a young age to be an adventurer – to see the
Speed: 40 ft. great wastes and Giant Ice Centipedes of Oldavor, or the
illusive drow that lived in the swamps and underdark of Lo
Fuin. Even to do battle with the flying raiders of Alimroth.
STR DEX CON INT WIS CHA However it seems she wished this upon a Monkey’s Paw, for
her wish came true in a way most horrific.
11 (+0) 19 (+4) 12 (+1) 16 (+3) 15 (+2) 14 (+2)
For at the time of her change from girl to woman, more
changed than her or her family expected. Her skin took a
Proficiency Bonus. +2 hue unlike that of the pale supple skin she had before, with
Saving Throws. Dex +6, Int +5 it hardening too. Though most of all was the horns, what
Skills. Stealth +6, Investigation +5, History +5 first was thought of as growths could not be treated by
Senses. Darkvision 60 ft., Passive Perception 12 any doctor, further and further they grew until at fourteen
Languages. Common, Elvish, Infernal they had flourished completely. There was no mistaking by
Challenge. 4 (700 XP) her family at this point that Orlena, in ways beyond their
knowledge, had become a Tiefling. Her betrothal was called
Tiefling Heritage. Orlena’s infernal heritage grants her off and like a circus attraction she was locked within her
resistance to fire damage. Furthermore, she can cast the chamber by her family, for fear that word would spread
hellish rebuke, and darkness spells once per long rest, using through Baldur like the pox that their daughter was a
Charisma as her spellcasting modifier. cursed being of Nosmarka’s touch.

Weakness Identified. Orlena has advantage her attack rolls With little choice than to be locked in a tower like a damsel-
against a poisoned creature. in-distress, Orlena broke through the stained glass of her
bedchamber and fashioned a rope from her bedsheets
ACTIONS to abseil to the ground below, leaving her life behind and
Multiattack. Orlena makes two attacks with her dagger. never looking back. Though in Baldur her form frightened
and startled many peoples, for the humans of Baldur
Dagger. Melee Weapon Attack: +6 to hit, reach 5 ft., range 20/60 were not used to seeing Genasi, let alone Tieflings. So to
ft., one target. Hit: 6 (1d4 + 4) piercing damage. Belfrie she travelled, where the people were accepting of all
beings. There she fell in with the wrong crowds, eventually
Finisher (1/Day). As an action, Orlena vaults an adjacent succumbing to a raid by The Golden Griffins that saw her
creature and attempts to finish them off with a flurry of strikes. captured. She made several escape attempts, each nearly
She must make a Dexterity (Acrobatics) check against her successful. The tenacity of Orlena saw Etherian take a
target’s AC. If her check is equal to or is greater than the targets liking to her, offering her work in The Golden Griffins for
AC, the target suffers 12 (4d4 + 4) piercing damage, and Orlena two years in exchange for her freedom from the gallows.
can move through the creatures square without suffering Without hesitation she took the offer, finding a knack for
movement penalties until the end of her turn. If Finisher kills a poisons and bows, she swiftly rose rank after rank after
target (or knocks them unconcious), she regains the usage of the flawless execution of assassination contracts. When at
ability. the rank of Master Assassin, Orlena discovered that her
superior who held the office of Master of the Poisoned
Envenom (1/Day). As a bonus action, Orlena coats her daggers Talons was in fact feeding contract info to their competitors
in a thick, black poison. The poison remains for 1 minute, or until in the Mandril Vilor Bounty Hunting League. Without
the dagger makes a successful attack roll against a creature. hesitation Orlena loosed an arrow between her superiors
When an envenomed attack hits a creature, they must succeed eyes, gathering evidence of their betrayal and presenting it
on a DC 14 Constitution saving throw or suffer 10 (2d10) poison to the other councilors, earning her promotion to Master of
damage and become poisoned for 1 minute. A creature can reroll The Poisoned Talons herself and a seat on the council.
their saving throw at the end of each of their turns, ending the
condition on a success.
GOLDEN GRIFFIN -
CHA
FOOTSOLDIERS 14 (+2)
Medium Humanoid (Any Race), Lawful Neutral

Armor Class: 13
Hit Points: 15 (1d10+5)
Speed: 30 ft.

STR DEX CON INT WIS CHA


13 (+1) 12 (+1) 12 (+1) 10 (+0) 11 (+0) 10 (+0)

Proficiency Bonus. +2
Skills. Athletics +3, Perception +2
Senses. Passive Perception 12
Languages. Any one language (usually Common)
Challenge. 1/2 (100 XP)

Gear and Weaponry. When a Golden Griffin Footsoldier is


created, roll 1d4. It’s result determines the type of Footsoldier
that is created:
• On a 1 or 2, the soldier is wielding a Longsword.
• On a 3 or 4, the soldier is wielding a Spear.

Squad Tactics. Golden Griffin Footsoldiers have advantage on


saving throws against being charmed, frightened, grappled, or
restrained while it is within 5 ft. of at least one ally.

ACTIONS
Longsword. Melee Weapon Attack: +3 to hit, reach 5 ft., one
target. Hit: 5 (1d8 + 1) slashing damage, or 6 (1d10 + 1) slashing
damage if used with two hands.

Spear. Melee Weapon Attack: +3 to hit, reach 5 ft., range 20/60


ft., one target. Hit: 4 (1d6 + 1) piercing damage, or 5 (1d8 + 1)
piercing damage if used with two hands.

The Golden Griffin Footsoldiers are the backbone of the mercenary


company’s fighting force. They are brave, disciplined and fiercely
loyal to their comrades in arms. These soldiers are battle-hardened
veterans, having seen countless engagements throughout the
Liturium War. They are proficient in a wide range of weapons and
fighting styles, making them versatile and adaptable to a variety of
combat situations.

