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JESSY RIBORDY & GABRIEL DAVIS
Credits AUTHORS Jessy Ribordy Gabriel Davis
PRODUCTION Chris Eddie
DESIGN
THANK YOU Adam Goff, Adam Lauver, Andrew Gilbert, Aysha Ribordy, Ace Ribordy, Oaklyn Ribordy, Emily Principe-Velez, Hanzel Haro, Helpful Goat Gaming, Kaiden, Zane, and Jaxson Aros, Lindsay Giebel, Matt Hall, Mom (Sonja), who planned on proofreading this book and didn't get the chance to. We will miss you always. My (Gabriel) loves: Heather and Charissa, Nate Hall, Nick Wiinikka, Ruby Lee, Seanny Nelson, Timothy Werner, Tyler Crumrine, all of our amazing playtesters, and
Gabriel Davis
to our 1,299 Kickstarter backers who helped make this project a reality.
ADDITIONAL DESIGN
P L AY T E S T E R S
Chris Deslauriers Isaac Overacker Cole Nordin
EDITING Gabriel Davis Carrie Eddie
L AY O U T Chris Eddie
ART DIRECTION Stu Harrington Chris Eddie
ARTWORK Stu Harrington Maxwell Schiller Leon Tukker Narges Jafari Jordan Kerbow Helen Ilnytska Jeff Langevin
CARTOGRAPHY Daniel Hasenbos
AUDIO
Jessy Ribordy
TECHNOLOGY Isaac Overacker
Aaron Golden, Adam Kelly, Ady Veisz Draghia, Aidan, AJ Gorman, Aleksander, Alex Phen, Ally Hardman, Amadan, Andrew Denehey, Andrew Foxx, Andrew Steinke, Andy Brown, Annael666, Anvil, ATl3b, Aubrey Vakarian, Austin Regan, Awildspleen, Badger, Barthelemy 'Skender' Alezandaru, beardedasianlad, Ben Anderson, Ben Meszaros, benci7, Benjamin Balzer, Bethany, beyondbounds, Billy Coghill, Brad Barco, Brad Thompson, Bradley Broussard, Brandon Elms, Brandon Reuter, Brian Fohlmeister, Brian S, Brittany Wendland, Budmaniak, Cezary "Verencius" Wysoczański, Chelsea, Chevy Josselyn, Chief Montiezuma, Chris Vian, Christine Miller, Christoffer Ek, Christopher Froebe, Chu, Clayton Decker, Clint Doyle, COLEplusTEN, Courtney K., Courtney Sinclair, Craig Crossbard, Cricket, D.F., Dakotah Cote, Damian Mainka, Dan Santiago, Daniel “Squid” Gooden, Daniel Womack, Daniell Yancey, Danny Kriegbaum Laursen, David Cowan, David Mckenzie, David Szafran, David W. Brown, DBuck, Declan, Denise Atwood, Dennis Owen Carroll, Derek Allard, Derick Williamson, Drew Koesters, Drspiritbear, Dugar, Eden Morrison, Eduardo Ramirez, Elagatua, ELF Vesala, Emilie Picard-Cantin, Emma Stellwag, Entayan, Erik Hekman, Erin G, Ersaishania, Felipe K Signorini, Felipe Teixeira Moraes, Fiona Gröschel, Florian Michelet, Forrest Miller, Francis Cornell, Francis, Frank Adams, Frank Summers, Gaaron, Gaithlynn Bakker, GalionSharpeye, GB, Gecko303, Goat Rider, Greg Smith, Hailey Dennis, Hannah, Havroun Iio, Herman Duyker, HiImAlley, Holly Koponen, HSAR, Hvq, Igor Coura de Mendonça, Il Rosso, Jack Doughty, Jacob Urantowka, Jaime Heck, James Easter, James Ekdahl, James Shay, James Smith, Jamison "Two-Fisted Love" G, Janell Cisla, Jason C Lund, jason read, Jason Taylor, Jay Jackson, Jazsmin Kroll, Jenna Spitale, JENNINE CERRA, Jeremy L., Jessy L Maldonado, Jim Hefti, Jimmy McClure, Jmroseberry, Joe Stock, Joel Stepp, John W. IV, Johnny Outlaw, Jonathen Bingham, Josh Cookson, Josh Parker, Joshua Grosser, Joshua Kumar, Judas Liarmouth, Julia Forsythe, Karissa Griffin, Karl Northrup, Katie Mackenzie, KDchristopher, Kelli Holcomb, Ken Iversen, Kora Bray, Kyle McHenry, Kyle Sussenbach, L Powers, Larry Eames, Laszlo Stadler, Leopold Goldimire, Lindsay Beardall, Link Jordan, Liz Ritter, Lord Jeremiah Lee, Lorisia MacLeod, Los Arkos, Ludus Rex, Luke Davis, LYADRIELLE, M. Knapil, Mack McL, Madisen Crowley, Magnus "KJR" Rock, Manu, Marco Pagnini, Maria, Mark Madden, Martin Coorens, Martin Greening, Martin Jones, Mathew Duggan, Matthew @ ProudNerdery, Matthew Cole, Matthew Eskuchen, Matthew Howells, Matthew McDonald, MattTheStarfish, MD, Megan Parry, Melani Weber, Mellie, Meta Flower, Michael Chadd, Michael Gregg, Michael Leguillow III, Michael T. Broderick, minisplat, Mohammad G, Molly McIntyre, Monika Morales, MrNoneLP, MsYaga, Nat Rennalls, Nathaniel Meyer, Nicholas Shaw, Nick Eagan, Nicolas Laumondais, Not relevant, Nyx, OgreSmash, Okay2Fail, Okra, Oskar LK, Overlord Mush, Pablo Salas Mercado, Panagiotis Bakalis, Patrick Stockinger, Pedro Filipe Vasconcelos, Peter Brych, Peter Goeders, Phil Steer, Pierre Douchbak, Porter K Ludwig, Pri Prentice, R4v3nous_DM, Ralosvek, Raphael Bressel, Raseba, RCduno, REDnaxDTR, Relic, RexRakete, Rhaegys, Rick LaRue, Rob Alcock, Rob Lowry, Robert "Raibert" Bruckner, Roberto Arroyo Herrera, Ronen Gregory, Rui aka Ariamus, Sabine ten Hoeve, Sally ‘Wishie’ Pritchard, Sam Schelfhout, Samantha Bush, Samuel Lieb Moore, Samuel Montgomery-Blinn, Sarayssa, Scott Shuey, Sean Purcella, Sébastien Loayza-Monteagudo, Seth Lilly, Seth Woolwine, ShardSmith, Sigilbeckons, Simon McMillan, Sindalon, sion lev ari, Skady Winter, Skylar Sexton, Solielle, Soula, Spencer Reed, Squirrel666Zmbi, Stef, Stefan Zimmermann, Stephen "Wren" Golubieski, Steve Rogers, SturdyErde, Talia Allsobrook, Tashawn Michael Reese, Taylor "Redd" Espy, Teagan Widmer, Terry Cook, The Weule Bros, Thom Denholm, Tim Ashton, Tim Brownrigg, Timothy Doyle, Tobias Hahnen, Tom Burdak, Tom Polokha Rataychok, Trapventures, Troy Stewart, Tudy, Ulysses, V, Valiant Lakshmana-Krishna Jacob, Venita Pereira, Victoria Brown, Victoria Wesson, victorybelle, Voys, Vyxxer, Westera, WhimsyWanda, Wierengm (Michelle), William Crewe, WITHASTICK, yendoroz, Youna H, Z.P. Gowdy, Zac - The_Red_Sage, Zeph Phillips, Zohonde
ISBN: 978-0-578-95519-3 Lore of Aetherra: The Lost Druid is Copyright © 2021 Arboreal, LLC., 640 Grove St, Jacksonville, OR 97530. All rights reserved. All characters and their likenesses are property of Arboreal, LLC., in the United States and other countries. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express permission of Arboreal, LLC. Reference to other copyrighted material in no way constitutes a challenge to the respective copyright holders of that material. Arboreal, Lore of Aetherra, and its associated logos are trademarks of Arboreal, LLC. First Printing. Printed in Canada.
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Contents Introduction............................ 8
From Above And Below............... 113
Lieutenant Myano........................ 219
Adventure Overview........................ 9
Around The Maelstrom................ 114
Osia Phon..................................... 221
The World Of Aetherra................... 10 Aether............................................ 12 Orders & Factions........................... 12 Character Creation......................... 13 Running The Adventure................. 14 Immersive Storytelling................... 15 The Alchemy Platform................... 15 Welcome To Aetherra............ 18 Fano, City On The Lake.................. 20 Rally The Desperate....................... 20
The Hidden Grotto.............. 120
Creatures & Monsters................... 222
Is This The End?.......................... 122
Appendix B: Lore Books...... 236
A Sticky Situation........................ 122
The Bells Of Lament..................... 236
Into The Neon Darkness............... 125
The Twenty Seven........................ 239
Arachnophobia............................. 126
Papa Gigi's Blue Bakery................ 242
The Violet Shoreline..................... 126 The Onyx Obelisk......................... 130
Appendix C: Pre-Mades....... 249 Alderman Abel............................. 249
The Eternal Eden................. 134
Dierah.......................................... 251
The Great Maze........................... 136
Doravar Redbraid......................... 253
Welcome To The Party.................. 140
Norlen.......................................... 255
The Cloaked Indosian........... 24
The Reverie Fantastica................. 140
Yaphi............................................ 257
Times Are Tough............................ 26
Jailbreak...................................... 144
New Friends, New Foes.................. 26
Novarian Neural Network............ 145
Dirty Rotten Thieves...................... 26 Even Hooligans Have A Home....... 31
Appendix D: Side Quests..... 258 Neighborhood Watch................... 258
Ceriad Keep......................... 148
Hard Cider Heirloom .................. 258
Arriving At The Dimlight.............. 151
Clubbing...................................... 259
Waterleaf Book Shoppe......... 34
Meeting Haithe............................ 151
Autotune...................................... 260
Welcome To Tetha.......................... 36
Girded For War............................ 154
Splink's Shrink............................. 260
The Waterleaf Book Shoppe........... 38
Practice Makes Perfect................. 155
Initiation...................................... 262
Spiran Aggression.......................... 38
Room And Board.......................... 157
A Tearful Request........................... 39
Underground We Go.................... 160
The Bluefin Tavern................ 46
The Lunar Road................... 166
It's Always A Tavern....................... 49
The Jet Set Life............................ 169
The Main Floor.............................. 51
Party On The Strip....................... 170
The Lower Floor............................. 64
Rumble At The Dome .................. 180
The Inn.......................................... 65
Archáreum................................... 187
Notice Board.................................. 72
Athéneum.................................... 188
Earning Your Keep......................... 72
Akróseum..................................... 192
Along The Docks............................ 80 Across The Deep.................... 88 Traversing The Lake....................... 90 Taking In The Sights...................... 91 Travel Talk..................................... 91 The Seventh Ship........................... 99 Broken Top Bay................... 108
License................................ 266
The Library Of Indos........... 184
Wayfaring.............................. 70
The Starless Fair............................. 76
Index................................... 263
Descent To Chrysalea.......... 196 Coda............................................ 197 Epilogue.............................. 2 0 4 Appendix A: NPCs................ 209 Fawn Lee...................................... 209 Gilgazo......................................... 211 Maytria........................................ 213
Into The Belly Of The Beast......... 110
Meyfyre Hetheria......................... 215
Crooked Fingers........................... 111
Captain Gattlish Redfall............... 217
THE LOST DRUID
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I I N T R O D U C T I O N
Introduction THE LOST DRUID
T
he once magnificent city of Fano rests on the edge of oblivion. The three Orders charged with governing this fair city are on the brink of open warfare as the Order of Spira has turned its military strength against its own citizens, looting and pillaging with impunity. Moreover, the city and lake live under a plague of merqua, a violet algae-like substance that has transformed urban wildlife into violent predators and is responsible for an economic downturn felt most by the destitute. Calls for revolution echo through the streets. Fawn Lee, a member of the Order of Indos, possesses a diary that once belonged to her father, Irem Lee. Fawn fears that the Order had her father murdered and spent day and night pouring through her father’s work, looking for some clue to what happened to him. While searching, she learned that her father had discovered the location of a mythic druid named Gilgazo, who
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hasn't been seen in a millennium. Irem believed that Gilgazo could restore Fano to its former glory, a glory not seen in a thousand years. She fears that this knowledge led to her father's demise and scours the docks of Fano with her acolyte Meyfyre, looking for someone to take up her cause, retrieve the lost druid, and shed light on her father's fate. Traveling aboard the Lake Sprite, a humble transport ship, a group of adventurers headed to Fano to earn a bit of coin, could be the answer to Fawn's plea. What mysteries and challenges will they face in their expedition? Can they find the lost druid and bring him back before Fano falls into ruin?
M A P O F T H E C I T Y O F FA N O
ADVENTURE OVERVIEW
Over the course of the following 13 scenes, the party will experience a rousing journey that will take them through crowded streets and winding mazes, across the water and through the mountains, in search of Fano’s last hope — the lost druid. 01. WELCOME TO AETHERRA Fano, City on the Lake. In the world of Aetherra, the City of Fano has no equal. Rally the Desperate. Madam Empra delivers an impassioned speech to a tense crowd. 02. THE CLOAKED INDOSIAN Times are Tough. The party arrives at the docks and finds a young elf in need of assistance. New Friends, New Foes. Fawn Lee meets the party, although their introduction is cut short. Dirty Rotten Thieves. The party gives chase as thieves abscond with something priceless. Even Hooligans have a Home. A thieves' hideout in a warehouse hosts a battle royale. 0 3 . W AT E R L E A F B O O K S H O P P E
0 5 . W AY FA R I N G Notice Board. The party learns more about the commerce available at the Lakeport Docks. Earning Your Keep. The party's obligation to their employer leads them to an abandoned laboratory. The Starless Fair. The party explores the floating criminal paradise sitting in the harbor. Along the Docks. Some of the best shopping in Fano can be had at the shops lining the pier. 06. ACROSS THE DEEP Traversing the Lake. The party boards the Moxi VII and begins their journey toward Broken Top Bay. Taking in the Sights. During the voyage, the characters learn more about the landmarks in and around Chrysal Lake. Travel Talk. Redfall, Meyfyre, and the crew of the Moxi VII pass the time by sharing stories and providing more information about the mission to find Gilgazo. The Seventh Ship. The party has the chance to explore the nooks and crannies of Captain Redfall's faithful vessel. 0 7 . B R O K E N T O P B AY
Welcome to Tetha. The party walks down the streets of Tetha seeking Fawn's shop. The Waterleaf Book Shoppe. A grateful Fawn rewards the party for returning her book. Spiran Aggression. A small group of Spirans accuse Fawn of possessing a forbidden book and prepare to administer an impromptu death sentence. A Tearful Request. Fawn asks the party to retrieve an ancient druid hidden in a grotto within the treacherous Broken Top Bay.
Into the Belly of the Beast. The party arrives at Broken Top Bay aboard the Moxi VII. Crooked Fingers. Working together, the characters and crew navigate the ship through the bay's narrow entrance. From Above and Below. Once inside the bay, the party must deal with the merqua-tainted foes that attack the ship. Around the Maelstrom. Along with Captain Redfall and the crew, the party attempts to navigate the ship around the bay's swirling maelstrom.
0 4 . T H E B L U E F I N TA V E R N
08. THE HIDDEN GROTTO
It's Always a Tavern. The party arrives at the storied Bluefin looking for a captain. The Main Floor. A variety of games, entertainment, and conversation await the party. The Lower Floor. The bottom floor contains the tavern's kitchen, as well as two makeshift bedrooms. The Inn. The party finds rest and relaxation at the adjoining inn, but an old foe stirs up some trouble.
Is This the End? The characters, lost in the maelstrom, wash up in a merqua tunnel. A Sticky Situation. The party meets Maytria. OR
Into the Neon Darkness. The Moxi made it through Broken Top and now enters the grotto. Arachnophobia. Death from above as Maytria disrupts the quiet journey. THEN
The Violet Shoreline. The party explores the mysterious violet shore. The Onyx Obelisk. Could this mysterious pillar be the key to continuing the quest?
INTRODUCTION
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09. THE ETERNAL EDEN
THE WORLD OF AETHERRA
The Great Maze. The party arrives at a tunnel leading to an enormous maze. Welcome to the Party. Gilgazo and company revel in a gilded cage. The Reverie Fantastica. An eternal party awaits, but what secrets does it hide? Jailbreak. Can the characters spring Gilgazo and escape the eternal party? The Novarian Neural Network. Could this strange contraption be the key to escaping?
INDARACIA
10. CERIAD KEEP Arriving at the Dimlight. The party arrives at Ceriad Keep, deep inside the Dimlight. Meeting Haithe. Haithe, a sentient golden elm tree, cries out for help from the greenhouse. Girded for War. The party explores the armory. Practice Makes Perfect. The party does battle in the elemental training room and enters the library. Room and Board. The party is attacked in the mess hall, and Gilgazo heads to his living quarters. Underground We Go. The party finds Gilgazo's hidden basement. 11. THE LUNAR ROAD The Jet Set Life. The party lands on top of a fancy gambling house in Escha. Party on the Strip. Gilgazo enjoys the sights and sounds after a millennium away. Rumble at the Dome. A shrine to Orrien, now dead, plays host to a bitter battle. 12. THE LIBRARY OF INDOS Archáreum. Gilgazo learns more about his friend's demise, a wounded Fawn returns, and the Spirans attack. Athéneum. The party learns the truth about Orrien's death and must figure out how to ascend to the next floor. Akróseum. Meyfyre returns and demands Gilgazo. The Council of Nine and the Spirans attack, and the party must escape through the portal or be overwhelmed. 13. DESCENT TO CHRYSALEA Coda. The party's view fades to white as they sink toward the city beneath the lake.
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The Lost Druid takes place in and near the magnificent Chrysal Lake, formed in the caldera of Mount Teseterra, which, eons ago, had erupted in volcanic fury. Fano sits on an island in the middle of the lake. A massive forest, the Dimlight, spreads out from the western shore, and to the north, the Broken Top Mountains jut from the earth into the blue sky. Numerous towns and settlements can be found all across the region, including:
The affluent city of Indaracia is tucked against the mountainside near the eastern shore of Chrysal Lake. The inhabitants have a reputation for being prideful and pompous. Monuments devoted to their reigning king and queen (who are worshipped and feared) adorn every neighborhood in the city. Indaracians are forbidden from possessing anything from different cultures. Items from distant lands can't even be spoken about — those holding outlawed materials must keep them hidden away. Survival and combat skills are considered unnecessary and inferior to intellectual pursuits. Many of Indaracia's residents study the arcane arts. FOXIN ARA A small town on the docks, Foxin Ara, is known for its fascination with the aquatic sport Wakenring. While the residents appear easygoing, the culture is fiercely individualistic — here, family doesn't always come first. Crabbing and hunting fuel Foxin Ara's commerce, given that the northern region of Chrysal Lake abounds with wild game. Foxin Ara was originally a tent city for the people who built the Fringe of Orrien, and over the years, its residents have woven their histories into a unique community. The town isn't considerably wealthy, and most of the abodes are small and simple. However, the community prides itself on maintaining the town's pristine beauty. Due to its isolated location, the nights are longer than normal and immensely dark. REDROC Self-proclaimed protectors of the West, the residents of this fortified city display a rough exterior, but in truth, they are goodhearted. They value family, community, and discipline. From a young age, both boys and girls are taught combat skills and meditation. In the impenetrable city of Redroc, warriors are held in the highest esteem, but war is far from glorified. Fighters tend not to engage in battle for territorial expansion or personal defense. Instead, they fight to protect cities and towns that can't defend themselves. In the streets of Redroc,
folks may scoff at Fano for its lack of defense. And in recent seasons, unrest has begun to plague the neighboring city of Indaracia — a wealthy city known for hiring wayward Redroc fighters to fight their corrupt wars. TOMLA This expansive yet sparsely populated backwoods farming community of Tomla is home to a diverse group of inhabitants united by their love of community and distrust of government. The town provides most of the region's food supply. Other smaller independent villages lie within Tomla's borders due to complicated zoning decrees from the bureaucrats within its town hall. The Tomla government collects a hefty tax to hire protection for the town, otherwise keeping them entirely autonomous. This agreement creates a unique community of cultures within cultures. The farmland owners don't
MAP OF CHRYSAL LAKE
seek power or control over their inhabitants, and in some cases, they even fight alongside the small villages in battle. WHINDON TOWN Whindon is a large woodland town a few miles from the Dimlight. The residents value self-sufficiency and strong family values. Many townsfolk are excellent hunters and trackers, while others are blessed with a talent for ingenuity. Once a year, the town hosts a world-renowned harvest festival, drawing visitors from all corners of Aetherra. Most homes and shops in Whindon hang from the treetops and sway in high winds that sweep through the area. The howling wind has made many of the residents hard of hearing, making family dinners and get-togethers loud and chaotic — just the way they like it.
INTRODUCTION
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ORDER OF SPIRA Once the defender of the downtrodden and protector of the indigent, the Order of Spira has fallen into degeneracy. At best, they have become indifferent to the people's suffering, and at their worst, bullies and looters who inflict their capricious whims on the populace. They guard the Monarchy, but they protect the secrets of Airon, the Mad Prince.
ORDER OF INDOS
AETHER
Lying at the intersections of the scientific and the arcane, aether has fueled technological innovation while guiding those who consume it to new heights of personal potential. However, many have succumbed to their cravings for more and have turned into vile fiends. In its raw form, aether is found deep in the earth in veins the color of gold, but much harder. When heated, it breaks down to glowing blue powder. Chrysaleans have used aether to power their many creations, including a worldwide transportation network. The city of Fano contains the dormant relics of these aether-fueled constructs. Conversely, through training and meditation, a sect known as the Allianders discovered ways to use the blue powder to master the elemental forces that bind creation in service to a better world.
O R D E R S & FA C T I O N S
While nominally a monarchy, Fano's king and queen have been missing for decades, and their son, the "mad" Prince Airon, lives in isolation under Spiran protection. Because of this, the leadership of the city of Fano has been inherited by its three orders — Spira, Indos, and Escha. The Orders are at odds with each other, vying to become the dominant force in Fanonian society. Each points a finger at the others, blaming them for Fano’s decline into depravity. Nine members of each order make up the The Twenty Seven, the legislative body charged with managing the city. The city's criminal underbelly is alive and well, with organizations such as the Starless Fair and Eight Arms taking advantage of the squabbles between the orders to cement their hold on Fano's shady underworld.
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Of the three Orders, Indos alone has tried to maintain contact with the Chrysaleans, residents of the mythical elven city beneath the lake. As the keeper of knowledge and secrets, they are privy to all manner of information and use this to their advantage. Their leaders, the enigmatic Council of Nine, can be seen riding through the streets on jet black horses, observing the citizens of Fano, and writing notes in their journals.
ORDER OF ESCHA The Order of Escha, primary financiers of the city of Fano, feel as if the other orders haven't maintained the level of leadership required to rule the city and have begun to call upon its citizens to rise up. Tensions are high as conflicts with the Spirans increase daily. Madam Empra has started to make open calls for revolution, inciting an already unstable populace.
S TA R L E S S F A I R This massive floating barge is home to a family of criminals whose motto, "Blood before breed," is demonstrated by the motley assortment of the rabble that lives there. Known as a magic item supplier and fence, the Starless Fair travels around Chrysal Lake, doing business at the small communities dotting the lakeshore, but spends several days a week anchored near Fano.
EIGHT ARMS A tightly run criminal syndicate a thousand years old, Eight Arms specializes in the production and distribution of a narcotic called aether rice. While based primarily in Lakeport, they maintain outposts throughout the region. At the Lakeport Docks, Papa Gigi's Blue Bakery serves as a base of operations for the entire city of Fano.
THE EMBLEM OF AETHER
C H A R A C T E R C R E AT I O N
Whether playing one of the five provided pre-made characters (see appendix C) or creating your own, your choice of homeland and employer will provide a number of different gameplay options and help place your character within the world of Aetherra. EMPLOYERS Few come to Fano on a whim anymore. The city has fallen from grandeur, but there's still a sizable amount of coin to be made for those willing to get their hands dirty. Prior to your first gaming session, have your players choose an employer from the three listed. This is the organization that sponsors the party, and during scene five will expect a task to be performed on their behalf. The Merchant's Consortium of Escha. The guards in Spira do little in the way of guarding anymore and often can be found among those looting and stealing. As such, a group of local merchants pooled their resources to hire some private security for the district. The Starless Fair. The home to an eccentric band of thieves, artisans, and ne'er-do-wells, the Starless Fair rarely look for help beyond the bounds of their chosen family, but desperate times call for desperate measures.
Foxin Ara Of The Water. Due to your upbringing on the water, you're a natural swimmer. When swimming, if you roll a 7 or less on your Athletics check, it counts as an 8. Proficiencies • Acrobatics (Dexterity) • Athletics (Strength) • Water Vehicles • Navigator's Tools
Redroc Steely Resolve. From adolescence, you've faced your fears head-on and have learned to fight back. Whenever you fail a saving throw against a fear effect, your next saving throw is made with an additional +2. This can only be applied once per saving throw. Proficiencies • Athletics (Strength) • Animal Handling (Wisdom) • Land Vehicles • Smith, Leatherworker, or Cobbler's Tools
Tomla Madam Empra's Forge. As a world-renown smith and weapon dealer, Madam Empra often relies on off-island labor to take care of more menial tasks. Sometimes she uses them for more clandestine purposes. HOMELANDS In lieu of a background, characters will have a specific homeland that will provide them with the benefit of a unique feature and several bonus proficiencies. Each character should choose one from the following list of towns and villages surrounding Chrysal Lake.
Anarcho-bond. Tomla natives stick together and will join each other in defying authority. They will provide food, shelter, information and will hide your whereabouts for a day. Proficiencies • Nature (Intelligence) • Persuasion (Charisma) • Carpenter, Woodcarver, or Weaver's Tools • One additional language
Indaracia
Whindon Town
Claim to Fame. You are known for a great skill or talent (which is completely false). Whenever using this "fact" to perform a Charisma check, you may use your Deception instead.
Extended Family. You have a large, devoted family that you can rely on. You and your party can stay with your relatives, sometimes for free and other times in exchange for a favor or something of value.
Proficiencies • Insight (Wisdom) • Deception (Charisma) • One additional language • Forgery Kit
Proficiencies • Medicine (Wisdom) • Survival (Wisdom) • Alchemist's Supplies or Herbalism Kit • One musical instrument
INTRODUCTION
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PRE-MADE CHARACTERS If your players prefer to skip the character creation process altogether, five pre-made character sheets can be found in appendix C. • • • • •
Alderman Abel, the Human Fighter Dierah, the Wood Elf Rogue Norlen, the Half-Elf Wizard Yaphi, the Tiefling Warlock Doravar, the Dwarf Cleric
MILESTONE
The Cloaked Indosian
Level 2, Long Rest
The Bluefin Tavern
Level 3, Long Rest
Broken Top Bay
Level 4, Long Rest
Ceriad Keep
Level 5, Long Rest
The Lunar Road
Long Rest
RUNNING THE ADVENTURE
The Lost Druid is intentionally designed with an emphasis on making the game easy to run. From our extended flavor text to our monster tactics information, we’ve focused on the preparation so you can spend more time interacting with your players and telling a great story.
Experienced gamemasters are welcome to scale this adventure to a level of their choosing but should take note that a continuation of Lore of Aetherra adventures is planned, beyond The Lost Druid, to span from levels 1 through 20. Scaling up now may provide complications to work through later.
RULE SYSTEM
N O N - P L AY E R C H A R A C T E R S ( N P C S )
Lore of Aetherra: The Lost Druid is the first in a series of adventures created for the 5e system and intended to run, needing only the support of the online System Reference Document (SRD).
Throughout The Lost Druid, the party will interact with NPCs in a variety of ways. Some sell the characters goods, others send them on quests, or draw their swords and attack. Minor NPCs will have a mini stat block containing a physical description, occupation, and personality traits to facilitate roleplaying as them. Additionally, a link to a stat block in the 5e SRD has been provided in case the rogue in the group accidentally stabs the barkeep.
NEW GAMEMASTERS If this is your first time assuming the role of the gamemaster, congrats! You are taking your first step into a rewarding hobby that can bring you and your friends closer through the bonds of cooperative storytelling. As a gamemaster, your duties are to run the game and act as a referee as you lead the characters through the adventure. The real job of the gamemaster, however, is to ensure that their players are having fun. If changing some portion of the adventure, from content to difficulty level, makes the experience more fulfilling, then do whatever it takes to ensure that everyone is having a good time. LEVELING The Lost Druid is designed to bring a party of four characters to level 5 throughout the course of their journey. This accelerated leveling experience will allow the characters to move quickly through the early levels, reach the end of this arc, and begin the next at level 5. The following table details which scenes have leveling milestones at their conclusions and appropriate places to allow the characters take a Long Rest.
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SCENE
NPCs using a stat block from the SRD will be formatted like this — Kint (human bandit).
Original NPCs and monsters have full stat blocks in appendix A and will be formatted like this — Maytria (see appendix A).
ONLINE COMPENDIUM The world of Aetherra encompasses far more than the words written on these pages. As our world grows, so do the opportunities to tell stories within it, which is why we've created the Lore of Aetherra Universe, an online compendium of characters, locations, artifacts, and stories in the ever-growing world of Aetherra. Any term that is formatted like this can be searched on loreofaetherra.com for more information.
I M M E R S I V E S T O RY T E L L I N G
The structure of The Lost Druid is designed to play like a movie. Each scene is built around a specific location, such as Broken Top Bay or Lakeport Docks. Characters and environmental artwork support the scene. Additionally, all scenes have their own music beds and ambient sounds, and some include secondary music to play during combat encounters or voice acted performances. QR codes found in the footers of each scene lead to a landing page that allows you to bring audio, and other digital supplementals, into your gaming session. You'll also find, as you play through The Lost Druid, that we have included longer and more frequent use of scripted flavor text as a way of reducing the burden on the gamemaster to prep as much ahead of time. These blocks of flavor text are chock full of lore and bring the world of Aetherra to life.
T H E A L C H E M Y P L AT F O R M
The best way to experience The Lost Druid is on the Alchemy game platform. This multi-sensory storytelling environment integrates a sleek interface design with a robust feature set to deliver an unparalleled gaming experience. Music and ambient audio have been integrated into every scene, and stunning motion graphics bring the world of Aetherra to life before your eyes. To experience The Lost Druid on the Alchemy platform, visit alchemyrpg.com.
Text that is formatted like this is scripted flavor text. Feel free to read aloud or paraphrase to suit your play style.
SCENE STRUCTURE Each scene in The Lost Druid follows the same pattern to ensure consistency and ease of play. Every scene (except scene 13) will have the following components: • Overview. A summary of the scene's contents. • Dramatic Question. Will the party do something awesome and heroic, or will they roll a natural 1 and fall off the ship? • Abstract. A scannable breakdown of the sections in the scene. • Guide. The bulk of the scene, describing the world in which the characters interact. • Transition. A short section to lead to the next scene. Leveling milestones will be found in this section as well.
INTRODUCTION
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II S C E N E
G U I D E
Welcome to Aetherra MOUNT TESETERRA
W
ithin the world of Aetherra, amid the expansive Broken Top Mountains, a caldera occupies the remains of Mount Teseterra, which exploded eons ago with volcanic fury, smoke, and ash. As the ages passed, rainwater filled the caldera, creating a massive body of water that came to be named Chrysal Lake. The very top of the mountain lies in the center of the lake, forming an island. Unfathomably deep, the lake contains abundant marine life, and towns sprung up and grew strong on the bounty they pulled from the waters. Eventually, a small group of fisherfolk traveled to the island to start a new life, and that group soon became a village. That village grew to be a town and then a city until the marvelous metropolis of Fano spread to every corner of the island. Aboard the Lake Sprite, a humble transport vessel ferrying passengers and cargo to and from the mainland, the party sails toward Fano, the fabled city upon
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I the lake. After the characters enjoy a free drink and explore the boat, they hear a booming voice echo across the water. Madam Empra, an Eschan leader, addresses a large crowd in an attempt to stir an uprising against the Spirans, who control the military and protect the Monarchy. She also exhorts the masses not to lose hope in the ever-increasing presence of merqua, a purple algae-like substance coating the lake and littering the city. As the speech concludes, the representative of the party's employer in Fano will perform a roll call, asking who the characters are and what they can do. Each character will have a chance to introduce themselves to the rest of the group: name, class, hometown, etc. After all of the characters have had an opportunity to speak, the party will receive their assignment — patrolling the streets of Escha for the local merchant's consortium, breaking into a mysterious warehouse for the Starless
LEON TUKKER
Fair, or escorting a representative from Madam Empra's Forge as she meets with an inventor to discuss his latest prototype. From this humble beginning, the party will embark on a journey that will challenge their bodies, minds, and spirits. Their travels will take them through the city, across the treacherous bay to the north, and deep into the heart of the mountains. Vile foes may threaten from every direction, and at times hope may seem futile, but new allies and powerful weapons will help the party through the darkest of times.
ABSTRACT Fano, City on the Lake. In the world of Aetherra, the City of Fano has no equal. Rally the Desperate. Madam Empra delivers an impassioned speech to a tense crowd.
Will these brave adventures find their way to the enigmatic Gilgazo and the answers he can bring, or will they fall victim to the perils and pitfalls that await in the world of Aetherra?
T H E I S L A N D C I T Y O F FA N O
WELCOME TO AETHERRA
19
FA N O , C I T Y O N T H E L A K E Read the following to set the scene:
In a small corner of Aetherra, nestled between the twisted spires of mountains clothed in emerald pinery, a lake stretches far and runs deep. A massive wall built into the side of the mountains travels for miles along the shoreline and casts a shadow over the vast, sparkling basin of Chrysal Lake. Fishing boats and shipping barges freckle the whitecapped ripples and attract manic gulls, that swoop down to pluck fish from the chum. At its center, an enormous island, the goddess of the lake, emerges out of the waters. Set amid groves of mighty oaks, a substantial city constructed with ivory stonework spreads across the island.
he will command the guards on the ship to throw the trespasser into the lake. It’s not too far of a swim to the docks. Characters who manage to enter the locked room undetected find a wooden desk with drawers and a small sleeping cot. The drawers contain a manifest for the last six months. The ship has mainly ferried passengers, in addition to transporting the occasional shipment of rice. The drawers also contain a small iron lockbox. A successful DC 15 Dexterity (Sleight of Hand) check gives access to the 125 gp the box holds.
R A L LY T H E D E S P E R AT E
Halfway across the lake, a booming voice rings out from the docks. Madam Empra, a beloved Eschan leader in the city of Fano, addresses a large crowd.
In the north, gilded towers rise between grassy hills, and
“I see the gloom written on your downtrodden faces;
a castle of sweeping grandeur stands proudly on a rocky
and I see your bloodied hands, cracked and calloused,
precipice. The center of the island bustles with activity,
as they try to put food on your families’ tables. But
with roads and avenues connecting shops to all manner
it’s all in vain. In these late days, those who work their
of housing and lush parkland. The southern extreme hosts
hands to the bone receive a mere pittance for their
an island of docks and a great harbor, accommodating
sweat. Our precious city quivers with fear.
ships from ports across the grand lake. Above it all, a
"Who do we blame for this? It’s not the sailor who
lighthouse overlooks its mist-shrouded domain — the city
earns their wage bringing in the catch that feeds your
of Fano.
bellies, nor is it the merchant bringing their goods to
Folks scurry about, loading fishing boats and trading
market. But be not mistaken — I do cast blame. I cast
goods right off of dinghies along the docks. the Lake
blame upon the vile merqua that stains our docks vio-
Sprite, a small transport ship, cuts through the frothy tips
let and plagues the hulls of our ships. Its foul tendrils
of the blue water as it approaches in the distance. Golden
corrupt the good creatures of this land and vex our cit-
sunbeams dance on the water's surface as dawn breaks
izens. But does Spira do anything about it?”
over the city.
