```metadata
title: Initiate Bundle - The Last Bastion
description: ''
tags: []
systems: []
renderer: V3
theme: 5ePHB
```
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# Initiate Bundle
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## The Last Bastion
___
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{{banner 5th Edition Compatible }}
{{footnote
Handpicked from the Codex of Strings February 2024 Edition!
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## Legal Mumbo-Jumbo
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Read the following considerations if you are interested in using our content as a part of a commercial venture, or if you want to understand how Ariadne's Codex of Strings ties in with the content / software published by Wizards of the Coast, Midjourney Inc. and NaturalCrit. If none of this is of relevance to you, feel free to skip this page and move on to the content you came for!
- The content here contains references to Wizards of the Coast's 5th edition SRD, and is indeed shaped for compatibility with the rules and content there described. Everything we use from the SRD is owned by WoTC and Hasbro: we offer an expansion upon that content, by the terms of the CC-BY-4.0 license under which the SRD is published. We are not affiliated with WoTC or Hasbro.
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- You may use our expanded ruleset, our features, our spells, our monster --all our original content, in sum-- in any way you see fit, so long as it's non-commercial and you are not simply re-distributing our content but transforming it substantially. As a paying customer, using the content as a part of a commercial venture is permitted so long as you give proper credit to "Ariadne's Codex of Strings" for the content you make use of. You can claim compatibility with our expanded ruleset, but not affiliation to our enterprise -- your content remains yours (and your responsibility), even if you use fragments of Ariadne's Codex.
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- All the artwork featured in Ariadne's Codex of Strings is made using a Midjourney paid license, Adobe Firefly software, and OpenAI's Dall-E, and hereby published under their General Commercial Terms. This means the artwork featured in Ariadne's Codex of Strings is not owned by us, or anyone else. We are not endorsed by Midjourney, Adobe or OpenAI. Likewise, we do not claim ownership of the artwork, which may be used, commercially or otherwise, by all individuals or enterprises that meet the requirements established by these companies.
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- The name "Ariadne's Codex of Strings", as well as "Ariadne Stringweaver", "City of Strings", "Runo Fylsworth", and "Guilliam Fallow" are Copyright 2024 by Ariadne's Codex of Strings. They may still be used under the conditions of point two.
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* The formatting of Ariadne's Codex of Strings is made using the Hombrewery software by NaturalCrit, published under an MIT license. We express our profound gratitude to them for providing this wonderful tool, and highly recommend it to anyone in the process of making professional-looking homebrew content for TTRPG!
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## Contact Information
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You may email us at support@codexofstrings.com if you have any questions, collaboration proposals, or, truth be told, anything you want to tell us at all!
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If you want a great deal on all our publications, find us on Patreon and subscribe to one of our amazing (limited) tiers! www.patreon.com/codexofstrings
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For a full list on where to find us, check out our planar travel hub at www.codexofstrings.com, which will direct you anywhere you need -- socials, selling sites, etc!
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# An Introduction
There was a time when a dozen floating cities, beacons of arcane prowess and mechanical genius, coursed through the skies of the material plane. Of those, only one is left today, and in a state of growing inner turmoil...
But let us start at the beginning.
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Gorashai the Gilded was the greatest and the first to fall, well over one thousand years ago. Its ruins, which lay in the cursed Black Desert, are still a place of pilgrimage for aspiring heroes, as it was brought low during a legendary war against an ancient necromantic empire, its fall the ultimate sacrifice in the battle against the dark. A powerful symbol and a pile of dust and broken metal...
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### Uldann, The Last Bastion
Tragedies, sacrifices, wars, hubris and evil plotting caused the fall of ten cities, through distant centuries. When Imrath fell, nearly a decade ago, Uldann officially gained its most famous moniker: the Last Bastion, one singular floating city, destined for eternal greatness... or perhaps for the most spectacular demise.
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Imrath, for its part, fell after a group of dark zealots blew up its central levitation engine. What's worse, the city was not even the true target of the attack: the malevolent paladins used it as a meteor, causing it to fall upon a jungle where their druidic enemies were hidden. This led many within Uldann to blame the outside world for the fate of its sister cities -- not only Imrath, but all of them. The *uncivilized*, as they refer to those on the ground, quickly became feared and hated. Along this hateful tide, the rise of a radical new leader for the Last Bastion: one Zephrahim Icarius.
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### The Age of Isolation
Zephrahim recently announced his plans for the beginning of the Age of Isolation, in a confusingly menacing message to the rest of the material plane. Exiled students, merchants and adventurers tell tales of unspeakable rituals and a deep transformation within Uldann, and the initial sparks of an underground resistance led by a semi-legendary figure, an ancient Teng who was there when Uldann was founded...