Though they lack the specialized skills of some of their more


elite counterparts, they make up for it with sheer numbers and
a willingness to charge headfirst into battle. Many of these
footsoldiers have given their lives in service to the Golden Griffins,
but the remaining soldiers fight on with unwavering determination.
Their presence on the battlefield is a testament to their bravery and
commitment to the mercenary company’s cause.
GOLDEN GRIFFIN -
CHA
VANGUARD 14 (+2)
Medium Humanoid (Any Race), Lawful Neutral

Armor Class: 15
Hit Points: 20 (1d10+10)
Speed: 30 ft.

STR DEX CON INT WIS CHA


15 (+2) 14 (+2) 14 (+2) 12 (+1) 13 (+1) 10 (+0)

Proficiency Bonus. +2
Skills. Athletics +4, Perception +3
Senses. Passive Perception 13
Languages. Any one language (usually Common)
Challenge. 2 (450 XP)

Elite Striker. While a Golden Griffin Vanguard is adjacent to at


least two allies, it deals an additional 1d4 weapon damage with
its melee weapon attacks.

Squad Tactics. The Golden Griffin Vanguard have advantage on


saving throws against being charmed, frightened, grappled, or
restrained while it is within 5 ft. of at least one ally.

ACTIONS
Multiattack. Golden Griffin Vanguard’s make two Longsword or
Javelin attacks.

Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one


target. Hit: 6 (1d8 + 1) slashing damage, or 7 (1d10 + 1) slashing
damage if used with two hands.

Javelin. Melee Weapon Attack: +4 to hit, reach 5 ft., range 30/120


ft., one target. Hit: 5 (1d6 + 2) piercing damage.

The Golden Griffin Vanguards are a highly respected and feared


unit within the mercenary company. Comprised of experienced
soldiers who have survived numerous battles, they are known for
their discipline, bravery, and unrelenting determination in the face
of danger. These elite soldiers are outfitted with specially designed
Griffin armour, which offers superior protection and mobility
compared to standard issue armour. As the backbone of the Golden
Griffins’ specialist squads, they are tasked with carrying out the most
challenging and dangerous missions, both on and off the battlefield.
Despite the risks, many soldiers aspire to join the Vanguard, as it is a
sign of their prowess and status within the company.

Many Vanguards have served the company for years, if not decades.
They have fought in countless battles and conflicts, earning a
reputation as some of the most formidable warriors in the land.
Despite their many victories, however, Vanguards are not without
their losses. Many have fallen in battle, and those who survive often
carry the scars and injuries of their service for the rest of their
lives. Nevertheless, Vanguards remains a symbol of strength and
resilience within the Golden Griffins, inspiring its soldiers to fight on
no matter the odds.
60

Appendix B: Leacianan Statblocks


61
In Leacianan society Marshalls are usually raised to
CYRINDETH - MARSHALL their positions from birth. The elite and upper echelon
of Leacianus with a greater penchant for war or battle
CHA
VANGUARD 14 (+2)
magic intermix amongst themselves, and the children
they beget are often destined for their path before
Medium Humanoid (Elf), Neutral Good they are even born. This was the fate of Cyrindeth and
her sisters and brothers as well. Though Cyrindeth
was brought up in a childhood of steel, blood and
Armor Class: 17 arcane fire, she somehow developed a strong sense
Hit Points: 65 (5d10+15) of empathy with her siblings and the weak. Often if
she were to strike down her siblings or comrades in
Speed: 30 ft. training, she would aid them, tend to their wounds or
check on them after. She was proficient, but she was
too kind for a Marshall.
STR DEX CON INT WIS CHA
Despite the best efforts of her parents and trainers,
15 (+2) 14 (+2) 16 (+3) 16 (+3) 15 (+2) 17 (+3) this sense of warmth never left Cyrindeth. But her
battle prowess and knowledge was too strong to have
her reassigned elsewhere or strip her rank. So when
Proficiency Bonus. +3
the Liturium War began she was given command of a
Saving Throws. Con +6, Cha +6
specialist squad, far from the frontlines. They were in
Skills. Athletics +5, Arcana +6, Persuasion +6
charge of taking key strategic positions, eliminating
Senses. Darkvision 60 ft., Passive Perception 12
key targets or sabotaging enemy supply lines or
Languages. Common, Elvish
artillery: their tasks were numerous but they were
Challenge. 5 (1,100 XP)
essential to the war effort.

Elven Lineage. Cyrindeth has advantage on saving throws When the Golden Griffins acted as turncoats against
against being charmed, and magic can’t put her to sleep. Leacianus and started slaying their comrades,
Cyrindeth and her squad were able to defeat and
Leader’s Presence. Cyrindeth’s allies know that no matter subdue the Golden Griffins that were assigned with
what happens, she will be there to assist them. Any allies within them. On the orders of her superiors she was told
a 15 ft. radius of Cyrindeth that can see her gain +2 to their to execute them all, but in front of her were friends
saving throws against spells and other magical effects. and comrades, many heroes in her eyes as they had
saved her life as oft as she had saved theirs. She felt
in their hearts that they hated they betrayal as much
ACTIONS
as she did. So against the orders of her superiors she
Multiattack. Cyrindeth makes two attacks with her Elven Glaive.
disarmed them and let them leave the battlefield.
Elven Glaive. Melee Weapon Attack: +5 to hit, reach 5 ft., one
She was severely reprimanded for disobeying this
target. Hit: 7 (1d8 + 3) slashing damage.
order, reduced from her rank as a Greater Marshall
and thrown into the Vanguard. There she was given
Arcane Strikes (1/Day). As a bonus action, Cyrindeth can draw
control of a small unit once again, though less
in the magic that surrounds all living things, and uses it to
experienced than the Tylviri that she had under her
empower her strikes. For the next minute, her weapon attacks
wing before. Now they were set against the frontlines
deal an additional 2 (1d4) force damage.
of the Coalition forces, death a very likely possibility.
Rally (Recharge 5-6). As a bonus action, Cyrindeth rallies and
bolsters her allies. All creatures of her choice within 30 ft. that
can hear her can immediately use their reactions to move up
to half of their movement speed. A prone creature can use this
reaction to instead stand back up.
War casters in Leacianus come in many forms. One
ELDIARA - BRINILMIN’S of the more revered and rarer forms is that of the
Arcane Archers, and among them the most revered
CHA
ARCHER 14 (+2)
are those capable of conjuring Brinilmin’s Bow - an
exceptionally powerful conjured weapon that can
Medium Humanoid (Elf), Lawful Neutral loose arcane arrows capable of skewering a boar (or
doing much worse to a human).