The Lake Sprite has two levels: a small main deck and two rooms off a hallway below the deck. Characters who search the main deck find a crate containing bottles of cheap cider among the usual sailing paraphernalia. The captain lets the characters know that they are free to drink up, as they are going to need it. If the characters go below deck, they find that one of the doors is open and leads to a small cargo bay. A casual search of the bay reveals a few barrels of salted fish, a cask of ale, and several coils of rope. A character succeeding on a DC 13 Intelligence (Investigation) check notices a hidden compartment beneath a loose floorboard that contains a pouch with 52 gp. The second room is locked, and a sign above the door reads, “PRIVATE.” A character who wants to open the door must use thieves’ tools and succeed at a DC 13 Dexterity (Sleight of Hand) check. If they’re going to do it without being caught, they will also have to succeed on a Dexterity (Stealth) check opposed by the captain’s Perception (1d20 + 4). If the captain notices,
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The crowd roars an emphatic “No!” in response, drowning out even the magically amplified voice of Madam Empra. She continues speaking after their furor dies down. “The Monarchy has fallen. Prince Airon sits up in his castle, lost in lunacy. Those of his servants who have tried to save him from the milk of madness have themselves become hopelessly lost. The Spiran guards have no honor. No longer the servant of the meek and humble, they harass and threaten anyone who they feel stands in their way. And trust me, good people, it’s the lot of you!” The shouts of the crowd echo against the mountains. “The Order of Indos? Burdened with the duty of guiding us to the future, they now dwell only on the past,
gazing into the endless deep waiting for some truth to bubble up to the surface. Worthless, the whole lot. "But what of us, the Eschans?” She pauses for a moment, the once raucous crowd now still as the grave. Empra raises her hand and shouts at the top of her lungs, “We are mighty!” The seething crowd screams the word “Mighty!” back at Empra. “We are the strength of the trade winds. We have not been broken by oppression — indeed, our bonds have renewed our vigor. Are we not then brazen and bold? Are we not then wise enough and truthful?” “Yeah!” the zealous crowd responds. “If together the three orders are broken, if they cannot move in harmony, then they are a useless relic of the past. We are the order that has risen as others have fallen, and our allegiance lies with the people. We must take this city and reclaim its former glory. Noble Eschans, my dear people, we must move together and take what rightfully belongs to us. Fano is ours!”
In addition to the captain and the guards, a representative of the party’s chosen employer will be on board the Lake Sprite to hand out the party’s initial assignment in Fano. The representative asks each character their name, where they hail from, and what skills they bring to the table. Then, they give the name of their contact and where to meet them the following day. If the party hasn’t chosen an employer yet, encourage them do so now in order to receive their assignment.
EMPLOYERS The Merchant’s Consortium of Escha The guards in Spira do little in the way of guarding anymore and often can be found among those looting and stealing. As such, a group of local merchants pooled their resources to hire some private security on the docks. Leader Hestine Martie The Starless Fair The home to an eccentric band of thieves, artisans, and ne’er-do-wells, the Starless Fair rarely looks for help beyond the bounds of their chosen family, but desperate times call for desperate measures. Leader Len Grecon Madam Empra’s Forge As a world-renown smith and weapon dealer, Madam Empra often relies on off-island labor to take care of more menial tasks. Sometimes she uses them for more clandestine purposes. Leader Madam Empra
The Merchant’s Consortium of Escha. The representative for the consortium tells the characters to report to Hestine Martie at the Lighthouse of Escha to receive their patrol assignment. The Starless Fair. The representative for the Starless Fair says that Captain Len Grecon needs some new blood for a job, and to meet him aboard the Fair’s main deck. Madam Empra’s Forge. The armorer’s representative says Forgemaster Ines requires help in retrieving some rare materials, and to meet her at the Forge.
TRANSITION
After the party has received their assignment, read the following: The Lake Sprite slows to a gentle rock as it nudges against the dock’s bumper. The Lakeport Docks stir as anglers and traders prepare for their morning. The smells of water-soaked wood and tar waft over from a nearby cargo ship and hang in the air, despite the cool stiff breeze.
E S C H A N P R O PA G A N D A
WELCOME TO AETHERRA
21
The Cloaked Indosian LAKEPORT DOCKS, DISTRICT OF ESCHA
T
he party, assignment in hand, steps off of the Lake Sprite and into chaos. The docks have descended into pandemonium, as the crowds from Madam Empra's speech have begun to disperse. Several merqua ragecats (see appendix A), large as wolves and vicious as scorpions, prowl about and terrorize the local population, including a young elven woman named Meyfyre Hetheria (see appendix A). Pinned down and helpless underneath the mutated feline, she cries out in desperation for help, hoping that the characters will answer her call. The cats fight ferociously, but their savage claws meet their match with cold steel and arcane energies. After the beasts have been vanquished, Meyfyre thanks the party for saving her life and mentions that she is impressed with the characters' strength and valor. She asks if the party will accompany her to meet Fawn Lee (see appendix A), the Indosian she serves under.
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L O R E O FA E T H E R R A . C O M / I N D O S I A N
II Fawn introduces herself to the party and gives them a card with the address of the bookstore she runs in the nearby neighborhood of Tetha. She begins to explain a little about who she is and what she is looking for when a small vial hits the ground, and dense smoke fills the area. A few panicked moments later, Fawn screams out in horror. Her precious diary has been stolen, and the forbidden secrets it contains could mean death, not only for Fawn but for all those she has been associated with, the characters included. She begs the party to chase after the thieves and retrieve the diary. Three thieves are seen fleeing the docks, but it's unclear which one carries the diary. They all take off in different directions, forcing the characters to explore new tactics as they join the pursuit. The party chases the thieves through the streets and alleys, making their way through underground tunnels and wooded enclaves, hoping to catch them before they can reach
Can the characters recover Fawn’s stolen book and return it to her, or will Dalnus and company discover the secret location of the lost druid?
LAKEPORT DOCKS
HELEN ILNYTSKA / JORDAN KERBOW
their destination and begin to learn the secrets that the weighty tome holds. If a thief with the book makes it back to the warehouse hideout, the party will have to break into the well-protected lair. Inside, they will have to contend with Maggie Moon (see appendix A), a marauder with a voice of gold but an iron fist. While Maggie is a fierce foe, she values her life over any riches she may pilfer and will surrender when faced with death. Once the party has retrieved the book, they set their sights on the adjoining neighborhood and leave to return it to Fawn at the Waterleaf Book Shoppe.
ABSTRACT Times are Tough. The party arrives at the docks and finds a young elf in need of assistance. New Friends, New Foes. Fawn Lee meets the party, although their introduction is cut short. Dirty Rotten Thieves. The party gives chase as thieves abscond with something priceless. Even Hooligans have a Home. A thieves’ hideout in a warehouse hosts a battle royale.
THE CLOAKED INDOSIAN
25
TIMES ARE TOUGH
After the party disembarks, read: Once the Lake Sprite has been moored, the crew promptly starts to unload cargo. Beneath the docks, down in the water, something floats on the surface. It swirls around the hull, bubbling and accumulating mass. Resembling a violet shade of moss, the substance shimmers as it wraps around the pilings and slinks over the decking. The docks buzz with the sound of folks starting another workday. An orange tabby cat wanders over to a moss-covered crabbing pot and begins to lick the glistening matter. Nearby, the noise of clucking chickens blends with the hiss of steam billowing out from a smokehouse. Suddenly a commotion shatters the usual morning monotony. A snarling beast thuds onto the deck and advances, its eyes glow with rage, and the teeth in its foaming mouth drip with saliva. The beast’s fur stands straight up on its neck, and lucent purple resin oozes from its skin. The crabbing pot lays on the deck, smashed to pieces.
Pandemonium breaks out on the docks as several merqua ragecats (see appendix A) harass dockworkers and anglers. A particularly vicious cat has a young elven woman, Meyfyre Hetheria (see appendix A), on the ground and begins to slash her with its claws as she calls out for help. Two others ragecats sneak up from either direction and let out a gut-quivering howl as they prepare to join the attack. Merqua Ragecat Tactics • The merqua ragecats will use their rage slash on any turn it is available, as long as they are able to hit at least two targets. • Otherwise, it will attack with its bite.
NEW FRIENDS, NEW FOES
After the battle, Meyfyre thanks the party for saving her life and mentions their strength and combat prowess. She then asks if they would accompany her to speak to her master, who is just a short distance away, having just finished listening to Madam Empra’s speech. “Around here, very few fight with such fearless might. Most of the citizens are businessmen or cheats, but take to their beds when any real danger draws near. My name is Meyfyre, of Henda. If you will allow me, I would like to introduce you to a leader in my order.” A woman with flowing dark hair wearing a crimson cloak approaches. While she speaks softly with a poetic lilt, she carries herself with remarkable boldness. “I am Fawn Lee, from the Order of Indos,” she says. “As an order, we seek knowledge and truth. But I seek something different.” From the inside pocket of her cloak, she pulls out a business card made of paper and holds it out for anyone to take. With a tinge of desperation in her voice, she firmly states, “I need someone profoundly brave.”
Any characters with a passive Perception score of 14 or higher notice that a couple of people in the crowd seem to pay extra attention to their conversation, and Fawn Lee (see appendix A) in particular. Shortly after, a small explosion at Fawn’s feet fills the immediate vicinity with thick choking smoke. The sounds of struggle are interrupted by Fawn’s bloodcurdling scream. Fawn cries out, “Thief! They stole my book!” The smoke begins to clear, and Meyfyre surveys the area, trying to find the bandits. Fawn spins around and begs, “Please! If that book falls into the wrong hands it could mean death for us all!” Panic spreads across her face, and her eyes well up with tears, and she pleads, “I’ll give whatever I can if you retrieve it!”
DIRTY ROTTEN THIEVES
When the smoke clears, three cloaked figures flee the scene in different directions. One figure runs towards the Docks (M6), another heads for the Crossroads (M4), and the third tries to disappear into the Agitated Mob (M2). The characters begin the chase on the docks near the Lake Sprite (M1).
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FAW N ' S B U S I N E S S C A R D
RUNNING THE CHASE You will be controlling three NPCs in this scene as Dalnus Magdro (dwarf bandit) and his associates, Kint (human bandit) and Oudrey (human bandit), try to make it back to their hideout with the stolen book. Each numbered location on the map connects to other locations. The thieves each begin the chase in a different numbered location. Choose one of the three thieves to carry the book, but keep this information from the characters. If the thieves end up at the same location, you may have them hand the book off if you see fit. During the chase, characters can do the following during their turn: • Move to a connected location. • React to a complication. • Possibly attempt to capture their quarry. If their target escapes, it will flee to a connected location at the end of the character’s turn. At each of the numbered junctions, the thieves will make an attempt to evade the characters using various means. Determine the thief's actions by consulting the section corresponding to their current location. If the character overcomes the complication they face, they can attempt to apprehend their target by any mundane or magical means at their disposal (from tackling them to judicious use of the sleep spell). If they do not overcome the complication, their target will secretly move to a connected location without a character present. If no location is available, they will surrender (although the Home Stretch location has its own rules). Complications only occur one time each. If an NPC visits a location for a second time, any character present may attempt to apprehend the thief without first overcoming a complication. A character who overcomes their complication but fails to capture their target knows which location their target travels to that turn.
DALNUS MAGDRO DWARF BANDIT, THIEF
Personality Brash, shrewd, and insecure about his size. Physical Lean with burn scars covering his face. Longings To snatch the eyes of the fabled ancient witch of Fano. “My friends are made of gold, my family’s made of diamond.”
KINT HUMAN BANDIT, THIEF
Personality Reserved, soft-spoken, skeptical, and anxious. Physical Scrawny with a long and pointy nose. Longings To create a spooky stringed instrument. “There’s a place beyond death, if you close your eyes long enough you’ll find it.”
OUDREY HUMAN BANDIT, THIEF
Do not inform the characters if the thief carrying the book makes it back to the hideout. When the thief arrives, they will have time to read portions of the book before the characters reach them, and the characters will need to face a complication during the next scene.
Personality Outspoken, crude,
M1. THE LAKE SPRITE
fleet-footed.
Connects to the Agitated Mob, the Crossroads, and the Docks.
gie Moon at the Bluefin.
The scent of smoke still hangs in the air, and Meyfyre tends to her master Fawn, who appears to be in shock. A few merqua ragecats (see appendix A) prowl in the periphery but keep their distance. Dockworkers go about their business, and drunkards stumble out of a tavern. Note: Complications at the Lake Sprite only happen if both a character and an NPC share this location after the first round.
and witty. Physical Athletic, tall, and Longings To play music with Mag-
“Knifing to a rhythm is superbly more effective.”
Dalnus. A swarm of scared citizens flees the nearby area as a ragecat chases after a fishmonger pushing an overflowing cart. Dalnus uses the distraction to disappear into the crowd. A successful DC 13 Wisdom (Perception) check allows a character to keep track of him and attempt to subdue him.
THE CLOAKED INDOSIAN
27
Kint. Kint puts a knife to Fawn’s throat and threatens to cut her if the character doesn’t turn around and walk away. A successful DC 14 Wisdom (Persuasion or Intimidation) check allows Fawn to escape safely and for the character to attempt to apprehend him. A failure results in Fawn’s neck being nicked with a superficial cut and her body thrown in the character’s direction as Kint ducks out of sight. Oudrey. Oudrey grabs a bottle of ale from a drunk stumbling out of a local watering hole and throws it at the player. A successful DC 13 Dexterity saving throw allows the player to dodge and attempt to capture Oudrey. A failed save means the bottle finds the character’s head, dealing 2 (1d4) damage and obscuring their vision as Oudrey lumbers away. M 2 . A G I TAT E D M O B Connects to the Lake Sprite, the Crossroads, and the Forest Enclave. Madam Empra’s speech has left the masses roiling, and several of them have formed a mob that harasses anyone dressed in Spiran or Indosian colors. Others talk loudly and openly about forming a militia.
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Dalnus. Dalnus tells a trio of ruffians that the character was seen with an Indosian. The character can deal with this complication in many ways, including avoiding them with a successful DC 12 Dexterity (Acrobatics) check, convincing them that Dalnus is the Indosian with a successful DC 12 Charisma (Persuasion) check or any other method that seems plausible. Success means the character has a chance to capture Dalnus, while failure means that the ruffians slow them down, and Dalnus disappears. Kint. Kint must have a twin because he crosses paths with his perfect double. The character must succeed on a DC 13 Wisdom (Perception) check to notice they wear a slightly different cloak and can attempt to overtake the real Kint. If they fail, they tackle the wrong guy. Oudrey. As the character searches the area for Oudrey, several men with recruitment flyers accost nearby people and demand they commit to joining the coming revolution. A successful DC 13 Dexterity (Stealth) check will allow the character to avoid detection long enough to keep tracking Oudrey. However, the character can choose their own method of dealing with the situation (subject to gamemaster approval). If successful, the character has a chance to take down Oudrey, and a fail-
MAP OF LAKEPORT DOCKS
ure means that the militia members hold up the character long enough to lose track of their target. M3. FOREST ENCLAVE Connects to the Agitated Mob, the Crossroads, and the Back Alleys (via underground tunnel). Small huts set high in the trees house numerous indigent people, while groves of fruit trees provide a meal to passersby. Fortune tellers and potion makers operate out of small stalls and the hollows of ancient, long-dead trees. A cramped tunnel leads underground and heads toward the southwest. Dalnus. When the character arrives at the enclave, Dalnus is nowhere to be seen. A successful DC 14 Intelligence (Investigation) check reveals his hiding location — a treehouse near the tunnel — and allows the character to attempt to apprehend him. A failure means that Dalnus sneaks away while the character searches for him. Kint. Kint darts by an old dwarven woman tending a cauldron, grabs a vial from her booth and throws it at the character. A successful DC 15 Dexterity saving throw allows the character to catch the vial of fog of suffocation, while a successful DC 13 Constitution saving throw allows the character to withstand its effects if it shatters on the ground. In either case, the character can attempt to capture Kint. If they fail, they are incapacitated for the remainder of this round and the next. Oudrey. Several young elves in the trees pelt the character with pears and apples as they try to catch Oudrey. Those succeeding on a DC 13 Dexterity (Acrobatics) check are able to avoid the raining produce and make an attempt on Oudrey. Those who fail manage to slip on a juicy piece of fruit and fall, allowing Oudrey to escape. Fog of Suffocation (Inhaled) A creature subjected to this poison must make a DC 13 Constitution saving throw or become incapacitated for two rounds as the fumes burn their eyes and cause them to cough uncontrollably.
panied by a monkey in a hat take advantage of the situation, and steal what goods they can while the merchants are distracted. Dalnus. The altercation at the crossroad makes locating Dalnus in the crowd difficult. A successful DC 13 Wisdom (Perception) check allows the character to spot Dalnus posing as one of the street kids, allowing the character to attempt to capture him. Failure allows the thief to elude the character. Kint. Kint flicks a bit of apple in the character’s direction and the monkey, clad in a green stocking cap, snatches it out of the air and then jumps on the character’s back. They may overcome this in many ways, including making a successful DC 13 Wisdom (Animal Handling) check to quickly remove the animal from their back or making a successful DC 13 Strength check to remove it by force. If the character overcomes the challenge, they can try to apprehend Kint. If not, the monkey obscures their vision, and the thief bolts around a corner. Oudrey. Oudrey grabs a crate off of a merchant’s cart and throws it at the character. A successful DC 12 Dexterity saving throw allows the character to dodge the crate and attempt to bring Oudrey down. Failure means the crate breaks against their body, and Oudrey escapes while an angry shopkeeper yells about his broken merchandise. M5. BACK ALLEYS Connects to the Crossroads, the Docks, the Forest Enclave (via an underground tunnel), and the Home Stretch. Several ne’er-do-wells loiter in the brigand’s paradise. Large mastiffs wander freely throughout the discarded shipping containers and shanties. They are friendly to humanoids but keep the ragecats at bay. A barely-hidden tunnel leads to the northeast.
Connects to the Lake Sprite, the Agitated Mob, the Forest Enclave, and the Back Alleys.
Dalnus. As Dalnus ducks through a tight passageway, three hooligans recognize an opportunity to make some coin and step out to block the passage and demand a toll of 10 gp from the character. If a character pays the toll, convinces the hooligans to let them through with a successful DC 13 (Persuasion or Intimidation) check, or breaks through the line with a successful DC 13 Strength (Athletics) check, they can attempt to apprehend Dalnus. Those who fail lose track of the thief’s location.
Two carts have collided, and their drivers (merchants decked in finery) scream at each other and demand restitution. Several children in shabby clothes accom-
Kint. A particularly vicious-looking mastiff sees the character running after Kint and begins to chase after them. Characters with a passive Perception score of 13
M4. CROSSROADS
THE CLOAKED INDOSIAN
29
or higher notice that the dog has a chain attached to its neck and knows it won’t reach them. All others make a DC 13 Wisdom saving throw in order to maintain the presence of mind to continue the chase. Those who fail are overcome by a moment of primal fear, giving the thief just enough time to break the line of sight. Oudrey. Oudrey pushes a rickety stack of shipping boxes and pallets over in the character’s path. The character must make a DC 13 Dexterity saving throw to avoid the falling debris, or else forfeit the opportunity to catch the thief and take 3 (1d6) bludgeoning damage. M6. DOCKS Connects to the Lake Sprite, the Back Alleys, and the Home Stretch. A crew unloads crates of rice from a large shipping vessel. Several tourists disembark a flat-bottomed barge, provincial types from Tomla and beyond. A third vessel holds a towering marble statue of Prince Airon, encrusted with emeralds, and wearing a solid gold crown. Dalnus. The workers unloading the statue are distracted, and Dalnus can’t resist trying to steal the crown off of the statue’s head. Unfortunately, the crown is permanently attached, and the statue tumbles, crashing down in the midst of the crowd. Dalnus uses the fiasco to attempt to hide. The character must make a Wisdom (Perception) check opposed by Dalnus’ Dexterity (Stealth) check (1d20 + 3). If the character succeeds, they have an opportunity to capture Dalnus. If Dalnus wins, he disappears into the stream of people on the dock. Kint. Kint uncorks a potion of invisibility and disappears into thin air. Characters succeeding on a DC 12 Wisdom (Survival) check are able to see Kint’s footprints and attempt to take him down. If they fail, Kint can’t be found and will remain invisible until detected by a character. Oudrey. The tourists flooding the dock have the same general facial features as Oudrey, and he vanishes. A character making a successful DC 12 Intelligence (Investigation) check picks up his trail and finds his hiding spot in between crates of rice and can try to catch him. If they fail, the character becomes lost in a sea of Oudreys.
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M7. HOME STRETCH Connects to the Crossroads, the Back Alleys, the Docks, and the Thieves Warehouse. This bit of road seems quiet — a little too quiet. If one of the thieves moves to this location and no characters are present, they will safely make it to the hideout on the next turn. If a thief and a character arrive at the same time, resolve the complication as usual. If a thief arrives and a character already occupies the space, they will make a final dash to safety. Each character occupying the home stretch can attempt to apprehend the thief, and if they fail, the thief successfully makes it inside the warehouse. Dalnus. Dalnus throws a handful of razor-sharp caltrops on the ground behind him as he sprints to his hideout. Characters will need to succeed on a DC 15 Dexterity check to avoid the caltrops and attempt to capture Dalnus. If they fail, in addition to suffering the usual effects of caltrops, Dalnus escapes to safety. Kint. Kint will try and sneak around the back, avoiding the character’s prying eyes. A successful DC 13 Wisdom (Perception) check reveals Kint lurking in the bushes and allows the character a chance to intercept him, while failure means the thief makes it inside without being detected. Oudrey. Oudrey will try and slip past the character on the back of a merchant’s cart. A successful DC 12 Wisdom (Perception) check reveals an Oudrey-sized lump on the back of a wagon stocked with tomatoes, allowing the character a chance to apprehend him. Failure means that Oudrey rolls by and makes it inside without being seen. M8. THE THIEVES’ WAREHOUSE Connects to the Home Stretch The door to this nondescript warehouse is well secured. A successful DC 13 Dexterity (Sleight of Hand) check made with thieves tools will unlock the door. The door is made of wood reinforced with iron and has 14 hit points and 14 AC. Those searching for traps who succeed on a DC 14 Intelligence (Investigation) check notice a small wire is leading to the metal lock. Disabling the trap requires a successful DC 13 Dexterity (Sleight of Hand) check made with thieves tools. Those who fail to disarm the trap, or touch the lock before it is disarmed, are dealt 6 (1d10) lightning damage as electricity jolts through them and knocks them back 5 feet.
E V E N H O O L I G A N S H AV E A H O M E If the characters enter the thieves’ warehouse, read:
Inside the warehouse, a draft carries the putrid smell of fish oil and blood. Sunbeams pierce the glass of dusty clerestory windows, highlighting an intricate system of wooden crossbeams supporting the ceiling. Laid timbers connect the rafters, creating a makeshift second story accessible by a rope ladder hanging off the edge, and furniture can be seen through the gaps in the wood. Rows of stacked crates line the main floor, the contents
Bandit Tactics • The bandit will fire his light crossbow if no target is in melee range, targeting the nearest available foe. • The bandit will strike with its scimitar, targeting the nearest foe. After defeating the bandits, if alive, they will surrender all of the stolen goods they have: • • •
Fawn’s diary, 59 gp, 31 sp, 24 cp. Several crates of glass baubles and fake coins. Every weapon Maggie and the thieves carried.
of several spilled onto the floor: mostly smoked fish and other provisions, some coin, and a lot of suspiciously shiny looking gems. A performance stage takes up the far corner of the warehouse and holds instruments sitting on stands. A panel of wood a few feet away from the stage has been decorated with the faces of common Fanonians, providing a captive audience. Stepping out from behind a row of crates, the tall and terrible Maggie Moon appears, carrying a large trident.
All thieves who make it safely to the warehouse before the characters arrive will be ready for battle, joining Maggie Moon (see appendix A). Any of the enemies who drop below 5 hit points will lay down their arms, surrender, and beg for mercy.
TRANSITION
After the party has retrieved Fawn’s diary and decided to return it to her at the bookshop, read: Whiffs of tar and ale fade to wet stone and thick summer air as plank walkways are replaced by cobblestone paths. The paths dim to alleys, and the alleys stretch to narrow shadows that lead to uncharted dwellings of torn canvased awnings and leaky gutters. Along the road, windows shine with an orange glow while a restless energy stirs throughout the neighborhood of Tetha.
Leveling Milestone The characters receive the benefits of a Long Rest and reach their first leveling milestone, advancing to level 2.
Maggie Moon Tactics • Maggie has one net and will use it to make a ranged attack against her nearest target. • Maggie will attack with her trident using two hands.
FAW N ' S D I A RY
THE CLOAKED INDOSIAN
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Waterleaf Book Shoppe TETHA, DISTRICT OF ESCHA
H
aving recovered Fawn Lee's stolen diary from a gang of petty thieves, the party enters the neighborhood of Tetha in search of the Waterleaf Book Shoppe. Several other business establishments operate in the area, including a beauty shop and a fletcher. The streets themselves teem with the violent and strange, as Spiran guards harass whoever they please while members of the Indosian Council of Nine meander through the streets on horseback, jotting down notes in leatherback tomes and striking fear into hearts of the residents. Once inside the Waterleaf Book Shoppe, Fawn rejoices that the characters managed to retrieve her stolen book and offers them a small reward as a token of her gratitude. The characters have a moment to explore the shop as Fawn and Meyfyre speak in private. Fawn returns to talk to the party a few minutes later, but she is interrupted as Spiran soldiers burst into the building.
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III The pained look in Fawn's eyes makes it clear that this isn't the first time she has experienced Spiran aggression. The Spirans accuse Fawn Lee of possessing a copy of The Bells of Lament, a crime punishable by death. The book contains secrets about the Monarchy that have been forcibly repressed, with a particular focus on the madness of Prince Airon. Fawn reflexively protects her diary, and the soldiers assume that she possesses the contraband literature. They also notice that the party has been seen associating with Fawn, and they attack. These brutal Spirans, dedicated to their selfish ideals, fight to the death. After they are defeated, Fawn asks the party to help her bring the bodies to the basement. After hiding the corpses, Fawn brings the party into a small storage room and shows them that she, in fact, does possess a copy of the forbidden book. She then speaks briefly about her father, whom she believes was
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murdered for the knowledge he collected in his diary. His main goal was to find a mysterious druid named Gilgazo, who, as the last Alliander, possessed the potential to restore Fano to glory. She offers the party a large sum of gold to take up her quest, with the promise of a greater reward when they return. Before saying goodbye to the party and her acolyte Meyfyre, Fawn suggests that if they were going to find a captain foolhardy enough to risk the dangers of the bay, it would be at the Bluefin, a lively tavern on the docks. It would be there if any watering hole would entertain the sort of reckless and needlessly brave souls that would risk certain death for nothing more than a good time. Will the characters accept Fawn Lee’s desperate plea to find the lost druid and save the city of Fano?
W AT E R L E A F B O O K S H O P P E
ABSTRACT Welcome to Tetha. The party ventures through the neighborhood of Tetha on their way to Fawn’s store. The Waterleaf Book Shoppe. A grateful Fawn Lee rewards the party for returning her book. Spiran Aggression. A small group of Spirans accuses Fawn of possessing a forbidden book and prepare to administer an impromptu death sentence. A Tearful Request. Fawn asks the party to retrieve an ancient druid hidden in a grotto within the treacherous Broken Top Bay.
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WELCOME TO TETHA
As the party enters the neighborhood of Tetha, read: After leaving behind the musty waterfront, the Lakeport Docks open up to narrow avenues of wet cobble and white stone. Weather-stained terrace windows have been
T E T H A D I F F I C U LT I E S D6 1
Word is out about the party’s association with an Indosian, and all merchants in the area charge 50% more for all goods and services.
2
Spiran patrols in the neighborhood have grown larger, adding an additional Spiran Inquisitor (see appendix A) to the upcoming fight in the Waterleaf.
3
All eyes are on the party as they walk through the neighborhood. Characters make Dexterity (Stealth) checks with disadvantage.
4
Rumors that the characters are merciless tyrants ensure that everyone gives the party leeway, and all Intelligence (Investigation) checks involving citizens of the area are made with disadvantage.
5
A trio of youngsters trails behind the party, awestruck by their rumored heroics. They follow the characters throughout the neighborhood and loudly speak of their exploits, causing the characters to make Wisdom (Perception) checks in the neighborhood with disadvantage.
6
An unknown assailant on a rooftop throws a vial of chunky green liquid in the midst of the group. The vial breaks, releasing a horrendous fog. The smell is awful and lingers with the party.
boarded up, and strings of tattered pennants stretch from loft to balcony. The sad echo of what once was resonates amid the desolate shriek of steam hissing from stonework crevices and droplets of water plinking from the clogged gutters. The buildings grow taller and antiquated, the facades of which hang in shadows and secrets. Thoroughfares arch overhead with ivy and ferns draping down from their haunches. Without warning, a black horse swathed in crimson caparison and ruby tack creeps out of an alleyway entrance. On its back sits an old, frail lady. Scraggy arms poke out from underneath a dark mantle, and her bony fingers tremble as they grip the reins. Her face, wrinkled and discolored, obscures her features but exposes a dead and vacant gaze. A flickering torch catches her eyes, revealing inky black orbs sunk deep in her decrepit face. Then the horse slowly steps backward and retreats into the darkened backstreet.
Depending on how quickly the thieves were apprehended in the previous scene, the party may have to deal with an unforeseen difficulty as word about the incident is beginning to spread. If the characters captured the book-bearing thief before they made it back to their hideout, the party will not encounter any difficulties in Tetha. However, if the thief made it back to the warehouse, roll 1d6, then consult the difficulties table. As the characters stroll down the street on their way to the Waterleaf, they can visit a few different establishments: Verny Miss Bow and Arrow, Flippin’ Wickie’s Beauty Parlor, and Salty Rose Apothecary. If a character wants to know more about the strange woman on horseback, have them make a DC 10 Intelligence (History) or Intelligence (Investigation) check. If successful, they know the rider to be one of the Nine, the esoteric leaders of the Order of Indos. They are known to ride around and silently observe the hustle and bustle of the Fano streets, but their reasoning has never been made clear.
DIFFICULTY
VERNY MISS BOW AND ARROW If a character enters the archery shop, read: Built next door to a former factory, the shop has a steam vent that flows through one side. Half the shop contains a wondrous array of hand-carved bows and razor-sharp arrows, and the other half is a windy corridor perfect for testing range, aim, or skill. Because of this, many prize Verny’s weapons and ammunition, and they are coveted throughout the region.
Verny Miss Fellows (human commoner) sells razor-sharp arrows for 5 gp per arrow. These arrows deal an additional 1 point of piercing damage. She doesn’t
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sell crossbow bolts, and if asked, she will point to a sign with a picture of a crossbow in a circle with a line crossed through it. She also sells +1 arrows for 75 gp per arrow, but only to those with a note of authorization from Spiran command. The shop offers customized handcrafted bows. The current waiting list is about three months out, but it’s never too early to get on the list — no deposit required! Verny also has a shooting game set up in her wind tunnel. A character can buy three shots for 5 gp and attempt to hit one of three targets: A large target worth 10 gp (AC 13), a medium target worth 20 gp (AC 17), and a minuscule target worth 50 gp (AC 21). The shop provides the bow and the arrows, and the character must choose a target and make an attack roll. If they hit the AC of the target they were aiming for, they win. A character can win on all three shots if they are good enough. F L I P P I N ’ W I C K I E ’ S B E A U T Y PA R L O R If a character enters the beauty parlor, read: Wickie Crestfall, a talented barber and stylist, has a knack for giving adven-
VERNY MISS FELLOWS HUMAN COMMONER, BOWCRAFTER
Personality Wistful, deceptive, and ingenious. Physical Smirky, long nose, and stringy hair. Longings To merge her business with an apothecary and craft poisonous arrows. “We’re untrusting folks in an uncertain world, never forget that.”
W I C K I E C R E S T FA L L GNOME COMMONER, BARBER
ture-ready haircuts. His gaudy shop glimmers with exquisite lighting and well-placed mirrors that accentuate beauty in a way that can’t be replicated elsewhere.
Personality Talkative, whimsical, zealous, and positive to a fault. Physical Short, smiley, with gold
Wickie Crestfall (gnome commoner) has an open chair and eagerly wants to give the characters a new look. For 1 gp, he will give a character any cut they want, wash included. For an additional 1 gp, he will style the character’s hair as well, allowing them to make all Charisma checks in the next hour with advantage.
and silver colored hair.
S A LT Y R O S E A P O T H E C A R Y
close shave.
If a character enters the apothecary, read:
“Anyone can make themselves
A set of stairs leads below the street before opening into a spacious boutique shop, housed in the bones of an old general store. Pink fluorescent light illuminates shelves of ointments and herbs as the rest of the shop lies in darkness. The corridors in the back of the shop stock potions and balms and stretch farther than the eye can see.
The Salty Rose Apothecary has simply the best selection of fiddleleaf and fiddleleaf accessories in the district of Escha, in addition to stocking potions of healing for 50 gp per potion (limit 3 per customer). If a character asks the shop’s proprietor, Endia Smithness (elf commoner), if she has anything else for sale, have them make a DC 14 Charisma (Persuasion) check. If they succeed, she offers to sell that character a potion of greater healing for 250 gp, as long as they don’t reveal where it was purchased if they are seen with it. She explains that the Spirans have reserved all of the more potent potions for themselves, and to be caught selling them wouldn’t end well for her.
Longings To find a very rare trembe shell. An extremely sharp shell, native to Chrysal Lake, that can be used to give an incredibly
beautiful, all it takes is a little or a lot.”
ENDIA SMITHNESS ELF COMMONER, APOTHECARY
Personality Kind, discreet, and inquisitive. Physical Soft features, sparkling eyes, approachable and gentle demeanor. Longings To create a true, non-magical ointment that can fully resurrect the dead. “If we live a life of wonder, we won’t wonder why we live.”
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T H E W AT E R L E A F B O O K S H O P P E
When the party arrives at the entrance to Fawn’s bookshop, read: A wooden sign sways gently, hanging from two chains above a lighted storefront. The image of an oak tree set within an inverted triangle marks the weathered placard, and the faded black lettering below reads, “WATERLEAF.” Through the soft glow of the shop windows, you see the remains of a once-thriving business. Cluttered rows of bookshelves line the shop, always appearing organized despite being buried in stacks of books. Fawn Lee sits behind a desk constructed from roughly hewn wood. Piles of paper surround her as she writes in a ledger.
Characters with a passive Perception score of 13 or more notice a scuffle far down the street as a small cadre of Spiran guards arrests a trio of ruffians. The ghoulish figure on horseback disappears from view, heading back in the direction of Indos. When the characters enter the shop, read: The storefront’s old wooden door creaks open and a small bell attached to its frame gently chimes. The pungent and distinctive odor of mildew and musty paper permeates this humble establishment. The overflowing bookshelves create a refuge from the troubled world outside. The cramped aisles afford just enough space for someone to walk through, and books cover every spare inch. Lanterns hang from the vaulted rafters, casting flickers of orange light throughout the shop. Wooden floorboards groan underfoot with every step taken. Engravings of detailed runes and alien symbols decorate the walls, and intricate
TBL for 80 gp. The Twenty Seven sits between two musty tomes on a nearby shelf, but no amount of searching turns up a book called TBL. A stack of newspapers from a week ago occupies a small stand near the counter. The headline reads, “Merqua Scourge Draining Coffers, Minds,” while later pages contain bits of local gossip interspersed with coupons for the gambling halls over in the Indos District. The books and scrolls on the shelves mainly consist of dense historical treatises, fictional works of varying quality, and biographies of people who died hundreds of years ago. None of the books are particularly rare, and characters attempting an Intelligence (Investigation) check do not find any books of greater interest. A shelf underneath the counter has an unlocked lockbox — 3 cp and a trace of dust are its only contents. Fawn returns after a few minutes, but she is interrupted by a loud crash as she begins to speak.
SPIRAN AGGRESSION
Three members of the Spiran detachment break through the front door and begin pulling books off of shelves, looking for something specific. The largest of them approaches Fawn Lee (see appendix A) and accuses her of possessing a copy of The Bells of Lament (see appendix B), a crime punishable by death. “We caught wind that you keep a certain book in your collection. A particularly blasphemous pamphlet spreading lies about our beloved prince. Do you value your life less than some concocted fable? You do realize if I find it, that’s treason against the Monarchy? Punishable by death! And I’ll personally see to the job of running the king’s blade across your throat, right here at your bleedin’ desk.”
ornamentation adorning all four corners imbues the shop with an air of ancient mystery.