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In this context, certain foolish and brave individuals are attempting to enter Uldann before Zephrahim's grip becomes too strong. Prophets and charlatans are taking Zephrahim's ascension as a sign of a thousand different things, both good and terrible. Apocalypse, the return of forgotten arcana, the rise of new empires... Despite the naivety of guesswork, it is undeniable that something is stirring in the Last Bastion, and that the fate of many will be decided in that last floating fortress. Likely as not, there is a reckoning to come in this
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very decade.
Powerful governments and guilds
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have already begun sending diplomats, as well
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as spies, to a vast array of purposes: securing
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the continuation of trade deals, obtaining
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the favor of this new leader, or
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plotting his downfall, among
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others...
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#### Teng Arcanocypher
*Wondrous Item, Varies (requires attunement by a wizard)*
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*"All magic is the same, in the way all energy is the same -- heat can be motion, if properly converted. So too the arcane can be divine, and all eight schools are one and the same in the hands of a worthy mage."*
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Teng Arcanocyphers are rare across the universe, but relatively common within Uldann, as there are craftsmen who still preserve the knowledge of how to make them. They are wired to transform magical energy with near-zero slippage. With a properly calibrated Arcanocypher, a wizard can cast healing spells, or a cleric conjure a meteor storm...
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Every Arcanocypher is wired to transform incoming energy into a specific spell or custom magical effect, essentially granting an attuned creature the power to cast its magic in exchange for spell slots of any spellcasting class. Thus, an Arcanocypher wired to cast *Fireball* will absorb a 3rd level spell slot (or, optionally, an equivalent magical resource, up to the DM's discretion) to function.
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All normal rules of spellcasting, including action expenditure, are followed when using the Arcanocypher. A *rare* Arcanocypher can be wired to cast spells or magical effects up to 3rd level -- this is its minimal rarity. Each rarity tier above that unlocks two more levels (up to 5th for *very rare*, up to 8th for *legendary*). Arcanocyphers that can be wired to cast spells of 9th level are unique and powerful enough to be considered *artifacts*.
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A creature proficient with Tinker's tools can attempt to rewire an Arcanocypher by casting the spell they want it to replicate on the central console, and then rolling a Dexterity (Sleight of Hand) check with a DC of 10 + the level of the spell being wired in. On a success, the Arcanocypher is wired to cast that spell. On a failure, its circuits are obstructed for the next 24 hours, after which it returns to the function it had before the failed rewiring attempt.
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### The Teng Heritage
The citizens of Uldann believe themselves to be the result of a pure crossing between the Teng and a particularly old and illustrious strand of elvenkind, a claim that is somewhat accurate -- of course, there is no such thing as a "pure crossing", and when there is, it likely comes with... interesting genetic results.
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Still, the Teng were the Chosen of the Dead Gods, inheritors of the universe, tasked with protecting it after the passing of divinity, makers of history's greatest empires, masters of arcana and science like no other civilization after them... and elvenkind is the only race ancient enough to remember their final moments. The floating cities themselves were crafted with technology from one of the last Teng civilizations, the Impero Celerian. And allthough Teng blood is nowadays diluted beyond recognition, Uldann is where you will find the strongest bloodlines related to the ancient race.
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How the Teng extinct is, even now, a matter of debate, but the leading theory is that the blessings imparted upon them by the Gods dissipated over time, as their divine presence dissipated with each century.
Without that holy glue keeping them together, they splintered and fought, and eventually evolved -- or devolved -- into the mortal races we know today.
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### Ancient Origins
The Teng blood partially subsists in Uldann because of the historically isolationist and somewhat xenophobic customs of the city, which sees mingling with outsiders, especially outsiders with no fey or Teng ancestry, as a cardinal sin. As a result, some Uldanni still show vestiges of the lost powers of their ancestors... but others are born with terrible curses and malformations, a consequence of excessive inbreeding.
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Those with a particularly mighty strand of Teng blood at times develop unique sorcerous abilities related to their forebears. Among other things, this allows them to use the Teng relics found across Uldann and the universe. It's in fact this power that allows them to keep their city, a complex marvel of arcane engineering, from plummeting to the ground by gravitational law.
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## Teng Bloodline
*Sorcerous Origin by Ariadne's Codex*
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*"Arcana is in the blood of the Teng, much like benevolence is in that of angels, and tyranny in that of devils."*
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:
#### Arcane Sight
At 1st level, your sight is blessed with your ancestors' natural grasp of the magical world. You can see normally in darkness, both magical and nonmagical, to a distance of 30 feet. If your race has the *Darkvision* trait, this special sense has its range instead.
When you reach 6th level, your Arcane Sight evolves further. While conscious, you are permanently under the effects of *Detect Magic* (5e SRD).
#### Promise to the Fallen
Also at 1st level, a promise of your Teng ancestors awakens and stirs within your heart. Choose one of the following options. You can cast the corresponding spell once between rests without expending a spell slot.
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*Promise of Balance:* Your Teng ancestor promised to uphold justice and equity in the universe. You learn the *Protection from Evil and Good* spell (5e SRD).
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*Vow of Law:* Your Teng ancestor vowed to battle chaos as a bulwark of law. You learn the *Command* spell (5e SRD).