Armor Class: 15 Eldiara is one of the few gifted enough to conjure


Hit Points: 36 (3d10+6) this weapon, though still she is learning how to best
control it and often can find the spell unwieldy. Still,
Speed: 40 ft.
when it’s mark does land it is to devastating effect.
Many of her superiors are envious of Eldiara, for she
is young and inexperienced yet somehow has the
STR DEX CON INT WIS CHA fortitude to wield and control Brinilmin’s Bow.
13 (+1) 17 (+3) 15 (+2) 16 (+3) 15 (+2) 11 (+0)
It was earning the ire of one such superior that had
Eldiara assigned to a specialist Vanguard squad.
Proficiency Bonus. +2 There the young archer would either find her mark or
Saving Throws. Dex +5, Int +5 find her death.
Skills. Arobatics +5, Arcana +5, Perception +4
Senses. Darkvision 60 ft., Passive Perception 14
Languages. Common, Elvish
Challenge. 3 (700 XP)

Elven Lineage. Eldiara has advantage on saving throws against


being charmed, and magic can’t put her to sleep.

Wise Strikes. Eldiara can use her Intelligence modifier, instead


of her Strength or Dexterity, for attack and damage rolls made
with Brinilmin’s Bow.

ACTIONS
Brinilmin’s Bow. Ranged Weapon Attack: +5 to hit, range 150/600
ft., one target. Hit: 8 (1d10 + 3) force damage.

Instrument of the Breath. As a bonus action, Eldiara draws


elvish symbols into the air, before piercing it with her arm
and unsheathing a greatbow of pure magical energy called
Brinilmin’s Bow. The bow is weightless, and creates magical
arrows for Eldiara when making attacks. She cannot be disarmed
of the bow, but it will disappear if she is incapacitated or
unconcious. Eldiara can unsummon the weapon using a free
action.

Arcane Volley. As an action, Eldiara shoots a rapid-fire volley of


arcane arrows in a 30 ft. cone in front of her. All creatures in the
area must make a DC 13 Dexterity saving throw, or take 6 (3d4)
force damage.
FYRINDEL - JUVENILE
CHA
MANA WYRM 14 (+2)
Medium Dragon, Unaligned

Armor Class: 15
Hit Points: 80 (4d10+40)
Speed: 40 ft., fly 40 ft.

STR DEX CON INT WIS CHA


14 (+2) 17 (+3) 15 (+2) 16 (+3) 13 (+1) 11 (+0)

Proficiency Bonus. +2
Saving Throws. Dex +5, Int +5
Skills. Arcana +5, Perception +3
Damage Resistances. Force, psychic
Condition Immunities. Frightened, prone
Senses. Darkvision 120 ft., Passive Perception 13
Languages. Understands Elvish and Draconic, but can’t speak
it.
Challenge. 4 (1,100 XP)

Breath Enhancement. When Fyrindel is within 15 ft. of a


creature when it casts a spell, Fyrindel absorbs the remaining
essence of breath left behind. Until the end of its next turn, it
gains the following benefits. Mana Wyrms in Leacianus are the result of
• It gains 10 ft. of additional movement. experimentation with the eggs of Arcane Dragons
• It deals an additional 2 (1d4) force damage with its weapon native to the region. Infusing the unborn dragons with
attacks. various levels and essences of Minera’s Breath lead to
• It gains advantage on the next saving throw it makes from many horrific creations, and few survived. However,
a spell or magical effect. one particular species seemed to show greater promise
than the rest, the Mana Wyrms. They maintained
Spellcasting. Fyrindel casts one of the following spells, much of their ancestors forms, though sprouted and
requiring no spell components and using Intelligence as the enhanced with magic even greater and deadlier than
spellcasting ability (spell save DC 13): the Arcane Dragons.