Fawn expresses deep gratitude to the party for returning with her book and offers them a small sack containing 50 gp in exchange. Meyfyre walks in from a storeroom in the back and also thanks the party profusely. Meyfyre asks for a word with Fawn privately, and Fawn tells the characters to explore the shop and that she’ll be right back. A ledger on the counter reveals the last several months of transactions. The displayed pages detail the previous month’s sales. Only one book had been sold in that time, A Case for Modern Folk Shredding by Anders Brightwood, for a loss of 4 gp. Several months ago, Fawn purchased two books for the shop, The Twenty Seven by Leed S. Finas (see appendix B) for 14 gp and
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THE TWENTY SEVEN
Fawn moves instinctively to protect her father’s diary, and the Spirans grab her and begin to take the diary by force. A Spiran Templar (see appendix A) holding a wicked-looking shield tells two Spiran Inquisitors (see appendix A) that he saw the party talking with Fawn at the docks and draws his sword. Spiran Inquisitor Tactics • Spiran Inquisitor will attack who it perceives to be the weakest or frailest foe. Spiran Templar Tactics • Spiran Templar will attack the strongest or most armored opponent. The Spirans, narcissistic and brimming with hubris, will not retreat or accept mercy, thinking all opponents beneath them. In addition to their weapons and armor, Searching their bodies yields an Aegis of the Watcher, three pouches of coin totaling 52 gp, 13 sp, 22 cp, a carved wooden pipe, and a note of authorization to purchase and carry magic ammunition from Spiran command. Aegis of the Watcher Armor (shield), uncommon (requires attunement)
A QUEST OFFERED The call to adventure. The hero’s journey. The quest. The first pivotal scene in any story is when the protagonist accepts a burden: receiving a ring to destroy in a mountain, leaving your home to rescue a princess with an old space wizard, or in this story, being asked to find and bring back a mysterious druid who can save Fano and give Fawn the answers she seeks. Because this is such a pivotal moment, this section has detailed notes if you wish to paraphrase or craft your own interpretation of Fawn’s request, and we have included our vision of Fawn’s request if you prefer that method.
While holding this shield, you are immune to blindness and deafness. The shield has three charges. If you fail a Wisdom (Perception) check, you may instead choose to succeed on it instead by expending one charge. The shield regains 1d2 charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the shield turns to dust and is destroyed. After the battle’s end, Fawn looks at the wreckage of her shop and apologizes for dragging the party into her mess. She begins to cry, and Meyfyre consoles her. After Fawn regains her composure, she says she wants to show the characters something and asks them to follow her into a back room. She also asks the characters to help bring the corpses downstairs and tells Meyfyre to clean up the blood.
A TEARFUL REQUEST Once inside the storeroom, read:
Fawn pushes aside a few crates filled with dusty books and rolls up a ratty old rug, uncovering an iron latch on the floor. She pulls on the latch, and a trap door opens, revealing a flight of stairs that descend into darkness. Fawn lights a nearby lantern and clutches it tightly as she heads downstairs, motioning for you to follow her.
The stairs end at a small hallway with two doors, one on each side. Fawn opens a door on the left side, asks the characters if they would place the bodies in that room, and says that she will dispose of them later. She then invites the party into a small storeroom on the right side of the hallway. Fawn’s lantern illuminates the entirety of the cozy chamber. A sturdy desk with stationery strewn about its surface dominates the center of the room. Two modest cots rest against the far wall while bookcases stuffed with hefty leather-bound tomes line the remaining walls. The books look
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remarkably well-preserved despite their advanced age, in stark contrast to the drab merchandise upstairs. Fawn walks over to a shelf and takes a small leather-bound book with no title. She tells the party that this book, The Bells of Lament (see appendix B), was what the Spiran soldiers were after when they thrashed the shop and assaulted Fawn and the party. She explains that it’s a memoir revealing the well-hidden truth that Prince Airon is lost to madness. Mere possession of the book was an automatic death sentence — no judge, no trial. She offers the characters an opportunity to peruse the forbidden book if they would like. She then reaches for her diary, and tears begin to flow down her cheeks. She tells the party that this was her father’s diary. He kept a record of his personal research into the upper echelons of the Indosian leadership and their relationship with the Chrysaleans. These mythical elves inhabited an underwater city that has been sealed away for a thousand years. Her father, Irem Lee, was searching for a legendary and ancient druid named Gilgazo (see appendix A), who had a connection to one of the Chrysalean patriarchs. Then, one day, Irem was gone. Fawn said that she always suspected that the Indosian leadership had him murdered because he had learned too much. Gilgazo, she discovered after deciphering a portion of the diary, was hidden deep in a grotto accessible only by traveling through the perilous Broken Top Bay. Few would willingly brave the horrors of the bay, and certainly, none would do it for an Indosian. Most of those in her order are viewed as fanatics by the general populace. She says that if there is any hope of her finding out what happened to her father, it would be by finding the person he was so desperate to locate. According to the diary, Irem believed that if anybody had a chance to fix what this broken city has become, it would be the enigmatic druid, the last of the Allianders: Fawn clutches her diary, and her eyes swell with tears. “This is another book I should not have in my possession,” she says with sorrow. “This diary belonged to my father, Irem Lee. Its pages contain his personal research into the upper echelons of the Order of Indos and their relationship with a mythical people — Chrysaleans, inhabitants of a lost city below the lake. The way there has been sealed for a millennium.” Fawn looks up from the book, “It was about a thousand years ago that Fano began to fall into disarray. That cannot be a coincidence.”
Fawn begins anxiously pacing around the room. “My father had been searching for a mythical and ancient druid, named Gilgazo, who had a strong bond with one of the Chrysalean patriarchs. According to his writings, my father believed that Gilgazo held all the answers. The return of this druid could mean the restoration of Fano.” She abruptly stops pacing and spins around. “It might look like the foolish scribblings of an old man, but I assure you, my father was terribly wise, a grounded man, and at his core, a seeker of knowledge. I have two reasons I know he didn’t base his query on some wild abstraction. First, this book is inked in riddles, written in languages and metaphors well beyond my learning. It contains sensitive information about powerful people and profound revelations concerning long forgotten mysteries. My father had to shroud every word he penned. The second reason, has, well, it has broken me.” The tears now streak down her freckled cheeks as she continues, “I suspect my father dug too deep. In his relentless quest I believe he uncovered too many dangerous truths, and drawn the ire of those sitting atop the Indosian order. I curse myself for uttering these words, but I can no longer bear to hold this vile truth in the pit of my stomach — they murdered him!” her voice catches in her throat. “That’s why I’m in possession of his book,” she barely gets out with a whisper. She bows her head to look at the book cradled in her hands, and for a moment, she’s as still as the grave. Fawn then lifts her head, this time with a fire in her eyes. “I exhausted myself, nearly to the point of death, trying to decipher his mysteries. In fact, I must be on my way soon. I have a heavy price to pay for the help I received. So much knowledge came from a mere three pages, and within those pages held the most crucial detail of all — the location of Gilgazo! The druid can be found deep in a dreadful grotto across the treacherous Broken Top Bay, places few brave souls would dare endure. Will you help me? Could you find the druid and bring him back to me? It is with him, I believe, just as my father did, that the hope of Fano arises. And if anyone knows the truth about my father’s fate, it is him!”
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Fawn Lee then offers the party 500 gp up front to find a captain willing to brave the bay, find Gilgazo, and bring him back to Fano. She praises the characters' strength and resourcefulness and promises that she will spend the time they are gone trying to find a better way to repay them. She also points out that it may be best to get out of town for a while, as the missing Spirans are sure to arouse some suspicion. If the party agrees to take up her offer, Fawn will thank them exuberantly, take off her nocturne bracelet, and offer it to the party, saying it has always brought good luck to her family, and says that it glows around onyx. She then mentions that she would like her apprentice, Meyfyre, to accompany the party, as her accumulated knowledge will prove useful. She then asks the party to follow her back upstairs and lets them know that finding someone with the nerve, talent, and braggadocio to brave the bay will be difficult, but if such a captain can be found, they will be found at the Bluefin. Nocturne Bracelet Wondrous item, rare (requires attunement) Each of the four larger beads on this simple string, when squeezed, plays a particular note. You also make all ability checks relating to music with advantage.
TRANSITION
The characters have reached a leveling milestone and may advance to level 2. When the party is ready to visit the Bluefin, read: The bookshop’s bell clamors above the door as it’s opened for departure. Torrential rain has soaked the streets, leaving smooth black puddles that reflect the moonlight. The Waterleaf’s windows glow orange in the fog, and behind the glass, the silhouettes of Fawn Lee and Meyfyre say their goodbyes. Meyfyre takes Fawn by the shoulders and gives her a firm but loving shake. Fawn nods her head and wipes a tear off her cheek. Grasping the side of Fawn’s curly hair and running her fingers through, Meyfyre gives her a nod, turns away, and exits the shop. She winces at the rainfall and quickly pulls her hood over her head. The walk leads back in the direction where the curve of the street descends toward the waters. The subtle smell of fish and wood oil carries along with the draft. The distant flap of a sail and a belly laugh reverberates in the stillness — the sounds of a place beginning to grow familiar, the Lakeport Docks.
FAW N ' S N O C T U R N E B R A C E L E T
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The Bluefin Tavern LAKEPORT DOCKS, DISTRICT OF ESCHA
W
elcome to the storied Bluefin Tavern, Fano's premier destination for neglecting your troubles and picking up a few new ones. As the de facto headquarters of the angling community of Chrysal Lake, the Bluefin is the ideal place to enlist an experienced captain and commandeer a stout vessel. However, its proximity to the docks and the wide variety of entertainment makes it a popular watering hole for strangers, visitors, and vagabonds alike. The makeshift establishment rises from the bones of an old performing arts theater, the roof of which has been missing since a capricious wizard named Splink blew it off years ago after accidentally discharging an especially unstable fireball. Accompanied by Fawn's acolyte, Meyfyre Hetheria, the party makes their way to the tavern seeking transport to Broken Top Bay. After speaking to one of the twin tiefling tavern owners, either Parable or Paradigm
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IV will point them toward Captain Gattlish Redfall (see appendix A), the only skipper on record to have navigated a ship through the Crooked Fingers into the bay's turbulent waters and return to tell the tale. A busy man, Redfall refuses to take on the job without first being convinced that the party is worthy of his time and company. As a renowned captain who wants for little, Redfall places more value in chasing a good adventure with interesting companions than earning a paltry escort fee. The characters will have several opportunities to impress the legendary captain and prove that they are worth their salt. With business settled and transportation secured, the party can take the time to enjoy everything the Bluefin has to offer. Either Maggie and the Bandits or Bogsy Pearls captivate the crowd with their soaring melodies. One character might demonstrate their accuracy with a projectile in a game of Skellin Shoot, while
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another may test their physical prowess in a show of brute strength during a match of Kin Scrap. Those with steely resolve and an iron gut might place a wager on how much swill they can chug in a contest of Sea Hag. Less competitive characters might enjoy conversing with the Bluefin's diverse cast of regular patrons. Explore the details of a character's background while talking with Rip & Arlo Featherlin, learn more about the lore of Chrysal Lake during a game of Fact or Folk with the shipwright apprentices, and even put an alchemical spin on the night with none other than Splink — the gnome wizard (allegedly) responsible for devastating the building's roof years ago. After a memorable night in the tavern, Meyfyre will lead the party to the adjoining inn, where they can recuperate before meeting with Redfall to embark the following morning. However, one final indignity awaits the party.
B L U E F I N TAV E R N
Will the party find a worthy captain at the Bluefin Tavern or will they have to find another way to Broken Top Bay? ABSTRACT It's Always a Tavern. The party arrives at the storied Bluefin looking for a captain. The Main Floor. A variety of games, entertainment, and conversation await the party. The Lower Floor. The bottom floor contains the tavern's kitchen, as well as two makeshift bedrooms The Inn. The party finds rest and relaxation at the adjoining inn, but an old foe may try to start some trouble.
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I T ' S A LW AY S A TA V E R N
RUNNING THIS SCENE
To describe the Bluefin's exterior, read:
The Bluefin Tavern introduces the adventure's first omniscene — a portion of the world designed explicitly for open-ended gameplay. Use this scene as an opportunity for your players to wander the tavern, explore their character's backstory in greater detail, and learn more about the curious folks who frequent the Bluefin. Although only a small portion of the main storyline occurs at the Bluefin, much of the content here is evergreen. Use it to inspire your own creative segues and extend the party's adventure within the world of Aetherra. You'll find that many of the tavern's notable patrons will request the assistance of the characters, offering risk and reward alike. These mini-adventures can be accepted now or during the next scene.
A veil of heavy mist clings to the lake's dark waters, and waves gently break against the wooden dock. Down a planked pathway, murmuring voices of nearby merchants can be heard through the din of bloated moored vessels bumping against the pilings and the strained groans of tightening rope. Between the Tetha Cathedral and Twin Lofts, littered with broken chimneys and weathered stone ramparts, stands a peculiar sight — the remains of a once-grand theater, the casualty of a bungled blast. The structure's roof is canopied by large cuts of canvas stretching from the sturdier pieces of debris to the theater's pinnacle. Glowing lanterns hang atop rusty poles poking through the tatters, illuminating the hazy gloom. Muffled voices from within the tavern grow clearer. In the distance, a fiddler scratches a rousing melody as the sound of a flagon tumbling to the floor evokes belly laughs from the rowdy patrons. The doorless entrance is wide and breezy. A wooden sign poorly slung above the opening reads, "THE BLUEFIN."
M 1 . TA V E R N E N T R A N C E To describe the foyer, read: Upon entering, a gust of thick sticky air generates a warm welcome. The salvaged mast from a retired galleon dominates the center of the old theater. Hundreds of large vertebra coil up the tall beam, fastened to the ribcage of a massive aquatic beast suspended high in the air by ribbons and rope. The monstrous skull of the great beast rests just above the barkeep's counter. Inside its hollow sockets, piles of coin, jewelry, and shiny baubles spill out in front of two flickering candles, imbuing the shrine to this long-dead behemoth with an eerie sense of being. The Bluefin tavern buzzes with chaotic energy, cluttered and bustling, charm intertwined with the disorder. Crates form makeshift tables to seat large groups, while a private booth, accessible by a rope ladder, is nestled inside the skeletal rib cage of the hanging beast. Lanterns sway with the lake's gentle breeze and cast flickers of orange light to the floor. Two energetic tieflings, surrounded by casks of ale and bottled spirits, operate the main bar at the far end of the old auditorium. Onlookers perched in second-story galleries gawk at the follies of the drunkards below. On one deck, an amused elf leans against the railing, chuckling as two drunkards stumble over each other while attempting to dance. On another, two young women clink their rapiers together, each holding up a frothy tankard as they both shout, "To steady hands!"
M2. THE BAR The Bluefin Tavern's central bar nearly stretches the length of the entire auditorium, welcoming a multitude of thirsty patrons in need of food or drink. The tieflings who own the tavern, an industrious pair of twins
M A P O F T H E B L U E F I N TAV E R N
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PARABLE TIEFLING COMMONER, BARKEEP
Personality Submissive, gentle, quiet, and steady. Physical Lean, soft features, and adorned in jewelry. Longings To be the star in a theater production. "To avoid confrontation is to avoid the world, but I guess that isn't so bad."
PA R A D I G M TIEFLING COMMONER, BARKEEP
Personality Stony, confrontational, efficient, and frugal. Physical Broad-shouldered, sharp features, wears practical clothing.
named Parable (tiefling commoner) and Paradigm (tiefling commoner), sling drinks from behind the bar, accompanied by a single waitperson who runs food orders from the downstairs kitchen. More submissive and charitable than his sister, Parable manages the day shift where the Bluefin's patrons are less likely to take advantage of his gregariousness. Tavern regulars often take pity on him and demand payment when duplicitous customers try to dodge their tabs. Parable's gentle disposition and genuine attentiveness make him the prime audience for the fanciful tales sailors and anglers like to tell. At night, the rowdy crowd teems with unruly strangers, but Paradigm commands the bar with an iron fist. Unlike her brother, she only accepts coin for payment, seldom allowing patrons to start a tab. Stern, assertive, and confident, she quickly teaches the clientele not to provoke her lest they earn the wrath of the tavern's hired security. However, when quarrels ensue, she takes her time breaking up the brawl, as it attracts business and makes for thirsty guests. T H E TA L E O F T H E B L U E F I N One of the siblings will recount the story of the night Captain Redfall presented them with the head of the fabled lake creature known as "Bluefin." If asked about the massive skull mounted above the bar, read the following from the perspective of the tiefling tavern owner of your choice:
Longings To land an exclusive
"Ah yes, the Bluefin monster of Chrysal Lake. Can you believe this terrifying
deal with Tricksy Tree Cider Co.,
thing was swimming out there once? That's why I stay clear of the water!
the best cider in all of Fano.
I'll never forget the night he dragged the blasted thing in. I overheard a couple of anglers recounting their miseries at the far end of the bar. Redfall
"Confidence is key. But if you're
heard 'em too. They said that some monster had destroyed their nets, and
a close-talker, you're asking for a
the night before, it had stolen bait right off of their ship.
punch in the throat."
"Red downed the flagon in his hand — his eighth, I believe — stumbled
BOGSY PEARLS DWARF COMMONER, RESIDENT BARD
to his feet and started walking. When he got to the door, he turned around and shouted, to nobody in particular, 'That was the last time!' before disappearing into the night. A few hours later, he staggered in, dragging this beast behind him! I'd never seen anything so massive. Its jaws looked big
Personality Endearing, confident,
enough to swallow a ship, and its body stretched out the door. I had seen
stubborn, and shameless.
the captain do some incredible things but never anything like this. He stum-
Physical Small and portly, has a
bled toward the two put-upon fishermen and told them, 'Like I said, that
long beard and a beautiful head
was the last time,' before grabbing a flagon of cider off of their table and
of hair.
downing it in a single go.
Longings To sing as handsomely
"He insisted that we honor the beast and hoist him above the bar as
as he fiddles.
a guardian. I was worried about the stench, but Redfall wrapped his arm around my shoulder and said, 'Nonsense! It'll only stink for a few days,
"You can hear music in the sway of
but old Bluefin here will bring the customers in for years. 'I don't think he
the trees, in the life of the young,
noticed, but later that night, I heard him crying. Still drunk, he spoke to the
and in the death of the old. The
dead creature in broken sobs. He told it, 'I guess that was the last time, old
last of which hold the creepiest of
friend,' before leaving for the inn.
melodies."
"He wasn't, and still isn't that kind of person. Redfall lost himself in the cider that night, and he knows he has a debt to pay to old Bluefin and reminds himself of it every day. There he is right now. He's looking right at it."
50
L O R E O FA E T H E R R A . C O M / B L U E F I N
If the party hasn't yet met Captain Redfall (see appendix A), Paradigm or Parable will point him out sitting alone on the tavern's main floor.
THE MAIN FLOOR
Where all the magical, and not so magical things, happen at the Bluefin. The main floor is expansive and lively with a cast of notable patrons for the party to interact with. Security is handled in-house by a team of hired mercenaries (dragonborn guards), with two guards on staff during the day and four at night. Although the establishment draws a rough crowd, it seldom proves deadly, and tavern brawls occur regularly. If a simple fistfight begins to take an especially violent turn, some seasoned patrons might step in to de-escalate the situation. Most times, petty quarrels are solved by challenging an opponent to a match of Kin Scrap, a battle of strength and skill in which two opponents attempt to pin each other's arms to the table. M 3 . T H E S TA G E The bar's backdrop rests against the old theater's stage. The base of the stage, inlaid with gold and hand-carved in astounding detail, depicts the timeline of Fanonian theater history. While the stage itself is smooth and waxy, it wears the marks of the many performers who have graced it over the centuries. Long velvet curtains, torn and stained, hang from the sides. The back wall curtains have been drawn, and years of previous set pieces are displayed in disarray — room backdrops, an artificial forest, and flights of stairs that ascend into the shadows. A mock sailboat on the stage seats an elven couple drinking ales. A dazzling bejeweled chandelier hangs from the center of the stage, its dents and scrapes the result of one too many drunkards swinging across the room. If Maggie Moon (see appendix A) is still alive, her band will be providing musical entertainment from the stage. If she was killed during scene two, the Bluefin's bard in residence, Bogsy Pearls (dwarf commoner), will take their place. Maggie and the Bandits If Maggie and the Bandits are performing, read:
The tavern walls are plastered with posters promoting the band Maggie and the Bandits, a local sensation and favorite of the dock crowd. Along with the titular Maggie, the band consists of goons affiliated with Dalnus and the thieves who accosted the party during the previous altercation. They exhibit no ill will when interacting with the party, saying that what happened was "just business." Bogsy Pearls If Bogsy is performing, read: A strapping bearded dwarf sits upon a stool, fiddle in hand, playing with a master's touch. After a few bars, he cranes his neck toward the crowd and sings along with his instrument, but his voice is shaky and flat and draws the crowd's ire. He quickly ceases singing and falls back on his superb fiddling.
Bogsy, a portly dwarf with a floor-brushing beard, is the daytime musical resident at the Bluefin. Having moved recently from Henda to Fano, he is trying to make it in the big city on his parents' coin. Bogsy is a polished musician capable of holding the attention of even the tipsiest listener. While he is proud of his voice, he struggles to sing in tune, and his lyrics are corny and nonsensical. Everyone who hears Bogsy play agrees that he would be the greatest fiddler in all Aetherra if he could simply keep his mouth shut. Even so, nobody would ever actually say those things to the sweet and sensitive kid—nobody except for Paradigm. Bogsy will also offer the characters a side quest to procure a device to help improve his singing (see appendix D). M 4 . B A C K S TA G E The room opens up into another small seating area through the set pieces. Several tables and chairs are set up among an overstock of casks and rum barrels. The backstage is reserved for performers, although Paradigm occasionally uses the space to discipline employees in private. Painted landscapes cover the walls, and one painting has cutouts where lit torches make the depicted arching bridge appear three-dimensional.
Behind two gnomes performing a bizarrely violent interpretive dance, a small band performs, fronted by the massive Maggie Moon. Wearing her signature red dress and dented golden crown, Maggie belts out a chorus, her voice filling the room with perfect pitch. Spectators hum the melody while diehard fans sing along with every word.
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SKELLIN SHOOT
M5. SKELLIN SHOOT ALLEY
TAV E R N G A M E
Each participant begins a game of Skellin with 205 points, and the first player to reduce their score to exactly zero wins. Each turn, a player picks a target worth either 5, 10, 15, or 20 points, and specifies if they will aim for a single (1x) or a double (2x). A player might also choose to aim for the Skellin, which is worth 50 points. A ranged weapon attack with a dart is made against the chosen area's DC. A character throws three consecutive darts before their opponent takes their turn. DC
AIM
12
Number
14
Double
16
Skellin
Success The player subtracts the targeted point value from their total. Fail Roll 1d4. The dart then lands on an adjacent point value one space in a random direction, determined by the die roll result. 1D4
RESULT
1
Up
2
Right
3
Down
4
Left
Critical Fail Has a 50 percent chance of either hitting the Skellin or being thrown off the board. Rolling a modified 6 or less automatically fails, and the dart is thrown off the board, resulting in no points. Hitting a target that would reduce a score below zero also awards no points.
While many games involve tossing darts at a specialized game board, patrons at the Bluefin prefer Skellin Shoot. The design of the skellin board is inspired by the carnivorous fish called the skellin, universally despised by the anglers of Chrysal Lake. In the northwest corner of the tavern, amidst barrels of aging spiced wine stacked high, a corridor glimmers with soft violet light, wide enough to contain several skellin game boards. Most of the boards are occupied by patrons playing for fun, but the last two are reserved for the more competitive players. The corridor appears luminous due to the phosphorescent skellin boards and exotic light-emitting plant life growing on the wine barrels.
Characters can challenge Tripp 5643-YR (construct commoner) for a 10 gp purse, Erikkin Cane (elf acoylte) for a 25 gp purse, and if someone manages to beat Pinchy (human commoner), they will earn 75 gp. In addition, he seriously contemplates retirement and bequeaths the character a magical +1 dart, making them promise never to use it to cheat in a real dart game. A total of 200 gp worth of prizes can be had, courtesy of Mudraker's Spell Empire, and must be picked up the next day at the shop. When a match of Skellin Shoot begins, read: The corridor hushes, and the lights dim as the competitors take their place. Despite their excitement, the crowd remains quiet, honoring the silence needed for the competitors to maintain focus as they begin their match.
SKELLIN SHOOT CHALLENGERS Pinchy. Although Pinchy (human commoner) appears to be nothing more than an unsteady old drunk, his appearance hides his mastery of the game. His form is awful, and every throw he makes looks like a complete mistake, yet his dart rarely misses its mark. Rumor holds that he plays terribly while sober, explaining why he never plays without a pint at his side. He says that every game is his last, and he is going to retire this time, but his closest friends say that he has been repeating that line for decades. Pinchy also offers the party a side quest to retrieve a goblet stolen by a noble (see appendix D). Pinchy carries a small case holding a dozen different darts, ensuring he has the proper dart needed for each throw. Erikkin Cane. A young wizard elf who ran away from the pressures of her family's sorcerous expectations, Erikkin discovered Skellin Shoot after seeing her older brother playing in a tavern one night. Later that evening, when the patrons were too drunk to notice, Erikkin threw her first dart, and the obsession took hold. She appreciates the game's absence of magic or spellcraft — only aim, talent, and patience are required. She departed for Fano so she could go unnoticed among its crowds and further her career. As she plays, her familiar, a black raven, can be found resting on Tripp's shoulder. Errikin's love for the game is reflected in her choice of darts — simple and clean. Made from the core of an ironwood tree, they are stronger than steel and almost as heavy. She keeps the black feather fletching pristine.
PINCHY HUMAN COMMONER, SKELLIN PLAYER
Personality Offbeat, humorous, and hot-tempered. Physical Very thin, wobbly, and has a knee-length beard. Longings To find out if he's any good at Skellin Shoot while sober. "I have no good excuse for my drinking habits, but I do have a lot of bad ones."
ERIKKIN CANE ELF ACOLYTE, SKELLIN PLAYER
Personality Headstrong, feisty, and abrasive. Physical Youthful, has short hair and narrow eyes with dark sleep circles. Longings To prove the greatest of things can be done without magic.
Tripp 5643-YR. This clockwork construct resembles a goblin, their body a patchwork of metal sheets, gears, and illuminated wiring. The only article of clothing they wear is a brown pork pie hat. Referred to as Tripp by the patrons of the Bluefin, they remain near the skellin boards, humming and adding a soft yellow glow to the surrounding violet light. Tripp spends most nights holding patrons' drinks while they play, waiting for novice dart throwers to challenge them to a match. If a character chooses Tripp as an opponent, they activate a deep-rooted personality routine, providing some goblin-flavored insults and inappropriately timed cheers. Tripp's right hand converts into a dart launcher, holding three finely crafted mechanical darts with no fletching. After firing all three darts, they unlatch themselves and return to his arm like tiny mechanical spiders. M 6 . C A P TA I N R E D F A L L’ S TA B L E Many captains frequent the Bluefin Tavern, but every last one recognizes Captain Gattlish "Red" Redfall (see appendix A) as the finest skipper of them all. A party follows him wherever he goes, and he constantly drinks, laughing and recounting tales of his exploits to an eager crowd. The party will need to persuade Redfall to traverse Chrysal Lake and help them navigate the treacherous Broken Top Bay. Rumors persist that the captain has made the journey several times. Redfall will initially request payment of 100 gp, which he intends to leave to Parable and Paradigm. He says any trip through Broken Top could be the last and wants to leave the tavern well-funded before departing.
SKELLIN SHOOT BOARD
"I'd rather be great at one thing, than mediocre at many."
TRIPP 5643-YR CONSTRUCT COMMONER, SKELLIN PLAYER
Personality Considerate, comical, cute, and lovable. Physical Makeshift mechanical goblin with exposed wires, has big glowing yellow eyes. Longings To be a part of a family. "When you're small, it's easy to look up to most everyone. It's also easy to get stepped on by accident."
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SEA HAG TAV E R N G A M E
The game begins with competitors taking a shot, after which they must make a DC 6 Constitution saving throw. If they fail the save, they are unable to maintain their composure and lose the contest. The DC increases by 3 at the start of each additional round as the competitors become more inebriated. ROUND
DC
1
6
2
9
3
12
Additional
+3
Hearty Stomach During each round, a competitor may re-roll their Constitution saving throw a number of times equal to their Constitution modifier. For example, if a character's modifier is +2, they can roll up to 2 additional times.
Next, he challenges the party to prove their worth, whether by brawn, endurance, or charm. If successful, Redfall will lower his fee to 50 gp and steels himself one last time for the challenges awaiting in Broken Top Bay. If the party fails the challenge, he sees their motivation is pure and will take them through the bay at his original price. Methods a character may use to persuade Captain Redfall to escort them include: •
• •
Besting him in a match of Kin Scrap. Redfall respects physical strength and can be impressed by those who possess it. Reference the rules for Kin Scrap on page 63. Challenging him to a drinking contest. Whoever quits, passes out, or vomits loses. Weaving a grand tale full of intrigue and adventure. A character can make a successful DC 15 Charisma (Performance) check and describe their tale to inspire Redfall to make the voyage.
After the last flagon has been emptied and Captain Redfall has agreed to the journey, he will tell the party to meet him at his ship, the Moxi VII, tomorrow afternoon. Meyfyre will recommend they stay the night at the inn adjacent to the Bluefin after they've finished enjoying the tavern's amenities. SEA HAG There isn't an angler in Fano worth their weight who hasn't fought to stay upright in a game of Sea Hag. A quick and dirty test of vitality, the objective of this game is simply to outdrink your opponent without losing your lunch or consciousness. While there are no prizes for winning Sea Hag, characters have no problem finding people willing to bet up to 50 gp (plus the other's bar tab).
FACT OR FOLK TAV E R N G A M E
A match lasts three rounds, with each round consisting of a statement being read to the competitor, who then must determine if it's fact (true) or folk (false). Using the tables on pages 58 and 59, first choose whether you would like this round to be fact or folk. Then roll 1d10 and read the bolded statement from the appropriate table and allow the character to guess whether they think the statement is fact or folk. After they guess, disclose the answer, then read the portion of text in italics which reveals why the statement is, or isn't, fact. If the character wins at least two of the three rounds, they win the match.
SEA HAG FLAGON
M7. THE TRIVIAL SHIPWRIGHTS Three young apprentice shipwrights sit around a table; two humans named Poli and Alybow and an elf named Mnomen. When the characters walk near the trio, read the following: In a nearby booth, three young people, drinks in hand, focus on the peculiar, oversized tome dominating the table between them. Seemingly stitched and restitched innumerable times, this hodgepodge of countless books, scrolls, journals, and more, has been pieced together to create this cumbersome volume. From a distance, the monotonous title on the cover, An Exhaustive Account of Infinity, can barely be made out. Next to the book lies a simple wooden ten-sided die.
Equally brilliant and spirited, Poli (human commoner), Alybow (human commoner), and Mnomen (elf commoner) have recently secured apprenticeships with the Gwyther family, the most renowned shipwrights in Fano. Despite their prestigious appointment, they are, at their core, a group of know-it-all kids. They enjoy flexing their intellect in ale-soaked conversation, sharing compelling and outlandish theories about the lake's strange currents. If the party interacts with the apprentices, they will challenge them to a game of Fact or Folk. Poli, Alybow, and Mnomen take turns reading to the players. A prize of 50 gp, courtesy of Papa Gigi's Blue Bakery, awaits the victor of each match for up to five matches. All winnings must be picked up the following day at the Blue Bakery. While all three possess natural genius, the tome they carry with them, a powerful magic item that increases intelligence, augments their knowledge. Spells such as detect magic will reveal an enhancement aura surrounding the book. An Exhaustive Account of Infinity Wondrous item, very rare (requires attunement) This bulky tome holds the collective knowledge of each of its many owners. When you become attuned to the book, your knowledge transfers to its enchanted vellum pages. The information on the pages rearranges on its own in response to your questions, providing the most appropriate knowledge it possesses. After spending an hour studying this book, your Intelligence score increases by 2, to a maximum of 20, until your next Long Rest. Additionally, you may search the tome for knowledge as an action, revealing information according to the gamemaster's discretion.
POLI HUMAN COMMONER, SHIPWRIGHT APPRENTICE
Personality Witty, comical, streetwise, and resourceful. Physical Youthful, has long frizzy hair and arm tattoos. Longings To start a shipbuilding company with her two best friends, Alybow and Mnomen. "I'll be a fire starter until I die, which will likely be by fire."
A LY B O W HUMAN COMMONER, SHIPWRIGHT APPRENTICE
Personality Bubbly, talkative, savant, and hot-headed. Physical Short and youthful, has a shaved head, and wears beaded adornments. Longings To build the greatest ship Chrysal Lake has ever seen. "I'll do anything to protect my brain, but drinking less is not going to happen."
MNOMEN ELF COMMONER, SHIPWRIGHT APPRENTICE
Personality Quiet, thoughtful, tedious, and tidy. Physical Fresh-faced and slim with
FA C T O R F O L K
a toothy grin.
Any city over a thousand years old has its fair share of quirks and oddities, and Fano is no exception. This game tests the characters' ability to sort through strange and interesting tidbits of knowledge about this once-great city and determine which of them are true. Use the table of facts and falsities on pages 58 and 59 if the characters choose to play.
Lake with his two best friends.
Longings To sail around Chrysal
"I want to build things so they are new. New things are unquestionably clean."
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fact D10 1
FACT On a half-moon night, you can drink directly from Chrysal Lake without getting ill.
D10 2
Half-moon light has a subduing effect on otherwise dangerous bacteria. The drinking water in Fano is filtered through an ancient high-tech process.
3
There are many large gemstones laying around the city, some as large as houses.
There's an exclusive club whose members claim to have been born in Fano and have never been off the island.
4
The most accurate map of Fano was created by a blind person.
6
The details of the construction of many of the large buildings in Fano are a mystery. Although the construction of Fano was a collaboration between master builders from the humans, dwarves, and elves, the sheer magnitude and short amount of time it took for some of the constructs is believed to be impossible, even with the use of magic.
58
L O R E O FA E T H E R R A . C O M / B L U E F I N
There are parts of the island still unexplored. Yes. The cliffs behind the Monarchy and a "lost" shore along the northeastern coast that has a spell over it.
8
Her name is Nolana Rae Een, and she traversed the perimeter of the entire island barefoot, save the vexed coastline and the lost cliffs behind the Monarchy. 9
Two enormous underwater chains tether the Lakeport Docks island to Fano Island. Lakeport Docks is a manufactured island. Made of stone and wood, it rests on monstrous floats underneath the water that have been tethered to Fano with two great chains.
The group is called the Grey Cardinals. They convene at Fountainhead, a tavern in the very center point of the main Fano island. 7
In Gelden, there is more city underground than there is on street level. Since Gelden sits below the Monarchy castle, rows of walls and tunnels were built as a defense system. Since Fano hasn't seen a war in ages, residents of Gelden began occupying the tunnels.
Legend has it that the gemstones were once generators for long-dormant Chrysalean technology.
5
FACT
Witches have been known to develop severe allergies in Fano. The culprit is believed to be either the pollens from Aunaranda Pines, native to the island, or the radiation fallout from the obsolete Chrysalean tech littering the city.
10
The city relies more on practical wonders than magic. Although magic is heavily used by many in Fano, the premise of the invention that the city was founded on still remains a dogma among the people to this day.
folk D10 1
FOLK Not many crops grow on the island due to the lack of farmland space and its rocky surface.
D10 2
The fish market is the largest industry on the island.
4
The Monarchy is revered by most of the residents in Fano.
6
Between the disappearance of the King and Queen, the isolation of the Mad Prince, and the severe decline in leadership or care for the people in recent ages, Fanonians have developed much disdain for the Monarchy. 7
The king is a cruel ruler.
Fano holds the most Wakenring Championships in the whole region. Fano is home to the biggest stadium, but players from Foxin Ara are, on average, far better at the sport and hold the most championships.
It is common speech for the anglers and people of Lakeport Docks to refer to the lake as a "sea." Many believe calling Chrysal Lake a "sea" is disrespectful and cursed. It is almost always called The Lake, Chrysal, or The Swim.
8
The king never established his rule nor made many, if any, public appearances. He has been missing for years.
9
Fano Island is free-floating. Indeed, the depths of the lake are below Fano, but a rocky shelf arcs off the coast like a halfbridge and stations the Island in place on the western side. Along the docks of Point Vires, it is a shallower twenty meters deep.
Textiles and foreign trade dominate commerce.
5
The treasury amount in Gold Row is almost completely depleted. In recent years the treasury has surged as the Eschans made an unsanctioned lift on merchant tax restrictions.
The island has some of the most nutrient-rich soil in the region, and although space is limited, many of the crop gardens yield large harvests. 3
FOLK
Fruit is sparse on the island because it's not considered a staple in Fanonian meals. The island's soil is rich in nutrients, especially for growing fruits and berries. The sweet red maren fruit, native only to Fano, is world-renowned and one of the biggest exports.
10
The city honors many seasonal festivals and citywide celebrations. In ancient times, yes, but there hasn't been a community-wide celebration or festival for ages.
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M 8 . R I P & A R L O F E AT H E R L I N Known by all as the elders of the Bluefin, Rip and Arlo are mainstays of the tavern. Once the most talented anglers in Lakeport Docks, the two now spend their retirement tippling and weaving tall tales. These kind and cheerful men offer great wisdom to anyone in need. After a couple of flagons of ale and few stories, innocent listeners might find themselves drawn into the middle of their petty arguments, fueled by fifty years of marriage and what many call "bantering love." Rip and Arlo have a side quest to offer the characters, as they can’t remember if they locked up their house before coming to the Bluefin (see appendix D). Arlo takes a swig of ale from his flagon and glares at Rip,
"There ya go, little Zi," Rip says, avoiding Arlo's stare. Arlo grumbles, "Now Rip, you've gone and named him! I tell ya you shouldn't get attached. You know I get to sneezing with a tabby cat 'round!" "Oh stop fussin' and just plug yer nose!" replies Rip.