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*Oath of Freedom:* Your Teng ancestor swore to defend the fundamental freedoms of all sapient beings. You learn the *Longstrider* spell (5e SRD).
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*Pledge of Protection:* Your Teng ancestor pledged to protect the defenseless against the machinations of evil. You learn the *Shield of Faith* spell (5e SRD).
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*Assurance of Plight:* Your Teng ancestor swore to become stronger through hardship, and to inflict it upon others to spur their own growth. You learn the *Inflict Wounds* spell (5e SRD).
#### Teng Morphology
At 14th level, your body and soul undergo a profound transformation as your connection to your Teng ancestry strengthens, functionally turning you into a half-teng. You gain the following benefits:
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- Your natural ability score cap increases by 2.
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- You have an additional attunement slot.
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- You can cast your *Promise to the Fallen* spell at will.
#### Avatar of Ancestry
At 18th level, you gain the ability to momentarily manifest yourself as a full Teng using a bonus action, gaining the following benefits for 1d4+1 turns. Each of your ability scores increase by 4, you can cast spells of 4th level or lower without expending spell slots, your spell attacks have advantage, and creatures have disadvantage on saving throws against your spells.
Once you use this feature, you gain a point of exhaustion and can’t use it again until you finish a long rest.
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## Well, look what the cat dragged in...
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Y'must have some serious coin, if the custodians r' letting you in. Bloody luck, just so happens I got me some inventory I'm trynna sell. And if y'are not in a position to ask questions 'bout origins... all the better.
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But where's me manners... S'good to meet ya. Name's Kadir, but they call me the jeweler. Peruse my gems all you like, but ask if y'wanna touch somethin'. Ya wouldn't want to activate my countermeasures 'gainst thievery, now would ya? Lemme tell ya, ain't no man ever stole from the jeweler and got away with it. Uldanni or otherwise. Now, y'all gonna purchase me somethin', or am I just wastin' time 'ere?
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Oh, if y'ever make it out this lil' spire... Ask for me in the lower levels, 'round the city engine. Somethin' tells me ya might be a useful associate to have, and I's got plenty-a-job for strangers lookin' to earn a plate o' food. Y'all will come to find the "Last Bastion" is more than jus' pretentious asswipes, if'n ya know where to look. Yea, I don't really like that new name Zephrahim and his goons been usin'. Wha's wrong with jus' Uldann? Eh, these philosopher types... never could stand 'em.
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#### Nightingale Pendants - 5.000 gp
*Wondrous Item, Rare (requires attunement)*
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These beautiful pendants bear resemblance to both feathers and teardrops. The symbology it could have is lost, as its current owner claims they're just purple beetles. Kadir seems to be wearing a very similar pair... perhaps he knows more than he's letting on, judging by his knowing smile.
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The Nightingale pendants have ten charges. While attuned to them, you can expend one charge to ignore a spell's verbal and somatic components (as per the sorcerer's *subtle spell* metamagic option), two charges to cast the *darkness*, *pass without trace* or *silence* spells, or four charges to cast the *invisibility* spell.
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The pendants regain 1d4+1 charges daily at dawn.
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#### Monocle of Blindsight -- 6.500 gp
*Wondrous Item, Rare (requires attunement)*
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This apparatus is much more impressive than its name suggests, combining a wearer's sense of hearing with their sight, creating a sonic-based visual projection within its lens. It's a complex neuro-arcane device, but in layman's terms, it allows an attuned creature to have 360 degree vision that relies on their hearing. It does need to be installed in a very uncomfortable surgical operation, unfortunately...
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While attuned to the Monocle of Blindsight, you gain *blindsight* out to a range of 120 feet all around you. You can perceive with perfect visual clarity in that range but you do not see color. Additionally, you have advantage on Wisdom (Perception) checks that rely on hearing. A set of rough-looking runes have been carved into one of the sides of the monocle. A recent addition, no doubt -- they allow you to cast the *scrying* spell once per day (spell save DC 15). You lose all of the monocle's benefits (except the spellcasting) if you are *deafened* or *blinded*, as this neural apparatus needs both senses to function.
A useful thing to know, should you ever cross paths with a creature using it...
::
#### Time's Judgement -- 10.000 gp
*Wondrous Item, Very Rare (requires attunement)*
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This impressive-looking pocket watch is intricate in both a mechanical and a magical sense, a fascinating combination of divine incantations and precise arcane circuitry. While attuned to it, you can use an action to target a creature you can see within 60 feet of you. They must succeed on a DC 17 Charisma saving throw or be *on trial* for the next 30 seconds (5 rounds), a floating golden orb hovering ominously above their head. When the 30 seconds elapse, the target takes 5 (1d4 + 2) radiant damage for every attack or damaging spell used while *on trial*. If the target takes 23 (5d4 + 10) damage or more in this way, they must succeed on a Constitution saving throw (DC 17) or be *stunned* until the end of their next turn. The magic fails and is dispelled if the target and the watch are in different planes of existence, or if the creature attuned to it dies or falls unconscious. Once you use the watch's magic, you cannot do so again until you finish a short or long rest.