1/day each: faerie fire, magic missile, sleep As if the rules of nature did not apply to them, they can
weave and float effortlessly through the sky, turning
as if momentum and inertia held nothing over them.
ACTIONS
Their spells and mastery of Minera’s Breath make
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8
them a deadly encounter for even the most powerful
(1d10 + 3) piercing damage.
fighters on Tharador. Thankfully for the members of the
Coalition in the Spetsigs, Fyrindel is only a juvenile who
Arcane Breath (Recharge 6). Fyrindel gathers strands of the
has not yet grown into the immensely powerful being
breath into its mouth, then releases the energy in a 15-foot cone.
he will one day become.
Each creature in that area must make a DC 13 Strength saving
throw. On a failed save, creatures takes 12 (3d8) force damage,
Still, the young Mana Wyrm is a threat to any
and they make all saving throws from spells or other magical
unprepared squad. Its presence alone means that
effects with disadvantage until the start of Fyrindel’s next turn.
no air support will likely be able to come to their aid
On a successful save, the creature takes half as much damage,
without great risk. Griffins and Hippogriffs are quickly
and suffers no further effects.
shot out the sky as soon as Fyrindel is aware of them.
In Leacianus’ east is where the Prendael river meets
the Katarn sea. Scattered along the banks of the river
KARYDIAN - MASTER and upon the mouth are many villages and towns
CHA that make up the “Gifted Lands” of Leacianus. It’s not
SORCERER 14 (+2) entirely known why, but those born in the east seem
Medium Humanoid (Elf), Lawful Neutral to have a greater aptitude with caster magic than
elsewhere in the High Elven kingdom. Karydian was
raised in one such town: Sylfaen, the sole seaside city of
Armor Class: 12 (15 with Mage Armor) Leacianus.
Hit Points: 33 (3d10+3)
Speed: 30 ft. Sylfaen was one of the only places in Leacianus that
regularly saw foreigners - though they were mostly
cordoned off to the trade and harbour districts of the
city. Still, it was in his youth that Karydian saw what
STR DEX CON INT WIS CHA boorish brutes foreigners could be; even with the strict
9 (-1) 14 (+2) 12 (+1) 17 (+3) 14 (+2) 13 (+1) laws of decency in the city that foreigners were to abide
by, they still had ways of embarrassing themselves
and besmirching the good name of Leacianus. So in
Proficiency Bonus +2 Karydian a hatred grew for Men, Dwarves and Wood
Saving Throws. Int +5, Wis +4 Elves. He was able to funnel this hatred into magical
Skills. Arcana +4, History +5, Intimidation +3 power, spotted with a natural talent for casting, he was
Senses. Darkvision 60 ft., Passive Perception 12 emitted to the Sylfaen Sorcerer’s College when he was
Languages. Common, Elvish still a child, and raised into a powerful Watcher in the
Challenge. 4 (1,100 XP) city guard. He was renowned for his brutality in dealing
with foreigners, though always being sure to never
cross the line.
Elven Lineage. Karydian has advantage on saving throws
against being charmed, and magic can’t put him to sleep.
This fearsome reputation earned him a place as a
Master Sorcerer in the Leacianan military once he
Torture Caster. Karydian’s true nature shines through in his
earned his respective credentials. He volunteered
twisted spellwork. When he forces a creature to make a saving
himself into the Vanguard forces of the strike team that
throw from a spell he casts, they take 2 (1d4) force damage,
would assault the Spetsigs through the Arcane Dome.
regardless of if they succeed or not.
Much to his dismay he found his squad leader to be an
empathetic simpleton who employed mercy as oft as
Spellcasting. Karydian is a spellcaster. His spellcasting ability
she could both upon her subordinates, and the enemy.
is Intelligence (spell save DC 13, +5 to hit with spell attacks). He
Often Karydian would contradict her, but the hierarchy
has the following wizard spells prepared.
of command always ruled in his squad leaders favour.
Still, he hoped at some point he might gain a chance
Cantrips (at will): Fire Bolt, Frostbite, Mage Hand,
to rise as the squad leader himself, should Cyrindeth
Prestidigitation
happen to perish in battle.
1st level (4 slots): Detect Magic, Mage Armor, Magic Missile,
Witch Bolt

2nd level (3 slots): Hold Person, Mirror Image, Scorching Ray

ACTIONS
Fire Bolt. Ranged Spell Attack: +5 to hit, range 120 ft., one target.
Hit: 5 (1d10) fire damage.

Halt (1/Day). As a bonus action, Karydian alters the fabric of his


spells with malicious intent. Until the end of his next turn, all of
his spells cause their targets to have their movement hindered.
When a creature is hit with a spell attack, or fails a saving throw
from one of Karydian’s spells, they also take 2 (1d4) force
damage for every 10 ft. of movement they take until the end of
their next turn. This effect does not work on forced movement.
ORODVYLIAN - VANGUARD
CHA
ARCANE
STR GOLEM 14 (+2)
Large
19 (+4)Construct, Unaligned

Armor Class: 15
Hit Points: 100 (5d10+50)
Speed: 30 ft.

DEX CON INT WIS CHA


8 (-1) 17 (+3) 3 (-4) 11 (+0) 1 (-5)

Proficiency Bonus. +3
Saving Throws. Str +7, Con +7
Damage Immunities. poison, psychic; bludgeoning, piercing,
and slashing from nonmagical attacks.
Condition Immunities. charmed, exhaustion, frightened,
paralyzed, petrified, poisoned.
Senses. Darkvision 120 ft., Passive Perception 10
Languages. understands Elvish but can’t speak it. When the Orodwys was first developed for combat
Challenge. 5 (1,800 XP) capabilities, it was designed in mind as a heavy hitting
artillery construct that mostly stayed in the mid to
Immutable Form. Orodvylian is immune to any spell or effect backlines of a battle. Many Elves on the front lines
that would alter its form. still lost their lives, and if the Orodwys was sent to the
front it usually did not fair well. To counter this, the
Siege Machine. Orodvylian’s weapon attacks deal double Orodvylian was constructed as an alternate model.
damage to constructs and buildings. This model was made specifically to be a frontline
fighter and vanguard, though made with weaker
Magic Resistance. Orodvylian has advantage on saving throws materials than the Orodwys for how disposable it was
against spells and other magical effects. made.