C O N V E R S AT I O N P R O M P T S Rip and Arlo enjoy talking with new adventurers and hearing what stories they have to tell. If you want to provide characters with an opportunity to explore their personal stories, roll a die and consult the table below to let the tavern's friendliest duo ask them a question.
who had found a stray cat not an hour ago and is sneaking him bits of cheese.
D10
60
CONVERSATION PROMPT
1
Rip: "When the world was younger, Arlo and I would travel all around the land, experiencing new ways of life. Now our bones be tired, and we pretty much stay put in old Fano. Tell me about yer homeland!"
2
Arlo: "Ya know, Rip here really knows how to push my buttons, but he's the love of my life. Tell me about the person you love the most in this world."
3
Rip: "I love a good evening stroll through old Cobblehob Cemetery, but Arlo here stays at home cause he gets a bit spooked! What scares you the most?"
4
Arlo: "Me old mum raised me to believe that if yer nice to the candleflies, only good things will come yer way. That's why Rip and I have all kinds of tunnels and tiny compartments in our house for them to live. Do you have any beliefs?"
5
Rip: "Every Festivale night Arlo and I share a few pints down here at the Bluefin. Well, actually, every night, come to think of it! What traditions do ya have?"
6
Arlo: "I'm not big on weaponry, but I do have a gem coated dagger that I used to gut every fish I ever caught. Always razor sharp and never grimy or rusted. Do you have a trusted weapon?"
7
Rip: "I came from a town way south of here called Covven. I was a young angler looking to breach the belly of the beast for a catch. So what brings ye out here to Fano?"
8
Arlo: "Life is like the tiny tunnels where our candleflies travel — you end up in the same place eventually, but you must choose which tunnel to take to get there. Why did you choose the path you're on?"
9
Rip: "I have a soft spot for stray animals, but our home can only house so many of them. What is one of your greatest weaknesses?"
10
Arlo: "Rip and I love telling stories. Sometimes we forget what's real and what's not, what actually happened, and what we just simply made up! Tell me a crazy story from your past!"
L O R E O FA E T H E R R A . C O M / B L U E F I N
M9. SPLINK
RIP FEATHERLIN
In the back of the tavern, a plump gnome named Splink broods alone. While he is generally an exceptional spellcaster, his talent for magic becomes erratic after a few drinks. The regulars know to leave Splink alone in his designated corner, as his paranoia kicks in sometime after the third or fourth pint. Splink spends much of his time in his corner peeking over an overturned table, muttering something about "The Situation," and casting spells at his flagon. His familiar, a brown lizard, blends in and is always nearby. Townsfolk often joke that it was Splink who blew the top off of the theater ages ago. Every evening, after downing few ales, Splink seeks out newcomers and tries to convince them to imbibe one of his magic concoctions. The newcomer usually succumbs to some outlandish hallucination while Splink rolls on the floor in wild laughter. After the characters have interacted with Splink, either Parable (tiefling commoner) or Paradigm (tiefling commoner) will offer them a side quest to find Splink's wayward therapist (see appendix D).
HUMAN COMMONER, RETIRED
Splink's Drinks The party can partake in the "fun" and drink one of Splink's various concoctions. If a character is brave or curious enough to drink one (or more), choose or roll off of the following table.
Personality Level-headed, clever,
D4
CONCOCTION
1
Purple Parody (potion of ethereal mimic)
2
Skylight Jazz (potion of rhythm)
3
Blushing Dragon (potion of laughter)
4
Tiko Tangle (potion of tiko)
Personality Lively, comical, and adventurous. Physical Old, thin, and frail with long silver hair. Longings To make a tunnel from his house to the Bluefin Tavern. "Let your heart be the guide for what type of drink you decide."
ARLO FEATHERLIN HUMAN COMMONER, RETIRED
and curious. Physical Old but fit, and has long white hair and beard. Longings To write a guide book on the various fish of Chrysal Lake. "The sharpest sword, the most
Purple Parody (Potion of Ethereal Mimic) Potion, rare When you drink this potion, you gain a spirit companion for 1 hour. It appears to you as an amorphous glowing being, although it is invisible to everyone else. It mimics your voice and remains by your side. While hilarious, your companion might antagonize strangers who may think its snide comments are coming from you. While the potion is in effect, you have a disadvantage on all Charisma checks against creatures.
bitter winter, neither are as brutal as the silent treatment."
SPLINK GNOME MAGE, ENCHANTED DRUNKARD
Personality Erratic, eccentric, and cranky. Physical Short, round, has a long white beard and wears a purple robe. Longings To find Trinkets, his longlost sister. "Mystery is the echo of magic.
Splink presents a long crystal cylinder filled with a deep purple, nearly black liquid. It smells like the still air before a storm.
Magic is the echo of the soul."
The drink refreshes you as you taste faint floral notes. You feel a tingling buzz as it hits your belly, and you begin to feel like you are separating from your body.
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Skylight Jazz (Potion of Rhythm) Potion, very rare When you drink this potion, you will elocute every word you speak as if reciting a rhymed poem, paying no mind if the words make sense or not. Despite this limitation, you understand the literal meaning of every spoken language you hear. The potion's effects last until your next Long Rest. Splink sets two identical pint glasses on the table; each filled a quarter of the way with light blue liquid. At Splink's suggestion, you drink the first glass in one gulp and the second in two. They taste sweeter than any mountain berry you've ever eaten. A wave of nausea washes over you for a moment before fading, leaving euphoria in its place. When the sensation levels out, you are captive to the impulse to say everything in rhyme or rhythm.
Blushing Dragon (Potion of Laughter) Potion, rare
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cubes in, and the drink settles. It smells saccharine. The drink wallops you with the taste of pure sugar, so cloying you can hardly stand the taste. Too hot to chug, you are forced to take small sips. Upon finishing it, you begin to comment on how awful it was but find yourself giggling instead.
Tiko Tangle (Potion of Tiko) Potion, very rare After you drink this potion, an adorable pocket-sized goblin named Tiko (HP 1, AC 1) appears, perched atop your shoulder. Although Tiko calls you momma and acts affectionate toward you, it can be an absolute terror. The creature will make huge messes and then gesture for you to clean it up. Tiko remains corporeal for 1d4 hours before returning to their home plane. Splink sets a stone mug full of thick grey slosh upon the table. It reeks of mold and mud, and you think you see something slithering around in there. Splink cautions not to get carried away and drink too much.
After you drink this potion, you must succeed on a DC 14 Wisdom saving throw. If you fail, you begin to giggle uncontrollably and find everything around you hilarious. You fall prone, becoming incapacitated and unable to stand up for the next minute, after which the effects end.
You bravely set the mug to your lips and drink. The taste
Splink pops the cork from a glass bottle and pours a frothy pink liquid into a stemmed flute. It steams as it hits the air and nearly boils. Splink throws a few ice
on your shoulder and are surprised to see a creature man-
L O R E O FA E T H E R R A . C O M / B L U E F I N
surprises you — notes of vanilla and spice and a sublime texture. As you drink, you notice something brush across your tongue, but you do not care and eagerly drink the slithering creature down. As you reach the last drop, you feel a touch of sadness. A moment later, you feel a weight ifesting out of thin air.
SPLINK'S CONCOCTIONS
M10. KIN SCRAP TENT
KIN SCRAP TAV E R N G A M E
In the northeast corner of the Bluefin, several brightly colored sections of canvas cordon off a small area separate from the rest of the tavern. Lanterns hung along the inside of this "room" cast flickering light along walls draped with banners, colors, and flags representing the towns surrounding Chrysal Lake. Every night a large crowd gathers in the Kin Scrap room to enjoy the spectacle. Several unusual red woven rugs cover a short wooden riser in the center of the room, and on that riser sits a large wooden table where two competitors face off. Underneath the table, a gnome named Loriphina is lying down with her pointy shoes sticking out. Her job is to watch for disqualifying table grabs, magical tomfoolery, or any untoward behavior. A bearded orc named Pennigan referees the match, standing next to the table holding a cone shell he blows into to signal the start of the game.
If the party enters the Kin Scrap room, they find Priven the Riveter and Emanchi Drift duking it out in front of a crowd of cheering spectators. After a winner is declared, a character can challenge either contestant to a match. Beating Priven earns the character 100 gp while defeating Emanchi only awards the winner 50 gp. These prizes are only awarded once and are provided courtesy of Madam Empra's Forge. Winnings can be picked up the following day at the shop. If the party challenges Captain Redfall to a match of Kin Scrap, or if an impromptu match breaks out, read: Patrons flock to the Kin Scrap room, hoping for a spot in the front row to witness the action. Pennigan, the referee, blows the cone shell, and a low blast vibrates the whole tavern. Knowing an intense match is about to begin, the tavern lifts a collective voice, singing the Kin Scrap shanty at the top of their lungs: "I have never had a bed to call my own or take a nap. And I've never had an argument without getting slapped. And I've never found a pile of gold with a treasure map. But at least I never lost a match of old Kin Scrap!"
Note. The Kin Scrap shanty is included with this scene's audio collection on the Lore of Aetherra Universe.
KIN SCRAP
A contest of strength and determination, the arm wrestling game of Kin Scrap involves two wrestlers locking hands in battle until they pin their opponent's arm to the table. Throughout multiple rounds, each wrestler will make a contested Strength check. Victory is awarded to the first wrestler with three consecutive successes. Momentum The victor of the current round's Strength check has momentum and gains a bonus +2 to the next round's check. This bonus increases by +2 with each additional victory but is removed when the oppenent wins. Over the Top Once per game, a wrestler can choose to take one point of exhaustion to give +6 to their current Strength check. If possible, this should be communicated to the GM in secret before the roll, and the contested check is resolved.
PRIVEN THE RIVETER HUMAN COMMONER, KIN SCRAP CHALLENGER
Personality Tenacious, steadfast, calm, and quick. Physical Tall, has a tight ponytail, wears a black hood. Longings To make enough gold with Kin Scrap to buy a house on Qwinn Island. "Winning is temporary freedom, but freedom is eternal winning."
EMANCHI DRIFT
Kin Scrap Challengers Priven the Riveter. With a piercing gaze and an intimidating demeanor, Priven the Riveter (human commoner) moves precisely, with immaculate purpose. She wears all-black garb and a fitted hood that she only uncovers when competing, revealing auburn locks pulled tightly back. She speaks almost in a whisper but remains sharp and direct. She maintains eye contact during a match no matter what and will often win by gazing so intensely at her opponents they lose confidence. Priven also offers the characters a side quest to bring her brother to the Bluefin to watch her match (see appendix D). Emanchi Drift. While this fashionable elf from Merryweather may be slight of build, Emanchi Drift (elf commoner) has already cemented himself as a legend in his local tavern, remaining undefeated against some of the strongest competitors in Merryweather. He recently moved to Fano, hoping to earn the same reputation at the Bluefin. He wears a bright orange robe and styles his jet black hair in a new and unique style every night, famous for making sure every strand is in place before every match.
ELF COMMONER, KIN SCRAP CHALLENGER
THE LOWER FLOOR
Personality Bashful, generous,
M 1 1 . S TA I R S T O T H E L O W E R F L O O R
and driven. Physical Skinny, has zany-styled black hair, wears an orange robe. Longings To find a new hairstylist in Fano that will fit his tastes.
A corridor extends behind a round door hidden within the stage. While a lantern lights the passage, the curved staircase it leads to descends into darkness. Framed posters hang on the walls and advertise vintage playbills for wonderful productions that graced the theater's stage long ago. One poster illustrates two figures walking towards a large house in the woods. One holds
"Speak only the words you mean
a strange handheld device, and the title reads: The Inventor and the Apoth-
to say and you will never be misun-
ecary. Another poster titled Gian Belladia Presents the Romantic Tragedy:
derstood."
Outer Rim depicts two dwarf lovers holding each other inside a large crater
OROGEN ORC COMMONER, INNKEEPER
Personality Talkative, knowledgeable, and helpful. Physical Medium build, always dressed for winter, wears a big fur jacket. Longings To host an adventure and survivalist conference at the inn. "You can get water from almost anything. Except merqua, don't suck on that stuff."
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in the ground. The last poster showcases an elf standing in front of an artistic rendering of a house within a house within a house. It's titled The Dollhouse Maker.
Near the bar, a steep set of stairs descend below the tavern's main floor, leading to the theater dressing rooms and storage closets. M12. KITCHEN You enter through a narrow doorway into a kitchen that once was a storage closet. Two wood fire ovens and a long butcher block along the wall allow plenty of room for food preparation. Since Paradigm makes the largest profit from drinks sales, the Bluefin doesn't serve dishes that require fresh ingredients — mostly salted meats and preserved foods. Cabinets along the opposite wall contain old costumes from the theater days — outlandish feather headpieces, dead-eyed face masks, and even a purple full-body "creature of the swamp" costume.
After acquiring the Bluefin Tavern, Paradigm and Parable built a makeshift kitchen by knocking down two dressing room walls and a portion of the storage area. The kitchen is stocked lightly and used to prepare a simple (and salty) menu, ensuring guests buy drinks more than anything else. M 1 3 . PA R A B L E ’ S R O O M A repurposed dressing room now serves as a living area for Parable. Two vanity mirrors hang on opposite walls, all brightly lit by lanterns bordering the room's perimeter. Parable's bed sits between the mirrored walls amid a dizzying, never-ending reflection of a room within a room. The room also stores barrels and casks of recent ale on tap rotation.
refinery and converted it into an inn. The inn consists of fourteen rooms of differing sizes, including three VIP suites with a view overlooking the Bluefin proper. M15. THE INN The entrance to the repurposed refinery is made visible by lanterns, aflame and casting unsteady light against monstrous, decommissioned machinery. Footsteps echo across the wet surface, and out from the gears and pulley wheels grow glistening violet moss. Familiar faint blue fretwork outlines the periphery of the machine. A wooden desk stands in front of several large pipes that disappear into the floor beneath it. An innkeeper sits on the other side of the desk, an orc taking a long puff from a smoking pipe and reading a book. Two rows of silver keys hang on rusted hooks on the back wall.
Characters who enter this room must make a DC 11 Wisdom saving throw. Those who fail are overcome by vertigo, and for the next 5 minutes, make all ability checks and rolls with disadvantage. Those who succeed manage to keep their wits about them. Characters searching through Parable's personal effects find a handwritten script for a play called The Tame and the Twisted, whose tagline reads, "Silence will lead you to the suspect," as well as calligrapher's supplies and a stack of parchments. A picture of Wakenring star Kanarok sits atop a barrel of cider. M 1 4 . PA R A D I G M ’ S R O O M Paradigm's bedroom formerly served as a dressing room. The vanity mirrors have been removed, but Paradigm kept a wall full of wigs intact; although a few are missing from their hooks. She uses one side of the room as a storage compartment for old instruments from the theater days, along with a back stock of casks and barrels.
Characters searching through Paradigm's personal effects find a black leather tunic, manacles, 50 feet of silk rope, a whip, a flask of oil, and a club. The storage compartment holds a triple-necked lute and a large wooden leather-skinned drum. Some of the wigs on the wall have been dyed garish colors and come in various hairstyles.
THE INN
The building adjacent to the Bluefin was once an old aquatic liver oil refinery, formerly powered by Chrysalean technology. When the tiefling siblings took over the remains of the old theater, they acquired the
Above, two balconies lead to sleeping chambers. Two drunk souls, laughing carelessly, stumble into a room on one balcony and slam the door behind them.
OROGEN THE INNKEEPER Orogen (orc commoner), a former adventurer, settled down in Fano after a lifetime exploring the world. Studious yet laid-back, he works at the inn to keep himself busy and provide opportunities to meet new and interesting people. Fluent in eleven different languages, he is always eager to discuss linguistics with fellow polyglots. M 1 6 . S TA N D A R D R O O M S The standard rooms are simple and accommodating, each providing a comfortable single bed and chest of drawers. Bizarre-looking technology from the building's days as a refinery is found throughout the inn. The shared wall on each room is made of glass and encases an intricate system of small wooden gears and waterwheels. Merqua, faded and nearly dead, covers the strange mechanisms behind the cloudy glass.
Meyfyre (see appendix A) will want to secure lodging for the party after they have successfully convinced a captain to escort them through Broken Top Bay. The inn has both single-bed and double-bed rooms to choose from, and each room costs 10 gp for the night, which Meyfyre is willing to cover.
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M17. VIP ROOMS Spacious and beautifully designed, the suites each have their own balcony with a view of the Bluefin Tavern's main floor and all its untamed energy. Inside the suites, plush beds and washrooms with running water greet the weary traveler. Hanging floral baskets decorate the rooms, grapevines wrap around the crown molding, and phlox spills over the balconies. A conch shell sits on the bedside table and, when spoken into, can be used to have drinks sent directly to the room. The side walls are made of glass and display oddly-shaped antiquated technology.
INN SECURITY The main bedrooms can be locked, and each occupant is given a key. Opening a locked door without the room key requires a successful DC 12 Dexterity check using thieves' tools or equivalent magic. Rooms on the second and third floors aren't locked but call for a climb of 20 feet to reach the second floor and 35 feet for the third. A THIEF IN THE NIGHT If Dalnus Magdro (see appendix A) escaped his previous encounter with his life, he catches up with the party after they have settled down for the night, looking to enact a little payback. If Dalnus was killed, you may replace him with his brother Devva Magdro (see appendix A). Roll 1d6 and consult the 'Night Time Encounters' table on the following page to see if and how he interacts with the party.
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TRANSITION
After a riotous night at the tavern, the party finds rest at the adjoining inn. Read: The creaking of floorboards and clanging of old pipes replace the raucous sounds of the Bluefin Tavern and ushers in a hushed calm. The heavy canvas over the tavern floor sways in the gentle wind. The sound of rushing water whispers in the walls as a stream of water pours down within the glass exhibit. The water drops down and slowly turns a waterwheel, then forms a puddle under a bit of mushy merqua. The blue balm of night washes over the room, and an overhead lantern gently swings, sending a moonbeam into the rafter's shadows. The blankets are warm, and the air is crisp. A damp grey closes in from all around. With the swell of a numbing wave, the world plummets into the depths of peaceful oblivion, where flickers of sails, trees, tomes, and forgotten mysteries beckon the dark drift into silvery slumber.
Leveling Milestone After waking up, the characters receive the benefits of a Long Rest and reach their next leveling milestone, advancing to level 3. Afterward, they will be ready to meet with their patron and prepare for their journey.
NIGHT TIME ENCOUNTERS D6
RESULT
1
Dalnus attempts to break into a character's room through the window. Dalnus makes a DC 15 Strength (Athletics) check. On a success, Dalnus climbs inside, punches a character in the face while they sleep or meditate, then escapes out the window. On failure, Dalnus falls, taking 3d6 bludgeoning damage — if this kills him, his corpse will be found in the morning.
2
An aggressive Dalnus breaks down a character's door with 1d4 + 1 bandits alongside him, looking to maim someone.
3
Dalnus attempts to sneak into a character's room to lighten their coin purse. Dalnus makes a Dexterity (Stealth) check contested by the character's passive Perception score. If the character succeeds, Dalnus is caught in their room. If Dalnus succeeds, he pilfers 4d6 gp from the character.
4
Dalnus breaks into a character's room and attempts to take a character's armor and clothing. Dalnus makes a Dexterity (Stealth) check contested by the character's passive Perception score. If the character is successful, Dalnus is caught in their room. If Dalnus is successful, he takes any accessible armor and clothing.
5
Dalnus attempts to steal from Meyfyre, and she, unbeknownst to the party, murdered him in the process. His corpse will be found in the morning by passing citizens.
6
Dalnus is drinking at the Bluefin tavern when he has a change of heart, deciding not to pursue the party, preferring to play Skellin instead. If the party finds him passed out inside the tavern in the morning and woken, he will attempt to apologize and befriend the party.
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Wayfaring
LAKEPORT DOCKS, DISTRICT OF ESCHA
T
he diverse assortment of shops that line the pier at Lakeport Docks deftly mirrors the cultural aesthetic showcased in this shadowy district. Whether in the service of Fano's criminal underbelly or hustling to earn an honest wage, shopkeepers enthusiastically embrace their patrons, and their shops are open and ready for business. All manner of goods can be found on the docks, from the mundane to the magical, the lawful or contraband. However, before they can commence shopping, the party has an assignment with their employer that they are expected to keep. Having chosen an employer beforehand from among Madam Empra's Forge, the Starless Fair, and the Merchant's Consortium of Escha, the party will receive an assignment, all of which focus on a laboratory in a nearby warehouse. After completing their task, the party can go about their business along the docks, mak-
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V ing final preparations before meeting up with Captain Redfall and embarking on what is sure to be a perilous voyage to Broken Top Bay to find the lost druid. As they explore the dockside shops, the party learns more about the criminal organizations that operate here. Cunning characters may find their way to the Starless Fair, a massive black market watercraft that also serves as home to a group of shadowy traders. While aboard, they may find rare magical items for sale at Scimo's Fence and Pawn, or they may be able to convince the ship's resident woodworker to share her work. Insightful characters may find themselves at an unassuming family bakery called Papa Gigi's Blue Bakery, a front for the criminal syndicate Eight Arms and distributor of products infused with an illicit narcotic, aether rice. While not fond of dealing with strangers, there are ways of earning their trust. Still, not every business at Lakeport Docks aligns
STU HARRINGTON
with a criminal organization. Some simply hustle to earn a substantial living out of their humble storefronts. No one disputes that the best-hammered steel in Fano comes from Madam Empra's Forge. Her metalcraft has protected thousands of soldiers and mercenaries alike. Likewise, any adventurer serious about perfecting their craft has heard rumors of the herbalist Essi and the unorthodox methods she uses to concoct the alchemical masterpieces available at Dark Muune Potions. After the party has acquired the proper provisions and is ready to set sail, they can find Redfall's ship, The Moxi VII, moored at the platform just outside the Bluefin, where the legendary captain eagerly waits to tempt fate once again on the waters of Chrysal Lake.
ABSTRACT Notice Board. The party learns more about the commerce available at the Lakeport Docks. Earning Your Keep. The party’s obligation to their employer leads them to an abandoned laboratory. The Starless Fair. The party explores the floating criminal paradise sitting in the harbor. Along the Docks. Some of the best shopping in Fano can be had at the shops lining the pier.
Will the party complete their task for their employer and find the goods they need for their voyage, or will they get lost in the hustle and bustle of the docks?
LAKEPORT DOCKS
WA Y FA R I N G
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NOTICE BOARD
Outside of the Bluefin Tavern, hundreds of notes and fliers nailed to a large notice board flap in the breeze. The ancient redwood frame hints at its age, and it bears the marks of forgotten languages and arcane runes. While most of the notes make sappy declarations of love or tell a bawdy joke, some promote various points of interest around town. Describe the notice board: You hear paper fluttering in the wind and see a wide, wooden board mounted to the side of the Bluefin. Upon it, a jumble of hand-drawn notes, maps, and prints overlap each other, filling every inch of space.
Use the following items from the notice board to guide the party toward the shops lining the pier at Lakeport Docks. Lighthouse of Escha. This official notice from the secretary of Fano’s treasury details a proposed tax increase on several fish species caught in Chrysal Lake, signed by Lord Winfried Rudyard with the seal of the Order of Escha. Below it hangs a lined piece of paper half-filled with signatures and labeled, “IN OPPOSITION.” Jintana’s Provisions. A simple handcrafted flier welcoming people to Jintana’s Provisions holds a prominent position on the board. Bold letters scrawled across the top say that all rope, hemp, or silk, are 50% off, and shovels are “Buy One Get One Free.” Behind it, several variations of the flier detail the store’s bargains in years past. Dark Munne Potions. The bottom left corner of the board’s frame holds a small drawing of the moon. Upon closer inspection, a character can find an address inlaid in the moon’s craters, leading the party to an apothecary. Strips of paper attached to the bottom offer a 10% discount on the purchase of one potion.
• A barbershop, with a symbol denoting that a doctor is available. • The location of three nearby safe houses. • The Starless Fair dinghy and a list of magic items that can be acquired inside its black market. • Papa Gigi’s Blue Bakery and its ties to the criminal syndicate known as Eight Arms. • A reliable pawnbroker and a list of in-demand items.
EARNING YOUR KEEP
Depending on who the party chose as their employer at the beginning of the adventure, they will have a job to perform, with a reward at the end. The quests from all three employers will revolve around the same location — a warehouse in the Llief district, although each group has their own agenda. If the characters do not meet with their employer within a reasonable amount of time, their assignment giver seeks them out and scolds them for their tardiness. If the characters continue to refuse to go about their duties, their employer will refuse to do all business with them. (Jintara’s Provisions and Dark Muune’s Potions are associated with the Merchant’s Consortium of Escha.) MERCHANTS CONSORTIUM OF ESCHA Hestine Martie, the liaison for the consortium, waits for the party near its headquarters at the Lighthouse of Escha. She is flanked by a young dwarf named Jonny Brownbeard (dwarf guard). She greets the characters and explains that their assignment is to patrol the Llief district and investigate anything out of the ordinary. She then introduces Jonny, who will be the characters' guide.
Thieves’ Map. Those who understand thieves’ cant can easily decipher a code on an otherwise unassuming note saying that a secret hides behind the flier. Characters with a passive Perception score of 13 or more who look at the bulletin board can discover the hidden mechanism by making a successful DC 13 Intelligence (Investigation) check. After pushing on the mechanism, a square section of the notice board springs forward, allowing the small wooden tile to be removed. A crudely drawn map nailed to the back of the tile gives the coded location of several clandestine establishments.
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THIEVES' MAP
Jonny escorts the characters throughout the neighborhood, and apart from some vandalism and a few petty thefts, the area is relatively calm. After spending an hour on patrol, a blood-curdling scream pierces the air, not too far away. If the characters want to investigate immediately, have them make a DC 13 Strength (Athletics) check. If successful, they make it to the scene in time to see a Spiran soldier running in the distance and turning a corner. On the ground, the body of an elf bleeds out from a deep wound on his torso. A successful DC 15 Wisdom (Medicine) check will stabilize him. After a few minutes, he recovers enough to tell you that the Spiran stole a key to the lab where he works. If the elf isn’t stabilized, he dies. He carries a small leather satchel, and it holds a few vague schematics and a reference to the “red building.” If the elf lives, he tells the party the location of the lab. If he died, the characters will need to make a DC 13 Intelligence (Investigation) check or spend 1 hour checking all red buildings in order to find the lab. When they arrive, the door is unlocked and ajar. To continue, skip to the Laboratory section. S TA R L E S S F A I R A half-orc hanging out near the bulletin board at the Bluefin holds a sign with one of the character’s names written on it. When asked about it, she will say that Captain Len Grecon (human bandit captain) needs to speak to them aboard the Starless Fair and leads them to a dinghy that escorts them across the harbor to the massive floating barge. Len greets the characters and introduces a young man next to him as Frankie the Mop (human commoner). Frankie is moving up the ranks in the family, and this is his first mission that doesn’t involve swabbing down the deck. Len explains that Frankie, who grew up in the Llief neighborhood, will help the characters find a warehouse where a mysterious piece of technology is being developed. He will also be their lookout as the characters break in and retrieve it for the family. Once in the neighborhood, Frankie confesses to the party that he’s never actually been to Llief before, but he lied so he could have a chance to prove himself. Characters who succeed on a DC 13 Intelligence (Investigation) check to look for clues or information find a person who says that she hears what sounds like an explosion coming from a warehouse near the waterfront several times a day. If the characters enter within earshot of the warehouse, a loud popping sound makes clear which building they should target. The lock on the door requires a DC 13 Dexterity (Sleight of Hand) check to pick. If the characters are unable to pick the lock, Frankie volunteers to try (roll 1d20 + 5). If they can’t pick the lock, the characters must secure their own entrance. Once the characters have breached the door, skip to The Warehouse section to continue.
JONNY BROWNBEARD DWARF GUARD, SECURITY
Personality Timid, thoughtful, and smart. Physical Stumpy, muscular, and doe-eyed. Longings To make enough gold to care for his ill sister. “If you really look into people’s eyes, you won’t be surprised by the compass of their hearts.”
FRANKIE THE MOP HUMAN COMMONER, JANITOR
Personality Eager, wily, and straight-faced. Physical Shaved head, small but strong, and has a neck tattoo. Longings To open the first art shop on the Starless Fair. Preferably with art by the renowned mural painter Medias En Ferria. “Everybody is one handshake away from something life-changing.”
YOGSA ELF COMMONER, APPRENTICE
Personality Quiet, mysterious, calculating, and studious. Physical Well kept hair adorned with ribbons and has tired eyes. Longings To be accepted into the Render’s Guild.
M A D A M E M P R A’ S F O R G E “You’d be surprised how many
Forgemaster Ines (human commoner) watches as a quintet of kobolds hammer sheets of steel and greets the characters when they enter the forge. She introduces her apprentice, Yogsa (elf commoner), and asks that the characters escort Yogsa and a locked chest to a clandestine warehouse in a nearby neighborhood. A local engineer has a new weapon prototype that intrigues Ines, so she’s sending Yogsa to evaluate the weapon and offer to purchase it if it meets her approval. Yogsa thanks the party for escorting her, asks that they stay close, as the chest she carries contains
astounding things you uncover in the dead of night.”
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a large sum of money. Shortly after entering the Llief neighborhood, a gang of children bombards the characters with smoke bombs, creating an impenetrable haze. The children, accompanied by a monkey, run into the haze and attempt to take the chest. Yogsa cries out, and the chest hits the ground and bursts open, spilling gold everywhere. The children race into the smoke and collect as many coins as they can. Each of the ten children (and the monkey) grabs 10 (1d10 + 5) gp before trying to escape. Unless the characters manage to disperse the cloud of smoke, they make all checks with disadvantage. If a character acts too violently towards the would-be thieves, Yogsa will implore them to stop. When the smoke clears, all of the children have vanished, and what remains of the chest and gold lie on the road. If any of the children have been captured, they will drop the gold they’ve stolen and beg to be let go. Yogsa will begin to pick up the remaining gold and place it in a small pouch. If the characters try and go after the children, she says not to bother, as they are just poor, hungry kids. Characters with a passive Insight of 13 or higher can tell by Yogsa's body language that she intended to let the children take some of the gold. The rest of the journey continues without incident, although the party finds the door has been broken when they arrive at the warehouse. Skip to The Warehouse section to continue. THE WAREHOUSE When the characters enter the warehouse, read: Loose planks patched together form a roof over a dark and spacious warehouse. A nesting bird flutters into the exposed rafters, but not another soul is present. The redolence of hot oil lingers in the air, mixing with a smoldering smell. Dingy grey vapor seeps through the gaps in the building’s structure. Inside, the warehouse lies in shambles. Tables have been overturned and spilled crates pepper the floor with loose nails and bolts. Threadbare canvases hang in front of a row of shelves. A door in the far corner is closed shut. Several glittering cylindrical lights cut through the center of the ceiling and shine down onto the floorboards.
When the characters enter the warehouse, have them make a DC 13 Wisdom (Perception) check. Those who are successful notice among the wreckage a rack missing all but one vial. The liquid inside, the bile of a translucent glowdevil, has no smell, tastes acrid, and looks like bright yellow slime. If a creature consumes one of the vials, it must make a DC 13 Constitution sav-
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ing throw. Upon failure, the creature loses control of its temper and attacks the closest person to them. The creature may attempt a new saving throw each round. The effect ends after 1 minute. Characters who want to search the room must succeed on a DC 14 Intelligence (Investigation) check. If successful, they find a bag of holding, 41 pp 34 gp, and some detailed blueprints. A successful DC 17 Intelligence check reveals them to be the first draft of a schematic for a rudimentary firearm. A door on the back wall is unlocked but trapped. Characters with a passive Perception score of at least 14 or those actively searching the door who succeed on a DC 14 Wisdom (Perception) check notice a pressure plate in front of the door. When stepped on, it activates an extremely powerful magnet positioned overhead. All metal items within 10 feet of the door (including characters in metal armor) are pulled to the roof. The magnet deactivates after 10 seconds, sending everything to the floor and dealing 7 (2d6) bludgeoning damage to any creatures who fall. On the other side of the door, a muscular man covered in bloody scratches, wearing little more than underclothes and a Spiran cape, lies on the floor amidst a dozen empty vials of the yellow bile. Upon seeing the party, the spiran berserker (see appendix A) lets out a bestial scream, claws at his face, and attacks the party. Spiran Berserker Tactics • The berserker will use unfettered rage if it is available, and it can hit multiple targets. • The berserker will use its multiattack, targeting two different creatures if able. Characters searching the room find a small metal tube attached to a piece of wood, matching the invention sketched on the blueprints in the other room, although it isn’t operational. Nothing else of use can be found in this room, as the berserker had torn nearly everything to shreds. JOBS DONE When the characters are ready, they may report back to their employer for further instruction. Merchants Consortium of Escha. Jonny explains the details of their patrol and how they took a dangerous Spiran off the street. Jonny gives the prototype weapon and blueprints to Hestine (or asks the characters to do so if they possess them) and tells her that he worries about Spiran aggression. Hestine thanks the party, pays them 100 gp apiece, and lets them know that they are a friend of the consortium and can take 10% off at Jintara’s Provisions and Dark Muune Potions.
The Starless Fair. Frankie the Mop asks the party if he can take more credit than he deserves for the job. Back at the Starless Fair, Len Grecon (human bandit) asks what the technology was. If the party relinquishes the device and the blueprint, Len will reward the characters with 100 gp per character and send Frankie to deliver the prototype and blueprints to Olive, hoping it will be useful to her. Additionally, the party may purchase one magic item from Scimo at half price. Madam Empra’s Forge, Yogsa tells the party that she doesn’t plan to tell Ines that the children stole some of the gold and admits to planning the whole trip with the intent of allowing it to happen. She offers the rest of the gold from the chest (200 gp) to the party in exchange for their silence. She says that the blueprints and the prototype are more than enough. Back at the forge, Ines is thrilled with the job Yogsa and the party have done, and pays the characters 100 gp each.
D10
M A K I N G P R E PA R AT I O N S After the characters have fulfilled their obligation to their employer, they may take a short rest and gather supplies for the journey to Broken Top Bay before meeting Captain Redfall (see appendix A) at his ship. Adventurers of every stripe visit the dockside shops that line the pier, searching for all manner of supplies, from mundane to magical. Roll a d10 and consult the random encounter table below to add flavor to the scene between locations.
RANDOM ENCOUNTERS
1
A dragonborn bard rants frantically about the “third moon” and how the Moon Cult is trying to capture him for allegedly worshiping the sun.
2
One of the Nine from the Order of Indos slowly rides by on his horse and scribbles in an ancient tome.
3
A cagey half-orc approaches the party and motions toward a massive wooden ship in the distance, and for 5 gp will offer information on how to gain access to the Starless Fair (see more on pages 81 and 80).
4
A tipsy gray-bearded angler offers to sell the party a map of "the best" fishing hole on the lake for 10 sp. If purchased, the map is nothing more than a circle with a small x in the middle.
5
Two gnomes gab loudly while playing a game of liars dice on the walkway outside their shops. When the party passes by, brothers Olaf and Guesta insist that they visit their respective shops. (See Papa Gigi’s Blue Bakery and Mudraker’s Spell Empire on pages 81 and 82.)
6
A unit of Spiran guards violently arrest a merchant for peddling his goods outside without a permit.
7
A long line of excited fans stretches for several blocks and ends at a local training facility. Inside, the reigning Wakenring champions, the Corillian Crestflames, and their star player, Kanarok, sign autographs for 5 gp.
8
A peculiar wizard uses the control water cantrip to provide shelter to an octopus suspended above her head. The two carry on a heated conversation about wheels of cheese.
9
Three kids incessantly run circles around the party. Each kid plays the role of a leader of an Order of Fano (Spira, Escha, and Indos) and attempts to involve the party in their political machinations.
10
A balloon barge soars overhead, flying the flag of the Eswindas, the Novarian elves of the sky. It travels towards the District of Indos.
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AZALEA GRECON HUMAN COMMONER, ENVOY FOR THE STARLESS FAIR
Personality Motivated, energetic, aspiring, and charismatic. Physical Long black hair, imposing presence, has facial piercings. Longings To discover the most ancient relic of Fanonian history and cement herself as a curator legend. ”It’s not your folly in gullibility, as much as it’s my talent in wit.”