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*Cursed Item:* When you activate this item, there's a 5% chance it will target you with its scrying sensors instead of the creature you designated, making you the recipient of the holy punishment when the 30 seconds elapse.
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## Circlet of Astronomy
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*Wondrous Item, Legendary (requires attunement) -- 85.000 GP*
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Wearing a magical replica of the nine great planes of existence and their moons and demiplanes is just the kind of hubris you should expect from the Uldanni elite, though there's no denying the power they command -- this circlet is proof of that.
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The Circlet of Astronomy is a tremendously powerful conduct for planar magic. While attuned to it, you cannot be banished or transported to another plane of existence against your will. Additionally, you can cast the following spells using the circlet's magic, expending no material components (spell save DC 19):
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*5/day:* banishment, conjure woodland beings, conjure minor elementals
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*3/day:* conjure elemental, contact other plane, commune with nature
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*1/day:* planar ally, conjure fey, plane shift
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Whenever you cast a spell using the circlet, roll 1d20. On a 1, one of the circlet's beads breaks, and the circlet is forever unable to cast that spell again. Only a *Wish* spell or divine intervention can restore broken beads.
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##### From "Ariadne's Journal", Page ???
Well, this is perplexing, darling. How did this jeweler fellow end up with this insanely powerful item? This one I know very well, like the crinkles of my own brain -- as I should, I made it myself! It was a gift for one of my students, long ago. Promising, but absolutely hopeless in battle... I thought some otherworldly summons might help him. Hope he's alright, that cheeky bastard. Can't believe he pawned my gift!
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Well, what are you waiting for? Buy it, dear! Or steal it, for all I care. I attest to its wondrous capabilities!
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**--Ariadne Stringweaver, Regent of the City of Strings**
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## The Last Moonsilver
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*Wondrous Item, Artifact (requires attunement) -- 120.000 GP*
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One of the greatest and oldest Teng kingdoms was said to be located in a silvery moon that orbited the Astral Sea, until a conspiracy by agents of the Enemy saw it be swallowed by the outer chaos beyond the veil of reality. Artifacts made using moonsilver, a precious resource only the Teng knew how to shape, are the only thing that remains from that civilization. And, in typical Teng fashion, they're powerful beyond belief.
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While attuned to this item, you gain a +1 to all your ability scores, increased to +2 if the moon (or equivalent astral body) is out in your plane of existence. Your critical range against aberrations and lycanthropes becomes 17-20 unless it is already greater, in which case it is improved by 1. All of your weapon attacks or unarmed strikes are considered silvered.
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The true power of the Last Moonsilver, however, is to conjure the legendary Moonsilver Envoy, an avatar of the lost Teng moon, which can be summoned to fight by the side of the holder of this amulet as an action. The avatar lasts until you recall it or it is killed. If you recall it, you can summon it back with its remaining hitpoints and resources, but you must finish a long rest before summoning it if it is killed. Regardless, it always regains all lost hitpoints and spent resources when you finish a long rest.
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The Moonsilver Envoy is a CR 11 celestial that will be friendly towards its summoner, except if they are collaborating with lycanthropes or aberrations, in which case it will turn hostile, and refuse to appear again if felled.
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## Moonsilver Envoy
*Large celestial, unaligned*
___
**Armor Class** :: 16 (natural armor)
**Hit Points** :: 114 (17d10 + 21)
**Speed** :: 30 ft., fly 90 ft.
___
| STR | DEX | CON | INT | WIS | CHA |
|:-----:|:-----:|:-----:|:-----:|:-----:|:-----:|
|15 (+5)|22 (+6)|16 (+3)|14 (+2)|20 (+5)|13 (+1)|
___
**Saving Throws** :: Dex +10, Con +7, Wis +9
**Damage Resistances** :: slashing, bludgeoning and piercing from non-magical attacks
**Damage Immunities** :: radiant, cold
**Senses** :: darkvision 240 ft., passive Perception 15
**Languages** :: understands Teng and Primeval but doesn't speak
**Challenge** :: 11 (7,200 XP)
___
***Hybrid Being.*** The Moonsilver Envoy is considered both a celestial and a dragon, and is affected by abilities that target either creature type.
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***Of Moonlight.*** The Moonsilver Envoy is immune to radiant and cold damage, and its physical attacks deal radiant damage instead of bludgeoning, piercing or slashing.
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***Flyby.*** The Moonsilver Envoy doesn't provoke opportunity attacks as a result of flying in and out of an enemy's reach.
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***Moon Avatar .*** If lowered to 0 hitpoints, the Moonsilver Envoy dissipates into silvery mist. Its soul returns to the Last Moonsilver amulet, where it must reform until its wearer finishes a long rest.