Magic Weapons. Orodvylian’s weapon attacks are magical. Still, it was given a fearsome appearance designed
to startle and strike fear into the hearts of enemy
combatants on the battlefield. Although this worked
ACTIONS exceptionally at the start of the Liturium War, the
Multiattack. Orodvylian makes two slam attacks. Coalition forces quickly realised that the Orodvylian
were easier to take down than their smaller
Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 counterparts that fired arcane missiles from the back
(1d10 + 4) bludgeoning damage. lines. Doubly so after the Golden Griffins had turned
against their High Elven allies and shared much of
Arcane Expulsion (Recharge 6). Orodvylian clamps itself into Leacianus’ military intelligence they held.
the ground before expelling a wave of arcane energies. All
creatures in a 30 ft. radius must succeed on a DC 15 Constitution Now only the greenest grunts fear the Orodvylians, but
saving throw. On a failure, creatures suffer 12 (3d8) force it doesn’t stop the Leacianans from mass producing
damage, and are pushed 15 ft. away. On a success, creatures the unit and sending it against the frontlines of the
suffer half damage, and no further effects. coalition forces. Each one is still worth the weight of a
dozen armoured men.
Clerics devoted to Brinilmin have various purposes
QUERINA - CLERIC OF THE in Leacianan society. Some are dedicated in the
church - as healers and clergy. Others as inquisitors
CHA
ARCANE 14 (+2)
and educators that travel across Leacianus to root
out heresy and bring the churches teachings to
Medium Humanoid (Elf), Chaotic Neutral those who live far from the cities. But still, there
are those who are dedicated as War Clerics, who
conjure Brinilmin’s power in War Magic and take to
Armor Class: 16 the front lines.
Hit Points: 33 (3d10+3)
Speed: 30 ft. Querina received this position despite her requests
to be part of the clergy as a healer. Her superiors
saw that her latent power was immense, and did
not wish to see her abilities wasted on the ill and
STR DEX CON INT WIS CHA feeble. But Querina has never tapped into this
14 (+2) 9 (-1) 13 (+1) 15 (+2) 17 (+3) 14 (+2) latent talent that she is often told of, she feels that
instead she is being sent on some sort of suicide
mission for slighting the wrong inquisitor or
Proficiency Bonus +2 superior during her training.
Saving Throws. Int +4, Wis +5
Skills. Arcana +4, Religion +4, Medicine +5 It’s only been a few months since she was even
Senses. Darkvision 60 ft., Passive Perception 13 granted the rank of Cleric, yet now she marches
Languages. Common, Elvish to war as part of a Vanguard specialist squad
Challenge. 3 (700 XP) to assault a Coalition fortification. The only
reassurance she has is the warmth and kindness
Elven Lineage. Querina has advantage on saving throws of her commanding officer, Cyrindeth. However
against being charmed, and magic can’t put her to sleep. not all in her party share this same sentiment, and
Querina feels that by sticking close to Cyrindeth
Duality. Querina’s latent ability to harm with the arcane, yet things will turn out fine for her.
heal with radiance, has allowed her to find a strong middle
point. After she casts a spell that restores hit points to a
creature, her next damaging spell or weapon attack before the
end of her next turn deals an additional 2 (1d4) force damage.
Similarly, after she casts a spell that deals damage or she
makes a weapon attack, the next spell she casts before the end
of her next turn restores additional hit points equal to 2 (1d4).

Spellcasting. Querina is a spellcaster. Her spellcasting ability is


Wisdom (spell save DC 14, +6 to hit with spell attacks). He has
the following spells prepared.

Cantrips (at will): Booming Blade, Guidance, Toll the Dead

1st level (4 slots): Bless, Cure Wounds, Guiding Bolt, Magic


Missile

2nd level (3 slots): Flaming Sphere, Prayer of Healing, Spiritual


Weapon

ACTIONS
Mace. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit:
5 (1d6 + 2) bludgeoning damage.
VYNDIRA - SPELLBLADE OF
CHA
WRATH 14 (+2)
Medium Humanoid (Elf), Chaotic Neutral

Armor Class: 15
Hit Points: 33 (3d10+3)
Speed: 30 ft.

STR DEX CON INT WIS CHA


9 (-1) 15 (+2) 12 (+1) 17 (+3) 14 (+2) 14 (+2)

Proficiency Bonus +2
Saving Throws. Dex +4, Int +5 Second in command of Cyrindeth’s squad, Vyndira
Skills. Acrobatics +4, Arcana +5, Intimidation +4 is responsible for ensuring harmony within her
Senses. Darkvision 60 ft., Passive Perception 12 squad’s martial and caster members. Spellblades
Languages. Common, Elvish are rare to come across and are only strategically
Challenge. 3 (700 XP) used within specialist squads, rather than ever
being thrown on the front lines. They have mastery
over War and Caster Magic equally, giving them
Elven Lineage. Vyndira has advantage on saving throws
their position as second in command or squad
against being charmed, and magic can’t put her to sleep.
leader in most squads they are assigned.
Spellblade. After Vyndira casts a spell on her turn, she gains
Vyndira is still fairly new to her role, but has seen
advantage on the next melee weapon attack she makes before
enough combat in the Liturium War to be confident
the end of her next turn.
in her abilities. After her last squad was decimated
after failing to cut off enemy supply lines in
Wise Strikes. Vyndira can use her Intelligence modifier, instead
the Siege of Tara, Vyndira was reassigned to a
of her Strength or Dexterity, for attack and damage rolls made
vanguard squad to await the full blown conflict of
with her melee weapon attacks.
the war to reignite. She feels as though this was
some sort of punishment for her failure, as though
Spellcasting. Vyndira is a spellcaster. Her spellcasting ability is
being executed in the decimation was a mercy, and
Intelligence (spell save DC 13, +5 to hit with spell attacks). She
those that remained were sent to even direr fates.
has the following spells prepared.
Such a thought has built rage inside her for well
Cantrips: True Strike, Fire Bolt, Blade Ward, Green-Flame Blade
over a year. At the first sign of conflict Vyndira aims
to unleash the rage in a storm of arcane magic
1st Level (3 slots): Burning Hands, Hunter’s Mark, Zephyr
against her foes. Cryindeth has done her best to
Strike
temper this rage, as she feels it inside Vyndira as
well. But it is unlikely that it will have much effect
2nd Level (2 slot): Mirror Image, Misty Step
when blood begins to spill on the battlefield.