LEN GRECON
T H E S TA R L E S S FA I R
The harbor teems with a legion of dinghies, but one stands out from the rest, painted entirely black and flying a small ebony flag bearing the mark of a single drop of blood. This vessel belongs to the black market ship known as the Starless Fair and provides a passage to the barge for those who know to ask. If the characters haven’t yet discovered a way over, a cagey half-orc, loitering nearby, will offer to help the party get to the giant wooden ship for 5 gp, and if paid, will point out Azalea Grecon (human commoner) and tell them the password to give her. As the envoy, Azalea ferries patrons to the Starless Fair for 1 gp a person, provided they either know the family’s words (Blood Before Breed) or speak thieves’ cant. EXTERIOR DESCRIPTION If the party leaves to visit the Starless Fair, read the following as they approach: The choppy waters turn glassy as the boat drifts further from the docks. A shadow looms over the dinghy, cast by the enormous vessel towering in the distance. Numerous Hendan ships have been grafted together to construct
HUMAN BANDIT CAPTAIN, CAPTAIN OF
this massive aquatic fortress. An ingenious system of rope pullies powered by
THE STARLESS FAIR
waterwheels facilitates movement up and down the vessel. Aboard the ship, both person and beast scurry about, adding to the clamor of banging tools
Personality Cunning, command-
and ticking mechanisms saturating the air. The heart of the Starless Fair beats
ing, and tedious.
with chaotic life.
Physical Tall, trim, tough, has facial scars. Longings To establish the Starless Fair as its own domain. “True talent is commanding a ship without ever touching water.”
The massive three-decked Starless Fair was built from the remains of several large ships that sailed before it. Each of the hundreds of passengers living onboard bears the honor of being considered a blood member of the Starless Fair family. The ship’s upper level houses several residences and shops. Windmills surround acres of artificially constructed farmland stretching across the deck. The levels below hold a twisting network of corridors that lead to private chambers and spaces used to facilitate the Starless Fair's clandestine operations. Visitors to the ship are prohibited from entering the lower levels for any reason. The ship makes ports of call seemingly at random, moving between Lakeport, Henda, and other smaller port towns around Chrysal Lake. At least once a week, the Starless Fair anchors outside of Fano to resupply and deploy an envoy to represent the family’s interests at Lakeport Docks. Apart from selling aquaculture, the most lucrative business on the ship comes from bartering black-market contraband. Skirting both maritime and common law, the Starless Fair and its family fill a void (and their pocketbooks) by providing the criminal underbelly of Lakeport Docks with the majority of their magical weapons and devices. UPPER DECK DESCRIPTION As the party boards the Starless Fair, read: You climb onto a platform attached to a complex rope pulley system. The wooden planks beneath your feet groan as the contraption jerks to life with a chorus of squeaks, hoisting the platform and everything on it to the ship’s gunwales. The Starless Fair consists of four sizeable Hendan vessels fastened
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together to create a sprawling top-side deck. A row of shops and markets line the ship’s perimeter, while a slow-turning windmill located midship stands watch over several communal gardens and two tracts of farmland. Fences block any stairs descending to the lower decks. Customers mill about, flit-
SCIMO REDS ELF COMMONER, PAWN SHOP OPERATOR
ting between lush gardens and finely appointed market stalls, marveling at mechanical complexities working together to form the beating heart of this
Personality Peculiar, moody, and
vessel.
intuitive. Physical Gangly, very long, straight hair, wears high-water
S C I M O ' S F E N C E & PA W N
trousers. Longings To procure the rarest and most ancient Chrysalean
AFFLUENCE
items.
PRICES ”You can obtain any rare and valuSECURITY
able item in this world for a hefty
WARES
Magic weapons, and black-market contraband
PROPRIETOR
Scimo Reds
ALIGNMENT
The Starless Fair
price, it’s just not always gold.”
SCIMO’S GOODS D10
If a character enters Scimo’s Fence and Pawn, read: This cramped but beautifully designed store looks more like a cathedral than a pawn shop, adorned with cast-iron columns and rose-colored stained glass windows. The decor appears to be stained a deep crimson and sparkling with glittering dust. Oak shelves hold the inventory and wrap around the entire room, and a spiral staircase leads up to another floor. Each compartment is lit with either blue, gold, or green, depending on the type of item on display.
Scimo’s display shelves carry quality items, but nothing especially good. Characters who ask Scimo Reds (elf commoner) whether or not he carries any magic items and can speak Thieves’ Cant, know the family words, or succeed on a DC 12 Charisma (Persuasion) check will be shown a list of the items available for purchase. Roll 5d10 (duplicates allowed) and consult the items table on this page. Scimo sells each of these items for 600 gp (500 gp with a successful DC 13 Charisma (Persuasion) check. He will also buy contraband or stolen items, no questions asked.
RESULT
1
Bracers of Archery
2
Necklace of Adaptation
3
Wind Fan
4
Ring of Warmth
5
Immovable Rod
6
+1 Wand of the Warmage
7
Gloves of Missile Snaring
8
Luckstone
9
Pearl of Power
10
Eyes of Minute Seeing
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THE WOODWORKER'S SHOP AFFLUENCE
OLIVE THE WOODWORKER HUMAN COMMONER, INVENTOR
PRICES
Personality Clever, imaginative, observant, and skillful.
SECURITY
Physical Middle-aged but active,
WARES
Custom armor, magic items, and construct familiars. By commission only.
PROPRIETOR
Olive the Woodworker
ALIGNMENT
The Starless Fair
has rosy cheeks and white hair. Longings Build a sentient, completely wooden person. “Buried beneath the trees, they drink from your bones, you take from their branches, and build up your homes.”
If the characters enter Olive’s shop, read: The interior of Olive’s woodshop bears an uncanny resemblance to the inner workings of a grandfather clock. Gears in constant motion connect to spools of rope, bringing all manner of gadgets and gizmos to life. Nearly everything in her shop has been constructed from fine timber. Ivy grows wild in all the crevices, providing food to the yellow finches darting in and out of the open birdcages above. Olive’s living quarters, built into the rafters, can only be accessed using a rope and pulley system. In the center of the shop, floorboards have been cut away to allow another pulley system to collect frothy water from the lake below and transport it throughout the woodshop.
A venerable and wise artisan, Olive (human commoner) is known throughout the Starless Fair as “the Woodworker.” Before the portals between Fano and Chrysalea were sealed, she honed her woodcrafting skills in the underwater city. There, she mastered the art of fusing organic and biological elements. She also played a vital role in constructing the Novarian Neural Network, a transportation system linking far-flung enchanted trees infused with aether. Olive was told to return to the surface before the portals were sealed. Given aether’s scarcity, most of Olive’s projects for the family entail modifying Chrysalean technology to operate without it. Understanding the rarity of her talent, Len asks very little of Olive, giving her free rein on her chosen projects. She has imbued several of her small wooden creations with a semblance of sentience. These curious wooden creatures, infused with magical energy, can be found throughout the Starless Fair. Over a thousand years old, Olive the Woodworker sustains her life by wearing a highly customized coat of mechwood, her magnum opus. She has the original prototype of her mechwood armor in her shop, although it is not nearly as developed as the one she wears. If a character signs a waiver of responsibility and pays 300 gp, Olive will attempt to fuse the armor to their body. Olive makes the Intelligence (Medicine) check required by rolling 1d20 + 17.
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Coat of Mechwood Armor (light), legendary (requires attunement) • • • • •
12+ Dex modifier You gain a +1 bonus to AC and saving throws while wearing this armor. Your Dexterity score is 19. This does not affect you if your Dexterity is 19 or higher without it. Magic or abilities can neither reduce your speed nor cause you to be paralyzed. The Coat of Mechwood has 3 charges, and regains 1d2 - 1 charges at dawn. When you fail a Dexterity saving throw, you can use your reaction to expend 1 charge to succeed on that saving throw instead. If you expend the last charge, roll a d20. On a 1, the armor turns to dust and is destroyed, dealing you 10 (3d6) bludgeoning damage.
This Coat of Mechwood is permanently affixed to you and is attached to your central nervous system. Only trained individuals that can perform major surgery can remove or affix the armor without causing permanent damage or death.
A character with the knowledge of medical procedures can fuse the coat of mechwood in a proper environment and six hours of downtime with a successful DC 23 Intelligence (Medicine) check. If unsuccessful, roll 2d4 and consult the outcome table below: MECHWOOD SURGERY OUTCOMES 2D4
OUTCOME
2
The character dies due to trauma sustained during surgery.
3
The character loses 3 hp.
4
The character takes 22 (4d10) bludgeoning damage.
5
The character takes 11 (2d10) bludgeoning damage.
6
The character takes 22 (4d10) bludgeoning damage.
7
The character loses 2 (1d4) fingers or toes.
8
Character manages to escape the botched surgery unscathed.
C O AT O F M E C H W O O D
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J I N TA N A K E L L E R
ALONG THE DOCKS
As the characters explore the dockside shops, read:
DRAGONBORN COMMONER, SHOPKEEPER
A cobblestone boardwalk winds its way along the misty dockside, passing by a row of extraordinary shops. Elaborate stained glass decorates the space
Personality Friendly, talkative, and
below the ornate roof cresting of Jintana’s Provision, and its lunette win-
obsessively organized.
dowed entrance casts an orange glow onto the street. The aroma of freshly
Physical Emerald scale armor, thin
baked goods wafts from a bakery tucked into a nook, hidden between can-
build, and kind eyes.
vas awnings and an ivy-covered pavilion. An abundance of moss hangs over
Longings For a day off, but can’t
the truss of Mudraker’s Spell Empire, contrasting with its red cedar arcade.
stand the thought of the shop not
Further down, the elven constructed gables stand atop the charred oak and
being under her order.
brass-framed threshold of Dark Muune Potions. A smokestack in the far distance billows steam from the Madam Empra’s Forge.
“Keeping things organized gives me something to control in this
J I N TA N A’ S P R O V I S I O N S
unpredictable world.”
G U E S TA
AFFLUENCE
GNOME COMMONER, EIGHT ARMS LT.
PRICES Personality Polite, Quick-witted, and a fast talker. Physical Curly hair, wide eyes, and wears a viridian kaftan. Longings To expand his bakeshop into a full-service restaurant. ”Since I was thrust into this world
SECURITY WARES
General goods
PROPRIETOR
Jintana Kellar
ALIGNMENT
Order of Escha
without a choice, I’ll make sure to have one upon leaving.”
If the characters enter Jintana’s Provisions, read: You squeeze through a narrow doorway, intentionally crafted to hamper thieves, and step inside an expansive shop. The ground floor stocks an immense selection of goods, and a stairway in the center ascends to a loft holding even more provisions. Golden ivy and emerald scales, symbols of the Jintana family, decorate the walls with a style unique to his heritage.
This two-story shop, owned by the Jintana clan, has supplied the citizens of Fano for generations. Multiple renovations over the years have resulted in the modern storefront that currently stands dockside. This particular iteration of the shop, owned by Jintana Kellar (dragonborn commoner), boasts twice the amount of windows as it had previously, allowing natural light to flood the shop while also making it quite cold, often to her customer’s displeasure. Jintana Kellar, a dragonborn of silver ancestry, bears the heavy burden of being the last living member of the Jintana clan. She continues to operate her clan’s shop to continue the legacy of her family name. The store carries all manner of adventuring gear, and all dragonborn receive a 20% discount on their purchase.
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AETHER RICE
PA PA G I G I ’ S B L U E B A K E R Y
ERI HEKEN ELF GUARD, SECURITY
AFFLUENCE PRICES
Personality Aspirant, sweet, and
SECURITY
Physical Deep-set eyes, petite,
WARES
precise. with auburn hair. Baked Goods. Secret: aether rice ring operated by the Eight Arms criminal syndicate
PROPRIETOR
Guesta
ALIGNMENT
Eight Arms Criminal Syndicate
Longings To make enough gold to attend business school. ”With swift enough movements, even folly can seem correct.”
BADEN If a character enters Papa Gigi’s Blue Bakery, read: You walk through a stained glass doorway and step into an elongated bakery built from carved stones. Orb-shaped paper lanterns glow from their ceiling fixture, forming a faux night sky. Rope barriers stretch across the entire length of the room, marking a path for customers to form a line. Several patrons sit at tables and booths throughout the bakery. At one table, two elf children eat donuts with their father, and at another, a small party celebrates with a garishly decorated cake. As you approach the counter, you gaze at a glass case, brightly lit by spell-cast fluorescence. Inside, dozens of beautifully crafted baked goods tempt the eyes and nose alike.
The ancient and venerable Papa Gigi’s Blue Bakery has provided Fano with delicious baked goods for centuries, in addition to being a hub for the notorious criminal organization Eight Arms. Those in the know (and in syndicate’s good graces) can purchase the narcotic aether-infused chrysal cakes they keep in a locked and warded box in the back. Guesta (gnome commoner), a lieutenant for Eight Arms, runs the day-to-day for the bakery and oversees its more nefarious dealings. His associates, Eri Heken (elf guard) and Baden (human scout), occasionally run errands for the shop, but they primarily provide security for its valuable inventory. Characters in the shop with a passive Perception score of 12 or higher overhear customers talking about Guesta’s “special” cakes. Like most members of Eight Arms, Guesta exhibits exceptional loyalty to the syndicate and has spent many of his 300 years toiling to reach his current position within the organization. Over the years, Guesta has grown comfortable running the bakery and no longer involves himself in the minutia of the syndicate. Instead, he focuses on baking and spending time with his brother Aellin, who owns the magic shop next door. If a character asks Guesta to purchase their illicit products, he will feign ignorance, but if pressed, he will say that she needs to know if the character can be trusted. He will offer to send the characters on a mission to prove that they are trustworthy (see appendix D). If they complete Guesta's task, he will allow them to purchase the aether-infused chrysal cakes for 25 gp apiece. He will also be willing to provide more information about Eight Arms and the bakery's past. The shop’s storied history begins with the legendary Papa Giggio,
HUMAN SCOUT, SECURITY
Personality Stealthy, steady, and graceful. Physical Lean, youthful, and sleek. Longings To sneak into the Monarchy and find out what’s happening behind those walls. ”The first tail you must lose is yourself, after that you can escape anything.”
BLUE BAKERY LORE More information regarding the bakery’s history and its early involvement with Eight Arms can be found within Papa Gigi’s Blue Bakery lore book, found later within The Hidden Grotto.
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AELLIN GNOME MAGE, SHOPKEEPER
Personality Benevolent, daring, and focused. Physical Feminine and suave, and wears esthetic clothing. Longings To teach magic at Mossrock University. "Casting spells is one thing, becoming spells is a whole other animal."
who built the bakery to serve a delicious assortment of one-of-a-kind baked goods after pioneering a unique method of baking with exotic ingredients. Papa Giggio’s grandson, however, became involved with Eight Arms, and the bakery has operated as a front for the organization for the last thousand years. The Eight Arms crime syndicate has been moving aether-infused chrysal cakes through Papa Gigi’s, contributing a consistent source of revenue for the organization. Aether-Infused Chrysal Cake Wonderous item, uncommon When you eat this delicious and beautifully decorated pastry, you are overcome with a sense of euphoria and gain 5 temporary hit points and, for the next hour, make all Dexterity checks and saves with advantage. You must immediately make a DC 12 Constitution saving throw. If you fail, you become incapacitated for 1 minute.
MUDRAKER'S SPELL EMPIRE AFFLUENCE PRICES SECURITY WARES
Magical Emporium
PROPRIETOR
Aellin
ALIGNMENT
Eight Arms Crime Syndicate
If the characters enter Mudraker's Spell Empire, read: You step through the door, and for a moment, it's as if entering a lush forest and not some commonplace shop. Vines and ferns adorn every available surface. Wooden moss-covered shelves along the walls host a library of scrolls, books, and tomes. A bubbling brook flowing underneath the shop, visible through a gap in the timbered floor, nourishes the flora found throughout the shop. Lanterns hanging from the branches of a full-grown tree illuminate the store.
This imposing two-story building belongs to Aellin (gnome mage), the older brother of Guesta, proprietor of Papa Gigi's Blue Bakery next door. The two brothers live on the second floor, while the first floor contains Aellin's magic shop, Mudraker's Spell Empire. Mudraker's sells a wide variety of scrolls and has an impressive library of magic tomes, from which wizards are permitted to copy spells into their own spellbooks for 50 gp per spell level. All cantrip and first-level spells for all classes are available for purchase for 100g per spell. In his late 350s, Aellin possesses a bit more wisdom than his younger
brother Guesta and holds the rank of lieutenant within Eight Arms. He has studied magic for most of his life and, while he doesn't consider himself a better caster than Splink, he is undoubtedly more lucid. Aellin uses his skill in magic to assist the organization and often finds himself on arcane security detail. While Aellin operates Mudraker's Spell Empire as a legitimate business, that doesn't stop the syndicate from dipping their hands into the shop's profits.
MADAM EMPRA HUMAN NOBLE, SPEAKER OF ESCHA
Personality Leader, honorable, hearty, and assertive. Physical Hardy, clad in golden armor and a white robe.
MADAM EMPRA'S FORGE
Longings To restore Fano to its former glory, under Eschan leadership.
AFFLUENCE "Fall on your world like a fire, light up
PRICES
your land with a flash, fly to the sky higher and higher, then bring your
SECURITY
fist down with a crash."
WARES
Weapons and Armor
FORGEMASTER INES
PROPRIETOR
Madam Empra
HUMAN COMMONER, BLACKSMITH
ALIGNMENT
Order of Escha
If the characters enter Madam Empra's Forge, read: Madam Empra's Forge appears unremarkable from the outside — a modest cobblestone building with a signboard swinging from two chains overhead. The opulence inside tells a different story. The polished steel flooring gleams when struck by the morning sun. Mannequins clad in sparkling armor wield needle-sharp blades and double-sided axes encrusted with gems. A large display showcases several notable and extraordinary weapons: a bow made of silk and gold, a diamond-handled spear with a silver-coated elm shaft, and polished daggers capable of blinding those caught in its glint. Workers pound on anvils and pull dripping molten steel out of the ovens behind a chainmail curtain at the back of the store. In the far corner, tucked behind the display cases, a container full of scrap metals and tools labeled "BARGIN BIN" tempts those looking for a deal.
Of the many blacksmiths in Fano, few maintain shops in Lakeport Docks. Most of the city's forges are located in Fano proper, near the armory for the Order of Spira, to fill the demand for arms and other steelwork to outfit their guards. The smiths in the dockside district can either take low-paying, honest work from anglers and sailors or supply criminal organizations with the tools of their trade. Madam Empra's Forge proudly chooses the latter. Characters can purchase all commonly available weapons and armor here. Madam Empra (human noble) leaves most of the day-to-day operations to Forgemaster Ines (human commoner), although she occasionally will visit the store. Rarely seen by the shop's customers, five kobolds, Sips, Zooboy, Ombi, Poob, and Hiss (kobold commoners), work the back storeroom and assist Ines around the forge. Seemingly working
Personality Rambunctious, courageous, and passionate. Physical Broad shoulders, wheelchair mobile, has short red hair. Longings To be able to wield the weapons she crafts in an epic battle one day. "My eyes are down here."
S IPS , ZO O BO Y, O M BI, PO O B, & HIS S KOBOLD COMMONERS, FORGE CREW
Personality Curious, reckless, fun, and unpredictable. Physical Wears bejeweled pink robes, gold necklaces, and glitter make-up. Longings To get wildly drunk together at the Bluefin Tavern. "We'll try anything once…twice, we'll try anything twice."
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ESSI MUUNE HUMAN COMMONER, ALCHEMIST
Personality Warm, knowledgeable, and adventurous. Physical Shapely, beautiful, and wears her hair in braids. Longings To climb up the Merqua Glow Tower under the light of a full moon to make a potion out of moon-drenched merqua. "A man can be a witch, a woman can be a wizard, and both can be a ghost
as together as a hive mind, they handle the forge quietly and efficiently. Madam Empra, one of the wealthiest individuals in Fano, serves as the highest-ranking member of the Order of Escha. She sits on the council of The Twenty Seven and has represented Escha longer than anyone can remember. Few dare to question her. The human persona of a polymorphed brass dragon, she took up residence in Fano during the height of its cooperation with Chrysalea. Intrigued by the social enlightenment during this Age of Prosperity, she chose to make Fano her home. When the portals to Chrysalea were sealed, Empra chose to stay in Fano, hoping to restore the city to prosperity. Frustrated with the utter lack of action by the Monarchy, she now employs her forge to supply the criminal organizations of Fano with weapons and armor, stirring an uprising that will eventually overthrow the Mad Prince and the corrupt Spirans.
DARK MUUNE POTIONS
if they drink from the wrong cup." AFFLUENCE PRICES SECURITY WARES
Potions
PROPRIETOR
Essi Muune
ALIGNMENT
Order of Escha
If the characters enter Dark Muune Potions, read: You push open an oval wooden door and saunter into a dimly lit, cramped laboratory. The smell of must assaults your nose, and steam rising from a noisy boiler in the corner keeps the room quite humid. A carpet made of black wool cushions the floor as you walk across the shop. Both the walls and ceiling have been painted black. A heavy velvet curtain hangs across the shop's left wall. When pulled back, it reveals shelves of colorful liquids in glass tubes backlit by the ultraviolet glow of merqua. Essi Munne cautions that both candlelight and natural light can disturb and even ruin her potions.
Dark Muune Potions draws the fewest customers of the dockside shops, with most people knowing nothing about them. This aura of mystery is by design, as the shop's proprietor, Essi (human commoner), believes her potions are for a special breed of adventurer. She seeks those who wish to push the limits of herbalism and alchemy and leave no stone unturned in the pursuit of excellence. Essi's method of gathering herbs for her potions strays from commonly accepted approaches to herbalism. On nights when the moon is full during the flood season, she explores submerged fields, searching for suitable plants. Flora harvested from floodwaters exposed to moonlight provides the extracts needed to produce her extraordinary potions.
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Celestio (Potion of the Siren's Voice) 50 gp Potion, rare This bottled potion consists of swirling azure and crimson liquids that never seem to mix. When consumed, this potion increases your natural allure, granting y advantage on all charisma checks against creatures for 1 minute.
TRANSITION
When the party is ready to meet Captain Redfall at the Moxi VII, read: As you approach the dock, you notice water lapping against the broad frame of an extraordinary ship. Its hull, sanded smooth and constructed from flawless black oak, sways gently in rhythm with the waves. The trim bears the curves of traditional Hendan design — ivy and twisted
Emerals (Potion of the Dreamers) 100 gp Potion, rare A hazy green liquid fills two vials. Sold only in pairs, these potions, when consumed with another creature, will cause both to fall asleep instantly and enter a shared dream. The two dreamers make a contested Intelligence check, and the winner gains control over the dream, bounded by the discretion of the GM.
branches. Beautifully inscribed letters that spell Moxi VII are burnt into the front of the helm. A crew readies the ship for departure and the mainsail booms as it rises in the morning wind.
Hexin (Potion of Sentience) 100 gp Potion, rare The opaque vial containing this potion hides its contents from view. When uncorked, the bright gold liquid found within the bottle escapes, coalesces into a solid glowing orb and hovers above your shoulders. This creature, called a hexin, forms a remarkable bond with you and is fiercely loyal. You can communicate telepathically with the hexin and command it to invade any creature. That creature must make a successful DC 13 Wisdom saving throw or be stunned for 1 round. After this attempt, the hexin disappears.
Drenche (Potion of the Shadows) 125 gp Potion, very rare An unnatural black sludge coats this potion bottle. For 1 hour after drinking this potion, you have advantage on all Stealth checks made while touching a shadow. Additionally, as a bonus action, you can enter a shadow to teleport up to 90 feet into an unoccupied space containing another shadow visible to you — however, the effects of the potion end after reappearing.
SIGIL OF EIGHT ARMS
WA Y FA R I N G
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Across the Deep CHRYSAL LAKE, MOUNT TESETERRA
T
he party leaves Fano behind and begins the fifty-mile journey across the azure waters of Chrysal Lake as they make their way to the rocky entrance to Broken Top Bay. Sailing in the Moxi VII, they will encounter (mostly) smooth sailing, allowing them the chance to take in the sights along the way. They first pass by the Merqua Glow Tower and marvel at the unusual crystal placed at its pinnacle. Rumors about the tower run rampant in Fano, with some claiming that an old man lives at the very top and others saying that the fishes near it are poisonous. Beyond that, the Fringe of Orrien, a massive wall built into the Broken Top Mountains, extends along the shoreline. No one is quite sure what the Fringe is supposed to keep in — or keep out. The ever-autumnal forest known as the Dimlight peeks out from behind the shorter sections, revealing a blanket of orange and red leaves that fades into the horizon. Few venture into
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VI those hallowed woods, so most of the stories told are rumors or hearsay. Throughout the voyage, the party can ask the crew about their quest or any of the sights they see. The sailors aboard the Moxi VII have seen more than their fair share of the lake's oddities and can offer a few stories or bits of advice. Redfall waits for the opportunity to tell one of his wild stories and has spent enough time around the lake that he has experiences with all of the major landmarks and speaks of them willingly. Meyfyre has plenty of information as well, although it may be difficult to pry it from her lips. She may reveal softness and vulnerability by sharing an intimate song whose lyrics are deeper than they seem. While a bit small for a ship, the Moxi VII has several areas to explore, including a well-stocked annex of Redfall's favorite bar. The crew, thrilled to interact with new people, have a variety of things to teach the
LEON TUKKER
characters. Wix, tasked with catching dinner, asks the characters to help him fish off the main deck and take advantage of the lake's abundance. The deep waters can be unpredictable, so the party should be ready for any unforeseen circumstances that they may find themselves in. As the ship approaches the bay, the characters will need to develop a plan to help the crew make it through the rough waters ahead.
ABSTRACT
Will the party reach the treacherous Broken Top Bay in one piece, or will the perils of Chrysal Lake seal their doom?
Travel Talk. Redfall, Meyfyre, and the crew of the Moxi VII pass the time by sharing stories and providing more information about the mission to find Gilgazo.
Traversing the Lake. The party boards the Moxi VII and begin their journey to Broken Top Bay. Taking in the Sights. During the voyage, the characters learn more about the landmarks in and around Chrysal Lake.
The Seventh Ship. The party has the chance to explore the nooks and crannies of Redfall's faithful vessel.
CHRYSAL LAKE
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RUNNING THIS SCENE While the descriptions for sightseeing, the crew, and the ship are grouped together in the text, the party doesn't need to experience them in that order. For example, after marveling at the Merqua Glow Tower, the party may want to explore the lower decks and speak with Wix, the quartermaster. Periodically roll from the random encounter table to provide the party with new challenges to overcome. This scene contains a lot to do and learn, so mixing things up helps keep the experience wellpaced and fresh.
T R AV E R S I N G T H E L A K E
The party departs Fano, sailing through calm blue waters broken only by the speeding bow of the Moxi VII. This fine Hendan vessel can reach speeds as fast as five mph, making the fifty-mile journey to Broken Top Bay about ten hours long. A crew of three assists Redfall on the voyage across the lake. To set the scene, read: The placid waters idle peacefully, a calm fractured only as the Moxi VII cuts a path through the fathomless blue. Your eyes strain to make out vestiges of land at the edge of your vision — Chrysal Lake's enormity dwarfs some seas. An imposing tower looms in the distance. Beyond that, a massive wall juts out from the mountain range and stretches the length of the shore. The ship serenades you with a chorus of creaks and groans, but it's as hearty as any vessel on the lake. The rich scent of Hendan oil mixes with the crisp mountain air and permeates the deck as you make your way toward the unknown.
RANDOM ENCOUNTERS Traversing Chrysal Lake can challenge even the most experienced captain. Use the following table to introduce random encounters periodically throughout the party's journey: D10
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RANDOM ENCOUNTERS
1
1d4 + 1 sahuagins scale the sides of the ship and attack the party and crew.
2
A large wave crashes over the boat. All characters on the deck must succeed on a DC 14 Dexterity saving throw or be thrown overboard.
3
The party spots a crate floating in the water. Inside, they find two wrapped and sealed aether-infused chrysal cakes from Papa Gigi's Blue Bakery.
4
The party witnesses a small fishing boat succumb to a squall. Its lone occupant, an angler named Jin, calls out for help.
5
A grotesque sea hag boards the ship and frightens first mate Yisha with her Horrific Appearance.
6
You spot a ghostly figure hovering over the surface of the water, moaning the word, "deceiver.”
7
A skellin flops aboard the ship. Then another. And another. The wriggling fish continue to flood the deck, threatening to capsize the vessel.
8
You come across a derelict ship. Inside, 1d4 + 2 skeletons guard a box of aether rice (10 charges).
9
You spot a cork-sealed bottle floating in the water. A coupon for a free drink at the Bluefin Tavern has been placed inside.
10
A plesiosaurus surges toward the ship, looking for its next meal.
L O R E O FA E T H E R R A . C O M / D E E P
TA K I N G I N T H E S I G H T S
As the Moxi VII sails toward Broken Top Bay, the party, when not contending with waves and monsters, can observe several places of interest. While structures such as the Merqua Glow Tower and the Fringe of Orrien arose from the genius of elves and men, nature provides its own share of mysteries, such as the Dimlight and Chrysal Lake itself. As they take in the sights, Redfall or Meyfyre will also be able to give the party more information on these landmarks. MERQUA GLOW TOWER A shadow slowly inches its way across the ship's deck. Your attention shifts to the port side as the monstrous tower rises from a remote islet. You arch your neck to take
all times. Orrien, the Chrysalean patriarch who led the construction, aimed to keep wanderers from encountering the mysteries that lie in the forest beyond the looming barrier. Not built for defense, rumors persist that the Fringe serves some unspoken purpose. THE DIMLIGHT In the distance, as the Fringe begins to taper off, you spy trees with leaves bearing the colors of an eternal autumn. Deep shades of emerald, gold, and red paint the oldgrowth of the Dimlight, unchanging despite the season. The ocean of leaves trembles under an unrelenting onslaught of wind. Above you, the topsail billows gently, a testament to the efficacy of the Fringe.
in its magnitude, but the sun dazzles your eyes as you catch a glimpse of its pinnacle. Glowing violet moss grows unrestrained, wrapping around the tower's foundation like spreading ivy. A crystal placed at the very top glints in the sun. A purple light dances with frenetic energy inside the crystal, as if the crystal cages some wild, glimmering madness waiting to burst free.
The Merqua Glow Tower occupies a small rocky island at the northern end of Chrysal Lake, and anglers often use it as a navigational beacon. Nobody knows why the tower is covered in the violet merqua, although some believe it is an exhaust port for aether experimentation in Chrysalea. THE FRINGE OF ORRIEN In the distance, beyond the glow tower, the Broken Top range rises beyond the shore, but these are no mere mountains. Fused with the peaks and built between them, an enormous wall stretches in both directions as far as your eyes can see. The sheer magnitude of this blockade overclouds the glowing tower, despite the monolith's prodigious height. This colossal barrier, the Fringe of Orrien, eclipses your view as you near it. What reason could possibly justify the need to build a wall this massive into
The expansive forest known as the Dimlight stretches from the Exa River to the far-off Kingdom of Mescillian. Long ago, gusts of wind rushing through the woods would create fierce gales on Chrysal Lake, wreaking havoc on the fledgling fishing industry. Once completed, the Fringe of Orrien tamed the blustering wildwood, transforming it into a serene paradise. Nature adjusted to the shift in winds, and despite mysterious anomalies and perilous quagmires, the spirit of the forest thrives anew with the aura of magic.
T R A V E L TA L K
During the first leg of the journey, the party will have time to learn more from the NPCs aboard the Moxi. In addition to Captain Redfall and Meyfyre, they may speak to first mate Yisha, quartermaster Wix, or the ship's cook, Sune Liza, as well as four deckhands. If a character interacts with one of the deckhands, they will find that while they are kind, they don't know much and prefer to keep to themselves. The rest of the crew can share their thoughts on the mission, the lake's landmarks, or might even drop a salacious rumor or two. Redfall actively searches for an opportunity to tell one of his wildest stories from the lake. The party's traveling companion, Meyfyre, may also have information, and a lucky character might hear her sing a sorrowful song with her pristine voice.
the mountains?
Designed to obstruct severe westerly winds, the Fringe of Orrien spans most of the northwestern border of the lake, beginning at the base of the Broken Top Mountains and tapering off at the Dimlight Divide. A series of towers, engraved with ancient Novarian text, line the top of the wall, serving as host to fires kept blazing at
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C A P TA I N R E D F A L L Regarding the Mission If the characters ask Captain Redfall about the mission, he will freely share the following: • Redfall typically doesn't concern himself with the ways of the three Orders. But in the past, many Indosians have tried (and failed) to acquire his services. When an Indosian hires you, you likely belong to those crones on horseback, and Redfall knows that things usually go poorly for those who do so. • After Redfall spoke with the Fringe guard, Juniper Flox, he went back to the Bluefin and asked if anyone knows about the strange things merqua can do to creatures. Some told him that animals would ingest it and grow to monstrous sizes and become violent. A few others mentioned some kind of legendary entity seeking the source of all aether. • Redfall and Splink have spent many drunken nights together at the Bluefin. Once, while they were partying together in Splink's blockaded corner, a shrouded figure, bald and shifty, approached Splink and invited him to The Reverie Fantastica. Splink zapped the stranger with a quick electric cantrip and burst into laughter. The person hurled colorful insults back at him and fled the bar. Regarding the Merqua Glow Tower If the characters ask Captain Redfall about the Merqua Glow Tower, he will freely share the following: • Redfall says that a man calling himself Lord Miden lives in the tower and that he will occasionally remove a stone block and peek his head through an opening to exchange jokes with the captain. However, any time Redfall asks why the man is up there, he ducks his head back in and replaces the stone. • Redfall and his crew have fished every corner of Chrysal Lake, but at the Merqua Glow Tower, one time was more than enough. Something about the water poisons the fish's meat, as he and the crew found out the hard way. After speaking with a visiting witch-king at the Bluefin, who offered him a good price for the fish, Redfall has considered fishing the area again, despite the risks. • Once, after a debaucherous night of drinking aboard the ship, Redfall took the dinghy to the tower and scaled the back wall. When he reached the top, he cut a handful of merqua, which he would later use to decorate the mirror in his quarters. While he was up there, he put his ear to the tower and could hear the sound of rushing wind.
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Additionally, Redfall may be convinced to share a story with the characters if they make a DC 12 Charisma (Persuasion) check. If successful, read: "Many times, when we're sailin' by, I'd catch a bunch of young hooligans drinkin' out there on the rocks below the tower. Spiran guards have told me before if I see 'em out there to take 'em aboard and bring 'em home. But I ain't givin' out free rides, so if the young hooligans wanna drink, then so be it. Anyway, one night, I saw someone out there alone sittin' on a rock. I didn't know if one of the kids got left behind, so I took the dinghy out there to find out. "When I got there, I saw it were no kid but a tall man with pale skin and hair black as soot. I asked him what his business be, and he said his business be his own. That's a code you live by, so I began to row back when he called out askin' if I had any rum on the ship. I brought 'em aboard and took 'em down to the Bluefin Annex. The crew were a havin' a quiet night and were tanked from the day's work, so we were the only ones talkin' down there. I asked him where he came from, and he told me, 'All around, but mostly below.' "The man said he were out there on the rocks, wonderin' if he were doin' the right thing anymore, second guessin' everything he'd ever done. He weren't makin' much sense, and I were drunk, so I were havin' a hard time followin' what he were sayin'. I do remember something he said, though. He told me it didn't matter whether he did the right thing or not; that didn't stop what were comin' to Fano. Somethin' altogether evil. And a curse upon myself, the rum had caught me, and I had to use the privy. When I came back, he were gone. I ran up to ask him more, but he were already sinkin' down into the water."
Regarding the Fringe of Orrien If the characters ask Redfall about the Fringe of Orrien, he will freely share the following: • While the Fringe blocks most of the Dimlight's fierce wind, some escape where the wall begins to taper near the base of the Broken Top Mountains. As a result, tempestuous storms form and strike fear into sailors across the lake. • As the sun dips down past the rim of the wall, it casts a shadow over the lake known as the Blue Shade. Fish flock to the dark area and anglers swarm, looking for big catches.
Additionally, Redfall may be convinced to share a story with the characters if they make a DC 12 Charisma (Persuasion) check. If successful, read:
Additionally, Redfall may be convinced to share a story with the characters if they make a DC 12 Charisma (Persuasion) check. If successful, read:
"Aye, I had a job not long ago to bring a catch to the
"Juniper Flox, that sweet guard sharin' a pipe with me
guards up on the Fringe. Most of the time, old Dee
on the Fringe, had told me that the wall were construct-
Nimbly runs my goods, but he were swamped that
ed to keep the wind in. That confused me, and the fid-
week, and I'd always wanted to climb up there and see
dleleaf began to make my head float, so I didn't ques-
what the fuss were with that big damn wall, so I decided
tion her any further. But as I stared out at that endless
to do it myself.
stretch of green and gold treetops, my curiosity finally
"Down there at the bottom of the behemoth, the
got the best of me. I asked her why they wanted to
crew and I stared up, laughin' at its sheer enormity.
keep the wind in. Juniper stood up, took my hand, and
Sure, it looks tall from here, but it's unendin' when
said, 'Visit me again, and I'll tell you all about it.' Then
you're at the bottom lookin' straight up. The order
she ushered me down the short flight of stairs to the
were quite large, but the guards had a lift, so my crew
nearest lift.
had an easy trip to the top. But for me? No, I were adamant about takin' the stairs. If Redfall had to do his own
"'So there's no danger out there in the Dimlight headin'
damned merchantin', then he'll make sure it's done the
our way?' I said, takin' in as many moments as I could
right way — hand-delivered with a broken tooth smile.
have with her. But this time, she grew serious.