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To kill it permanently, the amulet must be destroyed by a source of negative energy capable of dealing 114 damage to the amulet in a single round. The amulet is immune to all damage except force.
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### Actions
***Multiattack.*** The Moonsilver Envoy makes two attacks with its talons and one with its tail swipe.
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***Talons.*** Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 10 (2d4+6) radiant damage.
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***Tail Swipe.*** Melee Weapon Attack: +10 to hit, reach 15 ft., two creatures within 10 feet of each other. Hit: 13 (2d6 + 6) radiant damage, and the targets must succeed on a DC 18 Strength saving throw or be knocked prone.
:
***Moonlight Breath (1/day).*** The Moonsilver Envoy exhales radiant moonlight in a 30 foot cone in front of it. Each creature in that area must make a DC 18 Dexterity saving throw, taking 44 (8d10) radiant damage and losing all damage resistances on a failed save, or taking half as much damage and not losing resistances on a successful one.
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Aberrations and lycanthropes roll this saving throw with disadvantage, and gain vulnerability to the following damage types on a failed saving throw: radiant; fire; piercing, slashing and bludgeoning from silvered weapons.
:
### Reactions
***Graceful Evasion.*** The Moonsilver Envoy adds 1d4 + 6 to its A.C against an attack that would hit it, potentially causing it to miss. The Moonsilver Envoy must be able to see the attacker to use this reaction.
}}
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{{note,width:321px,position:absolute,left:450px,top:420px
##### A Suspicious Amount of Runes
To an experienced arcanist or mage, the runework of the items sold by this "jeweler" may stand out as odd, unconventional, or even unseemly. They feel heavier, more charged with arcana than their enchantments would suggest. A character taking a closer look at the functioning of each rune and connection can notice the following things after rolling an Intelligence (Arcana) check. If they don't meet the minimal DC of 10, nothing stands out to them. A creature that rolls a high enough check to notice more than one effect understands them one at a time, from the easiest to the most difficult, appearing to them as a series of increasingly horrifying revelations.
:
**DC 10:** All of these items have unnecessary conjuration runes carved into them, some plain and some hidden. They are wired to magically teleport back to Kadir in the event of the wearer's unattunement or death. Cheeky.
:
**DC 16:** These items have been under a noticeable amount of arcane strain, much higher than what their power warrants, like a magic focus utilized to cast spells beyond its ken. These items have been used *and transformed* in a very powerful set of mysterious rituals.
:
**DC 22:** These items have a very well hidden Teng scripture of immense dark power. In the event of a wearer's death, it will not only teleport back to Kadir, but it will also trap the soul of the dead wearer and bring it along with it. They are soul cages, disguised as wondrous items...
:
**DC 30:** These items have a deeper purpose, as noted by a very complex arcane architecture that hints towards two effects: the stasis of undeath, and the preservation of souls. These items... fascinating and horrifying variants of a phylactery, broken down into many pieces that play the part of obtaining the souls it requires to function. Kadir is secretly a very capable lich, or is in service of one.
}}
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## S'bout time I get lost, eh?
:
*"Y'all see the gal walking briskly o'er to us? With the armor n' shite? It's Andromeda, and I ain't stayin' to see what the hell she wants. G'luck, stranger friends.*
:
*If'n you make it outta this one, remember to come see me. Ain't no one checkin' for permits down in me turf."*
:
With those last words, the friendly shady jeweler hastily wraps up his assortment of goods inside a colorful rug. You see his purple pendants shine for a moment as he turns magically invisible, and as advertised, gets lost.
:
The woman clad in bronze armor, red cloak and full helm keeps approaching, unbothered by your associate's brisk escape. Perhaps she enjoys knowing she's feared...
:
Or perhaps you're the only mark she cares to hunt today.
:
}}
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## Halt, Stranger
:
*You are to present your peripheral permit for passage within the outer layer of the trading spire. Do not waste our time.*
:
*No, that is not the document I am looking for. That is your visitant permit, which, I see now, is outdated. A new legislation has been passed this morning requiring an official seal of approval.*
:
*What you have right there is not a seal. It's a signature. Very easy to forge. You are missing the seal, stranger. Show me the seal.*
:
*You don't have it? That doesn't surprise me. Your kind sure like to think you are exempt from consequences. Well, I am sorry to inform you, but we are a civilized people. We follow rules. That is how we survive.*
:
*Not only do you not have the peripheral permit, but you also lack the proper documentation for even setting foot in our illustrious city. You will accompany us to the detention center. You will be questioned.*
:
*It's not fair, you say? Oh, stranger. Are you attempting to resist arrest? I'm afraid that is not acceptable. Guards!*
:
}}
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{{text-align:center
## Custodians at the Spire
*An encounter to introduce Uldann's politics, an antagonist, and a very helpful ally.*
:
}}
{{
Uldann is a divided city, and the players, just like all other strangers within the Last Bastion, are the point of contention. The senate is going back and forth with increasingly extreme laws concerning any creature that does not have Teng and Elven blood. The party is caught in this crossfire.