ACTIONS
Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing
damage when used with two hands.
HIGH ELF SOLDIERS -
CHA
LEACIANAN VANGUARD 14 (+2)
Medium Humanoid (Elf), Chaotic Neutral
With the Liturium War raging on for four years,
more Elves in Leacianus have perished than ever
Armor Class: 15 before. An unprecedented loss of life that has
Hit Points: 20 (1d10+10) destroyed many families and left morale across
Speed: 30 ft. the Triarchy diminished. To worsen matters, so
many of the frontline soldiers that fought at the
war’s beginning are now dead or too injured to go
on fighting. Reserves are almost replenished and
STR DEX CON INT WIS CHA now conscription and levies have been enforced,
14 (+2) 15 (+2) 12 (+1) 16 (+3) 13 (+1) 11 (+0) a method Leacianus did not believe it would ever
have to resort to.

Proficiency Bonus. +2 Much of those that makeup the vanguard now are
Skills. Acrobatics +4, Perception +3 not soldiers, but scholars, farmers, fishers, and
Senses. Darkvision 60 ft., Passive Perception 13 even teachers. They were not trained for war like
Languages. Elvish those in specialist squads. However they are not
Challenge. 2 (450 XP) entirely without hope, for the Nirloom has ensured
all his citizens that would die for him are armoured
in exceptional plate and armed with weapons that
Elven Lineage. The Leacianan Vanguard have advantage on still best what even the wealthiest knights of the
saving throws against being charmed, and magic can’t put Coalition could afford. Even a fresh and mostly
them to sleep. untrained Leacianan soldier is still a deadly threat
to an armoured knight from the Coalition’s forces.
Inspired. The Leacianan Vanguard have advantage on saving
throws against being charmed, frightened, grappled, or
restrained while it is within 5 ft. of at least one ally.

ACTIONS
Multiattack. The Leacianan Vanguard’s make two Shortsword or
Javelin attacks.

Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one


target. Hit: 5 (1d6 + 2) piercing damage.

Javelin. Melee Weapon Attack: +4 to hit, reach 5 ft., range 30/120


ft., one target. Hit: 5 (1d6 + 2) piercing damage.
78

Appendix C: Ranger Subclass


80

RANGER CONCLAVE CHA


14 (+2)3rd level.
The following option is available to rangers upon reaching
ARCANE WEAPONRY
ARCANE CONCLAVE 3rd-level Arcane feature

You can weave magical signs and channel the energy of the
Arcane Rangers are mysterious and elusive warriors, masters of blending arcane breath to summon powerful arcane weapons in the heat
martial prowess with the arcane arts. Their connection to the hidden of battle.
energies of the world allows them to summon powerful magical weapons,
shifting the tide of battle with a mere flick of their wrist. Trained by ancient At 3rd level, you can summon an arcane weapon as a bonus
Elven masters, these arcane archers excel at weaving arcane patterns in the action and choose the form and weapon properties it takes from
air, imbuing their weapons with potent energies to vanquish their foes. They the following options:
are the vanguard of the magical world, blending their knowledge of arcane
secrets with the natural intuition of the ranger. Weapon Damage Properties
Greatsword 2d6 Heavy, Two-Handed
As they grow in power, Arcane Rangers learn to manipulate the very fabric Longsword 1d8/1d10 Versatile
of the magical realm, shaping the energy around them into powerful Shortsword 1d6 Finesse, Light
weapons, barriers, and defenses. Their abilities make them invaluable Longbow 1d8 Heavy, Two-Handed
assets on the battlefield, and their presence alone can inspire allies and Shortbow 1d6 Two-Handed
strike fear into the hearts of their enemies. In a world where the arcane is
both a weapon and a shield, the Arcane Ranger stands at the forefront, The weapon lasts for 1 minute, or until you dismiss it as a bonus
wielding the mysteries of the universe as their ally. action. It deals force damage on a hit and is weightless. The
weapon is considered magical for the purpose of overcoming
resistance and immunity to nonmagical attacks and damage. If
ARCANE SPELLS you drop the weapon or if you are incapacitated, it disappears
at the end of your turn. You cannot be disarmed of your arcane
3rd-level Arcane feature weapon, and if you are wielding an arcane weapon when you
summon a new one, the old one vanishes.
You learn an additional spell when you reach certain levels in this class,
as shown in the Arcane Spells table. Each spell counts as a ranger spell
for you, but it doesn’t count against the number of ranger spells you
know. NOVICE ARCANIST
3rd-level Arcane feature
Ranger Level Arcane Conclave Spells
3rd: Magic Missile You learn one cantrip of your choice from the Wizard spell list,
5th: Mirror Image which is a ranger spell for you. At 7th and 15th level, you gain
9th: Dispel Magic another cantrip of your choice from the Wizard spell list.
13th: Arcane Eye
17th: Wall of Force You also become proficient in the Arcana skill. If you are already
proficient, you gain expertise in it instead.
81

CHA
14 (+2)
ARCANE
EMPOWERMENT
7th-level Arcane feature

You become proficient in Intelligence saving


throws. If you are already proficient, you can
choose to become proficient in Wisdom or
Charisma saving throws instead.

Furthermore, your training into wielding the


Arcane transforms your Arcane Weapon into a +1
weapon.

ARCANE BARRAGE
11th-level Arcane feature

At 11th level, your mastery over your arcane


weapon allows you to summon additional
weapons to strike multiple targets. As an action,
you can unleash an Arcane Barrage, summoning
up to three ethereal weapons that attack different
targets of your choice within 60 feet. The weapons
can take the appearance of any weapon from the
Arcane Weaponry feature, but their damage is the
same, regardless of the chosen form.

Make a separate attack roll for each weapon. On


a hit, each weapon deals 1d8 force damage, plus
your Wisdom modifier. You can use this feature a
number of times equal to your Wisdom modifier
(minimum of once), and regain all expended uses
when you finish a long rest.

ARCANE
RESILIENCE
15th-level Arcane feature

While wielding your arcane weapon, you have


advantage on saving throws against spells and
other magical effects. Additionally, as a reaction
when you take damage from a spell or magical
effect, you can absorb some of the energy to
empower your next attack. When you do so, you
reduce the damage you take by an amount equal
to your Proficiency Bonus + your Wisdom modifier
(to a minimum of 1), and the next time you hit
with your arcane weapon before the end of your
next turn, the target takes an additional 2d6 force
damage.