"As I climbed the twistin' steps cut into the side of the stone, I couldn't help but stop and gaze at the lake
"'Oh, I didn't say that. There's plenty of dangerous
— I'd never seen such beauty. But I tell you this, friend.
things, but this wall couldn't stop 'em.'
I climbed the steps for what felt like ages. I'd left at the break of dawn, and by the time I reached the top, that
"'Well then,' I said, 'I were thinkin' of takin' the stairs
old orange ball were droppin' down into the horizon
again but maybe I should use the lift.'
like a dyin' ember. "Juniper Flox met me at the top, and as the guards
"'Do you have any aether on you?' She asked.
here weren't Spiran, they'd treat you nicely. She led me to her keep, and there we smoked a pipe and gazed
"I'd heard the name but didn't know much about it. I
out at the Dimlight. I asked her what the wall were re-
shook my head no.
ally there for? As far as I knew, the Fringe were built to block the wind from hittin' Fano, but after scalin' the
"'Then you don't have to worry.' She smiled, 'There
thing, that seemed like an awfully lot of material just to
might be a rogue goblin here and there, but I think
stop a bit of breeze. She cracked a smile and puffed out
you'll be just fine.'
a billow of smoke, then said, "'It's not so much about blockin' the wind out, it's
"She flashed another smile and melted my heart. It
about keepin' the wind in.'"
were the hardest thing I ever had to do, climbin' down
Regarding the Dimlight If the characters ask Redfall about the Dimlight, he will freely share the following:
that stairway. I hope sometime soon I can go back there and share a pipe of fiddleleaf with sweet Juniper Flox.”
• While fishing in the Blue Shade, Redfall has seen birds flying upside down as they come over the Fringe. Most right themselves, but occasionally one will lose its sense and crash into the lake. • Redfall has a few friends at the Bluefin with a license to hunt the Dimlight, but they are under a strict oath and won't share details with anyone.
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T H E C A P TA I N ' S TA L E
down. He closed his eyes. The maelstrom had caught him. Down, down, down, he spun.
Captain Redfall has voyaged to Broken Top Bay many times and takes every opportunity to recount the tales of his adventures to those willing to listen. If the party would like to hear one of Redfall's stories, read the following or play the included audio:
"He could still breathe, but every once in a while, his head would be pushed into the water swirlin' around him, and he'd see into the deep. They say Chrysal Lake has no bottom, and they be right. There's deep shadows down there, he said, loomin' and horrible. Terrifyin'
"It were wild that night down in the galley. The crew
things so big you couldn't fathom 'em. Fish larger than
were celebratin' the day's catch from Ol' Gnome Crack
any of the tall tales down at the Bluefin. These things
Cove. Aye, that's where the luck be. Wish we were
were monsters, their tails rumblin' the dark with their
heading that way now instead. You see where the tree
sheer enormity. For years, the poor soul swirled in that
line comes down from yonder mountains? There be
tempest.
a small island, then a crooked inlet shootin' right up
"I was confounded by his tale and asked, 'How did ye
into the forest. You know, wide and crooked, just like a
survive?'
gnome's arse crack.
"He told me he'd plucked fish from the wall of water
"Anyway, the crew loud and rowdy, and Dragis were
around him, and when it rained in Broken Top, he drank
down there nursing the rum barrel, about to sing some
from the drops. He'd sleep and wake and eat and drink
high-pitched song about a blasted bird or something,
and loathe and sleep again, swirlin' down the mael-
and I just had to come up to the deck for some fresh air.
strom and descendin' into the madness. He eventually
It were one of them glassy black nights. The sorta night,
closed his eyes, ready to give up the ghost, and that's
you could hear gull dung splashing on the other side of
when he found himself floatin' on a plank out here.
the lake, but you couldn't see the pipe ye be smoking
'So it be a dream?' I said, questionin' how much rum I
in front of yer mouth. So it weren't crazy that I hear
had given him since he climbed aboard.
splashin' down in the water right below the ship.
"'Nay!' he said through a thick beard, 'It be real! I
"I look down, and a man was clingin' to a plank,
were clean-shaven when I set out to brave Broken Top
lookin' like he'd been lost in the waves for weeks on
Bay!'"
end. He called out for me to lower the ropes and let 'em climb aboard. But I say, 'Nay, first ye tell me what yer doin', and where ye hail from?' "He said that he were fishin' on the lake for weeks and had no luck. He'd heard from some fool that he'd find some catch in Broken Top. He took a rowboat through the old Crooked Fingers. It's the only way to be gettin' through that narrow passageway. Larger
MEYFYRE HETHERIA Regarding the Mission If the characters ask Meyfyre about the mission, she will freely share the following: •
ships get dashed against the rocks. He got through with some luck, but that luck soon gave out. A storm surged, and the waves capsized his boat!
•
"By then, I were believin' the man was telling the truth. He were cold and shiverin' and had no reason to lie. I let the rope down, and he was barely able to climb aboard. He was sickly thin, and his beard had grown longer than a late summer shadow. I wrapped him in one of my furs and gave 'em a swig of my rum. "He said he'd felt the water pullin' his legs under like something were stirring out in the pitch-black night. Soon he was in the center of the chaos, and waves swelled around him, and the vortex began to suck 'em
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•
Meyfyre says that Fawn Lee has become like a second mother to her and cherishes the time that Fawn has spent mentoring her. Fawn taught Meyfyre that the Allianders, a sect lost to the annals of time, once mastered the ability to harness aether to enhance their strength and power. One by one, they began to disappear, and now you can't find even a mention of them in any of the books at the Waterleaf. If Fawn is correct, when Gilgazo returns, the ancient technology built into the very walls of the city could come alive. Meyfyre has spent years walking the streets of Fano, making careful notes about all the deactivated ancient tech lying around.
tact at the Order and explained what had happened.
Regarding the Merqua Glow Tower If the characters ask Meyfyre about the Merqua Glow Tower, she will freely share the following: •
•
Meyfyre says she was swimming around the tower once and found that the water felt like a warm bath. She has heard that young kids use the rocky outcropping around the tower as a hot spring during chilly nights. Meyfyre says that even on the clearest day, she could still faintly see the tower and the dim glow of the crystal pinnacle from her childhood home in Henda. Every time she sees the merqua at the top, it makes her long for home.
Additionally, Meyfyre may be convinced to share a story with the characters if they make a DC 15 Charisma (Persuasion) check. If successful, read:
Shortly after, I was placed on assignment with Fawn Lee."
Regarding the Fringe of Orrien If the characters ask Meyfyre about the Fringe of Orrien, she will freely share the following: •
•
"One of my first assignments as a recruit for the Order of Indos involved traveling out to the tower. I was with Thio Brers, a young recruit eager to work his way up the ranks. It was simple. All we had to do was row out and
Additionally, Meyfyre may be convinced to share a story with the characters if they make a DC 15 Charisma (Persuasion) check. If successful, read:
make sure the tower was secure and its doors locked.
"I found a book at the Waterleaf containing the histo-
"We went at night, veiled under the starless sky.
ry of the Fringe's construction. I skimmed most of it,
While we were rowing, I questioned why the Order
but something did catch my eye. While sturdy, the wall
would be concerned about the tower's security. From
has a hollow core. A vent just below the rim extends
what I knew, the tower was just an ancient abandoned
the entire length of the wall. I've talked to many peo-
column, overtaken by merqua and used as a dim bea-
ple about the Fringe, and no one mentioned anything
con. But I also knew that an Indosian never did anything
about it being hollow. I asked Fawn if we could trust
without a reason. Everything was a secret. Everything is
the book's author and showed her the passages I had
shrouded in riddles. But as I pondered, Thio grew angry
found. She was intrigued and said she would look into
and tried to silence me, saying I shouldn't question the
it more. A few weeks later, I asked if she had learned
Order.
anything about the passages or the author. Fawn said
"I wanted to smack the kid into the water, but I
she hadn't had any time to do so and quickly changed
thought better of it and kept rowing. And I was glad I
the subject. She was acting a bit suspicious, but I didn't
didn't react like that, for if I had, I likely wouldn't have
press her about it."
seen what happened next. We arrived at the tower to find that each of the hundred locks on the door had been broken! Thio stood there frozen, holding the keyring he had been entrusted with, and began shaking violently. The sound of keys jangling in the midnight air still sends a shiver down my spine.
Regarding the Dimlight If the characters ask Meyfyre about the Dimlight, she will freely share the following: •
"His eyes grew wide, then he dropped the keyring, ran to the boat, and fled. I ran after him, but it was too late; he was already frantically paddling toward the mountains. I called out for him to stop, but he was so spooked he didn't respond. I retrieved the keys then swam back to Lakeport Docks — I'm a decent swimmer, and I don't mind the cold. I returned the keys to my con-
Lately, Meyfyre has spent mornings walking along the borders of the Fringe and travels to a distant silver elm tree to practice her shooting skills. She watches an expert archer try to shoot an arrow over the wall but fail — even someone with their skill has no chance of reaching the top. Meyfyre has copied several of the Novarian symbols engraved into the stones of the wall. She translated them back at the Waterleaf and found that they mean, "Where everything is quick."
•
One of the famous Gwyther family shipwrights built a ship of lumber harvested from the Dimlight. He went mad and disappeared. Rumors say the ship sunk in Chrysal Lake, near Audowhenda. While on a morning walk, Meyfyre noticed a thin gap in the wall and peered through. Nothing seemed out of the ordinary, but the woods were unnaturally calm. Her spying was put to an end when a Fringe guard on the other side frantically filled the gap.
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Additionally, Meyfyre may be convinced to share a story with the characters if they make a DC 15 Charisma (Persuasion) check. If successful, read:
And so into the caves, they made blue into blurry And the seasons they slowed like the depths of the lake And the ones that all love him, they started to worry
"One night, Fawn Lee went to a secret meeting at the Order — recruits like me don't get invited to any im-
But he does not tremble, and he does not shake
portant meetings. Later on, a ranking member gives us our assignments. I was alone in the shop, so I sifted through her desk to find the book on the Fringe's construction. I didn't have much time, as I didn't want to get caught rifling through Fawn's personal items. "I opened the bottom drawer of her desk and found a small bundle of books. They were bound by twine, with a note attached that read,"TO BE BURNED." "Just then, I heard the shop's front door being unlocked. I managed to get the bundle back in place and close the drawer, but not before glancing at the second book from the top. It was titled Secrets of the Dim-
Y I S H A , T H E F I R S T M AT E Originally from the mainland, Yisha shaves her head bald and maintains order with her strict demeanor. Not known for her courage, she will hide at the first sign of real danger. Regarding the Mission If the characters ask Yisha about the mission, she will freely share the following: •
light."
MEYFYRE'S POEM Playing to her disguise, Meyfyre will attempt to reveal as little as possible of what she knows about Gilgazo. However, if the characters press her for information, she will share an enigmatic refrain with them about the lost druid. Play the included audio, or read:
•
In the place where the windows fall over the floorboards In the house of Azure, trails blood to the lake There's a woman who's fallen that the old man can't feel warmth But he does not tremble, and he does not shake So he follows the artery up to the orchard Where the blaze under earth makes its glory expel And the particles all lining up for its torture But he does not falter; no, he does not fail To the walls of great moss and the gardens of glow light Where the frames of great archers such power to wield And he whispers in bellows with sparks in his sight But he loses his footing cause he doesn't yield
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•
During the crew's leave, Yisha works as an aspiring burglar. She spends most of her spare time sneaking around and breaking into empty buildings. She recalls a time when a friend told her where a druid named Gilgazo once lived. She broke into his abode but didn't find much more than some furniture covered with a thick layer of dust. Yisha once kicked a big "aether" addiction and claims that a magic powder shop called Sneazer's Magic Dust, located in Fano, initially got her hooked on the stuff. She says it's green-colored and causes intense drowsiness. Redfall made her seek treatment before coming back aboard the ship. Yisha believes that the deactivated ancient tech lying around Fano will one day come together to form an enormous mechanical beast and destroy the city.
WIX, THE QUARTERMASTER
YISHA
A spritely gnome from Lakeport, Wix serves as both the ship's quartermaster and bosun. Additionally, his shenanigans serve as the crew's comic relief, especially during dangerous or high-pressure situations.
HUMAN SCOUT, FIRST MATE
Regarding the Mission If the characters ask Wix about the mission, he will freely share the following: •
•
•
On his days off, Wix spends a lot of time at the Library of Indos. Once, he managed to sneak around a few guards and saw a beautiful chandelier on the second floor. Wix has heard that Gilgazo is a stage actor on a binge, and the theater needs him cleaned up to perform in this season's upcoming musical rendition of the classic The Echo of the Gods. Wix overheard a tavern patron mention something called The Reverie Fantastica. That it's either an infinity party or has an infinity pool.
Personality Dodgy, athletic, sharp, and strict. Physical Has a shaved head and piercing eyes, strapped with packs and satchels. Longings To be an infamous burglar. "Don't respect authority if they don't respect you."
WIX GNOME BANDIT, QUARTERMASTER
SUNE LIZA, THE SHIP'S COOK A rail-thin witch from north Fano, Sune Liza once worked as Prince Airon's apothecary and currently serves as the ship's cook. Although she never tastes her own food and rarely eats anything, the crew trusts her to cook delicious and hearty dishes. Sune's soft-spoken words bring motherly comfort to those around her. She also wears a small chest around her neck everywhere she goes. Inside are various insects she calls "my bugs.” Regarding the Mission If the characters ask Sune Liza about the mission, she will freely share the following: •
•
•
Wherever you find merqua, you're going to see some weird anomalies in nature. Sune fed a few particles of merqua to one of her bugs, and the following day it had grown to the size of a flagon. She set it free east of the lake, over by Henda, to munch on wood. Sune doesn't believe that Gilgazo is real and thinks this whole mission is a ploy to get rid of her because her magic has grown in power. She assumes Meyfyre will throw her into the maelstrom. Sune claims she has a copy of the Aundi Chronicle, the ancient text explaining how the Allianders wield the power of aether. She just needs the original document to see if they match up.
Personality Funny, faithful, and reliable. Physical Has big eyes and feathered hair, always smirking. Longings To be a tour guide for the Flickering Fingers district. "It's okay to laugh at a funeral, unless you're the corpse, then that's really not okay."
SUNE LIZA HUMAN ACOLYTE, COOK
Personality Friendly, mellow, and quirky. Physical Very thin, wobbly, has pretty blonde hair. Longings To grow in power so that she can use her powers to mother the world. "To be a powerful witch or to be invited into any home to cook a warm meal, I suppose in this world I must choose one or the other."
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THE SEVENTH SHIP
Redfall skippers the Moxi VII, the latest in a series of finely crafted Hendan vessels that have met their doom under the captain's hand. The oak planked hull wears several scars from collisions with rocks, and the lake's harsh weather has discolored its canvas sails. Nonetheless, the stout Moxi sails true. Ornately crafted golden hardware embellishes the quarterdeck's railing, running to the ship's stern, a signature feature of Hendan ships. S H I P F E AT U R E S Size. The Moxi VII is a gargantuan vehicle (60 feet by 20 feet). The hull has 300 hit points. The ship has a main deck, a lower deck, a quarterdeck. Lights. Several lanterns around the ship provide a 30foot radius of bright light and dim light for an additional 30 feet. A larger lantern hangs from the bowsprit and casts bright light in a 60-foot cone and dim light for an additional 60 feet. Rigging. Those wearing medium or light armor can climb the rigging of the ship without any issue. Anyone wearing heavy armor must pass a DC 12 Strength (Athletics) check to climb the rigging. Crew. The ship's crew of eight consists of the captain, the first mate, quartermaster, cook, and four deckhands. Harpoons. Prepared for any eventuality, Redfall has equipped the Moxi VII with a harpoon launcher (range 150/300) on each side of the main deck. These bulky machines require a passive Strength score of 12 or higher to aim properly. The harpoons themselves deal 9 (1d12 + 3) piercing damage and take a full round to reload. A rope can be attached to the harpoon, allowing a character (or group of characters) to drag their target back to the ship if they succeed on an opposed Strength check (and the rope doesn't break). The ship carries only ten harpoons, so make each shot count. THE MAIN DECK While on the main deck, a character can access the lower decks from a hatch midship on the starboard side or enter the Bluefin Annex from twin doors at the rear of the ship. In addition to the sightseeing opportunities it provides, the main deck gives the characters a chance to wield a rod and catch some fish with Wix (see the following pages for more information).
FLOORPLAN OF THE MOXI VII
M1. QUARTER DECK A short flight of stairs behind the mainsail leads up to a square platform holding the helm. A small dinghy hangs behind the platform next to a wooden sign bearing the words, in carved red, "HAVE NOT FEAR.”
Redfall will allow a character proficient in vehicles (water) to work the helm, allowing him to retreat to the Bluefin Annex for a drink. Before departing, he will give the character 3 gp. Lowering the dinghy to the water by rope requires two people, who must both succeed on a DC 13 Dexterity check. Upon failure, the dinghy crashes to the water with a 50 percent chance of survival. Characters with a passive Perception score of 13 or higher notice the outline of a trap door near the dinghy, but it will not open from this side. M2. THE BLUEFIN ANNEX A sign above the door reads, "BLUEFIN ANNEX." Inside, brightly colored canvases and banners hang from the ceiling, harkening back to the look of the Bluefin Tavern in Fano. Black caged lanterns illuminate several small tables and chairs, and a pipe extends out of the floor and is topped with a large shell. The starboard side of the room hosts a full bar with latticework caging on the shelves; no spilled rum on this ship. A strange-looking weapon reminiscent of a harpoon hangs above the bar. Constructed of wood grafted through the iron, the gaps of which pulse with a dim blue glow. Rumor has it that this was the weapon used to kill the monstrous Bluefin hanging back at the docks. A Skellin Shoot board hangs between the barrels on the wall opposite the bar.
This private minibar brings a taste of the Bluefin ever where Captain Redfall goes. A character may challenge an NPC or another party member to a match of Skellin Shoot, using the rules outlined on page 54. If asked, Redfall can be persuaded to let a character fire the glowcannon (see page 100) if they succeed on a DC 16 Charisma (Persuasion) check. When fired, the weapon emits a blinding flash of light as it fires a metal bolt at incredible speed, dealing 2d8 piercing damage. If someone tries removing the harpoon from the wall, an alarm will sound (DC 16 Dexterity (Sleight of Hand) check to disarm), summoning Redfall, who will rip it from the character's hands and attempt to smack them upside the head (+5 to hit), dealing 1 bludgeoning damage. Ammunition is rare, and Redfall keeps his limited supply on his person.
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fishing with wix "The most important thing to remember when fishing
Chrysal Lake holds more than its fair share of exotic underwater life, and Wix wants to help the party pull in a mighty catch of their own. After directing potential anglers to the cargo hold for a pole and tackle, Wix encourages the characters to cast their line into the deep. Roll 1d20 and consult the tables below. Results 1-10 are considered fails while 11-20 are considered successes. Characters proficient in Wisdom (Survival) or Intelligence (Nature) make their roll with advantage. When the characters are ready to begin, Wix clears his throat and begins his awkward lesson, read:
is to think like a fish — slimy and scared out of your mind! It’s a good idea to check your surroundings, make sure you’re somewhere near water, not in a desert or a stranger’s cupboard. But if you find yourself in a privy, go ahead and drop a line down there and see what happens. Final piece of advice: never let your anger get the best of you. Okay, who's ready to fish?!" Wix gingerly hands you a rusty fishing rod and nods toward the open water.
FA I L S D20
100
RESULT
D20
RESULT
1
A monstrous sea beast snags your lines and threatens to drag you off of the boat unless you succeed on a DC 12 Dexterity saving throw.
2
Your big catch turns out to be a skellin with a mean streak who jumps off of the line and bites you on the nose before flopping off the deck. Take a -2 penalty on all Charisma checks for the rest of the day.
3
You cast your line, not noticing it caught on the mainsail behind you. You must succeed on a DC 12 Dexterity saving throw in order to shake it loose without tearing the sail. Redfall won't be happy if you tear his sail.
4
Your pole breaks, and Wix gives you a stern lesson on the importance of keeping costs down before lending you another one.
5
You reel up what appears to be a bulging coin purse. Once opened, hundreds of baby lake roaches pour out and swarm the deck.
6
Somehow, you manage to dredge up a small doll that inexplicably looks exactly like you, down to the clothing you are wearing. Only you can hear the gibberish it whispers.
7
You caught the ancient, one-of-a-kind crested owlbass! Unfortunately, the slippery varmint flopped back into the lake to live another day.
8
A tiny magic portal opens in the path of your cast. Splink peeks out and giggles while he grabs your bait, and the magic portal shuts.
9
Your catch just breaks the surface of the water when a massive falcon dives and steals it from your line. Adding injury to insult, it showers the deck with its droppings as it flies overhead.
10
Looks like it got away. Better luck next time. Wix gives you a special piece of bait that gives you advantage on your next cast.
L O R E O FA E T H E R R A . C O M / D E E P
SUCCESSES D20
RESULT
D20
RESULT
11
Congratulations! You've caught a miniature toothed copperfish. These feisty cuties make great pets. Watch your fingers!
12
You begin reeling in the line, and it's heavy, but you don't see anything on your hook. Sune disappears to the galley and comes back with flour, and throws it at your line. You see the outline of a chameleon lobster appear. "Delicious," Sune says, "If you can find them.”
13
You catch a whistling charscale! Prized by singers and bards, eating the fish grants a +2 bonus to Charisma checks for 5 minutes — Just long enough to sing a song.
14
You pull up a coin purse with 69 gp inside. Nice.
15
A thorned eeliathan wraps around your line and climbs up your pole. The corpses of these spiky monsters can be used as an improvised whip.
16
You pull in the Gargatua! Everyone feasts tonight! Those who partake of its meat gain +2 strength for 3 hours.
17
You manage to catch a translucent glowdevil. This extremely rare fish has clear skin and a glowing skeleton. Sailors have used their bones in lieu of a lantern or torch.
18
You land a beastly fish called a merquatica piscea. Sune mentions that, when eaten raw, the character sprouts gills for 1 hour and can breathe underwater.
19
You've managed to catch a hearty-looking steakfish! These delicious creatures, when eaten, grant a character 10 temporary hit points.
20
You've caught a Hendan gold-toothed piranha! Jewelers in Fano will pay 100 gp per fish, as necklaces fashioned from their teeth are quite popular among Fano's elite.
TRANSLUCENT GLOWDEVIL
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Glowcannon Weapon (harpoon gun), very rare This unique weapon fires specialized metal bolts at an extremely fast rate, dealing 2d8 piercing damage, range 40/160. This weapon can be fired in three bolt bursts.
M 3 . C A P TA I N ' S Q U A R T E R S You enter Redfall's living area through a door at the back of the Bluefin Annex. The wooden planks forming the walls of his room have been painted coral green. Decorative ropes and aqua-colored glass orbs hang from the ceiling, plush navy blue wool carpets the floor, and sketches of former incarnations of the Moxi decorate the walls. An armoire and a merqua-draped vanity decorated with seashells crowd the left half of the room, and a modest bed stands directly in front of you beneath a large window. Several trinkets sit atop the window sill — a hand-carved flagon, a small heart-shaped box, and a bejeweled crown. Dirty footprints cover the surface of a sturdy desk built into the wall, and atop sits a locked jewelry box. Above you, to the right, a section of wood has been painted with glowing, merqua-infused red paint with the lettering, "TO THE BRIDGE.”
The captain's quarters hold an armoire, a vanity, a bed, and a desk. The captain keeps the armoire holding his personal belongings unlocked, and several changes of clothing can be found inside. An iron lockbox at the back of the armoire contains 4 pp 7 gp and can be opened with a successful DC 21 Dexterity (Sleight of Hand) check. The heart-shaped box on the window sill holds a small piece of ivory carved into the shape of a fish, with its fins painted blue. A character with a passive Perception score of 14 or higher notices that none of the current crew members are mentioned on any sketches of the earlier Moxi incarnations. A character trying to reach the quarterdeck via the secret passage must succeed on a DC 14 Strength (Athletics) check to pull themselves up. M4. CARGO DOOR The cargo door, located in the center of the main deck, consists of two great cedar boards fastened with golden fixtures. On the side, a device made of wood, ivy, and light can be switched on to open the cargo door automatically.
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If a character wants the cargo doors to open automatically, they must activate a small lever near the door. Succeeding on a DC 12 Strength (Athletics) check allows a character to manually open the doors, although this isn't generally needed. M5. DOOR TO LOWER DECK You descend to the lower deck through a broad stairway lined with beautiful hand-carved railings crafted in the Hendan fashion. Lanterns dangling from short chains illuminate your path. Ancient-looking maps in glass frames hang along both walls. Most are too weathered to see the details, but the words "Mescillian" and "Audowhenda" can be read on two of the maps.
Characters succeeding on a DC 12 Intelligence (History) check knows that Mescillian was a kingdom that was destroyed in ages past and that Audowhenda is a town to the northeast of Broken Top Bay renowned for the fine quality of its wool. LOWER DECK The entrance to the lower deck leads to the cargo hold. The door on the right leads to the crew quarters, the two doors at the far end lead to the officer's quarters and guest quarters, and the door on the right leads to the galley. M6. CARGO HOLD While the Moxi VII, like most Hendan ships, can store a large amount of merchandise, its cargo hold contains relatively little. A few barrels of gunpowder and a selection of fishing poles and tackle occupy one corner. Sacks of rice and flour rest on a raised platform against the wall, and several racks of salted meats and sausages hang above them. A crate wrapped in chains, secured by multiple locks, lies in the far corner.
If a character tries a sausage or some cured meat, have them roll a DC 14 Wisdom (Insight) check. If they pass, they intuit that the heavy hand used in seasoning the food likely obscures the meat's dubious origins. If they fail, they enjoy their snack but notice an odd aftertaste. Characters may use the poles and tackle to fish off of the main deck. If a character wants to open the crate in the corner, they must first succeed on two separate DC 14 Dexterity (Sleight of Hand) checks. After removing the locks,
they must then succeed on a DC 12 Wisdom (Insight) check to unravel the chains. In the crate, the character finds a short glowing blade engraved with runes. Cauterblade Weapon (shortsword), uncommon (requires attunement) You gain a +1 bonus to attack and damage rolls made with this magic weapon. Crafted from cold-forged steel and infused merqua, this sword becomes nearly molten when you say the command word and deals an additional 1d6 fire damage to creatures. You can also use this weapon to seal bleeding wounds with a successful DC 10 Wisdom (Medicine) check.
M7. CREW QUARTERS
blue depths of the lake unfurl below, providing ample entertainment to those sitting on the latrine. Ivy and ferns cascade down from shelves attached to the ceiling. The lanterns, tinted coral green, drench the room in the color of an enchanted undersea garden.
If a character needs to use the latrine, roll 1d6 and consult the table below: RANDOM EVENTS D6 1
No incident.
2
A school of fish mesmerizes you, and you lose track of time until Wix pounds on the door and asks you to hurry up.
3
You see Redfall smirk as he leaves the latrine and motions to the door saying, "After you, friend."
4
Yisha whimpers in the privy, saying she swears she saw a group of sea trolls in the distance.
5
You find a dog-eared journal titled "The Things I Saw Down There." The pages inside contain random, incoherent text written by someone under obvious mental duress.
6
A shark rushes toward you from the deep below, and you must succeed on a DC 13 Wisdom saving throw or scream out of fear.
Each of the several bunks built into the walls of the crew quarters has its own red velvet curtain that can be closed for darkness or privacy. Lockers for the crew's personal effects stand against the opposite wall. A carved sign
RANDOM EVENT
hanging above the doorway reads, "FOR THE ONES WE LEFT BEHIND."
If a character wants to rummage through the crew's belongings, they must succeed on a DC 17 Dexterity (Sleight of Hand) check to unlock their footlockers. Wix's locker contains a few sets of clothing, a small pipe, a bag of fiddleleaf, and a small sketch of some strange flying contraption. Sune's locker holds nothing but a small statue of an eyeball. Every few moments, the eyeball blinks. M8. PRIVY This unusual room consists of a wooden ceiling and sides and a floor made from glass with iron latticework. The
CAUTERBLADE
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M9. OFFICER’S QUARTER You walk through the door into a room slightly smaller than the crew quarters, although it contains only one large bed in place of multiple bunks. A large window framed in iron lattice dominates the area above the bed,
Fishgut Poultice Made from fish entrails, rosemary, and a dash of merqua, the poultice, when ingested, relieves nausea and allows a creature to make Constitution saving throws with advantage for 24 hours
and a large chest lies against the far wall. You catch glances at the ominous depths of Chrysal Lake through each diamond-shaped gap.
Characters interested in rummaging through the chest must succeed on a DC 16 Dexterity (Sleight of Hand) check. Inside they find several changes of clothing, a signed drawing of Maggie and the Bandits, and a book titled: Courage for Cowards. M10. GUEST QUARTER While the same size as the officer's quarters next door, the guest quarters do not have a window. Several hammocks woven from Hendan silk rope hang from the ceiling. Along the wall, a shell at the end of a wooden pipe and a rope hang from the low ceiling and disappear into a hole. A sign above the shell reads, "DRINK ORDERS."
If a character speaks into the shell, there is a 50 percent chance that a crewmember will hear and bring the requested drink. Otherwise, there is little to do in this sparse room other than relax. M11. GALLEY The enormous galley contains several tables with chairs and place settings for a dozen people. Black caged lanterns sway gently from the ceiling, and strings of glass fireball lights make the room sparkle. Two racks of salted meats hang in the corner next to a row of casks. Two smoky coal stoves line the back wall of the cooking area, and the whole room smells of fresh-baked bread. A long cutting board, covered in the remnants of chopped vegetables, extends from the stoves to the corner of the room.
While the crew of the Moxi VII raves about Sune's cooking, her talent for folk medicine impresses just as quickly. She will share the secrets of her fishgut poultice with any character who is proficient in Wisdom (Medicine) or those who succeed on a DC 15 Intelligence check.
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TRANSITION
The time has come at last. The Moxi VII approaches its destination — Broken Top Bay. There's no turning back now as the party is pulled toward the unknown. In the distance, the sky shifts to a moody grey. A massive cloud swirls, rapidly expanding beyond the jagged rocks at the mouth of the bay. A thundering boom grows louder as the ship approaches. The deck shakes, and the fixtures rattle from a subsonic pulse. The hull groans as a deep undercurrent pulls the vessel toward the inevitable. Redfall, perched at the helm, steadies the ship and cracks a halfsmile as he sets his eyes on the fabled Broken Top Bay.
S U N E L I Z A ' S F I S H G U T P O U LT I C E
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Broken Top Bay CHRYSAL LAKE, MOUNT TESETERRA
A
fter a long journey across the lake, the party arrives at the entrance to the fabled and deadly Broken Top Bay. Apart from Captain Redfall, the only travelers to have successfully navigated the bay were either found in the annals of myth and legend or were merely the idle boasts from drunkards stumbling about the tavern. As the Moxi VII approaches, a looming storm cloud hangs heavy atop a seething tempest of rushing water, crashing rocks, and vicious weather, beckoning the ship into the heart of darkness. The characters and the crew must work together to overcome the nautical challenges of navigating the bay. Captain Redfall will remain at the helm, while the other crew members will scurry about and ensure the boat is seaworthy, leaving the characters to deal with any unexpected difficulties that may arise. Only with great skill and a dash of luck can they hope to brave
108
L O R E O FA E T H E R R A . C O M / B AY
VII the treacherous maelstrom without destroying the ship, killing their shipmates, or losing their own lives. Their first challenge will be to maneuver the ship into the bay through the Crooked Fingers — a tight squeeze of razor-sharp rocks and turbulent waters that has been the bane of many a boat. After making it through, the party will find that nature itself has turned against them. It isn't known if the maelstrom creates monstrosities or merely attracts them, but seagulls transformed by merqua into homicidal dive-bombing menaces pester the crew while massive clumps of seaweed infused with the violet substance threaten to pull the Moxi VII to the bottom of the lake. Once past the threats from above and below, the party must contend with the intense swirling disaster of the maelstrom. This massive vortex at the center of the bay thrashes about with malice and pulls anything it can to swallow up into the unfathomable depths.
Can the party help Redfall and the crew navigate the Moxi VII through the writhing maelstrom and arrive at Gilgazo's hidden grotto, or will the beast of Broken Top strike again?
CROOKED FINGERS
HELEN ILNYTSKA / STU HARRINGTON
Depending on how the ship fares during the voyage, the characters will be subject to a different fate and path. If the characters make it through Crooked Fingers and the maelstrom, they will find themselves at the opening of Gilgazo's hidden grotto, ready to dive deeper into their journey to find the lost druid. If they fail, they will have to contend with the hideous unknown beneath the waters as the maelstrom destroys the Moxi VII and leaves the party sinking into the depths of obilivion.
ABSTRACT Into the Belly of the Beast. The party arrives at Broken Top Bay aboard the Moxi VII. Crooked Fingers. Working together, the characters and crew navigate the ship through the narrow entrance of the bay. From Above and Below. Once inside the bay, the party must deal with the merqua-tainted foes that attack the ship. Around the Maelstrom. Along with Redfall and the crew, the party attempts to navigate the ship around the bay's swirling maelstrom.
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I N T O T H E B E L LY O F T H E B E A S T
Few vessels match the durability of the Moxi VII, and while the captain and crew have prepared for the dangerous waters they are about to enter, Captain Redfall will need all hands on deck to help safely guide the ship. As the Moxi VII approaches Broken Top Bay, read: Captain Redfall hollers from the helm,
A sudden crack of lightning sends a flash across the darkness, illuminating glimpses of waves like mountains, terrible and angry, crashing beneath a funneling black cloud, an omen of impending doom. At its epicenter, a twisting spiral of water swirls into a raging maelstrom. The wind grows cold and violent. Sea mist stings as it whips across your face. The clouds above you churn, trapped and swirling in a rumbling void. Up ahead, you see a narrow
"Look, there be the calamity. There be Broken Top Bay!"
gap between the encircling rocks. Two points, sharp and
C R O O K E D F I N G E R S D I F F I C U LT I E S D12
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RESULT
D12
RESULT
1
Having never seen a storm of this magnitude, one of the crew members cowers behind a barrel on the main deck. (A character can give a convincing pep talk to inspire the crew by succeeding on a DC 12 Charisma (Persuasion) check.)
2
The ship pulls hard to starboard, and Redfall struggles to right the ship, despite his strength and skill. (A character can use their muscle to help Redfall maintain the helm by succeeding on a DC 12 Strength (Athletics) check.)
3
The wind knocks a lantern over, and a fire spreads across the main deck. (A character can sprint over and put the fire out before it grows out of control by succeeding on a DC 13 Dexterity (Acrobatics) check.)
4
There seems to be a pattern to the way the waves hit the Fingers. Perhaps it could be exploited. (A character can use their knowledge of tides and currents to find the safest path through the Fingers by succeeding on a DC 13 Intelligence (Nature) check.)
5
Redfall calls out for help, as it is too dark to see the jagged Fingers up ahead. (A character that successfully casts a fire-related spell or uses a light source can illuminate the darkness, subject to GM discretion.)
6
Morale is low, and the crew begins to grumble and despair. (A character can inspire the crew by singing a rousing song if they succeed on a DC 12 Charisma (Performance) check.)
7
An enormous yet docile octopus wraps itself around the harpoon launcher, threatening to tear it off the ship. (A character might know just where to press to get the octopus to let go of the harpoon by succeeding on a DC 13 Wisdom (Animal Handling) check.)
8
A knot on the mast comes loose, and the mainsail begins to flap wildly and is in danger of blowing away. (A character can retie the knot and secure the sail by succeeding on a DC 13 Dexterity check.)
9
A wave crashes over the deck, and Meyfyre is knocked unconscious. (A character can successfully revive Meyfyre by succeeding on a DC 15 Wisdom (Medicine) check.)
10
The capstan breaks loose, and the anchor begins to sink towards the depths. (A character can haul the anchor back up by succeeding on a DC 12 Strength (Athletics) check.)
11
A ghostly apparition hovers in the air between the Fingers, admonishing those on the ship to go back. (A character intuits that this illusion is harmless and reassures the crew by succeeding on a DC 13 Wisdom (Insight) check.)