:
This encounter is meant to be an introduction to the rest of the adventure laid out in this sourcebook. It presents Praetor Andromeda, a recurring antagonist that will fight the party several times in their journey; and Senator Vatha, a helpful hand for the players and one of the main dissidents of Zephrahim's xenophobic policies.
:
With her help, the party will delve into the world of Uldann's philosophic war. Perhaps, if they are skilled enough, they may be able to change the course of history, and avoid the great disaster that looms on the horizon.
:
Praetor Andromeda, on the other hand, is hell-bent on showing her sister, who just so happens to be Senator Vatha, that Uldann will not survive if they don't take action against what she perceives to be the threat: foreigners.
}}
:
{{descriptive,text-align:center
##### Premise
*The xenophobic Red Custodians have stopped you in the street, barely three blocks from the main square. You are new to the city, but even you know something fishy is going on. Have the guards been following you? Did they target your party for a reason? Or are they just waiting in the shadows, ready to pounce at any unfortunate visitor that strays too far from the square?*
:
*One thing is for certain, that permit stuff the Praetor said; it's definitely bullshit. You have everything in order, you barely just arrived! They are looking for an excuse to arrest you. Well, you won't go down easy...*
}}
}}
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{{monster,frame,top:-10px,left:-25px
## Red Custodian
*Medium humanoid (elf), any lawful neutral*
___
**Armor Class** :: 15 (half-plate)
**Hit Points** :: 75 (10d8 + 30)
**Speed** :: 30 ft.
___
| STR | DEX | CON | INT | WIS | CHA |
|:-----:|:-----:|:-----:|:-----:|:-----:|:-----:|
|16 (+3)|16 (+3)|16 (+3)|16 (+3)|14 (+2)|13 (+1)|
___
**Skills** :: perception +6
**Condition Immunities** :: charmed
**Senses** :: darkvision 60 ft, passive Perception 16
**Languages** :: common, teng, elvish, and one other language
**Challenge** :: 4 (1,100 XP)
___
***Uldanni Ascendance.*** The Red Custodian cannot be *charmed* by magic and has advantage on saving throws against spells or magical effects that would displace it or alter its form.
:
***Prowess of Mind and Body.*** Red Custodians are trained exceptionally hard to hone their mind alongside their body. It can add its Intelligence modifier to any attack roll, ability check, or saving throw. After the Red Custodian uses this ability, it must finish a short or long rest before it can use it again.
:
***Combat Doctrine.*** Red Custodians are taught to fight in small elite groups. At the start of each of its turns, the Custodian can choose one of the following doctrines, lasting until it chooses a different one. The custodian can benefit from a single doctrine at a time, and cannot choose nor benefit from a doctrine if it is incapacitated.
* Coherency: while the custodian is within 10 feet of another custodian that is using this doctrine, they both gain +2 to their AC against melee attacks.
* Press the Attack: the custodian has advantage on attack rolls against a creature if at least one of the custodian’s allies is within 5 feet of the creature. If said ally is another custodian that is using this doctrine, they both score critical hits against the creature on a roll of 19-20.
* Tactical Movement: while the custodian is within 10 feet of another custodian that is using this doctrine, they both increase their movement speed by 15 feet.
* Coordinated Fire: when the custodian makes a ranged attack against a creature hit by a ranged attack from a custodian using this doctrine, it deals 3 additional damage.
### Actions
***Multiattack.*** The Red Custodian makes two longsword attacks.
:
***Longsword.*** *Melee Weapon Attack:* +5 to hit, reach 5ft., one target. *Hit*: 8 (1d8 + 3) slashing damage, or 9 (1d10 + 3) slashing damage if used with two hands.
:
***Spear.*** *Melee Weapon Attack:* +5 to hit, reach 10ft., one target. *Hit*: 7 (1d6 + 3) piercing damage, or 8 (1d8 + 3) piercing damage if used with two hands.
:
***Heavy Crossbow.*** *Ranged Weapon Attack:* +5 to hit, range 100/400ft., one target. *Hit* 9 (1d10 + 3) piercing damage.
}}
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{{text-align:center
##### Elite Warriors
}}
:
*The guards in this city, they are not your typical run-of-the-mill retired adventurer nor are they the town's strongman. They are a professional, trained, elite force of elven legionnaires tasked with the protection of the most important people in Uldann. They are the guardians of the senate itself, and by extension, the twenty-one senators.*
:
*Or at least that is what you've heard. Now, being slowly surrounded by the custodians on all sides, you wonder what led them to patrol the streets and check for "permits" of all things. Don't they have something better to do? Some elf-lord to... guard?*
:
*There are four custodians in total, counting the leader, who appears to be much more skilled than the rest. A Praetorian. You've heard of them, the best of the best. She takes a step back, for the moment, and starts to speak in elvish, or a version of it that you couldn't possibly make sense of.*
:
*As they circle your party, like hungry wolves, you begin to understand the mess you are in. They didn't seem to keen on conversation either, so it's not like you could have stop them. They appear to want this fight. You can feel it in their eager steps, in the twirls of their weapons.*
:
*What a sick joke. Are these bloodthirsty thugs supposed to be anything other than cold-blooded killers? They do not deserve your respect.*
:
*You see the leader give a barely audible grunt, and the fighting begins.*
}}
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{{text-align:center
## The Bloody Praetor
}}
:
The woman who first addressed you doesn't join the fray immediately. She takes her time, as her subordinates fight tooth and nail against your party. You can feel her eyes on your every movement, as if committing them to memory, even through the chaos of the skirmish.