Furthermore, your mastery into wielding the


Arcane transforms your Arcane Weapon into a +2
weapon.
82

Appendix D: Magic Items


83
The Flask of Fire and Firefighting
Wondrous Item

Type: Wondrous Item


Rarity: Very Rare (requires attunement)
Weight: 1lb

The Flask of Many Liquids is a small alchemical flask that can hold an
endless amount of liquid. The flask has three command words that
can be cast with an action, each of which causes the flask to produce a
different liquid:

Fire: When this command word is spoken, the flask produces a stream of
burning oil that flows in a 30ft long and 1ft wide line. Any creature in the
line must make a DC 13 Dexterity saving throw or take 1d6 fire damage. The
creature continues to burn and takes another 1d6 fire damage at the start of
their next turn.

Oil: When this command word is spoken, the flask produces a stream of
thick oil that occupies a 30ft cone beginning from the caster. Any creature hit
by the oil must make a DC 13 Dexterity saving throw or have its movement
speed halved and have disadvantage on attack rolls until it leaves the oil
contaminated area. Additionally, the oil creates difficult terrain in the cone,
and any creatures that take fire damage while standing in the oil take an
extra die of fire damage.

Water: When this command word is spoken, the flask produces a stream
of pure water that can be used to extinguish any flames within a 30-foot
cone. Additionally, any creature within the cone must make a DC 13 Dexterity
saving throw or be knocked prone. If Oil has been cast in the same cone the
Water can be used to wash it away.

Once per dawn, the flask can also be used as a potion of healing when
the command word “Heal” is spoken.

Liturium Pylon
Wondrous Item

Type: Wondrous Item


Rarity: Legendary
Weight: 15lb
This powerful artifact is crafted from the rare and mysterious material known as Liturium.
The beacon is roughly 6 feet tall and weighs 15 pounds. It is adorned with intricate
carvings and symbols that glow faintly with a pulsating energy.

The Liturium Beacon has two modes, which can be activated by a creature as an action.
The beacon must be placed on solid ground to function, and changing modes requires
another action. While the beacon is active, it is vulnerable to damage and has an AC of 15,
30 hit points, and immunity to poison and psychic damage. If it is reduced to 0 hit points,
the beacon is destroyed.

Defensive Mode: When activated in this mode, the Liturium Beacon creates a spherical
anti-magic field with a 1,000-foot radius centered on the beacon. This field functions
like the Anti-Magic Field spell and lasts as long as the beacon remains in this mode. The
beacon can maintain this mode for up to 8 hours, after which it deactivates and cannot be
used again until the next dawn.

Offensive Mode: When activated in this mode, the Liturium Beacon projects a
rectangular anti-magic field up to 10 miles away that is 1,000 feet long and 500 feet
wide. The field must be placed within the line of sight of the beacon. This field also
functions like the Anti-Magic Field spell and lasts for up to 1 hour, after which the beacon
deactivates and cannot be used again until the next dawn.

Setup Time: Setting up the Liturium Beacon requires 10 minutes of uninterrupted


concentration by a creature. During this time, the creature must remain within 5 feet of
the beacon. If the creature’s concentration is broken or they move more than 5 feet away
from the beacon, the setup process is interrupted and must be started anew.

Vulnerability: While the Liturium Beacon is a powerful anti-magic weapon, it is also


relatively fragile. If the beacon is reduced to 0HP from well-placed attacks or spells that
damage objects, it is destroyed and rendered useless. Additionally, if the beacon is moved
more than 5 feet away from its original position while active, it immediately deactivates
and must be set up again.
The Three Faced Tricorn Hat
Wondrous Item

Rarity: Rare (requires attunement)


Value: 1500gp

A pirate hat with three distinct skulls etched onto each of the hat’s three
faces. Each face is imbued with a unique magical ability that can be used
once per dawn. When the hat is rotated to the appropriate face by the
wearer, they can use an action to cast one of the following effects.

Face of the Kraken: When this face is activated, the wearer summons
a spectral kraken in an unoccupied space they can see within 60ft. This
summon uses the statblock of a Water Elemental (Monster Manual p. 125).
This summon disappears after 10 minutes or when it reaches 0hp.

Face of the Scallywag: When this face is activated the wearer of the hat
turns invisible for 10 minutes. If they make an attack, cast a spell or take
damage the invisibility is broken.

Face of the Landlubber: When this face is activated, spectral peg legs
are summoned under the feet of the wearer for 30 minutes. The wearer is
immune to the effects of difficult terrain and can also walk on water.

Staff of the Deep One


Simple Weapon (staff)

Type: Melee Weapon


Rarity: Legendary (requires attunement)
Weight: 4lb

1d6 bludgeoning – versatile (1d8)


You gain a bonus of +3 to attack and damage rolls made with this magic
staff which count as magical damage for the purpose of overcoming
resistances.

The Staff of Quorenderi’s Avatar. It has his dark power deeply imbued within
it.

When held, the staff grants the wielder immunity to psychic damage,
as well as the charmed and frightened conditions. If an enemy is struck
by a melee attack from the staff they must succeed on a DC 18 Strength
Saving Throw. On a failed save the target is pushed 20ft. backwards and
knocked prone.

Additionally the staff begins each dawn with 1d4+1 charges, and as an
action the wielder may expend a charge to use one of the following
abilities:

Ebb: All enemies in a 30ft radius of the wielder must succeed on a DC 17


Strength Saving Throw. On a failed save enemies take 4d10 bludgeoning
damage and are knocked prone as a strong current of water pulls them 10ft
towards the caster, stopping 5ft away from them if they were to move into
the caster’s space. All ground in the cast radius becomes difficult terrain for
10 minutes as the ground is soaked.