12
A piece of railing breaks loose, and a crewmate starts to tumble off of the ship. (A character can get to the crew member in time by succeeding on a DC 14 Dexterity or DC 14 Strength (Athletics) check.)
L O R E O FA E T H E R R A . C O M / B AY
jagged, protrude from the water like the bony fingers of a monster grasping from the depths of the lake. Waters churn and crash against the passageway. Lining the rocky perimeter leading into the bay are the skeletal remains of the ill-fated vessels that have failed at this seemingly impossible nautical feat. Captain Redfall yells out once more, "Aye, steel your heart! We head forth to our fate between the Crooked Fingers!"
CROOKED FINGERS
The crew and the party will need to work together to navigate the narrow passage through Crooked Fingers and safely reach Gilgazo's hidden grotto. This leg of the journey will require the party to make a group check, in which the outcome of individual ability checks made by each character will determine the party's collective success or failure. First, generate the difficulties that the characters must overcome by consulting the Crooked Fingers Difficulties table on the previous page, rolling once for each character. The characters will then need to decide who will attempt to solve each problem. Every entry in the table includes a problem and a possible solution. Only inform the players of the problem and let them find their own solution, using the solution listed as a fallback option for players struggling to find their character's own solution. WORKING TOGETHER Encourage the characters to use any items, skills, or spells they have to solve the crisis at hand. Resolve spell effects normally, and have characters make ability checks at DC 13 if a DC is not already listed. If a spell successfully and appropriately (subject to the gamemaster's discretion) resolves a task, count that attempt as a success. In addition to the party's checks, make two additional ability checks that add to the group check; one for Captain Redfall (1d20 + 5) and one for the ship's crew (1d20 + 3). At least half of the problems must be successfully overcome for the round to be considered a success. If every ability check in the round is successful, the group check is considered a total success. If every ability check is unsuccessful, the group check is considered a total failure. The Moxi VII starts with 300 hit points. When a group check fails, the hull of the ship will take damage. Keep track of the ship's hit points as it takes damage. This information will be relevant later. After calculating
success or failure, reference the appropriate success or fail result to determine the outcome. T O TA L S U C C E S S All problems were resolved successfully. The ship navigates through the Crooked Fingers with no significant damage, bolstering the characters' spirits and giving them inspiration for the challenges ahead. If a character already has inspiration, give them 5 temporary hit points instead. The Moxi barely squeezes through the narrow passageway, emitting a loud shriek as jagged rocks claw against the ship's hull. Redfall exhorts the crew, "These pointy claws of death didn't take us this time!" The crew shouts in uproarious joy and triumph. Few can tell a tale of braving the gap of Crooked Fingers and making it out unscathed!
SUCCESS At least half of the problems were resolved successfully. The ship navigates through the Crooked Fingers, but its hull is superficially damaged and takes 1d10 bludgeoning damage. Additionally, determine 1 complication by rolling 1d8 and consulting the table on the following page. The dreadful sound of wood scraping against rock floods the air, but the Fingers aren't enough to tear through the Moxi's hull. The ship survives the gap, but not without a few new battle scars. This old ship has seen much worse. The crew exhales and eases their white-knuckled grip, ready to weather whatever comes next. A close one, to be sure, but you made it out alive!
FA I L U R E Fewer than half of the problems were resolved successfully. The ship navigates through the Crooked Fingers, but its hull is moderately damaged and takes 5d10 piercing damage. Each character must make a DC 14 Dexterity saving throw, taking 1d4 piercing damage on a failed save and half damage on a successful one. Additionally, determine two complications by rolling 2d8 and consulting the complications table on the following page.
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The harsh whine of rocks piercing wood echoes across the deck as planks upend in an explosion of splinters. The Crooked Fingers stab through the hull of the Moxi VII, and the ship begins to take on water! A crew member shouts,
piercing damage on a failed save and half damage on a successful one, as well as a DC 10 Strength saving throw, taking one level of exhaustion on a failed save. Additionally, determine three complications by rolling 3d8 and consulting the complications table. The sharp stone fingers tear through the side of the ship
"We need to head below deck and patch the planks!"
in an explosion of splinters, and the vessel tilts to one side, nearly capsizing. The crew grips the railing and
Others contend with the sails and steady themselves
hangs on for dear life as one tumbles across the deck and
along the railing. The ship passes through the Crooked
smashes into the guardrail. His comrade reaches for him,
Fingers, but not without enduring severe damage. The
but a wave knocks him overboard, and he disappears into
crew struggles below deck with the water as it gushes
a flurry of white water.
through the ship's open wounds.
The ship rolls upright and passes through the breakers,
T O TA L F A I L U R E None of the problems were resolved successfully. The ship navigates through the Crooked Fingers, but the hull suffers massive damage, taking 8d10 piercing damage, and one crew member dies. Each character must make a DC 14 Dexterity saving throw, taking 1d4
but the aftermath looks grim. A crew member sobs for her fallen comrade while she clings to the railing. The others dash about, attempting to mend the gaping wounds in the ship's hull. The wind and rain whip across the deck, spreading both bitter cold and heavy sorrow. The Crooked Fingers have had their way with the ship, ravaging it as it has ravaged so many others.
C R O O K E D F I N G E R S C O M P L I C AT I O N S D8
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COMPLICATION
1
A crew member cries out in pain as they are pinned beneath a heavy barrel of lard in the cargo hold. Lingering Effect. A character must make a successful DC 12 Strength check to remove the barrel from their chest.
2
Players take 2d6 damage as broken rocks catch the wind and pelt everyone on the deck (DC 13 Dexterity saving throw for half damage).
3
A large wooden stake impales Captain Redfall. Lingering Effect. A successful DC 12 Wisdom (Medicine) check, a healing spell, or similar effect is needed to stabilize him.
4
A massive wave nearly capsizes the boat, and characters must succeed on a DC 12 Dexterity saving throw or begin the following phase prone.
5
The narrow rocky passage breaches the hull, and water begins pouring into the galley. Lingering Effect. A character must succeed on a DC 13 Intelligence (Investigation) check to find the materials to repair the ship. (A character who successfully finds the materials can use an action to board up the leak.)
6
The rope that connects the ship's wheel and rudder snaps. Lingering Effect. A character must succeed on a DC 12 Wisdom (Survival) check to jury-rig the steering mechanism.
7
One of the harpoon launchers breaks loose and falls into the churning deep.
8
A fire breaks out in the cargo hold. The cargo hold contains gunpowder. Lingering Effect. A character must either succeed on a DC 13 Strength check to move the gunpowder barrel away from the fire or succeed on a DC 12 Dexterity check to put out the flames.
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C O M P L I C AT I O N S
T H AT W A S A R O U G H O N E
For each complication that occurs, roll a d8 and reference the table on the previous page to determine its effects on the ship and the crew. Most complications have lingering effects that will have to be dealt with during the next leg of the journey. Each complication should be unique. Re-roll if you roll the same one twice.
If the party suffered complications that included a Lingering Effect, they must take action to nullify those effects, as left unchecked, they could spell doom for the Moxi VII. Each Lingering Effect has a linked difficulty that must be successfully resolved. If any lingering effects remain at the end of 5 rounds, each roll made during the second group check, around the maelstrom, will be made with disadvantage.
FROM ABOVE AND BELOW
Having braved the perils of the Crooked Fingers, the Moxi VII and its passengers set their eyes on the maelstrom. However, crossing even this short stretch of water proves difficult, as the party must contend with problems from the water and the sky alike. This phase of the journey takes place over 5 rounds and will find the characters acting in initiative order as they attempt to free the ship from the encroaching seaweed, all while being attacked by merqua-tainted gulls. The waters swirl with grey fury, but something else broods beneath. Seaweed, consumed by merqua, crawls up the sides of the hull and wraps around the bow like slimy tentacles, angry and alive. Gulls fixated on the seaweed circle above the boat, shrieking and squawking in a frenzy. Some dive into the frothy madness and start to peck at the purple tendrils stuck to the ship's surface. The crew hurries to fasten the ropes and ward off the creeping
T H E W AT E R I S A L I V E A giant mass of merqua-tainted seaweed (see appendix A), moving as if it possesses both will and motive, begins to attach itself to the ship. A number of seaweed clumps equal to the number of characters times two start to drag the vessel towards the maelstrom. Any character within melee range of the seaweed at the end of their turn must succeed on a DC 10 Constitution save or become incapacitated for 1 round. The seaweed clumps must be dealt 10 points of damage to detach them from the ship. After 5 rounds, each clump left attached to the ship will add one to the DC of all checks made during the upcoming group check. Merqua-Tainted Seaweed Tactics • The seaweed will attach itself to the ship's hull. • The seaweed will remain attached, until destroyed, relying on Alluring Aura to incapacitate its foes.
seaweed. Captain Redfall white-knuckles the helm, grits his teeth, and braces his vessel as it nears the rim of the maelstrom.
M E R Q U A - TA I N T E D S E A W E E D
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MOVEMENT This scene is intended to play as a race against time, and as such, the rules regarding movement have the potential to hinder what is meant to be a fast-paced and exciting scene. It is recommended that the following rule be used for this phase of the scene: A character standing on the main deck can reach any portion of the ship or return to the main deck from any portion of the ship during their move action.
The ship groans with exhaustion. While the rugged Hendan craftsmanship held up under duress, the ship has taken quite a beating. The fixtures rattle and splintered planks creak underfoot. However, the real test of the Moxi's enduring strength comes as the bow shifts downward with a sickening lurch. Ahead, towering waves roll in from all sides of the bay, converging in the middle to form one massive spiral. Sea spray whips across the deck, making vision difficult. The wind grows violent and clamors against the ship, lashing at the sails with fury. Ahead,
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D E AT H F R O M A B O V E
water spills over the maelstrom's rim and descends into
Above the ship, a flock of hungry merqua-tainted gulls (see appendix A) circles in the sky, looking for a meal. The birds will dive and attempt to feast on the merqua-laced seaweed attached to the vessel and fight any characters trying to detach it. A new bird enters the fray every round and will continue to attack until dead or all of the seaweed has been dispatched. At the end of 5 rounds, if two or more gulls are still alive, the crew will have to deal with them during the next leg of the journey and automatically fail their portion of the group check.
green, blue, and black as it spins into the center.
the unknown, the color of the water shifting between
AROUND THE MAELSTROM
After surviving the narrow gap at Crooked Fingers and fighting through the merqua-tainted flora and fauna, the final challenge finds the party and crew navigating around the writhing vortex at the center of the bay and attempting to make it to the grotto in one piece. The whole world shifts sideways as the Moxi rises over
Merqua-Tainted Gull Tactics • One new gull will enter the battle during each of the 5 rounds. • The gull will attack creatures trying to remove the seaweed.
one last giant wave. The ship crests at the pinnacle and
A PERFECT STORM
froths at the rim, spilling over and forming a massive ring
At the end of 5 rounds, determine what consequences, if any, will be applied to the all-or-nothing final leg of this journey. If any Lingering Effects remain unresolved, all checks made during the following group check will be made with disadvantage. Take note of how many clumps of seaweed remain attached to the ship, and add 1 to the DC for all checks made during the group check. If more than two merqua-tainted gulls are still alive, the crew must deal with them and automatically fail their roll during the group check.
the crew. The wind calms, and the fixtures and sails cease
L O R E O FA E T H E R R A . C O M / B AY
pauses for a moment before the bow turns downward and begins to plunge. The crew begins to panic and screams of terror echo throughout the deck. Lying before you is the great and terrible maelstrom. Water sprays and of water falling into the cursed depths. A hush falls over their clamor. All the world goes silent as if holding its breath, bracing for the plummet into the abyss.
In this final portion of the journey, the characters will again need to work together to overcome various challenges. To generate the ordeals that the characters must face, consult the 'Maelstrom Difficulties' table on the following page, rolling once for each character.
M E R Q U A - TA I N T E D G U L L
M A E L S T R O M D I F F I C U LT I E S D12
RESULT
D12
RESULT
1
A clump of seaweed attached to Redfall's face has rendered him unconscious. (A character can pull the seaweed off by succeeding on a DC 13 Strength check.) Note: If this difficulty isn't successfully resolved, Redfall automatically fails his portion of the group check.
2
A hard crash knocks loose the spindle holding the ship's wheel. (A successful DC 13 Intelligence (Investigation) check allows a character to find the spindle and replace it.)
3
A thorned eeliathan, ejected from the churning water, wraps around Yisha's leg and embeds its spikes into her flesh. (A character succeeding on a DC 13 Wisdom (Survival) check can safely remove the eeliathan.)
4
A dislodged net wraps two crewmates together. (A character succeeding on a DC 12 Dexterity check can untangle the two crewmates.)
5
The mast for the mainsail cracks, leaving its immediate future in jeopardy. (A character can temporarily brace the cracked mast by wrapping their body around it and succeeding on a DC 12 Strength check.)
6
Viscera from the dead gulls coat the deck, making it very slippery and very disgusting. (A character succeeding on a DC 13 Constitution check can stomach the horrible smells long enough to clean up the mess.)
7
A lightning bolt strikes a jumping skellin, and Sune Liza was staring right at it when it happened, and now she stumbles across the deck, unable to hear or see. (A character succeeding on a DC 13 Wisdom (Medicine) can help Sune through the shock before she stumbles over the railing.)
8
A shark is flung from the swirling cloud vortex above the maelstrom, lands on the deck, and begins to thrash about. (A character succeeding on a DC 13 Wisdom (Animal Handling) check can safely return the shark to the ocean.)
9
A waterspout knocks Wix over the railing on the far side of the ship, and he hangs on for dear life. (A character succeeding on a DC 12 Dexterity check can make it to Wix and pull him over the railing.)
10
The harpoon launcher accidentally discharges, leaving the ship tethered to an impossibly big gargantua as it swirls in the maelstrom. (A character using an edged weapon and succeeding on a DC 12 Strength check can cut through the rope attached to the harpoon.)
11
A crew member, overcome with terror, begins to climb over the railing so they can leap to their doom. (A Character succeeding on a DC 14 Charisma (Persuasion) check can convince the crewmate that everything will be alright.)
12
After taking a few hard hits, a barrel of ale on the deck begins to swell and hiss, and something appears to be caught in its bunghole. (A character succeeding on a DC 14 Strength check can heave the barrel overboard before it explodes.)
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After learning what difficulties they will have to overcome, the characters must decide who will attempt each task. The characters may use all the tools at their disposal to overcome their dilemma. Resolve spell effects normally, and have characters make ability checks at DC 13 if a DC is not already listed. If a spell successfully and appropriately (subject to the gamemaster's discretion) resolves a task, count that attempt as a success. In addition to the party's checks, make two additional ability checks that add to the group check; one for Captain Redfall (1d20 + 5) and one for the ship's crew (1d20 + 3), if they are available. If any lingering effects remain unresolved, characters make all rolls during the group check with disadvantage. If complication eight has been selected but not successfully resolved, read the text below as an explosion splinters the deck. Each clump of seaweed still attached to the ship increases the DC of all checks by one during the group check. If two or more of the birds are still alive, the crew must spend time dealing with them and automatically fail their check. A menacing hiss and a flicker of bright light fill the dark cargo bay as a hungry fire eats at loose gunpowder, disappearing a moment later under a stack of barrels. For a second, all is calm as the hissing ceases. The calm is shattered as the whole deck vibrates, and the barrels erupt into a brilliant explosion. Wooden shards splinter out in all directions in a flurry, sticking into the sides of the ship like darts, while cinders burn holes through the lower sails. After the smoke and flames clear, the deck is more hole than wood.
If at least half of the ability checks are successful, the group check is considered a success. If every ability check in the round is successful, the group check is considered a total success. Furthermore, if every ability check is unsuccessful, the group check is considered a total failure. After calculating success or failure, reference the relevant result to determine the outcome. T O TA L S U C C E S S
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The ship rounds the periphery of the maelstrom and breaks over the wake just in time. The waters begin to calm as the current pulls the ship away from the orbit of the vortex. The crew cheers in unison! You see a deckhand uncork a bottle of rum and pass it around to his relieved comrades. Glimmering sunlight darts through the clouds above and spills onto the wooden deck in a glorious beam. A crew member hands the bottle to the Captain, and he takes a swig then yells out, "Aye! We rode the towering waves, and we shot out of the top with mist and fury. We weathered the hell that is Broken Top Bay. Now I can tell milady I looked the old maelstrom in the eye and spat in it." The crew member yanks the bottle back, "Aye, first you must find a lady that'll have ya, ye old sea scum!" "Ah, how about your mother? Back into the maelstrom with you, but leave the rum!" the Captain replies as the crew roars at the retort.
SUCCESS At least half of the problems were resolved successfully. The ship navigates through the turbulent waters of the maelstrom, but its hull takes superficial damage and dealt 5 (1d10) bludgeoning damage. The ship dips over the edge of the maelstrom, waves on both sides relentlessly pushing to send the ship toppling over the horizon into the depths. However, the sail turns at just the right moment, and the Moxi crests the wake with a strong pull from the wind. The ship crashes down into the water, and a few planks splinter off from the bow with a loud crack. Now past the dangers of Broken Top Bay, the crew lets out a collective breath, and the relieved Captain takes a swig from his bottle of rum.
All problems were resolved successfully.
FA I L U R E
The ship navigates the maelstrom's turbulent waters with relative ease, bolstering the party's spirit and giving each character inspiration for the challenges ahead. If a character already has inspiration, grant them 5 temporary hit points instead.
Fewer than half of the problems were resolved successfully.
L O R E O FA E T H E R R A . C O M / B AY
The ship tumbles into the maelstrom's center but eventually navigates its way through the turbulent waters, taking 44 (8d10) bludgeoning damage to its hull. The characters must make a DC 16 Dexterity saving throw, taking 1d4 bludgeoning damage on a failed save or half damage on a successful one.
The waves drive the ship deep into the belly of the maelstrom. The world turns sideways, tilted down towards the blue infinity. The crew attempts to brace themselves, but the railing is slick from the rain, and some of them slip and fall overboard. Their bodies plummet into the center of the vortex, disappearing into the cold beyond. Then, the ship upturns; it trembles as it climbs, trying desperately to claw its way out of the maelstrom's grasp. The tremendous pressure snaps planks like toothpicks as wood fragments fly into the air, mingling with the sea spray. Alas, the ship breaches the wake and avoids sinking into the doomed epicenter. The waters grow calm now, and the wind settles. The Moxi narrowly escaped a terrifying fate, though suffering numerous scars and the loss of a few lives.
T O TA L F A I L U R E None of the problems were resolved successfully The ship tumbles into the maelstrom's center, and though it struggles valiantly, it is unable to overcome the pull of the vortex. The anger of the water swarms and froths, and it begins to spill over onto the deck. The ship lurches over the rim of the maelstrom, caught in its inescapable current. Then, for a moment, the water smooths out like glass. Water no
TRANSITION
If the ship successfully makes its way to the entrance of the grotto, read: The wind dies down, and the waves no longer wreak violence. A gentle current thrusts the boat toward the gaping mouth of a rocky cave. The ship creaks toward the darkness, and the air grows still and cold. A smell wafts from the inside, damp and moldy. For a moment, the world rests in quiet serenity.
If disaster strikes and the ship is swallowed by the maelstrom, read: The frenzy of froth and bubbles fizz out to an eerie silence. Direction no longer means anything; eternal deep surrounds you on all sides. You float helplessly, all senses subdued by the water, as you sink into the icy depths of the lake. But then, a popping sound can be heard somewhere ahead. In the distance, a sparkling purple mass blooms from the blue, offering a glimpse of light and a glimmer of hope.
Leveling Milestone At the end of this scene, whether the party went through the maelstrom or down it, they can take a Long Rest and have reached their next leveling milestone, advancing to level 4.
longer breaches the ship's sides. In fact, no water can be seen to the left or the right. Seconds later, water begins to drip down, and above you, a thick wall of water surges in the opposite direction. The gravity of the situation then sinks in: the ship is entirely sideways. The sound of rushing water ceases, and only a quiet rustle of wind can be heard. The speed you travel grows so quickly it seems as though you are stuck in time. You hang in the air as the ship crumples in silence beneath your feet. It folds into itself like a dying star, imploding under the pressure and sheer speed of the vortex. A deep blue infinity spreads out before you, suspended in space and time. You have but a moment to take a misty breath of air as you await the inevitable.
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The Hidden Grotto B R O K E N T O P M O U N TA I N S , M O U N T T E S E T E R R A
F
or better or worse, the party has faced the horrors of Broken Top Bay, dealt with crises and the near-certain prospect of death, and survived against all odds. Depending on how the characters fared during the excursion through the bay's dark waters, the party will start the scene in one of two different ways. Those swallowed by the maelstrom wash up on the shore of a tunnel lined with merqua and webs. The ship they sailed in on washes up in pieces, devastated by the maelstrom. As the characters explore the tunnel, a skeletal merqua abomination (see appendix A) bursts out of a web sac and attacks with shortswords wielded by its many spindly arms. After vanquishing their foe, they make their way down a channel of water leading to a waterfall overlooking the grotto. Only the quick and vigilant can avoid the spiderweb slung across the waterfall, the work of Maytria, an enormous arach-
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VIII nid who rules the area, and the party will have to defeat her or become dinner. If the party survived the bay, they sail triumphantly into the grotto. The boat drifts down the cavern in eerie silence, broken only by the occasional echo in the distance. However, they barely have time to rest before Maytria (see appendix A) and her minions drop from above, intent on feasting on all present. The party must dispatch her before she sinks the Moxi VII, whose timbers creak under the weight of the beast and her unholy kin. No matter how they managed to get there, the party explores the violet shore, a neon-tinted refuge, after fighting the monstrous spider. Examining the two wrecked ships could prove rewarding for intrepid characters who are willing to get their hands dirty and their feet wet. Those among the party with a bent towards creating their own goods can fashion Maytria's cara-
JORDAN KERBOW
pace into mighty armor or use her innards to make a powerful potion. A large onyx obelisk rises from the sand of the violet shore below an elevated cave shaft that extends up into the cavern wall. When brought near the obelisk, Fawn's nocturne bracelet, given to the party at the Waterleaf Book Shoppe, begins to glow and interact with each other in strange ways involving music. Once they uncover the secret behind the two objects, a powerful reverse gravity spell activates, causing anything in the immediate area to tumble up into the mouth of the tunnel above. As the party travels up the tunnel, they become one step closer to their goal of finding the elusive druid.
ABSTRACT
Can the party, and what's left of the crew of the Moxi VII, defeat the ancient monster of the grotto, and if they do, will they have the wits to find their way out?
The Violet Shoreline. The party explores the mysterious violet shore. The Onyx Obelisk. Could this mysterious pillar be the key to continuing the quest?
THE HIDDEN GROTTO
Is This the End? The characters, lost in the maelstrom, wash up in a merqua tunnel. A Sticky Situation. The party meets Maytria. OR
Into the Neon Darkness. The Moxi made it through Broken Top and now enters the grotto. Arachnophobia. Death from above as Maytria disrupts the quiet journey. THEN
THE HIDDEN GROTTO
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HOW DID WE GET HERE? Depending on how the previous scene ended, the characters have two potential starting places during this adventure. If they succumbed to the perils of the maelstrom, they begin their journey at the section titled "Is this the End?" Alternatively, if the party managed to overcome the challenges of Broken Top Bay, they start off in the section titled "Into the Neon Darkness."
IS THIS THE END?
If the Moxi VII fell victim to the maelstrom, read: At last, you regain consciousness. A few feet away, Meyfyre coughs out a sputter of water. The maelstrom has deposited you and your traveling companions onto the sticky-soft sand blanketing the shoreline of a cavern that glows in darkened purple. Thick air, humid and sickly sweet, clings to your skin. Ahead of you, the rocky wall opens into a passage, like an enormous gaping mouth coated with merqua. Vines of the shimmering purple moss hang down from the sharp rocks like blood dripping from stone teeth.
In addition to the characters, Meyfyre and Redfall wash up on the shore as well. None of the deckhands survive, but if Wix, Sune, or Yisha are still alive, they will be there as well. The merqua tunnels are 25 feet across and 25 feet tall. A channel of slow-moving water flows to the right. Merqua and webbing cover the walls, and the whole passage glows with dim purple light. A narrow, slow-moving river flows down one side of the cave. The walls are layered in white silk, gauzy and thick.
Skeletal Merqua Abomination Tactics • The abomination will use its Grasping Claw on the nearest enemy. • The abomination will use the rest of its attacks to attack the grappled foe with shattered shortsword. The skeletal merqua abomination, an amalgamation of strange magic and the bones of multiple victims, breaks out of its webbing and attacks the party. It will attempt to grab those near it and stab them out of their misery. If no targets are in range, it will move towards the nearest target and attack with its shortswords. After vanquishing the foul creature, allow the party to take a Short Rest. The chest the creature was holding is locked and requires a successful DC 13 Dexterity (Sleight of Hand) check to open. A ring of the skellin and a bag containing 30 sp can be found inside. Ring of the Skellin Ring, rare (requires attunement) While wearing this ring, you can breathe underwater and gain a swim speed of 15 feet. In addition, you make all Charisma checks with disadvantage. As the characters travel down the tunnel, they will pass by 7 (2d6) egg sacs. Those wielding a bladed weapon who succeed on a DC 15 Strength check are able to cut through the webbing. Roll a d12 and consult the table above to see what they find, re-rolling any duplicates. The tunnel extends for a quarter-mile before ending. The water channel to the right flows for another 500 feet before dropping off into a magnificent waterfall. The water is 5 feet deep and travels at a medium pace, picking up speed as it nears the edge. Characters wishing to swim against the current must successfully make a DC 14 Strength (Athletics) check.
Underneath, violet pockets of light pulse slowly. Ahead, an enormous throbbing mass of web quivers and pulses. Blades pierce from within the silken webbing sides, and the entire sac rips away from the wall. A horrible skele-
When the party reaches the edge of the waterfall, read:
tal creature emerges, an amalgam of the skeletal remains
Once humid and sickly sweet, the air clears to a refreshing
of wandering adventurers who met some tragic end
mist as you arrive at a cavernous room. The channel flows
clumped into a grotesque conglomerate and fastened
over the edge, and you stand near the top of a waterfall
together with merqua, resin dripping from its sinews.
that thunders down into the blackened misty depths of
Several of its limbs grip short swords. Near its back, two
deep blue oblivion. But this place is calm, almost peaceful,
protruding arms tightly grip a small treasure chest.
with the rushing water and echoing drips lulling the mind.
The skeletal merqua abomination (see appendix A) attacks the party. Roll initiative.
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EGG SAC LOOT D12
RESULT
D12
RESULT
1
A puff of foul-smelling dust hits you in the face. You must succeed on a DC 13 Constitution saving throw or become poisoned.
2
You find the skeleton of a dwarf, complete except for the skull, which is nowhere to be seen.
3
You find 1 pp and 4 cp in a pair of deteriorating pants.
4
You find a potion of gaseous form in the hands of a gnome skeleton.
5
You find a skeleton with a note clutched in its hand. It reads, "If you find this, tell Nisla that I'm sorry and I love her. I never should have came here."
6
You find an exquisite golden crown worth 300 gp if you can find a buyer. With a crown this nice, someone is probably looking for it.
7
You find a rusty trident. Despite its age and neglect, the teeth are needle-sharp.
8
You pop open this small sac to find the perfectly preserved severed head of a stout-looking dwarf. His eyes are open, and his face reveals his dying panic.
9
A swarm of merqua spiders (see appendix A) spews out of the sac and attacks.
10
You find not a web sac but a colony of 5 (2d4 + 1) assorted mushrooms. If a character eats one, roll d4. On a 1, they must make a DC 12 Constitution saving throw or become poisoned. On a 2, you become incapacitated for 1 minute and ponder life's mysteries. On a 3, nothing happens, but they taste delicious. On a 4, regain 4 (1d8) hit points.
11
You find a small blood-soaked crate that has been nailed shut. A successful DC 14 Strength check opens it to reveal several copies of The Bells of Lament.
12
You find a skeleton holding a merqua glowblade, a dagger glowing with dim purple light.
Merqua Glowblade Weapon (dagger), uncommon (required attunement) You gain a +1 bonus to attack and damage rolls made with this magic weapon. This razor-sharp dagger glows with the purplest purple light, providing a 20 feet. radius of dim light. Upon reciting the activation word "Yanak," the blade becomes impossibly black and allows the wielder to make all Dexterity (Stealth) checks with advantage. This bonus is not in effect when the blade provides light.
MERQUA GLOWBLADE
M 1 . W AT E R F A L L At the end of the channel, a massive waterfall spills into the deep pond below. The waterfall is 120 feet. tall. A giant spider web hangs in front of the waterfall, 60 feet. down, catching everything that tumbles from the cliff. Characters with a passive Perception score of 13 notice the web before they go over the edge, and can, with a successful DC 15 Dexterity save, jump far enough that they won't fall victim to the web. All others fall headlong into a very sticky situation. Of the NPCs traveling with the party, only Meyfyre notices the web and makes her check with +1. If any character notices the web, read: You see something glimmer in the dark. A shock of light travels from one end of the cavern to the other along a thin line. Your eyes strain to follow the light, but then you see it. It's just barely detectible, some sly devilish trickery — a long, intricately woven web stretched across the waterfall, midway down.
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Then read: The webbing trembles in silence, hushed by the roar of the waterfall. Long dark appendages emerge from behind the waterfall, creeping across the web with speed defying its size. Then you see it — long and monstrous, shimmering and violet, a hideous beast dripping with merqua. While possessing the shadow of a spider, the monstrosity that emerges, with sharp spiky scales and a demonic presence, is something far worse.
Maytria (see appendix A), the enormous arachnid that rules the grotto, will engage the characters in combat as soon as she senses one of them touching her web or when she hears one of them splash down into the waters below. Roll a Dexterity (Stealth) check for Maytria (1d20 + 3). If the result is higher than a character's (or an NPC's) passive Perception score, they are surprised during the first round. Characters caught in the web will have to contend with three swarms of merqua spiders (see appendix A), who crawl out from tiny holes in the rocky cliff. If a character bursts from their bonds, they fall into the pool below, while if a character destroys the web, either by fire or an edged weapon, everyone trapped falls. If
MAP OF THE VIOLET SHORELINE
no conscious characters remain in the web, or upon the web's destruction, any remaining swarms descend the cliff and assist Maytria. Maytria Tactics (Violet Shoreline) • If its web attack is available, Maytria will use it on the nearest foe. • Maytria will attack with chelicerae, targeting the nearest foe, and if successful, will attack with bite. • If all foes are caught in the web strung across the waterfall, Maytria will ascend the wall and attack with chelicerae the following turn. • Maytria will fight to the death. Skip to "The Violet Shoreline" to continue.
DEALING WITH THE WEBS Throughout this scene, the party may encounter webs in several ways, and a character may need to escape or destroy them. A target restrained by webbing who succeeds on a DC 12 Strength check bursts the webbing. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage). These rules apply to all webs in this scene, whether weaponized or environmental.
INTO THE NEON DARKNESS
If the characters successfully navigated Broken Top Bay, read the following as they drift into the grotto: This cavern would be pitch-black if it weren't for the mossy growths covering the walls and ceiling — their glow illuminates this watery darkness with soft violet light. What cannot be seen can certainly be smelled as a flurry of odors waft across the deck. The cavern reeks of damp mustiness, like the forest floor after a flood, with pockets of sweet and stale air scattered throughout. All is calm. The Moxi VII drifts into the cavern in silence, aside from the distant sound of the raging maelstrom outside.
The grotto is calm, and the ship will drift slowly through the cave with the captain at the helm. Merqua provides 10 feet of dim violet light to the cave walls and ceilings. The cavern is roughly 220 feet high and 160 feet wide. Drifting at its current speed, the ship will arrive at the end of the grotto in an hour. Characters with a passive Perception score of ten or more notice a skeleton is
floating in the water with a merqua glowblade (see page 121) in its hands. When the characters have had some time to take a Short Rest, read: For several miles, the Moxi VII has quietly drifted through the cavern's long dark passage. The ship creaks and groans reverberate off the walls and into the still cold darkness. Drips from stalactites join in the chorus of echos that resound throughout the cavern as they slap the surface of the water.
If at least one character has a passive Perception score of 16 or higher, read: The soft glow of the plant life on the walls shifts with constant movement in your periphery yet lay still in luminescent beauty when you turn your head to stare at them directly. As you gaze at the warm violet light, you nearly miss the quiet tapping joining the echoes. It shuffles about, moving in all directions of the three-dimensional space surrounding you. Then, the noise suddenly stops directly above the ship.
Otherwise, if no character passes the passive check, read: Near the ship, something begins to fizz up from deep beneath the still blue water. The bubbles rise and pop at the surface, adding their voice to the cavern's ominous song. Dark shadowy forms begin to stir, leaving behind rippled wakes as they race just beneath the surface of the water.
The tapping reverberations and the shifting shadows emanate from a massive brood of hundreds of spiders. The mob swarms around Maytria (see appendix A), an enormous arachnid covered in glowing merqua. When you are ready to begin the encounter, read: A hush falls over the cavern. A large shadow spreads across the rock ceiling and creeps down the central mast as a monstrous form emerges through the veil of the ship's sail. The creature's black legs hang in the air like thick spears. Its long prickly abdomen slopes haphazardly to one side, dragging most of its weight behind it. Its seven pink eyes shine, vile and hateful, and purple merqua seeps out from gaps in its exoskeleton as it readies to pounce from the height of the mast.
THE HIDDEN GROTTO
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ARACHNOPHOBIA
Maytria (see appendix A), the massive arachnid that rules the grotto, rarely has visitors and eagerly engages the characters in combat. Three swarms of merqua spiders (see appendix A) accompany the Maytria and will drop on random targets and attack. Characters who failed their passive Wisdom (Perception) check are surprised during the first round. Captain Redfall and the crew will be busy sailing the ship and won't be able to assist in battle.
a brave fight, I give ya my blessing again, and name thee anew. May Moxi Skyfire forever sail!"
If the Moxi VII has 99 or fewer hull hit points, the captain cannot steer the ship properly due to the extensive damage. Read the following as the vessel drifts to its doom: The shore curves around the far rim of the cavern, and the
Maytria Tactics (Moxi VII) • Maytria starts on the ceiling and will drop down on round 2. • If Maytria is at half her hit point total, she will retreat the ceiling for 2 rounds (one time only), and when she drops back down causes 27 (5d10) damage to the boat, and all characters must make a DC 14 Dexterity saving throw or be knocked prone. • Maytria will use her web if available. • Maytria will attack with chelicerae, targeting the nearest foe, and if successful, will attack with bite. • Maytria will fight to the death.
ship ends its journey at an underground harbor. The roar
Swarm of Merqua Spiders Tactics • The swarm will attack with flurry of bites, preferring unarmored opponents.
sitting atop what's left of the deck, refusing to believe
Hull Damage The more damage that Moxi has suffered, the harder it becomes to manage. Consult the table on the following page to determine the current effects. If the Moxi enters the grotto with the ship at or below level four hull damage, the effects occur on turn two. All effects occur at the end of the turn. M2. END OF THE LINE Shortly after the battle with Maytria, the Moxi VII arrives at the end of the grotto. Read one of the following, depending on how many hull hit points the ship still has. If the Moxi VII has 100 or more hull hit points remaining, reward the characters with inspiration and read: The shore curves around the far rim of the cavern, and the ship ends its journey at an underground harbor. The roar of a waterfall echoes off of the walls. Glowing moss blankets the shore in violet illumination, a neon beach both alien and familiar. The crew drops anchor, and the ship softly slides into the sand bar. Captain Redfall, perched atop the bow, shouts joyously,
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"I never doubted ye, my timbered queen. But after such
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of a waterfall echoes off of the walls. Glowing moss blankets the shore in violet illumination, a neon beach both alien and familiar. The once robust Moxi VII, now mortally wounded, ambles towards its fate. It slides up against the sand bar, and the pressure splits the hull in twain as it comes to rest next to the timeworn dock. Water bubbles out of its belly, and the boat falls to its side in the cold, purple darkness. The remaining crew, bloody and bruised, stumbles out, climbing down shreds of ropes. Captain Redfall remains that his faithful ship is now gone.
THE VIOLET SHORELINE
Once the characters have discovered the fate of the Moxi and are standing on the shore, read: The shimmering violet shore stretches long, then disappears behind a towering waterfall. The sheer enormity of the cavern defies logic. Tiny crystal shards set high in the darkness glitter like stars in the midnight sky. Stalactites hang down from the gloom, wrapped in merqua like giant dripping chandeliers. A wrecked ship covered in webs rests in a cove, ever threatened by the small waves lapping drearily against its broken timbers. The whole place smells damp and sweet, a scent both strangely beautiful and deeply unsettling. Something in a far corner glows with dark energy and emits a peculiar hum that reverberates throughout the cavern.