:
She slowly removes her helmet, and a cascade of white hair flows out of the tight metal, coming to rest on her tired shoulders. Her face is scarred in a red, messy line that marks her right eye, which does nothing but deepen her strikingly... bloody features.
:
Her dispassionate face, her calm demeanor, her crimson eyes; a killer, no doubt. You see her unveil a long, profane blade; a bloody katana that seems to drip red from the hilt, teeming with dark and powerful magic.
:
As you are about to land the finishing blow on one of the custodians, the Praetor steps forward. With incredible skill, she blocks the attack and immediately retaliates. The custodians seem to rally around her quickly, becoming deadlier for it.
:
With Andromeda in the fight, the tides turn fast, and you find yourselves overwhelmed. That is... until a figure in white robes makes her appearance.
:
}}
{{monster,frame,top:-30px,left:15px,width:360px
## Praetor Andromeda
*Medium humanoid (elf), lawful evil*
___
**Armor Class** :: 18 (plate armor)
**Hit Points** :: 120 (16d8 + 48)
**Speed** :: 30 ft.
___
| STR | DEX | CON | INT | WIS | CHA |
|:-----:|:-----:|:-----:|:-----:|:-----:|:-----:|
|16 (+3)|20 (+5)|16 (+3)|16 (+3)|15 (+2)|11 (-)|
___
**Saving Throws** :: Str +7, Dex +9, Int +8, Wis +7
**Skills** :: Perception +10
**Condition Immunities** :: charmed
**Senses** :: darkvision 60 ft, passive Perception 20
**Languages** :: common, teng, elvish, draconic
**Challenge** :: 11 (7,200 XP)
___
***Uldanni Ascendance.*** Praetor Andromeda cannot be *charmed* by magic and has advantage on saving throws against spells or magical effects that would displace it or alter its form.
:
***Prowess of Mind and Body (3/day).*** Andromeda can add her Intelligence modifier to an attack roll, ability check, or saving throw.
:
***Combat Doctrine.*** See *Red Custodian*.
:
***Military Doctrine.*** Praetorians are taught the secrets of the battlefield. Andromeda and up to 4 allies within 30 feet can benefit from two different *Combat Doctrines* at the same time. In addition, at the start of each of its turns, Andromeda can choose one of the following military doctrines, lasting until she chooses a different one. She can only benefit from a single military doctrine at a time, and cannot choose nor benefit from a doctrine if she is incapacitated.
* Hold the Line: Andromeda and up to 4 allies within 30 ft can choose to have their movement speed become 0 for the round and gain 11 temporary hit points.
* Divide and Conquer: Andromeda gains an additional attack against a creature if at least one of her allies is within 5 feet of the creature.
* Commanding Presence: Andromeda and up to 4 allies within 30 feet gain +3 to their saving throws.
* Rapid Fire: when an ally damages an enemy with a ranged within 30 ft of Andromeda, she can use her reaction to make a single *Dagger Throw* attack against the same target.
### Actions
***Multiattack.*** Andromeda makes three weapon attacks.
:
***Chikagetana.*** *Melee Weapon Attack:* +12 to hit, reach 5ft., one target. *Hit*: 13 (1d8 + 8) slashing damage plus 11 (3d6) necrotic damage. The necrotic damage dealt by this weapon is subtracted from the target's maximum hit points until they finish a long rest.
:
***Dagger Throw.*** *Ranged Weapon Attack:* +9 to hit, range 20/60 ft., one target. *Hit* 7 (1d4 + 5) piercing damage.
:
***Bloody Cross.*** Andromeda sheathes her katana and imbues it with her blood, dealing 21 (6d6) necrotic damage to herself. She then quickly moves 15 feet and slashes twice in a 15-foot cone in front of her. Each creature in the area must succeed on a DC 17 Dexterity saving throw or take 18 (4d8) slashing damage plus 35 (10d6) necrotic damage, or half as much on a success. The necrotic damage dealt by this attack is subtracted from a creature's maximum hit points until they finish a long rest.
}}
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:
## Vatha
*The Senator*
:
***"What is the meaning of this?!"*** a woman in a white uniform bellows from the street corner, fearlessly marching towards the conflict. As soon as she makes her appearance, the red custodians stop fighting and take a polite bow; all but the Praetor, who seems even more on guard than before.