Flow: All enemies in a 30ft radius of the wielder must succeed on a DC 17


Dexterity Saving Throw. On a failed save enemies take 6d10 bludgeoning
damage and are knocked prone as a strong current of water pushes them 5
ft away from the caster. All ground in the cast radius becomes difficult terrain
for 10 minutes as the ground is soaked.

Freeze: All enemies in a 30ft radius of the wielder must succeed on a DC 17


Constitution Saving Throw. On a failed save enemies take 4d8 cold damage
and are restrained as they are encased in ice. They can repeat the saving
throw at the end of subsequent turns. All terrain in the cast radius becomes
slippery ice, acting as difficult terrain and requiring a DC 10 Dexterity
(Acrobatics) check the first time moving through the terrain on a turn. If this
check is failed the creature falls prone.
Leacianan Glaive
Martial Weapon (glaive)

Type: Melee Weapon


Rarity: Rare (requires attunement)
Weight: 2lb

1d8 slashing – versatile (1d10)


You gain a bonus of +1 to attack and admage rolls made with this
magical elven glaive. When you make an attack roll with this weapon,
you can choose to use your Intelligence modifier instead of your
Strength or Dexterity modifier for the attack and damage rolls.

On a successful hit, the Leacianan Glaive deals an additional 1d4 force


damage.

Glaive of Deep Wounds


Martial Weapon (glaive)

Type: Melee Weapon


Rarity: Legendary (requires attunement)
Weight: 4lb

1d10 slashing – heavy, reach, two-handed


You gain a bonus of +3 to attack and damage rolls made with this magic
glaive.

The first time a target is hit by the glaive on a turn, they must succeed on a
DC 15 Constitution Saving Throw. On a failed save, the target suffers from
Deep Wounds. For the next minute, Deep Wounds causes all healing the
target receives to be halved (rounded down). The condition can be ended
early if Greater Restoration, or any other similarly strong effect, is used on
the target.

Once a target suffers from Deep Wounds, they are immune to its effects
for 24 hours.
Staff of the Lucid
Simple Weapon (staff)

Type: Melee Weapon


Rarity: Legendary (requires attunement)
Weight: 4lb

1d6 bludgeoning – versatile (1d8)


You gain a bonus of +2 to attack and damage rolls made
with this magic staff which count as magical damage for the
purpose of overcoming resistances.

The Staff of Headmaster Barandir the Lucid, said to be imbued


with a shard of Brinilmin itself within.

When held, the staff grants the wielder resistance to psychic


damage and advantage on saving throws against spells and
other effects that alter the mind or impose the charmed or
frightened condition.

Additionally, the staff has 1d4+1 charges each dawn. A


charge may be expended to cast the following abilities:

Lucidity: As an action, the wielder can speak the command


word and imbue the staff with psychic energy. The next time the
wielder hits a creature with a melee weapon attack using the
staff, the target takes an extra 2d8 psychic damage. An enemy
struck by this attack must succeed on a DC 16 Wisdom Saving
Throw. On a failed save the target falls into a nightmare and is
rendered unconscious for 12 hours. The target may be awoken
by one of their allies using an action to wake them up or if the
target takes damage..

Mental Fortress: As a bonus action, the wielder can speak


the command word and focus their mind, creating a powerful
barrier around their mind. For the next 10 minutes, the wielder is
immune to any spells or effects that would read their thoughts,
charm them, or impose the frightened condition. Additionally,
any creature that attempts to read the wielder’s thoughts or
charm them must make a DC 16 Wisdom saving throw or be
stunned for 1 round.
Sword of Kinetic Potential
Martial Weapon (longsword)

Rarity: Legendary (Requires Attunement)


Weight: 5lb
Value: 5550gp

1d8 slashing – versatile 1d10


You gain a bonus of +2 to attack and damage rolls made with this weapon
which counts as magical damage for resistance purposes.

When using the sword, the user can activate its mechanism to begin storing
kinetic energy. Once the mechanism is activated the sword enters its
“Charging” state which lasts for 1 minute. While charging the sword hones
on its targets, giving the wielder advantage on its attacks. For each successful
attack made, the sword gains 1 charge of kinetic energy. When the sword
has charges, the wielder can choose to discharge the kinetic energy as part
of a successful attack. For each charge of kinetic energy, the sword will deal
an additional 1d6 force damage on the discharged attack. If the attack is a
critical hit, the target is knocked prone and pushed 10 feet away from the
wielder.

Additionally the wielder can choose to discharge the kinetic energy on


an object, though only half the charge dice are rolled for damage all are
expended. All creatures within a 10 foot radius of the object must succeed on
a DC 15 Dexterity Saving Throw. Creatures that make a successful save take
halved damage, or full damage on a failed save.

Once the kinetic energy for the weapon has been discharged it cannot enter
the Charging state again for 8 hours as the sword enters a cooling mode.

Boots of the Arcane Archer


Wondrous Item

Rarity: Rare (requires attunement)


Weight: 1lb

These finely crafted boots are designed for Arcane Archers and other
ranged spellcasters who need to maintain distance from their enemies
on the battlefield. Made from lightweight, supple leather and adorned
with intricate Leacianan embroidery, the boots seem to hum with a
gentle breeze when worn.

While wearing the boots, the wielder's walking speak is increased by


10 feet. If the wielder is attacked by a melee attack, they can use a
reaction to push themselves 5 feet away from the attacker; no attacks of
opportunity are triggered from doing this. This feature can be used once
per long or short rest.

As a bonus action, the wielder can speak the command word “Zeriel”
and magically leap up to 30 feet horizontally or 15 feet vertically without
provoking attacks of opportunity. This feature can be used once per
short or long rest.

After leaping, the wielder can choose to glide through the air as a free
action, descending at a rate of 5 feet per round, lasting up to 1 minute or
until they touch the ground.
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