The party can make camp on the shoreline and perform a Short Rest. They should not be interrupted and have ample time to explore afterward.
MOXI VII HULL DAMAGE LEVEL
HULL DAMAGE
STATUS
5
300 - 201
No significant changes.
4
200 - 151
The main mast breaks loose and falls. Roll a d6. On a 1, 2, 3, or 4, the mast hits a random character on the deck. On a 5, it falls on an empty portion of the deck, while on a 6, it hits Maytria. Players must make a DC 12 Dexterity saving throw, taking 5 (1d10) bludgeoning damage on a failed save or half damage on a successful one. Maytria cannot avoid the mast and takes 5 (1d10) damage. The ship hull takes 27(5d10) bludgeoning damage, regardless of who it hits.
3
150 - 51
The ship nearly capsizes. Roll a 1d4; on a 1 or 2, the ship's hull takes 22 (4d10) bludgeoning damage from tumbling cargo. When this occurs, characters must make a DC 14 Dexterity saving throw to maintain stability as the ship rolls. If they fail, they are thrown into the water and will need to climb back up. If characters need to climb back onto the ship's hull from the water, they must make a DC 12 Strength (Athletics) check. Characters swimming in the water will need to keep up with the ship and must make a successful DC 12 Strength (Athletics) check or take one level of exhaustion.
2
100 - 51
Hundreds of tiny pieces of wood fly across the deck, and all creatures on the deck take 7 (2d6) piercing damage, or half as much on a successful DC 13 Dexterity saving throw.
1
50 - 1
The ship becomes more challenging to steer. A successful DC 16 Strength check can keep the helm steady. If Captain Redfall is at the helm, he makes the ability check with a 1d20 + 5. If he is dead or otherwise incapacitated, a character can make the check, and with the assistance of an additional character can make the check with advantage. If unsuccessful, the ship takes 28 (5d10) bludgeoning damage as it crashes into the side of the cavern. Characters must make a DC 16 Dexterity saving throw, taking 4 (1d8) bludgeoning damage and be knocked prone on a failed save.
0
0
The ship is inoperable and begins to sink as it nears the violet shore.
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I N V I TAT I O N T O T H E R E V E R I E F A N TA S T I C A
M 3 . D I L A P I D AT E D D O C K The remains of an unusable and decaying wooden dock stretch into the water from the shoreline. One large sailing ship remains half sunk and covered in spider webs. Characters can take one hour to search the boat and find the following in the portion above water: • 6 gp, 11 ep, 14 sp, 8 cp. • A 6-foot tall marble statue of Gilgazo. Worth about 1,100 gp, if intact, and a seller can be found. It weighs around 900 lbs. • A crate of ancient wine. The faded labels say, "STONEDWELLER" and are decorated with a drawing of a brown horse. A character who drinks one must make a DC 12 Constitution saving throw or become poisoned. Those who succeed on their save find that the wine's flavor has aged well. • Two potions of healing. • A book entitled: Papa Gigi's Blue Bakery (see appendix C). A character making a successful DC 15 Intelligence (Investigation) check finds an invitation to The Reverie Fantastica, which has fallen between some floorboards and has been kept mostly intact by the cold and dark conditions. Additionally, the magical properties of the invitation can be found with spells such as detect magic, revealing a transmutation aura around it. Characters who want to search the ship's waterlogged parts must succeed on a DC 14 Intelligence (Investigation) check to search underwater with the limited time their breath allows. If the character can breathe underwater, they only need to succeed on a DC 10 Intelligence (Investigation) check. They find a carved ivory dice set worth 150 gp hidden in the captain's quarters on the first success. On the second, they find a rapier made from fine silver. The third attempt yields hungerbane, an exquisitely crafted fishing pole. Any subsequent attempts fail to reveal anything. Characters can attempt this check as many times as they wish; however, if they fail by 5 or more, then a swarm of skellin tries to bite them, dealing 2 (1d4) damage unless the character makes a DC 13 Dexterity saving throw. Maytria's Remains Any character proficient in Wisdom (Medicine or Survival) or Intelligence (Nature) know that some of Maytria's parts are quite valuable. These characters have the knowledge of which parts of the spider are needed to craft the following items:
• The merqua-infused scales can be fashioned into fine carapace armor by a Leatherworker or a character with leatherworker's tools and takes two days to craft. • An alchemist or a character with alchemist's supplies can use portions of the legs and some internal organs to create 1d4 + 1 potions of spider climbing. The potions require a Short Rest to craft.
Hungerbane Wondrous item, rare As you use this fishing pole, you find that its line never breaks, its hook never rusts, and its rod never snaps. Casting hungerbane causes the bait to magically appears on the hook, and if any edible fish are swimming within 100 feet of the bait, they will seek it out.
Maytria’s Carapace Armor (medium), rare (requires attunement) AC 13 + Dexterity bonus. You gain a +1 bonus to AC while you wear this armor. You are considered proficient with this armor even if you lack proficiency with medium armor. While wearing this armor, you gain 2 temporary hit points at the start of your turn. Additionally, the armor provides 10 feet of dim glowing violet light.
Potion of Spider Climbing Wondrous item, rare When you drink this potion, you grow thousands of microscopic hairs on your hands and feet, allowing you to climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. This effect lasts for 1 hour. A character must make a successful DC 15 Wisdom (Medicine or Survival) or Intelligence (Nature) check to harvest the various components from the remains of the spider. A failed check ruins the parts they are attempting to collect. Characters proficient in two or more of the above skills make their check with advantage. Searching nearby cocoons on the shore reveals the bones of several dwarves and gnomes, and the characters can acquire 17 gp, 9 sp, 3 cp. Characters have time to take a Short Rest.
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M4. ONYX OBELISK An obelisk made of onyx thrusts out from the ground near the center of the shoreline; Novarian text decorating its surface. Spells such as detect magic reveal a transmutation aura surrounding the obelisk. M5. CEILING EXIT A hole directly above the obelisk extends 300 feet and leads deeper into caverns inside the Broken Top Mountains. This mysterious passage appears to be an exit from the grotto. Merqua hangs down from the edges of the giant hole, making it is easy to spot.
THE ONYX OBELISK
Any character who speaks Elvish can decipher the Novarian language; however, a successful DC 13 Intelligence (History) check is needed to prevent translation errors. Meyfyre can also translate the text as a last resort. If successful, read: A phantom forever stares, Straight to the ground. But sing sweetly of starlight, She'll look to the sound.
Fawn's nocturne bracelet begins to glow if it comes within 30 feet of the obelisk. In order to successfully activate the obelisk and ascend the tunnel, a character will have to play the correct sequence of notes by applying pressure to the beads on the bracelet in the right order, 2132. The proper order can be determined by counting the number of times the letter "s" occurs in each line of the poem. Each consecutive correct note will cause the obelisk to glow brighter. If the characters need assistance, Meyfyre can mention the bracelet and suggest playing the beads. Once the four notes have been played in the proper order, the obelisk shoots a beam of light into the tunnel above, and a powerful version of the reverse-gravity spell affects the area in a 50-foot radius. Characters remain under its effect until they reach the ceiling exit, causing everyone to fall to the exit above. If any characters are affected by the spell, read: The melody of the nocturne bracelet resounds as the four simple notes ring soft and delicate, akin to a lullaby. With each reverberation throughout the chamber, the volume of the melody builds, composing a monstrous and angelic sound — beautiful and terrible. Suddenly, your feet leave the ground.
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You are weightless, rising with a gentle lifting breeze. Then your momentum picks up, and you soon fly uncontrollably toward the jagged stalactites hanging high above. You are in free fall, reaching terminal velocity; the wind is rushing all around you. Moments before you are about to be dashed against the sharp rocks, a bright light flashes, and you slow down. You carefully float toward a rock protrusion near the ceiling and are placed softly at an entrance to a large tunnel, and gravity begins to act normally again.
If any characters were out of range or otherwise not affected by the spell, the spell will remain in effect for five minutes. Otherwise, they will need to perform the puzzle solution again or find their own means of escape. If still alive, Captain Redfall and his crew say they will stay back and see if they can make one of the old wrecks seaworthy, or if the Moxi is still afloat, they will wait there.
TRANSITION
Once the characters proceed up through the hole, whether utilizing the obelisk or alternative means, read: A dark and narrow tunnel lies in front of you, but a distant blue glow emanates from an immense cavern beyond that. You take in a breath of freshwater mist — it revitalizes your senses, a desperately needed change from the suffocating sticky sweet essence of merqua. The sounds of rushing water and muffled voices echo far in the distance — they have a cheerful tone. Could it be the sounds of hope?
ONYX OBELISK
THE HIDDEN GROTTO
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The Eternal Eden
B R O K E N T O P M O U N TA I N S , M O U N T T E S E T E R R A
A
fter defeating Maytria and the foul beasts she commanded, the party ascends through the tunnel above the Onyx Obelisk. There they find the entrance to a sprawling cave complex carved from the stony core of the mountain itself. From within, jubilant sounds of celebration faintly echo from a distance. Once inside the labyrinth's maw, the party must crawl their way through the great maze's twisting passages and perilous mysteries to continue with their mission. There, they will fight vicious fiends, find a wealth of treasure, and attempt to stay alive as they come face to face with terrors hidden away in the depths of the lonely mountain. The characters' journey will continue until they find the massive doors and giant floating crystals that mark the entrance to the Eternal Eden. Inside, a wine-soaked party has been raging for a thousand years, drawing curious and eager celebrants
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IX from all corners of Aetherra for a chance to revel in the eternal festivities. Those who haven't found a Reverie Fantastica invitation must secure their entry to the party with flattery, coin, or violence, as the ornately-armored guards at the entrance will dissuade unauthorized access with swift brutality. Inside they find a raucous party, filled with celebrants basking under a mist that keeps them docile and happy. A bartender sits in the center of the room, wearing a strange wooden glove that seems to direct the actions of a few partygoers. All attention is centered around an old yet ageless man telling stories — the mythical Gilgazo (see appendix A). Upon hearing of the dangers facing Fano, Gilgazo agrees to go with the party on one condition; they must stop by his former residence, Ceriad Keep. Lieutenant Myano (see appendix A), a proud member of the Chrysalean Guard and trusted confidant to Orrien, refuses to let Gilgazo out of his sight. He is
STU HARRINGTON
under strict orders from the patriarch to make sure the druid remains in the Eternal Eden as he convalesces from his brush with addiction and despair. He can be convinced to let Gilgazo leave, but he will respond with his blade if the characters can't persuade him. A key around the Lieutenant's neck opens a locked door at the back of the giant room, leading to a strange device, the Novarian Neural Network. Gilgazo says that this machine, Chrysalean in origin, can transport the group to Ceriad Keep, where Gilgazo can retrieve the source of his power, as well as his greatest weakness — aether. Can the party escape the eternal Eden with Gilgazo and use this strange amalgamation of nature and technology to propel themselves to Ceriad Keep deep inside the Dimlight?
ENTRANCE TO THE ETERNAL EDEN
ABSTRACT The Great Maze. The party arrives at a tunnel leading to an enormous maze. Welcome to the Party. Gilgazo and company revel in a gilded cage. The Reverie Fantastica. An eternal party awaits, but what secrets does it hide? Jailbreak. Can the characters spring Gilgazo and escape the eternal party? The Novarian Neural Network. Could this strange contraption be the key to escaping?
THE ETERNAL EDEN
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T H E G R E AT M A Z E
After the characters arrive at the top of the passage above the obelisk, they stand atop a landing with a single tunnel leading forward. After traveling one-half mile, the party reaches the entrance of a mineshaft. Inside the mineshaft, strange hybrid plants in brilliant hues illuminate an endless array of passageways and tunnels. Faint echoes of music and laughter can be overheard somewhere in the distance.
Several tunnels branch off in different directions, and each one leads to even more side tunnels and branches. The sound of music and the distant echo of revelry can be heard reverberating throughout this complex cave system, making it difficult to distinguish its source. M1. CAVE ENTRANCE The party begins at the entrance to the mine to the west and has two viable paths to travel down. To determine which path the party travels, have them choose a char-
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acter to attempt a DC 12 Wisdom (Survival) check. If the character succeeds, they notice traces of an interesting plant life down a specific tunnel and lead the party to the Rainbow-Hued Hot Spring, where they will have an opportunity to rest and recuperate. If the character fails, they hear mechanical sounds and lead the way to the ancient mining equipment, where they will encounter a vengeful aether echo (see appendix A). The tunnels branching off of both of these locations will take the party to the Looping Corridor. After they navigate those treacherous passages, the party once again comes to a fork in the road. Have the party choose a character to make a DC 12 Intelligence (History) check. If the character succeeds, they notice a small etched symbol that long ago indicated a place where gambling took place and lead the party to the Battle Pits to explore for treasure. If the character fails, they notice brightly colored merqua in the distance and head toward Maytria's Nest, where several lesser spiders have claimed her former resting place. The tunnels leading from both the Battle Pits and Maytria's Nest will lead the party to the entrance of the Eternal Eden.
M A P O F T H E M O U N TA I N M A Z E
M O U N TA I N M A Z E E N C O U N T E R S D6 1
RANDOM ENCOUNTER The party comes across an ornate chest tucked into a small alcove. Any character who has a passive Perception score of 16 or more or succeeds on a DC 15 Intelligence (Investigation) check notices that the chest is trapped. A successful DC 14 Dexterity (Sleight of Hand) check is required to disable the trap safely. If a character tries to open the chest without disabling the trap or fails a check to disable the trap by 5 or more, it sets off a small blast of fire. The chest is filled with black powder, and buried within is a Reverie Fantastica invitation. If the trap is triggered, the black powder will ignite, dealing 7 (2d6) damage (DC 15 Dexterity saving throw for half damage) and destroying the invitation.
2
The party comes across a crystal-clear spring flowing from a crack in the rock wall. Those who taste the water find it cold and refreshing and gain 5 temporary hit points.
3
A cantankerous old gnome surrounded by exotic plant life offers to sell the party a bag of floral delights for 100 gp.
4
The party sees a shed snakeskin, purple-tinged and 30 feet long, and a hole with a two-foot diameter carved into the rock that extends back beyond sight. The snake is not present, but if the party chooses to wait, they are attacked by a purpleback cave viper.
5
The party notices a nondescript longsword embedded into the ceiling of the tunnel. A successful DC 17 Strength check is required to pull the sword out. If removed, a pink mist begins to waft into the tunnel, and all creatures within 20 feet must make a DC 14 Constitution saving throw or fall prone with debilitating cramps. A player may repeat this check at the end of each of their turns. In addition, a swarm of merqua spiders stream out of the hole and attacks the party. A successful DC 14 Strength check is required to stand, and replacing the longsword will cause the mist to stop and end its effect.
6
The party finds a corpse on the ground with a stake driven through its chest. Those who search the body find 14 cp. and a ring of the bat.
Bag of Floral Delights Wondrous item, rare This small leather bag contains seeds from all manner of flowers and never runs empty. Seeds from this pouch grow fast and hardy, but the flowers they produce immediately wilt if they are ever sold.
Ring of the Bat Ring, rare (required attunement) When putting on the ring of the bat, a creature takes 1d6 damage as barbs lacerate its flesh. The ring allows the wearer to make a bite attack (Bite. Melee Weapon Attack: reach 5 feet, one target, dealing 1d6 + STR modifier piercing damage, regain 2 (1d4) hit points when the wearer successfully deals damage with its bite.) In addition, the wearer must consume the blood of another living creature every 24 hours or take 3 (1d6) necrotic damage.
Purpleback Cave Viper Tactics • The viper will use venom spray if available and try to hit as many foes as possible. • The viper will use its bite attack.
BAG OF FLORAL DELIGHTS
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As the party explores the tunnels, they may encounter untold dangers and mysteries. Every time the party moves between locations, generate a random encounter from the table on the previous page. Re-roll any repeat encounters.
The party spends the next 1d4 hours looping in circles, repeatedly passing by the same landmarks. Read the following:
M2. ANCIENT MINING EQUIPMENT
You walk along in the dim light of a long corridor made of
The echoes of Chrysaleans long past haunt this room full of ancient but functional mining equipment. As soon as the party enters the area, read:
ceiling, painting the pathway a dull silver.
You enter an enormous cavern with a sizable hole in its center. Towering cranes loom from above while gears and pulleys extend into the high reaches of the darkness. A cloud of dust stirs as if the machinery had just stopped operating, and one of the pulley systems near the top squeaks to a halt.
If a character looks into the hole in the center of the room, read the following: From the depths of the hole, something glows in the darkness, oscillating between blue and gold. The cloud of dust stirring at the bottom obscures any other details.
The hole in the center of the room descends 100 feet and stretches 20 feet across. If a character searches the bottom of the pit, they can find the following: • Two skeletons, the bones of which shimmer blue and gold, crumpled in heaps. • A leather pouch containing 12 gp. • A mining pick, the handle of which has mostly rotted away. All characters with a passive Perception score of 15 or higher and within 5 feet of the skeletons notice two incorporeal humanoid shapes have appeared partially revealed about 50 feet up out of the northern wall. The aether echos (see appendix A) are not hostile as long as they aren't engaged or their bones aren't disturbed. If a character touches either of the skeletons, they are immediately attacked by the echoes. If the characters didn't notice the echoes before they attack, they begin the first round surprised. Aether Echo Tactics • The echo will not attack unless its bones are disturbed or if it is attacked. • If the echo is driven to attack, it will use its multiattack.
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slick black walls. Moonlight beams through a hole in the A crevice in the side of the rock wall bears a novel shape, resembling a soldier holding a spear. Several hundred feet later, the wall bears the same crevice, down to the smallest detail. After walking several hundred more feet, you pass by it again. Not only is the crevice familiar, but so is the path itself and the hole in the ceiling with the silver moonlight — this is the same area you keep passing by! Is this some kind of maddening continuum?
For each hour spent in the looping corridor, roll a d6 and consult the 'Looping Encounters' table on the following page. After the players have completed all of their random encounters, read: The dizzying tunnels, looping on top of one another into the depths of madness, suddenly cease. An arched doorway opens into a cavernous room. A misty breeze whips across your face, a stark contrast to the musty air in the looping corridor.
M4. RAINBOW-HUED HOT SPRING A steamy pool that provides healing can be found in this room. When the party enters this area, read: You come upon a room with a great pool in its center, and the water shifts between all different hues of color. Bizarre and colorful plants grace every surface. The leaves of some are massive and spiky, while others display glimmering flowers in full bloom. Neither torch nor candle illuminates this room. Rather, the neon brilliance of the water itself provides light. A peculiar hum resonates from the pool as if it were singing a quiet melody.
If a character consumes the water from the pool, they will feel the comfort and radiant healing energy it provides and regain 7 (2d6) hit points, feel wholly satiated, and recover one level of exhaustion. This effect can only happen once per day. Spells such as detect magic will reveal that the pool radiates with evocation magic.
LOOPING ENCOUNTERS D6
ENCOUNTER
Characters searching the bar will find 7 (2d6) unopened bottles of ale. If a character wants to search further, a successful DC 16 Intelligence (Investigation) check allows them to find a cord of incapacitation.
1
The crevice contains 3 gold coins stamped with the mark of an unknown kingdom.
2
A small stone plummets through the hole in the ceiling. The character with the lowest Dexterity score must make a DC 15 Dexterity saving throw or take 7 (2d6) bludgeoning damage from the stone streaking from the sky.
3
The party stumbles across the exit.
Once used to keep gladiators subdued between fights, this cord, when tied around a creature's wrist, forces that creature to make a DC 14 Wisdom saving throw or become incapacitated. If a creature becomes incapacitated, it may attempt another save every minute. The effect ends after 1 hour, and once a creature has successfully saved against the cord, it is immune from its effect for 24 hours.
4
3 ghouls scrape the black walls as they shamble toward the party, then attack.
M 6 . M AY T R I A ' S N E S T
5
Sun breaks through the hole in the ceiling, replacing the moonlight. Birds can be heard chirping outside.
6
A thick acrid gas pours out of the crevice and fills the tunnel. All characters within 30 feet of the crevice must make a DC 13 Constitution saving throw or become poisoned.
Cord of Incapacitation Wondrous item, rare
This cave hosts the sleeping area for Maytria. When players enter the area, read: In the corner of a large corridor, two tall marble pillars hold up a stone archway. Merqua winds up their sides and drapes over the entrance like a dripping mouth. Amidst the violet tendrils, a massive shimmering silken web cushions the floor of the dark cave. The marshy floor of the nest bubbles with merqua. Tiny spiders crawl up and
M 5 . T H E B AT T L E P I T S This large room contains three circular pits, 8 feet deep and 10 feet across. When the party enters, read: You enter a cavernous room. Stalactites hang from the blurry nothingness above, and the walls surrounding you curve up into a great dome. The floor is packed with sand and riddled with large circular holes. Each of the deep holes has been reinforced with wooden planks, bordering the walls like support beams. Humanoid skeletons and creatures clad in armor, some still gripping swords and spears, litter the pits. A few empty bottles sit on a shelf behind a crude bar, and a leaderboard declares Luvesta of Henda to be undefeated.
If the characters search the pits, they will find that each pit contains the following: • 2 (1d4) spears. • 3 (1d4 + 1) rusty shortswords. • 2 (1d4) suits of banded armor.
down the walls, and larger eyes leer from the darkness.
The bubbling merqua fills the room with a strong scent, forcing all creatures within 30 feet of the merqua pool to make DC 12 Constitution saving throw or vomit. Characters who successfully make their save gain 5 temporary hit points as the concentrated merqua invigorates them. Moments after the party enters the area, they are flanked by two swarms of merqua spiders (see appendix A), and a giant merqua spider (see appendix A) crawls from the bubbling pool. Characters who want to search the area must have a bladed weapon to cut through the webs and succeed on a DC 12 Intelligence (Investigation) check to find a glass eye, a pouch with 8 pieces of silver, and a clover-shaped locket engraved with the initials M.E. on the back. Swarm of Merqua Spiders Tactics • The swarm will attack with flurry of bites, preferring unarmored opponents. Giant Merqua Spider Tactics • The spider attacks with sticky bite. • The spider prefers attacking unarmored foes.
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W E L C O M E T O T H E PA R T Y
At last, the party has made it to fabled Reverie Fantastica, purported residence of Gilgazo. First, they will have gain entry to the eternal party, and then they will have to figure out how to escape with the captive druid. M7. EDEN ENTRANCE Eventually, the party finds the entrance to the Eden. Roaring cheers and jubilant voices can be heard in the distance, far past the partially open iron doors. Two Eden Guards (see appendix A) patrol the area near the main entrance, occasionally disappearing into nearby side corridors. Read: The expansive cavern opens to a spectacle beyond wonder. Waterfalls cascade down the face of the rock walls and pour endlessly into cold cosmic pools. Merqua glows everywhere, hanging from the heights in shimmering beauty. The path leads to a stone staircase that curves over the glowing pools up to a rocky plateau. In the center of the room, suspended in space, huge boulders hang as if held by some powerful field of weightlessness. On the plateau stand two armored guards, both holding longswords. They stand on either side of the focal point of the room: two profoundly massive iron doors.
Flattered or Frightened. A character can sweettalk their way into the Eden by succeeding on a DC 15 Charisma (Persuasion) check. Characters with a more sour disposition may strongarm their way through the doors by succeeding on a DC 15 Charisma (Intimidation) check. If the character making the attempt had previously tried to bribe the guard, they make their roll with disadvantage. Old-Fashioned Murder. If all else fails, the party can slay the guards and make their way into the Eden unimpeded.
CHRYSALEAN GUARDS As the party approaches the entrance to the Eternal Eden, they will catch their first glimpse of a Chrysalean (although they won't know it at the time). Their pale blue skin and white hair set them apart from other elves, as does the ornate aquatic armor and weaponry they carry. They hail from Chrysalea, the fabled city beneath the lake. These soldiers, along with Lieutenant Myano inside, are loyal to the Chrysalean patriarch Orrien. His two siblings, Lillius and Taos, seek Gilgazo for their nefarious purposes, while Orrien, Gilgazo's longtime friend, seeks to protect him.
Both rest on long tracks and, on the sides, stone gears connect drags of ropes that disappear into the heights above. Four alchemical symbols adorn each corner of the doors; and in the center of both doors, a circular pendant of a figure riding a steed is on one side, and a cloaked figure holding a staff on the other. The doors are halfopened, revealing an eternal expanse of green light and mist through the gap.
The Eden Guards (see appendix A) are not hostile to the characters and, if noticed, will immediately ask for their Reverie Fantastica invitation, assuming they are here for the eternal party. If no invitation is provided, they will forbid entry, and the characters must find a different way in. Some possibilities include: Sneaky Sneaky. The characters can try to sneak past the guards. They will need to make a distraction or diversion and then make a successful Dexterity (Stealth) check opposed by the guard's Perception. A Decent Bribe. A character can bribe the two guards on duty to allow them to enter the Eden. Their asking price is a firm 100 gp. The guards will raise their price to 200 gp if the characters attempt to negotiate a better deal.
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Eden Guards Tactics • The guards will try to prevent anyone from entering through the gates. • The guards will attack with their longswords, targeting the same foe if possible. • The guards will fight to the death.
T H E R E V E R I E FA N TA S T I C A
When characters make their way into the Eden, read: You step through the fissure in the rock wall and enter a sea of eternal green. Glinting crystal chandeliers hang from the heights along with black and orange lanterns. Waterfalls spill from above and pool in glass-bottomed overhangs, hosting several people bathing and relaxing in the bubbling froth. This paradise abounds with lush ferns and moss, with flora bursting out from every crevice in the walls. Everywhere, folks are gathered in small groups, some sitting at tables, others lounging on sprawling beds. The bar in the center of the room surrounds a geodesic sphere made from translucent crystal, and at its center, a wooden ball covered in roots and merqua. Shelves line the sphere's circumference and are stocked to the brim
with colorful spirits, flasks of potions, and vats of smoke. Next to the bar, a gargantuan rock, suspended in mid-air, plays host to a band performing for those relaxing on blankets on the lawn. An archway and a small iron door, barred and locked, provide the only exit from this room, apart from the front gates. Next to the lagoon, an old man sitting atop a mound of pillows speaks to folks gathered around the bottom. Although distant, the old man's booming voice tells a tale, his animated voice echoing across the cavern. Moments later, a ticking rings out for a moment, followed by a booming thud reverberating throughout the hall. The band stops playing, and everyone goes silent. A loud hissing sound heralds green and sparkling gold mist seeping out from vents dug in the sides of the rock walls. The mist flutters down and fills the entire room. Everyone is still and motionless for a frozen moment before the band shatters the silence, and the crowd continues partying as if nothing happened.
MIST FROM ABOVE Every hour, a tinted mist rains down from above. Those exposed to the mist must make a Constitution saving throw, the DC of which is 12 plus the number of saves from the mist made in the previous 24 hours. Those who aren't successful are overcome by forgetfulness and lascivious feelings for 1 day. Several constructs masquerade as partygoers, generally indistinguishable from the creature they are imitating. Called faequins (see appendix A), these Chrysalean creations are the result of experiments with microbial lifeforms and aether, and can mimic any creature they have touched. A creature wearing the glove of the puppetmaster can control the faequins by performing specific hand gestures.
ZAN REDADO HUMAN COMMONER, BARKEEP
Personality Sociable, people pleaser, secretive, and forgetful. Physical Short and stout with frizzy hair, wears colorful velvet robes. Longings To say "no" to requests without feeling guilty or like he has to please everyone. "I'm wondering if I left the water running before I left for work."
Glove of the Puppetmaster Wondrous item, rare This wooden glove, crafted from Gelden Elderwood fused with aether and Novarian crystals, allows you to control, by making specific gestures, any faequins within a 1 mile radius.
Faequin Tactics • The faequin obeys commands by a creature wearing the glove of the puppetmaster. • When ordered to attack, it will attack with a shortsword.
GLOVE OF THE PUPPETMASTER
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KATSIE, THE BRAZEN
AMENITIES
HUMAN SPY, PRIVATE AVENGER
While at The Reverie Fantastica, the characters can feast at a buffet loaded with delicious cuts of meat and delicately roasted vegetables. Cider and ale flow from the bar, and spirits of all flavors and proofs are available.
Personality Opinionated, straightforward, and passionate. Physical Older but active, beautiful grey curly hair, and rugged. Longings To assist the defenseless in overcoming their abusers, no matter the cost. "Make careful not to lose yourself in the fight, it's usually how the one you're fighting got to their position."
KENSINGTON LOCKS HALFLING COMMONER, STORYTELLER
Personality Intriguing, entertaining, wise, and neutral. Physical Has long hair tied in colorful ribbons, braided beard, and draped with jewelry. Longings To perform a dramatic monologue featuring war afterparties at the Porridge Bowl theater. "Liars are merely poor storytellers."
AYLIA BREE HALF-ELF NOBLE, PRINCESS
Personality Intelligent, resourceful, lovable, and persuasive. Physical Has mesmerizing green eyes, messy hair, wears comfy clothes. Longings To be a part of every story, no matter how small of a detail. "Starting this week, I'd like to try to wake up earlier."
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THE GUEST LIST In addition to Gilgazo (see appendix A) and the guests below, 100 attendees, including two dozen faequins (see appendix A) masquerading as partygoers, circulate throughout the room. The characters are not aware that the faequins are anything but regular people. Bartender Zan Redado. Zan (human commoner), a short and stout young man with big, frizzy hair, tends bar for the Eden and always dons a velvety robe; many of his patrons claim he's never worn the same one twice. While friendly and loud, he is known for his terrible short-term memory. Compounded by the effects of the mist, he continually forgets drink orders, as well as other, more important things. He wears the glove of the puppetmaster on his left hand, allowing control of the faequins. Katsie, the Brazen. Katsie (human spy), a fiery older woman in her seventies, ties up her grey curly hair with a length of frayed rope. She carries with her a bow and arrow. While her voice may be soft and gentle, she never backs down from a fight. She's very passionate about her opinions; most of them revolve around her disdain for monarchies. Kensington Locks. Kensington, a middle-aged male halfling, speaks only of his past adventures in taverns and pubs and is a comprehensive source of tavern lore. Those who hear his stories of drinking and carousing can't believe that he's still alive. While he's never fought in any wars, he was present for many of their victory parties. The Tired Princess. Aylia Bree (half-elf noble), a young female half-elf, descends from a royal family in the southern regions of Aetherra. She had been pressured since childhood to fulfill her family's lofty expectations. Once she came of age, she fled, joined a group of nomads, traveled with them through the woods, living freely and uninhibited. She learned to be self-sufficient, becoming a skilled hunter and fighter. Despite this, she never outgrew her habit of sleeping until late in the morning, earning the moniker of The Tired Princess. Lieutenant Myano. A Chrysalean soldier loyal to Orrien, Lieutenant Myano (see appendix A) ensures that Gilgazo remains captive and safe. While friendly, he places duty above all and will do whatever he can to ensure that Gilgazo remains safe in the Eden.
GILGAZO AND THE RABBIT KINGDOM Gilgazo sits atop a mound of pillows, telling a story to a group of people lounging below. As the characters approach, play the included audio, or read:
ing ceremony. I stood on a precipice looking out into
“I awoke from a nap on the southern end of Acian
dered what beings could inhabit such a mystical empire.
Green — a deep woodland between Fours Mountain and Twimble River. I couldn't remember how I got there, but I woke with misery in the head, and I only feel this way after I pass out drinking strawberry wine. Oh, how I do love that wine, though. "I hiked a short distance through the tangled wood and thicket and came upon a clearing in the forest. The morning mist blanketed a grass hill poking out of the ground. I felt drawn to the knoll for no particular reason. Perhaps, I thought, I had been here before. As I staggered closer, my feet still feeling the strawberry wine, I began to whistle a melody, and a song was drawn from my lips, beyond my control. I spotted a shadowy hole dug into the side of the hill, and when I got to the hole's edge, I heard the same melody stir again from deep within. I whistled down into the hollow and felt a breeze rush up from the dark nothing, and then, with the faintest echo, the melody called back to me. I then admonished the candleflies inside the cage atop my staff, where they come and go as they please, mind you, to light the way. Then I crawled into the hole to follow the sweet siren call. "For hours I squeezed through the cramped tunnel. Occasionally the packed dirt would give way to a slick mudslide, and it turns out sliding is a lot faster than squeezing. Eventually, the tunnel opened up to a path that I could walk along. It snaked and split into different directions. When I'd reach a fork in the path, I'd whistle the melody, and when I heard a response, I'd follow the sound. With each intersection, the tune grew louder. "But let me tell you, I could have grown a field of pumpkins in the time it took me to find the source of the melody! I would stop to sleep in the burrowed-out cubbyholes along the way, eat potcha root, which grew aplenty down there, and drink from regenerative water pouches of lindemen bugs. It kept me alive, but is it ever slimy going down! "I traveled through the labyrinth, following the sound as it grew louder. Eventually, the tunnel widened, and I came to a ledge. My eyes glistened with tears, and my heart fluttered in my chest, which usually only happens when I discover there's an open bar at a betroth-
an enormous cavern; stalactites hung in the darkness, and a flaming torch lit up the entire area. I marveled at the sprawling underground city below me and wonCould it be dwarves? A new form of goblins? A people that genuinely care for their community and things that grow? "I muttered a quick vision spell, and through it, I glimpsed a nearby pond where a boat was about to set sail. And upon that boat, I saw a small bushy tail on the rear of a nut-brown body. And as I scanned the landscape, I saw that the town was occupied by rabbits! I stood there in utter astonishment and watched the place bustle around me. Buildings had been built along the outer walls, some massive, towering like the lookout at Ceriad, with warrens filling in the spaces between them. I gazed upon entire neighborhoods complete with parks, community gardens, lakes, and even a school where small bunnies would read books and play games. "I assumed the melody had called me to this city, and I expected it to end there. To my surprise, I heard it resound in the distance beyond the city. I found a narrow stairway and made my way across the town, through the alleys, and passing by communities and shops. Rabbits were shopping, working, arguing, and embracing, while the young ones ran about, playing and making trouble. It was such a sight! It took me a moment to realize they weren't concerned by my presence. It wasn't like I was wearing my invisibility cloak. I save that for times I'm in public and my jokes flop. Anyway, several of the rabbits acknowledged me, nodding politely and continuing on their way. I simply had no effect upon their daily lives, and that felt odd and beautiful. "Finally, I reached the fringe of their city. The melody ceased, and I came upon an immense castle sitting atop a hill, perched high above its domain. Of course, being as tall as I am, I could see over the moat's wall as rabbit guards assembled behind its gates, bracing for my arrival. "Then I heard a different sound, a whistle that dropped from high to low in a cascading octave. The whole city fell silent. I wanted to speak, but I knew my words would not suffice, so I repeated the whistle. The melody returned just as it did when it called me down the tunnel, and then a rabbit's voice called out: [...]
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"‘What druid are you, one who heard the Windsong, and called to us down in our domain?’ she asked. "‘I am called Gilgazo,’ I answered. "You must know that this rabbit was not speaking in our common tongue, and for me to answer by using my voice was indeed good enough reason for her to open the gate. I saw before me a beautiful black rabbit with deep auburn eyes and a crown of silver atop her head. She stood up on her hind legs and stepped toward me with grace and authority. "‘Well, Gilgazo, welcome to Wildbriar, the rabbit kingdom of Aetherra.’ She invited me in through her castle doors, and together we supped.”
Gilgazo (see appendix A) is calm, free-spirited, and friendly with the party. He will attempt to make them feel at ease and will ask the characters why they are there. If a character mentions: aether, Allianders, Aundi, Indos, or the Osia Phon, Gilgazo will agree to go with the party, on one condition — they must first stop at his former residence, Ceriad Keep, deep in the Dimlight. Gilgazo explains that the only way he knows how to escape lies behind the locked door at the end of the room. Beyond the door and down a tunnel sits a contraption called the Novarian Neural Network, the key to leaving this place and arriving at Ceriad Keep.
The bartender, Zan Redado (human commoner), has long been in charge of maintaining control of the faequins (see appendix A). Unfortunately, he is unable to recall the gestures and hand motions required to control the faequins. Zan has been catching dirty looks from the lieutenant, and he knows that the party realizes something is amiss, so he willingly allows a character to try to fix the situation. A character can make a Wisdom (Intuition) check and compare their result to the 'Puppetmaster Results' table to attempt a hand motion gleaned from what they can manage to learn from Zan. Characters proficient in Charisma (performance) make their check with advantage. Once a player has learned a command, they can repeat it at will. A character who knows the final command can tell the faequins to focus their combat on specific targets. If a character rolls an 8 or less on their check at any point, they draw the attention of Lieutenant Myano, who will begin to investigate why the faequins are glitching. If he sees one of the characters wearing the glove of the puppetmaster, he will demand that they relinquish it or take it by force if necessary. P U P P E T M A S T E R R E S U LT S DC
RESULT