:
The woman in white carries herself with such authority you feel compelled to listen to her, even though she is unarmed. She walks right up to the leader of the guards, pointing her finger. *"Are you harassing visitants again, Andromeda?"*
}}
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:
## Senator, do not interfere
:
*"The Trading Spire is not safe for figures of your caliber. You shouldn't wander alone. As you can see, there are plenty of dangers lurking in the shadows"*
:
Praetor Andromeda's deference towards the newcomer is striking, though her expression doesn't match her words at all. Her eloquent speech is contrasted by her hateful scowl, her red eyes staring right into the senator's soul.
:
As the woman in white comes closer, you see Andromeda take a step forward, her weapon still drawn. For a second, you think the apathetic praetor could actually swing at the senator. The moment passes, however, and Andromeda sheathes her bloody blade, her eyes never leaving Vatha's.
:
*"I am in the middle of an arrest, Senator. You should move along.* Her words are crisp, cold, and beyond anything, profoundly hateful. You feel the Praetor's quiet rage lingering on every syllable. Beyond her collected demeanor, she is furious.
:
}}
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:
## You have no right, Praetor
:
*"These people have broken no code, and done no wrong. You know it. They are guests. Were you about to spill blood on our illustrious streets? Your zealous enterprise is going to ruin our city. Zephrahim has poisoned your mind, sister."*
:
The Senator stands proud, unarmed, surrounded by the custodians. As she speaks, you see the Praetor's guard slowly take a step back. Sister? These two have nothing in common. Their skin tone, their hair, their eyes. They don't seem related at all.
:
There is a moment of silence, broken only by the winds that blow through the altitudes of Uldann. Then, the praetor averts her gaze, landing on yours. There isn't a single emotion on her stoic face, and yet you still get the message: "this isn't over."
:
The Preator lets out a grunt, and the custodians begin to leave after giving a quick bow to the senator, who just nods back, never taking her eyes off her sister's turned back.
:
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## An Apology
The Senator watches her sister leave,
\
then sighs. As she turns to you, she seems
\
conflicted. Even though the danger has passed,
\
her eyes dart around, before settling on you and
\
your party.
{{descriptive,width:280px
*"I extend my deepest apologies, visitors. My name is Vatha Veral, I am one of the lucky few that run things around here. There is no excuse for what you have just experienced. It is a testament to how very deep we have fallen. Attacked on the streets. What was her reason? What did she say? Tell me everything that happened here. I must know."*
}}
You take your time to respond, all the
\
while trying to decipher if this enigmatic
\
elf is your ally or just another hurdle. She
\
was very close to the fighting, after all. Are
\
you completely sure she can be trusted?
\
With a sister like hers, you can't know.
\
It's very hard to know what goes on behind
\
those viridian eyes, after all.
:
**Insight DC 20.** A perceptive enough player can feel a profound underlying guilt behind her stoic exterior. She doesn't seem to be listening your account at all: rather, she seems to be thinking on how to make it up to you. She feel personally responsible for the attack. Probably something about her sister.
:
The Senator waits until you've finished recounting the event before continuing.
{{descriptive,width:
*"That is... very concerning, to say the least. You should not have been subjected to that. No one should, foreigner or not.*
:
*Never in all my years have I seen a more difficult time for our city. You must accept my deepest and most sincere apologies. You are supposed to be under my... under the city's protection, and you were just about to be executed in the street. This is unacceptable.*
}}
The Senator paces around, her arms crossed, while you gather yourselves from the skirmish. She looks up at you, after a moment, her expression still unreadable.
:
{{,descriptive
*"Accompany me, if you will. I must make this up to you. Have you ever seen the inner city? No? Well, you are in luck. If you are willing to escort me back to the Senate, no one will bother you.*
:
*In addition, we must record what just happened and register a formal complaint. This is not the first time outsiders are unjustly detained, though it is the first time I've seen the Custodians attempt such a blatant misuse of lethal force. Oh, Andromeda... what on sky are you doing?"*
}}
:
}}
:::::::::::::::::::::::::::::::::::::::::::::
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### To the Inner Ring
And so, the party is invited to act as the senator's guards as she returns to the dome, where the senate can be found, within the Inner Ring of Uldann. If they accept, they enter under the protection of Veral and her associates, and the Red Custodians will not harass them further. The adventure continues...
::
{{note
##### Other Ways
As with all things, there are many ways to enter the Inner Ring of the city. While in the Trading Spire, strangers are tolerated. Inside Uldann proper, however, anyone who isn't an elf has a high chance of being detained by the Red Custodians.
:
The legislations are getting ever so harsher. Who knows, perhaps it is better to just enter the city by other, more dubious means, rather than trusting a politician. Kadir did say there are many ways to get to Uldann's core. Perhaps it is worth to ask around some more.
}}
}}
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# That's all, Folks!
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{{text-align:center,position:relative,top
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